Terrone (5e Class)
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Terrone[edit]
The 'Terroni' are gifted ancestral beings. Their mastery in peeling bananas is above that of any other bugbear. Almost all Terroni are human, variant humans or bugbears. Generally, Terroni live in jungle or beach environments.
Terroni[edit]
Generally speaking, Terronians fall into different categories, between MEGABLASFEMI ("blasphemous dudes") and thieves. All Terronis comes from Terronia.
Creating a Terrone[edit]
The Terroni are well endowed (with skills), and so despite the lack of intelligence of many members, they see far ahead. Anything that can be insulted, peeled, stolen, harassed, burnt, destroyed, or discussed, is theirs for the taking. And so being a Terrone is good.
- Quick Build
You can make a Terrone quickly by following these suggestions. First, Constitution and Dexterity should be your highest ability score, followed by Strength. Second, choose the Farmer background.
Class Features
As a Terrone you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Terrone level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Terrone level after 1st
- Proficiencies
Armor: Any armor, shields (pizza included)
Weapons: Simple weapons, firearms
Tools: Cook's Utensils
Saving Throws: Constitution, Strength
Skills: Choose two from Athletics, Acrobatics, Deception, Intimidation, Perception, Sleight of Hand and Survival or choose only Religion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one simple weapon or (b) two firearms or (c) studded leather armor
- (a) two simple weapons or (b) one firearm or (c) studded leather armor
- If you are using starting wealth, you have 1d10 in funds.
Terrodynamics[edit]
At 1st level, your heavy clothes or hair, with the fact that you have always been used to living in conditions of total heat or frost, allow you to receive a resistance of your choice between fire damage or cold damage.
Terron Natural Defense[edit]
At 1st level, while you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Your unarmed strikes will also deal 1d4 damage by default.
Expertise[edit]
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with Thieves' Tools) to gain this benefit.
Espresso[edit]
At 1st level, no matter the ingredients you're given, you will be able to prepare an Espresso Macchiato.
Mafia[edit]
At 2nd level, you are Terrone enough to know the basic mechanics behind most of the criminal organizations within the adventure you are playing. Once per short or long rest you will be able to find a building commanded by criminals or one of said criminals, no matter where you are; if you are in another dimension then one of those criminals will join you to be met by you.
Master Peeler[edit]
At 2nd level, if you eat any fruit with a skin you will get its peel. You will be able to throw this peel up to a distance of 5 feet +5 by the number resulting from throwing a 1d20 + your Dexterity. Any bipedal enemy walking without flight or strange fluctuations, if it will be on top of the peel you have thrown, must succeed on a Dexterity saving throw of DC 10 + your Terrone level or fall prone to the ground taking 1d4 fall damage. You can use this feature as a bonus action.
Pizzo[edit]
At 2nd level, you gain advantage to any Charisma (Intimidation, Persuasion or Deception) check involving your extorting money from someone.
Smoker[edit]
At 2nd level, you may have smoked so much/been in constant contact with pollution that you gain advantage on saving throws and halving the damage of gas attacks and disease.
Terrone Attitude[edit]
When you reach 3rd level, you chose a Terrone Attitude. Choose between Sicilione, Calabrose, False Polent, Venetone, Kebab Master, Puglione, Napoletone, Molisone, Orvietone, Sardone, Zanzingara, Campanione. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th and sometimes even at 20th level.
Alcoholic[edit]
Beginning at 3rd level, If you are under the influence of alcohol, your unarmed strikes cause 1d8 more damage for 1 hour. This does not imply that you can get out alcohol out of thin air, you must already be in possession of it.
With this feature you're able to drink a full bottle of anything alcoholic as a bonus action.
Drug Addict[edit]
Beginning at 3rd level, once per short or long rest you can use drugs to gain 1d8 temporary hp for 3 hours. This does not imply that you can come up with drugs out of thin air, you must already be in possession of them.
With this feature you're able to intake 0,2 pounds max of the chosen drug as a bonus action.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Bonus Pizza[edit]
When you reach 4th level, you gain advantage in cooking a pizza, you can use an entire frozen pizza as a shield if you don't already have one. If you thaw your frozen pizza with fire attacks then it becomes good food that when eaten whole gives you 1d8 temporary hp. If you choose to have the chaotic evil alignment, your pizzas will instantly mutate pineapple pizzas.
True Rapper[edit]
When you reach 4th level, you can rap during a rehearsal on performing. By doing so, you can earn a permanent fan if you roll a nat 20 or a permanent hater if you roll a nat 1.
Fiorars Among Us[edit]
When you reach 4th level, somewhere in the world will spawn at least one Fiorar_(5e_Creature). Roll a d10. If he comes up with a number less than 5 you will dislike him, with a number equal to 5 you will be neutral, and with a number greater than 5 you will be sympathetic.
Uncanny Panz[edit]
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Extra Attack[edit]
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Hereditary Fraticide[edit]
Starting at 5th level, whenever a member of your family dies by your hand, you will inherit all of their possessions, regardless of any contenders.
Beaten to a bloody pulp[edit]
Starting at 6th level, you're used to being shot, stabbed, and beaten to a bloody pulp. Starting at 6th level, you can passively absorb your Terrone level of bludgeoning, slashing, and piercing damage.
Domestic Violence Jutsu[edit]
Starting at 7th level, your unarmed strikes and spitting do 1d4 bludgeoning damage. Your farts and burps under the influence of alcohol do 1d4 poison damage. You can make a ranged attack by spitting, farting or burping as a bonus action but you can't do it more than once per turn and only one at a time. You have advantage to hit the opposite sex.
With this feature you also unlock these special moves, you only have 4 uses per long rest. If you exceed this limit, the power of divorce will cause you 10d10 psychic damage.
- Year's Washing Machine
You pull out from your underwear a basket of dirty laundry to throw at your opponent. You use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
A basket of dirty clothes counts as an improvised weapon, though it is generally very effective and valid as a weapon (DM's discretion).
- Bitch Slap
As an attack, you can add your Charisma modifier along your Strength modifier to your attack roll when you make an unarmed strike by effectively delivering a bitch slap.
