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---
license: Excluded
reason: Content not explicitly contributed under Draconis
---
# Nightfall's Judgement
> When Nightfall's Judgement is first discovered, it is in its Dormant state.
![image](Nightfalls%20Judgement.jpeg)
## DM Rules
- AOE Effects that hit "creatures" is "target creatures in range"
## Dormant
### Weapon (hand cannon), rare (requires attunement)
- **Attack:** +4
- **Damage:** 2d8 Force
- **Range:** 30/90 Feet
- **Reload:** 2
### Abilities
- **Forceful Blast:**
- As an action, you can expect one round to unleash a thunderous blast. Each creature in a 15-foot cone must make a **DC 15 Constitution saving throw**, taking an additional 2d8 force damage on a failed save and becoming **deafened** for 1 minute. A creature can repeat the saving throw at the end of each of its turns to end the deafened condition
- **Rebounding Shot:**
- Once per turn, when you hit a creatyre with this weapon, you can force them to make a **DC 15 Strength saving throw** or be **pushed back 5 feet**
## Awakened
> Through bonding with the weapon or after a significant event, the Nightfall's Judgement reaches its Awakened State
### Weapon (hand cannon), very rare (requires attunement)
- **Damage:** 2d10 Force
- **Range:** 30/90 Feet
- **Reload:** 3
### Abilities
- **Forceful Blast** *(Enhanced)*
- The Forceful Blast now affects a 20-foot cone, with the DC increasing to **DC 17**. It deals an additional 2d10 force damage and deafens creatures on a failed save.
- **Warping Surge** *(New)*
- Once per short or long rest, you can activate **Warping Surge** as a bonus action, gaining **1d8 bonus force damage on each shot** and **+10ft to movement speed** for 1 minute. You also gain **resistance to force damage** during this time.
- **Blasting Recoil** *(Enhanced)*
- When you ht a creature with a ranged attack from this weapon, you can use your reaction to force the target to make a **DC 17 Strength saving throw**. On a failed save, the creature is **pushed back 10 feet** and **knocked prone**. You can use this feature up to 3 times, regaining expended uses after a long rest.
## Exalted
> In its final stage, the Nightfall's Judgement awakens fully, revealing the full extent of its powers.
### Weapon (hand cannon), legendary (requires attunement)
- **Damage:** 3d10 Force
- **Range:** 30/120 Feet
- **Reload:** 4
### Abilities
- **Forceful Blast** *(Mastered)*
- The Forceful last now affects a 30-foot cone, with a save DC increasing to **DC 18**. It deal san additional 3d10 force damage and deafens creatures for 1 minute on a failed save.
- **Warping Surge** *(Empowered)*
- Once per short or long rest, you can activate Lightning surge, which now grants **+1d12 bonus lightning damage on each shot** and **+15 feet to movement speed** for 1 minute. You also gain **immunity to lightning damage** during this time.
- **Final Judgement** *(New)*
- As an action, once per day, you can unleash **Final Judgement**. Choose a point within 60 feet, creating a **20-foot-radius sphere or force** that lasts 1 minute. Each creature in the area must take a **DC 18 Dexterty saving throw** or take **6d8 force damage** and **6d8 thunder damage**, or half as much on a success. On your turns while Final Judgement is active, you can use a bonus action to detonate the sphere of force on any creature in the sphere, dealing 5d8 force damage (no save). This feature recharges at dawn
- **Sentience and Personality** *(Optional)*
- The fully awakened *Nightfall's Judgement* may now communicate with you telepathically and exhibit a brash, stormy personality. It may have its own goals, desires, and wisdom to share, often demoanding boldness in battle and celebrating victories with thunderous "laughter".

