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jester ([personal profile] technicallytechnically) wrote2019-02-05 06:10 pm

app for lifeaftr

Player Information
Name: Javid
Age: 27
Contact: pm or [plurk.com profile] erlking
Current characters: n/a

Character Information
Name: Jester (Birth given name unknown, birth surname is "Lavorre". Tieflings can take virtue names if they choose, a cultural thing, so she's not hiding her birth name so much as just not sharing it.)
Series: Critical Role
Appearance: Official fullbody art by Ariana Orner.
Age: Laura, her player on the show, has kept Jester's age secret pretty intentionally, but when her mother, Marion, was introduced, she said she hadn't seen Jester's father in "decades". Laura immediately questioned the semantics, and the DM essentially said that "decades can mean two!" Laura's outburst seems to imply Jester's in her early-to-mid twenties, and she at least appears to be, but honestly, anything could be true. Apparently, a fellow member of the Mighty Nein, Caduceus, doesn't even know she's an adult yet. TIME IS FAKE
Canon Point: After CR2E49: A Game of Names
Canon History: A wiki link!
Personality:

When Gary Gygax outlined the classical tabletop alignments and decided "Chaotic" was a category, he most likely had no concept of just how far a little blue tiefling would stretch the concept. "Jester" is a virtue name she took upon herself, an instant indication that she lives for humor and mischief, embodied entirely by the sheer amount of trouble she willfully causes everywhere she goes. When she enters a shop, she will rearrange all the products and prices and labels when the shopkeep's back is turned. She leaves secret drawings of penises in random public locations in the hopes that someone will one day find them. She can and will desecrate a holy monument to the Platinum Dragon, a god that specifically opposes the evils of chromatic dragons, by painting a giant rainbow all over it.

In short, Jester lives to prank the most unsuspecting people in the most unsuspecting of ways. She has no intentions of genuinely harming anyone with her pranks and gags, and she fully expects everyone to be in on the joke with her. If and when these things blow up in her face, she is always surprised. Her pranks are the reason she had to flee her hometown of Nicodranas lest she face the death penalty for deeply and publicly embarrassing a lord, and she still has yet to learn to predict when her actions could have consequences.

However, there is a method to her madness. Growing up, Jester was extremely isolated, having to be kept a secret so as not to harm the image of her extremely famous and glamorous courtesan mother (and, in Marion's defense, this mother also happened to suffer from extreme agoraphobia), and that was how she found the Traveler. An unconventional and mysterious god, the Traveler's relationship with Jester as a child was much more similar to that of a lonely girl and her all-powerful imaginary friend than that of a worshipper and her deity. Any act of playful mischievousness in his name was akin to ritual sacrifice. Jester devoted herself to him, and when she finally had to flee and set off on her own journey, it seemed the perfect opportunity to spread his word and follow his namesake.

And, yes, this childhood has had a lasting effect on Jester. She's terrified, terrified of being alone or abandoned, and when she feels helpless and lost after being kidnapped by slavers, she privately asks the Traveler where he was when she needed him most. She takes it deeply personally that he seemed to "allow" such a horrible thing to happen to her, and believes she must have not done enough for him. By her logic, she needs to spread more chaos to get him to like her again.

After all, Jester is extremely friendly and likable, surprising for someone who was so isolated, and she will approach any old person like an old friend, for better or for worse. The very first words she said to Caleb, an absolute stranger at the time, was to mention that he smelled really bad and could use a bath. The instant she decides she likes someone, she basically adopts them as hers. She's extremely empathetic and compassionate to the hurt of others, and will do anything she can to heal someone, not just physically but in all ways.

While she may come off as naïve and innocent due to her upbringing, she both is and isn't. She doesn't have a lot of experience with the ways of the world, and a lot of the trauma she's faced recently she doesn't know how to approach coping with: she bottles it all up and hides it, intending to keep her friendly smile on her face at all times. As her friends guess amongst themselves as to whether Jester is hurting and hiding it or just incredibly good at dealing with horrible things, Jester dances by herself to no music completely sober in the middle of a seedy bar. But, as she later hints to Beau when she expresses concern as to Jester's emotional state, Jester is "a really good liar."

