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Button Mash

  • casting time Action
  • range Touch

  • components Handheld item, if it is electronic, a battery is expended
  • duration -

You activate the primary function of a handheld device or machine you hold in your hands, even if you do not know what it will do. You may choose any targets it affects.

Trick Old Ways

Disinfect

  • casting time Action
  • range 5 feet

  • components One unit of medicine or chemicals is expended
  • duration 1 hour

You disinfect an area up to 20ft x 20ft square, such that all living creatures within the area are resistant to necrotic damage and enjoy advantage on saves to resist disease while they remain there. At the DM’s discretion, zombie plagues and other pandemics cannot spread there.

Trick Old Ways

Propriety

  • casting time Action
  • range 30 feet

  • components A fancy outfit
  • duration Concentration, up to 4 hours

You treat a sentient creature of your choice with a level of respect rarely seen in the post-apocalypse, such that they must succeed in a Charisma save each time they attempt to speak ill of you or harm you in any direct way.

Trick Old Ways

Look the Part

  • casting time 1 minute
  • range Self

  • components An outfit which you believe to be from the pre-apocalypse
  • duration Concentration, up to 8 hours

You don an outfit from the past, using it to gain insight into the old ways.
For the duration, whenever you recall or learn a piece of information about the past, you learn/remember an additional bit of knowledge.

1st Level Old Ways

Old Paths

  • casting time Action
  • range 10 miles

  • components -
  • duration 24 hours

You learn the location of the closest river or pre-apocalypse road. If you use it for travel within the duration, your DM must reduce your likelihood of a combat encounter by 20%.

1st Level Old Ways

Oldies

  • casting time Action
  • range 60 feet

  • components -
  • duration Concentration, as long as you keep singing

You sing songs from the pre-apocalypse. Friendly creatures who can hear you heal for 1d6 additional hit points whenever they are healed, including during rests and when healed by gambits

1st Level Old Ways

Read Aloud

  • casting time Action
  • range 60 feet

  • components A book or magazine
  • duration Concentration, as long as you continue to read aloud

You begin to read aloud from a pre-apocalypse book or magazine.
Friendly creatures who can hear you have advantage on skill rolls directly related to the subject of the reading material.
Example: A college chemistry textbook might grant advantage on Science rolls involving chemistry.

1st Level Old Ways

Advertising

  • casting time 4 hours
  • range 10 miles

  • components 10 units of wood and a bucket of paint are expended
  • duration 6 months

You put up signs advertising a community throughout the range around it. Within days the population of the community increases by 10%, but the likelihood of an outside attack (by raiders or other foes) against that location increases by the same amount for the duration.

2nd Level Old Ways

Blue Screen

  • casting time Action
  • range 5 feet

  • components An electronic device is consumed (given to the target)
  • duration 10 minutes, or until the creature is attacked or harmed

Choose a sentient creature. They must succeed in an Intelligence save or become enamoured with an electronic device you give to them and stunned for the duration.

2nd Level Old Ways

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Military Drills

  • casting time 8 hours
  • range 100 feet

  • components A whistle and the weapon you are teaching proficiency in
  • duration 48 hours

Choose up to 20 friendly willing creatures. You engage the targets in training. For the duration the targets are proficient in a weapon of your choice and a skill of your choice. You must be proficient in both.

2nd Level Old Ways

Road Rage

  • casting time Action
  • range 5 feet

  • components A vehicle you are piloting
  • duration -

You use your vehicle to push the target vehicle. The target must succeed in a Strength save or be pushed sufficiently out of the flow of the vehicles encounter, leaving combat. For 1d6 rounds you become easy to anger, with disadvantage on rolls to resist being goaded into violence.

2nd Level Old Ways

Dress for Success

  • casting time Action
  • range Self

  • components A fancy outfit
  • duration 4 hours, as long as you wear the outfit

You find power in dressing up. Select one Charisma skill. For the duration you have advantage on that skill.

3rd Level Old Ways

Marketeering

  • casting time 10 minutes
  • range A settlement

  • components -
  • duration -

By attracting a lot of attention in a market area of a community, you manage to sell an item that you possess for twice its normal cost.

3rd Level Old Ways

Stories of Old

  • casting time Short Rest
  • range 30 feet

  • components -
  • duration Concentration, up to 4 hours

You spin tales from the pre-apocalypse. Choose up to 4 friendly creatures who can hear you during a short rest, they gain 2d6 temporary Hit Points for the duration. Targets with your same alignment gain twice that many temporary Hit Points.

3rd Level Old Ways

Trust Fall

  • casting time Reaction, at the end of a fall
  • range Self

  • components -
  • duration -

You take no damage from a fall of up to 50 feet, so long as you land in the same space as a friendly creature.

3rd Level Old Ways

Gone Camping

  • casting time 10 minutes
  • range Touch

  • components A tent
  • duration 24 hours, or until you take down the tent

You erect a tent spacious enough for 4 friendly creatures including yourself, which reduces the time of long rests to 6 hours and short rests to half to those who rest inside of it.
Dying creatures automatically stabilize within it. Friendly creatures who help erect it as you pull this gambit are healed for 1d10 hit points.

4th Level Old Ways

Helicopter Parenting

  • casting time Action
  • range Self

  • components First aid kit
  • duration Concentration, up to 4 hours

Whenever an ally within range gains
a negative condition you may spend
your reaction to move up to your speed towards them. If you end this movement within 5 feet of them, you may expend a unit of medicine to remove that condition.

4th Level Old Ways

Workout

  • casting time 1 hour
  • range Self

  • components A piece of exercise equipment of any kind
  • duration 24 hours

You gain +2 to your Strength and +2 to your Constitution scores for the duration.

4th Level Old Ways

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