Magic Items
Nonattunement
Ron's Cowl of Combat Roll (On Person)
Ron's Cowl of Combat Roll
Cowl – Uncommon – (500GP) – 5 Days
Combat Roll: You can use your reaction after a weapon attack is made against you to activate the magic stored within this cowl.
You gain the effects of the Zephyr Strike spell until the end of your next turn, and you can move to any unoccupied space within 5 feet of you with this reaction.
This ability can be used once, and refreshes at dawn each day.
Ratatouille (On Person)
Ratatouille
+1 Cook's Utensil – Major Uncommon (875gp)
You create the kit, make sure the book is in a safe place so the servant can read it, and enchant it with unseen servant, then enchant the servant with just the right amount of cause fear to give it a bit of extra motivation, but not so much it hinders it's work. The servant that works this cooking kit has cooking expertise, and is sufficiently afraid of its mistress/master that it will work tirelessly until the food is made to a sufficient standard. These cooking tools also glow with an unnatural blue light, having been sprinkled with sapphire dust taken from the Radiant Chasm.
A Sc(t)arry Sky (On person)
A Sc(t)arry Sky
Uncommon - 500 gp - 5 days
2 lbs ; This gauntlet has been crafted as a defensive option for those who prefer to fight with their fists.
You need a Dexterity score of 15 or higher to utilize this gauntlet effectively.
While worn, reduce damage you would receive from non-magical slashing melee weapons by 2.
Devil's Dream (On person)
Devil's Dream
Devil's Dream:
Bracelet - Uncommon - 500 gp - 5 days
This bracelet is made up of a 3 inch wide band of silver, framed by two 0.4 inch thick, hardened and blackened wrought steelwork rings with gold inlays mimicking intricate crack lines. The silver band holds the detailed inlay of a large demonic looking, horned snake that is coiling around the length of a javelin. It almost seems as if the snake is caressing the tip in some sort of twisted love. The inlay spans once around the whole bracelet and is expertly carved from the pitch black horn of a fiend. The snake's highlights consist of fine gold lines. On the inside, an ornate ""W"" is etched into one of the steel rings.
While you are wielding a weapon, you can spend a bonus action to wreath the weapon in dark, hellish looking flames for 1 minute. You gain a +1 bonus to Charisma (Intimidation) checks while the flames are visible. This ability refreshes at dawn.
Infernal Grip (On person)
Infernal Grip
Gauntlet - Uncommon
4 lbs
Your arm becomes unwieldy while wearing it due to its functionality. You cannot wield a shield and the gauntlet on the same arm simultaneously. You have disadvantage on Dexterity (Sleight of Hand) ability checks and other ability checks that require the use of deft hands (DM discretion).
When an enemy misses you with an attack with a melee weapon, you can spend your reaction to make a Strength (Athletics) ability check against the attack roll as the DC. On a success, you disarm the weapon and it is dropped in the hostile creature’s space within 5 feet of you. This ability refreshes at dawn each day.
Due to the way it is fastened, it takes 10 minutes to don or doff the gauntlet.
Flambear Trap (In Bank)
Flambear Trap
Flambear Trap
Being crafted by White
Hunting Trap - Major Uncommon (800g [1000g], 8 days)
This hunting trap has been imbued with a variety of firey magic. The oily surface glows faintly orange, yet it does not seem to give off heat when it is unarmed.
When you use your action to set this trap, you must make a DC 12 Arcana check to avoid setting it off prematurely, causing the trap to expend its charge harmlessly.
A creature that steps on the trap must make a DC 14 Dexterity saving throw or take 1d4 piercing and 1d4 fire damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (5 feet). A creature can use its action to make a DC 14 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing and 1d4 fire damage to the trapped creature. The trapped creature also takes an additional 1 fire damage at the beginning of each of its turns. Once the trapped creature is freed, the trap expends its charge.
Once the charge has been expended, the Flambear Trap becomes inert and acts as a normal hunting trap. This charge is regained at dawn when the trap recharges itself.
As an additional cost to craft this item, there is a 200 gp upfront cost that must be paid when the first crafting day is spent to reflect the cost of Glyph of Warding. This gold is not refunded if the item is scrapped.
