Table of Contents
Erika Lancaster
5' 2“, brown hair, brown eyes, physically fit.
Primary Class: Artificer 4th level
Secondary Class: Paladin of Mekista 2nd level
HP 65 AC 15 AC 21 with platemail+1 and sentinel shield
Str 16 Dex 17 Con 17 Int 18 Wis 13 Cha 13
Proficiency: +2
Skill Proficiencies
- Acrobatics (Dex): +3 Dex +0 Prof +0 Expert +0 Training
- Animal Handling (Wis): +1 Wis +0 Prof +0 Expert +0 Training
- Arcana (Int): +4 Int +2 Prof +0 Expert +0 Training
- Athletics (Str): +3 Str +2 Prof +0 Expert +1 Training
- Deception (Cha): +1 Cha +0 Prof +0 Expert +0 Training
- History (Int): +4 Int +0 Prof +0 Expert +1 Training
- Insight (Wis): +1 Wis +0 Prof +0 Expert +0 Training
- Intimidation (Cha): +1 Cha +2 Prof +0 Expert +0 Training
- Investigation (Int): +4 Int +2 Prof +0 Expert +1 Training
- Medicine (Wis): +1 Wis +0 Prof +0 Expert +0 Training
- Nature (Int): +4 Int +0 Prof +0 Expert +0 Training
- Perception (Wis): +1 Wis +2 Prof +0 Expert +0 Training
- Performance (Cha): +1 Cha +0 Prof +0 Expert +0 Training
- Persuasion (Cha): +1 Cha +0 Prof +0 Expert +0 Training
- Religion (Int): +4 Int +2 Prof +0 Expert +0 Training
- Sleight of Hand (Dex): +3 Dex +2 Prof +0 Expert +0 Training
- Stealth (Dex): +3 Dex +0 Prof +0 Expert +0 Training
- Survival (Wis): +1 Wis +0 Prof +0 Expert +0 Training
- Technology (Int): +4 Int +2 Prof +0 Expert +2 Training
Tool Proficiencies
- Thieves' tools
- Tinker's tools
- Electrician's tools
Spell Slots
- 4 1st level artificer
- 2 2nd level artificer
- 2 1st level paladin
Prepared Spells
- Chaos Bolt, Catapult
Human Racial Characteristics
It's hard to make generalizations about humans, but your human character has these traits.
- Ability Score Increase. Your ability scores each increase by 1.
- Age. Humans reach adulthood in their late teens and live less than a century.
- Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.
- Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
- Speed. Your base walking speed is 30 feet.
- Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Erika speaks Common and Infernal natively.
Character Background
Armed with an inventive intellect, a love of magical technology, and an unquenchable energy, you are an enthusiastic participant in research work. Though you’re likely to begin your career as a mere attendant, you can aspire to become a skilled artificer.
- Skills: Arcana, Investigation
- Tools: Electrical tools
- Languages: Draconic
Artificer Class Features
As an artificer you gain the following class features.
Hit Points
- Hit Dice: 1d8 per artificer level
- 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
Proficiencies
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, firearms
- Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
- Saving Throws: Constitution, Intelligence
- Skills: Sleight of Hand, Perception, Technology
Magical Tinkering
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
- The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
- Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
- The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
- A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
Spellcasting
You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions.
Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an ‘M’ component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, “Equipment,” in the Player’s Handbook for descriptions of these tools.
After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
Cantrips (0-Level Spells)
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
THE MAGIC OF ARTIFICE
As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.
The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with heat metal, you might be altering the device you use to heal—perhaps modifying a tool so that it channels heat instead of healing energy.
Such details don’t limit you in any way or provide you with any benefit beyond the spell’s effects. You don’t have to justify how you’re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.
Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Infuse Item
At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
Infusions Known
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.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Bag of Holding
Repeating Shot
Enhanced Defense
Enhanced Weapon
Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).
Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
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 ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
Artificer Specialist: Battle Smith
At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Battle Smith Spells
Artificer Level | Battle Smith Spells |
---|---|
3rd | Heroism, Shield |
5th | Branding Smite, Warding Bond |
9th | Aura of Vitality, Conjure Barrage |
13th | Aura of Purity, Fire Shield |
17th | Banishing Smite, Mass Cure Wounds |
Battle Ready
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
- You gain proficiency with martial weapons.
