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Captain Maquesta Kar-Thon of The Perechon

N Female Half- Elf 

(Smuggler), Rogue (Swashbuckler) 9 / Fighter (Battle Master) 4

Age 82
Background Smuggler
Guilty Pleasure the chance to deflate someone’s ego
Adversary a master spy hunting for her, seeking revenge over a past assassination
Benefactor a magistrate named Lord Swindle kept you out of jail (in Flotsam) in exchange for valuable information of a powerful underground crime lord embedded at Flotsam

Str 13 (+1) 
Dex 19 (+4)
Con 18 (+4)
Int 14 (+2)
Wis 14 (+2)
Cha 18 (+4)

Speed 30 Darkvision 60 
Languages Trade Tongue, Elvish, Kalinese, Thieves Cant, Saifhum, Kothian, Ogre
Proficiency Bonus +5
Armor light
Weapons simple, hand crossbow, longsword, short sword, rapier
Tools Thieves’ tools, vehicles (water), navigator’s tools, gemcutting tools
Initiative +9

HD 9d8+4d10+78
HP  176

AC  19  (+4 +1 studded leather, +4 dex, +1 cloak)

+3 Str
+11 Dex*
+6 Con adv vs poison.
+9 Int*
+10 Wis*  adv vs charm, magic can't put to sleep
+6 Cha

+11/+11 +2 cutlass 1d6+6 slashing (light, finesse) and +2 vicious dagger 1d4+6 piercing (light, finesse)
+2 light crossbow 1d8+6 (80/320)

Proficient Skills
+12 Athletics* exp
+10 Acrobatics*
+10 Deception*
+8 Insight*
+8 Investigation*
+8 Nature*
+13 Perception* exp
+10 Persuasion*
+10 Sleight of Hand*
+8 Survival*

Phobia (thanoi)
Athlete stand up 5 ft, climbing costs no extra movement, jump bonus
Resilient (wis)

Fey Ancestry.  Adv saves vs charm & magic can’t put to sleep
Skill Versatility.  +2 proficient skills
Even I Get Boarded Sometimes.  All Perception and Investigation checks have disadvantage aboard the Perechon.  You have advantage on Perception and Investigation to notice or find hidden contraband on other water vessels. 
Sneak Attack.  +5d6
Cunning Action.  Dash, Disengage, Hide
Uncanny Dodge.  Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack‘s damage against you.
Evasion.  Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Fighting Style.  Two-weapon; add ability mod to offhand attack
Second Wind.  Bonus 1d10+4 1/short or long
Action Surge.  1/short or long
Combat Superiority.  4 d8’s per short rest, 3 man; DC 17
—Precision Attack
—Feinting Attack
—Pushing Attack
Student of War.

Attuned Magic Items
Stone of Good Luck
Brooch of Shielding (force resistance, no magic missiles)
Cloak of Protection

Bag of holding
Folding boat
Lantern of Revealing
Periapt of Proof against Poison



Edited by Morgrym (see edit history)
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  • 3 months later...
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Abraxis Stormcrown 

male Nerakan human

(Mercenary Recruit) / Warlock 4 (Pact of the Storm Over Ansalon)


Alignment LE

Age 29

Personality Trait When you stop training, you sign your own death notice.

Ideal  Ambition. I will make something of myself no matter what.

Bond I will become the greatest mercenary warrior ever.

Personality Flaw I do not trust easily and question anyone who attempts to give me orders.

Initiative +7

Inspiration 2

XPs 4315 +290 +630

Str 18 Dex 14 Con 16 Int 10 Wis 14 Cha 20

HD 4 HP 46 / 46

AC 18

Saves +3 Str, +2 Dex, +3 Con, +0 Int, +4 Wis*, +7 Cha* 

Speed 30

Background Mercenary Recruit

Languages Trade Tongue, Nerakese

Tools game (Khas)

Weapons simple, great sword, pike, lance, great axe

Armor light (no armor worn)



Piercer (human) 1/turn when you hit with attack the deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll. When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the targets.

