Category Archives: Uncategorized

More Bennenite Staff Mastery Feats for PF1

I’ve dipped into my old campaign files to post lore about the holy warriors known as Bennenites, and converted some of their concepts from previous game editions to PF1, including Staff Mastery feats.

So, here are more.

Defensive Bennenite Training
You are as good at defending with an attack as you are attacking.
Prerequisites: Bennenite Training, base attack bonus +1 or 1 rank Knowledge (religion)
Benefit: When equipped with a quarterstaff, as part of any other action that is not any kind of attack, you can choose rather than treating it as a quarterstaff or longsword and shortsword, to treat it as a longsword and a light wooden shield, or a longsword and a heavy wooden shield. You can stop treating it as a longsword and shield at the beginning of your turn, or as part of any standard action, move action, or full action.

Holy Staff
You can channel the grace of St. Bennen through a staff.
Prerequisites: Bennenite Training, good alignment, base attack bonus +1 or 1 rank Knowledge (religion)
Benefit: When using a quarterstaff, your attacks bypass any DR that has “good” as one of the elements to bypass it. For example, you could bypass “DR 5/good and cold iron,” even if your staff was not cold iron. (The exception to this is if an attack normally also has to be mythic to bypass the DR, in which case you only bypass it if you are 15th level or higher.) Against targets with the evil descriptor, you gain a +4 bonus to staff attack rolls made to confirm a critical threat.
Additionally, you can use a staff as a holy symbol, and fullfil somatic spell components with a hand holding a staff.

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Saint Bennen, and Paladins, in the Sovereign Kingdoms

My mention of the Bennenites–staff-wielding warrior-priests from my old Sovereign Kingdoms fantasy campaign–in an article about Staff Mastery Feats has apparently raised some interest in the worldbuilding about the order. (More than in the feats they inspired, in any case 🙂 ).

Most of my notes about that more-than-20-year-old-game are scrawled in pencil in a few different notebooks and one big red 3-ring binder. Having moved 11 times in that two decades they aren’t all in one place, and many are in boxes in storage (though I have laid eyes on most of them on the past 18 months). But I have dug some up, and can

In the Sovereign Kingdoms the major religion was the Apostolic Church, which worshiped a supreme deity who had 4 specially blessed demigods who oversaw interactions with mortals. Three of those rebelled (essentially taking the role of three differently-themed antichrist/lucifer figures), and the fourth, YSRIES, began teaching various mortals directly. Those mortals who followed his teachings to a state of high enlightenment were granted tiny motes of his divine power, becoming saints.

Sainthood was essentially treated as a mega-paladin template in that campaign, making every paladin essentially a potential saint in training. Paladins were considered to have been given a mote of divine power they were trusted to use appropriately, with only those dedicated to the concepts of benevolence and morality even giver that power. There are paladins of other faiths (though they were rarer, and included the singular Green Knight of the druidic faith, the Proctors of the Gnostic faith, and the Salt Warriors of the eastern Apostolic Church).

The power of a paladin was sometimes granted temporarily for a good, faithful follower in particularly desperate straits (as happened to a PC at least once during the campaign). However, the ability to draw on the mote of divinity required a level of dedication and purity. If a mortal failed to live up to that standard, the connection literally became metaphysically impossible. It was not that divine powers withdrew their assistance, but that mortals too far out of balance with the essence of the divinity couldn’t access it.

(As an aside, while the power of a paladin came from outside themselves, actually drawing on the power of a mote of divinity was a skill that could apply to different power sources. If a paladin fell far enough from grace, one of the three fallen demigods could grant a fiendish power source which, if accepted, turned the bearer into an anti-paladin. Anti-paladins tended to have powers diametrically opposed to paladins because they were using the same training manuals to manipulate the aligned planar energy within them.)

Within the Apostolic Church, saints were arranged in three tiers of reverence–the Apostles (taught directly by YSRIES), the ArchSaints (taught by one or more of the Apostles, usually after YSRIES left the mortal plane), and the Canon Saints (recognized as saints by the authority of the Ecclesiarch of the Apostolic Church).