Skeleton Key
Skeleton Key
Wondrous (Key) – Rare (1,650gp)
This simple brass and iron key appears to have no magical quality to it, but when placed next to a lock, it shifts form to fit the keyhole.
This key has the following abilities and features:
-Lock Shift: This key can be used to open any locked object. When you attempt to use it, roll a d20, on an 11 or higher, the key opens any lock DC 16 or lower. on a 15 or higher the key opens any lock DC 22 or lower, and on a 20 the key opens any lock DC 26 or lower. Once used on an object, if it fails it cannot be used on that object again.
-Part of the Set: A wielder that is proficient in Thieves Tools that uses this key, gains a +1 bonus on Thieves Tools checks made to unlock an object, or disarm a trap.
[Base Material, Enchantment, Enhancement, Adornment]
Attunement
The Cacaphony Paragon: Menace of the Night Hunter (Attuned)
The Cacaphony Paragon: Menace of the Night Hunter
+2 Longbow - Artifact - Minor Legendary 34,692 gp (30,492 gp, 66 days to upgrade) - Exclusive Attunement: Gloom Stalker Ranger
Evolution is an unending and grueling ideal. This bow has been made in honor of this ideal by a devotee of The Shapeless One. Its blackened, gnarled form gives off wispy shadows, and in the presence of the user's enemies its shape changes as barbed spikes point to its target, reminiscent of the way a beast might bare its fangs.
It is encouraged that you worship Gazenaroc, though not required to wield this item. But you must not disrespect Gazenaroc in any way. Doing so will force this item to be unattuned, and you cannot attune to it until you atone yourself in Gazenaroc's eyes.
While attuned to this item, you may not use or attune to any other items that would prevent you from being reduced to 0 hit points or restore hit points while reduced to 0.
Your Constitution is increased by 3, up to a maximum equal to your score cap.
Biodiversity: At the end of a long rest, choose one of the following animal spirits to integrate into your body until the end of the next long rest you take. Each form empowers you in certain ways.
Spider - 4 black, chitinous legs erupt from your back. You gain the effects of the Spider Climb spell. When you hard cast the Hunter’s Mark spell, it deals an additional 1d6 acid damage on hit. On the first round of combat, this weapon deals an additional 2d8 acid damage.
Tiger - Faint stripes form on your skin, and you gain the preternatural silence of a feline predator. You have advantage on Dexterity (Stealth) checks. When you hard cast the Hunter’s Mark spell, it deals an additional 1d6 slashing damage on hit. On the first round of combat, this weapon deals an additional 2d8 slashing damage.
Crocodile - Scale patterns form on your arms and legs, and your fingers and toes become webbed. You gain a swim speed of 30 feet, or increase your swin speed by 5 feet if you have one already. When you hard cast the Hunter’s Mark spell, it deals an additional 1d6 cold damage on hit. On the first round of combat, this weapon deals an additional 2d8 cold damage.
Viper - Your skeletal structure rearranges to make you much more flexible at the joints. Moving through allied creatures costs no additional movement, and you can move through hostile creatures as if they were difficult terrain. When you hard cast the Hunter’s Mark spell, it deals an additional 1d6 piercing damage on hit. On the first round of combat, this weapon deals an additional 2d8 piercing damage.
Apex Predator: This ability has 1 charge. Attacks you make can be augmented by your Biodiversity form by expending the charge on a hit. (no action required). You only regain a charge of this ability when you kill a hostile creature in True Combat.
Spider - The target must make a DC 10 + your Dexterity modifier Strength saving throw or be restrained for one minute. The target can repeat the saving throw at the end of each of its turns.
Tiger - The target must make a DC 10 + your Dexterity modifier Wisdom saving throw or treat you as invisible for the next minute. The target can repeat the saving throw at the end of each of its turns.
Crocodile - The target must make a DC 10 + your Dexterity modifier Constitution saving throw or take 1d6 bleed damage.
Viper - The target must make a DC 10 + your Dexterity modifier Constitution saving throw or become poisoned for one minute. While poisoned, the target is also unable to take reactions. They can repeat the saving throw at the end of each of their turns.
