The Fool

Level 20WornBulk UniqueLegacy

Suit Books (Int)

Alignment neutral evil


The Fool represents grave foolishness, grand naivete, and exceptional greed. As long as you have The Fool invested, anytime you gain the Stupefied condition, reduce its value by 1. You also gain a +2 item bonus to all saving throws against effects that cause the stupefied condition. This bonus increases to +3 if you're at least 17th level.

Activate ◆◆ envision, Interact (mental)

Frequency once per day


Effect You display The Fool to your foes in a clumsy, awkward, and embarrassing way. Choose up to four creatures within 60 feet. These four creatures must attempt a will save against your class DC or spell DC.


Critical Success The creature is unaffected.

Success The creature is distracted by your antics and is Stupefied 1 until the start of your next turn.

Failure The creature is Stupefied 2.

Critical Failure The creature is Stupefied 3. In addition, for 1 minute, the creature is Confused.

Traits

Artifact

Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.

Harrow (court)

This item is related to the Harrow, a Varisian method of fortune-telling using a 54-card deck. Harrow cards are powerful magical artifacts tied to fate and destiny.

Invested

A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.