Ruby
Level 5
- Classes:
- Rogue 3 (Spellthief)
- Sorcerer 2
Basics
Level | Class | Traits |
---|---|---|
1 | Rogue | 8 hp, 0 Mana |
2 | Rogue | 5 hp, 0 Mana |
3 | Rogue | 5 hp, 1 Mana |
4 | Sorcerer | 4 hp, 3 Mana |
5 | Sorcerer | 4 hp, 3 Mana |
6 | Sorcerer | 4 hp, 3 Mana |
Attribute | Value | Explanation |
---|---|---|
Strength | -1 | |
Dexterity | 4 | |
Constitution | 0 | |
Intelligence | 2 | |
Wisdom | -1 | |
Charisma | 4 |
Attribute | Value | Explanation |
---|---|---|
Hit Points | 30 | 26 + Con*lev |
Armor Class | 16 | (10 + Dex + armor) |
Proficiency Bonus | +3 | floor( (level-1) / 4 ) + 2 |
Melee Attack | +2/+7 | |
Ranged Attack | +7 |
Notes:
- Ability scores: standard array, +1 stat add
- Race: +1 Dex, +1 Cha
- Stat Adds: +1 Cha
- Stat total: 5 + 3 = 8
- Good saves: Dex and Cha
Race: Banshee
- Dex +1, Cha +1
- Glamour: cantrip. Two uses:
- at-will, std, ranged, requires sight; you use your glamour to incite an emotional effect in the target, such as attraction, boredom, fear, seduction, sleepiness, etc. Wisdom negates. Not a charm or compulsion by itself, but can grant advantage/disadvantage as the DM decides, or otherwise affect NPC actions, especially out of combat.
- at-will, std; you change your outward appearance as desired (clothes, makeup, tattoos, hairstyle and color, accessories, and even reasonable "stage effects" in your vicinity, but not your physical shape, facial features, etc). Technically an illusory effect
- Voice: you can arrange a pact between yourself and an intelligent creature, spoken aloud, intelligibly, knowingly, and willingly (although the subject need not be aware of the magical consequences of their words). The pact must be a reciprocal agreement of reasonable balance--it has no effect if one side is effectively giving something away to the other. If valid, and so spoken, the pact is sealed. Thereafter:
- If one party knowingly and willingly violates the pact, they give the other party a marker upon their soul (or self, if immortal). Such a marker can be used in many ways, from cursing the subject (suffer the loss of all magical powers, and disadvantage to all checks) until reparation is made, or gaining access to their magical wards, threshold, and secret spaces, or even making attempts on their very life. More still, such markers can be traded (equal exchange) among immortals or mortals with sufficient knowledge of soul magic.
- Specifically to you, anyone who enters a verbal agreement of this sort with you is also loaning you their voice. You may invoke this power in a number of ways, such as speaking with your body but producing their voice (possibly fooling listeners, spells, etc), compelling them to speak with their own voice through mental suggestion (ranged, requires sight, Wis negates, but only allows them to say nothing or nonsense instead of what you commanded), or render them unable to speak at all (possibly hindering spellcasting). If this ability is used to hinder their ability to honor your agreement in good faith, or otherwise maneuver around the terms of the agreement, it fails, and counts as if you violated the agreement. Otherwise, it is usable at will. Always read the fine print.
- Native Outsider
- Neutral: Can't be banished
- Neutral: Doesn't have a "truename" that can be used against her
- Minor disadvantage: vulnerable to magic that abjures against outsiders
- Disadvantage: can't cross threshold with magic intact
- Advantage: You have advantage on saving throws against poison, and you have resistance against poison damage.
- Disadvantage: cannot tell a factual lie
- Born in the Spotlight: you gain double your proficiency bonus to Perform checks when performing using your voice. You also gain the Perform skill for free.
- Don't play a playa: Against attempts to magically alter (or read) your mind using a voice (e.g. suggestion, command, or any mind-altering spell with verbal components), you gain advantage to all saving throws.
- Soul Song: if an intelligent creature knowingly and willingly sings a song with intent for you to listen, you gain insight into their inner mind, and the depths of their soul. Effectively, you can ask them 3 questions about their desires, their secrets, etc; each time, they are allowed a Wisdom save to resist (on success, you get a vague, muddled idea, but no specifics). Either way, they are not aware you are doing this. If the song is interrupted early, you may lose a prorated amount of questions, per DM adjudication.
