Eve of Ruin (DND 2024) Recruitment Thread

Started by PhantomPistoleer, July 16, 2025, 03:18:42 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

PhantomPistoleer

#25


FALCON
Medium humanoid (Human), Chaotic Good
Rogue 10 (Assassin/Thief), Criminal Backround

Armor Class: 17 (Studded Leather)
Hit Points:   108 (10d8+40)
Speed:  30 ft., 30 ft. (climb), 60 ft. (swim)

STR: 13 (+1)
DEX: 20 (+5)
CON: 19 (+4)
INT: 15 (+2)
WIS: 16 (+3)
CHA: 17 (+3)

Saves (+4):  Dexterity, Intelligence
Resistance:  Force, Poison
Initiative:  +9 (Advantage)
Skills (+4):  Acrobatics, Athletics, Deception(A), Investigation*, Perception*, Sleight of Hand, and Stealth* (A).  Falcon has advantage on Persuasion checks against dwarves. 
Tools:  Disguise Kit, Forgery Kit, Poisoner's Kit, Thieves' Tools*, Land Vehicles.
Weapon Mastery:  Daggers, Hand Crossbows.
Senses:  Passive Perception 21, Darkvision 60 ft., Blindsense 10 ft.
Languages:  Common, Gnomish, Dwarven, Elven, Thieves' Cant.

Traits
Human Traits.  Falcon has the following human traits: Resourceful, Skillful (Perception), and Versatile (Lucky).

Feats.  Falcon has the following feats: Alert (BG), Lucky (Human), Mage Slayer (4), Poisoner (8), Skulker (10)

Sneak Attack (5d6).  Falcon can perform Sneak Attacks under certain conditions.

Rogue Traits.  Falcon has the following rogue traits: Expertise (4x), Cunning Action, Steady Aim, Cunning Strike, Uncanny Dodge, and Reliable Talent.

Assassin Traits.  Falcon has the following assassin traits:  Assassinate (Initiative, Surprising Strikes), Infiltration Expertise (Masterful Mimicry, Roving Aim).

Thief Traits.  Falcon has the following thief traits: Fast Hands (Sleight of Hand, Use an Object), Second-Story Work (Climber, Jumper), Supreme Sneak.

Cunning Strike (DC 17).  Falcon can sacrifice sneak attack damage to perform the following effects:
1.  Poison (1d6): Con save or Poisoned for 1 minute;
2.  Trip (1d6): Dex save or prone;
3.  Withdraw (1d6): Move 1/2 speed without provoking opportunity attacks.
4.  Stealth Attack (1d6): Invisible condition doesn't end if behind 3/4 cover or total cover.

Actions
Dagger of Venom.  Melee or ranged weapon attack.  +10 to hit, 20/60 range, one target.  Hit: 1d4+6 piercing damage.  If coated with poison, DC 15 Con or take 2d10 poison damage and become poisoned for 1 minute.

Bonus Actions
Cunning Action.  Falcon can dash, disengage, or hide as a bonus action.

Fast Hands.  Falcon can make sleight of hand checks or the use object action as a bonus action.

Equipment
Gold:  1000gp
Magical Items.  Falcon carries the following magical items:
1.  Horn of Silent Alarm (Common).
2.  Collapsible Pole (Common).
3.  Bag of Holding (Uncommon).
4.  Dagger of Venom (Rare)
5.  Apparatus of Kwalish (Legendary).

Purchased Magical Items:
1.  (4000) Belt of Dwarvenkind (Attuned)
2.  (400) Boots of Elvenkind
3.  (400) Alchemy Jug
4.  (400) Brooch of Shielding (Attuned)
5.  (400) Cloak of the Manta Ray (Attuned)
6.  (400) Gloves of Thievery

Equipment.  Studded Leather Armor, Disguise Kit, Forgery Kit, Poisoner's Kit, Thieves Tools.

BASTION (The Nest Egg)
1.  Barracks.  1H.  Recruit (up to 4).
2.  Storehouse.  1H.  Trade (20% up to 2,000gp).
3.  Laboratory.  1H.  Craft (Alchemists supplies or poison).
4.  Gaming Hall.  1H.  Trade.

BACKGROUND
Pressed into service by a Banite guard, the reformed criminal known only as Falcon began his adventuring career investigating undead activity under Valhingen Graveyard in Phlan.  His investigation revealed the presence of the Cult of the Dragon, and he has fought against that cult for a majority of his adult life.

He has participated in all sorts of important military missions throughout Faerun and has visited a number of extraplanar and extraterrestrial locations throughout his adventures, including domains of dread and delight.

In civilian life, Falcon is well-meaning and mild-mannered, often seeing himself as a burden on others.  In the field, Falcon is bold and brave, ready to dive into action.

Falcon owes his allegiance to various groups in the Forgotten Realms.  He hails from Lusken and is a member in good standing with the Harpers.  It is through the Harpers that he was contacted by a family of a missing noble in Neverwinter.
Always seeking 5E games.
O/O

TheGlyphstone

If thats an NPC party member youre going to play, how many PC slots are there?

CurvyKitten

#27
Name: Tavi “Boom Boom” Ironscribe

Race: Gnome that has been fay touched
Class: Artificer
Subclass: Battle Master
Alignment: CN
Level: 10
Initiative: 3
Speed: 30
Size: Mediumish
Passive Perception: 12
HP: 86  - 10D8 Hit Die
AC: 20 with shield 18 without

Racial Traits:
Darkvision 60'
Languages: Gnomish - common
Gnomish Cunning. You have Advantage on Intelligence, Wisdom, and Charisma saving throws.

Description
Eyes that swirl with different colors depending on mood, overly long ears, seeming to have a stretched body. So, she stands 5' tall. Dark Hair, and features Tavi tends to seem like a dark alluring bundle of energy and knowledge. She also smells of warm honey, or dark chocolate at time.


