Born from, and fueled by the chaotic energy of shenanigans, unleashed toons take on many shapes and sizes, usually in the form of caricatures of mundane existences, depending on what they consider to be the ideal form for shenanigans. Curious and playful by nature, these silly goobers never stay in one place for long, often wandering from one realm to another to spread chaotic mischief. Each unleashed toon embodies a unique set of characteristics that represents the type of mischief they most often cause.
Flexible. Select two traits from the choices below. Each trait (or subtrait, in case a trait has multiple subtraits) can only be chosen once.
- Animated Form. Your form is closer to ordinary objects and can be easily mistaken for one — though you have the equivalent to appendages that allow you to interact with other creatures and objects as if you had humanoid limbs.
- While you remain motionless, you have a bonus equal to your proficiency bonus to Dexterity (Stealth) checks and Charisma (Deception) checks to pass off as a mundane object.
- You have a bonus equal to half your proficiency bonus (rounded down) to ability checks and saving throws made to resist having your form changed against your will, such as by the Polymorph spell. In addition to your creature type(s), you also count as a Construct.- Child of the Wild. You are closer to nature than most.
- You have advantage on Intelligence (Nature), Wisdom (Animal Handling), Wisdom (Medicine) and Wisdom (Survival) checks made to forage for food, water, and herbs; to navigate in the wilderness; or to establish and maintain friendly relationships with animals and plants.
- You know the Druidcraft and Primal Savagery cantrips. Intelligence, Wisdom, or Charisma is your spellcasting ability for this trait's spells (chosen when you select this trait). In addition to your creature type(s), you also count as a Beast and a Plant.- Exaggerated Proportions. Some of your body parts are comically larger in proportion than the rest of your body. Depending on the body part, you gain the corresponding benefits and drawbacks:
- Big Sparkly Eyes. You have big loveable sparkly eyes.
- You have proficiency in the Perception skill.
- You have advantage on Intelligence (Investigation), Wisdom (Perception) and Wisdom (Survival) checks that rely on sight.
- You also have advantage on Charisma checks made to appear harmless and friendly.
- You have disadvantage on ability checks and saving throws made to resist being blinded by visual effects, such as strong light sources or optical illusions; and disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright light.
- Fan-like Ears. You have ears that are almost as big as your head — if not bigger.
- You have proficiency in the Perception skill.
- You have advantage on Intelligence (Investigation), Wisdom (Perception) and Wisdom (Survival) checks that rely on hearing.
- You also have advantage on Wisdom (Insight) checks against organic, living creatures. You have disadvantage on ability checks and saving throws made to resist being deafened.
- You have vulnerability to thunder damage.
- Funny Nose. You have a nose that is longer, or pointier, or bigger than most. Perhaps it's just a different color.
- You have proficiency in the Perception skill.
- You have advantage on Intelligence (Investigation), Wisdom (Perception) and Wisdom (Survival) checks that rely on smell.
- You have disadvantage on ability checks and saving throws made to hold your breath against harmful odors and scents, such as the toxic gases from the spell Stinking Cloud.
- Really Long Legs. Your body is almost entirely legs.- You have proficiency in the Athletics skill.
- You speed increases by 5 feet.
- You don't need to move at least 10 feet on foot before making a high jump or long jump and you can add your proficiency bonus when calculating the maximum distance you can achieve with your jump.
- You have disadvantage on ability checks and saving throws made to resist being knocked Prone, unless you also have the Top Heavy trait.
- Top Heavy. Your upper body is a lot bigger than your lower half.
- You have proficiency in the Athletics skill.
- You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift; and when determining whether you fit through tight spaces.
- You also have advantage on checks made to climb.
- You have disadvantage on ability checks and saving throws made to resist being knocked Prone, unless you also have the Really Long Legs trait.- Squash and Stretch. Thanks to the flexible joints (or perhaps lack thereof) of your cartoony limbs, you can squeeze through tight spaces and restraints more easily than most.
- You have advantage on saving throws against being grappled or restrained.
- Additionally, you can move through a friendly creature's space normally, and you can move through a hostile creature's occupied space as if it was unoccupied difficult terrain — moving in this manner can still provoke attacks of opportunity. You can't end your movement in a space occupied by another creature or object.- Toon Physics. When you would take falling damage, you can use your reaction to reduce the damage taken by an amount equal to twice your level. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
- Unusual Anatomy. You have an extra appendage, such as a tail, that is capable of interacting with the world with a decent level of finesse and dexterity. You can hold and manipulate objects with your extra appendage as if you were using a normal arm or leg, but you can't wield equipment nor perform the somatic component of spells with it.
- Zero Z-Axis. You are deeply connected to the original form of toons, and the two-dimensional properties they hold.
You have learned to change your form from three-dimensional to two-dimensional, effectively becoming flat. However, such a reality-bending power comes with great drawbacks while also demanding great focus, thus are usually split into two main branches of practical application — or perhaps just two specialized party tricks — listed below as two separate traits sharing the same roots. Regardless of your specialization — or whether you are specialized in both, while you are in this two-dimensional state:
- You can only maintain the state for a number of rounds equal to your level, which requires your concentration, and you can only enter this state a number of times equal to your proficiency bonus between long rests.
- You can pass through openings as narrow as ⅛ of an inch, given that it is at least as tall or wide as your shorter side.
- You gain a +10 bonus to Dexterity (Stealth) checks as long as you don't move or take actions. Once you move or take an action, a bonus action, or a reaction, you lose this benefit until you enter the state again.
- You have disadvantage on saving throws against effects that would move you — especially the effects of strong winds, and when you would be moved, the distance is doubled.
- You are unable to breathe and are prone to suffocation.
- Page Turner. You are dedicated to swiftly changing between states on the go.
You can become flat as an action or a reaction that you can take when you are subjected to an effect that requires you to make a Dexterity save. While you remain in this state:
- You have advantage on Dexterity saving throws against effects that you can see.
- Ranged attacks against you have disadvantage while your speed isn't 0.
- You have vulnerability to piercing and slashing damage.
- Wall Hugger. You are dedicated to getting past obstacles in unconventional ways.
While next to a solid and reasonably flat surface (such as a wall, a ceiling, or flat ground) that is at least as tall and wide as you are, you can blend onto that surface as part of your movement if your speed isn't 0, turning into a mural or a drawing of yourself on said surface. While you remain in this state:
- You stick to the surface and can move along its contours and edges and can't be removed from it against your will.
- You gain immunity to the grappled and restrained conditions, unless the source of the effect or the effect itself is capable of encompassing the entire surface you are attached to (DM's discretion) — for example, a giant grabbing the entire section of the wall along with you.
- You automatically fail Dexterity saving throws.
- You are also treated as an object and a magical effect in addition to your creature types, and effects that would transform objects or dispel magical effects gives you the incapacitated for 1 round as you turn into a thin paper-like sheet that detaches from the surface to which you were attached and floats comically and harmlessly to the ground — unless, of course, you are subjected to strong winds (see above).
Repeatable. You can take this feat more than once.
Previous Versions
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