Fungi Rugimuffin

Shadow of Raquel Fungi Rugimuffin (a.k.a. Fungee)

The blistering heat of Majital is all Fungi knew. The wealth of knowledge and magic that flowed through the streets made his fingers twitch.   Fungi grew up on the Mages Coast an orphan, stealing food, weapons and magic to protect himself and the alley he called home. However an entity had been watching him, and promised him all the knowledge and magic he could ever imagine. So he took to the streets and began to turn his practice as a thief into that of an assassin, slowly killing his way across the Mages Coast until he went into far over his head and was left in a gutter broken and bleeding.   Fungi awoke in a small temple, shattered clocks and statues to a gnome surrounded him. He was in a temple to Raquel, where a cleric had taken him to treat his injuries. Slowly it began to dawn on Fungi just what he had done for this entity, so he swore to protect those who could not protect themselves and to right the wrongs he had created.

Physical Description

General Physical Condition

Skinny but tonned

Body Features

His left ear is shorter than the other, due to being bitten and torn off, its point, now in the shape of two large teeth. In his right palm is a small, but deep scar in the shape of a droplet. Scars across his back and up the sides of his neck.

Facial Features

His irises are a kaleidoscope of colour, coming out around his pupil is a crimson red, which fades into a dark green, then finally on the ourter rim, it fades into a cyan. He has soft smile on his face most of the time but it can become tense at a moments notice.

Identifying Characteristics

His left ear is shorter than the other, due to being bitten and torn off, its point, now in the shape of two large teeth. In his right palm is a small, but deep scar in the shape of a droplet. Around his head, he wears a brass wreath. Dangling down from around his neck is a Silver Mirror, and what was once a shattered hourglass on a necklace is wrapped around his wrist. Attatched to his left arm is a crytsaline gauntlet that, when looked at from different angles, seems to contain shifting colours, of red, green, cyan, purple and orange. He wears golden ring with an hourglass framing a dripping dagger at its top.

Physical quirks

He has a nervous twitch whenever he passes through Bloodwave Bay or the Mages Coast, constantly looking around and keeping a hand over his weapons.
In intense situations his pupils become snake like slits.
He walks with the grace of a dancer, his steps light and calculated to make the most out of every movement.

Apparel & Accessories

Fungi dresses in crimson, purple and white robes, in the Majitalian style. Lots of golden trinkets jingles softly as he moves, and his robes flow elegantly in the wind. Around his head, he wears a brass wreath. Dangling down from around his neck is a Silver Mirror, and what was once a shattered hourglass on a necklace is wrapped around his wrist. Attatched to his left arm is a crytsaline gauntlet that, when looked at from different angles, seems to contain shifting colours, of red, green, cyan, purple and orange. He wears golden ring with an hourglass framing a dripping dagger at its top.

Mental characteristics

Personal history

The blistering heat of Majital is all Fungi knew. The wealth of knowledge and magic that flowed through the streets made his fingers twitch. Fungi grew up on the Mages Coast an orphan, stealing food, weapons and magic to protect himself and the alley he called home. However an entity had been watching him, and promised him all the knowledge and magic he could ever imagine. So he took to the streets and began to turn his practice as a thief into that of an assassin, slowly killing his way across the Mages Coast until he went into far over his head and was left in a gutter broken and bleeding.   Fungi awoke in a small temple, shattered clocks and statues to a gnome surrounded him. He was in a temple to Raquel, where a cleric had taken him to treat his injuries. Slowly it began to dawn on Fungi just what he had done for this entity, so he swore to protect those who could not protect themselves and to right the wrongs he had created.

Gender Identity

Male

Sexuality

Straight

Education

Never went to school, and learned by secretly listening in on classes and people speaking in public.

Employment

Fungi was never really employed, he was a thief for his own needs but was used as an assassin by a formless entity.

Failures & Embarrassments

On his final mission for the entity, Fungi was discovered and was brutally beaten and left for dead in a gutter. This failure caused Fungi to change as a person forever.

Mental Trauma

  • Fungi constantly fears the entity rediscovering him, and other creatures seeing into his mind and controlling him.
  • He fears trust, and when someone betrays the trust he gives them, he can snap and become stubborn, even if the person had the best intentions.
  • Losing one of the family that he finally found would break him. And if he ever learns about the passing of he would spend the rest of his life trying to make up for forgetting him.