When done to the opposite sex, the foe must also make a Charisma saving throw of DC 8 + your Charisma modifier or fall prone and start crying.
- Hair Pull
As an action, you can deal 1d8 force damage while restraining a foe. It will be a normal Grapple check to restrain a foe, except that you add that 1d8 of damage. You will be able to rip off 2d100 strands of hair from the foe. It does not work on bald individuals.
- Bathroom Cleaning
As an action, you can use your foe's face to clean a section of a surface equal to your movement speed, preferably the floor of a bathroom. The foe must succeed on a contested Strength check to avoid being forced to do it.
Depending on the diseases or the amount of lava, spikes, chainsaws, or other hazards present on said surface, the DM must determine whether the foe contracts diseases, takes damage, or suffers other effects.
Distraction[edit]
Starting at 7th level, you can use your bonus action to distract the enemy by telling him that he has shoes in his feet in such a way as to have an accumulative advantage to hit him. It only works the first time you say it.
Spaccatimpani Whistle[edit]
Starting at 8th level, you can whistle very loudly doing 3d10 non lethal thunder damage to all those who are 300 feet from you. Anyone affected must roll a Constitution saving throw of DC 8 + your proficiency bonus + your Strength modifier. On a failure, the target is deafened for 1 minute.
Once you use this feature, you must finish a short or long rest before you can use it again.
Catcalling Whistle (Optional)[edit]
This 8th-level feature replaces the Spaccatimpani Whistle feature.
Choose a bunch of people in a 104ft range around you of the opposite sex equal to your proficiency bonus and compliment them loudly. Make a Charisma (Persuasion) check against every person DC (dictated by the DM). On a success, they become charmed for 1 hour; otherwise they become frightened.
Once you use this feature, you must finish a short or long rest before you can use it again.
Tifo[edit]
Starting at 8th level, when you aid someone performing any task or fighting in battle, you do so by cheering for him as if you were at the stadium. The helped creature can add your Charisma modifier as bonus modifier to his roll.
Brutal Critical[edit]
Starting at 9th level, you can roll an additional weapon die when determining the extra damage of a critical hit with a melee attack. This effect increases to two additional dice at 13th level and three additional dice at 17th level.
Carbonara Convert[edit]
Starting at 9th level, you can convert any amount of coal to the exact amount of carbonara only by touching it.
Carbonara Healing[edit]
Starting at 10th level, each pound of carbonara eaten, you will heal up to 1d6 hp.
Tax Evasion[edit]
Starting at 10th level, you gain proficiency on evading the taxes.
Belt Whip[edit]
Starting at 11th level, you gain proficiency in using belts to whip the enemies causing 1d10 slashing damage at a distance of up to 10 feet more than your normal melee range. This counts as an Improvised weapon.
Identification of the illegal[edit]
Starting at 12th level, you will become capable of identifying any illegal action within 300 feet from you. This identification scale exponentially based on how immoral this illegal action is, for this reason, it should be much easier for you to find yourself in crime scenes or inside black markets.
Drug Dealing[edit]
Starting at 13th level, you will become capable of producing and selling any type of drug using real ingredients at the discretion your DM, you will also earn proficiency in doing it. Whenever someone buys drugs from you, it has to make a Wisdom saving throw against your DC 8 + your proficiency bonus or become a regular customer.
Ace up your Ass[edit]
Starting at 14th level, you can perfectly hide a number of objects that you bring with you equal to your proficiency bonus. These objects cannot be detected with magic or found with a search; only you can access them.
Throwing Stuff[edit]
Starting at 14th level, you gain proficiency to use Improvised Weapons and when you throw one to any foe, you will deal double damage.
Ciabattmageddon[edit]
Starting at 15th level, you can throw a flip flop dealing 2d6 bludgeoning damage. You can use both Strength and Dexterity for the attack roll. You can throw it up to 600 feet away from you. This counts as an Improvised weapon.
BorsellBorsejaté[edit]
Starting at 15th level, you will be able to use the pouches as if they were bags of holding.
Upgrade[edit]
Starting at 16th level, if you had competence in land vehicles, you lose it.
TunzTunz[edit]
Starting at 16th level, when you listen to neomelodic music, your movement speed increases by 5 feet while your Strength modifier increases by 1.
Terrontype[edit]
Starting at 18th level, you can choose one between the following benefits:
- Sprinter Footballer. Your movement speed doubles.
- Telegrammo Gigachad. Your Constitution increases by 5 up to a maximum of 25.
- Pusynerd. Your Intelligence increases by 5 up to a maximum of 25.
Tomato Blood[edit]
Starting at 18th level, your blood will turn into tomato sauce. No vampires will be able to cure themselves by drinking your blood, nor you will be able to make pacts or rituals with your blood. You won't be able to donate or receive blood, so if a transfusion is needed, you must use tomato jars.
Epic Sunglasses[edit]
Starting at 19th level, you wear sunglasses. Your Charisma modifier increases by 1. When used in combo with a loose swimsuit on a beach you have advantage in stealth and perception.
Big Scatarr[edit]
Starting at 20th level, if your character reached old age, you unlock the ability to spit when you take the Attack Action and is no more limited by once per turn; the spit now deals 1d8 force damage up to a range of 15 feet, and you can use your bonus action to charge your spits making them deal double damage. When you spit, along your proficiency bonus, you add both your Dexterity modifier and your Strength modifier to the attack roll as well as to the damage roll. When a creature is able to comprehend that this thing is disgusting and is looking at your spit, it must make a Wisdom saving throw of DC 8 + your proficiency bonus or take 1d8 psychic damage.
Sicilione[edit]
- Sicilioni are those who choose to have the attitude of Sicilione, and there is no way to describe a Sicilione without repeating the word Sicilione.