Saint Bennen was the first of the Canon Saints, a farmer-turned-mercenary-turned-priest who had decided to dedicate his life to the protection of the oppressed. Most famously, during a war against devilish cultists, Bennen-as-mercenary refused to leave a town of innocents when local defenders pulled out, as the defenders believing any fight to save it doomed to total defeat. Because the retreat had to be performed swiftly, the sick, wounded, young, and old were all left behind. When Bennen refused to leave, his commander stripped him of his spear, sword, and dagger. Thus when Bennen stood at the edge of town to defend it from oncoming attackers, he did so armed with only a staff.

The half-fiend commander of the attacking forces was so amused, it decided to destroy Bennen personally before overrunning the town, so as to sow fear, misery, and despair among the townsfolk. However, as the fight began, Bennen was granted the power of paladinhood, and was joined by a Bagwyn* companion as a steed. Bennen defeated the half-fiend, the devilish cult army fled in fear, and the town was saved. Due to a wound sufferend in the battle, Bennen forevermore moved with a severe limp. In thanks for the divine aid, Bennen turned to religious studies, and became a priest, and in time a Arch-Prelate (the third-highest rank within the Apostolic Church).

*A bagwyn is a heraldic creature of mythology with the body of an antelope, mighty backwards-curling horns, and the fetlocks and tail of a horse. In the Sovereign Kingdoms, bagwyns were basically unicornlike creatures that served any good-aligned mystic forces, while unicorns were specifically angelic.

I haven’t yet found the list of who Bennen was the patron saint of, but if memory serves it included farmers, mercenaries, defenders, wood-gatherers, woodwrights, the ill, the infirm, the lame, bagwyns, and lost causes. While most Apostolic Orders were extremely suspicious of druids, Bennenites often formed aliances with them, and when a Green Knight arose, Bennenite priests would see to their training.

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Mental Health and Suicide Hotlines

I am not currently suicidal. Not even close. I open with that, so people won’t worry about me.

I have been suicidal, even within the past year. I was able to get help, and my support network assisted me. Mental health issues need to be destigmatized, which is why I am often so public about mine.

If you need help, the National Suicide Prevention Lifeline is a United States-based network that provides 24/7 service via a toll-free hotline with the number 1-800-273-8255.

It is available to anyone in suicidal crisis or emotional distress.

New Talents for the PF1 Wolfshead Pathfinder Class

I had ideas for a few new wolfshead class talents, presented below.

(Art by Konstantin Gerasimov)

New Wolfshead Talents
These talents follow the normal rules for wolfshead talents.

Ambuscade (Ex): When you attack a creature that could not perceive you just prior to the attack (such as from using the stalk class feature), you attack deals +1d6 damage and, if it is a critical threat, you gain a +4 bonus to the confirmation roll for the threat.

Set Up And Strike (Ex): When in bedlam, if you are wielding two melee weapons but only attack with one of them, the first time in the round you deal damage with the weapon you may roll the damage twice and take the better of the two results.

New Advanced Wolfshead Talents
These talents follow the normal rules for advanced wolfshead talents.

Improved Set Up And Strike (Ex): When in bedlam, if you are wielding two melee weapons, the first time each round you deal damage with the weapon on an attack of opportunity, you may roll the damage twice and take the better of the two results.

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PF1 Essentials, Feats and Index

I mentioned on Facebook the idea of doing “Pathfinder Roleplaying Game 1st edition Essential Feats,” which would cut down on the total number of feats by about 80%, while not significantly reducing the number of different builds you could create with such feat.

Ideally, such a project would also address issues with needless complexity, and known roadblocks to popular character concepts. To be honest, this would also be one major step I would take on a Revised Pathfinder Roleplaying Game 1st Edition — something I’d want to be 90% or more compatible with existing 1st edition, just with some shuffling with how details work.

As I work on the “PF1 Essentials” idea, I am updating this post so it serves as a compilation of feats, and an index of other PF1 Essentials content.

INDEX

Classes: Here’s a preview of the PF1 Essentials Fighter
Feats: You’re already here!
Spells: We outline some design goals and tackle hold person here.