Attributes and Skills
(* trained in)
Str - 14 - +2
Athletics +2

Dex - 15 - +2
Acrobatics +2, Stealth* +6 , Slight of Hand* +6

Con - 16 - +3 - *+7 save

Int - 20 - +5 - *+9 save
Arcane*+9 , Investigation* (expertise) +13 ,  History +5, Nature +5, Religion +5

Wis - 14 - +2
Animal Handling +2, Insight +2, Perception* +6 , Survival +2, Medicine +2

Cha - 15 - +2
Deception +2, Intimidation +2, Persuasion +2 , Performance +2

WEAPONS - attacks
+1 Pistols - +10 - 1D10+5 with
  • Vicious Weapon now deal 2d6 damage on every hit instead of just on crits
(2 pistols 2500G)
Daggers - +6 - 1D4+2 - 30’/60’100 Bullets - (30 G)

Tool Proficiency and Owed - X2 Proficiency Bonus - Fast crafter
Tinker Tools - Given
Thieves Tools - given
Smith Tools - (20G)
Leather Working (5)
Weaver (1G)
Alchemist (50g)
Calligraphers (15G)

Class Features[color=#000000
][/color]
Magical tinkering At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.

The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.

A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Right tool for the job - Create tools on the fly Artisans, takes one hour, vanish when use this feature again.

Magic Item Adept - When you reach 10th level, you achieve a profound understanding of how to use and make magic items'

You can attune to up to four magic items at once.

If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.


Battlesmith subclass
Battle Ready
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

You gain proficiency with martial weapons.
When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and
Arcane Jolt


At 9th level, you've learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:


The target takes an extra 2d6 force damage.
Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
You can use this energy a number of times equal to your Intelligence modifier (5), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Artillerist subclass
Eldritch Cannon
Also at 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Eldritch Cannon
[/td][/tr]

[/table]
Cannon
Activation
[/td][/tr][/table]
Flamethrower
The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista
Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector
The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
[/table]
Arcane Firearm
At 5th level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.
Explosive Cannon
Starting at 9th level, every eldritch cannon you create is more destructive:
  • The cannon's damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.


Infusions Known
 

(* In use)
8 Infusions known - 4 able to be used


Boots of the Winding Path*
Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.


Enhanced Defense *
Item: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class.
Enhanced Weapon
Item: A simple or martial weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.


Homunculus Servant - * See Below *


Replicate Magic Item -


Returning Weapon - This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

Repeating Shot*
Item: A simple or martial weapon with the ammunition property (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.
If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
[/b]


Magical Gear
[/b]

Bag of Holding given

Driftglobe 400
Wondrous Item, Uncommon - 
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can’t be used again until the next dawn.
You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
......................................................
Amulet of Proof against Detection and Location  - Attuned
Wondrous Item, Uncommon (Requires Attunement)*
While wearing this amulet, you can’t be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.
...................
Helm of Comprehending Languages - given
Wondrous Item, Uncommon
While wearing this helm, you can cast Comprehend Languages from it.
......................................
Stone of Good Luck (Luckstone) - 400
Wondrous Item, Uncommon (Requires Attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
………………………………
Ring of Invisibility Given 
Ring, Legendary (Requires Attunement)*
While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.
...........................................
Wings of Flying given
Wondrous Item, Rare (Requires Attunement)*
While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings last for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can't use them again for 1d12 hours
Slivered Weapon

Enduring Spell Book (used as design book) - 100[/font][/size][/color]
This spellbook, along with anything written on its pages, can’t be damaged by fire or water. In addition, the spellbook doesn’t deteriorate with age.

[/font][/b][/size][/color]

gear
[/font][/b][/size][/color]
1623 g 8 s 7 c left
Spyglass
Waterskin
Flask
Bedroll
Tent
Blanket
5g-9s-3c
Clothes - travelers - 8  - 16 gold
Clothes - Fine - 3 - 45
Antitoxin - x4 - 200
Healing- x6 - 300
Greater healing- x5 - 1000
map+scroll case-2g
ink - ink pen - 10g 2c
climbers kit 25
ball bearings 1g
magnifying glass 50g

x2 300 gold dimond
[/font][/b]
Homunculus Servant
[/font][/b]

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.
You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.
The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.
In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.
The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.
Homunculus Servant
Tiny construct - Armor Class: 13 (natural armor) - Hit Points:  56  -  Speed: 20 ft., fly 30 ft.
Str 4(-3)
Dex 15(+2)
Con 12(+1)
Int 10 (+0)
Wis 10(+0)
Cha 7(-7)
Saving Throws: Dex +2 plus PB
Skills: Perception +0 plus PB x 2, Stealth +2 plus PB
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
Languages: understands the languages you speak
Proficiency Bonus (PB): 4
Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
Actions
Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.
Reactions
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
[/font][/b]
steel defender
[/font][/b]

Steel Defender
By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.
Steel Defender
Medium construct
Armor Class: 15 (natural armor)
Hit Points: 2 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed: 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (−3) 10 (+0) 6 (−2)
Saving Throws: Dex +1 plus PB, Con +2 plus PB
Skills: Athletics +2 plus PB, Perception +0 plus PB x 2
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Vigilant. The defender can't be surprised.
Actions
Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Reactions
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
At 9th level, you've learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:
The target takes an extra 2d6 force damage.
Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
You can use this energy a number of times equal to your Intelligence modifier (5), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
Spells
CantripsMending - Casting Time: 1 minuteRange: TouchComponents: V, S, M (two lodestones)Duration: InstantaneousThis spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.Shocking Grasp - Casting Time: 1 actionRange: TouchComponents: V, SDuration: InstantaneousLightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)Mage Hand - Casting Time: 1 actionRange: 30 feetComponents: V, SDuration: 1 minuteA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.The hand can’t attack, activate magical items, or carry more than 10 pounds.Prestidigitation-Casting Time: 1 actionRange: 10 feetComponents: V, SDuration: Up to 1 hourThis spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:[/font][/b][/size][/color]
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Dancing Lights - Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)Duration: Concentration, up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range
1st level


Taken
Cure Wounds - Casting Time: 1 actionRange: TouchComponents: V, SDuration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st

Feather Fall - Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you fallsRange: 60 feetComponents: V, M (a small feather or piece of down)Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Catapult - Casting Time: 1 actionRange: 60 feetComponents: SDuration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Tasha’s Caustic Brew - Casting Time: 1 actionRange: Self (30-foot line)Components: V, S, M (a bit of rotten food)Duration: Concentration, up to 1 minute
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at the start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Class Given
Shield reaction +5 ac (given twice)

Thunderwave - Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Heroism - Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Feat given

Charm Person - Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Misty Step - Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.