On the other side of the innocence gambit, when it comes to the topic of sex and sexuality, Jester at first comes off as a bit immature, laughing at dick jokes and such, but she is extremely open and positive about the concept. She grew up sneaking peeks at her mom as she worked, and though she doesn't have experience herself, she's rather casual and open about the topic to the point of coming across as incredibly experienced. However, she's not so used to the concept of romance rather than sex. When she finds herself crushing on the first friend she made after leaving home, she expresses an almost teenage form of extreme jealousy when he receives similar attention from anyone else. After Fjord, the object of her affections, almost seems to reciprocate (but with plausible deniability), he later goes on to sleep with someone else, and Jester takes it pretty harshly. She draws pictures of this enemy love interest in her journal with knives stabbing into her, grumbles every time her name is brought up, and loudly proclaims her distaste for her at any opportunity.

After all, her ideal for romance is based on her parents: a whirlwind affair that ended tragically when her father had to "return to the sea", an extremely romantic story and most likely a lie. Meanwhile, she fills up on as many trashy romance novels as she can, building up an idea of love that is not at all based on reality.

But Jester is far removed from reality herself. She lives in her imagination, with an untouched creativity that comes out in her art and her ideas. She thinks very unconventionally, and that's because she has no frame of reference for what is conventional. She takes most things at face value, holds very few preconceived notions, and is largely honest about anything she doesn't deem "too negative" (i.e. her own pain). She can and will keep secrets but is also dying to know the gossip. From her perspective, she's being a good friend—she wants to know everything about you, but she'll never spill the beans to anyone else. Along the same vein of unconventional upbringing, she also has no clue as to the politics of the world. She recognizes her companion Nott is a goblin, but when they met she never once seemed worried about goblins' reputation. In fact, she was almost surprised that Nott felt the need to hide herself in public. Additionally, she doesn't recognize that she herself is of a race that is often looked down upon by the privileged and seems to be of the opinion that no one would ever question her being a high-class member of society, even when that happens right in front of her.

She's so used to being that exception that she doesn't recognize she is an exception. She is the type of rich kid that, once she was responsible for her own finances and out of the cushion of her mother's riches, she spent and spent on frivolous things and was surprised when she suddenly ran out. She's getting better with money but still tends to impulse purchase anything that catches her eye. She goes through gold real quick and even had a misunderstanding that almost led to a fight with Caleb, who comes from an extremely poor background, over the value of gold. As she learns more about the world around her, however, she feels bad that she didn't understand that there are so many that struggle so much in comparison, and works to better herself in that regard.

All in all, Jester is just as impulsive and playful as she is loving and empathetic, as naïve as she is open-minded, and she is absolutely the heart of the Mighty Nein.

Abilities:

TIEFLING
As a Tiefling, she's considered descended from devils, infernal magical creatures from the Nine Hells. Her mother is a tiefling and her father was (most likely) a water genasi, so her variation on tieflings gives her defenses against the cold and cold damage, rather than heat and fire. She also has the ability to see in the dark, although pitch black still gives her issues.

Lastly, all tieflings have access to certain spells that aren't a part of their normal spellbook. Thaumaturgy, a cantrip, can be used at will to have any 1-3 of the listed effects here. Hellish Rebuke can be used once a day to react to melee damage with a burst of cold magic to strike back. The Darkness spell can be used once a day to create a 15 ft radius sphere of magical darkness for up to ten minutes, or until she loses concentration.

CHARLATAN
Jester is skilled in disguising people through nonmagical means, or herself if she doesn't have access to the Disguise Self spell for whatever reason. She can also convincingly forge the handwriting of anyone, though it works a lot better if she has a reference/writing sample.

BLESSING OF THE TRICKSTER
As a cleric of the Trickery Domain, she is able to, at will, touch someone (as long as they are willing) to grant them extra stealthiness. Since it's divine magic, I think of it narratively as divine intervention should they nearly make some mistake to give themselves away, where the Traveler intervenes on Jester's behalf.

*Since the Traveler isn't here, she won't have access to this ability until she regains it somehow in-game.

CHANNEL DIVINITY
These aren't considered spells, but rather a channeling of her deity's divine magic through her. She can use this to Turn Undead, a magical effect that only targets undead creatures. Particularly weak undead will outright be destroyed, but others will attempt to run away from her at any cost, and never attack.