Stance Feats

My first step in doing all this would be with Stance feats, which make some popular feats easier to access, simpler to run, and slightly more powerful, but also prevents you from benefitting from them all at the same time. I have presented some key ones below.

(Art by Lunstream)

When you use a stance feat, you cannot use any other stance feat that is not the same type of stance feat. For example, if you are using a Power Attack Stance feat, you can use other Power Attack Stance feat, but not a Combat Expertise Stance feat.

CLEAVE (Combat, Cleave Stance)
You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, base attack bonus +1.
Benefit: As a standard action, you can make a single melee attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

COMBAT EXPERTISE (Combat, Combat Expertise Stance)
You can increase your defense by focusing on parries and dodges.
Prerequisite: Dex 13 or Int 13.
Benefit: You can choose to enter the Combat Expertise stance to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

POWER ATTACK (Combat, Power Attack Stance)
You can make exceptionally deadly melee attacks by focusing on powerful swings.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to enter the Power Attack stance, to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

VITAL STRIKE (Combat, Vital Strike Stance)
You make a single attack that deals significantly more damage than normal.
Benefit: When you make only a single attack in a round, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
You must enter this stance before you make any attack rolls in your turn. Once you have done so, you cannot make any other attacks (including attacks of opportunity) until the beginning of your next turn.
If your base attack bonus is +11 or higher, you instead roll the damage dice for the attack three times. If you base attack bonus is +16, you instead roll the damage dice for the attack four times.

WEAPON FINESSE (Combat, Weapon Finesse Stance)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon or a weapon with the finesse trait (including the elven curve blade, rapier, whip, or spiked chain) made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls and damage rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
You do not add 1.5x your Dexterity modifier to damage with 2-handed finesse weapons. You only add half your Dexterity modifier to damage with off-hand weapons.
Special: Natural weapons are considered light weapons.

(Art by Lunstream)

Power Attack Stance Feats

The following are my current vision of the key Power Attack Stance feats, compiled, revised, and revisiting dozens of PF1 feats to compile into just 9 total feats.

It’s worth noting that, at least at the moment, I don’t plan to make the Improved Combat Maneuver feats Power Attack Stance feats, and may not even keep Power Attack as prerequisites for them. That may change once I get deeper into this project, but for now I’m not including them here.

I also suspect one of the things the fighter class is going to get is a way to have multiple stances active at once. But I’ll figure out how and at what levels to do that after I have more feat stance chains built.

POWERFUL ASSAULT (Combat, Power Attack Stance)
You can focus on inflicting inflict bloody wounds that are slow to heal.
Prerequisites: Str 13, Power Attack, base attack bonus +6.
Benefit: When you are in Power Attack stance and you damage a foe with a melee attack you inflict 1d4 points of bleed damage, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage can be stopped by a Heal check (DC 10 + your base attack bonus) or through any magical healing. Bleed damage from this feat does not stack with itself.
If your base attack bonus is +11 or higher, when you are in Power Attack stance, you may instead choose on melee attack you make each round to attempt to daze your target. This choice must be made before your attack roll. If the attack hits, in addition to the normal damage dealt by the attack that target must make a successful Fortitude save (DC of this save is 10 + your base attack bonus) or be dazed for 1 round. Subsequent attacks in the same round also have a chance to daze targets, but each subsequent melee attack you make in the same round reduces this DC by 5. If the DC drops to 10 or less, there is no change to daze targets.
You cannot use this feat to both cause bleed damage and have a chance to daze targets.

HARDER THEY FALL (Combat, Power Attack Stance)
You can work with an ally to move or knock over a foe that’s too large for either of you to overcome alone.
Prerequisites: Str 15, Power Attack.
Benefit: When you are in Power Attack stance, if the first melee attack you make in your turn successfully hits and damages a foe, your allies gain a +2 bonus to combat maneuver bonus checks against that target until the beginning of your next turn. Additionally, until your next turn allies can attempt to bull rush, drag, overrun, reposition, or trip that target even if it is two size categories larger than them.
Normal: Those combat maneuvers can normally only be attempted against creatures no more than one size category larger than you.

