Jeckyll

Jeckyll

Physical Description

General Physical Condition

Frail, Bendable Bones.

Body Features

Immaculate, no sight of scaring or bruiser, no magical burns nothing. It's like this man has not fought or works a single day in his life.

Facial Features

Oval face, slight under bite, really shitty facial hair.

Identifying Characteristics

A desperate attempt to grow facial hair

Physical quirks

Slight hunch, always watching for those watching.

Special abilities

Projectile Stomach Acid

Apparel & Accessories

He wears is a very fashionable coat hand crafted by the famous Ara Felegra over top his ancient eleven breastplate gifted to him by some weirdo dead elf thing.

Specialized Equipment

A wide variety of totems made of humanoid body parts.

Mental characteristics

Personal history

Ever since his unfortunate birth, Jeckyll knew how hard life was going to be growing up in the wastes. Him along with the tribe of Greenskins that enslaved his mother traveled across The Badlands in search of things to satisfy their basic needs. For 10 years he roamed from place to place, until his will to keep on going wilted and died.   When he woke up not long after he fell unconscious, he was being feasted upon by a vulture. It was then that the crazed starving child ripped the bird to shreds and ate it alive. From that day forward, Jeckyll roamed The Badlands like vulture, feasting on the remains of what ever he could find.

Gender Identity

I ate people

Sexuality

Straight

Education

Jeckyll being born the badlands was not privileged to things such as education. Instead most of his knowledge was about how to survive in The Badlands. He received most of this information from the elders of his tribe, who would tell stories of great battles and costly mistakes.   He would often study the corpses of the fallen, ripping them open to investigate their insides before devouring them.   He only began learning the ways of the druid after he began experiencing terrifying nightmares at the age of 16, these dreams would show him the path of balance.

Employment

Quartermaster and guard at the Shackled Legion.

Accomplishments & Achievements

Jeckyll has survived inside the wastelands ever since his birth. The fact that he is still breathing and has all 4 of his limbs still mostly intact is quite a feat.   Jeckyll has achieved the following feats:
  • Spoke the word Tera in Druidic at the earthen grove and absorbed the majority of the druidic energy, which granted him an additional attunement slot aligned with the element of earth.
  • Conquered the Tower of Greed located in the Cathedral of Sin.
  • Conquered the Tower of Warth located in the Cathedral of Sin.
  • Conquered the Trials within the Vault of the Lunar Waltz
  • Was apart of the team that recovered Einhander from the Tomb of Fone.
  • Was apart of the team that returned Fone's soul to the Linnorm Dragon Soul

Failures & Embarrassments

Having lived in Wastelands all his life, Jeckyll is not up to date on anything that was birthed from civilization. This has lead to some less then ideal situations involving the washroom and certain social situation. This has lessened in the recent years but this quirk can still be very much seen at the dinner table.

Mental Trauma

-Lesser Carcerophobia   -Near Death Experiences   -Poor Childhood

Intellectual Characteristics

-Strong Conviction   -Holds himself to a higher standard   -Self-Aware

Morality & Philosophy

Typically for those that live in The Badlands, morality and philosophy is often ignored since the only thing on their mind is how to get their next meal. Jeckyll ethics are based on deontological ethics.  

Morality

Jeckyll believes that the cycle of life must not be interfered else we destroy the very foundation of the world we life in. Furthermore he believes that all life must be respected, as if it were any other person.  

Philosophy

Jeckyll holds a deep respect for the elders who bear great wisdom, for it is them who have ridden through the road of life. They have experienced all its ups and downs and for that they deserve our respect.   He firmly believes in survival of the fittest, for only the strong can survive the hardships and challenges that come with living but no one is born strong. Jeckyll learnt that the hard way and from that experience he grew. Every failure plants the seeds of victory and they may only bloom after you have cared for them long enough.

Taboos

Being a past devote follower of Lorn, the druid particularly dislikes the raising of undead and any other activities that directly affect the cycle of life.