- Modified Cinquantino
Starting at 3rd level, once every short or long rest, you can summon your modified Cinquantino that will come from beyond the horizon, you can drive it to move at a speed of 437 feet in one turn (6 seconds), skidding and exploding instantly as soon as you touch difficult terrain, dealing 8d8 nonlethal fire damage to you as well as any individual within 5 feet of the explosion. If you run over someone while traveling you deal 1d6 + your Terrone level of blunt damage (it doubles at 6th level) as well as pushing them prone when drove over (every creature that you want to drive over must make a Dexterity saving throw of DC 8 + your proficiency bonus + your Dexterity modifier to avoid getting driven over). If you make a nat 1 in the d6 you roll to deal damage driving over creatures, you fly away 10 feet from the Cinquantino taking 1d6 fall damage, and if the creature you're trying to drive over is 2 or more sizes larger than you, you will fly away from your Cinquantino instantly regardless of the result on the dice; all of this does not provoke opportunity attacks. The Cinquantino has 20 + your Terrone level hp, it looks like the first motorcycle you can think of, and returns as if it had a mind of its own whenever called upon no matter where you left it. Cinquantino's AC is equal to your Terrone Level + your proficiency bonus.
- Fingerproof
Starting at 3rd level, you've learned to wash your hands with acid to remove your fingerprints from your hands. You will not leave any fingerprints.
- Spettu
Starting at 3rd level, you are able to recognize the difference between an Arancino and an Arancina and you learn how to smoke any cigarette looking food such as a cannolo, pennetta, etc. As a bonus action and when you do so, smoke spreads in a 15-foot radius sphere for the duration. The smoke spreads around corners. A creature with darkvision can’t see through this smoke, and nonmagical light can’t illuminate it. The duration of the smoke lasts for 1d10 turns. Depending on what you choose to smoke, it can work with Drug Addict.
- All with the night
Starting at 6th level, you are used to blackouts and total darkness. When you are in the dark your movement speed doubles. You will also get a blindsight of 90 feet.
- It's enough space
Starting at 6th level, your Cinquantino now counts as a 4-passenger vehicle. Up to 4 large creatures will be able to take a sit in your Cinquantino.
- Omertà
Starting at 11th level, you become immune to every attempt by the enemy to extort information from you, ignoring magic such as an area of truth, etc. Even if you become charmed, under effects of potions or curses, you cannot communicate what you want to omit.
- Bodies burial expert
Starting at 17th level, you will learn to bury the bodies of your victims without leaving a single trace; magic can't track it either by any means. Those you bury cannot come back to life. As an alternative to burying a body you can always jam its feet and then drop it to the bottom of the sea.
Calabrose[edit]
- Calabrosi are those who choose to have the attitude of Calabrose, and there is no way to describe a Calabrose without repeating the word Calabrose.
- Monkey King
Starting at 3rd level, once every short or long rest, you can summon from nowhere, in a unoccupied space near you, an amount of monkeys equal to your character level, who will go into battle for you by carrying out your every order. The attack roll of your monkeys is only one, it is collective for everyone (for example, if one monkey hits, every monkey hits). You can spend an action to control all the monkeys.
- High Temperatures
Starting at 6th level, you and your monkeys become resistant to fire damage, if you already had fire resistance then it becomes immunity. Each of your monkey also unlocks the Master Peeler ability.
- Monkey Arciking
Starting at 11th level, your monkeys gain proficiency in all weapons including the improvised ones.
- Monkey God
Starting at 17th level, you can evoke gorillas instead of monkeys. You can also turn into a Giant Ape as many times as your proficiency bonus; the charges refresh every long rest. Each time you reach 0 hp as a Giant Ape, you gain 1 level of Exhaustion.
False Polent[edit]
- False Polents are those who choose to have the attitude of a False Polent, and there is no way to describe a False Polent without repeating the word False Polent. Money is Power.
- Rich
Starting at 3rd level, any job or mission you do on behalf of a guild or a similar association, even criminal it is, you will earn twice the pay.
- Polenta Master
Starting at 6th level, any Polenta you cook (given you have the ingredients beforehand) will have the same effects as a magical potion of your choice, different for each polenta. Consuming a polenta requires a whole action.
- Big Stipend
Starting at 11th level, you will earn a free magical object daily decided by the DM in addition to your salary. This object can be useless as it can be very strong, however it must not contain curses or hidden negative effects. If you don't like the object received, you can choose to receive a common object of your choose instead.
- Big Big Big Stipend
Starting at 17th level, once every week you can double your money.
- Pay to win
Starting at 17th level, you can pay the DM to resurrect yourself if you die and/or to instantly kill an NPC that is unpleasant to you.
Venetone (Polent Variant)[edit]
- Venetones are those who choose to have the attitude of a Venetone, and there is no way to describe a Venetone without repeating the word Venetone.
- Bestemmia
Starting at 3rd level, you can cast Vicious Mockery by blaspheming. You deal 1 additional damage for every god and saint you name in 6 seconds.
- Blasphemous
Starting at 6th level, you will cause double the damage to celestials and infernals, including any type of demon, angel or divinity. (It also works on cultists, clerics and those who are obsessed with religion). You also unlock immunity to radiant damage.
- Flying Porks
Starting at 11th level, once per day, as an action, you can make 2d20 pigs rain from the sky dealing 1d8 Bludgeoning damage to anyone who isn't under cover in an area of 90 feet. If you somehow save a few pigs, you can domesticate and ride them tirelessly; they can also be a source of food. Rolling one or more nat 20 on the dice will turn one pig into the variant Truffle Pig among the common ones.
- VenetaRage
Starting at 11th level, by making 20 profanities over the course of a turn or 6 seconds, you will go into a rage hearing Mosconi's voice in your head that keeps telling you to go into a rage by profaning profusely.
- Flying Madonnas
Starting at 17th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the higher skies in the middle of a Madonna rain. The creature disappears and hurtles through a corrupted heaven landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. It takes 10d12 psychic damage as it reels from its horrific experience.
Once you use this feature, you can't use it again until you finish a long rest.
Kebab Master[edit]
- Kebab Masters are those who choose to have the attitude of a Kebab Master, and there is no way to describe a Kebab Master without repeating the word Kebab Master.
- Kebab Sword Art
Starting at 3rd level, when you use a kebab like a weapon, it will do the same damage that your unarmed strikes would do but as well adding your proficiency bonus to the damage. You also become an excellent kebabbaro capable of cooking any kebab.