INTIMIDATING SMASH (Combat, Power Attack Stance)
Your terrible attacks strike fear into your enemies.
Prerequisites: Str 13, Power Attack, Intimidate 1 rank, base attack b9nus +1.
Benefit: You may add your Strength modifier, rather than Charisma modifier, to Intimidate checks.
When you are in Power Attack stance, the first time in your turn you damage an opponent with a melee, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Additionally when in Power Attack stance, the first time each combat you drop a foe to 0 or fewer Hit Points, you may make an immediate Intimidate check as a free action to attempt to demoralize all opponent within 60 feet.
Alternatively, if you attempt to demoralize a foe within your reach as a standard action and succeed, you may choose to immediately enter Power Attack stance (ending any other stance you are in) and make a single melee attack against them as a swift action. You cannot then attempt to use this feat to demoralize them again on that attack.

ONSLAUGHT (Combat, Power Attack Stance)
No one is prepared for how hard you strike until they see it firsthand.
Prerequisites: Str 13, Power Attack, sneak attack class feature.
Benefit: When you are in Power Attack stance, you can add your sneak attack damage to the first melee attack you make in each combat, even if the target is not flanked or denied their Dex bonus to AC.

PILE ON (Combat, Power Attack Stance)
You can keep a foe shuddering in fear.
Prerequisites: Str 13, Intimidating Smash, Power Attack, Intimidate 6 ranks.
Benefit: When you are in Power Attack stance, once per round when you damage a creature that is shaken, frightened, or panicked, you can choose to deal half your normal damage in order to extend the duration of its fear condition by 1 round.

PUSHING ASSAULT (Combat, Power Attack Stance)
You can use attacks with two-handed weapons to drive your foes before you.
Prerequisites: Str 15, Power Attack, base attack bonus +1.
Benefit: When you are in Power Attack stance, once per round when you make a melee attack that damage sa creature that is no more than one size category larger than you, you can choose to push the target 5 feet directly away from you. Alternative, you can choose to do half damage to push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.

SET WEAPON (Combat, Power Attack Stance)
You can set your weapons to deal extra damage against moving foes.
Prerequisites: Str 13, Power Attack.
Benefit: When you are in Power Attack stance, all weapons you wield with the reach special weapon feature are also treated as if they had the brace weapon special feature. Additionally, if you are using a weapon that normally has the brace special weapon feature, if you successfully hit a target an an attack of opportunity the target provoked from movement, you deal double damage.

SHIELD OF SWINGS (Combat, Power Attack Stance)
A wild frenzy of attacks serves to bolster your defenses.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you are in Power Attack stance and make a melee attack, you can choose for all your attacks to do half damage in order to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.

SMASH (Combat, Power Attack Stance)
You overcome obstacles by breaking them.
Prerequisites: Power Attack.
Benefit: When you are in Power Attack stance, your melee attacks ignore 5 points of hardness. This has no effect on DR. You also receive a +5 bonus on Strength checks made to knock down or break open doors.

General Feats

A big part of doing an “Essentials” line for PF1 is cutting down on the number of similar-but-just-different-enough options s the total number of things a player has to go through is greatly reduced. here are some examples of how I would do that with core general feats.

DIFFICULTY FOCUS
You have improved how difficult it is for foes to resist one specific ability of yours.
Prerequisites: Spell, special attack, or class feature that has a save DC.
Benefit: Choose one of the creature’s special attacks, or class features, or one school of magic. Add +2 to the DC for all saving throws against the special attack, class feature, or spells and spell-like abilities from the school of magic on which the creature focuses.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different school of magic, special attack, or class feature.

NIMBLE MOVES
You can move across a difficult terrain with ease.
Prerequisites: Dex 13.
Benefit: Whenever you move, you may move through a number of 5-foot squares of difficult terrain each round as if it were normal terrain. The number of squares you can move through each round is equal to your Dexterity bonus. This feat allows you to take a 5-foot step into difficult terrain.

SKILL FOCUS
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

SKILL SYNERGY
You understand how two skills work well together.
Benefit: Choose two skills. These skills become class skills for you. If one or both were already class skills, you gain a +2 bonus to those skill checks instead. If you have 10 or more ranks in one or both of these skills, you gain an additional +2 bonus to skill checks with those skills.
Special: You can take this feat multiple times. Its effects don’t stack. Each time you take it, it applies to two different skills.