She can also use this to Invoke Duplicity, or create a perfect illusory copy of herself that lasts for up to one minute, or until she loses concentration. She can use the illusion to cast spells through it (for example, if a target is further than the spell's range from Jester, but within the duplicate's range, she can cast it through the duplicate) or confuse anyone trying to attack her. Or just confuse people in general.

Lastly, she can use this to use Cloak of Shadows, or become invisible for about 12 seconds. The invisibility automatically ends if she tries to attack anything or cast a spell. Since it's so brief, it's mainly used for battle situations.

*Since the Traveler isn't here, she won't have access to this ability until she regains it somehow in-game.

CLERIC SPELLS
At level 7, she can cast 4 cantrips (in addition to any she already knows via her racial traits) at will, and she can prepare no more than 11 spells first level or higher out of any from the cleric list, as long as she has spell slots in that level. The cleric spell list is Big. Therefore, I will limit her preparable spells to spells she has cast previously, listed below.

One thing to note: as a Trickery Domain cleric, she can also cast from an additional set of spells that she gains by leveling up, and while they use up spell slots they do not count against her prepared spells for the day. Those will be notated.

*Since LifeAftr requires that D&D spellcasters come in with a maximum of three cantrips and three higher level spells, those will be notated. Others are outlined for informational purposes, in the case that she later regains them.

CANTRIPS

SACRED FLAME
A flame-like attack of pure radiant energy.

TOLL THE DEAD (Kept for LifeAftr)
The sound of a large bell tolls, only heard by the target, and the target takes damage and their ears start to bleed. It will hit a target that has already taken damage harder.

SPARE THE DYING (Kept for LifeAftr)
She can touch an unconscious and bleeding out person or creature to stabilize them and spare them from death. This spell has no effect on undead or constructs (so things like mimics, animated objects, androids, robots, automatons, etc).

MENDING (Kept for LifeAftr)
This spell takes a minute to cast and can be used to magically fix a break or tear in an object no larger than a foot in any dimension. However, when fixing magical items, it does not restore any lost magical properties.

FIRST LEVEL

GUIDING BOLT
A ranged attack of 120 feet, a bolt of radiant damage hits the target. It leaves a glowing residue that makes the target easier to hit, but the residue fades after the next attack against it.

CURE WOUNDS (Kept for LifeAftr)
Upon touching a target, she can heal a little, or a little more if she casts it at a higher level. This spell has no effect on undead or constructs.

DISGUISE SELF (Trickery Domain) (Kept for LifeAftr)
For up to an hour, she can create an illusory disguise to look like basically anything as long as it's got two arms and two legs. However, she can only be a foot taller or shorter. Also, it's only an illusion, so anything that touches her will only interact with her actual body.

CHARM PERSON (Trickery Domain)
Any humanoid that fails to withstand this spell is charmed by her. It's harder to make it work on anyone currently hostile to her. When charmed, a person can't attack Jester or otherwise hurt her. They also see Jester as likable, no matter what their previous opinion of her was, and will be more willing to do anything she suggests or otherwise easier for her to interact with. It lasts for up to an hour or until one of Jester's allies attacks them. When the spell ends, the target is aware of the fact they were charmed.

DETECT EVIL AND GOOD
She can magically sense the location of any aberration, celestial, elemental, fey, fiend, or undead as long as they are within 30 feet. If there is a place or object that has been magically consecrated or desecrated within 30 feet, she will detect that also. She is unable to sense them through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

INFLICT WOUNDS
On touch, Jester can, uh, inflict magical wounds on someone. She can cast this at higher levels to deal more damage.

HEALING WORD
Not as healing as Cure Wounds, but has greater range since it's... via words. Again, no effect on undead or constructs, and she can cast this at higher levels to heal a bit more.

SANCTUARY
Jester can cast this on an ally or... anyone, really, and they'll be warded from attack. Anyone that attacks them and fails to power through the ward mentally will either be forced to choose another target or they will magically lose whatever that attack was. I have no idea how Matthew Mercer would play this if someone was, for example, punching the target, since Jester barely uses this. This doesn't protect from area effects. If the warded target deals damage to any creature or casts a spell against an enemy, the spell ends. Otherwise, it lasts up to one minute.

CREATE OR DESTROY WATER
She can create up to 10 gallons of drinkable water or produce a rainfall within a 30-foot cube. Alternately, she can magically destroy 10 gallons of water or dispel fog from a 30-foot cube. At higher levels, the size limitations grow larger (10 gallons or 5 cubic feet per level).