Morality & Philosophy

Fungi believes that laws are made to be broken, and follows his own code. He thinks the strong should protect the weak, and abuse of this power should result in an equal punishment.   He thinks that people should live however they want so long as no one is negatively effected and that everyone can live a peaceful life.

Personality Characteristics

Motivation

  • To protect the weak and punish abuses of power.
  • Stop people from being manipulated to take actions they are not comfortable with, or are incapable of doing.
  • Finally, Fungi wishes to free people who are following those who only want to bring them harm.

Likes & Dislikes

Likes: Raquel, Spicy Food, Money, Battle, Magic, Flying and Zephyra Dislikes: Evil Entities, Onions, General Evilness

Vices & Personality flaws

Fungi is always thirsty for knowledge and magic, so may become blind to reason when these things are involved.   Fungi can throw caution to the wind when he is confronted with clear abuses of power, and tends to be unable to contain his rage and anger.   When his family is in danger, he will do whatever he can to help them. Even going against his own morals.

Personality Quirks

Fungi constanly needs something in his hands to distract them, or he will end of needing to steal something.

Social

Family Ties

Wife - Zephyra Rugimuffin 'Son' - Tirinel 'Daughter' - Ester Brothers - Parachron Tirinosis, Reshaah, Vel'Akor, Kassim

Religious Views

Worhips Raquel actively, but pays respect to Oun and Wode

Hobbies & Pets

Hours the Basalisk Lizard

Speech

Speaks in an Irish accent

The life of an orphan was hard for Fungi, especially in the Mages Coast where anyone with a modicum of magical knowledge could make magical traps and security. However stealing food, weapons and magic was only the beginning.

View Character Profile
Alignment
Chaotic Good
Honorary & Occupational Titles
The Shadow of Raquel (Self Titled) Corporal of the Steel Saints The Green Eyed Snake (Old Alias as an assassin)
Age
68
Birthplace
Majital, The Mages Coast
Children
Current Residence
Silver Halls
Gender
Male
Eyes
From the pupil, it moves out from red, to dark green and then to a cyan
Hair
Blonde, disheveled hair
Skin Tone/Pigmentation
Tanned
Height
2ft.7"
Weight
34lb
Known Languages
Common, Gnomish, Thieves Cant and Wicked (Learning Auran)

Fungi Rugimuffin

Gnome (Forest) Race
Bloodwave Bay (Mage Coast) Origin
Rogue/Cleric 14/2 Class & Level
Lawful Neutral Alignment
Raquel Deity
Steel Saints Faction
Sergeant Rank/Position
9 Loyalty
Company

Strength 12
+1
Dexterity 22
+6
constitution 12
+1
intelligence 18
+4
wisdom 13
+1
charisma 14
+2
Total Hit Dice 16
Hit Die
1d8+1
+5 proficiency bonus
+1 Strength
+10 Dexterity
+1 Constitution
+8 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+16 Acrobatics
+0 Animal Handling
+9 Arcana
+6 Athletics
+2 Deception
+4 History
+0 Insight
+2 Intimidation
+14 Investigation
+0 Martial
+0 Medicine
+4 Nature
+6 Perception
+2 Performance
+2 Persuasion
+4 Religion
+16 Sleight of Hands
+20 Stealth
+0 Survival
skills

 
66
MV
2
Prestige
3
Attunement Slots
28
Armor Class
104
Hit Points
+6
Initiative
30
Speed
WeaponAttackDamage
---
Serpents Eye 1d20+11 1d6+7+1d6
---
Rugimuffin's 1d20+10 1d6+7+1d4
---
Forbiddence 1d20+12 1d8+8 or 1d10+8
---
Dagger 1d20+10 1d4+6
---
Shortbow 1d20+10 1d6+6
---
Firebolt 1d20+8 3d10
---
H. Crossbow 1d20+10 1d6+6
---
Rapier 1d20+10 1d8+6
---
Katana 1d20+10 1d8+6 or 1d10+6
Attacks
Armour |
Light Armour
Weapons |
Hand Crossbow, Katana, Katar, Longsword, Net Rapier, Scimitar, Shortsword and Simple Weapons, Whip
Tools |
Brewers Supplies, Cartographers Tools, Cook's Utensils, Disguise Kit, Forgery Kit, Navigators Tools, Thieves' Tools, Land Vehicles, Weaver's Tools and Woodcarver's Tools
Languages |
Auran, Common, Gnomish, Thieves' Cant and Wicked
Proficiences
Cantrips |
Firebolt
Minor Illusion