Patreon
I have a Patreon. It supports the time I take to do all my blog posts. If you’d like to see more Pathfinder 1st edition options (or more rules for other game systems, fiction, game industry essays, game design articles, worldbuilding tips, whatever!), try joining for just a few bucks and month and letting me know!

Pathfinder Warlock Index

So, here’s how to find the elements of the Pathfinder-compatible OGL Warlock class I designed.

Also, everyone is is a $3 or better patron of my Patreon on Sept 30th, 2020 will get a free pdf with a compiled, and slightly revised and expanded, version of this class!

Here’s where you can find the elements of the class on my blog.

The class advancement chart,
Spell access rules
Fiendish patron 
A Draconic patron,
Some pact boons
The base invocation rules along with the hex-access invocations, and a set of non-hex invocations.
The shadow-haired warlock archetype.

My Stuffed Dino

This isn’t a game-related story, or something to inspire your gaming table. It’s just a tale I don’t recall having ever told that, at 2am, my brain has latched onto as a focal point for a lot of my pain and depression right now.

Feel free to skip it.

I love dinosaurs. It’s one of my very oldest fandoms.

Before Star Wars. Before D&D. Before Micronauts. Before sci-fi, fantasy, superheroes, and powered armor.

Maybe the first thing I grokked as a group of things, and loved, were dinosaurs.

When I was a very young child my mother took me with her grocery shopping one day. The store had a bin of soft, fuzzy stuffed-animal dinosaurs.

And I fell in love with one, in particular. So I asked my mother to buy it for me.

It was, she said, out of our price range for toys.

So, I asked, if we don’t buy it… what happens to it. What if NO ONE buys it?

Well then, she said quite reasonably, it’ll stay here and someone can buy it tomorrow.

And asked, genuinely aghast, you mean they’ll leave it in the store. At night? With the lights off?

ALONE?

I sat on the floor of the grocery store, and burst into tears. Not quite little trickles, but snot-out-my-nose, can’t-see, gasping-for-breath tears.

Look, I’m not saying I was above feigning being truly upset to pressure my mother to buy something for me… though I don’t recall that ever actually working. And this was more than 45 years ago, so I can’t claim to have perfect recall. But as I remember it, I was just truly TERRIFIED for the stuffed dinosaur.

I needed to know it would be safe. Be loved. And if I couldn’t do that, I was afraid no one ever would.

My mother stared at me for several seconds, then picked up the dino and told me it could come home. I could barely pick myself up. I don’t even think I thanked her.

(BTW — Thanks, Mom.)

And so I ended up with a bigger-than-most-of-my-animals stuffed dino. I slept with it for months, and then it joined the Council of Pluff that usually just sat on my toy chest. It served as chairman for many years (until I got a Stuffed Polar Bear As Big As Me, which is a different, and much more on-brand for me, story).

But if I saw sad, or upset, or afraid? If I needed to hug something and none of our cats was up fro the job?

For a lot of years, that Dino was my go-to.

Wrapping up the 5e Mascot Class, With Shtick

We spent last week presenting the base of the Mascot class for 5e. Tuesday we laid out the concept and framework for the Mascot class for 5e, Wednesday we presented the Domestic Companion option for that class, Thursday we presenting the Inspiring Failure class feature, and Friday we presented the Torchbearer option.

All that’s left is to create its selectable class feature, shtick.

SHTICK
You are often surprisingly effective in combat… just not in ways that traditional heroes are. Instead you have actions that,–backed by a combination of your moxie, some luck, and the total surprise you are engaging in adventuring at all–can alter the flow of combat in surprising ways. These sometimes-comical options are known as shtick. You gain your first shtick at 2nd level, and gain an additional shtick at 5th, 9th, 13th, and 17th level. You cannot select the same shtick more than once.
Some of your shtick abilities for a foe to make a saving throw. The DC of such saves is equal to 8 + you proficiency bonus + your Intelligence, Wisdom, or Charisma bonus. You select which ability score applies to your shtick save is based on when you gain your first shtick, and once made this decision cannot be changed.