DETECT MAGIC
An aura will form around any magical object or creature that Jester can see, indicating that it is magical. It must also be within 30 feet, and the spell can't detect magic through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

BLESS
For up to one minute of concentration, Jester can bless three targets to make their attacks more likely to hit or, otherwise, allow them to better defend against magical effects. For each level above first, she can choose an additional target.

SECOND LEVEL

SPIRITUAL WEAPON (Kept for LifeAftr)
Jester can create a giant floating lollipop for up to one minute or until casting the spell somewhere else. The lollipop can be used to bludgeon anyone within 5 feet and can be moved up to 20 feet at a time. At higher levels, the lollipop becomes more deadly.

MIRROR IMAGE (Trickery Domain)
Three illusory copies of Jester appear and move in sync with her, allowing her to confuse her enemies. However, any successful hits against a copy will automatically destroy it. This can last for up to one minute.

HOLD PERSON
Any humanoid that Jester can see and does not successfully withstand the effect will become paralyzed until it can break free with its mental willpower, Jester loses concentration, or one minute passes. At higher levels, she can target additional people, but the people affected must all be within 30 feet of one another.

LOCATE OBJECT
Any object that Jester is familiar with can be magically located as long as it is within a thousand feet of her. She can also sense any object that she can describe in a basic way, if she's looking for something less specific. The spell doesn't work on lead objects or any objects separated from Jester by any thickness of lead.

ZONE OF TRUTH
Jester creates a 15-foot truth zone. She's aware of who successfully defends against the effect and who is affected, and anyone affected is aware that they are. No one within the area can outright lie.

PASS WITHOUT TRACE (Trickery Domain)
For up to one hour or until Jester loses concentration, the shadows will cling to anyone she chooses (as well as herself) within 30 feet of Jester and make them extremely hard to detect. Anyone that is affected will leave behind no trace of their travel through an area.

BLINDNESS/DEAFNESS
A target that Jester can see become blinded or deafened (not both) for up to one minute. However, it can continue to try to withstand the physical effect. At higher levels, Jester can choose additional targets.

LESSER RESTORATION
Jester can touch a target and either dispel most general diseases or cure them of temporary blindness, temporary deafness, temporary paralysis, or poisoning. As implied, this won't cure anyone who is medically blind, etc, but rather is meant for those that have been affected by harmful magic or similar effects like drinking something poisoned. Or like, malaria I guess.

THIRD LEVEL

SPEAK WITH DEAD
She can "partially" revive a single corpse and ask it up to five questions. It must still have a mouth or whatever it uses to speak and it cannot be undead. A single corpse can only be targeted by this spell once every 10 days. After the five questions are asked or the ten minutes of the spell are up, the corpse returns to normal, i.e. it's dead dude.

The corpse will only know what it knew in life, including languages. The corpse is under no compulsion to tell the truth. This spell doesn't return the soul to the body, so it can't learn new information, doesn't understand anything that's happened since it died, and can't speculate about the future.

SENDING
Jester can send a message of up to 25 words to anyone she's familiar with; this includes anyone that can be sufficiently described to her. The target hears the message in their head, recognizes Jester if they know her, and can send one answer immediately. The range is unlimited and the message is not limited by language, but if it's sent across planes, there's a 5% chance it won't reach the target. (Planes are considered, mechanically, to be other realms of existence within the same world. So, like, no sending messages from the islands here back to Exandria.)

However, Jester's pretty bad at not... rambling. She's only successfully sent an exactly 25 word or less message once or twice ever. Most of the time, most of her message gets cut off.

BLINK (Trickery Domain)
Each set of "several seconds" (i.e. turn of combat), Jester has a 50/50 chance of moving to the Ethereal Plane. After several seconds in the Ethereal Plane (i.e. when it comes back to her turn), she will return, but she has a chance of going back after six more seconds until the spell ends after one minute. She will always return when the spell ends, so no accidentally sticking around in there. When she returns, she can only be within an unoccupied space within 10 feet of where she was previously. She can dismiss the spell at will.