- Kebab Smite
Starting at 6th level, once every short or long rest, you can deal a lethal blow of kebab capable of disarming and making anyone prone (as long as it is not more than one size bigger than you), the affected enemy will have to do a Dexterity or Constitution saving throw, both of DC equal to your Terrone level + your proficiency bonus at any attack immediately at the hands of your kebab. Failing the save will make you drop anything you had in hand and apply the prone condition.
- Kebab Warlord
Starting at 11th level, your proficiency bonus when using Kebab doubles, your skills make you able to parry the attacks using the kebab giving you an increase of 2 to the AC.
- Kebab Overlord
Starting at 11th level, you can have your small secret ingredients, made up of the corpses of the enemies killed. The kebabs, cooked with the corpses of the enemies killed, will make you get their skills and abilities (even racial) for 3 turns once eaten, doesn't matter how random or strong such ability is.
With this feature, you can eat a full kebab as an action or as a bonus action.
- Long Terms Kebab
Starting at 17th level, the effects of the special kebabs eaten will stay for up to 10 minutes (Requires Concentration after the first 5 turns spent using the kebab's abilities).
Puglione[edit]
- Puglioni are those who choose to have the attitude of a Puglione, and there is no way to describe a Puglione without repeating the word Puglione.
- Focosomania
Starting at 3rd level, you learn to craft molotov cocktails and fireworks also gaining proficiency on using them. You can use just bottles of wine and cloth or paper and gun powder as ingredients to craft them. You can craft one of them as a bonus action.
Provided you already have these weapons in your inventory, you can instead use your bonus action to use those against the foes but you cannot do both craft and use on the same turn.
- Sgravotarall
As an action, 1d10 Tarallos appear in your hand and are infused with magic for the duration. A creature can use its action to eat one Tarall. Eating a Tarall restores 1 hit point, and the Tarall provides enough nourishment to sustain a creature for one day.
- Come to dance in Puglia
Starting at 6th level, you learn to make someone dance as an action simply by singing a song about Going to Puglia. The foe must make a Wisdom saving throw of DC 8 + your proficiency bonus + your Charisma modifier to avoid starting to dance. The dancing creature can attempt to regain control of itself at the beginning of every turn. On a successful save, the foe stops dancing. You must use your action to keep singing and dancing with the foe to carry on with the dance without throwing any attack. A dancing creature must use all its movement and action to dance without leaving its space.
- Popotantofocosomania
Starting at 11th level, you can add your proficiency bonus to any of your attack rolls, damage and any check involving fire. You also deal double fire damage to any non living target.
- Popotantotantofocosomania
Starting at 17th level, when you take fire damage, you will heal for half of the damage that the fire would have dealt to you if you didn't have resistance or immunity to it. You only regenerate normal hp, you cannot exceed your maximum life limit or gain temporary hp.
Napoletone[edit]
- Napoletoni are those who choose to have the attitude of a Napoletone, and there is no way to describe a Napoletone without using the word Thief.
- Cleptomaniac
Starting at 3rd level, you can use an action or a bonus action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or to open a lock. You have advantage to any roll involving stealing (you don't necessarily need sleight of hand to steal but what to roll still remains at DM's discretion).
- BalconLadro
Starting at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
- Bossergiament
Starting at 6th level, when you attack a foe with an unarmed strike, you can attempt to disarm them by stealing their weapon. You both must make an opposed Strength (Athletics) check, on a success, you will have stolen the weapon; the foe although gains this same ability, allowing them to try to steal the weapon back from you.
- Fiorar
Starting at 6th level, you learn how to resell flowers that you have stolen from the cemeteries at very high prices, gaining proficiency in doing so. (Only works with flowers, any other item you steal can't be affected by this feature).
- Tatticrubagg
Starting at 11th level, you can passively locate any easily stealable object within 104 feet of you. The objects you locate can be as simple as dropped coins, or as advanced as lost magical rings. The objects you find are at the DM's discretion and the context of the campaign. Also, whenever you perform any check involving stealing, you can add your proficiency bonus to the chosen skill; if you were already proficient with it, your bonus doubles.
- Final Ciruzz Cleptomaniacpazzsgravatt
Starting at 17th level, once per long rest, when an enemy is being restrained or finds himself unable to move for whatever reason, you can use your action, bonus action, movement and reaction all at once to steal everything the foe possesses by leaving him in his underwear, stealing as well the items he was hiding in there. If the foe hides items in a pocket dimension or inside his body such as his stomach, you will not be able to retrieve said items.
Molisone[edit]
- Molisoni are those who choose to have the attitude of a Molisone, and there is no way to describe a Molisone without using the word ...
- Translucent
Starting at 3rd level, once every short or long rest, you can become invisible for 2 hours. The effect vanishes if you hit a creature. Whatever backstory you created is retroactively changed to make your character come from the no man's land that never existed.
- Seminvisible
Starting at 6th level, you get advantage in all checks involving stealth, every memory you have about your past backstory disappears retroactively. Every NPC and every place you visited in your backstory it's as if they never existed for you. Motion cameras will stop following you, traps with magic detection or using sensors won't trigger in your presence (DM's discretion). Your fingerprints will disappear and any trace of you such as footprints in the snow will disappear.
- Who?
Starting at 11th level, As long as you have not attacked a foe or any of their ally, they will ignore you thinking you're a decorative part of the map. Enemies cannot make opportunity attacks against you and you will be able to maintain your invisibility even after attacking an enemy. The duration of your invisibility will increase to up to 6 hours.
- Any proof?
Starting at 17th level, the duration of your invisibility will increase up to forever. Your name will be erased from any list, your exploits will disappear into the shadows, and even a person who talks with you will forget what you told him 10 minutes earlier and will most likely forget about you entirely soon after.
- You are your dad
At the 20th level, you cannot interact with anything and cannot be perceived by anyone. The world will change accordingly, erasing your material possessions and everything dedicated to you. At the end of the campaign you will never have existed. No one will be able to witness what your character was like even in real life.
Orvietone[edit]
- Orvietoni are those who choose to have the attitude of an Orvietone, and there is no way to describe an Orvietone without using the word Chernobumbria.