Defiant Deadeye: When you would be reduced to 0 hit points, you can instead use your reaction to go to 1 hit point. If you do, make one attack with this weapon. If the attack kills the enemy, you can make another on a different enemy, repeating this until you have made a number of attacks up to a maximum equal to your Dexterity modifier. These attacks deal an additional 3d8 damage of the type associated with your current Biodiversity form. Additionally, they automatically trigger the Apex Predator effect of your Biodiversity form on each hit. Once you use this ability, you cannot use it again until after a long rest.
Paragon Ability, Hunter-Killer: If the roll of a d20 when you make a Wisdom (Survival) check to track a creature is less than your Wisdom score, you can use that score in place of the roll. Whenever you make a successful Survival check to track a creature, this benefit also applies to Wisdom (Perception) checks to notice that creature and to your first Wisdom (Martial) check against that creature until you start tracking a different creature.
Whenever you deal the killing blow to a creature you're successfully tracking, choose a trait or special ability you learned about the creature through Martial checks or similar means, and you gain it for yourself until you finish your next short or long rest. The trait or special ability cannot provide spellcasting and you must fulfill any prerequisites to using it, such as wielding a specific type of weapon, or having a certain natural weapon or other physical characteristic noted in the ability. If it has a limited number of uses, you only gain one use of it, and any shapechanging ability allows you to transform back to your normal form with the same action, or automatically when you finish a short or long rest. You can only gain a trait or special ability in this way once before finishing a long rest.
All benefits of Hunter-Killer only apply if the creature is one that would satisfy true combat.
Due to a material used in the item and the fact that it is an artifact, the cost of the item and speed at which you craft it is increased to 462 gp per day.
[Base Material, Adornment, Enhancement, Enchantment]
Evolution of Shadow (Attuned)
Evolution of Shadow
Evolution of Shadow
Being crafted by Ron Earthbraka
+2 Studded Leather - Major Very Rare Artifact - Contingent Attunement
This set of armor is consumed by an ever coursing darkness, every inch of the material seeping with a permeating shadow, the hood giving the ability to pierce the veil of night to the wearer. An ultimate creation, the likes of which are envied.
This item cannot be attuned to normally. This item can only be attuned to when the wearer hits with an attack made with advantage while the wearer is in dim light or darkness.
Your Dexterity score is increased by 3, to a maximum equal to your ability score cap.
You can see normally in darkness up to 60 feet, and you have advantage on Dexterity (Stealth) checks made to hide in dim light or darkness. As an action, you can forgo the sight and advantage to cause the shadows around your armor to coalesce into four necrotic tendrils that obey your will. While these tendrils are active, you gain the following benefits:
• You have a climbing speed equal to your walking speed, and you can climb with your hands free.
• While moving using these tendrils, you leave behind no tracks or other trace of your passage.
• If you are not climbing, you can use your bonus action to make two tendril attacks when you take the Attack action on your turn. They are considered natural weapons with which you are proficient, have a reach of 5 feet, deal 1d4 necrotic damage on a hit, and use your Dexterity modifier for attack and damage rolls.
You can dissipate these tendrils as an action, returning it to shadows around your armor. Alternatively, you can end it using the following ability:
Reflexive Displacement. As a reaction when you would be hit by an attack that isn’t a critical hit, you can teleport to an unoccupied space that you can see within 15 feet of you. Until the end of your next turn, all attack rolls against you have disadvantage.
If you end it in this way, you can’t coalesce the tendrils again until you complete a short or long rest.
You also gain access to the following ability:
Attacks from All Sides. When you attack a creature in the same zone of dim light or darkness as you, you can cause your attack to come from elsewhere. You can make a Dexterity (Sleight of Hand) check, contested by the creature’s Wisdom (Perception) check. If you succeed, the creature is surprised, and all subsequent attacks against the creature have advantage while it is surprised. Whether you succeed or fail, the creature is immune to this effect for 24 hours.
Quiver of Infinity
Quiver of Infinity
Quiver - Minor Rare - 1700g - Attunement
(https://i.imgur.com/ATM2ek8.jpg)
An ornate green quiver bearing several Elvish motifs.
While attuned to this item, the user's bolts and arrows are stored in a pocket dimension similarly to a bag of holding, any ammunition fired instantly returns back to the quiver after 6 seconds. Additionally, mundane ammunition deals an additional 1d4 damage
Rebellious Blade (In Bank)
Rebellious Blade
+1 Greatsword – Minor Very Rare (3,000GP) – Restricted Attunement (Chaotic Aligment)
A blade with the inscription in common. “Even in the dark, the light of freedom burns bright!”
