https://media.wizards.com/2017/downloads/magic/Plane-Shift_Kaladesh.pdf - This basically has it all. Please make sure to read through this thoroughly. Nearly all racial options are listed here, and nearly all class options are listed (as well as what does not “exist” in the setting, such as clerics). If you want to use a 5E version of a race listed here (for example, the 5E stats for a High Elf versus the stats of a Vahadar Elf), I’m fine with that. Variant Humans are also an option, though not listed.
https://media.wizards.com/2016/dnd/downloads/1_UA_Artificer_20170109.pdf - It only makes sense that Artificers exist in Kaladesh. Add two doses of aether (see below) to their starting inventory. Another note: EDIT: The gunsmith section details a Thunder Cannon. If you have a different idea for a weapon you want your character to use, please let me know via PM. An example would be a flamethrower weapon, that does something similar to Burning Hands.
http://media.wizards.com/2017/dnd/downloads/UAMystic3.pdf - I love mystics, but hate Jace. So they're here, because Jace exists. EDIT: Mystic's in Kaladesh are another type of Aetherweaver (One who can utilize the Aether without technology). They, however, utilize the Weave with simply their thoughts, and require no verbal or somatic components to how they bend the Weave.
If there is anything you feel is appropriate for the setting, either amongst UA or any of the books (Volo’s, EE, SCAG, etc.), that you would like to play, please PM me. If you have questions about anything, please PM me. I’m more than willing to work with players.
I do ask that each player be familiar with the Kaladesh setting. No knowledge is needed of Magic the Gathering and the other planes of existence. Boundless questions are going to appear as we move forward with the adventure, in terms of what is and what isn’t in comparison to the D&D setting. We’ll cross those bridges when we get there.
This adventure takes place about ten years before the events of Kaladesh and Aether Revolt begin. Fifty years prior, the ability to harness aether was discovered, plunging the plane of Kaladesh into an inventor’s renaissance, as machines were theorized, constructed, and given life by the power of aether. The governing body of Kaladesh, the Consulate, saw its potential and quickly capitalized on this discovery, designing distribution methods and laws to ensure everyone would have “mutual” access to aether. Some saw the Consulate’s actions differently, believing they infringed on the people’s right by controlling the flow of aether to the populus. Known collectively as the Renegades, they seek to undermine the Consulate’s iron grip on aether. You, adventurers, are members of the Renegades. You are currently on a mission aboard a renegade aethership from Ghirapur, being sent to Peema, a vast forest several hundred kilometers northwest of Ghirapur. There, one of the Renegade’s hidden aether-collecting sites has gone dark, and the continual aether shipments needed to power the Renegade’s various machines have ceased. You are tasked to discovering why the site has gone dark, and resolve any issues to make sure the flow of aether returns unhindered.
Aether is something unique, with no prescribed rules for how it operates. For this adventure, I’m going to have aether be an actual resource you can use to amplify actions you take, as well as have it be necessary to power “magical” items you come across or create. A dose of aether can be taken as a bonus action to give you advantage on any one dice roll you make for the next minute. This includes attack rolls, damage rolls, saving throws, skill checks, etc. Note, for damage rolls, it applies to one of the dice. So if you swing with a greatsword and hit your opponent, you would essentially roll 3d6 and take the highest two dice. If blasting a group of enemies with Burning Hands, you would roll 4d6 and take the highest three. EDIT: Aether is a dangerous substance, and can have harmful effects ifstraight ingested. When taken without an aether infuser, a DC 10 CON save isneeded to avoid the aether's effects (2d6 poison damage). An aether infuser is an uncommon magic item that you wear on your wrist. It allows the user to infuse aether safely.Itis also illegal in the Consulate'seyes, and can only be purchased on the black marketfor 150 gold pieces. Aetherborn, due to being made of aether, are immune to this effect. A dose of aether costs 50 gold pieces, and can only be purchased via black market or through the Renegades, who are forced to sell bits of it to help fund their ongoing battle versus the Consolate.