Spellcasting
Companion |
Basilisk Lizard
(https://docs.google.com/document/d/1prSDChms_uMtV2ARHKAT9bsKTeXg5TFkfkuPUpVall8/edit)

Backpack |
Abacus, Ball Bearings (1,000), Bell, (x5) Candle, Common Clothes (Cold Weather), Common Clothes (Fine), Crafting Tokens (x0), Hammer, Hooded Lantern, Hourglass, Flask (Oil x 2), Hempen Rope (50ft.), Pole of Collapsing, (x3) Rations, String 10ft. (x10), Tinderbox, Waterskin

Tools | Masterwork Carpenter's Tools, Masterwork Thieves Tools

Potions | (x1) Oil of Slipperiness, (x1) Potion of Animal Friendship, (x2) Alchemist Fire, (x1) Invulnerability, (x2) Fire Breathing, (x1) Heroism, (x4) Speed
Scrolls | Protection from Evil or Good

Blueprints |(Auto- Completed by Time Skip) Majital's Peculiar Spark (40/40 Days, 4,000/4,000gp), Sharons Shawl of Shadows

Special Items | Commemorative Stone (S,P,B) <Just a Regular Stone but ya know>, White Sapphire (Worth 200gp)

Planted in Storm's Rest
Red Onions, Spring Onions, Chives, Leeks, Carrots, Potatoes, Lettuce, Tomatoes and Corn


Reagents |

Body | Anointed Saint's Mail, Bolts (x34), (x3) Crossbow Bolt Cases, Dagger (x2), Fadesteel Helmet, a Hand Crossbow (A Silver Ribbon tied around its handle), Silvered Katana, Silvered Rapier (With a Red Tassel on the end)

Bandolier 1 | (x1) Invulnerability, (x1) Supreme Healing
Bandolier 2 | (x1) Invulnerability, (x2) Superior Healing
Bandolier 3 | (x1) Invulnerability, (x2) Heroism
Bandolier 4 | (x1) Invulnerability, (x2 Superoir Healing

Wedding Things | Golden Wedding Ring with a Dripping Dagger framing an Hourglass with a purple gem set as a dropplet and two red gems to represent the sand

Money | Copper: 3, Silver: 1, Gold: 4, Platinum: 321
Carry Capacity: 159.27/180lbs

Stored in Storm's Rest
Disguise Kit, Forgery Kit, Thieves Tools, A set of black and white robes (Fine Clothes), Bubblecrown

Rugimuffin's Dripping Blade
Being crafted by Thorgas Sternhammer
Masterwork Katar - Rare (1,500 GP, 15 CDs) - Attunement - Worthy 3

Constructed of a fine golden 'H' handle that flares out into fine feathered wings to represent the desire for flight and a wide blade made of a clean, white silver etched and decorated in gold with thorny vines and storm clouds, a memorial to the past, present and future. Finally, as the wings spread out at the wrist, a silken wrap binds the blade to the arm, allowing for quick, convenient access as the blade normally lies flat on the underside of the arm

Your Intelligence score increases by 1, up to a maximum equal to your ability score cap.

This weapon deals an additional 1d4 acid damage on a hit.

This weapon can be used as an arcane focus.

Black Flag Concealed. You have advantage on Dexterity (Stealth) checks.

Stored in Reliquary of Time
Se Fremtiden
Tier 2 Prestige 2 Mission Reward
Wondrous (Stop Watch) - Minor Very Rare (4,000gp) - Crippling Attunement (Cleric: Time) - Worthy 1

“My visions haunt me, as our future is uncertain, but I will fight for my people and the dream of a home to call our own.”
A stop watch that jangles with charms and mementos of the Seeress’s previous conquests. Bands of metal shift around it, moving over the face and lining up with the outer rim.

