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character:cinder:class [2020/12/14 14:43] – [Mutant Blood Hunter Introduction] Cindercharacter:cinder:class [2023/11/22 17:40] Cinder
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 +<WRAP centeralign>
 =====Cinder, The Blood Alchemist===== =====Cinder, The Blood Alchemist=====
 +</WRAP>
 [[character:cinder|{{:wiki:media:back.png?65|}}]] [[character:cinder|{{:wiki:media:back.png?65|}}]]
  
-=====Alchemist Artifiser Introduction=====+===== Alchemist Artificer Introduction ===== 
 +---- 
 + 
 +//Artificers are very new to the lands of Felwind, As arcane technology advances some scholars discovered ways to channel the Arcane through tools and items. Though items with magic properties have been common for thousands of years only recently have creatures learned how to enhance and channel their energy through these items. \\ 
 +Cinder one such of these new artificers. Given a high end scholarship at [[faction:remon_academy|Remon's Academy]] in pursuit of this new style of arcane manipulation. Although she ended up dropping out she continued her study on her own. Leaning towards the alchemist side of Artificers.//
  
 **Hit Points** \\ **Hit Points** \\
-Hit Dice: 1d8 per artificer level \\ +**Hit Dice:** 1d8 per artificer level \\ 
-Hit Points at 1st Level: 8 + your Constitution modifier \\ +**Hit Points at 1st Level:** 8 + your Constitution modifier \\ 
-Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st+**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per artificer level after 1st
  
 **Proficiencies** \\ **Proficiencies** \\
-Armor: Light armor, medium armor, shields \\ +**Armor:** Light armor, medium armor, shields \\ 
-Weapons: Simple weapons, hand crossbows, heavy crossbows \\ +**Weapons:** Simple weapons, hand crossbows, heavy crossbows \\ 
-Tools: Alchemist Supplies, Tinker’s tools, Glass Blower's Tools \\ +**Tools:** Alchemist Supplies, Tinker’s tools, Glass Blower's Tools \\ 
-Saving Throws: Constitution, Intelligence \\ +**Saving Throws:** Constitution, Intelligence \\ 
-Skills: Arcana, Investigation+**Skills:** Choose two from **Arcana**History, **Investigation**, Medicine, Nature, Perception, Sleight of Hand 
  
 **Equipment** \\ **Equipment** \\
-You start with the following equipmentin addition to the equipment granted by your background: + 
-  *any two simple weapons  +  *Adamantine Dagger,  
-  *a light crossbow and 20 bolts +  *Backpack, 2G 
-  *(a) studded leather Armor or (b) scale mail +  *Bottle Case, 1G 
-  *thieves’ tools and a dungeoneer’pack +  *Blass Bottle x20, 40G 
-  *Signature Weapon [[item:repilcache|Repilcache (Rapier)]]+  *Fine Clothes, 15G 
 +  *Component Pouch, 25G 
 +  *Coin pouch, 5s 
 +  *Weaver'Tools, 1G 
 +  *Alchemist Supplies, 
 +  *Poisoner's Kit, 
 +  * 
 +  *Signature Weapon [[item:repilcache|Repilcache]]
      
 Optional Rule: Firearm Proficiency \\ Optional Rule: Firearm Proficiency \\
 If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operations of such weapons, your artificer is proficient with them. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operations of such weapons, your artificer is proficient with them.
  
-====Level 1 Class====+===Background: Feature & Details=== 
 + 
 +//Short Description of Background// 
 + 
 +<WRAP box right 45em > 
 +===Featured Feat: Adept Healer=== 
 +//Source: Homebrew// \\ 
 +You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: 
 +  *You gain proficiency in the medicine skill. 
 +  *When you use a healer's kit to stabilize a dying creature, that creature also regains hit points equal to your wisdom bonus. 
 +    *You can use your bonus action in place of an action to stabilise a creature using the healer's kit. 
 +  *As an action. you can spend one use of a healer's kit to tend to a creature and restore 2d6 + your Wisdom bonus hit points to the target, plus additional hit points equal to the creature's maximum number of Hit Dice.  
 +</WRAP> 
 + 
 +**Skill Proficiencies**  
 +  *Acrobatics 
 +**Tools**  
 +  *Healer's Kit 
 +  *Tool 
 +**Equipment (If Any)** 
 + 
 + 
 + 
 +<WRAP clear /> 
 + 
 +---- 
 +<WRAP centeralign> 
 +===== Alchemist Artificer ===== 
 +</WRAP> 
 + 
 +<WRAP box left 26em > 
 +==== 1st Level Alchemist Artificer ==== 
 +----
  