Aether-Infused Items: “The citizens of the Consulate enjoy what is perhaps the most exciting and inspiring period in Kaladesh’s history. In the sixty years since Avaati Vya discovered the process of aether refinement, aether has transformed virtually all day-to-day activities and reshaped the way people think about their lives. Over the course of the last half century, hundreds of thousands of new devices, machines, vehicles, constructs, and even weapons have sprung from the minds of talented inventors—all powered by the wonders of aether.”
Magic items, don’t technically exist. Rather, items can be infused with aether to produce spectacular effects. +1 Weapons and Armor will exist, but +2/+3 items do not. Rather, you can overload +1 items with aether to produce effects mirroring +2/+3 items for a short amount of time. As a bonus action, you can infuse a +1 weapon with one dose of aether, giving your next attack an additional +1 bonus, up to maximum of +2. If you infuse it with three doses of aether, you give your next attack an additional +2 bonus, up to a maximum of +3. +1 armor can be infused with aether as well. By infusing two doses of aether, +1 armor grants disadvantage on the next attack roll made against you.
Ex. Baliim wields two +1 Scimitars in his effort to cut down the Consulate constructs. Facing a particularly large Consulate construct, he uses two doses, one on each scimitar, before going into battle several minutes later, to make his scimitars +2 for one attack each. The doses last until discharged, and he is able to surprise the construct, gaining advantage on his attack and hitting with both strikes. The construct though soon overwhelms him, and he is forced to retreat. Able to escape, he infuses his +1 scimitars with three doses of aether each, the last of his reserve, to make his scimitars +3 for one attack each. He has to take down this construct if their forces are able to secure a stash of aether stolen by the Consulate. Able to surprise the construct, he lands both attacks, severing the constructs mainframe and bringing it crashing to the floor.
While it would be neat to have other magical items see a use in aether, I want to adhere to the 5E principles of simplicity and ease-of-use. As such, other magic items will work normally, with sufficient aether storage to last indefinitely. Items that use charges however will require doses of aether to power. One charge equals one dose of aether.
Pricing for Aether-Infused "Magic" Items:
Common - Weapons: NA; Non-weapons: 75
Uncommon - Weapons: 750; Non-weapons: 375
Rare - Weapons: 7500; Non-weapons: 3750
Very Rare - Weapons: 75000; Non-weapons: 37500
Legendary - Weapons: 750000; Non-weapons: 375000
When crafting an aether-infused item, spellcasting isn't necessary. You must simply meet the minimal character level (3rd=Common/Uncommon; 6th=Rare; 11th=Very Rare; 17th=Legendary). To make aether-infused items quickly and without fail, you need a schematic plan. Such will be available for purchase at a tenth of the cost of said magic item. When using a schematic plan, you can craft at a rate of 100 gp/8 hous, instead of the 25 gp/8 hours, and do not need to make an Arcana check at the end of each 8-hour period. If crafting without a schematic plan, you craft at a rate of 25 gp/hours, and you must make an Arcana check at the end of each 8-hour period, as follows: DC 10 for a common or uncommon item, DC 15 for a rare or very rare item, or DC 20 for a legendary item. On a failed check, the character still spends the 25 gp for that day’s work, but that day does not count toward completing the item.
Other points of interest. We'll be using Discord for rolls and OOC chatter. I haven't decided the size of the party I'm looking for (I'm thinking at least five players, to keep things lively), but you'll be starting at level three. Standard array or point buy. Give yourselves an extra 150 gp, to simulate your characters being fairly seasoned.
While I'm not in favor of evil-aligned characters, being rebels, it can make sense. If you do want to make an evil character, please make sure that they'll play nicely with your fellow party members. I'm fine with arguments, but I won't allow party members to start willingly kill each other. Likewise, don't feel restricted to classes no one else has picked. If three people want to play artificers, then three people can pick artificers! I love roleplaying, and you can see the PbPs I'm currently in for evidence of that from my characters. Because I don't want to rush character creation and development, I'm going to give this about a week for players to submit their character ideas. The more fleshed out, the more likely I'm going to pick your character. When submitting your character, please put all of their information in a spoiler box, like so:
Character Name: A Brief Description
Here is where all of your character information will go.
