Post by cvasquez on Apr 12, 2021 21:47:43 GMT
PRANKSTER
PRANKED.
Tier 1
Hellraiser's Slingshot - The classic weapon of pranksters the world over. This is a special one though, and it allows you to make basic ranged attacks with it based on appeal!
Prankster's Art - People call you a hooligan, a scoundrel, and even a "dickhead". Those are all accurate, but none are the whole truth. You see yourself more as an artist, and pranks are your canvas. You gain +X to appeal, where X is equal to your tiers in this class.
Tier 2
Supercharged Joy Buzzer - That... probably shouldn't be legal. And it isn't. You now have access to an incredibly powerful joy buzzer capable of stunning a target for 1d2+1 turns based on appeal once per encounter. The only caveat? The target must WILLINGLY consent to a handshake to you.
Blame Deflection - It wasn't me, it was the one-armed man. You gain advantage on deception checks where you're attempting to lie about pranking someone.
Tier 3
Wild Trick - Wouldn't it be really funny if you magically changed someone's spell so they have no idea what it's gonna do? I think it would at least. Once per day, you may make it so a target's next spell causes them to roll wild magic three times instead of its intended effect based on appeal versus the target's perspicacity. If you succeed this check, they will have no idea it's about to happen either!
Pranker's Toolkit - It's like a trap, but more whoopie cushions. You now possess a "Prankster's Toolkit", a handy dandy item that contains an unlimited amount of mundane pranking materials (whoopie cushions, joy buzzers, water balloons, stink bombs, etc). Pulling an item from this is a simple action. The impact of your pranks is based on appeal. You gain advantage on this appeal roll if you are able to set up the prank while unseen.
Tier 4
Prankster's Intuition - You can't prank a prankster. You gain advantage defending against sneak attacks, the pranks of the battlefield.
Hellraiser's Slingshot (Bonus) - A prankster's slingshot is like his baby. He loves it, cherishes, and modifies it at every opportunity. On a successful hit with your basic slingshot attack, roll a 1d10. The target is inflicted with one of the following status effects based on the roll.
1. Weakness - Target becomes physically weaker and rolls with disadvantage on any physical rolls.
2. Forgetfulness - Target becomes forgetful and rolls with disadvantage on any mental rolls.
3. Unlucky - Target becomes down on their luck and rolls with disadvantage on any luck rolls.
4. Berserk - Target becomes mindlessly enraged and will attempt a basic attack against a random target on the battlefield based on a 1dX (Where X is the number of targets there are).
5. Cursed - Target must roll wild magic with their next spell and cyber surge with their next use of technology.
6. Fear - Target cannot approach what they are afraid of without a perspicacity save and get disadvantage on ranged attacks.
7. Sleep - Target falls asleep (if capable of sleeping). Physical attacks against sleeping targets do extra damage and gain advantage, but immediately wake the sleeping target on a successful hit.
8. Poison - Target is poisoned, must roll vitality at the beginning of their turn for damage dealt until the poison is dealt with.
9. Immobilized - Target is unable to use their movement action on their next turn.
10. Regen - Target is mildly regenerating health, must roll vitality at the beginning of their turn for damage restored until end of effect.
PRANKED.
Tier 1
Hellraiser's Slingshot - The classic weapon of pranksters the world over. This is a special one though, and it allows you to make basic ranged attacks with it based on appeal!
Prankster's Art - People call you a hooligan, a scoundrel, and even a "dickhead". Those are all accurate, but none are the whole truth. You see yourself more as an artist, and pranks are your canvas. You gain +X to appeal, where X is equal to your tiers in this class.
Tier 2
Supercharged Joy Buzzer - That... probably shouldn't be legal. And it isn't. You now have access to an incredibly powerful joy buzzer capable of stunning a target for 1d2+1 turns based on appeal once per encounter. The only caveat? The target must WILLINGLY consent to a handshake to you.
Blame Deflection - It wasn't me, it was the one-armed man. You gain advantage on deception checks where you're attempting to lie about pranking someone.
Tier 3
Wild Trick - Wouldn't it be really funny if you magically changed someone's spell so they have no idea what it's gonna do? I think it would at least. Once per day, you may make it so a target's next spell causes them to roll wild magic three times instead of its intended effect based on appeal versus the target's perspicacity. If you succeed this check, they will have no idea it's about to happen either!
Pranker's Toolkit - It's like a trap, but more whoopie cushions. You now possess a "Prankster's Toolkit", a handy dandy item that contains an unlimited amount of mundane pranking materials (whoopie cushions, joy buzzers, water balloons, stink bombs, etc). Pulling an item from this is a simple action. The impact of your pranks is based on appeal. You gain advantage on this appeal roll if you are able to set up the prank while unseen.
Tier 4
Prankster's Intuition - You can't prank a prankster. You gain advantage defending against sneak attacks, the pranks of the battlefield.
Hellraiser's Slingshot (Bonus) - A prankster's slingshot is like his baby. He loves it, cherishes, and modifies it at every opportunity. On a successful hit with your basic slingshot attack, roll a 1d10. The target is inflicted with one of the following status effects based on the roll.
1. Weakness - Target becomes physically weaker and rolls with disadvantage on any physical rolls.
2. Forgetfulness - Target becomes forgetful and rolls with disadvantage on any mental rolls.
3. Unlucky - Target becomes down on their luck and rolls with disadvantage on any luck rolls.
4. Berserk - Target becomes mindlessly enraged and will attempt a basic attack against a random target on the battlefield based on a 1dX (Where X is the number of targets there are).
5. Cursed - Target must roll wild magic with their next spell and cyber surge with their next use of technology.
6. Fear - Target cannot approach what they are afraid of without a perspicacity save and get disadvantage on ranged attacks.
7. Sleep - Target falls asleep (if capable of sleeping). Physical attacks against sleeping targets do extra damage and gain advantage, but immediately wake the sleeping target on a successful hit.
8. Poison - Target is poisoned, must roll vitality at the beginning of their turn for damage dealt until the poison is dealt with.
9. Immobilized - Target is unable to use their movement action on their next turn.
10. Regen - Target is mildly regenerating health, must roll vitality at the beginning of their turn for damage restored until end of effect.