As you attune to this stop watch, it embeds itself in your palm. You cannot hold any other items in this hand whilst it is within your palm. If you become unattuned to this stop watch, the charms and baubles that are dangling from the stop watch, tug and tear out your palm. You cannot hold weapons or shields in this hand, and any attempt to manipulate objects using this hand is made at disadvantage. This dis-figuration can only be recovered from with the Regeneration spell.

This stop watch counts as a holy symbol.

Your spellcasting DC and spell attack rolls you make with this holy symbol are both increased by 1.

Fractures in Time. Whenever you would use a Shattered Time die on one of your or an allies d20 rolls, you or they gain 1d6 Temporary Hit Points.

Brand the Heretical/Aid the Pious. Speaking the stop watches command word "Verden", you can cast one of the following spells from this holy symbol: Slow or Haste. You regain this feature after finishing a long rest. Casting the spells this way causes an ethereal mark to appear over the creatures forehead. One of a clock which slowly rotates when under the effect of Slow, and one of a clock rotating at an accelerated pace when under the effects of Haste.

In Another Time. When you cast a 1st or 2nd level spell that has a range of Self, you can cast it on an ally within 5 feet, as if the spell then had the range of touch. Doing so doesn't use the spell slot. You can use this feature once, regaining the use after finishing a long rest.

This item is Glorybound.


The Serpent's Eye (Attuned)

Being Crafted by Fungi Rugimuffin
+1 Hand Crossbow - Very Rare (4,000gp, 40 days) - Attunement

This simple hand crossbow is made of a light birch wood, with golden and silver calligraphy drawn in the shape of vines and clouds. Dangling from the handle is a small soft toy in the shape of a female air genasi.

Your Dexterity score increases by 2, and your Intelligence score increases by 1, both of which up to a maximum equal to your ability score caps.

This weapon deals an additional 1d6 force damage on a hit.

Nothing Gets Past Me. Your attacks with this weapon ignore any physical resistance a target has.

The Serpent's Grasp. If the second attack you make in a round is with this weapon, you can have advantage on the attack.

Forbiddence (Attuned)
+1 Longsword - Covenant - Attunement - Worthy 2 - Arcadum Forbid.

This weapon has the Finesse property.

Whenever you score a critical hit with this weapon, you can spend your reaction to forbid a creature you can see within 30 feet from taking a certain kind of action of your choice for 1 round. The target must make a DC 14 Wisdom saving throw to resist this effect.

Attack: The target cannot take any action that involves an attack roll, or uses a spell or ability that targets an enemy or an area that includes an enemy.

Cast: The target cannot cast spells.

Communicate: The target cannot communicate with anyone by any means, including speaking, skill checks to pass secret messages, writing, telepathy, and gestures. This effect does not prevent verbalizations for purposes other than communication, such as command words or verbal components for spellcasting.

Draw: The target cannot ready or prepare any item, weapon, component, or equipment.

Move: The target cannot willingly move, and does not resist being moved by others.

- Level 12 Changes +1 bonus becomes a +2 bonus. DC of Forbid becomes 17. Halt. When you deal damage to a humanoid creature with this weapon, you can activate this ability (no action required by you). The creature must succeed on a Wisdom saving throw with a DC equal to the DC of Forbid or fall under the effects of the Hold Person spell, requiring your concentration. You can use this ability three times per combat.
Improved Defensive Duelist. If you use the Defensive duelist feat to increase your AC as a reaction, you increase the bonus to your AC by 2.

The Reformed Pirate (Attuned)
Being Crafted by Fungi Rugimuffin
Wondrous (Cape) - Very Rare (4,000gp, 40 Days) - Attunement

This cape is made is fine silks and cloths, making a spiders web pattern across its surface. It fades from a dark purple at the top into a soft sky blue at the bottom.

Your Dexterity score increases by 3, up to a maximum equal to your ability score cap.

I Was Once a Fool. Dexterity (Stealth) checks you make are increased by 3.

Now I Have Hope. Once per turn, when you hit a creature with a weapon attack while hidden from it, you can deal an extra 1d6 force damage to that creature.

And They Guide Me. Once per turn during true combat, when you use the hide action you can teleport up to 20 feet before you roll. You can attempt the hide action in an open area as long as you end up out of sight after you teleport. You can use this ability three times, regaining all uses after finishing a long rest.