Personality Characteristics

Motivation

Strives to ensure that balance is maintained in all things. Also desires to help his people in any way possible.

Likes & Dislikes

-Enjoys eating raw meats, absolutely despises prepared meals.   -Enjoys extreme weather.

Virtues & Personality perks

-Pride   -Witty   -Truthful

Vices & Personality flaws

-Has a craving for humanoid/Greenskin flesh   -Primal   -Very Dirty   -Wrathful

Personality Quirks

Tends to spit up things that he should not of ate along with a lot of blood.

Hygiene

If you shower even once a month then it's too much.

Social

Family Ties

Mostly Unknown

Religious Views

A past follower of Lorn and the Path of The Green Pantheon   Now devotes himself to conquering his endless hunger, his addiction to greenskin flesh.

Social Aptitude

Tends to be hostile at first to people who try to get too friendly. While it doesn't seem like it, he has quite the high self-esteem and will always try to meet your gaze. Unfortunatly, he is not very good with mannerisms.

Hobbies & Pets

Enjoy hunting and exploring the anatomy of creatures.

Speech

Sudden pauses due to trying to stop himself from throwing up acid on to you.
Alignment
True Neutral
Honorary & Occupational Titles
The Cannibal, The Hunger
Birthplace
The Badlands
Children
Current Residence
Gender
Male
Eyes
Brownish Red
Hair
Long and Black
Height
5'8
Weight
110 pds
Known Languages
Common (Waste), Orclin (Waste), Druidic, Terran, Thieves Cant

Jeckyll

V.Human Race
Land(Mountain) Druid 11 | Redemption Cleric 1 | Leve 12 Total Class & Level
True Neutral Alignment
Vavren Deity
Shackled Legion Faction
Quartermaster Rank/Position
9 Loyalty
The Shadow Key Company

Strength 11
+0
Dexterity 15
+2
constitution 20
+5
intelligence 11
+0
wisdom 20
+5
charisma 10
+0
Total Hit Dice 12
Hit Die
1d8+5
+4 proficiency bonus
+2 Strength
+4 Dexterity
+11 Constitution
+6 Intelligence
+13 Wisdom
+2 Charisma
saving throws
+2 Acrobatics
+5 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+5 Insight
+0 Intimidation
+0 Investigation
+9 Martial
+9 Medicine
+0 Nature
+9 Perception
+0 Performance
+0 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
+9 Survival
skills

 
66
MV
4
Prestige
3
Attunement Slots
21
Armor Class
149
Hit Points
+2
Initiative
30ft
Speed
Attacks
Prestige 4, Prestige 5 from Daborak campaign
Languages

Common (Waste), Orclin (Waste), Terran, Druidic, Thieves' Cant
SourceBenefits
Class - DruidArmor: Light, Medium, Shield

Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs,
scimitars, sickles, slings, spears

Tools: Herbalism Kit

Skills: Nature,Survival
Sub Origin -
Twice Cursed
Tool Proficiency - Glassblower's Tools
Faction -
Factionless
Tool Proficiency - Woodcarver's tools

Skill - Perception
Faction -
The Watch Wall
Cap Increase - +2 Dex

Tool Proficiencies – Mason's tools, Potter's tools
Faction -
The Dark Pact
Cap Increase - +2 Wis

Tool Proficiency - Calligrapher's Supplies
Faction -
The Linnorm Lords
Cap Increase - +4 Constitution

Tool Proficiency - None
Faction -
Shackled Legion
Tool Proficiency - Painter's Tools

Instrument Proficiency - Hand Drum

Sentence (6MV) Blasphemy - Benefit: You gain proficiency in the Religion skill. If you are already proficient, you instead gain a +2 on Religion checks.