The Ethereal Plane will be only visible within 60 feet of her and only in shades of grey. She cannot hear any sound in this plane, only from the plane she came from. If there happen to be creatures there while she's there, she can only affect or be affected by them and not anyone on the plane she came from. Anyone left behind on the plane she came from can't perceive or interact with her unless they have the ability to interact with the Ethereal Plane that way.

I would think I could treat the Ethereal Plane as Mu instead since it seems to have a similar function in-game. If the mods have thoughts on this, I'm open to suggestions.

DISPEL MAGIC (Trickery Domain)
One object, creature, or magic effect 120 feet of Jester will have any spell on them of third level or lower automatically dispelled. If the spell is fourth level or higher, it is more difficult to pull off the higher level it is. When casting Dispel Magic at higher levels, its abilities increase (e.g. a fourth level Dispel Magic will automatically dispel any fourth level or lower, etc.).

CREATE FOOD AND WATER
Jester can magically create 45 pounds of food and 30 gallons of water. They come with containers already, should Jester choose. The food will spoil if uneaten within 24 hours. The water, however, is clean and will not go bad.

REVIVIFY
If a target that is touched by Jester has died within the last minute, they will revive, though remain badly damaged. The spell doesn't affect deaths due to old age, and cannot restore lost body parts. However, this spell cannot simply be directed through Jester's holy symbol; it must be magnified with a component of 300 gold's worth of diamonds, which are instantly destroyed upon use.

Since Mollymauk's death, Jester and Caduceus have each made sure to keep the diamond components on them at all times.

*However, it's important to note that revival rituals are played in a specific way by Matt, and thus within his canon world. He requires that multiple members of the party contribute gifts to the ritual that are significant to the fallen person in some way. They can be abstract, such as a shared song, or physical, such as a returned item, and will include the person offering making their case for the fallen person's return. The fallen person can choose, based on the offerings made, NOT to return. Otherwise, their fate is decided by rolls of the dice in addition to the significance of the offerings.

Ressurection rituals have only occurred so far in Campaign 1, but it's unlikely that they have changed for Campaign 2, should they be attempted with the appropriate spell.


SPIRIT GUARDIANS
Spirits in the form of unicorn hamsters float around Jester and move to an area up to 15 feet away. Anyone of Jester's choosing that moves within the area will have their speed halved and will be attacked by the spirits. At higher levels of the spell, the hamsters grow more vicious and numerous. Their presence lasts for up to 10 minutes or until Jester loses concentration.

FOURTH LEVEL

DIMENSION DOOR (Trickery Domain)
Jester summons a spectral doorway that teleports her within 500 feet. It can be to a place she can see or visualize or a place that she can describe via distance and direction.

She can take any object with her as long as she can carry it. She can also take a single person/creature with her as long as they are willing, within 5 feet, and are her size class or smaller. So anyone of humanoid height or smaller — this isn't so exact that anyone above like 5'3" or however tall she is can't come.

If she arrives within an occupied space, anyone teleporting is hurt on impact and the spell fails.

CONTROL WATER
Jester can, uh, control water of up to 100 cubic feet. She can use this to flood an area, part water for passage through it, redirect the water's flow, or create a whirlpool.

This has been used in canon by Jester and others to make water dance (like, for fun), capsize a ship, or make a ship sail faster.

I would assume this would be heavily nerfed to disallow passage away from the currently available island(s).

BANISHMENT
A single target is banished to another plane of existence. If the target is native to the plane she is on, it travels to a harmless "demiplane" (i.e. a pocket universe that is pretty much nothing but the target, but is not harmful to them). They remain until the spell ends, and then they reappear in the spot they left (or nearby if that spot is now occupied).

If the target is not native to the plane she is on, they will be banished to their home plane. If Jester loses concentration before the spell's one minute is up, they will return to the spot they left. If the spell is successfully maintained for its full minute, they will stay in their home plane.

At higher levels, Jester can choose additional targets.

I'm just gonna call this one completely unusable here, it seems way too complicated when involving player characters.

POLYMORPH (Trickery Domain)
She can transform a creature that she can see into another form. An unwilling creature has a chance to withstand the effects via willpower. The spell has no effect on a shapechanger or anyone who's in the act of like, dying, because I presume they have more important things to worry about.

The transformation lasts for up to one hour, until Jester loses concentration, or until the target is killed. The new form can be any "beast" (i.e. an animal) of the target's CR/level or lower. The target retains their personality, but gains all physical characteristics of the new form, including things like intelligence and wisdom because I guess your brain is changing too? I just remember at one point Grog became an animal that was smarter than him in Campaign 1 and hijinks ensued.