Mascot Cook
(Art by Lunstream)

Adorable Bravery
The very fact you place yourself in places of extreme risk without any apparent talents or powers to make such actions look like reasonable choices on your part can endear you to foes who see you as a cute little thing, rather than a threat.
Using your action you can stand defiantly in the face of a creature within 30 feet that has attacked and damaged you or an ally. The target must succeed at a Wisdom save or be charmed by you for 24 hours, or until you attack them. Once you have successfully affected a creature with adorable bravery, you cannot attempt it again until after you take a long rest.

Baffling Affront
Using your action you engage in behavior that is both confusing, and obviously out of place with no apparent explanation (and no visible reason for you to believe it will work). You might scold a giant for being a bully, act like a bull about to charge an enraged minotaur, or challenge a lich to a dance-off. The behavior is so unexpected and novel, the target is briefly taken aback. You select one creature within 60 feet that is able to see or hear you. The target must succeed at a Charisma save or be incapacitated for 1 round. Once you have successfully affected a creature with baffling affront, you cannot attempt it again until after you take a short rest.

Expertise
While your traveling companions have been learning new spells, mastering fighting techniques, and perfecting new forms of skulking, you’ve been picking up little tips and tricks from the cooks at inns, drovers of friendly caravans, and other behind-the-scenes folks. Much of this builds off a direction you might have taken in your career, but never mastered until now.
Select an additional background. You gain the benefits and items from this background.

Natter On
You are adept at the endless chatter common to some working-class folk, and can both use it to get the skinny in a new region, and to overload a creature with more words than they are used to processing. When you are in a settlement where you speak one of the common languages, each day you may make one Charisma check with proficiency to learn local gossip and rumors without anyone realizing you are gathering such information.
Additionally, using your action you can direct a stream of apparently endless but potentially important words at a creature within 30 feet able to hear you. You can maintain this for a duration of concentration (10 minute maximum). As long as the target can hear you, they are deafened to any other sound.

Pewter Flask
Sometimes, you are saved by  the noncombat equipment you carry on you. This might be a spider’s fangs sinking into your cookbook, a giant crushing a loaf of bread thinking it was your head, or an arrow being stopped by hitting the pewter flash you have in your vest.
When you take damage or have a condition applied to you, as a reaction you can instead have one item in your possession be destroyed and not take the damage or condition. Once you have used this ability, you cannot do so again until after you have taken a long rest.

The Right Tool
You know that sometimes the important thing is not who tries something, but what they try to do it with. While mighty heroes are busy giving speeches and staring down the forces of evil, you’re keeping track of who is holding what, which item is in which belt pouch, and what is likely to be needed in the coming moments.
Using your action, you can change what items are ready for use for yourself and every willing adjacent ally. You can ready items from yourself or a willing ally for use by another ally. Only items that can be readied or put away in an action can be affected by this ability.

Shielded By Clutter
You have so much stuff that attacks are as likely to hit your cooking pot, tailoring cloth, or portable library as to damage you. As long as you have any equipment or gear, you are considered to have the benefits of a shield without needing to hold one in your hand. If you are adjacent to an ally and they are attacked, as a reaction you can cause them to benefit from having a shield (temporarily ending your shielded by clutter benefit). This lasts as long as the ally is adjacent to you, until the beginning of your next turn.

Spoon to the Knuckles
You may see yourself as a cook, or tutor, or dressmaker rather than a warrior, but that doesn’t mean you aren’t willing to treat a monster like an unruly child and rap their knuckles with a wooden spoon (or otherwise take them to task).
Make an ability check with advantage using a tool with which you are proficient. Your DC is equal to your target’s AC. If you succeed, you do a single hp of damage (though this does not trigger rules triggered by making an attack). Additionally, the target is so flabbergasted by your effrontery they have disadvantage on any attack thy make for 1 round.

Want More Mascot?
Interested in seeing more archetypes for this 5e class?  Additional shtick? Something else entirely?
Join my Patreonand let me know what material you’re most interested in!