Tough (dl)

Clumsy (flaw)

Weapon Master

Alert  you can't be surprised while conscious. other creatures don't gain adv on attack rolls against you as a result of being unseen

Shadow Touched


Melee Attacks

+7 ~ +1 greataxe  1d12+5 magic slashing

+6 ~ staff of rats and moons 1d10+4 (versatile) magic bludgeoning

+6 ~ lance 1d12+4 piercing (reach, special)

+6 ~ spear 1d10+4 piercing (versatile, thrown)


Ranged Attacks

+4 light crossbow 1d8+2 piercing 80/320



+6 Athletics*, +7 Deception*, +7 Intimidation*, +4 Perception*, +7 Persuasion*



Theoretical Experience You have an encyclopedic knowledge of stories, myths, and legends of famous soldiers, mercenaries, and generals. Telling these stories can earn you a bed and food for the evening in taverns, inns, and alehouses. Your age or inexperience is endearing, making commoners more comfortable with sharing local rumors, news, and information with you.

Pact Magic  Pact of the Dragon (The Storm Over Ansalon), embedded a blue dragon scale into my chest as armor

Otherworldly Patron  Takhisis

Dragonkind Blue, Lightning, 5 by 30 ft. line

Armor of the Wrym At 1st level you gain a gift of draconic scales from your patron. Parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Breath of the Wyrm   Also starting at 1st level, you can borrow your patron's breath weapon. You have a pool of d6s that you spend to exhale the breath weapon. The number of dice in the pool equals 1 + half your warlock level, rounded down (2). As a bonus action, you can exhale this breath weapon in an area, spending dice from the pool to do so. The maximum number of dice you can spend at once equals your proficiency bonus + 1, divided by two, rounded down (1). Roll the dice you spend, add them together, and deal that much damage to each creature in the area. The area and the type of damage are determined by your dragon's entry on the Dragon Kind table. Your pool regains all expended dice when you finish a long rest. At 6th level the area of cone weapons increase by 5 feet and the length of line weapons increase by 10 feet. They increase again this way at 10th and 14th levels.

Eldritch Invocations (2) 

Devil's Sight 120

Armor of Shadows can cast mage armor at will, without expending a spell slot.

Pact of the Chain you learn find familiar (pseudodragon). Additionally, when you take the Attack action, you can forgo one of your own to allow your familiar to make one of its own with its reaction.


Spellcasting DC 15 spell attack +7 Slots per short rest: 2. Spells cast as 2nd level spells at 4th

Cantrips Known (3) eldritch blast, toll the dead, friends

1st-level spells known (3 known) witch bolt, chromatic orb, hex, find familiar (ritual), inflict wounds

2nd-level spells known (2 known) darkness, shatter, invisibility


Attuned Magic Items

Staff of Rats and Moons


Ring of Mind Shielding immune to magic that reads thoughts, determine whether you are lying, or know creature type. creatures cannot speak with you telepathically unless you allow it. the ring is invisible on Abraxis's finger. if you die while wearing this ring, your soul enters it.



light crossbow, 10 bolts, spear, dagger, explorer's pack, potion of healing, lance, bag of holding, 9 uses of brass brazier/incense/charcoal for summoning Storm, 90 gp, quarterstaff of dark walnut with rats and moons - staff of the rodent : strikes as magical, attune, wielder can speak with rats like speak with animals, 1/day summon a swarm of rats. 1 tiger eye worth 10 gp, 50 gp diamond for chromatic orb, 4 antitoxon, map of Taman Busuk, weird awesome greataxe

Trinket a bag containing forty-seven humanoid teeth, one of which is rotten


RAT SWARM STATS Medium swarm of tiny Beasts, AC 10, HP 24, Spd 30, str 9, dex 11, con 9, int 2, wis 10, cha 3, DR bludgeoning, piercing, slashing, CI charmed, frightened, grappled, paralyzed, petrified, prone, restrain, stunned; Senses: dark vision 30, pp 10; Keen Smell: adv on Perception checks relying on smell; Swarm: the swarm can occupy another's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hp or temp hp; Action: Bites. Melee Weapon Attack: +2 to hit, reach 0, one target in the swarm's space. Hit 2d6 piercing damage, or 1d6 if swarm is half of its hp or lower. Usage: 60 feet, c<1 hour, roll init, obey commands

Toll the Dead (necromancy) CT 1 action, R 60, VS, instant. you point and a dolorous bell tolls. Wis save or 1d8 necrotic, if injured 1d12