Any damage taken between forms does not transfer to the other form unless the target is killed in its polymorphed form, then damage over the max HP of the polymorphed form carries over to the original HP. However, killing the polymorphed form does not automatically kill the original form unless they took mondo damage. I don't know how to abstract this. It's almost 3 AM. Kill me.

The target is limited to the abilities of the creature's form they take, so like, if a normal vole can't hold a pencil, neither can they. Do voles have opposable thumbs. Should've used an example of an animal I know literally anything about. Lastly, any "gear" such as weapons, armor, or other items on the target just disappears in the process until the transformation ends.

*In character, these spells are treated as spells that were "taught" to her by the Traveler. Therefore, I would assume they need only be nerfed to function better for the game, and not be removed completely due to her distance from the Traveler's divine power. If I'm wrong about that, let me know!

Inventory:

+1 HANDAXE
A simple, throwable handaxe enchanted to be a little tougher by Pumat Sol himself. Jester barely uses it, but it's better to have and not need...

STUDDED LEATHER CORSET
Her armor, worn over her dress.

SHIELD
A small shield made to be worn on the arm. Jester has used this to barely escape harm in the past.

HOLY SYMBOL
Kept at her waist, on her belt. The Traveler's symbol is a door arch with a path leading out. By using her holy symbol as a conduit, she can ignore most of the smaller components needed for her spells (e.g. the copper wire normally required for Sending).

PEARL OF POWER
A magical pearl kept in one of her dress pockets. She can use it to regain one expended spell slot, up to third level. It can only be used once per day.

DIAMONDS
300 gold's worth of diamonds. Kept in one of her dress pockets for Revivify emergencies.

TATTOO PEN
It currently has black ink in it. Jester was taught how to tattoo people by Orly, a tortle bard sailor, and then given this spare pen as a gift. She's mainly used it to leave Captain Tusktooth's mark on people.

RUBY NECKLACE
A thin, gold chain with a small ruby surrounded by a gold filigree. A gift from her mother that Jester wears around her neck.

RANDOM RINGS
Jester has collected rings from different bits of treasure the party has come across and wears a bunch of different ones on all of her fingers. Some are completely worthless, a few have some monetary value.

MONEY
In platinum, gold, silver, and copper pieces. There is no source that could POSSIBLY tell me exactly how much gold Jester has on her at this or any canon point. She tends to impulsively buy things and spend her money recklessly, to the point that the several thousand gold her mother gave her to start her adventure ran out almost immediately. She's probably not got a ton (maybe a couple hundred), but she's not as bad off as the group collectively started. Either way, it's completely worthless here.

FANTASTICK HAVERSACK
Most items not worn are presumably kept in this limited version of a Bag of Holding, bought from Enchanter Pumat Sol and requested to be turned into a bright, garish pink color. It is in the form of a leather backpack that Jester almost always has on her. The large central pouch, with an 8 cubic foot/80 lb size limitation, is used solely for the Beacon. The two side pouches, which have size limitations of 2 cubic feeet/20 lb, keep a bunch of Jester's personal items.

Items stored within are kept within an extradimensional space. One cannot retrieve an item from the backpack without knowing what the item is, and the bag always appears to be empty (but consistently weighs 5 lb).

If it is overloaded or it is pierced or torn, the Haversack ruptures and is destroyed. If the Haversack is destroyed, its contents are lost forever. If the Haversack is turned inside out, all items within will spill forth harmlessly. If a breathing creature is placed within the Haversack for longer than ten minutes, it will suffocate.

BEACON (Kept in the Haversack)
A sacred relic, stolen by the Empire from Xhorhas and later found by the Mighty Nein when agents attempted to take it back. Apparently one of several. It is large and takes up the entirety of the main pouch of the Haversack. It is a grey, 12 sided crystal that glows faintly, very heavy, undulating to the touch. It has two gold handles on the sides. If a hand is placed on the artifact and concentrates on it for a full minute, the bearer is granted a Fragment of Possibility.

The Fragment allows a second chance at anything that requires a roll, and the player can choose which roll of the two they take. They use it on their own rolls or on other creatures, such as an ally or an attacking monster, to allow/force a reroll. Only one Fragment can be generated per day.