Something like this is ideal, and would be heavily considered:
Ear to the Ground - You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Personality Traits: I would rather make a new friend than a new enemy. The best way to get me to do something is to tell me I can't do it.
Ideal: Redemption. There’s a spark of good in everyone.
Bond: I’m guilty of a terrible crime. I hope I can redeem myself for it.
Flaw: If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
Gnome Cunning - You have advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
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. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
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.
Speak with Small Beasts - Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.
14 gp, Thieves' Tools, 50 ft. silk rope w/ grappling hook, an explorer's pack (a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin), a viol
Pettilaen has always been a city-folk. He grew up in Baldur's Gate to parents who were farmers. They worked hard to provide a decent life for him and his two siblings, who in return worked hard on the farm. He always understood the value of hard work. But that didn't stop his love for exploration and pulling pranks on his siblings. He was notorious for those two things, and often would get lost in the nearby woods.
As he grew older, the business of the city appealed to him. He saw the city as a massive place to explore, and as such took up the job as a courier when he was in his teens, running about from nobleman to business to city official delivering messages. It was in this business that he was approached by a group of thieves, who offered him a way to make some extra cash, in exchange for them copying down the letters he delivered. This took him down a dark road for several years of his life, where he worked closely with this group of thieves, learning the tools of the trade on how to move about undetected, pick the pockets of wealthy merchants, break into houses and where to strike someone to hurt them the most.
A few years into this, he began to see what he was becoming, but felt there was no way to get out now. He was in too deep with these thieves, and had become one of them. They were the closest thing to a family he had, since he'd estranged himself from his parents and siblings. It wasn't until he was caught by a priest of Illmater until he realized the atoning he needed to do. Unable to sell out his brothers and sisters in the thieves' guild, he instead left and travelled back home to his family, broken-hearted. They gave him a warm reception, happen to have their son and brother back again. His heart though yearned for exploration, and he took off after staying with his family for a time, wanting to make his mark on the world.
One last note: I will commit to being on everyday at least once. While I would sincerely hope that you are able to as well, I understand that life gets busy. If you are gone for three days without prior notification, I will have to remove you from the group. I've seen how long encounters can take, and I will have at least one round finished per day. If you have not posted what your character is doing for that round of combat by the end of the day, then I will discuss with the players online what we think your character's most appropriate course of action would be, and then execute it. This is to help keep the gameplay flowing. Also, Initiative will be more of a first-come-first serve. I'll ask for an initiative roll for the party, and then compare that to the initiative roll from what you are encountering. So the party goes, and then the encounter, or vice-versa. This way we're not waiting for someone who won't be on for another 6 hours, and you're available right now to do your turn.
I'm bound to have missed something, so again: if you have any questions, feel free to PM me! Once the party is organized, chosen, and settled, we'll discuss the finer details.
*** Parts written in red are edits/updates to what I have in mind***
Skills: Acrobatics +6, Athletics +6, Perception +7, Stealth +6, Sleight of Hand +6, Deception +5, Persuasion +8, Insight +4, Investigation +6, Medicine +4 Proficiencies: Light armor, Simple weapons, hand crossbows, longswords, rapiers, shortswords, Thieves’ Tools, Navigator’s Tools, Vehicles (aetherships) Languages: Common, Dwarven, Thieves’ Cant Feat: Skilled, Human Determination (Adv on Skill/Save/Attack once per short rest), Monster Anatomist (Fiends: 1d8 sneak attack damage)
Roguish Archtype: Swashbuckler Traits: Expertise x2 (Double Prof w/ Athletics and Persuasion. Perception and Investigation), Sneak Attack (+4d6 Damage w/ advantage or another enemy is within 5 feet of it), Cunning Action (Bonus Action to Dash, Disengage, or Hide), Fancy Footwork (Melee attack does not provoke AOO until end of turn), Rakish Audacity (+CHA to Init, no Adv needed for sneak attack if no other creature is within 5’), Uncanny Dodge (Use Reaction to 1/2 Damage done), Evasion (1/2 damage from dex save, none if succeed)
Equipment: Burglar's Pack (a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 10 days rations, a bedroll, a mess kit, climber's kit, a tinderbox, a waterskin, 100 feet of silk rope), Rapier, Short Sword, Thieves’ Tools, 2 Daggers, Hand Crossbow (19), Studded Leather, set of common clothes, Navigator's Tools, Belt Pouch (25gp), an old Tarot Card bearing my likeness, Goggles of Night, Aether Infuser, 1 dose of Aether, Wrist Thopter, curved dagger, robes and cloak of cultist, Ring of Free Action
Portrait: Lero stands a little over six feet tall wearing dark studded leathers upon a loose-fitting white under-tunic. His rapier bears the Talamari crest and shines as if a weapon for a man of noble birth. Upon his chest he wears the insignia of his former Aethership, the Talamari Jewel, torn from the ship's wheel upon its mutiny. He's known to be quick on his feet, able to dart in and out of combat quicker than an enemy can strike. His wit is unmatched (in his opinion) and he's been known to enjoy the telling of a good story while in port. His dark hair and low brow are characteristics of the Talamari household, and it is hard to not recognize a man of his infamy. He's learned to embrace the stories of his piracy and to embellish some of the finer details. The ship's reputation has spread like wildfire and he has helped fuel the spread of the legends of the Rising Aether.