 **Tinker** \\ Using artisan tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options: **Tinker** \\ Using artisan tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
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-====Level 2 Class====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 2nd Level Alchemist Artificer ==== 
 +---- 
 **Infuse Item** \\ **Infuse Item** \\
 At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items. At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
  
 **Infusions Known** \\ **Infusions Known** \\
-  *1 +  *1: Homonculus Servant 
-  *2 +  *2: Replicate Magic Item 
-  *3 +  *3: Enhanced Weapon 
-  *4+  *4: Mind Sharpener
  
 When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. \\ When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. \\
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 You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.
  
-====Level 3 Class====+</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 3rd Level Alchemist Artificer ==== 
 +----
  
 **Tool Proficiency** \\ **Tool Proficiency** \\
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 | 5 | Flight | The drinker gains a flying speed of 10 feet for 10 minutes. | | 5 | Flight | The drinker gains a flying speed of 10 feet for 10 minutes. |
 | 6 | Transformation | The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. | | 6 | Transformation | The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. |
-====Level 4 Class==== 
-**Ability Score or Feat** 
  
-==== Level 5 ====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 4th Level Alchemist Artificer ==== 
 +---- 
 +**Feat: Alchemist** //Unearthed Arcana 15// 
 + 
 +You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits: 
 +  *Increase your Intelligence score by 1, to a maximum of 20. 
 +  *You gain proficiency with alchemist’s supplies. If you are already proficient with them, you double your proficiency bonus to checks you make with them. 
 +  *As an action, you can identify one potion within feet of you, as if you had tasted it. You must see the liquid for this benefit to work. 
 +  *Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore. 
 + 
 +</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 5th Level Alchemist Artificer ==== 
 +----
 **Alchemical Savant** \\ **Alchemical Savant** \\
 At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid or poison damage, and the bonus equals your Intelligence modifier (minimum of +1). At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
-====Level 6 Class====+ 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 6th Level Alchemist Artificer ==== 
 +----
  
 **Tool Expertise** \\ **Tool Expertise** \\
 Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
  
-====Level 7 Artifiser====+</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 7th Level Alchemist Artificer ==== 
 +----
 **Flash of Genius** \\ **Flash of Genius** \\
 Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. \\ Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. \\
 You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
-====Level 8==== 
-**Ability Score or Feat** 
  
-====Level 9====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 8th Level Alchemist Artificer ==== 
 +---- 
 +**Feat: Observant** //Player's Handbook// 
 + 
 +Quick to notice details of your environment, you gain the following benefits: 
 +  *Increase your Intelligence or Wisdom score by 1, to a maximum of 20. 
 +  *If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. 
 +  *You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. 
 + 
 +</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 9th Level Alchemist Artificer ==== 
 +----
 **Restorative Reagents** \\ **Restorative Reagents** \\
 Starting at 9th level, you can incorporate restorative reagents into some of your works: Starting at 9th level, you can incorporate restorative reagents into some of your works:
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   *You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.   *You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
  
-====Level 10====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 10th Level Alchemist Artificer ==== 
 +----
 **Magic Item Adept** \\ **Magic Item Adept** \\
 When you reach 10th level, you achieve a profound understanding of how to use and make magic items: When you reach 10th level, you achieve a profound understanding of how to use and make magic items:
   *You can attune to up to four magic items at once.   *You can attune to up to four magic items at once.
   *If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.   *If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
-====Level 11====+ 
 +</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 11th Level Alchemist Artificer ==== 
 +----
 **Spell-Storing Item** \\ **Spell-Storing Item** \\
 At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't to have it prepared). At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't to have it prepared).
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 The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object. The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.
  