Marks of Service
The Iron Brand - +5 HP

Flame Serpent Sleeve - Resistance to Fire Damage

The Old Hand - Thieves' Cant
AcademiesExpertise > Calligrapher Supplies
Terran

Proficiences
Cleric Spells(6)


Cleric Cantrips


Cantrips
Toll of the Dead, Guidance and Thaumaturgy

Cleric Spells


Spell levelSpells Prepared
1st
Healing Word(D), Heroism(D), Bane, Guiding Bolt, Cure Wounds, Protection from Evil and Good, Sanctuary, Shield of Faith.



Druid Spells(15)

Druid Cantrips


Cantrips
Thorn Whip, Primal Savagery, DruidCraft, Resistance, Magic Stone




Druid Spells


In Session Prepared Spells
Spell levelSpells Prepared
1st
Absorb Elements, Purify food and drink.
2nd
Spider Climb(M), Spike Growth(M), Lesser Restoration(C), Healing Spirit(C), Pass Without Trace.
3rd
Lightning Bolt(M), Meld Into Stone(M), Mass Healing Word(C), Life Transference(C), Conjure Animals, Dispel Magic, Wind Wall, Erupting Earth.
4th
Stone shape(M), Stoneskin(M), Death Ward(C), Polymorph(C), Conjure Woodland Beings, Freedom of Movement, Blight, Wall of Fire.
5th
Passwall(M), Wall of Stone(M), Raise Dead(C), Mass Cure Wounds(C), Transmute Rock, Greater Restoration.
6th
Transport Via Plants, Heal.


Druid Spells for RP Events


1st Level
Absorb Elements.

2nd Level
Spider Climb(M), Spike Growth(M), Lesser Restoration(C), Healing Spirit(C), Gust of Wind, Enhance Ability.

3rd Level
Lightning Bolt(M), Meld Into Stone(M), Mass Healing Word(C), Life Transference(C), Conjure Animals, Dispel Magic, Water Walk(R), Tidal Wave, Plant Growth.

4th Level
Stone shape(M), Stoneskin(M), Death Ward(C), Polymorph(C), Conjure Woodland Beings, Freedom of Movement, Control Water.

5th Level
Passwall(M), Wall of Stone(M), Raise Dead(C), Mass Cure Wounds(C), Commune With Nature(R) Control Winds.

6th Level
Heal, Transport Via Plants.

Spellcasting
Forget-Me-Not Blueprint
Crafting Token(s): 199

Gold: 37,625.46
A sac filled with random stuff that Jeckyll and the Jade Monkey slammed against a wall together for fun. - Attuned
A sac filled with random stuff that Jeckyll and the Jade Monkey slammed against a wall together for fun.

Wondrous (Sac) - Major Very Rare (6900gp, 69 days to craft) - Attunement: Twice Cursed

There’s something to be said about the innocence of fun being had with another. The innocent fun between a cannibal and the Jade Monkey that was had in the process of this item’s creation was a reminder of something greater than the end result; the process. While the interior might very well be a mishmash of various parts, different materials broken up and brought together to be thrown against a wall over and over, such a thing ordinarily wouldn’t have had a magical effect. Yet strangely, at the end of the process, there was indeed a magical aura...perhaps there was merit in this. Perhaps there was merit in simple fun like this.

Your Constitution score increases by 1, and your Wisdom score increases by 2, to a maximum equal to their respective ability score caps. Additionally, you gain the following benefit:

Reflection. The time spent in recollection, self-reflection, and making a friend in the process of this item imbued it with the power to steady one’s self against the odds. You gain a +1 bonus to Wisdom saving throws. If you restore hit points to a creature using a spell slot of 1st level or higher, this increases to a +2 bonus until the start of your next turn. At the start of your turn, if you are within 10 feet of an ally, you can forgo this bonus to give it to them until the start of your next turn. It can still be increased while imparted in this way.

You also gain access to the following abilities:

Generosity. Though you walk with your share of the curse, there is merit in using that power for others. As an action, you can take upon yourself a curse that bolsters up to four allies you can see within 60 feet of you for 1 minute. When you activate this ability and at the start of each of your turns, roll a D4. Until the start of your next turn, you have a penalty to attack rolls and saving throws equal to the result, and the chosen allies gain a bonus to the same rolls equal to the result. The penalty doesn’t stack with the bane spell, and the bonus doesn’t stack with the bless spell.
Once you use this ability, you can’t do so again until you finish a short or long rest.

