Gadabout Profession in Novence Eternal | World Anvil

Gadabout

Hit Dice: 1d6
HP Bonus: Ld2+L*CON
TP: 100
Feat Slots: 6

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: DEX, CHA
Skills: Choose six from any.

Abilities

Ultimate Ability: Strange Curse

Rarity: Exotic | UP: 60 | ZP: 5 | ZL: 0 | Cost: 3 TP
All dice rolls are guaranteed nat 1s for 1 turn. All characters must make at least 2 rolls on their turn, else take 40d10 cosmic damage. If you roll a nat 1, it’s counted as a triple nat 20.

Useless

Level 1 | CC: Gadabout | Rarity: Basic | Cost: 0 TP
At the start of your turn, roll 1d20, then consult the following chart for which actions you automatically perform:
[Nat 1]: You inflict a major negative effect on the entire party, such as conferring to-hit disadvantage or applying negative debuffs.
[2-5]: You inflict a negative effect on a party member of your choice.
[6-10]: You goof off on your turn, doing something random that provides no benefit or hindrance to the party. You may also choose one action that falls in this roll range to perform.
[11-15]: You act normally on your turn, and can take movement actions or ability actions as normal.
[16-19]: You inflict a positive effect on a party member of your choice.
[Nat 20]: You inflict a major positive effect on the entire party such as conferring to-hit advantage or applying positive buffs.

Quick Learner

Level 1 | CC: Gadabout | Rarity: Exotic | Cost: 20 TP
When applying XP gain to Gadabout, double the amount of XP applied. Cannot be inherited or transferred to other classes.

Beggar

Level 2 | REQ: Useless | Rarity: Basic | Cost: 1 TP
When you roll a 6-10 on your Useless die, you may make a Persuasion roll to the enemy at a DC determined by the DM. On success, you gain 1d100 gp.

Song and Dance

Level 3 | REQ: Useless | Rarity: Basic | Cost: 1 TP
When you roll an 11+ on your Useless die, you may choose to make a song or dance action, gaining 1d100 gp.

Class Feat Slot I

Level 4 | CC: Gadabout

Optimist

Level 5 | Rarity: Uncommon | Cost: 2 TP
At the start of your first turn each round, roll a d20. If it lands 19 or 20, gain Morale (I) (1).
[REQ: Useless]: If you rolled an 11+ on your Useless die, also gain Morale (I) (1) if the die landed 18.

Dumpster Diver

Level 6 | REQ: Useless | Rarity: Uncommon | Cost: 2 TP
If your Useless Die lands 6-10, you may use this skill to search around the battlefield for a random item, making a d100 roll. You may also use this as a movement or ability action if you roll 11-15.

Headstrong Curiosity

Level 7 | Rarity: Uncommon | Cost: 1 TP
When you make a map traversal roll for the party, consult the roll result. If it lands 10 or lower, you may choose to increase the probability of a random encounter. If it lands 11 or higher, you may choose to decrease the probability of a random encounter.

Class Feat Slot II

Level 8 | CC: Gadabout

Goofy Distraction

Level 9 | Rarity: Basic | Cost: 1 TP
Once per short rest, you may distract up to 3 enemies, forcing them to target you until your next turn.
[REQ: Useless]: If you roll a 16 or higher on your Useless die, you may do this for free.

Class Feat Slot III

Level 10 | CC: Gadabout

Play Dumb

Level 11 | Rarity: Basic | Cost: 1 TP
When interacting with a character, if your INT score is lower than theirs, gain advantage on Deception and Persuasion rolls.

Class Feat Slot IV

Level 12 | CC: Gadabout

Major Distraction

Level 13 | Rarity: Rare | Cost: 2 TP
Once per long rest, you may cause a huge ruckus on the battlefield. All to-hit rolls and saving throws for all combatants are rolled at disadvantage.

Cope, Seethe, Dilate

Level 14 | Rarity: Basic | Cost: 1 TP
If a combatant rolls a nat 1, you may choose to taunt them as a free bonus action. Their next die roll is at disadvantage.

ADHD

Level 15 | Rarity: Uncommon | Cost: 3 TP
If you do not make ability actions this turn, gain advantage on DEX saves, and gain an additional movement action.

Class Feat Slot V

Level 16 | CC: Gadabout

Shameless Theft

Level 17 | REQ: Useless | Rarity: Uncommon | Cost: 2 TP
If your Useless die lands 6-15, you may use this action to attempt to steal (DEX + Prof) something from an enemy or ally. The item stolen is typically inconsequential, but has a rare chance of being something useful (d100).

Terrible Joke

Level 18 | REQ: Useless | Rarity: Uncommon | Cost: 2 TP
If your Useless die lands 6-15, you may use this action to tell a terrible joke to a target or to all combatants. The affected target(s) must make a CHA save of DC 10 + your CHA + Prof, otherwise they suffer a negative status effect at random between: Confused (I) (1), Angry (I) (1), Stagger (I) x1, or Stunned (I) (1).

Class Feat Slot VI

Level 19 | CC: Gadabout

In Your Mailbox

Level 20 | Rarity: Exotic | Cost: 5 TP
When you get within 5 feet of an enemy for an attack or movement, roll a d20. If it lands 19 or 20, you slip a pipebomb into their pocket, which explodes at the end of the round for 14d10 fire damage in a 15 foot radius (DEX save DC 15).

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