2nd Level
Taken
Invisibility - Casting Time: 1 actionRange: TouchComponents: V, S, M (an eyelash encased in gum arabic)Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Spider climb - Casting Time: 1 actionRange: TouchComponents: V, S, M (a drop of bitumen and a spider)Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Rope Trick - Casting Time: 1 actionRange: TouchComponents: V, S, M (powdered corn extract and a twisted loop of parchment)Duration: 1 hour
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.

Class Given
Branding smites - Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Warding Bond - Casting Time: 1 action
Range: Touch
Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration)
Duration: 1 hour

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.
While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.Scorching Ray - Casting Time: 1 actionRange: 120 feetComponents: V, SDuration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Shatter - Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


3rd Level
Taken
Elemental weapon - Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Revivify - Casting Time: 1 action Range: Touch Components: V, S, M (diamonds worth 300 gp, which the spell consumes) Duration: InstantaneousYou touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

Class given
Fireball - Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Windfall - Casting Time: 1 action Range: 120 feet Components: V, S, M (a tiny fan and a feather of exotic origin) Duration: Concentration, up to 1 minute. A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.

Conjure Barrage - Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (one piece of ammunition or a thrown weapon) Duration: Instantaneous You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Aura of Healing - Casting Time: 1 action Range: Self (30-foot radius ) Components: V Duration: Concentration, up to 1 minute Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.


Background
Tavi was a peculiar child, and for gnomes, that is saying a great deal. You see, it’s hard to deny that magic is a thing when it happens in front of you every day. And though part of her believed it was simply something she didn’t understand yet—an unexplored world, which couldn’t stand in her books.

Limiting oneself because of a simple diminished belief was stupid. Tavi sought all knowledge, to combine everything she learned and bring her craft to new heights. Though the world of study was never really approved of. Those who followed the Artificer’s way didn’t normally see magic for what it was. Something amazing that can add to their inventions.

Tavi has messed with trinkets and bobs since she was little. Building her friends, because making them was simply too hard. One day, while out in the woods that surrounded her hometown. Tavi was found by a wandering fay. Or perhaps finally approached is more accurate. Alaneo was a tall and fanciful creature. Color shifting skin, and limbs too long, but it was his personality that drew her in.

Alaneo stole her away, but in doing so showed her a world of wonder and possibility. The world wasn't simply filled with things she could invent anymore. It was filled with discovery and madness. Tavi was changed in her time in the fay wild, a wild look to her eyes. A wicked smile and a mind that baffles those around her. Somewhere around many years later, Tavi was exploring once more when she came upon an exit. Curiosity and a strange need to see her home plane drove her through the portal. Though she could hear Alaneo’s scream in the background as she crossed over.

Now back in the primal plane, Tavi has gathered a quick bit of attention with her inventions. Her metal companions are an amazing combination of magic and metal. The fay etching along their metal seemed to come alive when they moved. Tavi’s inventions were strange and fanciful, but they drew artificers and explorers alike. From there, she traveled to Faerun and sought to learn everything she could. Her wicked smile and bit of madness became known. But her mind quickly became one to watch. The skies are the limit with Tavi; they just aren’t sure if the sky won't burn when she does.



PhantomPistoleer

Quote from: TheGlyphstone on July 23, 2025, 03:49:37 PMIf thats an NPC party member youre going to play, how many PC slots are there?
I won't cap PCs for this game.  My best games are the ones where I leave the garden unattended.  We could have four, we could have ten.

I will reject some PCs if I've had issues with the player in the past, but that will be done behind the scenes.
Always seeking 5E games.
O/O

PhantomPistoleer

Quote from: CurvyKitten on July 23, 2025, 03:55:14 PM
Name: Tavi “Boom Boom” Ironscribe

Race: Gnome that has been fay touched
Class: Artificer
Subclass: Battle Master
Alignment: CN
Level: 10
Initiative: 3
Speed: 30
Size: Mediumish
Passive Perception: 12
HP: 86  - 10D8 Hit Die
AC: 20 with shield 18 without

Racial Traits:
Darkvision 60'
Languages: Gnomish - common
Gnomish Cunning. You have Advantage on Intelligence, Wisdom, and Charisma saving throws.

Description
Eyes that swirl with different colors depending on mood, overly long ears, seeming to have a stretched body. So, she stands 5' tall. Dark Hair, and features Tavi tends to seem like a dark alluring bundle of energy and knowledge. She also smells of warm honey, or dark chocolate at time.


Attributes and Skills
(* trained in)
Str - 14 - +2
Athletics +2

Dex - 15 - +2
Acrobatics +2, Stealth* +6 , Slight of Hand* +6

Con - 16 - +3 - *+7 save

Int - 20 - +5 - *+9 save
Arcane*+9 , Investigation* (expertise) +13 ,  History +5, Nature +5, Religion +5

Wis - 14 - +2
Animal Handling +2, Insight +2, Perception* +6 , Survival +2, Medicine +2

Cha - 15 - +2
Deception +2, Intimidation +2, Persuasion +2 , Performance +2

Class Features[/font
[/size][/color]]
Magical tinkering At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.

The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.

A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Right tool for the job - Create tools on the fly Artisans, takes one hour, vanish when use this feature again.

Magic Item Adept - When you reach 10th level, you achieve a profound understanding of how to use and make magic items'

You can attune to up to four magic items at once.

If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.


Battlesmith subclass
Battle Ready
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

You gain proficiency with martial weapons.
When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and
Arcane Jolt


At 9th level, you've learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:


The target takes an extra 2d6 force damage.
Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
You can use this energy a number of times equal to your Intelligence modifier (5), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Artillerist subclass
Eldritch Cannon
Also at 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Eldritch Cannon
[/td][/tr]

[/table]
Cannon
Activation
[/td][/tr][/table]
Flamethrower
The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista
Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector
The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
[/table]
Arcane Firearm
At 5th level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.
Explosive Cannon
Starting at 9th level, every eldritch cannon you create is more destructive:
  • The cannon's damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.