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The Torchbearer Archetype for the 5e Mascot Class

Tuesday we laid out the concept and framework for the Mascot class for 5e, Wednesday we presented the Domestic Companion option for that class, and Thursday we presenting the Inspiring Failure class feature.

So, it’s time to present our other initial archetype, the Torchbearer.

Mascot Archetype
At 1st level, you choose an archetype that defines what kind of mascot you are, and gives you some idea how other PCs and NPCs are likely to see and treat your character. You can choose from the Domestic Creature or Torchbearer archetypes.

The archetype you choose grants you features at 1st level and again at 7th, 10th, 15th, and 18th level.

5e Torchbearer
(art by Zdenek Sasek)

Torchbearer
You are a dedicated assistant to adventurers and heroes. You may not actually carry a torch of course — you might be a young squire with a mace, a farmer with a pitchfork, or a hireling with more loyalty than your employers know. You don’t think of yourself as a hero, but you will aid them however you can. You spend a great deal of time carrying torches to light their way, bringing them lost weapons, and standing beside them in the darkest moments so they do not have to face such risks alone.

A Light In The Darkness
Beginning when you take this archetype at 1st level, your plucky courage and willingness to take the same risks as your allies moves them to be their very best. This ability, and all your other torchbearer abilities, only function after a round when you do not make an attack or cast a spell. If you take either of those actions, no torchbearer ability functions until after the beginning of your next turn.
When an ally within 30 feet makes an attack roll or saving throw, you may choose to roll 1d20 as well. If your result is better than the ally’s (or both of the ally’s, if they have advantage), they make take your d20 rather than use their own die results. Once an ally chooses to use your d20 result, you cannot use this ability again until after the end of your next turn.

How Dare!
You friends are offended when enemies harm you. At 7th level, if a foe successfully hits you with an attack, or forces you to make a saving throw you fail, one ally of your choice within 60 feet gains advantage on their next attack against that foe. Only one ally can have this benefit at a time, and it must be used within 2 rounds.

Over My Dead Body
At 10th level when you are adjacent to an ally, and an enemy targets that ally (with an attack or a spell or effect that selects targets rather than an area), you can use your reaction to cause the attack or effect to target you instead. The effect otherwise works normally (requiring attack rolls to hit or allowing saving throws as appropriate), just with you rather than your ally as the target.

It’s Good To Have Friends
Those who harm you find your allies wroth. At 15th level when an ally attacks a foe that has within the past day damaged you, or created an effect or cast a spell you failed a saving throw against, and the attack is a success you can use your reaction to make it a critical success instead.

Don’t Be Dead
So great is your grief at seeing the fall of the heroes you have spent your life helping, the universe itself responds by keeping them just at the brink of death’s door. As an action you can attend an adjacent ally who died within 1 minute as a result of massive damage or from failing a third death save. The ally turns out to have never quite died, regains a number of hit points equal to your level (or half it’s maximum, whichever is less), and becomes conscious. Once you use this ability, you cannot do so again until you take a long rest.

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Inspiring Failure for the 5e Mascot Class

Monday we laid out the concept and framework for the Mascot class for 5e, and Tuesday we presented the Domestic Companion option for the Mascot Archetype class feature. We’ll present the Torchbearer archetype later in the week, but today I actually want to define the Inspiring Failure class feature.

While a Mascot character is often out of their element and overmatched by the circumstances of adventuring, the very fact they keep trying can inspire their allies. When a mascot succeeds at a task everyone is delighted, even their failures can inspire the heroes around them to achieve greater success on the mascot’s behalf.

Mascot Maid
(art by Lunstream)

Inspiring Failure

You get one use of Inspiring Failure at 3rd level, and gain an additional use at 11th, 17th, and 20th level.

The first time each day you fail an attack roll, Ability/Skill check, or saving throw while you are in an encounter that can earn XP (as determined by the GM), you earn one inspiring failure point (IFP). When an ally within 60 feet who witnessed your failure fails an attack, ability/skill, or save, you may expend an IFP to grant them a special reroll. If the d20 on their reroll results in a 1-10, they gain a +10 bonus to their total.

Each additional use you gain of inspiring failure allows you to gain an IFP from an additional failed roll on your point. When you take a long rest, you lose all IFP.

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