Kaine
Male tiefling 6 fighter 5 witch 4
Str 8 Dex 1 Con 8 Int 3 Wis 1 Cha 4 (base S4 D0 C4 I2 W0 C2) (race S1 D0 C1 I0 W0 C1) (add S1 D0 C1 I0 W0 C0) (clas S2 D1 C2 I1 W1 C1)
HP 177 AC 19 Speed 30 Mana 16 (bindings: 4)
Saves: Con, Cha
Skills
- Dominance +9
- Sympathy +6
- Investigate +8
- Perception +6
- Insight +6
- Str Weapons +12
- Dex Weapons +6
Talents
Tiefling
- Stat adds: 1 each
- Ascendant Step (levitate at will)
- Devil's Sight (darkvision)
- Super Strength
- Eldritch Eyes (detect magic at will)
- Fel Magic: 4 spells/upgrades/bindings
- Flame Infusion: spend 1 Mana to add base dice as fire damage to an attack or spell that doesn't cost Mana.
- Born in Flames: binds 3, resistant to Fire.
- Magic Circle: ritual, circle 1-5, outsiders and magic can't cross.
- Magic Fingers
Fighter
- Mighty
- Action Surge
- Improved Critical
Witch
- Death Knight (DK spells, weapons, +HP)
Maneuvers
10 choices
- Cleave, Great Cleave
- Group Fighting, Man vs Horde
- Slam, Great Slam
- Intervene
- Taunt
- Covering Fire
- Volley
Powers
8 witch powers, max level 2
Cantrips
- Death Grip
- Drain Life
- Drain Mana
- Infection/Contagion
- Runeforge (blood/frost/plague strike)
First-level
- Pestilence
- Transfusion
Second-level
- Path of Frost
- Outbreak
Rituals
- Create Phylactery
- Summon Deathcharger
Equipment
Alastor the Grim
very rare magic item
- Heavy weapon
- Design modifier: hefty (upgrade damage die)
- Exquisite craftsmanship: 4 slots
- 3 slots: Speed (bonus attack per std attack action)
- 1 slot: +1 hit/dmg
Final stats: +14 to hit, 4d12+14 slashing damage
Fire and Ice
rare magic items
Twin pistols:
- Medium piercing damage (4d8+Dex)
- Superior craftsmanship: 3 slots
- Both pistols enchanted with infinite ammo and no reloading (2 slots)
- Fire: flaming (1 slot), adds 1d6 bonus fire damage
- Ice: frost (1 slot), adds 1d6 bonus frost damage
Final stats: +7 to hit, 4d8+2+1d6 damage, range 10/200
Guardian Angel
pendant
Car
It's a car
Kaine's Awesome Jacket
uncommon magic item
Cool-ass red leather coat over cold iron chain mail.
- Heavy armor: AC 18 + 1/2 Dex, requires 4+ Str, disadvantage to all Dex skills, immune to critical damage
- Fine: +1 AC, +1 enhancement slot
- Cold Iron: bane to magic and magical beings (rules TBD)
- Heavy +1: DR 5, +4 to Str requirement
- Craftsmanship: as easy to don/doff as any other 80 pound leather jacket
- Enchant 1: leather is protected from any attack that doesn't pierce the chain mail
- Enchant 2: looks fricking cool. Advantage to Cha checks to impress people.
Basics
- Clothes
- Ritual outfit
- Holy symbol (golden ankh)
- Trail rations
- Waterskin
Notes
- Imbraxar (mraxxar): former gold dragon, corrupted to Shadow
Damage: 0 Mana spent: 5 Taint accrued: 1 Hit Dice used: 11
Kaine (more warlocky, 5.5)
Male warlock 7 fighter 5 witch 3
- BP: 15
- AP: 5
- Talents: 5
- Skills: 5
Stat | Base | Race | Add | Tier | Final |
---|---|---|---|---|---|
Str | 4 | 1 | 2 | 3 | 10 |
Dex | 1 | 0 | 0 | 3 | 4 |
Con | 4 | 1 | 2 | 3 | 10 |
Int | 2 | 0 | 1 | 3 | 5 |
Wis | 0 | 0 | 0 | 3 | 3 |
Cha | 2 | 1 | 0 | 3 | 6 |
Skills
- Dominance +6
- Sympathy +3 (exp)
- Investigate +5 (exp)
- Perception +3
- Insight +3
- Str Weapons +10 (exp)
- Dex Weapons +4
Talents
Total talents: 5
Fighter
- Action Surge: Once per short rest, you can take an additional action of any type.
- Maximum Effort: You can push yourself beyond normal limits, at a cost. You may take an additional reaction, bonus action, or move action that wasn't otherwise available to you, but you suffer Strain to an appropriate ability score (Str, Dex, or Con). Strain means that you are disadvantaged with that ability score until you've either had a long rest, or a short rest with treatment from a healer (Medicine DC 15).
Warlock
- Bound Arms: At will, as a bonus action, you may summon a single bound weapon, dismissing any active ones. It appears in your hand, it goes away 1 round after being dropped, etc etc.
- Infernal's Fist
- General's Halberd
- and more...
- Metamorphosis: Become a demon for a while. TBD
- 3 more...
Spells and Powers
Powers Known:
- Warlock 14
- Witch 6
- 1st-level bonus cantrips: 4
Mana:
- Base 20
- Bound 8
Warlock
Level 0
- Flame Infusion: Each time you attack with a weapon or spell that doesn't cost Mana, you may spend 1 Mana to add the attack's base damage dice again as fire damage.