- YOU Are The OGM
Starting at 3rd level, if you had hair you will become bald; When you heal during a long rest, you will be able to regrow your lost body parts (if they weren't removed using fire or necrotic); You will also gain a Terronmutation of your choice:
- Terronmutations
- Second Jaw
You can choose to have an additional mouth at any location of your choice within your body. The mouth will look and function like your normal jaw, being able to bite, eat, taste, lick, etc. If you have any power or ability related to your mouth, once per short or long rest you will be able to use it twice.
- Third Eye
You can choose to have an additional eye at any location of your choice within your body. The eye will look and function like the same as your other eyes, being able watch perfectly through it, blink, cry, etc. If you have any power or ability related to your eyes, once per short or long rest you will be able to use it twice.
- Fourth Limb
You can choose to have 2 additional arms, legs, tentacles or whatever your race uses as a limb at any location of your choice within your body. The limbs will look and function like the same as your other limbs being able to touch, sense temperature, throw punches, throw cozzatas, hold items, etc. If you have any power or ability related to your limbs, once per short or long rest you will be able to use it twice.
- Radioactive
Starting at 6th level, you become immune to cancer and to any other form of disease got from radiations, as well as unlocking resistance to radiant damage. Smaller radiations also are good for your body: when you stay too much time facing your skin at the sun or at any source of intense radiation, you'll absorb their energy healing up to 1d4 hp at 6th level, 2d4 hp at 11th level and 3d4 hp at 17th level. (It does not work if in your campaign setting there is SCP 001 When The Day Breaks); radiations also full your stomach whenever you absorb them as if they were just food or water.
- True Radiance
Starting at 11th level, once every short or long rest, any radiant damage taken will heal you by the same amount of damage it would have dealt if you didn't have immunity to it. When you absorb any amount of radiant damage, you will be able to infuse your next attack with radiant damage adding 2d10 radiant damage. If successful, the foe must make a Constitution saving throw of DC 8 + your proficiency bonus or become blinded for 1 minute.
- Yay Cancer!
Starting at 11th level, you are so radioactive that when you touch someone, you give them cancer. Anyone attacked by you with the use of your True Radiance Ability must make a Constitution saving throw of DC 10 + your Strength modifier + your proficiency bonus; if they fail, they will get a stage 1d2 Cancer. You also unlock immunity to radiant damage.
- Radioactive Feast
Starting at 17th level, you will absorb small passive radiations from anywhere around you. At the beginning of your turn, you'll heal up 1d6 hp, if you have the True Radiance ability enabled it becomes 1d10. You can't die of old age, starvation, radiant damage or disease.
Sardone[edit]
- Sardoni are those who choose to have the attitude of a Sardone, and there is no way to describe a Sardone without using the word Pecoraro.
- Small Sized (Optional)
Starting at 3rd level, first you can choose to permanently shrink to the Small Size or remain to your actual size. You cannot change this decision later.
- Feral Man
Starting at 3rd level, you learn how to go into your wild state: thick wool grows on your body, sheep like horns come out of your head, your teeth and fingernails sharpen. The transformation gives you the following benefits:
- Savage Strikes Changes your unarmed strikes damage from bludgeoning to slashing or piercing of your choice, using either your Strength or Dexterity modifier for the attack and damage rolls.
- Wool Armor You gain a +2 bonus to AC and resistance to bludgeoning, cold, piercing, lightning and force damage (as long as you have wool on your body). Your wool can be cut with enough slashing damage, enough acid damage or burnt down with fire damage; doing so makes you lose the Wool Armor benefits until it regrows back. You can speed up the growing process by eating 1 pound of grass during a short rest.
- Sardonian Instinct
Also at 3rd level, as a bonus action, you can let loose your animalistic instincts and go in beast mode for 1 minute. During this time, you gain 10 additional feet of movement and a bonus to your damage rolls with your unarmed strikes equal to your proficiency bonus. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest. When you use your Sardonian Instincts, you can locate every single piece of cheese within a range of up to 690 feet.
- Pure Cheese
Starting at 6th level, you can produce cheese out of thin air. You will become able to produce up to 2 pound of cheese once every long rest.
- Showerless adaptation
Starting at 6th level, you gain proficiency in the Perception skill. If you are already proficient, you gain expertise in that skill. Additionally, you gain advantage on Wisdom (Perception) checks that rely on smell or hearing.
If a foe attempts to perceive you through the smell, he does so with advantage, but he is forced to make a Constitution saving throw of DC 8 + your proficiency bonus or become poisoned until his next turn.
- Kidnapper
Also at 6th level, you're well-known when it comes to make people disappear and gain useful information out of them. You gain advantage in any check involving strength struggles and threatening interrogations.
- Bestial Upgrade
Starting at 11th level, you gain the following benefits while in your wild state:
- difficult terrain doesn't cost you extra movement;
- when you reduce a creature to 0 hit points with your Savage Strikes, you can use your bonus action to make the same attack against another creature within 5 feet of the original target;
- when you enter in your Sardonian Instinct state, you gain temporary hp equal to your Constitution modifier + your Terrone level.
Also now your Wool Armor cannot be harmed by slashing damage anymore.
- Casu Martzu Sweat
Starting at 17th level, you will start sweating liquid Casu Martzu. Given the substance's viscous but slippery surface, the enemies will have disadvantage to hit you with the use of a bludgeoning weapon.
- Fly Hive
Starting at 17th level, once every long rest, you will become able to release 6d6 Flies from your body. You will become able to mind control those Flies, having the ability to see from their eyes. (For example, if you have a Fly on your back, you will see any enemy coming from behind). You will become able to control the Flies up to a distance of 690 feet from you. You can use your action to move a creature of a size equal to or less than yours up to the number of feet equal to its movement to a direction of your choice. You can also abduct a creature of small size by leaving it trapped in the swarm if it fails a Strength saving throw of DC 8 + your proficiency bonus + your Dexterity modifier. An abducted foe counts as grappled.
Zanzingara (Napoletone Variant)[edit]
- Zanzingaras are those who choose to have the attitude of a Zanzingara, and there is no way to describe a Zanzingara without using the word Zanzingara.