Eldritch Blast  (evocation) CT 1 action, R 120, VS, Instant, beam of crackling energy, ranged spell attack, 1d10 force damage

Friends (enchantment) CT 1 action, self, S, conc<1 min. advantage on all Charisma checks vs non-hostile creatures, when the spell ends the creature knows


Hex ~ (enchantment) BA, 90, VSM, c<8 h, curse targ in sight. +1d6 necrot if you hit with an attack, 1 ability score dis, B dif cre on sub turns after 0

Witch Bolt ~ (evocation) CT 1, R 30, VSM, conc<1 min, beam of crackling blue-yellow energy sustained arc. RSA 2d12 lightning, each turn autohit

Inflict Wounds ~ (necromancy) CT 1, VS, MSA 4d10 necrotic, 1/long rest no spell slot

Chromatic Orb ~ (evocation) CT 1, R 90, VSM, lightning, thunder, cold, poison, fire, acid. RSA 4d8 damage

Find Familiar ~ (conjuration) ritual, CT 1 hour, Storm

Invisibility ~ (illusion) 1/long rest or use spell slot, CT 1 action, 2 creatures touched, ends if attacks or casts spell, VSM, conc<1 hour

Shatter ~ (evocation) CT 1, R 60, VSM, painfully intense eruption of thunder, 10-ft-rad, Con 4d8/half, dis save creatures inorganic stone, crystal, metal

Darkness ~ (evocation) CT 1, R 60, 15-radius sphere, VM, conc<10 m, spreads around corners, if overlap with 2nd level light then dispelled


Material Components

eye of petrified newt, twig from a tree struck by lightning, diamond, charcoal, incense (9 uses), herbs, tiny brass brazier,

eyelash encased in gum arabic, chip of mica, bat fur, black pitch



female pseudodragon

tiny dragon

AC 13, HP 10, Spd 15, fly 60 ft., Str 6 Dex 15 Con 13 Int 10 Wis 12 Cha 10



Skills: +3 Perception (advantage), +4 Stealth, blindsight 10, darkvision 60

understands Trade Tongue and Draconic, but can't speak

Magic Resistance advantage on saves vs spells and other magical effects. Abraxis gets this if Storm is within 10 feet

Limited Telepathy 100 ft. with Abraxis. Abraxis can see through Storm's eyes as long as they are within one mile


Bite. Melee Weapon Attack: +4 to hit, reach 5 feet., one target. Hit: 1d4+2 piercing damage.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d4+2 piercing damage and the target must succeed on a DC 11 Con save or become poisoned for 1 hour. If the save fails by 5 for more, the target falls unconscious for the duration, or until it takes damage or another creature uses an action to shake it awake.



Torgon Stormcrown, Rogue of Eyes

younger brother of Abraxis, male Nerakan human

(Criminal) / Fighter 2 Rogue 2



Alignment NE

Age 25

Personality Trait I am incredibly slow to trust. Those who seem the fairest often have the most to hide, four fingered hand

Ideal  Greed: I will do whatever it takes to become wealthy. (Evil)

Bond I will become the greatest thief that ever lived.

Flaw  When faced with a choice between money and my friends, I usually choose the money.

Criminal Specialty  Burglar

Proficiency Bonus +2

Initiative +7

Str 18 Dex 14 Con 16 Int 12 Wis 16 Cha 17

HD 4 (short rest HD: 4/4) HP 53 / 53

AC 15 (+3 chain shirt, +2 dex); 17 w/ shield.

Saves +6 Str*, +2 Dex, +5 Con*, +1 Int, +3 Wis, +3 Cha (+1d4 ceremony)

Speed 30

Background Criminal

Languages Trade Tongue, Nerakese, Draconic, Thieves' Cant

Tool Proficiencies game (Khas), thieves tools, poisoner's kit, forgery kit

Weapons & Armor  All armor., shields, simple weapons, martial weapons

Inspiration 3

XPs 4315



Prodigy (human) exp Perc

Tough (dl)

Abrasive Personality (flaw) You are difficult, overbearing and generally crass in social situations, causing others to dislike you. You suffer disadvantage on all Persuasion skill checks.