Skills
Skill | Roll | Special |
---|---|---|
Acrobatics | +10 | |
Arcana | +5 | |
Deception | +7 | |
Investigation | +5 | |
Perform | +10 | Racial bonus |
Persuasion | +7 | |
Sleight of Hand | +10 | Expertise |
Stealth | +7 | |
Thieves' Tools | +7 |
Spells/Powers
Spells
Attribute | Value | Explanation |
---|---|---|
Spellcasting skill | +7 | (Cha plus proficiency bonus) |
Spell save DC | 15 | (8 + Cha + proficiency bonus) |
Mana | 7 | (determined by classes) |
Light damage | 2d4+2 | (1d4 per rank + half Cha) |
Medium damage | 2d8+4 | (1d8 per rank + Cha) |
Heavy damage | 2d12+8 | (1d12 per rank + 2x Cha) |
Spells known: 6 plus 3 cantrips
Cantrips
- Bardic Music: Pick one of the 3:
- Inspiring Melody: At-will, bonus, em10; allies are inspired. Once per turn, each ally may choose to expend a Hit Die (if available) to gain Inspiration, and thus advantage to one check, save, or attack.
- Marching Beat: At-will, bonus, em10; allies gain +2 squares of movement and advantage to Initiative checks. (TBD: some minor improvement for overland travel for people who bother with that sort of thing)
- Restoring Hymn: At-will, bonus, em10; allies gain the ability, on their turn, as a free action, to expend one Hit Die (if available) to heal themselves the normal amount.
- Scan: Bonus action, 60-ft range; you scan one target, learning if it possesses magical abilities. Roll a Investigation check; on a result of 15 or higher, you learn the list of spells or magical abilities it has available (of up to the level you yourself can cast), and any resistance to magic it possesses. On a 20 or higher, you learn of any vulnerabilities to magic it might possess, and spells of any level it has available.
- Legerdemain: Bonus action; you gain the ability to open locks, disarm traps, pick pockets, and otherwise manipulate with your hands within a range of 30 ft. Lasts as long as you concentrate.
1st-level
- Boop: Bonus action, cone 3; subjects are pushed 3 squares.
- Charm Person
- Tasha's Hideous Laughter
- Vanish: Reaction; you become invisible until your next turn. Attacking also ends the invisibility.
Rituals
Class Abilities
Sneak Attack
Once per turn, if you have advantage to an attack roll (or are flanking), you can add 2d6. Must be a Dex weapon.
Cunning Action
Dash, Disengage, or Hide are bonus action.
Spell Steal
Starting at 3rd level, you gain the most defining ability of a Spellthief: the ability to steal spells.
You gain the following additional use of the Dexterity (Sleight of Hand) skill:
- Spellsteal: Bonus action (cunning action), melee range; you attempt to steal a spell from the subject. Subject must have the ability to cast spells, and still have available spell slots. Roll a Dexterity (Sleight of Hand) check; the DC to steal any given spell is 10 + 2 per the spell's level. On success, you steal the highest-level spell allowed by your roll that the subject possesses. On failure, nothing happens. When you steal a spell, the subject loses the spell slot, and you gain a single, consumable use of that spell, exactly as described. You may use it any time before the next long rest; if not used by then, it fades away.
-
Option: Normally, the spell stolen is determined randomly by the DM, from among all available spells of the designated level the subject has available. However, if you know what spells the subject has (perhaps by casting Scan, or having observed a spell being cast by the subject), you can "call" a specific spell before rolling your check; the DC increases by 2, but if you succeed, you steal the exact spell you specify.
-
Option: Instead of stealing the spell itself, you may regain 1 point of Mana per level of the spell. The subject still loses the spell slot, but you don't gain a use of their spell, merely the Mana. You can exceed your maximum Mana with this method, but whenever your Mana is above maximum, the excess drains away at a rate of 1 per minute.
-
Option: You can target a non-consumable magic item, draining its power temporarily to restore your Mana. The item is non-functional for 24 hours, and you gain Mana based on its rarity: 1 if uncommon, 3 rare, 5 very rare, 10 legendary. If the item is held by someone else who doesn't want you to drain it, they are allowed a Dex contest to avoid it.
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Clarification: If attacking a subject with Mana or Vitae, you can either steal a "spell slot" (gaining a single casting of one of their spells, and draining an equivalent amount of Mana or Vitae), or drain their Mana directly, in the manner described above.
Gear
- 2 common
- 2 uncommon
- 600 gp
Arcanite Ripper
Uncommon magic item, attuned
Finesse melee weapon, 1d6 slashing
In addition to being an axe, it is also a stringed musical instrument.
Slippers of Spider Climb
Uncommon magic item, attuned
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Modron of Accompaniment (aka "Mo")
He's a cubical extraplanar creature that acts as an amplifier.
Lenses of Twilight
Common magic item
Grants Darkvision, but reserves 1 Mana.
Mundane Items
- Studded leather armor
- Gun: 2d8+Dex piercing damage, reload costs bonus or move action
Special Powers unrelated to class, race, or gear
Aberrant Dragonmark
Takes the form of iridescent faerie wings on her upper back. When manifested, the wings appear as glowing magical energy, lasting 1 round beyond the duration of any spell effect the mark creates.
Powers:
- Faerie Wing: At-will, bonus, costs 1 Mana/rd; you sprout wings, gaining a fly speed equal to your base movement.
- Shattering Wail: At-will, std, costs 2 Mana, cone 3; medium thunder damage (heavy against crystalline, stone, or metal).