Background: Sailor (Renegade Pirate) Feature: Bad Reputation - May get away with minor crimes. Personality: I stretch the truth for the sake of a good story, and I like a job well done... especially if I can convince someone else to do it. Ideal: Freedom - Sailing is freedom; the freedom to go anywhere and do anything. Bond: In a town, I have a paramour whose eyes nearly stole me from the skies. Flaw: My pride will probably lead to my destruction.
Lero Talamari, son of Admiral Kayn Talamari of the Consulate Navy, was disowned from his family shortly after assisting in the mutiny of Captain Thrash Vintalie of the Talamari Jewel. The Aethership was the namesake of the Admiral’s career and was to eventually pass down to Lero upon obtaining the rank of Captain in the Consulate Navy. Now Lero serves upon the ship, renamed the Rising Aether, as a pirate for the Renegades.
Lero has earned himself a reputation that puts his name to shame. He’s been instrumental in the attacks of dozens of Consulate ships as one of the last remaining former navy officers on the Rising Aether. His reasoning for joining the Renegades was simple; The Consulate was far more evil. He’d learned of plots in the Consulate that caused him to doubt his loyal upbringing, and it wasn’t until approached by Lillith, a young member of the Renegades, that he decided to turn. Not only had he fallen madly in love with the woman, but she had proven the plots true by detailing the very rumors he had heard while wearing his Navy vestments.
His time spent on the Rising Aether wasn’t all pirating and pillaging the Consulate’s refineries and vessels. He’d found a place within the Renegades that felt more like home than any other. He yearns to return to Lillith when out on the skies, but loves the freedom that the Aethership brings. The Rising Aether felt more like his ship than the Talamari Jewel ever did. The Captain, Arial Manfield, was one of the most cunning Captains Lero had ever served with. While many of the Consulate cities and towns fear the Rising Aether, there are many others that welcome it in their ports. The Captain is known to share her spoils for fair and reasonable prices that far undercuts the Consulate’s tyrannical hoarding.
Now Lero has another mission. This one is to escort Renegade agents to an allied outpost that has gone silent. He knows it’s going to be dangerous, but he has faith that Captain Manfield has a plan for everything.
Viktor The Aetherborn Mystic (name will be ever changing)
Viktor Neutral Aetherborn Mystic-Order of The Immortal STR 9(-1) DEX 14(+2) Con 16(+3) INT 16(+3) Wis 8(-1) CHA 12(+1) (Saves Int and Wis) HP:30 AC:15 (10+Dex+Con) Int: +5
Skills: Acrobatics +2, Animal Handling -1, Arcana +5, Athletics -1, Deception +1, History +3, Insight -1, Intimidation +3, Investigation +3, Medicine +1, Nature +5, Religion +5 Proficiencies: Light Armor, Simple Weapons, Herbalism kit Languages: Common, Draconic, Abyssal, Deep Speech Senses: Darkvision 60 feet Aetherborn trait: Speed 30, Born of Aether: You have resistance to Necrotic damage, Menacing: You gain proficiency in the Intimidation skill
Mystic: Order of The Immortal: Psionic Recovery: When u spend a psi point as a bonus action recover hp equal to the psi points you spent, Telepathy: You can speak telepathically to a creature you can see that's 120ft away from u you don't kneed to share a language to send a message but to talk you kneed to or the creature needs the Telepathy skill.