Poisoner creatures resistant to poison damage are not resistant to mine

Alert  you can't be surprised while conscious. other creatures don't gain adv on attack rolls against you as a result of being unseen



+6 Athletics*, +7 Deception*, +5 Intimidation*, +7 Perception* (exp) (advantage when relying on sight), +3 Persuasion (disadvantage), +4 Stealth*, +7 Survival*; (thieves tools +4 to pick locks/disarm traps)



Criminal Contact  You have a criminal contact who acts like liaison of you to any network of criminals, and you have trustworthy and reliable contact from them. How to get the messages from your contact and also to your contact is well known to you. Even over great distances too you can get the messages. You know the corrupt caravan masters and also the local messengers and even seedy sailors who can able to deliver messages for you. My criminal contract is Lute the Pawn Broker in City of Neraka. Tacitus the seedy sailor smuggler.

Second Wind 1d10+2 hp bonus action 1/short rest

Fighting Style  Blind-Fighting. 10 foot blindsight range including invisible creatures

Expertise prof bonus doubled for Deception and Survival.

Sneak Attack 1/turn when have adv on attack using a finesse or ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. 1d6

Thieves Cant 

Action Surge 1 / short or long rest, one your turn, you can take 1 additional action.

Darkvision 120

Cunning Action  bonus action to Dash, Disengage, Hide each turn


Attuned Magic Items

Robe of Eyes  you see in all directions, adv on all Perception checks that rely on sight. Darkvision 120. You can see invisible objects or creatures, as well as see into the Ethereal Plane, out to a range of 120 feet.

Ring of Warmth -50 degrees FH tolerable, cold resistance, dark red iron ring

Eyes of Charming charm person 3 charges/long rest, 1 action, Wis DC 13, humanoid <30 ft, all charges replenish at dawn



thieves tools, 9 doses Con DC 14 or 2d8 poison and be poisoned until the end of your next turn, burglar's pack, poisoner's kit, shield, chain shirt, longsword, club, shortsword, spear 20/60, dart 20/60, shortbow 80/320, 16 arrows, explorer's pack, 4 antitoxins, dagger, 15 gp, 56 gp, manticore spikes, forgery kit, +1 dagger, swirling gold wand of secrets, 11 doses of mushroom spore powder from barrel (potion of poison), 2 boom sticks

Trinket a crystal knob from a door


Captain Lewisgilt

Lady Kafa cleric of the Dark Queen.

Adrik Greyforge of the Zhakar


rat stone idol worth 50 gp

64 gp, 190 sp, silver dagger, gold ring with emerald worth 310 gp. 1 tiger eye worth 10 gp

manticore treasure: 2600 cp, 60 gp, 7 gemstones translucent white and blue moonstones worth 50 gp each

locked iron chest in bag: 150 gp, 5 50 gp zircons, potion of climbing

dagger with tip maybe ancient worth 100 gp


2 potions of greater healing 4d4+4

2 potions of poison (look/smells like potions of greater healing.

16 cp

Gessel the prisoner apothecary mage

Ratman treasure 1486 cp, 1301 sp, 85 gp, pair of dice made ivory worth 75 gp, locket made of onyx worth 25 gp, silk embroidered handkerchief worth 20 gp, couatl feather mask with 30 gp, soapstone pitcher worth 25 gp.

Cyclops treasure: 700 cp, 10000 sp, 1450 gp, 140 pp, 11 black onyx w/ 50 gp each






Edited by Morgrym (see edit history)
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  • 2 weeks later...
Posted (edited)


Pitslang, Black Dragon

Adult black dragon (huge)

Black Dragon Personality Trait Collecting antiquates and learning why lost cultures vanished are as important to Pitslang as the call of Takhisis to fight in the War of the Lance

Ideal  Cunning. Destroying your foes without exposing yourself to danger is an art.