-====Level 12====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 12th Level Alchemist Artificer ==== 
 +----
 **Ability Score or Feat** **Ability Score or Feat**
  
-====Level 13====+</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 13th Level Alchemist Artificer ==== 
 +---- 
 + 
 +</WRAP>
  
-====Level 14====+<WRAP box right 26em > 
 +==== 14th Level Alchemist Artificer ==== 
 +----
 **Magic Item Savant** \\ **Magic Item Savant** \\
 At 14th level, your skill with magic items deepens more: At 14th level, your skill with magic items deepens more:
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   *You ignore all class, race, spell and level requirements on attuning to or using a magic item.   *You ignore all class, race, spell and level requirements on attuning to or using a magic item.
  
 +</WRAP>
  
-====Mutant Blood Hunter Introduction (Multiclassed) ====+<WRAP clear />
  
-====Level 1 Class====+<WRAP centeralign> 
 +===== Mutagen Blood Hunter ===== 
 +</WRAP> 
 + 
 +<WRAP box left 26em > 
 +==== 1st Level Mutant Blood-Hunter ==== 
 +----
 **Hunter's Bane** \\ **Hunter's Bane** \\
 Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them. Beginning at 1st level, you have survived the Hunter’s Bane, a dangerous, long-guarded ritual that alters your life’s blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.
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 You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest. You can use this feature once. Beginning at 6th level, you can use your Blood Maledict feature twice, at 13th level you can use it three times between rests, and at 17th level, you can use it four times between rests. You regain all expended uses when you finish a short or long rest.
  
-====Level 2 Class====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 2nd Level Mutant Blood-Hunter ==== 
 +----
  
 **Fighting Style: Dueling** \\ **Fighting Style: Dueling** \\
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 | Esoteric | Rite of the Oracle | Your rite damage is psychic damage | | Esoteric | Rite of the Oracle | Your rite damage is psychic damage |
 | Esoteric | Rite of the Roar | Your rite damage is thunder damage | | Esoteric | Rite of the Roar | Your rite damage is thunder damage |
-====Level 3 Class====+ 
 +</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 3rd Level Mutant Blood-Hunter ==== 
 +----
 **Formulas** \\ **Formulas** \\
 You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities. You begin to uncover forbidden alchemical formulas that temporarily alter your mental and physical abilities.
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 Mutagens are designed for your biology and have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest. Mutagens are designed for your biology and have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.
-====Level 4 Class==== 
-**Ability Score or Feat** 
  
-====Level 5 Class====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 4th Level Mutant Blood-Hunter ==== 
 +---- 
 +**Feat: Poisioner** //Source: Tasha's Cauldron of Everything// \\ 
 + 
 +You can prepare and deliver deadly poisons, gaining the following benefits: 
 +  *When you make a damage roll, you ignore resistance to poison damage. 
 +  *You can coat a weapon in poison as a bonus action, instead of an action. 
 +  *You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn 
 + 
 +</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +==== 5th Level Mutant Blood-Hunter ==== 
 +----
 **Extra Attack** \\ **Extra Attack** \\
 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action.
-====Level 6 Class====+ 
 +</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 6th Level Mutant Blood-Hunter ==== 
 +----
 **Brand of Castigation** \\ **Brand of Castigation** \\
 At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature suffers psychic damage equal to your Intelligence At 6th level, whenever you damage a creature with your Crimson Rite feature, you can choose to sear an arcane brand of hemocraft magic into it (requires no action). You always know the direction to the branded creature, and each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature suffers psychic damage equal to your Intelligence
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 Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell). Your brand lasts until you dismiss it, or you apply a brand to another creature. Your brand counts as a spell for the purposes of dispel magic, and the spell level is equal to half of your blood hunter level (maximum of 9th level spell).
 +
 +</WRAP>
 +
 +<WRAP clear />
 +
 +
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  • character/cinder/class.txt
  • Last modified: 6 weeks ago
  • by Cinder