This weapon deals 2d6 extra damage to lawful creatures, it does an additional 1d6 damage to paladins.
Abyss Goggles
Abyss Goggles
Goggles - Rare - Attunement
Worthy 1
You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light.
You can see through magical darkness.
Bracers of Keen Archery (Attuned)
Bracers of Keen Archery
Wondrous (Bracers) – Very Rare (4,625gp) – Attunement
These leather bracers gilded in bronze bear the symbology of archery.
While attuned to these bracers, you gain the following abilities and features:
-Your Dexterity score is increased by 2, up to your ability score cap.
-Powerful Shot: Whenever you would make an attack with a bow, you deal an additional 2 damage, and if you possess the sharpshooter feat, you only suffer a -3 penalty on attack rolls when using it.
-Keen Shot: Bows you wield critically hit on a 19 or 20, instead of 20; a Champion Fighter instead critically hits on an 18, 19, or 20.
[Base Material, Enchantment, Enhancement, Adornment]
Items of Importance
The Shade Amulet (On person)
The Shade Amulet
Worthy, Abjuration/Transmutation. Ties to the Shadowfell. Spooky as fuck. Apparently warded from identification by divination magics. Is now contained in a lead-lined box. Is apparently some kind of key/trap disarming device, for an unknown lock. Has a small, nigh imperceptible button on it’s back, that releases the magic from it’s “core.” Written on the back is a poem:
Shattered and bent should I miss step, to the void I am lost.
I spin to the rhythm, bending low I mark the way.
Unspoken do I step forward, left and then right, forward I step, silent and moving, safe and secure, unbroken in this final waltz.
When White touched the words, it caused him to feel hunger, for the lifeblood of sentient creatures.
Contains a small key, apparently to a vault owned by The Shadow Grasp guild of thieves.
The vault is located on top of a mountain in Dolten. Only White knows the location.
When brought to the shadowgate of dolten, it reacted in an “explosive” manor, afflicting White fully with the curse of hunger, which lasted for roughly 3 weeks. This is why he attacked Teovance. In addition, this is when he was shown the path to the vault hidden in the mountains.
This amulet is not one of a kind. There are multiple vaults in the control of the shadow’s grasp. They are unaware that I possess one of these amulets. (maybe)
• 1 Astral Chuck-e-Cheese Token
• 1 500 GP Diamond
• 300 GP Diamond Dust
Crafting Materials
Crafting Materials
On Person
Ocktar
Superior |
Special Crafter |
Wondrous |
Intelligance, Wisdom |
Healing, Primal |
Quill
Superior |
Special Crafter |
Weapons, Wondrous |
Constitution, Dexterity |
Clockwork, Air, Flight |
Night Feather
Flawless |
Base Material, Adornment, Enchantment |
Armor, Weapons, Shields |
Strength, Dexterity |
Shadow, Chaos, Fluidity, Shapechanging,Hunting |
[Blessed] |
Cloaker Leather (In bank)
Superior |
Enhancement, Enchantment |
Weapons, Wondrous, Shields |
Strength, Constitution |
Shadow, Ambush, Range, Piercing, Wealth |
Crimson Feather
Flawless |
Adornment, Enchantment |
Weapons, Wondrous |
Strength, Constitution, Charisma |
Law, Evil, Poison, Blood, Curse, Healing Prevention |
[Corrupted] |
Dropped Screw (In bank)
Superior |
Base Material, Enhancement, Enchantment |
Weapons, Armor, Shields |
Dexterity, Constitution |
Shadow, Shapeless, Hidden, Avoidance |
Malken Black
Flawless |
Special Crafter |
Weapons (Finesse), Armor (Light) |
Dexterity, Intelligence |
Necrotic, Shadow, Sorrow, Darkness, Trickery |
Jade Monkey
Flawless |
Special Crafter |
Weapons (only monk weapons), Wondrous |
Strength, Wisdom |