- Zanzingara Code
Starting at 3rd level, you have learned to draw and to carve tiny special symbols in knobs or on door fronts. These symbols can only be understood by other Zanzingaras or more experienced robbers whose skills can be compared to those of at least a level 3 rogue multiclassed into a thief, these symbols cannot be translated with magic however you can teach their meaning to anyone you want. Their meaning can range from “there are dogs in here” to “there is no one home around noon”.
- Zanztalismans
Starting at 3rd level, you gain a Zanztalisman. You can use your Zanztalisman to cast cantrips and lvl 1 spells a number of times equal to your proficiency bonus reloading the slots with a short rests or long rests. (You use your Wisdom modifier being able to cast any cantrip and any lvl 1 spell, except you will never become able to cast shield). Zanztalismans, regardless of type, have half the amount of health that you do and an AC of 20. They can only be hit if targeted specifically and cannot be included in areas of effect. If a Zanztalisman is destroyed, a Zanzingara loses their spellcasting abilities and any ongoing spells they cast immediately end. Zanzingaras also take 50% of their maximum health in damage when a Zanztalisman is destroyed. Zanztalismans can be restored/recrafted during long rests.
- Zanzfamiliar
Starting at 3rd level, you have a zanzfamiliar to act as an extension of yourself. Add your proficiency bonus to your zanzfamiliar's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in.
Your zanzfamiliar can be one choosing from this options:
- Mosquito
The mosquito has 60 feet of flying speed or 5 feet of walkspeed. His only way of attacking is sucking blood dealing 1 piercing damage, or casting ray of sickness as if it was a touch ranged spell at the beginning of your 6th level, or casting vampiric touch at the beginning of your 11th level. He can do it an amount of times equal to your proficiency bonus, resetting on a short rest or long rest. Like all familiars the mosquitoe can make an aid action. When the mosquito dies, it respawns out of your Zanztalisman, literally hatching from it. Mosquitoes have 5 in Strength, 20 in Dexterity, 3 in Constitution, 6 in Wisdom, 5 in Intelligence. Its hit point maximum is 1 hp.
- Traits:
- Thermal Vision:
Just a 169 feet Blindsight but only works on looking at hot stuff.
- Pistrelo
The pistrelo has 40 feet of flying speed or 10 feet of walkspeed. His only way of attacking is sucking blood dealing 1 piercing damage, or casting ray of sickness as if it was a touch ranged spell at the beginning of your 6th level, or casting vampiric touch at the beginning of your 11th level. He can do it an amount of times equal to your proficiency bonus, resetting on a short rest or long rest. Like all familiars the pistrelo can make an aid action. When the pistrelo dies, it respawns out of your Zanztalisman, literally hatching from it. Pistrelos have 5 in Strength, 16 in Dexterity, 10 in Constitution, 5 in Wisdom, 8 in Intelligence. Its hit point maximum is 3 or 1d6 hp.
- Traits:
- Echolocation:
Just a 169 feet Blindsight but can't be used while Deafened but works perfectly fine while Blinded.
Your zanzfamiliar obeys your commands to the best of its abilities. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command your zanzfamiliar to where you want it to go. You can use a bonus action to verbally command it to take the attack, dash, disengage, dodge or aid action.
Your zanzfamiliar has a magical bond to you, and the two of you are able to sense one another's location within 50 feet of one another. Beyond that limit, your zanzfamiliar will actively look for you. If you are incapacitated, your familiar will try to protect you from harm.
- Zanzfamiliar Bond Grow
Starting at 6th level, your bond with your zanzfamiliar grows. As an action, you are able to see the world through the eyes of your zanzfamiliar, and learn everything they see. You can only see what they do. You do not hear what your zanzfamiliar hears, smell what they smell, or feel what they feel.
- Zanztalisman Upgrade
Starting at 6th level, you gain the ability to cast lvl 2 spells using your Zanztalisman.
- Zanzingara's Shadow
Starting at 6th level, you will loose your shadow. When you spawn an unseen servant, he will gain serious stats having 20 in Strength, 15 in Dexterity, 18 in Constitution, 10 in Wisdom, 10 in Intelligence, and 10 in Charisma, his AC will become the same as yours, it will also become able to attack dealing your Terrone's level of necrotic damage on each attack.
- Zanztalisman Second Upgrade
Starting at 11th level, you gain the ability to cast lvl 3 spells using your Zanztalisman.
- Powerfull Zanzfamiliar
Starting at 11th level, your zanzfamiliar becomes more powerful. Each of your zanzfamiliar's ability scores increases by 2.
- Hagstone Expert
Starting at 11th level, you are now an Hagstone Expert. You can look at the world trough the hole of an Hagstone casting True Sight on yourself for the amount of time you keep watching the world trough this Hagstone. If through one Hagstone you observe another Hagstone, you will not see any holes in that Hagstone.
- Zanztalisman Third Upgrade
Starting at 17th level, you gain the ability to cast lvl 4 spells using your Zanztalisman.
- Zanzingara's Pierce
Starting at 17th level, all your magic or piercing melee weapon attacks will gain the armor piercing (-5) property, also healing you by 1d4 hp for each attack hurled toward a living creature endowed with flesh and blood with the intent to kill.
- Zanzfamiliar's Profound Bond
Starting at 17th level, your bond with your zanzfamiliar is completely profound. You and your zanzfamiliar understand everything that you say to one another as clearly as if you were speaking the same language. In addition, when you use an action to see the world through the eyes of your zanzfamiliar, you experience everything that they sense. You see, hear, feel, smell and taste everything that they do. You stop experiencing the world through them when your sight returns to your own body.
- Zanztalisman Fourth Upgrade
Starting at 20th level, you gain the ability to cast lvl 5 spells using your Zanztalisman.
Campanione, The Brainrotted One[edit]
- Campanioni are those who choose to have the attitude of a Campanione, and there is no way to describe a Campanione without using the word Brainrot.
- Guide AI Animal
Starting at 3rd level, you can choose an AI guide animal from the following list, you can choose only once and cannot change it back later:
- Trallallero Trallallà
- Bestemmia - Starting at 3rd level, you can cast Vicious Mockery by blaspheming. You deal 1 additional damage for every god and saint you name in 6 seconds.
