Hiyas! Amethystine, the Purple Mage, here on the forums to share some of the homebrew creations I've been tinkering around with in some of the campaigns I've been running, both for feedback, and for the potential use of others interesting in giving their players a little pep... or a spicy encounter, depending.
To start, the Paladin/Warlock of our campaign handed over his warhammer to one of the artisans in Waterdeep, a blacksmith with loose ties to the Zhendarim, in the hopes that he would be able to design something of interest with it. The result was a sort of arcano-tech shock absorber installed into the hammer's head, able to collect and disperse momentum swing for swing, at the cost of some ease-of-use. The Mace of Momentum.
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
That's neat. One question, do you intend for momentum to accumulate over multiple rounds? Here's how I would go about the weapon.
You have a +1 bonus to attack and damage rolls you make with this magic weapon. When you successfully hit a creature or object with the mace, the mace accumulates one charge of momentum (to a maximum of 3). The mace loses all accumulated charges when you miss on an attack with it, or if your turn ends and you haven’t attacked a creature with it since your last turn. Before you make a melee attack, you can expend a number of its accumulated charges to unleash its momentum. When you do so, the mace deals an extra 1d6 points of force damage per charge expended on a hit, and the target must succeed on a Strength saving throw or be knocked prone and pushed 5 feet per charge away from you. The DC equals 10 + twice the number of charges expended.
When you roll a 20 on your attack roll with this magic weapon, all accumulated charges are discharged, and the mace deals an additional 2d6 points of force damage for each charge it held. Additionally, the target must succeed on a DC 16 Strength saving throw or be knocked prone and pushed 15 feet away from you.
Hmm... I like those changes for the most part, the wording is definitely better, though I think the additional 2d6 per charge would be a bit strong. Perhaps something like this?
'When you roll a 20 on your attack roll with this magic weapon, the mace treats the attack as if it were discharging 3 charges of momentum. This is in addition to any accumulated charges of momentum, which are also discharged with this attack. The DC of the Strength save and the pushing distance increases accordingly.'
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
The next of my homebrew creations is a little more defensive in nature, a safety net that might come in handy for those rare parties that don't have a caster of divine nature, able to recall their allies from the veil of death itself... though this talisman requires that one pay some respects to the Raven Queen to benefit from its gifts.
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
Welp, been a little while since I posted, owing real life and all that jazz... but I've finally dipped my toes into the hot mess that is homebrew subclasses... and to suit my world of travelling carnivals and whimsical wanderlust, I present a new Way for monks to play.
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
With no actual authority whatsoever, I declare Amethystine the winner, based on School of the Majestic being generally balanced, and proper use of capitalization.
In particular, for School of Gemstones, the 10th level ability appears to give disadvantage to every attack against you in all but the most dire circumstances, especially after 14th level. I would make sure I had at least 3 gemstones at all times, unless the fate of world depended on my using a gem power.
For Majestic, I'd give Proficiency in Jeweler's Tools as Gemstones does, rather than Persuasion. Amber needs to do more, and Sapphire should also give a swim speed IMO.
For both, tweak all the instances of "per day" or a variant of that. When does "a day" begin? Which is why 5th Ed usually states a specific time (dawn, dusk, noon, midnight, etc) or per long rest, rather than per day.
Thanks for the input. :3 The only reason it doesn't give Jeweler's Tools instead of Persuasion is that the class relies less on the creation and cutting of jewelry, and more the resplendence and status of such a majestic magical crown.
As for the 'per day', I believe wands, staves and other magical items with charges work on a 'per day' basis. Though I suppose it could be changed to a simple 'long rest.
I agree Amber of the Sun could use further benefit. Perhaps adding one's intelligence modifier to passive perception while the light is active. Sapphire, I think that could be alright.
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
Thanks for the input. :3 The only reason it doesn't give Jeweler's Tools instead of Persuasion is that the class relies less on the creation and cutting of jewelry, and more the resplendence and status of such a majestic magical crown.
As for the 'per day', I believe wands, staves and other magical items with charges work on a 'per day' basis. Though I suppose it could be changed to a simple 'long rest.
I agree Amber of the Sun could use further benefit. Perhaps adding one's intelligence modifier to passive perception while the light is active. Sapphire, I think that could be alright.
Well, after a busy, bustling holiday, I present the first magic item of the New Year... this time with a little flavorful cursedness thrown into the mix for the added spice!
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
Another addition, this time coming in a pair! In working on my adventure setting and its many wonders, one of the more interesting ideas I'd had revolved around artifacts made using special arcane crystals that form the magical wastes known as the Borderdune Rivers. On their own, these artifacts are potent, affording effects comparable to rare +1 weapons and armor with additional bonuses. However, each artifact has a paired 'Resonant' partner that, when attuned together, greatly bolsters the abilities of both magical items. Here is the first duo of Resonants, the Dervish's Song, comprised of a pair of melodic scimitar known as Contralto and Tenor.