Good, Radiant, Astral, Knowledge |
Hydra Fang
Flawless |
Enhancement, Enchantment |
Weapons |
Strength, Constitution |
Primal, Bleed, Power |
[10% Faster Craft Speed |
Forgemaster Venom (In bank)
Flawless |
Enhancement, Enchantment |
Armor, Wondrous |
Dexterity, Intelligence, Charisma |
Acid, Psychic, Ruins, Drought, Mind, Poison |
Associated Diety: Ezokhine |
Rent Stardust (In bank)
Flawless |
Base Material, Adornment |
Weapons, Wondrous |
Constitution, Wisdom |
Astra;. Evil, Charm, Water, Flow, Maneuvers |
Awakened, Recuces crafting gold cost by 10% |
Consumables/Reagents
Potions/Scrolls
On Person
Greater Healing (4d4 + 4) x 24
Poor Greater Healing (3d4 + 2) x 12
Healing Spirit Scrolls x 44
Bottled Breath x 12
Pass Without Trace Scrolls x 77
Disguise Self Scrolls x 44
Scrolls of Sending x 22
Scrolls of Healing Word x 55
Scroll of Cloud of Daggers x 11
Potion of Necrotic Resistance x 12
Elixir of Health x 12
Scroll of Spike Growth x 11
Scroll of Enhance Ability x 11
Scroll of Lesser Restoration x 11
Potion of Superior Healing x 2 4
Total Weight:42
| Reagents/Ingredients
On Person
1 Wyvern Poison
2 Torpor Reagents
2 Reagents of Midnight Tears
Mundane Items
Equipment
On Person
Shortsword x 2
6
Explorer's Pack -Minus 4 rations
51
45 arrows
2.25
20 Silvered Arrows
1
Crowbar
4
Magnifying Glass
Glass Vial x 2
50 ft. Glowing Hemp Rope
10
Glowing Stick of Chalk x 3
Smokestick
Pole of Collapsing
7
Common Clothing
3
Bandolier x 2
2
Total Weight:86.25
| Gold/Crafting Tokens
90 Crafting Tokens
oh god oh shit I'm going to owe the collector bank so much money
| Misc
misc
Sekelcuse Holy Symbol
Treasure Map Pog
Kill list signed by “T.S.”
Ever Spinning Top
Wig of Color changing
Ever Changing Deck of Cards
Whoopee Cushion
5 plush toys (Badlands monsters)
Ron Earthbraka action figure
Shade Mark (Den of Thieves sign up event)
Wand of Chilling
Automatic Quill
Self Cleaning Toothpick
Blades that Glisten Ordean Pin-up Manuscript gloryGasm
Badlands Hunter-hat, adorned with the following:
-Collector’s Card (Unless Ron is doing something that requires people not knowing his affiliation)
-Moderately sized giant croc tooth (Waters of Life)
-Slightly bigger giant croc tooth (Boy I Sure Do Love Wandering Roads)
-Huge ass Ludroth Tooth (Wandering Roads)
-Bone Dagger of a kobold priest (Crestfall Aqueducts)
-Rough carving of the holy symbol of Gazenaroc (Nothing Unusual in The Badlands)
-Crossbow bolt split down the middle by Ron’s arrow (Nothing Unusual)
-Playing Card of White, who'd given it to Ron before leaving the faction. (Hidden behind Ron's own card.)
Active Inventory
Full Weight Carried
Equipment
86.25
Consumables
46
Evolution of Shadow
13
Glare of the Night Hunter
2
Ratatouille
8
Quiver of Infinity
2
A Sc(t)arry Sky
2
Infernal Grip
4
Devil's Dream
0
Abyss Goggles
0
Gold (converted)
0
Total Weight Carried:165.25 / 195 Total Carrying Capacity
Bandoliers
Bandolier #1
Potion of Greater Healing |
Potion of Superior Healing |
Potion of Necrotic Resistance |
Potion of Superior Healing |
Bandolier #2
Scroll of Healing Spirit |
Scroll of Healing Spirit |
Elixir of Health |
Scroll of Lesser Restoration |
Equipment
Mad Man: 11-15-11-10-16-14
Stat Array
Racial Features/traits
Half-orc Racial Features/Traits
Half-Orc
Ability Scores: Str +2, Con +1
Speed: 30 ft.
Age: Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticably faster and rarely live longer than 75 years.
Alignment:Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil.
Size:Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Darkvision:Thanks to your orc blood, 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.