- When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Steel Defender
By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.
Railroad, Steel Defender - Medium construct
- Armor Class: 15 (natural armor)
- Hit Points: 2 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
- Speed: 40 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 14 (+2) 4 (−3) 10 (+0) 6 (−2)
- Saving Throws: Dex +1 plus PB, Con +2 plus PB
- Skills: Athletics +2 plus PB, Perception +0 plus PB x 2
- Damage Immunities: poison
- Condition Immunities: charmed, exhaustion, poisoned
- Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
- Languages: understands the languages you speak
- Challenge: —
- Proficiency Bonus (PB): equals your bonus
- Vigilant. The defender can't be surprised.
Actions
- Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
- Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Reactions
- Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
Extra Attack
- Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
Arcane Jolt
- At 9th level, you've learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:
- The target takes an extra 2d6 force damage.
- Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
- You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
Improved Defender
At 15th level, your Arcane Jolt and steel defender become more powerful:
- The extra damage and the healing of your Arcane Jolt both increase to 4d6.
- Your steel defender gains a +2 bonus to Armor Class.
- Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
Paladin Class Features
As a paladin, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per paladin level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st
Proficiencies
- Armor: All armor, shields
- Weapons: Simple weapons, martial weapons
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Athletics, Religion
Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Fighting Style
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Spellcasting
By 2nd level, you have learned to draw on divine magic through meditation and prayer to cast spells as a cleric does.
Preparing and Casting Spells
The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your paladin spells.
Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Feats
Inspiring Leader: Your words and deeds inspire others, strengthening your companions’ resolve. If you spend ten minutes encouraging your companions with a rousing speech, you grant up to six creatures that can hear and understand you (including yourself) temporary hit points equal to your Charisma Modifier + Your Character Level. Creatures affected by this Feat cannot benefit from its effects until they have taken a short rest.
College Stats
Dorm: Witherspoon Hall
- Normal-Quality: Students living here are granted a Modest Lifestyle throughout their stay.
- Calm: Students living here do not have to deal with noisy conditions, making studying easier.
- Comfortable: The dorms are reasonably comfortable, making for less frequent negative dorm events.
- Standard Finances: Students who stay here on scholarship or sponsorship receive 50 gold pieces at the start of each semester. Other students must pay 500 gold pieces per semester.
Gained Abilities
- Party Dynamics: Teaches Teamwork (Wis check to coordinate actions together as a party, etc.) Taught by Professor Mavinda Sharpbeak.
- Common Tongues: Introduction to languages (Int check to determine what a language is if they don't already know)
- Technology Today: Introduction to Technology (+1 to Technology once course completes).
- Studying Your Environment: Introduction to Investigation (+1 to Investigation once course completes).
- World History: Introduction to History (+1 to History once course completes).
Current Courses
- Party Dynamics II: Enhances teamwork and provides education in various beasts. (Int check to identify a creature or roughly estimate its identity.) Taught by Professor Mavinda Sharpbeak.
- Advances in Technology: Intermediate Technology course (+1 to Technology once course completes).
- Basics of Intimidation: Provides Proficiency in Intimidation.
- Athletic Support: Basic Athletics course (+1 to Athletics once course completes).
- Expanded Healing: Add 5 to Lay On Hands pool after course completes.
Extracurriculars
- Live-Action Roleplayers' Guild (Animal Handling, Performance)
- Sorcerer's Star (Investigation, Insight)
Friendships, Beloveds, and Rivalries
- Rosie: +3 | Bond Boon: Rosie's energy is contagious. Whenever you travel any significant distance, you can reach your destination in half the normal time.
- Mina Lee: +1
Possessions
Money
- 117 Shirans
- 165 gold, 18 silver, 29 copper
Standard Items
- Studded leather armor (AC 12 + Dex)
- Thieves' tools
- Electrical tools
- Backpack
- Crowbar
- Hammers, 2
- Block and tackle
- 10 pitons
- 10 torches
- Tinderbox
- 10 days of rations
- Waterskin
- 50 feet of hempen rope
- Common clothes
- Dagger
- Motherwrench: 1d6 Bludgeoning, 10 lb., Heavy, Versatile (1d8), Special: The Motherwrench is a tool, and can be used in place of a sledgehammer or wrench. In addition, the Motherwrench can support a host of modifications to outfit it for different jobs.