Innate Spellcasting save DC 16, spell attack +8

cantrips at will: vicious mockery

1st level spells (1 slot / long rest) detect magic

2nd level spells (1 slot / long rest) suggestion

3rd level spells (1 slot / long rest) plant growth


Appearance  Notably underweight

Mannerism  Absently chews on and picks at teeth with swords, spears, or lances

Bond  A nearby person intrigues me with fascinating questions and bizarre ideas (Mia)

Flaw / Secret  Another dragon has sworn to find and destroy me

Longterm Goal Establish a dynastic bloodline by producing young

Cross Scheme cause accidents and catastrophes

Lair Action Filth Burst

Features change shape, death throes



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Alhana Starbreeze, Princess of Silvanesti

LG female Silvanesti elf

(Noble), Fighter (Battle Master) 8 / Druid (Circle of Stars) 8


Str 14, Dex 14, Con 19, Int 14, Wis 18, Cha 18

HD 16

HP 212

AC 21 (+2 elven chain shirt, +2 shield)

Languages Elvish, Trade Tongue, Dwarven, Druidic, Sylvan

Weapons simple, martial

Armor all, all shields

Tools game (Khas), Herbalism Kit

Speed 40

Darkvision 60

Proficiency Bonus +5

Initiative +7


+7 Str*, +2 Dex, +10 Con*, +2 Int, +4 Wis, +4 Cha


+9 Animal Handling*, +7 Arcana*, +7 History*, +9 Insight*, +9 Medicine*, +9 Perception*, +9 Persuasion*, +9 Survival*



Ritual Caster (ritual book: detect magic, identify, comprehend languages, augury, divination)

Phobia oozes

Magic Initiate (cleric) 2 cantrips, 1st heroism


Fey-Touched bless, misty step 1/day


Mobile after you attack a creature (hit or miss), you don't provoke from that creature for rest of your turn

Inspiring Leader 10 min w/ companions (<6) temp hp = 20, 1/short or long rest



+10 / +10 +3 vorpal longsword 1d8+5, ignores resistance to slashing damage. nat 20 off with a head.


Druid Spellcasting +9, DC 17

Cantrips: true strike, spare the dying, guidance, dancing lights, produce flame, druidcraft, mending

1st (4 slots) cure wounds, healing word, absorb elements, jump, guiding bolt, (bless, heroism)

2nd (3 slots) protection from poison, gust of wind, summon beast, (misty step)

3rd (3 slots) revivify, aura of vitality, dispel magic

4th (2 slots) freedom of movement, locate creature




Keen Senses.

Fey Ancestry.


Elf Weapon Training. 

Fighting Style.  Blind-Fighting

Second Wind.  1/short or long rest 1d10+8 hp as bonus action

Action Surge.  1/short or long, take an extra action on your turn

Combat Superiority.  5 man, d8 superiority die, DC 17

--Feinting Attack

--Evasive Footwork


--Commanding Presence

--Ambush  spend 1 superiority die and add to Stealth or Initiative

Student of War.

Know Your Enemy.  1 minute observing: learn one: Str; Dex; Con; AC; current HP; Total class levels; Fighter levels


Star Map.  can cast guiding bolt without expending a spell slot 5 times / long rest

Starry Form.  Spend use of Wild Shape. Archer: as a bonus action on subsequent turns make a ranged spell attack luminous arrow at target within 60, on a hit 1d8+4 radiant damage. Chalice: whenever you cast a spell using a slot that restores hp, you or another creature you choose within 30 feet of you regains 1d8+4 hp. Dragon: when you make an Int or Wis check or Con save to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10

Cosmic Omen.  reaction 5 times / long rest. roll a d6. Weal (even): when a creature you can see within 30 feet of you is about to make an attack roll, save, or ability check, you can use your reaction to roll a d6 and add the number rolled to the total. Woe (odd) same, but instead you can use your reaction to roll a d6 and subtract that number from the total

Attuned Magic Items

vorpal longsword

brooch of shielding  resistance to force damage, immune to magic missiles

amulet of health

Other Magic Items

Ring of Swimming (40)

Wand of Magic Detection

Wand of Secrets


starjewel (druidic focus), diplomat's pack, longbow, quiver of 20 arrows, 3 potions of superior healing, map of Ansalon (in Elven), Khas game set, dagger, mess kit, elixir of health, FoWP silver raven, rod of lordly might

Edited by Morgrym (see edit history)
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LG male Silvanesti elf

(Soldier), Fighter (Eldritch Knight) 14

Str 18, Dex 14, Con 17, Int 19, Wis 16, Cha 10

HD 14

HP 191

AC 19 (+1 elven chain shirt, +1 shield)