Jade Monkey’s Friendship. As an action, the joy and friendship of the Jade Monkey can be recalled. For 1 minute, you gain 3 hit points at the start of each of your turns. You can use this ability three times, and regain all uses when you finish a long rest.


The Dish of Life - Attuned
Dish of Life - +1 Shield - Major Rare (2700gp, [200gp, 2 days to upgrade]) - Attunement(Attuned): Spellcasting class feature



This wooden shield has the leather of a troll stretched across it, the bark of the ancient tree granting an odd beauty of enchantment to it, the hide stained red from blood. A phrase is written in Druidic across it, and a white rose bud has been nurtured to health in contrast to the blood.

Your Constitution score increases by 2, to a maximum equal to your ability score cap. Additionally, you gain access to the following abilities:

A Dish Best Served Twice: When you restore hit points to a creature using a hard cast a spell of 1st level or higher with a duration of Instantaneous, they restore additional hit points at the beginning of their next turn equal to your proficiency bonus.

Blessed Touch: You can cast the Lesser Restoration spell as a 2nd-level spell from this item. You can use this feature twice, with both uses refreshing on a short or long rest within a forest, or a long rest elsewhere.

Preservation Above All: If a creature would restore no hit points from a spell you cast due to a debuff, disease, or poison it is suffering, they instead regain half the hit points rolled. Once a creature benefits from this feature, it cannot do so again until the start of your next turn. This ability can be overcome by certain powerful foes, such as Villains.
The Lost Heart - Attuned
The Lost Heart

Wondrous (Neck) - Major Rare - Attunement



”Sometimes, even Dolten nights can be bright."
A heart shaped necklace, now forever frozen holds a small egg to symbolize rebirth and the coming spring.


This amulet may serve as a holy symbol.

Due to the special method used to create this item you gain the following abilities.
You are resistant to Cold damage.
Fire damage you deal is reduced by your proficiency modifier.


Winter’s Embrace. Your healing spells are infused with frozen cold energy. As a reaction, when you heal a target using a hard cast spell, you can choose to turn half of the healing to temp HP for one creature. These temp hit points last for 1 minute. While the target has these temp HP they gain the following benefits: 2 DR for physical damage and a bonus of 1 to their AC.

My life to give. When you use the Martyr ability in true combat, you can choose to deal additional Xd4 damage where X is equal to the level of the healing spell to yourself and add the amount to the healing.
I.E. a third level cure wounds would deal 3+3d4 damage and heals for an additional 9+3d4.

A Little Extra. Five times per short rest or long rest, whenever you give or receive magical healing, you may add an additional dice to the result. This cannot be used to increase non-dice healing.

Undying Devotion. Whenever you would fall unconscious due to hit point damage, you may remain conscious at 10% of your total hit points. (Rounded down) You may use this feature once per long rest.

Hope Springs Eternal. Whenever you and an ally you can see roll a saving throw against the same effect, you may activate this power as a reaction. The selected ally may use your result, if it is higher. You may use this feature twice per day.

[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x2, Special Crafter]

 
Etincelle
Etincelle - +1 Scimitar - Major Rare (2750gp) - Attunement: Druid


Your Wisdom score is increased by 2, to a maximum equal to your ability score cap.

When you hard cast the flame blade spell, you can cover this weapon with it, instead of making it appear in a free hand. When covering this weapon, the spell's damage is changed to lightning damage, and is added to the damage of this weapon.

At the end of a short or long rest, you can choose two cantrips from your Druid spell list that deal damage. You can change their damage to lightning or thunder (your choice) until your next long rest.

[Base Material, Adornment, Special Crafter]
Staff of the Pochali
Staff of the Pochali - Staff - Major Rare (3000gp) - Attunement: Spellcaster

Increase the DC's of spells you cast by 1.

