Gadabout
Hit Dice: 1d6
HP Bonus: Ld2+L*CON
TP: 100
Feat Slots: 6
Weapons: None
Tools: None
Saving Throws: DEX, CHA
Skills: Choose six from any.
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.
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.
When applying XP gain to Gadabout, double the amount of XP applied. Cannot be inherited or transferred to other classes.
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.
When you roll an 11+ on your Useless die, you may choose to make a song or dance action, gaining 1d100 gp.
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.
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.
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.
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.
When interacting with a character, if your INT score is lower than theirs, gain advantage on Deception and Persuasion rolls.
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.
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.
If you do not make ability actions this turn, gain advantage on DEX saves, and gain an additional movement action.
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).
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).
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).
HP Bonus: Ld2+L*CON
TP: 100
Feat Slots: 6
Proficiencies
Armor: NoneWeapons: 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 TPAll 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 TPAt 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 TPWhen 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 TPWhen 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 TPWhen 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: GadaboutOptimist
Level 5 | Rarity: Uncommon | Cost: 2 TPAt 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 TPIf 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 TPWhen 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: GadaboutGoofy Distraction
Level 9 | Rarity: Basic | Cost: 1 TPOnce 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: GadaboutPlay Dumb
Level 11 | Rarity: Basic | Cost: 1 TPWhen 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: GadaboutMajor Distraction
Level 13 | Rarity: Rare | Cost: 2 TPOnce 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 TPIf 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 TPIf 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: GadaboutShameless Theft
Level 17 | REQ: Useless | Rarity: Uncommon | Cost: 2 TPIf 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 TPIf 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: GadaboutIn Your Mailbox
Level 20 | Rarity: Exotic | Cost: 5 TPWhen 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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