Order of the immortal: Bonus Disciplines: You gain 2 extra disciplines in the Order of Immortal list, Immortal Durability: You get 1 bonus hp per level and your AC without armor is 10+Dex+Con, Psionic Resilience: At the start of each of your turns you gain temp hp equal to your int mod (min 0) at least 1 hp.
Mystic Quark: New name everyday
PSi Points: 14 (limit 3)
Psionic Disciplines: Adaptive Body: Will post a list, Bestial Form
Psionic Talents: Mind Slam,Mind Thrust
Background: Aetherborn Hermit Personality Trait: I am utterly serene, even in the face of disaster Ideal: Live and Let Live: Meddling in the affairs of others only cause trouble Bonds: Nothing is more important then the other members of my hermitage, order, or association Flaw: Seeing as I'm new to this world I'm enjoying its delights a little to much History: When I first arrived to this world to this place known as Kaladesh I didn't know anything it was and still is all new to me. While I roamed the city that i appeared in i ran into a person who told me that he was part of the Mystic order. So I asked him what the order was and he told me it had to do with your mind. After awhile of talking he asked me if I wanted to be his apprentice so with a nod of my head i told him yes that I was interested. So he took me under his wing and started teaching me the way of the Aether Weavers or Mystics as I knew them by so months went by and I was learning at a very quick rate. My master was impressed at my talent so he told me of the different paths you can take and the path my master took was Immortal. As I continued my training my master continued telling me more about the world and what it has to offer which intrigued me to the point where i would want to see it for myself. He then told me that I've learned all that i can from him and it was time for me to continue the training on my own so I told him that i would and the next day he was gone I still don't know where he went but i continued what i promised him and that is my training. i walked through the city as i continue learning everything i can in between my training as i get stronger i decided to fallow the path my master took. Now I take jobs to earn some money so i can find a place to stay when i don't have any work to do. From time to time i think about my old master who had shown me this way of life i hope that i can see him again before my death which is vastly approaching. I continue to enjoy my life even though it's short but boring it's not jobs continue to come my way which i accept most of them had been from their government in my time i've learned about a group of people who call themselves the Gatewatch though i've never met them but i might some day. The one thing that is interesting is the inventors fair where the citizens show off their inventions now i stand here after returning from my last job which was five days ago and continue taking in the wonders of the world
Researcher - When I attempt to learn or recall a piece of lore, if I do not know that information, I often know where and from whom I can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Personality Traits: There's nothing I like more than a good mystery. I'm willing to listen to every side of an argument before I make my own judgment.
Ideal: No Limits: Nothing should fetter the infinite possibility inherent in all existence.
Bond: I've been searching my whole life for the answer to a certain question.
Flaw: Unlocking an ancient mystery is worth the price of a civilization.
Born of Aether - You have resistance to necrotic damage.
Menacing -You gain proficiency in the Intimidation skill.
Magic Item Analysis - I can cast Detect Magic and Identify as rituals without requiring material components
Alchemist's Satchel - I craft an Alchemist's Satchel, a magic item with which I can create concoctions. Whenever I reach in, it holds the material for the Alchemical Formula I want to use. If lost, I craft another by spending 8 hours a day for 3 days and 100 gp of materials.
Alchemy Formulae - I learn Alchemical Formulae that I can use if I have my Alchemist's Satchel within reach. I learn the Alchemical Acid and Fire formulae, and additional depending on my level (Healing Draught, Smoke Stick)
Formula: Alchemical Acid [2d6 acid damage] - As an action, I can hurl a vial of acid at a creature or object within 30 ft. It shatters on impact and the target must succeed on a Dex save or take acid damage. An object automatically fails its saving throw and takes maximum damage.