Infusions Known
 

(* In use)
8 Infusions known - 4 able to be used


Boots of the Winding Path*
Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.


Enhanced Defense *
Item: A suit of armor or a shield
A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class.
Enhanced Weapon
Item: A simple or martial weapon
This magic weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 10th level in this class.


Homunculus Servant - * See Below *


Replicate Magic Item -


Returning Weapon - This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

Repeating Shot*
Item: A simple or martial weapon with the ammunition property (requires attunement)
This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.
If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
[/b]

WEAPONS
+1 Pistols - +10 - 1D10+5 (2 pistols 1500G)
Daggers - +6 - 1D4+2 - 30’/60’
100 Bullets - (30 G)

Tool Proficiency and Owed - X2 Proficiency Bonus - Fast crafter
Tinker Tools - Given
Thieves Tools - given
Smith Tools - (20G)
Leather Working (5)
Weaver (1G)
Alchemist (50g)
Calligraphers (15G)

Magical Gear
[/b]

Bag of Holding

Driftglobe
Wondrous Item, Uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can’t be used again until the next dawn.
You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
......................................................
Amulet of Proof against Detection and Location  - Attuned
Wondrous Item, Uncommon (Requires Attunement)*
While wearing this amulet, you can’t be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.
...................
Helm of Comprehending Languages
Wondrous Item, Uncommon
While wearing this helm, you can cast Comprehend Languages from it.
......................................
Stone of Good Luck (Luckstone)
Wondrous Item, Uncommon (Requires Attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
………………………………
Ring of Invisibility Given
Ring, Legendary (Requires Attunement)*
While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.
...........................................
Wings of Flying given
Wondrous Item, Rare (Requires Attunement)*
While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings last for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can't use them again for 1d12 hours
Slivered Weapon

Enduring Spell Book (used as design book)

[/b]

gear
[/b]
Spyglass
Waterskin
Flask
Bedroll
Tent
Blanket
5g-9s-3c
Clothes - travelers - 8  - 16 gold
Clothes - Fine - 3 - 45
Antitoxin - x4 - 200
Healing- x6 - 300
Greater healing- x5 - 1000
map+scroll case-2g
ink - ink pen - 10g 2c
climbers kit 25
ball bearings 1g
magnifying glass 50g
[/b]

Homunculus Servant
[/b]

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.

You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.

Homunculus Servant
Tiny construct - Armor Class: 13 (natural armor) - Hit Points:  56  -  Speed: 20 ft., fly 30 ft.
Str 4(-3)
Dex 15(+2)
Con 12(+1)
Int 10 (+0)
Wis 10(+0)
Cha 7(-7)
Saving Throws: Dex +2 plus PB
Skills: Perception +0 plus PB x 2, Stealth +2 plus PB
Damage Immunities: poison
Condition Immunities: exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
Languages: understands the languages you speak
Proficiency Bonus (PB): 4

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
Actions

Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.
Reactions
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
[/b]

steel defender
[/b]

Steel Defender
By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

Steel Defender
Medium construct
Armor Class: 15 (natural armor)
Hit Points: 2 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed: 40 ft.
STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 4 (−3) 10 (+0) 6 (−2)
Saving Throws: Dex +1 plus PB, Con +2 plus PB
Skills: Athletics +2 plus PB, Perception +0 plus PB x 2
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus (PB): equals your bonus
Vigilant. The defender can't be surprised.
Actions
Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Reactions
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
At 9th level, you've learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:


The target takes an extra 2d6 force damage.
Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
You can use this energy a number of times equal to your Intelligence modifier (5), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Spells
[/font]
Cantrips
Mending - Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Shocking Grasp - Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.
At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
Mage Hand - Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magical items, or carry more than 10 pounds.
Prestidigitation-Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:[/size][/color][/b][/font][/size][/color][/font][/size][/color][/font][/size][/color][/font][/size][/color]
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Dancing Lights - Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)Duration: Concentration, up to 1 minute
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range
1st level


Taken
Cure Wounds - Casting Time: 1 actionRange: TouchComponents: V, SDuration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st

Feather Fall - Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you fallsRange: 60 feetComponents: V, M (a small feather or piece of down)Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Catapult - Casting Time: 1 actionRange: 60 feetComponents: SDuration: Instantaneous
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Tasha’s Caustic Brew - Casting Time: 1 actionRange: Self (30-foot line)Components: V, S, M (a bit of rotten food)Duration: Concentration, up to 1 minute
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at the start of each of its turns.
At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Class Given
Shield reaction +5 ac (given twice)

Thunderwave - Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Heroism - Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Feat given

Charm Person - Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Misty Step - Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.


2nd Level
Taken
Invisibility - Casting Time: 1 actionRange: TouchComponents: V, S, M (an eyelash encased in gum arabic)Duration: Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Spider climb - Casting Time: 1 actionRange: TouchComponents: V, S, M (a drop of bitumen and a spider)Duration: Concentration, up to 1 hour
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Rope Trick - Casting Time: 1 actionRange: TouchComponents: V, S, M (powdered corn extract and a twisted loop of parchment)Duration: 1 hour
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.

Class Given
Branding smites - Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Warding Bond - Casting Time: 1 action
Range: Touch
Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration)
Duration: 1 hour

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.
While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.Scorching Ray - Casting Time: 1 actionRange: 120 feetComponents: V, SDuration: Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Shatter - Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


3rd Level
Taken
Elemental weapon - Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour
A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Revivify - Casting Time: 1 action Range: Touch Components: V, S, M (diamonds worth 300 gp, which the spell consumes) Duration: InstantaneousYou touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.

Class given
Fireball - Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Windfall - Casting Time: 1 action Range: 120 feet Components: V, S, M (a tiny fan and a feather of exotic origin) Duration: Concentration, up to 1 minute. A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.