You gain a +1 bonus to AC.

You can cast the following spells once each before finishing a short rest: Bless, Heroism, Lesser Restoration, and Shield of Faith

You can choose either your Intelligence, Wisdom, or Charisma as the spell ability modifier

Cloak of the Sightstealer

Cloak of the Sightstealer

Cloak (Wondrous) - Minor Very Rare - Attunement



A light grey cloak marked with lighter spots to and fro the fabric. It is immensely comfortable, and always warm when the user needs it. A shadowy haze now manifests in the interior of the cloak when worn, a dark fog gently buffeted by unseen winds and glittering with the presence of minute stars.

Your Dexterity modifier is increased by +2, to a maximum of 20. This is affected by ability score cap increases

Under Cover of Night. Whilst you can see the night sky, you negate the penalties to stealth from wearing heavy armour.

You gain the Dancing Lights cantrip. Additionally, you can use the following ability:

Incandescence. As an action, or as a reaction to being targeted with a melee attack by a creature you can see within 30 feet of you, you can wrap yourself in your cloak, and call upon the stars within. Hostile creatures within 5 feet of you must succeed on a DC 15 Constitution saving throw, or become blinded until the end of your next turn. A creature takes 2d6 radiant damage on a failure, or half as much on a success. A creature that has total cover from you is not affected. You can use this ability three times per long rest.

[Base Material, Enhancement, Enchantment, Spell Invocation x2, Special Crafter]
The Ring of The Swarms
Ring of The Swarm – Major Rare Ring – (Attunement – Worthy 2)


You gain immunity to physical damage dealt by swarms.
You can spend a bonus action to summon a Swarm of Wasps
The swarm lasts for 3 rounds, and you can use this ability three times. All uses refresh at dawn each day.
(Additional Clarifications: Swarm can be spawned up to 20 feet away and multiple swarms can exist.)
Bones of Stolen Form
Bones of Stolen Form - Major Rare - Arcadum, Attunement

While attuned to this amulet, you gain the following abilities and features:
Exoskeleton: While you are polymorphed or wild shaped, you increase your Strength and Constitution score by two.
Bestial Mind: While you are polymorphed or wild shaped, you gain advantage on saving throws made that would cause you to change forms.
Deathly Form: When you assume a form other than your own you may become an undead version of that creature. Doing so grants you all the normal features; in addition, while morphed into an undead form, you are treated as undead, gaining immunity to poison damage, as well as the poisoned condition.


Cloak of the Frozen Toad
Cloak of the Frozen Toad

Cloak - Major Rare

A strange cloak made from the perfectly skinned and preserved flesh of a giant, blue and white toad. The head of the toad provides a hood that will protect the wearer from the elements, the arms wrap around the wearers upper body to keep the cloak secure when the hood is down, and the legs of the toad dangle behind the wearer. It's effective, and looks delightfully odd.

While wearing this cloak with its hood up, you can breathe Underwater, and you have a swimming speed of 40 feet.
Pulling the hood up or down requires an action.

Twice a day, you can wrap this cloak around yourself as a bonus action and cast the spell Protection from Energy on yourself without expending a spell slot, but only to gain resistance to cold damage. This requires concentration to maintain.
Devil's Luck
Devil's Luck

The dark ones look out for Jeckyll. Once per long rest, whenever Jeckyll would make a roll, modified by inspiration, he may roll again and accept the highest result.
+1 Dagger and +1 Wooden Half-Plate
+1 Dagger and +1 Wood Half-Plate

Jeckyll carries with him a special +1 Half-plate and +1 dagger that do not require attunement to use.


 
Coat of Hard Knocks
Coat of Hard Knocks


This normally brown silk coat pulses slightly with light, giving it a vibrant look at certain angles. The inside is embroidered with the marks of Felegra Clothing

These fine clothes were expertly made, its thread carefully enchanted by a brilliant tailor, and, once per dawn, can repair themselves if they haven’t been destroyed entirely by magic, patching themselves up, filling in holes and conjuring buttons back on, etc. Its colours will fade long after that of more mundane clothing.