Lucy's Boots
Wonderous (Boots) - Major Uncommon (1,000gp)
A pair of black boots that come up just above ankle height they have an element of elegance about them that often isnt present in boots like this as they arent heeled.

Your walking speed is increased by 5 feet.


Orc Hide Gloves
Wondrous (Gloves) - Major Rare - Attunement
Made out of the flesh and bones of a deceased orc, these gloves freakishly adapt and mold themselves onto the hands of any brave enough to wear them.

While attuned and wearing these gloves, you increase your Wisdom score by +2 to a maximum equal to your ability score cap and reduce all necrotic damage you take by 3. These gloves can be worn by any creature with hands or a limb to attach the gloves to. You also have access to the following ability:

Wendigo Nails: Once per long rest, you may activate the latent necrotic energies in these gloves to cause your fingernails to enlarge and thicken. These nails are natural weapons which you can use to make unarmed strikes. If you hit with them you deal slashing damage equal to 1d6 + your Strength modifier. While your nails are enhanced in this way, unarmed strikes that hit deal an additional 1d4 necrotic damage. Your nails remain enhanced in this way for 1 minute.
[Base Material, Enchantment, Enhancement, Special Crafter, Spell Invocation x2]

Mantle of Second Chances
Wondrous (robe) – Minor Very Rare (3,150gp) – Attunement
This silken mantle is made from a fine blue cloth that is soft to the touch and flows around the bearers form like water. It is decorated in symbols of fate, and renewal, and is trimmed in gold and silver cloth. While attuned to this robe, you gain the following abilities and features:

Second Chance: When you would fail a death saving throw that would bring you to three failed death saving throws, you can activate this robe to instead roll a d20, on a 10 or lower, you die, on a 11 or higher you are instead brought to 1 hit point. This ability can be used once per update stream.

Finding Fortune: Once per long rest, you can activate this robe when you would fail an ability check, attack roll, or saving throw to re roll that ability check, attack roll, or saving throw.

Renewal: Every day at dawn this robe shifts and forms to the attuned, roll a d6, on a 1 the robe is Strength, on a 2 the robe is Dexterity, on a 3 the robe is Constitution, on a 4 the robe is Intelligence, on a 5 the robe is Wisdom, and on a 6 the robe is Charisma. This increases the bearers ability score by two, up to your ability score cap.
[Base Material, Enchantment, Enhancement, Adornment]

Equipment
Steel Saints
Faction
The Mad Man
Stat Array
Class Features | Rogue:
Expertise
Your proficiency bonus is doubled for two skills of your choice (Stealth & Slight of Hand). At 6th level your proficency bonus is doubled for two additional skills (Investigation & Acrobatics).

Sneak Attack
Once per turn, you can deal an extra 6d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Theives Cant
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action
Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Rogue Subclass - Pirate
When you choose this archetype at 3rd level, you gain proficiency with the navigators tools and cartographers tools. If you become a member of the Freemen, you gain a +2 on these rolls for as long as you are in the faction.

Plunder and Thunder
When you choose this archetype 3rd level, you gain an additional 10% wealth when you find a treasure hoard. This stacks with other hoard modifiers. In addition, as a bonus action, you can mark an enemy for death. For 1 minute, you deal sneak attack damage to that creature regardless of circumstances. However, the creature has advantage on attack rolls against you. If this creature is defeated within the minute of this ability, Kaheeli rewards your audacity - you gain a +1 bonus to attack rolls for the remainder of the combat encounter. You can use this ability multiple times in the same combat encounter. However, each time the bonus stacks while benefiting from this bonus, each creature you mark has this bonus to attack you as well. Once the combat encounter in which this ability is used ends, you must finish long rest before you can use it again.

Feat (Level 4) - Crossbow Expert
You ignore the loading property of crossbows with which you are proficient.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Feat (Level 8) - Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:
Increase your Dexterity by 1, to a maximum of 20.
You gain proficiency with four weapons of your choice. Each one must be a simple or a martial weapon:
Longsword, Net, Scimitar, Whip
You gain proficiency with one exotic weapon of your choice:
Katana
Choose one type of weapon you gained proficiency with from this feat. Add your proficiency bonus to your AC against attacks made by that type of weapon:
Longsword

One More Drink!
Beginning at 9th level, you are so adept at drinking in combat, they can consume potions as a bonus action (this doesn't apply to oils). Additionally, while wielding a potion, a tankard of ale, wine, mead, grog, or something similar, you can treat the item as a shield, gaining a +2 to AC.

