Tynman
Warforged
Phalanx Stealth Reconnaissance System
with Javelin short range Defense Grid,
Gauntlet Mechanical leveraging Upgrade,
Hunter Targeting Computer, reflective Elemental shielding,
and Sentinel Passive Sensor Package
F/R
1/9
Str 19. +4 (9 save)
Dex. 14. +2 (7 save)
Con. 16. +3. (8 save)
Int. 10. +0 (1 save)
Wis. 16. +3 (4 save)
Cha. 10. +0 (1 save)
Prof +4
Spd. 30
Initiative 2 adv.
Hp 94
Ac 23 Mithral
Battle axe +8. 1d8+6
Flail. +8. 1d8+6
Mace. +8. 1d6+6
Moon touched Scimitar. +8. 1d6+6
Dagger +8. 1d4+6
Javelin +8 1d6+6
Longbow +6. 1d8+2
Athletics 8
Stealth 6
Investigation 4
Insight 7
Perception 7 adv. (22 passive)
Survival 7
Medicine 3
Animal Handling 3
Spells: 4 / 3 / 2
1st: hunters mark, long strider, absorb elements
2nd: pass without trace, healing spirit
3rd: lightning arrow
Warforged Features:
• Disease doesn't affect you, you resist poison and gain adv vs poisoned, you don't - breathe, sleep, eat or drink
• You can't move but are otherwise conscious during long rests and they take only six hours
• Armor works differntly for you and your AC increases by 1 (see rules)
Faction Agent Feature:
• Your faction has secret agents you can contact for information or support
Fighter Features:
• Fighting Style - Dueling: +2 damage when using a single one-handed weapon
• Heal 1d10 + level hit points as a bonus action (once between rests)
Ranger Features:
• Gain advantage on survival and Int checks concerning your chosen creature type, and you know a language spoken by those creatures Fiends and Undead
• Gain advantage on Wis and Int checks concerning your chosen terrain, and bonuses while traveling through that terrain (see rules)
Underdark and Mountains
• Fighting Style - Defense: +1 to AC while wearing armor
• You can sacrifice a spell slot as an action to determine if certain creature types are within 1 mile (6 miles if favored terrain) (see rules)
• Wounded Prey - You deal 1d8 extra damage vs injured creatures 1/turn
• Resilient: You gain proficiency with one save and +1 to that ability
• You can make two attacks on your turn
• Hardened Guard - You gain +4 AC vs a creature that's hit you this turn
• You are unaffected by nonmagical difficult terrain or plants and gain advantage vs magical plants that effect movement
• Lucky: You can reroll a d20 roll you make or an attack against you 3/day
Common
Primordial
Celestial
Infernal
Abyssal
Major Items
Sentinel shield * adv. percep & initiative
(A) Gauntlets of Ogre Power * 19 str. Attuned
(A) Cloak of protection * +1 ac & saves. Attuned
Mace of Terror
Requires Attunement.
This Magic Weapon has 3 Charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended Charges daily at dawn.
Requires Attunement by a Cleric, Druid, or Warlock
You can use an action to speak this staff's Command Word and throw the staff on the ground within 10 feet of you. The staff becomes a Giant Constrictor Snake (see the Monster Manual for statistics) under your control and acts on its own Initiative count. By using a Bonus Action to speak the Command Word again, you return the staff to its normal form in a space formerly occupied by the snake.
On Your Turn, you can mentally Command the snake if it is within 60 feet of you and you aren't Incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general Command, such as to Attack your enemies or guard a location.
If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Giant Constrictor Snake
Huge beast, unaligned
Armor Class 12
Hit Points 60 (8d12+
Speed 30 ft., swim 30 ft.
STR19 (+4)
DEX 14 (+2)
CON 12 (+1)
INT 1 (-5)
WIS 10 (+0)
CHA 3 (-4)
Skills Perception +2
Senses Blindsight 10 Ft., passive Perception 12
Challenge 2 (450 XP)
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: (2d6 + 4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (2d8 + 4) bludgeoning damage. The target is grappled (escape dc 16) Until this grapple ends, the creature is restrained, and the snake can't constrict another target
Minor items
Goggles of the night* Unc
Mithral Plate* unc
Driftglobe *unc
Horn of silent alarm *com
Moontouched sword *com
Arrows (20)
dungeoneer's pack
Block and tackle
Healers kit
pouch
Warforged
Phalanx Stealth Reconnaissance System
with Javelin short range Defense Grid,
Gauntlet Mechanical leveraging Upgrade,
Hunter Targeting Computer, reflective Elemental shielding,
and Sentinel Passive Sensor Package
F/R
1/9
Str 19. +4 (9 save)
Dex. 14. +2 (7 save)
Con. 16. +3. (8 save)
Int. 10. +0 (1 save)
Wis. 16. +3 (4 save)
Cha. 10. +0 (1 save)
Prof +4
Spd. 30
Initiative 2 adv.