- Merdardo Son - Starting at 6th level, once per life, you can spawn a son making him a lvl 1 character sheet of whatever class you want. He will be your forever ally and only son. (Can't lvl-up)
- Fortnite - Starting at 11th level, you will learn to build Walls, Floors and Ramps as a bonus action. They will be 10 by 10 feet large, each one of them will have 10 hp if made of wood (Requires wood in your inventory), 20 hp if made of stone/bricks (Requires stone/bricks in your inventory), 30 hp if made of steel/iron (Requires steel/iron in your inventory) If the base of your construction gets destroyed, everything which stays on top of it will also get destroyed making anyone on the building fall.
- Ornella Leccacappella - Starting at 17th level, once per life, you can summon a grandma whose name is Ornella Leccacappella, making her a lvl 3 character sheet of whatever class you want. She will be your forever ally. (Can't lvl-up)
- Borbandino Crocodilo
- Fly - Starting at 3rd level, you gain a flying speed of 40 feet.
- Bombardamento - Starting at 6th level, your attacks will become explosive, adding 1d10 fire damage to each attack.
- Translation - Starting at 11th level, you will become able to read and translate any language from one to another.
- Your mother's Spirit Absorption - Starting at 17th level, when you kill an enemy you will absorb their soul and the one of their mother's (if they have one). Absorbing a soul will grant half of their max HP in temporary hp until your next turn.
- Lirillì Larillà
- Sandals - Starting at 3rd level, you will wear sandals, giving you +10 feet of movement.
- Cactus - Starting at 6th level, when an enemy hits you with a melee attack, he will take back from you 1d8 piercing damage.
- Hot Air Balloon - Starting at 11th level, you will get an Hot Air Balloon. It spawns behind you and can only be respawned once every long rest if it gets destroyed.
- Clock - Starting at 17th level, as an action, once per long rest, you will become able to briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,104 feet from the location where you cast it.
- Bombombini Gusini
- Fly - Starting at 3rd level, you gain a flying speed of 50 feet.
- Bombardamento - Starting at 6th level, your attacks will become explosive, adding 1d6 fire damage to each attack.
- Translation - Starting at 11th level, you will become able to read and translate any language from one to another.
- Watermelons - Starting at 17th level, as a bonus action, once every long rest, you will become able to give a watermelon to any amount of creatures of your choice in a range of 60 feet. Each creature who's touching the watermelon, will restore up to 700 hp, divided as you choose among any number of creatures that you can see within range. Creatures healed by the watermelons are also cured of all diseases and any effect making them blinded or deafened.
- Burrrbaloni Lulilolli
- Coconut - Starting at 3rd level, once every short rest or long rest, you can summon a coconut. It will be your forever ally (until it dies).
- Capybara Campfire - Starting at 6th level, you can create a campfire as an action. The campfire is 5 feet large and it heals 1d4 hp, once per turn, up to 10 feet around the campfire. Your foes can't be healed by the campfire and the campfire doesn't heal you if you have less than 1 hp.
- Capybarello Cocossini - Starting at 11th level, once per day, as an action, you can make 2d20 capybaras rain from the sky dealing 2d6 Bludgeoning damage to anyone who isn't under cover in an area of 60 feet. If you somehow save a few capybaras, you can domesticate and ride them tirelessly; they can also be a source of food.
- Capybara Coconut God - Starting at 17th level, you will become able to hear the voice of the Capybara Coconut God. It will help you doing your stuff giving you capybara advices. If you hurt a capybara, the capybara god will punish you by instantly giving you the poisoned condition. Once every long rest the Capybara Coconut God can perform one of the miracles that this list offers:
Capybara Miracles
1) You can cast any spell of 5th level or less for one time.
2) You can wish for any common or uncommon magic item of your choice.
3) You can gain 6900 copper coins.
4) You can get free from being stuck, arrested, locked up, chained or grappled.
If you have hurt a capybara recently (up to yesterday), you won't be able to use the miracles.
- Frigo Camello Buffo Fardelo
- Destino Sofferente - Starting at 3rd level, you will carry a refrigerator on your back by being able to use it as if it were a regular refrigerator, which will also give you 2 extra AC if you are attacked from behind. You will be able to passively heat a 30-foot area around you, while also becoming resistant to cold damage. If destroyed, the refrigerator will be able to regrow/repair every long rest.
- Giant Boots - Starting at 6th level, you will start to wear a pair of giant boots and your movement speed doubles.
- Macchine & Calore - Starting at 11th level, as an attack, you will become able to throw both a frigid beam of blue-white light or a steamy hot beam of orange light toward a creature within 690ft of range. Make a ranged attack against the target; on a hit, it takes 3d8 cold damage and reduce the target's speed by 10 feet until the start of your next turn if you used the frigid beam, or deal fire damage + the target's iron/metal made equipment becoming steamy hot dealing 1d4 additional fire damage on the target's turn if you used the steamy beam.
- Sole Ardente - Starting at 17th level, once every long rest, you will become able to throw a little flaming sun that flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw of DC 8 + your Strength modifier + your proficiency bonus. A target takes 14d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
- Bulbito Bandito Tractorito
- Tractor - Starting at 3rd level, once every short or long rest, you can summon your Tractorito that will come from beyond the horizon, you can drive it to move at a speed of 208 feet in one turn (6 seconds). If you run over someone while traveling you deal 1d10 + your Terrone level of blunt damage (it doubles at 6th level) as well as pushing them prone when drived over (Every creature that you want to drive over must make a Dexterity saving throw of DC 8 + your proficiency bonus + your Dexterity modifier to avoid getting driven over). If you make a nat 1 in the d10 you roll to deal damage driving over creatures, you fly away 10 feet from the Tractorito taking 1d6 fall damage, and if the creature you're trying to drive over is 3 or more sizes larger than you, you will fly away from your Tractorito instantly regardless of the result on the dice. This does not provoke opportunity attacks. The Tractorito has 40 + your Terrone Level hp, it looks like the first tractor you can think of, and returns as if it had a mind of its own whenever called upon no matter where you left it. Tractorito's AC is equal to your Terrone Level + your proficiency bonus.
- Drift - Starting at 6th level, you will become able to drift when using your Tractorito. For every straight curve you take during your movement up to a maximum of your proficiency bonus, you will deal 1 extra bludgeoning damage when you drive over a creature.