Menacing:You gain proficiency in the Intimidation skill.
Relentless Endurance:When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Savage Attacks:When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Languages:You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.
Origin/Suborigin Features
The Badlands/Woeful Warrior
The Badlands
• Badlanders are haught and resilient. You gain +10 to your maximum hitpoints.
• You gain a +2 bonus to all saving throws.
Woeful Warrior
Whenever you kill an enemy, you are healed for a number of hitpoints equal to the killed enemy's Constitution modifier (minimum one).
Class Features
Ranger (Gloomstalker)
Ranger (Gloomstalker)
Favored Enemy
Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.
Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
(Selected Enemy: Humanoids)
When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn.
(Selected Language: Elvish)
Natural Explorer
You are a master of navigating the natural world, and you react with swift and decisive action when attacked. This grants you the following benefits:
You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
In addition, you are skilled at navigating the wilderness. You gain the following benefits when traveling for an hour or more:
Difficult terrain doesn't slow your group's travel.
Your group can't become lost except by magical means.
Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
If you are traveling alone, you can move stealthily at a normal pace.
When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Fighting Style: Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Primeval Awareness
Beginning at 3rd level, your mastery of ranger lore allows you to establish a powerful link to beasts and to the land around you.
You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack.
You cannot use this ability against a creature that you have attacked within the past 10 minutes.
Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you.
If there are multiple groups of your favored enemies within range, you learn this information for each group.
Gloomstalker Magic
Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.
Ranger Level | Spells |
---|
3rd | Disguise Self |
5th | Rope Trick |
9th | Fear |
13th | Greater Invisibility |
17th | Seeming |
Dread Ambusher
At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.
Umbral Sight
At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Level 4 ASI: (DEX/WIS)
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Greater Favored Enemy
At 6th level, you are ready to hunt even deadlier game. Choose a type of greater favored enemy: aberrations, celestials, constructs, dragons, elementals, fiends, or giants. You gain all the benefits against this chosen enemy that you normally gain against your favored enemy, including an additional language. Your bonus to damage rolls against all your favored enemies increases to +4.
Additionally, you have advantage on saving throws against the spells and abilities used by a greater favored enemy.
(Enemy Chosen: Fiends)
Iron Mind
By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).
Fleet of Foot
Beginning at 8th level, you can use the Dash action as a bonus action on your turn.
Level 8 ASI: Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Fighter (Samurai)
Fighter (Samurai)
Fighting Style (Defense)
While you are wearing armor, you gain a +1 bonus to AC.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one language of your choice.
Skill chosen: Persuasion
Fighting Spirit
Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
Rogue
Rogue
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Chosen Proficiencies: Sleight of Hand, Perception
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves' 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.
Faction Features
Collector Features
General Features
Attribute Cap Increase
Charisma +2; This boosts the maximum of an ability score but not the score itself.
Collector's playing card
the Collector marks his assistants by instilling their likeness into a playing card, marked by his symbol. For the character is apart of his game now. This card has been upgraded by the actions of the Collector faction. Once per day you can use this card to cast the Identify spell, without material components, and the Detect Magic spell.
Fadesteel Die
This item can be rolled only once a mission. It is rolled when a cache of treasure is found. Roll a d6, on a 1 one magical item is removed from the cache, if there was no magical item, reduce the gold found by half. If a 5-6 is rolled, add a magical item to the cache. 3-4 nothing occurs.
Taltaken Trinkets
The Collector has purchase the right to use the Taltaken gear normally only available to the Mage's Guild, as such the Chapter master, once per update stream, can choose a piece of Taltaken gear available to the Mage's Guild. Doing so causes that gear piece to become available to the Collector. Whenever this choice changes, the items in play are replaced with the new ones, because you are not barbarians and you keep your end of the deals.
Current Trinket: Taltaken Mask (While wearing this item, whenever you would hard cast a damaging cantrip, you deal 1 additional point of damage with that cantrip.)
Chaptermaster Features
Jack's Constitution
+5 Maximum Hit Points for as long as they hold the position.
Crippling responsibility and chronic depression. That's all being chaptermaster gives me.
Academy Features
Academies Completed
Skill Retraining
• Nature --> Martial (3/8/2020)
Tool Training
• Cook's Utensils (3/15/2020)
Class/Racial Features & Traits
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