Formula: Alchemical Fire [2d6 fire damage] - As an action, I can hurl a vial of volatile liquid at a creature/object/surface within 30 ft. It explodes and all within a 5-ft radius must succeed on a Dex save or take fire damage.
Formula: Healing Draught [2d8 healing] - As an action, I can take a vial of healing liquid from my satchel, which lasts for 1 hour. Anyone can drink this as an action, healing in doing so, after which the vial disappears. One vial heals a number of d8 equal to half my artificer level (rounded up) in HP. After being healed this way, a creature can't do so again until it finishes a long rest. While a Healing Draught exists, I can't use this formula to create another one.
Formula: Smoke Stick - As an action, I can take a smoke stick from my satchel and throw it up to 30 ft away. The stick produces smoke in a 10-ft radius around it, blocking vision, including darkvision. It disappears after 1 minute; After creating one, I can't create a new one for 1 minute.
Tool Expertise - I have expertise with any tool proficiencies I gain from the Artificer class.
Wondrous Invention - I gain a magic item that I have crafted.
Spellcasting - I can cast artificer spells that I know, using Intelligence as my spellcasting ability. I can use an arcane focus as a spellcasting focus. I know Cure Wounds, Expeditious Retreat, and False Life.
Feat (Servo Crafting) - I can cast Find Familiar as a ritual, creating a servo instead of an animal. I can telepathically communicate with it, perceive its senses, and speak through it in my voice. I can forfeit your action for it to attack.
Studded leather armour, 2 Daggers, Light crossbow, 10 Crossbow bolts, Common clothes, Belt pouch with 160 gp, Backpack (Contains; 1oz bottle ink, Ink pen, Small knife, Letter from dead collegue, Thieves' tools, Crowbar, 10 Pitons, 10 Torches, Tinderbox, 10 Days of rations, Waterskin, 50 feet Hempen Rope), 6 doses of Aether, Alchemist's Satchel, Portable Aether Storage Device (ASD), Ring and Servo (ring controls Servo that can cast Darkness), thopter.
Five months ago, an Aetherborn was formed in a great library of Ghirapur. They quickly set about learning about aether, alchemy, artifice, and the world hey were born into. Soon, they learned about the Consulate's laws regarding the essence of their being, and they grew angry. They sought out the renegades in hopes of aiding the cause. They took their name, Flux, from asubstanceusedtorefineaetherbycombiningwithimpurities, a substance that had the same purpose as his joining the renegades - they would improve the world's access to aether by combining with an illegal organisation.
Finally got a look at the info on this and find it quite interesting. I'll probably play and elf, but not sure what kind yet. I actually find that race interesting in this setting. Due to timing it might not be until sometime tomorrow I have it all made up. I'll try to do some tonight at least the initial setup of class and stats.
Pretty much though two are half elves since they just fit better with what I wanted to do. Unfortunately one of the PbPs is probably dead and not sure about another. One is definitely going on, but on hiatus for one week while the DM is on vacation. Elves do seem rather interesting in this setting though, all my others as I said are what race works best for what I already made up for a class and background. ::chuckles:: Anyway, off to dig a bit and see what I come up with.