[Base Material, Enhancement, Spell Invocation x1]



Equipment
Shackled Legion
Faction
The Mad Man
Stat Array
BadlandsTwice Cursed
Gain 10 extra hit points and gain a +2 to all saving throwsWhenever you receive a penalty to attack rolls, saving throws or AC, you are healed an amount of hitpoints equal to the penalty. This only counts the first time you receive a given penalty in a combat.
FeatsBenefits
Resilient(Consitution)+1 to Constitution Score and Gain Proficiency in Constitution saving throws
Ability Score Increase+2 to Wisdom Score
CisternYou tap into the natural healing power of the subterranean aquifers that run beneath all manner of terrain. You gain the following benefit:

You gain a second list of Circle spells (Cistern) when you take this feat. These spells follow the same rules as all other circle spells and are as follows:
Druid LevelCircle Spells
3rdLesser Restoration, Healing Spirit
5thMass Healing Word, Life Transference
7thDeath Ward, Polymorph
9thRaise Dead, Mass Cure Wounds
Class Features DruidBenefits
Spell
Casting
Divine
Caster
As a druid, Jeckyll is capable of drawing upon the divine essence of nature to cast spells. He is also capable of ritual casting spells. He may also use a spell casting focus to further simplify the casting of these spells.
The following table depicts Jeckyll Spell slots per long rest.
Spell levelSpell Slots
1st4
2nd3
3rd3
4th3
5th2
6th1
7th0
8th0
9th0
Wild shapeJeckyll gains the ability to transform into any 1 CR beast. This last 1/2 Druid Level rounded down hours.
Circle of The Land (Mountain)Gain a Bonus Cantrip and the following spells become druid spells for Jeckyll and always has them prepared.
Druid LevelCircle Spells
3rd Levelspider climb, spike growth
5th Levellightning bolt, meld into stone
7th Levelstone shape, stoneskin
9th Levelpasswall, wall of stone
Natural
Recovery
Jeckyll can regain some of his magical energy by sitting in meditation and communing with his nightmares. During a short rest, he can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half his druid level (rounded up), and none of the slots can be 6th level or higher. He can't use this feature again until he has finished a long rest
Land's StrideMoving through nonmagical difficult terrain costs Jeckyll no extra movement. He can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, He has advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Nature's WardJeckyll can't be charmed or frightened by elementals or fey, and is immune to poison and disease.
Class Feature - Redemption ClericAbility
MartyrWhenever Jeckyll would heal another ally with a spell, Jeckyll may choose to take damage equal to the spell's level, if he does so he may heal the ally an additional amount of hit points equal to three times the damage taken.
Well of GivingYou have +1 hit points per cleric level.
Domain Spell1st - Healing Word, Heroism

Class/Racial Features & Traits

The Weak are meat and the Strong will eat

“We should have never come back here.”   A lone druid who was walking down the wasting road stops, and looks around.
“ In our desperate attempts to find a new purpose in these desolate and ravaged lands, we have only discovered the harsh truth that we tried so hard to flee from. The weak will die while the strong thrive, that is how it has always been and will continue to be.”   The man will readjust his crooked and ragged skull.
“No longer will we be scavengers, feasting upon the scraps of our people. We will not be the prey rather we will be the predator.”   From his inside coat pocket, he will grab a handful of finger bones from his pocket and stare at them.
“No longer will we carry the burdens of our sins. We will break free from the chains of morality that have kept us confused and crippled. That is the first step we must take toward becoming the strong, to become the consumer rather than the consumed.”   He tosses the giant handful of fingers aside and begins to move back down the path he came.
“Good luck my people, survive and become strong.”
— Jeckyll's Revelation
 
  Walking away from the shambles of the Hold of Horrors, Jeckyll choose to return home, back to the horrible Badlands so that he may live with his people once more. Once more he lived and thrived in these lands while those around him curled up and died. Once more he feasted upon their rotting corpse in order to survive and thrive. Now after one year, once more he decides to leave his people behind so that he may become stronger, and eat and kill all that oppose him.

