Hands of construction/deconstruction. Given time, Steve can punch through any non-magical solid material. He does so in 2.5 X 2.5 feet blocks. Certain substances can take longer to deconstruct and living beings, with undead and constructs also included, are immune to these powers. He deconstructs the whole of a thing. A tree trunk is turned into a block for him but the moss on it is left alone. Things of magic are immune to this effect.
Mute. He can not speak. He can communicate by causing words to appear in limited part of your vision. This can be blocked.
Supreme Bag of Holding. Steve can hold an absurd amount of blocks, (though he can't store items in this way) 200 to be precise. He can place things from his bag into the world but only in a space that is 100 percent air (2.5x2.5 feet). He can ignore this principle for liquids when releasing. Liquids take up 10 spaces.
Immortal Being. Steve requires no sleep and only needs food if he is moving, he can revert to a more dormant state when food is scarce.
Items. Steve has the following items. It takes him 30 minutes during a long rest to regather them. These each take one action to use.
Milk: (self-only) Cures LITERALLY any and all magical ailments instantly. It also cures conditions such as being on fire, bleeding, curses. drinking this while in a fire won't help as it only cures Steve and returns him to a more pristine, although possibly damaged, condition.
Potion of Healing ll: Steve heals 80 hitpoints
End Crystal: This large floating crystal can be placed within 5 feet of you. When it suffers damage from any source it explodes terribly! Explosion radius is a whopping 50 feet. Dealing 5d10 fire + 5d10 force damage. This explosion can be seen tearing through solid stone up to 5 feet thick. A target 15 feet or further from the center can make a Constitution 18 saving throw to reduce the damage by half.
Multiattack: Attack Twice
Netherite Sword of Fire Aspect, Sharpness. Melee Weapon Attack: +15 to hit, reach # ft., # target. Hit: # (4d12 + 6) magical Slashing and 7 Fire damage.
Power Flame Bow. Ranged Weapon Attack: +14 to hit, range 60/120 ft., # target. Hit: # (3d10+ 4) Piercing plus 7 fire damage.
Besides normal arrows Steve can use a limited arrow to change the effect, regaining them after a long rest
2X Arrow of Harming: (change all damage to healing if it hits an undead) add 6 damage and ignores resistances and immunities.
1X Arrow of Weakness: An enemy hit with this arrow has all their damage reduced by 1d4 for the next two rounds.
4X Arrow of Poison: add 3 poison damage
Return to sender: Single target magic spells, such as firebolt, can be attacked and sent back to the caster. Doing so is risky, and if Steve rolls below the caster's attack roll, then he takes max damage from the spell. If he succeeds then the attack is sent back to the caster as if Steve had cast it. Steve can only use this ability if the attack would hit.
Description
Steve is a being whose magical powers surely must come from the far realm. This mute, hard edged human shaped being can perform miracles with ease and without a single casting of any spells. While he is unlikely to cause world class problems his respawning nature in his home realm means he will eventually return regardless of the force used against him. The abilities listed here are him weakened in our plane of existence. In his cursed realm where gravity is bizarre, food is magical, life is rapidly created, and other abnormalities, he is a being one should NEVER underestimate. If you meet him beware. Although he might just trade you gold and emeralds for bread and just build a dirt hovel on his way to his destination.
None understand this bizarre being. On his feet you can find the words Patch with a few numbers following it. Every time this number goes up he exhibits new or different abilities.
Previous Versions
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11/19/2021 7:42:21 PM
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Coming Soon
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Posted May 6, 2023Maybe add a layer for Steve?