Rollback Post to RevisionRollBack
PbP - Beregost Blues - Portia Starflower, Half Elf, Cleric, Life Domain PbP - Tome of Annhilation - Vistani Mocanu, Human, Bard
Combat: Fire Bolt ranged spell attack: +6 to hit, range 120 ft.. Hit: 2d10 Fire damage. Unattended flammable objects ignite (PHB 241) Ray of Frost ranged spell attack: +6 to hit, range 60 ft. Hit: 2d8 Cold damage. Target -10 ft speed until start of my next turn (PHB 271) Acid Splash ranged spell: DC 14 Dex, fail 2d6 Acid damage. Dex save, success - no damage; 1 or 2 creatures within 5 ft of each other (PHB 211) Eldritch Blast ranged spell attack: +6 to hit, range 120 ft. Hit: 2x1d10 Force damage. Each d10 is a separate beam requiring separate rolls (PHB 237) Light Crossbow ranged weapon attack: +6 to hit, range 80/320 ft.. Hit: 1d8+3 Piercing damage. Ammunition, loading, two-handed Dagger melee/ranged weapon attack: +6 to hit, reach 5 ft. range 20/60 ft.. Hit: 1d4+3 Piercing damage. Finesse, light, thrown
Traits: Ability Score Increase: Your Charisma score increases by 2, and two other ability scores of your choice increase by 1 (Dex & Con). Speed: Your base walking speed is 30 feet. Darkvision: Accustomed to the night, 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. Born of Aether: You have resistance to necrotic damage. Menancing: You gain proficiency in Intimidation skill. Languages: You can speak, read, and write Common, Dwarf and Vedalken. Sorcerer (Draconic Bloodline), level 4: ◆ Spellcasting (Sorcerer 1, PHB 101) [5 cantrips & 5 spells known] I can cast sorcerer cantrips/spells that I know, using Charisma as my spellcasting ability; I can use an arcane focus as a spellcasting focus; ◆ Draconic Resilience (Draconic Bloodline 1, PHB 102) When I am not wearing armor, my AC is 13 + Dexterity modifier; My hit point maximum increases by an amount equal to my sorcerer level; ◆ Brass Dragon Ancestor (Draconic Bloodline 1, PHB 102) I have draconic ancestry with brass dragons, which are affiliated with acid damage; When interacting with dragons, if I can add my proficiency bonus, I can double it; ◆ Font of Magic (Sorcerer 2, PHB 101) [Sorcery points, 5× per long rest] As a bonus action, I can use sorcery points to create spell slots and vice versa; I can convert spell slots to sorcery points at a rate of 1 point per spell slot level; I can convert sorcery points to spell slots at the following rate: Level 1 for 2 sorcery points; level 2 for 3 sorcery points; level 3 for 5 sorcery points; Level 4 for 6 sorcery points; level 5 for 7 sorcery points ◆ Metamagic (Sorcerer 3, PHB 101) [2 known] I can use only 1 Metamagic option on a spell unless otherwise written; ◆ Quickened Spell (Metamagic Option, PHB 102) [2 sorcery points] If the spell has a casting time of 1 action, I can cast it as a bonus action; ◆ Careful Spell (Metamagic Option, PHB 102) [1 sorcery point] If the spell allows a saving throw, I can protect Cha modifier number of creatures; The selected creatures automatically succeed on their saving throws vs. the spell; ◆ Acid Elemental Affinity (Draconic Bloodline 6, PHB 102) [1 sorcery point] I add my Charisma modifier to one damage roll of a spell if it does acid damage When I do this, I can spend 1 sorcery point to gain acid resistance for 1 hour
Feat: Spell Sniper (Warlock) - Any spell that I cast that has a ranged attack roll has its range doubled and ignores half cover and three-quarters cover. I learn one warlock cantrip (Eldritch Blast) that requires an attack roll. Charisma is my spellcasting ability for this.
Equipment: Backpack with: Map of the city, small knife, tinderbox, 10 days of rations, waterskin, bullseye lanter, 5 flasks of oil, 50 feet of silk rope, hourglass, antitoxin, potion of healing, common clothes, pet mouse, belt pouch (13 gp, 5 sp), light crossbow, 20 crossbow bolts, crossbow bolt case, 2 daggers, arcane orb.
Background Feature:I know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When I am not in combat, I (and companions I lead) can travel between any two locations in the city twice as fast as my speed would normally allow. (City Secrets).
Personality Traits: I expect that anybody who's nice to me is hiding malicious intent. I sleep with my back to solid surface, with all that I own embraced tightly in my arms.
Ideals: People: I help those who help me― that is what lets us stay alive.
Bonds: No one else should have to suffer the difficulties I've been through.
Flaws: I will never completely trust another. I only trust myself.
The Conclave is trying to harvest Aetherborns somewhere in Ghirapur for their Aether!
That is how Kraithee Balhi tale starts. It was born in captivity and still is a mystery if its birth was natural or caused by the Consulate’s scientists but one thing is known, at the time of its birth, Kraithee’s fate was set.