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
Another addition, this time coming in a pair! In working on my adventure setting and its many wonders, one of the more interesting ideas I'd had revolved around artifacts made using special arcane crystals that form the magical wastes known as the Borderdune Rivers. On their own, these artifacts are potent, affording effects comparable to rare +1 weapons and armor with additional bonuses. However, each artifact has a paired 'Resonant' partner that, when attuned together, greatly bolsters the abilities of both magical items. Here is the first duo of Resonants, the Dervish's Song, comprised of a pair of melodic scimitar known as Contralto and Tenor.
Is this for a specific character? Are they a Bard with Expeditious Retreat, or a Kensai Monk? Maybe a Tabaxi? Got the Mobile feat? As soon as I read Bass, all the powergamer alerts went off. It's not something your average Bard could maximize, but ramps up if designed around.
The initial idea was enabling a Swords or Dervish bard, yes, though other martial classes could benefit if I changed the wording. Perhaps so that Inspiration Die, Superiority Die, a Ki Point or such could work. As for Bass, they have to be able to move that far in a single turn to ramp up the dice for one attack... yes, there is some leeway to make it strong, but they'd have to spend other resources (expeditious, haste, step of the wind, etc.), take a feat, use up a dash action and hope for an opportunity attack, or be fortunate enough to have a race/class that moves faster of its own volition. They're artifacts, and strong ones, but they're not the sort of thing a character's going to be built around, as typically such an artifact will be found well within their life, without them knowing beforehand what they'll be getting.
Rollback Post to RevisionRollBack
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
Another addition, this time coming in a pair! In working on my adventure setting and its many wonders, one of the more interesting ideas I'd had revolved around artifacts made using special arcane crystals that form the magical wastes known as the Borderdune Rivers. On their own, these artifacts are potent, affording effects comparable to rare +1 weapons and armor with additional bonuses. However, each artifact has a paired 'Resonant' partner that, when attuned together, greatly bolsters the abilities of both magical items. Here is the first duo of Resonants, the Dervish's Song, comprised of a pair of melodic scimitar known as Contralto and Tenor.
Is this for a specific character? Are they a Bard with Expeditious Retreat, or a Kensai Monk? Maybe a Tabaxi? Got the Mobile feat? As soon as I read Bass, all the powergamer alerts went off. It's not something your average Bard could maximize, but ramps up if designed around.
dude it's an artifact you build whole campaigns around these things
Well, artifact is a bit of a catch-all for unique items, along with legendary. But the idea behind Resonants is, once an adventurer has proven themselves to be of worth, one of the ancient dragon founders will actually forge these Resonant weapons for them.
Rollback Post to RevisionRollBack
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
To post a comment, please login or register a new account.
Hiyas! Amethystine, the Purple Mage, here on the forums to share some of the homebrew creations I've been tinkering around with in some of the campaigns I've been running, both for feedback, and for the potential use of others interesting in giving their players a little pep... or a spicy encounter, depending.
To start, the Paladin/Warlock of our campaign handed over his warhammer to one of the artisans in Waterdeep, a blacksmith with loose ties to the Zhendarim, in the hopes that he would be able to design something of interest with it. The result was a sort of arcano-tech shock absorber installed into the hammer's head, able to collect and disperse momentum swing for swing, at the cost of some ease-of-use. The Mace of Momentum.
https://www.dndbeyond.com/magic-items/1405218-mace-of-momentum
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
That's neat. One question, do you intend for momentum to accumulate over multiple rounds? Here's how I would go about the weapon.
You have a +1 bonus to attack and damage rolls you make with this magic weapon. When you successfully hit a creature or object with the mace, the mace accumulates one charge of momentum (to a maximum of 3). The mace loses all accumulated charges when you miss on an attack with it, or if your turn ends and you haven’t attacked a creature with it since your last turn. Before you make a melee attack, you can expend a number of its accumulated charges to unleash its momentum. When you do so, the mace deals an extra 1d6 points of force damage per charge expended on a hit, and the target must succeed on a Strength saving throw or be knocked prone and pushed 5 feet per charge away from you. The DC equals 10 + twice the number of charges expended.
When you roll a 20 on your attack roll with this magic weapon, all accumulated charges are discharged, and the mace deals an additional 2d6 points of force damage for each charge it held. Additionally, the target must succeed on a DC 16 Strength saving throw or be knocked prone and pushed 15 feet away from you.
Hmm... I like those changes for the most part, the wording is definitely better, though I think the additional 2d6 per charge would be a bit strong. Perhaps something like this?