Conjure Barrage - Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (one piece of ammunition or a thrown weapon) Duration: Instantaneous You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Aura of Healing - Casting Time: 1 action Range: Self (30-foot radius ) Components: V Duration: Concentration, up to 1 minute Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.
[/spoilers]

Background




Remember that you can also purchase magic items.  A rare magic item is 4000, an uncommon magic item is 400, etc.

If you need, Falcon can give you 500 so you can get two extra rare magic items.

Also, bastions.  Falcon has, like, a little poison-crafting side hustle.  Bastions are found in the DMG.
Always seeking 5E games.
O/O

CurvyKitten

#30
Quote from: PhantomPistoleer on July 23, 2025, 04:25:37 PMRemember that you can also purchase magic items.  A rare magic item is 4000, an uncommon magic item is 400, etc.

If you need, Falcon can give you 500 so you can get two extra rare magic items.

Also, bastions.  Falcon has, like, a little poison-crafting side hustle.  Bastions are found in the DMG.
I do need to get a few diamonds for revivify. Lol I have gold still. Just wasn't sure what else to get.

Added diamonds, and special trait to pistols. :)

thegreatg

On the road for work, I’ll get My character worked up this weekend.

If someone else is interested love to discuss creating characters with a shared history/background.

PhantomPistoleer

Quote from: thegreatg on July 24, 2025, 07:45:19 AMOn the road for work, I’ll get My character worked up this weekend.

If someone else is interested love to discuss creating characters with a shared history/background.

Sounds good.  Take your time.
Always seeking 5E games.
O/O

CurvyKitten

Oh also if someone wants to connect with Tavi, let me know!  I can adjust the timeline easily enough. Hehe

PhantomPistoleer

Quote from: CurvyKitten on July 24, 2025, 02:57:32 PMOh also if someone wants to connect with Tavi, let me know!  I can adjust the timeline easily enough. Hehe

Proposition:

"I know Tavi," Falcon said as he flicked the ashy tip of his cigarillo.  "The Bitch* needed some repairs after an acid dip in the Nine Hells.  Heard about a leggy artificer who could do the job, and both parts--her being leggy and her being able to fix it-- were true, except... she's a lot shorter than I imagined.  I thought she was far away at first."

"Anyways, fun to look at, maddening to be around.  We may have collaborated here and there, but nothing to speak about."

The Bitch is what Falcon calls the Apparatus of Qwalish.
Always seeking 5E games.
O/O

TheGlyphstone

Would this homebrew Oath of the Undying work? I was originally just going to use Oathbreaker, but this more focused on undeath specifically rather than generic 'evil Paladin'.

PhantomPistoleer

Quote from: TheGlyphstone on July 24, 2025, 04:44:36 PMWould this homebrew Oath of the Undying work? I was originally just going to use Oathbreaker, but this more focused on undeath specifically rather than generic 'evil Paladin'.
Sure, this is a cool homebrew.
Always seeking 5E games.
O/O

TheGlyphstone



Got the sheet mostly written up, just filling out the background - I tweaked the Merchant background slightly to make it a Slave Trader, if that's okay - just changed Skills to Intimidation and Deception.

CurvyKitten

#38
Quote from: PhantomPistoleer on July 24, 2025, 03:19:22 PMProposition:
"I know Tavi," Falcon said as he flicked the ashy tip of his cigarillo.  "The Bitch* needed some repairs after an acid dip in the Nine Hells.  Heard about a leggy artificer who could do the job, and both parts--her being leggy and her being able to fix it-- were true, except... she's a lot shorter than I imagined.  I thought she was far away at first."
"Anyways, fun to look at, maddening to be around.  We may have collaborated here and there, but nothing to speak about."
The Bitch is what Falcon calls the Apparatus of Qwalish.
Hey, she is taller than your average gnome! Fay touched baby! I imagine that is why some of some of her traits are exaggerate. Sample like her ears being so much long than normal. 

So yes she is leggy and a wee bit crazy. Just means she isn't scared of a little danger. 

Falcon, hmm, tall, dark, handsome. All those good human traits I hear the ladies gush over. But I know that smirk, I get that smirk just before something fun happens.

Granted, what was more interesting at the time? It was what Falcon brought me to play with. The rusty Bitch needed some TLC. And that was just what I gave it. Repaired it, and not just its motor. But the outplating, the seals, even the paint job!

So Falcon, a tricky, tricky human with the looks and the toys that lure in all the lads and ladies.

-drinks her cup full of booze-

PhantomPistoleer

Quote from: TheGlyphstone on July 24, 2025, 06:34:40 PM

Got the sheet mostly written up, just filling out the background - I tweaked the Merchant background slightly to make it a Slave Trader, if that's okay - just changed Skills to Intimidation and Deception.
Yeah, that is fine, too.

But do zero in on why an adventuring party would recruit your PC in your background story.
Always seeking 5E games.
O/O

TheGlyphstone

#40


TERMINUS
Medium humanoid (Human), Neutral Evil
Paladin 10 (Oath of Conquest/Oath of the Undying), Slave Trader(Merchant) Background



Armor Class: 21 (Plate Armor, Shield, Scaled Ornament)
Hit Points:  104 (10d10+40)
Speed:  30 ft.



STR: 13 (+1) / 29 (+9)
DEX: 16 (+3)
CON: 18 (+4)
INT: 14 (+2)
WIS: 16 (+3)
CHA: 20 (+5)



Saves (+9):  Wisdom, Charisma
Resistance:
Immunities: Charmed, Frightened, Poison, Disease
Initiative:  +7 (Advantage)
Skills (+4): Deception (CHA), Intimidation (CHA), Insight (WIS), Perception (WIS), Persuasion (CHA)
Tools: Navigator's ToolsWeapon Mastery:  Whip (Slow), Longbow (Slow)
Senses: Passive Perception 17, Blindsight 10 ft.
Languages:  Common, Abyssal, Infernal

Description: Beneath his glossy black plate armor and baleful steel helm, Terminus is a tall and pale man with a hairless scalp and pitch-black eyes devoid of any whites. His voice is unexpectedly soft for a man of his stature, a low and measured tone that hides the hunger and cruelty in his heart.