Or at least the Consulate thought so.
8 months ago a Renegade raid at the site of Kraithee’s imprisonment and “harvesting” facility, where other Aetherborn died for being drained of their essence, led by Tarlin Shadowtale took place and was able to save the last Aetherborn alive at the facility, Kraithee.
When the instruments of harvesting the Aether were taken away from Kraithee’s body, during the confrontation of Consular and Renegade forces, the Aether that was extracted and still stored in the harvesting tanks flowed into it fueling its being, making Aether actually flow through its body creating a barrier against the attacks of the Consulate.
Tarlin was carrying Kraithee out of the facility, the Renegades were withdrawing, trying to save their wounded while under attack by the Consulate when a bolt struck Tarlin in the shoulder making him let go of Kraithee.
For the first time in his short and suffered life Kraithee thought that the Consulate needed to be stopped, the only person that ever saw Kraithee, until the moment, as a living being was hurt. Letting go of the Aether in its body releasing a shockwave that destroyed the entrance to the facility allowing the Renegade forces to flee.
Since then Kraithee has been raised by the Renegades, but the only one that it really trusts is Tarlin, the first to see it as a living being.
Traits: Vedalken Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Aether Lore: Whenever you make an Intelligence (History) check related to magic items or aether-powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Thunder Monger - At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit.
Equipment: Thunder Cannon and accessories, 2 daggers, studded leather armor, Dungeoneer's Pack, Thieves' Tools, Smith Tools, Carpentry Tools, A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10 gp Cap of Water Breathing - her chosen magical item to be crafted at level 2. Backstory will explain the choice.
Sage - Speciality is Discredited Academic
Personality: There is nothing I like better than a good mystery. Used to helping others and will explain anything and everything.
Ideal: The goal of a life of study is the betterment of oneself.
Bond: I've been searching my whole life for the answer to a certain question. (It is in a letter she carries from a dead colleague - listed in equipment.))
Flaw: I can't keep a secret to save my life or anyone else's.
Buama grew up and had a stellar life ahead of her except for one thing: she found some things could be done better without the imposed restrictions. She never went far beyond the restrictions on Aether, but the synergy she found by doing so could not convince anyone to let her bend that rule. Her lawful nature did not make her want to break the rules, but she did want to convince them of the error. Instead, despite the proof, they discredited her and kicked her out. She quickly found a home with the Renegades because they had been watching her throughout her attempts to prove better uses of Aether.
When she was proficient enough as an artificer, she made a cap of water breathing. Her reasoning for picking this item to make came from two reasons. The Vedalken used to be a water race, but couldn't breathe water at all now. She had thought she could learn to do so while very young and had nearly drowned to death. That fear is still very real to her. The more academic side had the desire to see if she could learn to speak Vedalken. It only could be properly spoken when in water, but now it was a read and write only language. Maybe the latter was a futile thing because there would have to be a way to help Vedalken's breathe water again. And not with a water breathing device.
The cap itself fits like a skull cap, but has a slit in the top to let the spiky hair that only grew on the very top of her head to be pulled through. She even made it match the color of her skin. Her dark, purplish hair (she won't say if it is dyed) is usually made to stand straight up sometimes looking like a brush and other times in spikes based on her mood.
She has enjoyed her time with the Renegades as many of her ideas have been allowed to come to fruition. However, a great many have not. After all her quirkiness leads to liking making things go BOOM! This is one reason she took to use of the Thunder Cannon with proficiency. It is also the reason that many find it safer to work in other labs. They do search her out if they find something they think might need diffusing so it does not destroy vital things. She has no fear of playing with such things even if one wrong move could make her go boom instead.
Join us, Briseadh! Join the Renegades and help us stop the evil Empi... er.. Consulate!
I did with a Vedalken artificer who likes to make things go BOOM! LOL! I think she should work for what Imoxator is planning. And for the record, I'm better off choosing class first and coming up with my idea and then see what race works best for the idea. Even if the way the elves are in this one seems intriguing, I just could not go that route the way I wanted or without feeling like I had something too similar to a roll20 game even if the druid in that game is a homebrew race we are testing.