Languages Elvish, Trade Tongue, Sylvan

Weapons simple, martial

Armor all, all shields

Tools cartographer's tools, smith's tools

Speed 30

Darkvision 60

Proficiency Bonus +5

Initiative +7

Saves adv vs charm

+8 Str*, +2 Dex, +8 Con*, +4 Int, +8 Wis*, +0 Cha


Acrobatics*, Athletics*, Insight*, Perception*, Survival*




Flaw abrasive personality




Resilient (wis)

Elven Accuracy




+11 / +11 / +11 +2 longsword 1d10+6 (two-handed), versatile, slasher, sentinel, elven accuracy

+9 / +9 / +9 +2 longbow  1d8+4, sharpshooter


Spellcasting (Int) +9, DC 17, spells known: 10

Cantrips: true strike, dancing lights, mage hand, message, mending

1st (4 slots) shield, absorb elements, alarm, detect magic

2nd (3 slots) hold person, arcane lock, warding wind, mind spike

3rd (2 slots) counterspell, tongues




Keen Senses.

Fey Ancestry.


Elf Weapon Training. 

Fighting Style.  Protection

Second Wind.  1/short or long rest 1d10+14 hp as bonus action

Action Surge.  1/short or long, take an extra action on your turn


Extra Attack x2.

Indomitable x2. 2 per long rest

Weapon Bond.

War Magic.  when you use your action to cast a cantrip, you can make one attack as a bonus action

Eldritch Strike.  when you hit with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn





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Lucien of Takar, male half ogre, Black Dragonarmy Highlord

(Arena Fighter), Fighter 16 (Champion)

Str 25, Dex 14, Con 20, Int 11, Wis 14, Cha 16

Size Medium Speed 30 Languages Ogre, Trade Tongue

Initiative +7

Background Arena Fighter

Tools Herbalism kit, vehicles (water)

Proficiency Bonus +5

HP 243

HD 16 (durable)

AC 21 (+2 plate, defense)

Saves  adv vs spells

+10 Str*, +2 Dex, +10 Con*, +0 Int, +2 Wis, +3 Cha



Athlete  standing up takes 5 ft movement, climbing doesn't cost you extra movement, you can make a running long or high jump after moving only 5 feet on foot



Great Weapon Master -5/+10

Mounted Combatant


Eldritch Adept  devilsight



+9 / +9 / +9 / +9 +2 greatsword 18-20, 2d6+19

+8 / +8 / +8 / +8 +1 longbow 1d8+3 150/600



+12 Athletics*, +8 Deception*, +7 Insight*, +8 Intimidation*, +7 Perception*


Darkvision. 60

Ogre Toughness.

Natural Athlete. You gain proficiency in the Athletics skill.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Great Weapon Fighting.  when you roll a 1 or 2 on a damage die with a weapon wielded in two hands, you may reroll and must keep the reroll.

Second Wind. bonus action 1d10+16 1/short or long rest

Action Surge. on your turn, you can take one additional action

Superior Critical.  your weapon attacks critical on 18-20

Bonus Fighting Style.  Defense +1 AC

Remarkable Athlete.  add +3 to any Str, Dex, or Con check you make that doesn't already use your prof bonus. when you make a running long jump, the distance you can cover increases by a number of feet equal to your Str mod

Extra Attack x4.

Indomitable x2.


Attuned Magic Items

mantle of spell resistance

belt of fire giant strength  25

necklace of adaptation

Other Magic Items

potion of invulnerability

potion of speed

Black Dragon Highlord Helm immune to frightened condition, adv Intimidation checks



Edited by Morgrym (see edit history)
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  • 1 month later...
Posted (edited)