Feats
Lucky: Gain 4 Luck Points per Long Rest. Spend 1 Luck Point to gain Advantage on a test or force Disadvantage on an attack against you.

War Caster: +1 Cha, Advantage on CON saves to concentrate on a spell. May cast a Spell instead of making an Opportunity Attack. May perform Somatic components of spells while carrying weapon and/or shield.

Fey Touched: +1 Cha. Always have Hex and Misty Step prepared, and may cast each spell once per long rest without spending a spell slot.

Species Traits
Resourceful: Gains Heroic Inspiration at the end of each Long Rest.
Skillful: Gains proficiency in Perception.
Versatile: Gain Alert as a bonus feat.

Class Traits
Lay On Hands: As a bonus action, Can heal up to 50 hit points on any creature per Long Rest, or cure Poisoned in place of 5 Hit Points.

Paladin's Smite: Always have Divine Smite spell prepared, and may cast it once per Long Rest without spending a spell slot.

Channel Divinity: 2/Long Rest, can use Channel Divinity for one of the following effects. Gain 1 use back after a Short Rest.

Abjure Foes - As an Action, target up to 5 creatures within 60 feet. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute or until it takes any damage. While Frightened in this way, a target can do only one of the following on its turns: move, take an action, or take a Bonus Action.

Divine Sense - As a Bonus Action, you can open your awareness to detect Celestials, Fiends, and Undead. For the next 10 minutes or until you have the Incapacitated condition, you know the location of any creature of those types within 60 feet of yourself, and you know its creature type. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
Conquering Presence - You can use your Channel Divinity to exude a terrifying presence. As an Action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike - You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Enslave Undead - As an Action, you target one undead you can see within 30ft and invoke your divine authority over it. It must make a Charisma saving throw. On a failed save, it must obey your commands for the next 24 hours, or until you use this Channel Divinity again. Undead who's CR are equal to or greater than your level are immune to this Channel Divinity.

Raise Minion - You channel the dark power of your god to raise a personal undead minion as an Action. When you do this, you raise an undead creature from a single corpse you can see within 30ft. The creature you create can be any type of undead (including an incorporeal undead), as long as it’s CR doesn’t exceed your Paladin level divided by 4. These undead remain reanimated for 1 hour, or until you dismiss them with a bonus action. When an undead you create with this channel divinity dies or is dismissed, it crumbles to dust or discorporates, leaving it unable to be reanimated again if it was corporeal. The undead you create cannot create spawn or other undead.

You can command these undead to move freely (no action required), but to have them take an action of any kind you must command them to do so with a bonus action. You can command any other undead under your control with this same bonus action. These undead always act immediately after your initiative in combat. Regardless of how many times you use this channel divinity, you can only control an amount of undead created with it whoes total combind CRs are less than or equal to 1/2 your Paladin level + your Charisma modifier at any given time.

Taint of the Grave: Your Paladin spells that would normally deal Radiant damage deal Necrotic damage instead. Spells that would deal extra damage against Fiends or Undead instead deal extra damage against Celestials and Fey.
Extra Attack: May attack twice when using the Attack action.

Faithful Steed: Always have Find Steed prepared, and may cast it once per Long Rest without spending a spell slot.

Aura of Protection: You and any allies within 10ft. gain a +5 bonus to all saving throws.

Aura of Conquest: Enemies within 10ft. that are Frightened of you have their speed reduced to 0ft. They suffer 5 Psychic damage at the start of their turn if they are within the aura.

General of Undeath: Undead you create with your Raise Minion Channel Divinity remain reanimated until you complete a long rest, instead of 1 hour. Upon completing a long rest, you may expend any number of Paladin spell slots to re-assert control over undead created with your Raise Minion channel divinity that would discorporate or crumble to dust, causing them to stay reanimated and under your control until you finish your next long rest. When you do this, the slots you expend must have total combined levels equal to or higher than the total combined CRs of the undead minions you are re-asserting control over by expending them. Additionally, undead you create with your Raise Minion channel divinity and necromancy spells (such as Dance Macabre) gain the following additional benefits:
  • They increase their hit point maximums by your Paladin level.
  • They add your proficiency bonus to their weapon damage rolls.
Aura of Courage: Allies within 10ft. are immune to Frightened, and suppress any Frightened condition while in the aura.
Weapons

Whip of Certain Death: Reach Attack (+13), deals 1d4+9 slashing damage plus Slow. Targets damaged by this cannot regain hit points until the start of your next turn.

Javelin: Ranged Attack +13, deals 1d6+9 Piercing damage plus Slow. 30/120 ft range.

Spells:
(4x) 1st Level - Armor of Agathys, Bless, Cause Fear, Command, Compelled Duel, Purify Food and Drink, Searing Smite, Vampiric Drain, Wrathful Smite
(3x) 2nd Level - Command Undead, Healing Spirit, Hold Person, Lesser Restoration, Shining Smite, Spiritual Weapon
(2x) 3rd Level - Bestow Curse, Blinding Smite, Fear, Vampiric Touch

Magical Equipment
-Belt of Storm Giant Strength (Legendary) - Sets STR to 29. Attuned.
-Dread Helm (Common) - This fearsome steel helm makes your eyes glow red while you wear it.
-Periapt of Proof against Poison (Rare) - Immune to Poison damage and the Poisoned condition.
-Plate Armor of Gleaming (Common) - AC 18. This armor never gets stained or dirty.
-Scaled Ornament (Stirring) (Rare) - +1 AC, immune to Charmed and Frightened. Allies within 30ft. Have Advantage vs. Charmed and Frightened. Attuned.
-Sentinel Shield (Uncommon) - Advantage on Initiative and Perception(WIS) tests.
-Whip of Certain Death (Rare) – See Attacks. Attuned.

