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sorry for the unintelligibleness of this; please message me on dndbeyond with any queries.

 

Every day it's Christmas. What's not to love? Even for the reformed Scrooge, he still needs to be reminded. At the beginning of each campaign, you must write a list that contains a job that you aspire to do. You also must write down a list of jobs and items that you have owned that are not worth more than 50 g.p. As a base you get this; they get to unlock one item, such that if a DM in a past campaign always brought something, such as a drink, every drink that that past DM was a player in this campaign, every drink is an advantage upon a roll of your choosing (one per drink). To summarise, if things are the same as in the last campaign (nothing to do with what your characters are doing, something that has always been said or something that has always been brought will trigger this), now they will get advantage. After every short rest get your DM to roll a d20; they must not tell you. You then must roll a d20; if you are 1 away in either direction, e.g., your DM rolls a 3 and you roll a 2 or a 4, you get to pick a random memory from past campaigns or a gift from the past, the present or the future. For the past, you may get an item of the DM's choosing from the list to keep permanently. Once you have the item, it is crossed off the list. If your DM does not want to do this, you may roll a d100 to see what you got from the trinkets table. For future use, the job is for tools or skills that would be relevant; this is up to the DM. For the present you will receive a tool or item that will help you with your next boss fight or fight. This item will appear at the DM's discretion and will be removed once the enemy is below half health, although if the boss/enemy heals to above half health, the weapon/item gets returned. If the player chooses memory, if they enter a room that they have entered before, they don't need to roll an investigation check; they just know about it. This also applies to tools or items. This is also a +1 to insight, wisdom, arcana, perception and history but disadvantages performance, acrobatics, stealth, persuasion and intimidation. Due to a side effect of this class, you look like an old man or woman who is very tall and weak and looks very "mad". This is until you get to know them, when the mist wears off around them. Any notes they may write will be unintelligible in the next session. From the 2nd session since they wrote the notes (the session in which they wrote the notes counts as session 0), they must write down a number before rolling a d100. If they hit that number, they can read it for that session. The next session they must repeat, but they can make out some words that make no sense without the others, but each time it gets clearer until they get all the words. Roll a d10 (with the multiples of 10 to figure out how many words there are unless the words are less than 20, in which case roll a d6). If they roll the exact number, they will get all 4 items but pick which parts as shown above.

 

 

 

 

 

dm 

this means that the player will have to take note of  this if you want to revive the beast




 

 
Skill Proficiencies: Skill I can't add it, but you have disadvantages:

  • performance
  • acrobatics
  • stealth
  • persuasion
  • intimidation.

 

Equipment:  

use this to write down your memories in case you forget

 
Spell List
Spell Level Spells
2nd recall
6th word of recall
7th resurrection
 
Suggested Characteristics
d1 Personality Trait
1 very forgetfull but observant
 
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