'When you roll a 20 on your attack roll with this magic weapon, the mace treats the attack as if it were discharging 3 charges of momentum. This is in addition to any accumulated charges of momentum, which are also discharged with this attack. The DC of the Strength save and the pushing distance increases accordingly.'
https://www.dndbeyond.com/magic-items/1496240-mace-of-momentum
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
The next of my homebrew creations is a little more defensive in nature, a safety net that might come in handy for those rare parties that don't have a caster of divine nature, able to recall their allies from the veil of death itself... though this talisman requires that one pay some respects to the Raven Queen to benefit from its gifts.
https://www.dndbeyond.com/magic-items/809304-the-matrons-favor
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
Welp, been a little while since I posted, owing real life and all that jazz... but I've finally dipped my toes into the hot mess that is homebrew subclasses... and to suit my world of travelling carnivals and whimsical wanderlust, I present a new Way for monks to play.
https://www.dndbeyond.com/subclasses/705441-way-of-the-contortionist
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
this seems fun flavorful and while balanced enough
and heres a challenge for you seem like the kind of person who might now a bit about gems (judging by your name)
so make a wizard subclass that uses the power of gems
i will make one as well and when were done we see who did it better
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Hmm... that does seem like an interesting challenge. Alright, accepted.
https://www.dndbeyond.com/subclasses/705814-school-of-the-majestic
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
might need 3 days for refining and grammar but here is a first draft wizard school of gemstones
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
okay now we need a judge
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
With no actual authority whatsoever, I declare Amethystine the winner, based on School of the Majestic being generally balanced, and proper use of capitalization.
In particular, for School of Gemstones, the 10th level ability appears to give disadvantage to every attack against you in all but the most dire circumstances, especially after 14th level. I would make sure I had at least 3 gemstones at all times, unless the fate of world depended on my using a gem power.
For Majestic, I'd give Proficiency in Jeweler's Tools as Gemstones does, rather than Persuasion. Amber needs to do more, and Sapphire should also give a swim speed IMO.
For both, tweak all the instances of "per day" or a variant of that. When does "a day" begin? Which is why 5th Ed usually states a specific time (dawn, dusk, noon, midnight, etc) or per long rest, rather than per day.
Thanks for the input. :3 The only reason it doesn't give Jeweler's Tools instead of Persuasion is that the class relies less on the creation and cutting of jewelry, and more the resplendence and status of such a majestic magical crown.
As for the 'per day', I believe wands, staves and other magical items with charges work on a 'per day' basis. Though I suppose it could be changed to a simple 'long rest.
I agree Amber of the Sun could use further benefit. Perhaps adding one's intelligence modifier to passive perception while the light is active. Sapphire, I think that could be alright.
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
I hope my forum-fu is up to this:
Wand of Fireballs
Uses charges, which are recovered at dawn.
Well, after a busy, bustling holiday, I present the first magic item of the New Year... this time with a little flavorful cursedness thrown into the mix for the added spice!
https://www.dndbeyond.com/magic-items/2834486-the-gimme-crown
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
Another addition, this time coming in a pair! In working on my adventure setting and its many wonders, one of the more interesting ideas I'd had revolved around artifacts made using special arcane crystals that form the magical wastes known as the Borderdune Rivers. On their own, these artifacts are potent, affording effects comparable to rare +1 weapons and armor with additional bonuses. However, each artifact has a paired 'Resonant' partner that, when attuned together, greatly bolsters the abilities of both magical items. Here is the first duo of Resonants, the Dervish's Song, comprised of a pair of melodic scimitar known as Contralto and Tenor.
https://www.dndbeyond.com/magic-items/3159874-contralto-the-humming-curtain
https://www.dndbeyond.com/magic-items/3160205-tenor-the-whistling-headliner
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
Is this for a specific character? Are they a Bard with Expeditious Retreat, or a Kensai Monk? Maybe a Tabaxi? Got the Mobile feat? As soon as I read Bass, all the powergamer alerts went off. It's not something your average Bard could maximize, but ramps up if designed around.
The initial idea was enabling a Swords or Dervish bard, yes, though other martial classes could benefit if I changed the wording. Perhaps so that Inspiration Die, Superiority Die, a Ki Point or such could work. As for Bass, they have to be able to move that far in a single turn to ramp up the dice for one attack... yes, there is some leeway to make it strong, but they'd have to spend other resources (expeditious, haste, step of the wind, etc.), take a feat, use up a dash action and hope for an opportunity attack, or be fortunate enough to have a race/class that moves faster of its own volition. They're artifacts, and strong ones, but they're not the sort of thing a character's going to be built around, as typically such an artifact will be found well within their life, without them knowing beforehand what they'll be getting.
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.
dude it's an artifact you build whole campaigns around these things
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Well, artifact is a bit of a catch-all for unique items, along with legendary. But the idea behind Resonants is, once an adventurer has proven themselves to be of worth, one of the ancient dragon founders will actually forge these Resonant weapons for them.
Working on a supplement for the adventure-minded. A project including (and crediting) homebrew subclasses from the community, a world of my own design, premade characters, magic items, and even a prologue adventure to start things off!
Past and Current Characters: Morgann 'Duskspear' Solbeard, Hill Dwarf Paladin/Fighter/Warlock; Ephemeral 'Skye' Solbeard, Hill Dwarf Artificer; Zaldrick Lawscrip of Orzhov, Hobgoblin Wizard; Eremys Spydrun, Shadar'kai Monk; Cuchulainn, Wood Elf Blood Hunter.