A Kryn drow, one of the agents that attempted to recover the Beacon (since referred to as a Dodecahedron by the Mighty Nein), claimed that his people use the Beacons to store their souls and memories, and allows the Kryn people to live many lifetimes and be reborn "until we are perfect". Memories are reportedly retained when the rebirth occurs. The Mighty Nein have no idea how to use the Beacon for this purpose.

*Totally understand if this gets nerfed but it's a significant item that Jester canonically almost always has on her, so I listed it anyway.

SKETCHBOOK (Kept in the Haversack)
Jester's combination sketchbook and journal, that she draws in every single day in a before-bed ritual. It's her way of logging her adventure and keeping the Traveler informed of her daily exploits. The inside is mostly childish drawings, but with good technical art skills, as well as little notes to the Traveler both in Common and in Infernal.

MAP OF THE DWENDALIAN EMPIRE (Kept in the Haversack)
It's pretty large and well drawn. It looks like this. (That is a print version of the physical artpiece that Matt commissioned from artist Deven Rue to use as a prop and reference piece on the show.)

DISGUISE KIT (Kept in the Haversack)
I love these 5e items that are completely vague as to the actual physical contents... Anyway, it's mostly got some makeup and small props that can be used to disguise one's appearance.

A DECK OF CARDS (Kept in the Haversack)
Hey, this deck only goes up to 6! What gives!

PAINTER'S SUPPLIES AND INKS (Kept in the Haversack)
Just some paints and paintbrushes and presumably a palette for mixing, all heavily used to graffiti her way across the world. Also, there are some extra color inks gifted to her from her mother.

NOLZUR'S MARVELOUS PIGMENTS (Kept in the Haversack)
Just some paints and a brush, inside a fine wooden box. Huh.

Okay, actually, upon use, these paints create three-dimensional objects out of whatever they are used to paint. Like a magical 3D printer. It cannot make a magical object, but some examples are painting a door on a wall or an... infamous hole in the floor.

Nothing painted by the object can have a value greater than 25 gold, and an object like that will simply turn out to be made out of some other worthless material, and be fake upon close inspection. Also, as tested by Jester, if she paints a dick or some other biological material (plants, body parts, animals) it will simply create a statue since it cannot create life/flesh/whatever. Also, there's a limited amount of paint.

*While these have built-in limitations that keep them from being gamebreaking in the confines of D&D, I'm not sure if and how to nerf them to keep them from being gamebreaking when translated to the game of LifeAftr! If the mods have any ideas (such as a size limitation, perhaps?) or if y'all would like to completely remove their magic I totally understand!

HEALER'S KIT (Kept in the Haversack)
Basically a standard nonmagical med kit, but not as advanced as a modern one.

SMUT BOOKS (Kept in the Haversack)
Jester has two of these, one from a romance novel shop in Zadash and one bought by Caleb in Nicodranas and then later given to Jester (after he finished it, of course). The first is called Tusk Love, about a "forbidden" romance between a half-orc man named Oskar and the daughter of a traveling merchant (her race is unknown, but she might be presumed to be human). The second is a tale of two sailors from opposing sides of a naval war who have an evening tryst, called The Salty Sea, in which "it starts so soon!"

WAND OF SMILES (Kept in the Haversack)
When used on a humanoid she can see within 30 feet, Jester can point this wand at someone and, should they fail the save, they will be forced to smile brightly for a full minute. The wand has three charges, which are all regained at dawn, but if the last charge is expended, it has a chance of transforming into a Wand of Scowls instead.

Most people who have been successfully targeted by the Wand have expressed great distress at suddenly being unable to stop smiling.

*Will NOT be used without another player's express permission!

DUST OF DELICIOUSNESS (Kept in the Haversack)
Bought from Pumat Sol. A small pouch of dust (enough for six servings) sort of like a magical spice that makes anything it's sprinkled over taste extremely good. Magically delicious.

EXTREMELY STALE PASTRIES (Kept in the Haversack)
Jester always keeps some stashed away just in case. Also, it's the only food she eats most of the time. Her favorite is donuts, or anything with cinnamon in it (more commonly found in her hometown of Nicodranas). Very limited supply, as in I'd be surprised if it lasts much longer than her first intro log.

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