- Turbo - Starting at 11th level, once every short or long rest your Tractorito's Speed doubles for up to 1 hour. When Tractorito is in Turbo mode, it gains resistance to all damage types.
- Potato Cannon - Starting at 17th level, your Tractorito will grow a Potatoe Cannon. Using the Potato Cannon mounted on the Tractorito, you can make a Ranged Weapon Attack: +10 to hit, range 5,000/15,000 ft., one target. Hit: (10d10) piercing damage. This attack has the burst fire and armor piercing (-5) properties. You can also dismount the cannon out of the Tractorito using it as a ranged weapon using the same attack rolls and damage dice but having to use a potato as a projectile directly from your inventory. You use your entire action to use the the Potato Cannon.
- La Vacca Saturno Saturnita
- Tanto Bonita - Starting at 3rd level, for a number of times equal to your proficiency bonus, you gain advantage on any roll involving your Charisma. You regain your expended used when you finish a long rest.
- Saturno's Body - Starting at 6th level, your body will become twice as heavy letting you absorb 1d4 damage from any nonmagical attack. When a creature is watching you for the first time, he must make a Wisdom saving throw of DC 8 + your Charisma modifier + your proficiency bonus or become charmed for 1 turn. You can add your Charisma modifier to your attack rolls done against charmed creatures.
- Attractiveness - Starting at 6th level, you're effectively considered a planet: you unlock your own gravitational force. It is a passive ability and stays always active even when you're unconscious. A number of small object equal to your Terrone level that isn't worn or carried, in a 10-foot radius around you, having a weight equal to your Terrone level + your proficiency bonus with the result divided by 2, will start orbiting around you. Small creatures with the same weight or less are also affected: they must make a Strength saving throw of DC 8 + your proficiency bonus or meet the same fate. They can repeat the saving throw at the beginning of their turn, on a success they escape the gravitational force and cannot be affected again for 1 minute.
- Orbital Rings - Starting at 11th level, a shiny set of saturn rings will come to orbit around you. Each creature in a range of 5 feet from you must make a Dexterity saving throw of DC 8 + your Charisma modifier + your proficiency bonus at the start of their turn and at the start of your turn or take 1d10 slashing damage.
- Milky Way's Pocket Dimension - Starting at 11th level, you gain access to a pocket dimension that you may outfit as you choose. As an action, you can open a gateway to this space, choosing its size, appearance, and which creatures and/or objects are allowed into it. The inside of the dimension is determined by you, at discretion of your DM.
- Space Cow - Starting at 17th level, you learn to communicate telepathically with creatures you have a connection with. Establishing this connection is a ritual that takes 10 minutes, and cannot be done again until after a long rest. Once made, the connection does not fade unless willfully severed by you or the other participant. While connected, you and the creature may talk telepathically while within 100 miles of each other.
- Big Mass - Starting at 17th level, you gain the following benefits a number of times per day equal to your proficiency bonus., You regain your expended used when you finish a long rest.
- The range of Attractiveness force increases up to a 20-foot radius;
- The weight formula now adds your Constitution modifier along your level and proficiency;
- Any ranged attack made against you will automatically have a -2 to the attack roll. (Stackable for each charge spent)
- Pippi Poppa Pippo Peppe
- Pigs Balls - Starting at 3rd level, once per day, as an action, you can make 1d6 ball shaped explosive pigs rain from the sky dealing 1d6 Bludgeoning damage to up to the amount of ball shaped pigs spawned at the creatures that aren't under cover in an area of up to 30 feet of distance from you. You can't save any ball shaped pig from dying because they will explode anyways.
- Peperoni - Starting at 6th level, once per week, you can spawn a Peperoni Pizza Blob on your side, making it your forever friend. He will protect you but not others around you.
- Heavy Feathers Rain - Starting at 11th level, whenever you use your Pig Balls ability, you will also make so many heavy feathers rain from the sky. The pig balls will now deal an additional 2d6 + your Terrone level to the damage roll. You will become able to repeat this action a number of times equal to your proficiency bonus, refreshing your charges every short or long rest.
- Speaking Pompelmos - Starting at 17th level, you will become capable of hearing Pompelmo's voices, whenever you attack using a Pompelmo as an improvised weapon, you will deal an additional 3d10 acid damage. Rotten or smashed Pompelmos have corrupted voices. (Your proficiency bonus doubles whenever you use a Pompelmo)
- Trippi Troppi Troppa Trippa
- 3Rats - Starting at 3rd level, once every short or long rest, you will become capable of summoning up to 3 Rats, up to a maximum amount of Rats, equal to your Terrone Level. The rats will obey to all your commands and you can control them regardless of any distance.
- Trited Trombons - Starting at 6th level, you have sniffed Trited Trombons. You will gain 2 AC, increase by 1 your Strength and Wisdom modifiers and your speed is increased by 10 feet.
- Tripling Trottolines - Starting at 11th level, your Rats will evolve into Dread Rats, also doubling your maximum amount of summonable rats.
- Chi Troppo Vuole Nulla Trippa - Starting at 17th level, whenever someone tries to scam you, they will have to make a Wisdom saving throw of DC equal to your Terrone Level + your proficiency bonus or take 10d10 psychical damage also inflicting a stage 1d4 Brain Cancer.
Special Items[edit]
Fireworks[edit]
A device consisting of a combination of explosives and combustibles, set off to generate colored lights, smoke, and noise for amusement. Dye or alkali metal is often added to color the explosion of a firework.
You can make a ranged explosive attack against the target adding your dex modifier to the attack roll. On a hit, the target takes 1d10 fire damage. A flammable object hit by this item ignites.
The firework can be loaded into a crossbow. A crossbow attack using a firework has disadvantage against a target within the crossbow's normal range, but does not have disadvantage from a target being within its long range. On a hit, a firework, makes the crossbow deal fire damage rather than piercing damage. A fired firework can not be recovered after a battle.
cost= 1 gp
weight= 1/4 lb
Multiclassing[edit]
You can only multiclass with classes that are not based on intelligence.
When you multiclass into this class, you gain everything in the level that you have got in this class.
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