Mundane Equipment
-Nonfiction Book on Death and the Undead (25 GP)
-Explorer's Pack (Backpack, Bedroll, Oil flask x2, Rations x10, Rope,Tinderbox, Torch x10, Waterskin) (10 GP)
-Fine Clothes (15 GP)
-Manacles x5 (10 GP)
-Flask of Holy Water x1 (25 GP)
-Holy Symbol (Emblem on Shield) (5 GP)
-Navigator's Tools (25GP)

Gold:  45GP (Borrowed 500GP from Falcon)


BACKGROUND

A lifetime ago,there was a simple merchant, a trader whose merchandise was slaves. He was nothing, any more than the next mortal man, but among his clients was a cult pledged to Myrkul, the Lord of Bones. One among their number saw the seeds of something greater in that merchant, inviting him into their ranks as an acolyte of the Reaper.


His strength and domineering authority, honed to a razor's edge by his prior career, saw him guided into a more active path of service to Myrkul. Everyone would be his in the end, but there were always individuals who warranted a more immediate introduction to death. Through blood and fire that man was broken down, and from the ashes grew a champion. A Grave Knight of Myrkul, the first in centuries, who would forevermore be known as Terminus.


For years he carried the Reaper's will into the world, acting as his mailed fist to drag those who thought they could defy death's inevitability down into Myrkul's embrace. Among the ruins of a storm giant chieftain's fortress he claimed an ancestral relic belt that bestowed its wearer the strength of titans. From the treasure hoard of a dracolich he stole a simple brooch that had soaked in the undead wyrm's aura for many years. Beneath an ancient necropolis to a dead god, long forgotten he claimed a whip forged from a thousand tiny bones that brought the icy chill of impending doom at the slightest touch. In the midnight forests of the Feywild he turned predator into prey and hunted the Wyld Hunt itself, winning for a brief time the favor of the Queen of Air and Darkness.


And one day, a message came to him, from the highest of Myrkul's priests. A threat of unparalleled magnitude was drawing near, foreseen by oracles - a god of another realm, one of death and secrets, sought ultimate power by means of bringing death to the multiverse itself. This would not stand unchallenged.


There could be only one god of death, and his will would not be denied.

TheGlyphstone

To make a long backstory short, it's a death god grudge match. He's not a nice person, but he is infamous, powerful, and very, very good at dealing with undead.

PhantomPistoleer

Quote from: TheGlyphstone on July 24, 2025, 08:14:31 PMTo make a long backstory short, it's a death god grudge match. He's not a nice person, but he is infamous, powerful, and very, very good at dealing with undead.
LOL.

(Falcon watched the wretched Paladin walk away and had a troubling thought.  "I don't think I'll ever see those 500 dragons in this lifetime."  And that thought mortified him.)

I will adjust my character sheet.


Always seeking 5E games.
O/O

PhantomPistoleer

Quote from: CurvyKitten on July 24, 2025, 06:39:03 PMHey, she is taller than your average gnome! Fay touched baby! I imagine that is why some of some of her traits are exaggerate. Sample like her ears being so much long than normal.

So yes she is leggy and a wee bit crazy. Just means she isn't scared of a little danger.

Falcon, hmm, tall, dark, handsome. All those good human traits I hear the ladies gush over. But I know that smirk, I get that smirk just before something fun happens.

Granted, what was more interesting at the time? It was what Falcon brought me to play with. The rusty Bitch needed some TLC. And that was just what I gave it. Repaired it, and not just its motor. But the outplating, the seals, even the paint job!

So Falcon, a tricky, tricky human with the looks and the toys that lure in all the lads and ladies.

-drinks her cup full of booze-
Their relationship can be more intimate.  It doesn't have to be as pedestrian as "this hot gnome fixes my car" and "this hot guy sometimes brings his car to the shop."  LOL.

It can have more dimensions.

Always seeking 5E games.
O/O

CurvyKitten

@TheGlyphstone that looks like an interesting character. I see he makes his own friends too. Lol


thegreatg

Quote from: CurvyKitten on July 24, 2025, 02:57:32 PMOh also if someone wants to connect with Tavi, let me know!  I can adjust the timeline easily enough. Hehe
I would be okay with having a connection to Tavi, although truthfully I was looking for a more “intimate” connection with my character but I think Phantom may have beat me to it, so no worries!

Hexed

#46


Ashes
Small Humanoid (Tiefling), Neutral
Warlock 10 (Great Old One, Archfey), Charlatan Background
Height: 3'5         Weight: 41lbs

Armor Class: 18 (Robes of the Archmagi)
Hit Points: 93 (10d8+40)
Speed: 30ft walking, 30ft swimming

STR:  16 (+3)
DEX:  16 (+3)
CON:  18 (+4)
Int:    14 (+2)
Wis:  13 (+1)
Cha:  20 (+5)

Saves: +5 Wis, +9 Cha, Advantage against Spells and Magical effects/Con saves to maintain concentration
Resistances: Fire/Psychic, -2d8 cold dmg, Cold weather immune (0 degrees fahrenheit and lower), immune to charmed condition
Initiative: +3
Skills: +7 Acrobatics/ Sleight of hand, +5 Perception, +6 Arcana, +9 Deception/Intimidation
Tools: Dice Set, Forgery Kit
Senses: 15 passive perception, 12 passive investigation, 11 passive insight, 60ft darkvision, advantage on perception relying on sight.
Languages: Common, Draconic, Goblin

TRAITS
Race Traits:
Fiendish Legacy (infernal): Cha based spells gained. Cast each spell 1/long rest or via spell slots.

Feats:
War Caster- Cha boost, Aoo provoked by creature leaving reach can use reaction to cast spell instead of attack. Can make somatic components even with weapon or shield occupying hands.
Spell Sniper- Cha boost. Spell attack rolls ignore half & 3/4 cover. No disadvantage on being within 5ft of enemy while casting spells. Spells of at least 10ft range and using attack rolls can add 60ft to range.
Skilled- Gained Acrobatics, perception, dice set