Hp 94
Ac 23 Mithral
Battle axe +8. 1d8+6
Flail. +8. 1d8+6
Mace. +8. 1d6+6
Moon touched Scimitar. +8. 1d6+6
Dagger +8. 1d4+6
Javelin +8 1d6+6
Longbow +6. 1d8+2
Athletics 8
Stealth 6
Investigation 4
Insight 7
Perception 7 adv. (22 passive)
Survival 7
Medicine 3
Animal Handling 3
Spells: 4 / 3 / 2
1st: hunters mark, long strider, absorb elements
2nd: pass without trace, healing spirit
3rd: lightning arrow
Warforged Features:
• Disease doesn't affect you, you resist poison and gain adv vs poisoned, you don't - breathe, sleep, eat or drink
• You can't move but are otherwise conscious during long rests and they take only six hours
• Armor works differntly for you and your AC increases by 1 (see rules)
Faction Agent Feature:
• Your faction has secret agents you can contact for information or support
Fighter Features:
• Fighting Style - Dueling: +2 damage when using a single one-handed weapon
• Heal 1d10 + level hit points as a bonus action (once between rests)
Ranger Features:
• Gain advantage on survival and Int checks concerning your chosen creature type, and you know a language spoken by those creatures Fiends and Undead
• Gain advantage on Wis and Int checks concerning your chosen terrain, and bonuses while traveling through that terrain (see rules)
Underdark and Mountains
• Fighting Style - Defense: +1 to AC while wearing armor
• You can sacrifice a spell slot as an action to determine if certain creature types are within 1 mile (6 miles if favored terrain) (see rules)
• Wounded Prey - You deal 1d8 extra damage vs injured creatures 1/turn
• Resilient: You gain proficiency with one save and +1 to that ability
• You can make two attacks on your turn
• Hardened Guard - You gain +4 AC vs a creature that's hit you this turn
• You are unaffected by nonmagical difficult terrain or plants and gain advantage vs magical plants that effect movement
• Lucky: You can reroll a d20 roll you make or an attack against you 3/day
Common
Primordial
Celestial
Infernal
Abyssal
Major Items
Sentinel shield * adv. percep & initiative
(A) Gauntlets of Ogre Power * 19 str. Attuned
(A) Cloak of protection * +1 ac & saves. Attuned
Mace of Terror
Requires Attunement.
This Magic Weapon has 3 Charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended Charges daily at dawn.
Requires Attunement by a Cleric, Druid, or Warlock
You can use an action to speak this staff's Command Word and throw the staff on the ground within 10 feet of you. The staff becomes a Giant Constrictor Snake (see the Monster Manual for statistics) under your control and acts on its own Initiative count. By using a Bonus Action to speak the Command Word again, you return the staff to its normal form in a space formerly occupied by the snake.
On Your Turn, you can mentally Command the snake if it is within 60 feet of you and you aren't Incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general Command, such as to Attack your enemies or guard a location.
If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Giant Constrictor Snake
Huge beast, unaligned
Armor Class 12
Hit Points 60 (8d12+
Speed 30 ft., swim 30 ft.
STR19 (+4)
DEX 14 (+2)
CON 12 (+1)
INT 1 (-5)
WIS 10 (+0)
CHA 3 (-4)
Skills Perception +2
Senses Blindsight 10 Ft., passive Perception 12
Challenge 2 (450 XP)
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: (2d6 + 4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (2d8 + 4) bludgeoning damage. The target is grappled (escape dc 16) Until this grapple ends, the creature is restrained, and the snake can't constrict another target
Minor items
Goggles of the night* Unc
Mithral Plate* unc
Driftglobe *unc
Horn of silent alarm *com
Moontouched sword *com
Arrows (20)
dungeoneer's pack
Block and tackle
Healers kit
pouch
Last edited by navyik on Thu May 21, 2020 1:16 am; edited 9 times in total