Artificer Spells




1 Resistance ~ VSM (a miniature cloak)


2 Acid splash ~ VS

3 Create bonfire ~ VS

4 Mage hand ~ VS

5 Poison spray ~ VS

6 Sword burst ~ V


7 Guidance ~ VS


8 Booming blade  SM (a melee weapon worth at least 1 sp)

9 Dancing lights  VSM (a bit of phosphorus or wychwood, or a glow worm)

10 Fire bolt  VS

11 Frostbite  VS

12 Green-flame blade  SM (a melee weapon worth at least 1 sp)

13 Light  VM (a firefly or phosphorescent moss)

14 Lightning lure  V

15 Ray of frost VS

16 Shocking grasp  VS

17 Thunderclap  S


18 Spare the dying  VS


19 Magic stone  VS

20 Mending  VSM (two loadstones)

21 Message VSM (a short piece of copper wire)

22 Prestidigitation  VS

23 Thorn whip  VSM (the stem of a plant with thorns)


1st Level Artificer Spells


1 Absorb elements  S

2 Alarm  [ritual] VSM (a tiny bell and a piece of fine silver wire)

3 Sanctuary  VSM (a small silver mirror)

4 Snare SM (25 feet of rope, which the spell consumes)


5 Grease  VSM (a bit of pork rind or butter)


6 Detect magic [ritual] VS

7 Identify [ritual]  VSM (a pearl worth at least 100 gp and an owl feather)


8 Cure wounds  VS

9 Faerie fire  V

10 Tasha's caustic brew  VSM (a bit of rotten food)


11 Disguise self  VS


12 False life  VSM (a small amount of alcohol or distilled spirits)


13 Catapult S

14 Expeditious retreat  VS

15 Feather fall  VM (a small feather or piece of down)

16 Jump  VSM (a grasshopper's hind leg)

17 Longstrider VSM (a pinch of dirt)

18 Purify food and drink [ritual] VS


2nd Level Artificer Spells


1 Aid  VSM (a tiny strip of white cloth)

2 Arcane lock VSM (gold dust worth 25 gp, which the spell consumes)

3 Lesser restoration VS

4 Protection from poison VS


5 Web VSM (a bit of spiderweb)


6 See invisibility VSM (a pinch of talc and a sprinkle of powdered silver)


7 Continual flame VSM (ruby dust worth 50 gp, which the spell consumes)


8 Blur V

9 Invisibility VSM (an eyelash encased in gum arabic)

10 Magic mouth [ritual] VSM (honeycomb and jade dust worth 10 gp, which the spell consumes)


11 Alter self  VS

12 Darkvision VSM (either a pinch of dried carrot or an agate)

13 Enhance ability VSM (fur or feather from a beast)

14 Enlarge/reduce VSM (a pinch of powdered iron)

15 Heat metal VSM (a piece of iron and a flame)

16 Levitate VSM (a golden wire bent into a cup shape)

17 Magic weapon VS

18 Pyrotechnics VS

19 Rope trick VSM (powdered corn extract and a twisted loop of parchment)

20 Skywrite [ritual] VS

21 Spider climb VSM (a drop of bitumen and a spider)


3rd Level Artificer Spells


Dispel magic VS

Glyph of warding VSM (incense and 200 gp powdered diamond, which the spell consumes)

Intellect fortress V

Protection from energy VS


Create food and water VS


Catnap SM (a pinch of sand)


Blink VS


Revivify VSM (diamonds worth 300 gp, which the spell consumes)


Elemental weapon VS

Flame arrows VS

Fly VSM (a wing feather from any bird)

Haste VSM (a shaving of licorice root)

Tiny servant VS

Water breathing [ritual] VSM (a short reed or piece of straw)

Water walk [ritual] VSM (a piece of cork)



Edited by Morgrym (see edit history)
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Wizard Spells


9th-level Wizard Spells


1 Imprisonment ~ VSM (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target)

2 Prismatic wall ~ VS

3 Invulnerability ~ VSM (a small piece of star metal worth at least 500 gp, which the spell consumes)



4 Blade of disaster ~ VS

5 Gate ~ VSM (a diamond worth at least 5000 gp)

6 Plane shift ~ VSM (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)

7 Wish ~ V



8 Foresight ~ VSM (a hummingbird feather)



9 Meteor swarm ~ VS



10 Weird ~ VS

11 Psychic scream ~ S



12 Astral projection ~ VSM (for each creature you affect with this spell, you must provide one jacinth worth at least 1000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes)



13 Mass polymorph ~ VSM (a caterpillar cocoon)

14 Shapechange ~ VSM (a jade circlet worth at least 1500 gp, which you must place on your head before you cast the spell)

15 Time stop ~ V

16 True polymorph ~ VSM (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)

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