- Magic Circle: Ritual (1 minute), circle 1-5 (your choice); magic and extraplanar creatures cannot cross the circle in either direction. The circle itself is only as strong as what it's made of (by default, chalk and salt, but other, more resilient structures can be made), but extraplanar creatures would have difficulty affecting it. It is possible to construct a circle in such a way that you may summon, bind, or dismiss outsiders within it while yourself remaining outside. Lasts one day, or until broken.
Level 1
- Mystic Eyes: Binds 1 Mana; you can Detect Magic at will.
Level 2
- Devil's Step: Binds 2 Mana; you can do a superhero fall, and can double-jump off infernal sigils.
- Shadow's Sight: Binds 2 Mana; you can see in darkness, including magical darkness.
Level 3
- Born in Flames: Binds 3 Mana; you are resistant to fire damage.
Level 4
Witch
Cantrips
- Create Phylactery: 10 minutes, reagent cost (1 sp plus a sympathetic component); you create a phylactery: being an object that uses sympathetic magic to create a thaumaturgical connection to another creature. The key ingredient is a sympathetic component, such as blood, hair, or even a prized possession. The object's composition does not matter much; usually, it is a simple doll. The phylactery allows the following uses:
- Locate Creature: at-will; as you concentrate, you sense the direction of the creature, and the rough distance (1 yard, 10 yards, 100 yards, 1 mile, 10 miles, 100 miles, etc). Spirit Link: at-will; you create a mental link to the creature. You may speak to the subject through that creature. You perceive the subject and its most immediate surroundings (a few feet). Lasts as long as you concentrate.
- Transmit Weal or Woe: at-will; you may cast a spell or use a physical attack against the doll. This transmits the effect of the spell or attack to the subject, over any distance, bypassing all wards. Each such attack has a 25% chance of destroying the doll permanently.
- Recall Spirit: 1 minute cast, concentration, subject must be dead; you conjure the creature's spirit, allowing communication. If unwilling to cooperate, you may force the subject spirit to answer questions (Will ends effect, one save per question). Destroys phylactery.
- Steal Visage: 1 minute cast, reserve; you take the form of subject, down to the most minute detail. You know important knowledge the subject would know, such as the names and faces of his close companions. To recall an important detail, such as a secret only he would know, when prompted for it, you may force it from the phylactery (Will ends; a passed save means you can conjure no more secrets this casting). Destroys phylactery.
- Death Grip: bonus, 30-ft; subject is pulled to the closest unoccupied square to you.
- Drain Life: std action, touch; you sap the target's life force, inflicting medium necrotic damage. You gain the same amount as temporary Hit Points (expiring after 5 rounds if not used).
- Infection: std action, touch; you infect subject with a chosen disease. Diseases last 3 rounds (4 at level 5, 5 at level 10, etc), or until the subject passes a Con save to end.
- Blood Boil: subject suffers light fire damage per round, and when struck for physical damage, causes a burst 1 inflicting light fire damage to enemies.
- Frost Fever: subject suffers light cold damage per round, and is chilled (-50% movement).
- Shadow Plague: subject suffers light necrotic damage per round, and has disadvantage to damage rolls.
- Runeforge: at-will, bonus; you imbue your held weapon / athame with fel purpose, manifesting as a glowing rune. Thereafter, you may use any of the following maneuvers:
- Blood Strike: at-will, std, melee attack, costs 1 Mana; normal damage, plus you are healed for the same amount.
- Frost Strike: at-will, std, melee attack, costs 1 Mana; normal damage, plus chilled (Con ends). If subject was already chilled, then rooted (Con ends); if already rooted, then frozen (Con ends).
- Plague Strike: at-will, std, melee attack, costs 1 Mana; normal damage, plus causes any diseases on subject to instantly proc for their normal effect.
First-level
- Drain Mana: std action, touch; you drain 1d4+1 Mana from the subject, gaining the same as temporary Mana to be used within 5 rounds. At level 5, drains 1d6+2; at level 10, 1d8+3, etc.
- Alternate use: can use against an existing spell effect. If spell's Mana cost is equal to your drain limit or less, you end the spell while gaining the (temporary) Mana. If its Mana cost is less than twice your maximum, you halve its effectiveness (half damage or healing, subjects have advantage to save against it, etc); doing this twice will end the spell. If its Mana cost is higher still, you cannot affect it. Note that this spell does not confer immunity to the touched spell's effect, so touching a Wall of Firemight be a bad idea."
- Transfusion: swift, touch; you transfer your HP into subject (not to exceed their maximum). You may also expend 1 Mana to add +5 HP (stackable).
Second-level
- Bone Shield: Free action, no Mana cost upfront; you gain armor of bone. Each time you suffer damage, you may choose to suffer the damage, or to suffer 10% of your max hp instead, while expending 1 Mana. Lasts 5 rounds.
- Dark Command: Bonus action, medium range; subject is filled with rage, directed at you, and is compelled to attack you. All of subject's actions must include an attempt to harm you to the best of their ability. Wisdom ends.
- Path of Frost: Ritual, 1 action; your step chills the earth beneath you, causing frost to form with each footfall. On land, the only effect is that you retain perfect footing on icy surfaces. However, this power also enables you to walk on water, by freezing the water beneath you. If mounted, this ability extends to your mount. If desired, you can confer this benefit upon allies within 15 ft.
- Pestilence: swift, range 5; up to 5 diseases are spread from target to chosen targets within 15 ft of subject.
- Alternate use: swift, touch; subject is infected with all diseases you can infect with Infection.
Rituals
- Create Phylactery
- Summon Deathcharger