Class Traits:
Invocations (7) Pact of the blade, Agonizing Blast (eldritch Blast), Gift of the depths, Ascendant Step, Thirsting Blade, Whispers of the Grave, Lifedrinker
Magical Cunning: 1 minute esoteric right that regains half maximum spell slots 1/long rest
Contact Patron: Contact Other Plane always prepared, use 1/long rest to contact patron and automatically save on spell's saving throw.
Steps of the fey: Cast Misty Step 5/long rest before using spell slots, Choice of effect
        Refreshing Step- One creature you can see in 10ft gains 1d10 thp
        Taunting Step- creatures within 5ft of space you left must succeed DC 19 wis saving throw or have disadvantage on attack rolls against creatures other then me till start of my next turn.
          Disappearing Step- Invisible till start of next turn or immediately after making an attack roll, deal damage, or cast a spell.
          Dreadful Step- Creatures within 5ft of space left or appear in DC19 wis save or take 2d10 psychic damage
Misty Escape: Cast Misty Step as reaction in response to taking damage
Beguiling Defenses: Immune to charmed condition. 1/long rest or spell slot restoration. Immediately after a creature I can see hits with an attack roll can use reaction to half dmg and force attacker to make DC 19 wis save. On failure attacker takes psychic damage equal to what I took.
Awakened Mind: Bonus action form a telepathic connection with 1 creature I can see in 30ft. For 10 minutes permits telepathic talk via known languages so long as within 5 miles of each other.
Psychic Spells: Warlock spells that deal damage may change damage type to psychic. Enchantment/illusion warlock spells do not use verbal/somatic components
Clairvoyant Combatant: 1/rest or restored via spell slot. When forming a telepathic bond can force creature to make DC 19 wis save. On fail creature has disadvantage on attack rolls against me, and I have advantage on attack rolls against that creature.
Eldritch Hex: Always have Hex prepared. Hex's chosen ability also grants disadvantage on saving throws.
Thought Shield: Unless I allow it my thoughts can't be read by telepathy. Resistance to psychic damage. When dealt Psychic damage attacker takes same amount of damage.


Spells:  +5 mod, +11 spell attack 19 save DC, 2/2 5th level warlock spell slots
Racial
    Cantrips: Thaumaturgy, Fire Bolt
    First Level: Hellish Rebuke
    Second Level: Darkness

Archfey Spells
Calm Emotions, Faerie fire, misty step, phantasmal force, sleep, blink, plant growth, dominate beast, greater invisibility, dominate person, seeming

GOO spells
Detect thoughts, dissonant whispers, phantasmal force, tasha's hideous laughter, clairvoyance, hunger of hadar, confusion, summon aberration, modify memory, telekinesis, hex

Cantrips; Booming Blade, Eldritch Blast, Mind Sliver, Prestidititation
first level: Arms of Hadar, Protection from evil and good, speak with animals
Second Level: Hold Person, Suggestion
Third Level: Dispel Magic, Fly, Summon Fey
Fourth Level: Raulothim's Psychic Lance
Fifth Level: Hold Monster


ACTIONS
Eldritch Blast: 120ft range, +11 hit, 1d10+5x2 force dmg V/S
Fire Bolt:  120ft range, +11 hit, 2d10 fire dmg V/S
Glaive of Wounding (p) - 10ft reach, +9 hit, 1d10+5 slashing & 2d6 necrotic, DC 15 con save or unable to regain hp for 1 hour, saves repeat end of each turn. Heavy, reach, two handed
Booming Blade: Melee attack, adds 1d6 thunder damage to target. If target moves extra 2d8 thunder damage. S/M
Mind Sliver: 60ft range, DC 19 int save, 2d6 psychic damage, target reduces next saving throw by 1d4 before end of my next turn.


Equipment
Gold: 1530
Magic Items
Legendary- Robe of the Archmagi
Rare- Heward's Handy Haversack
Uncommon- Ring of Warmth
Common- Pole of Collapsing
Common- Wand of Pyrotechnics

Purchased
Rare (4,000g)- Glaive of Wounding
Uncommon (400)- Eyes of the eagle
Uncommon (400)- Helm of Comprehending Languages
Uncommon (800)- Immovable Rod x2
Uncommon (400)- Wand of Magic Detection

Standard Gear
Leather Armor, Sickle, 2xdaggers, Orb arcane focus, Book of occult lore, Forgery Kit, Costume, Fine Clothes, Backpack, Lore book, Bottle of ink, ink pen, 10xparchement, bag of sand, small knife



BACKGROUND

Ashes was an orphan born and raised in Neverwinter who spent her early years haunting the taverns and watching bards sweet talk patrons into being loose with their coin. A trick she put to her own use gathering enough coin for her meals and to pay the taxes accrued by living in one of the smaller gangs that roamed the street. As she got older her growing out and not up added another method for coin and distractions.

At least till she woke up from a very strange dream with some interesting tricks filling her mind. With strange magic and weapons formed of raw energy she went from small time thug to an actual paid adventurer. After pushing herself further and further with little quests and street brawls she soon joined a caravan as protection and spent several years traveling around Faerun.

Having added a pact with the Queen of darkness and Air to the one she already bore to That Which Was Beyond the Stars she eventually found herself heading back to Neverwinter. Between Fae and Other the goals of her patrons are never clear to her so she's unsure why she's there. But there's always things going on in Neverwinter and she'll have plenty to do as she tries figuring out why she's supposed to be there.



most certainly not the morrow but Ashes is done.








TheGlyphstone

Quote from: PhantomPistoleer on July 24, 2025, 08:42:33 PMLOL.

(Falcon watched the wretched Paladin walk away and had a troubling thought.  "I don't think I'll ever see those 500 dragons in this lifetime."  And that thought mortified him.)

I will adjust my character sheet.




Hey, not settling your debts is a serious matter. It's almost like thumbing your nose at death to leave a debt unpaid, saying youre not worried about dying before your next chance to clear the ledger. He wont go out looking for work as a debt collector, but he wont leave his personal obligations unfulfilled.

Quote from: CurvyKitten on July 24, 2025, 09:12:03 PM@TheGlyphstone that looks like an interesting character. I see he makes his own friends too. Lol


Hes just looking for someone to settle down with and raise a family. :D

kingmaster1

Hi, is this still looking for players? I've wanted to play in this campaign for a while and thought it'd be fun to pull a DND build together. 

thegreatg

@PhantomPistoleer before I get too down in the weeds with my character, have you reached a decision on multiple sub-classes?  Only asking because it looks like some of the submissions are for a single and some for multiple.  Just wanting to know what I can do before building my character.