ASI - Level 10
Increase to Strength and Consitution Score by 1

Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

ASI - Level 12
+2 Wisdom

Blasted and Blasting
Starting at 13th level, whenever you would receive a critical hit from an enemy, you can use a reaction to attack them back with a melee weapon. If the enemy's attack is a ranged attack, you can switch to a ranged weapon, dropping what you had in your hands to equip it, and make an attack against them. This attack can score a critical hit on a roll of 16-20.
You are immune to negative effects of being drunk.

Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.


Class Features | Cleric :
Spellcasting
Cantrips: Guidance, Sacred Flame, Spare the Dying
1st Level: Longstrider, Magic Missile, Bless, Cure Wounds, Shield of Faith

Blinding Speed
The Cleric gains advantage on initiative checks.

Shattered Time
After a long rest, you can roll a number of d20s equal to your wisdom modifier. You can "store" these d20s to be used to replace a die roll of an attack roll, saving throw or skill check. Replacing these d20s is a reaction. This can affect yourself or an ally within 20 feet. These rolls last until a long rest.

Time Splinter
At 2nd level, you may use your Channel Divinity to vanish within a splinter of time. As a reaction after you suffer damage or are forced to make a saving throw, you can vanish from time, becoming temporarily immune until the start of your next turn. During this time, you cannot be targeted or seen. After which, you return to an unoccupied space of your choice that is within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen freely if more than one space is equally near).


Faction Features | Steel Saints:
Ability Score Cap Increases
Strength & Charisma +2; This boosts the maximum of an ability score but not the score itself

Tool Proficiences
Forgery Kit, Disguise Kit and Land Vehicles

The Anointed Forge
This awe-inspiring forge can only be used by a few. You will need proficiency in and posses smith's tools. Only a crafter that possess a relevant crafting origin may operate the forge, such as the Hide Flayer, Forge Child, or Mender, but even they will have a chance to fail. Only a Forge Cleric can use the forge without failure, and they do not require a relevant origin. All items successfully crafted with the forge will require prestige to wield, but using the forge does not.

Contracts
Completing Contracts progresses the Steel Saints

Thunderer
You can make a bonus action melee attack using your shield with proficiency. When you do, use your Strength modifier and do 1d4+your Strength modifier bludgeoning damage. When you make this attack you lose the shield’s AC until the start of your next turn. Should your shield have a flat bonus to AC (+1, +2, +3), you can add that bonus to its attack roll and damage roll.

Under the Gaze of Death
During missions Steel Saints gain resistance to Necrotic Damage.

Twin Talons
These shortswords are pairs and balanced to be used together. If the first attack you make in a round is a hit, you may make the off hand attack with your off hand weapon without expending a bonus action, however you may not spend your bonus action to make additional attacks the round you use this free off hand attack.

Fadesteel Helm
This helmet removes the disadvantage penalty for sneaking in heavy armor, in addition, it provides a +1 to stealth checks.

Silver Eagles Call
A Steel Saint can use an action to let out a battle cry. All player character allies that can hear you within 30 feet can make an attack roll with a weapon against an enemy within the range of that weapon up to 30 feet. If the ally is a Steel Saint, they roll this attack with advantage. For each of these attacks that successfully deal damage, all player character allies within 30 feet of you are healed for 10 hit points. This ability can be used once per mission.


Lip Service | Raquel:
Show spoiler
Proficiency in the Investigation Skill.

Show spoiler
+1 Wisdom


Origin Features | Bloodwave Bay (Mages Coast):
Skill Proficiency – Athletics
You don't live on these waters, without learning to swim good and proper

+1 to Dexterity Score
The sea is unforgiving and is constantly moving

Skill Prof – Arcana
You have developed keen senses for the presence of magic

Firebolt
Stealing so much from Majital has led you to adapt like they have - You gain 1 wizard cantrip of your choice and cast it at character level


Racial Features | Gnome (Forest):
Darkvision
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Gnomish Cunning
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Natural Illusionist
You know the Minor Illusion cantrip. Intelligence is your spellcasting ability for it.

Speak with Small Beasts
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Class/Racial Features & Traits

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