Info Dump

The following is back end information. No normal player really has a need to see this stuff
 

Book keeping/Important Events


Prestige Missions


  TEAM ARBOREA – “Shackles Made to be Broken” : Prestige gain – 1 (Prestige max 1)     Tower of Greed : Prestige 2     Tower of Wrath: Prestige 2    

Important Events


The Earthen Grove - (24/11/2018) – The druidic energy that now sits within Jeckyll grants him an additional attunement slot. This slot is aligned with the element of earth.  

Crafting Materials:


Symbol of Love: [Adornment,Enchantment,Enhancement] – (Armor,Shields,Wondrous) – (Wisdom) – (Healing, Life, Love, Good)(in Use)   Bark of an Ancient Tree: [Base Material,Enchantment] – (Shields,Wondrous) – (Strength ,Consitution) – (Nature, Growth, Chaos, Life)(in Use)   Troll Leather: [Base Material] – (Shields,Wondrous) – (Constitution,Wisdom) – (Regeneration, Giant, Battle)(In use)

Magic Items


Log of Deception – C: Jeckyll – Breastplate – Uncommon (600gp, 6 days to craft) – 28/10/2018   While wearing this wooden breastplate, if you succeed a DC 11 Dexterity (Stealth) check while prone and remain prone for 10 minutes, the illusory form of a log encompasses you. You can see out from within with ease, and so long as you do not move or take any actions or reactions, you are indistinguishable from a normal log. This effect is magical, and disperses if you are touched.   Slots used: Base Material, Enchantment x1 (1 Spell)   The Dish of Life Being crafted by Jeckyll +1 Shield - Major Rare (2700gp, [200gp, 2 days to upgrade]) - Attunement: Spellcasting class feature   This wooden shield has the leather of a troll stretched across it, the bark of the ancient tree granting an odd beauty of enchantment to it, the hide stained red from blood. A phrase is written in Druidic across it, and a white rose bud has been nurtured to health in contrast to the blood.   Your Constitution score increases by 2, to a maximum equal to your ability score cap. Additionally, you gain access to the following ability:   A Dish Best Served Twice. When you restore hit points to a creature using a hard cast a spell of 1st level or higher with a duration of Instantaneous, they restore additional hit points at the beginning of their next turn equal to your proficiency bonus.   Blessed Touch. You can cast the Lesser Restoration spell as a 2nd-level spell from this item. You can use this feature twice, with both uses refreshing on a short or long rest within a forest, or a long rest elsewhere.   Preservation Above All. If a creature would restore no hit points from a spell you cast due to a debuff, disease, or poison it is suffering, they instead regain half the hit points rolled. Once a creature benefits from this feature, it cannot do so again until the start of your next turn. This ability can be overcome by certain powerful foes, such as Villains.   Slots used: Base Material, Adornment, Enhancement, Enchantment   Syne - EOW – +1 Spear – (Attunement – Worthy) Attuned   Your spells do an additional 2 damage of all types, appropriate to the spell. When you cast the Magic Missile spell, instead of this additional damage, you create an additional dart. You gain an additional spell slot of every spell level you can cast up to 3rd level. Once per long rest, you can reroll any damage dice from a spell you cast, and you must use the new rolls.   Ring of The Swarm - EOW – Major Rare Ring – (Attunement – Worthy 2) Attuned   You gain immunity to physical damage dealt by swarms. You can spend a bonus action to summon a Swarm of Wasps with the following statistical changes:
  • The swarm gains 2 hit dice Dexterity score of 16 Large sized swarm It can attack three targets instead of one with its Bites action.
  The swarm lasts for 3 rounds, and you can use this ability three times. All uses refresh at dawn each day.
 

Comments

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Apr 6, 2019 23:15

Nice