- Cleric in a Bottle - Acolyte (Healing Potion)
- Hooded lantern full of oil
- College robes
- College scarf
- College tunic
- College knit hat
- Gypsy Friend Medallion
- Fine clothing
- Prefect badge #209
- Plate mail armor
- Shield
Natural Magic
Unlike your regular spells, spells from cantrips are known from memory and can be cast as often as you feel like. You have 2 cantrips from the Artificer class, and 2 cantrips from Magic Initiate.
- Mending: This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
- Guidance: You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
- Light: You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
- Shocking Grasp: Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You also can cast one 1st level spell of your choice once per day, from Magic Initiate.
- Expeditious Retreat: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Spellbook
1st Level Spells
- Chaos Bolt: You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack’s damage type, as shown below. 1: Acid, 2: Cold, 3: Fire, 4: Force, 5: Lightning, 6: Poison, 7: Psychic, 8: Thunder. If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.
- Catapult: Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
- Heroism
- Shield
2nd Level Spells
- Branding Smite
- Warding Bond
- Alter Self
- Vortex Warp
Special Items
Erika's trinket is an ornate scabbard that fits no blade she has found thus far.
Student ID card
Great Library card
Academy Pennant: A pennant symbolizing the character's skill area, this pennant proudly glows when waved, illuminating a 10 foot area in bright light and a further 10 foot area in dim light.
Special trinket: A pair of rose-tinted glasses with glittering frames.
Student Tablet. These specialized student tablets allow you to review materials from your courses. You can use this as reference material up to three times per day, gaining a d4 bonus to an ability check related to your current courses, rolled after your d20 is rolled but before its outcome is declared. In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from any spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Mirrored Sunglasses. These sunglasses are ballistic-proofed, though they can be knocked off, and provide resistance to blinding and immunity to gaze attacks while worn; in addition, the mirror reflection may reflect the gaze attack back on the user!
Ring of Mind Shielding
Ring of Shooting Stars
All Purpose Tool +1
Plate mail +1
Longsword +2
Sentinel Shield: While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with the symbol of an eye.
SoulPhone
Upgrades
Emergency Exit
Adventurer Pack: This soulphone upgrade, performed at an Outlet Store, gives your soulphone additional beneficial features:
- You can mark specific people who also own this upgrade in your Contacts list as Companions, Friends, Providers, or whatever else you might like.
- You can message these people via NetChat silently, causing the device to vibrate very quietly, without having to configure the device to do so.
- You can choose to make the current location of their phone appear on your map if they have Location Sharing turned on.
- Your map software is upgraded to provide basic automapping functionality inside structures, buildings, and dungeons. It is not perfect and will experience errors in enchanted locations, particularly those with changing architecture, but is better than writing by hand.
Licensor Pack: This soulphone upgrade allows you to create basic Soulphones to provide to needy regions to connect them to the ATTN network. These phones do not start with any non-free features, but can call a technician to provide services; the Licensor pack also allows the Licensor to expend money to directly add features and apps to a device that do not require technical support.
Advanced Licensor Pack: This soulphone upgrade allows you to process any Outlet Store request in order to upgrade or create phones, at half the normal price of an Outlet Store. While it is slower than a professional machining unit, it is nonetheless effective. Upgrades that require time to process still require this time when performed via an Advanced Licensor Pack. You may choose what to charge for upgrades should you use this pack to set up your own Outlet Store.
Apps
Bank of Alshira Professional
Special Benefits and Extended Rests
Extended Rest: Spending a week at your castle, touching base with subjects and followers and attending to your affairs.
Resistances and Immunities
Immune to giant spider poison
Common Attacks
Dagger: +5 to hit, 1d4+3 piercing damage
Motherwrench: +5 to hit, 1d6+3/1d8+3 bludgeoning damage
Longsword +2: +8 to hit, 1d8+4+2 slashing damage
Shocking Grasp: +6 to hit, 1d8 lightning damage and can't take reactions