You have studied the art of forgery and can use your talents to create a many false items. You gain the following benefits:

  • Your Constitution or Intelligence score by 1, to a maximum of 20.
  • You gain proficiency with the Forgery Kit. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
  • As an action, you can inspect any object or writing and know if it is forgery as long as you have seen a real copy of the object or the original person’s handwriting at least once before.

Lastly, during a long rest, you can create a fake object to manipulate and con others that you see and encounter, provided you have suitable components and a Forgery Kit.

If you choose to do so you must select an fake that you will attempt to create then roll a d20 + your Forgery Kit bonus. You must make this roll three times. On a success the fake is successfully created with each subsequent success increases the fakes effectiveness. This fake remains subtle for 24 hours, afterwhich it begins to break down, revealing itself to be clearly a forgery. Any saving throw or skill check that is made against a fake you make has a DC of 12 + your Proficiency bonus. Fakes that you are able to create are listed below:


DC 9 – Fools Coins

You create 1d10 fake gold coins, however the coins are actually valueless fakes and are only perceived to hold value.

On each subsequent Success: You create an additional 1d10 gold coins.


DC 13 – Gag Supplies

You create 1d4 gag supplies. The supplies that can be made are detailed below.

On each subsequent Success: You create an additional 1 gag supply.

  • Gag Pen. This appears to be a perfectly normal fountain pen. However, when pressure is applied to it the pen opened wide, releasing a small pool of black ink out of the pen and ruining whatever document it in writing to.
  • Gag Ink. This appears to be perfectly normal ink, any color of your choosing. However anything written with this ink will evaporate after 24 hours.
  • Gag Paper. This appears to be perfectly normal paper or parchment. However when a creature attempts to write on it the ink does not absorb properly. The ink runs when the paper is moved, and will rub ink onto anything else it touches.
  • Gag Soap. This appears to be perfectly normal soap, a scent and color of your choosing. However, when used it falls apart into a thick oil which repels water and clings to skin.
  • Gag Candle. This appears to be a regular white candle intended for light. Once lit the candle works as one would expect. However after 30 minutes the candle starts exploding in bright, colorful lights and popping noises for a full minute, after which the candle is destroyed.
  • Gag Clothes. These appear to be perfectly normal clothes based on the supplies used to craft them. However, the clothes are designed to get caught on surfaces when a person sits down. When they stand up, the clothing effortlessly falls off of their person.
  • Gag Perfume. This appears to be a bottle of perfume, a scent of your choosing. However after spraying it it becomes clear that the scent is quite horrific and putrid, similar to a skunk.
  • Gag Box. This box appears as a regular box of your choosing. Once opened the interior of the box explodes outwards, spraying a shower of confetti upwards and spreading out to 5 feet.
  • Gag Lock. This appears to be a masterwork lock, and exceptionally durable. However, any key can be used to unlock this lock.
  • Gag Rope. This appears to be perfectly normal hemp rope. However when the rope experiences a weight greater than 25 pounds it breaks apart.
  • Gag Manacles. This appears to be strong and sturdy manacles, and locks in place as one would expect. However a creature with them on can freely open the manacles by applying a small amount of pressure trying to break out.

DC 15 – Confetti Bomb

You create a confetti bomb. This bomb appear volatile and deadly when thrown, and cause painless, non-obstructing confetti to explode outwards from itself when it strikes a solid surface. As an action a confetti bomb can be thrown to a point on the ground up to 90 feet away. All creatures within a 15 foot radius of the chosen point must succeed an Intelligence saving throw or use their reaction, if available, to move outside of the 15 foot radius in the fastest path possible, or as far as they can. A creature who is aware of the nature of the confetti bomb automatically succeeds on this saving throw.

On each subsequent Success: The DC for the saving throw caused by this fake is increased by 2.


DC 17 – Fools Gem

You create a fake gem that is perceived to be worth 1d10 × 10 gold pieces, but is actually valueless. The gem could be in any cut or color of your choice, but the color or cut will not change the perceived value of the gem.

On each subsequent Success: This perceived gold piece value of this gem is increased by an additional 1d10 × 10 gold pieces.


DC 19 – Confetti Weapon

This appears to be an ordinary weapon of your choice. However when a creature attempts to make an attack roll with this weapon it collapses into a shower of confetti. The attack creature must succeed an Intelligence saving throw or the creatures turn ends instantly. A creature that was already aware of the weapons properties automatically succeeds on this saving throw.

On each subsequent Success: The DC for the saving throw inflicted by this fake is increased by 2.


DC 22 – Confetti Lantern

This appears to be a normal lantern of your choice (Hooded or Bullseye). When lit, the lantern begins to shoot burning pieces of confetti outward which causes flammable objects within 5 feet of the lantern to ignite into flames, including clothing. A creature that catches on fire by this lantern must make a Constitution saving throw, taking 4d6 fire damage on a failed save or half as much on a successful one, repeating this saving throw at the end of its turn until its clothing is removed. A creature can use an action to remove their ignited clothing, but to do so they must have both hands free. The lantern resists efforts to put out its flame, short of total submersion in water or utterly destroying it.

On each subsequent Success: The fire damage inflicted by this lantern increases by 1d6.


DC 25 – Fool’s Art

You create a fake art piece. This can be a painting, urn, statuette, or other valuable you could imagine. The art piece has a perceived value of 1d10 × 100 gold pieces, but is actually valueless.

On each subsequent Success: This perceived gold piece value of this gem is increased by an additional 1d10 × 100 gold pieces.

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