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# Legion
## Basic Information
- **Name**: Legion
- **Level**: 13
- **Race**: Warforged
- **Alignment**: Neutral Good
- **Background**: Soldier (Infantry)
## Appearance
Legion is a sleek, dexterous Warforged with a frame of rusted bronze and tarnished brass. His form is lean and angular, crafted for swift movements rather than brute strength, with exposed gears and lightweight armor plating worn from years of service. His eyes emit a steady, cool glow, suggesting a calculating mind. Slender yet durable limbs give him mechanical precision, as if each step is deliberate. Faint etchings on his chest hint at a long-forgotten unit designation, barely visible beneath the rust and battle scars.
<img src="Character.png" alt="alt text" width="300" />
## Personality Traits
- **Logical Lens**: Legion evaluates situations with a calculated, detached focus.
- **Obedient, by Choice**: Originally designed to follow commands, Legion now chooses who he deems fit to give orders, granting him a unique, autonomous sense of loyalty.
## Brewed Traits
- **[Precise Calibration](../.Brew/Features/Precise%20Calibration.md)**: Dexterity +1
## Racial Traits
- **Ability Score Increase**: Constitution +2, Dexterity +1
- **Size**: Medium (Height: 5'7"; Weight: 50).
- **Speed**: 30 feet.
- **Constructed Resilience**:
- You have advantage on saving throws against being poisoned
- You have resistance to poison damage.
- You dont need to eat, drink, or breathe.
- You are immune to disease.
- You dont need to sleep, and magic cant put you to sleep.
- **Sentrys Rest**: Must spend 6 hours inactive during a long rest but remains aware.
- **Integrated Protection**:
- +1 Armor Class.
- Can only don armor theyre proficient with after 1 hour.
- Armor cannot be removed against their will.
- **Specialized Design**: Gain one skill and one tool proficiency of choice.
- **Languages**: Common, Draconic
## Ability Scores (Standard Array)
| Ability | Base | Total | Bonus |
|------------------|------|-------|-----------------|
| **Strength** | 13 | 14 | +1 (Level 6 increase) |
| **Dexterity** | 15 | 20 | +1 (Racial Trait), +1 (Precision Engineering), +1 (Level 6 increase), +1 (Level 8 increase) |
| **Constitution** | 10 | 12 | +2 (Racial Trait) |
| **Intelligence** | 12 | 12 | |
| **Wisdom** | 14 | 16 | +1 (Elven Accuracy), +1 (Level 8 increase) |
| **Charisma** | 8 | 8 | |
### Hit Points
- **Hit Points at Level 1**: 10 + Constitution modifier (0) = **10**
- **Hit Points at Level 2**: 10 + 6 (average of 1d10) + Constitution modifier (0) = **16**
- **Hit Points at Level 3**: 16 + 6 (average of 1d10) + Constitution modifier (0) = **22**
- **Hit Points at Level 4**: 22 + 6 (average of 1d10) + Constitution modifier (0) = **28**
- **Hit Points at Level 5**: 28 + 6 (average of 1d10) + Constitution modifier (0) = **34**
- **Hit Points at Level 6**: 34 + 6 (average of 1d10) + Constitution modifier (0) = **40**
- **Hit Points at Level 7**: 40 + 6 (average of 1d10) + Constitution modifier (0) = **46**
- **Hit Points at Level 8**: 46 + 6 (average of 1d10) + Constitution modifier (0) = **52**
- **Hit Points at Level 9**: 52 + 6 (average of 1d10) + Constitution modifier (0) = **58**
- **Hit Points at Level 10**: 58 + 6 (average of 1d10) + Constitution modifier (0) = **64**
- **Hit Points at Level 11**: 64 + 6 (average of 1d10) + Constitution modifier (0) = **70**
- **Hit Points at Level 12**: 70 + 6 (average of 1d10) + Constitution modifier (0) = **76**
- **Hit Points at Level 13**: 76 + 6 (average of 1d10) + Constitution modifier (0) = **82**
- **Total Hit Points**: **82**
- **Hit Dice**: 13d10
## Features
### Second Wind
At 1st level, Legion has a limited well of stamina that he can draw on to protect himself from harm. On his turn, he can use a bonus action to regain hit points equal to 1d10 + his fighter level (1). Once he uses this feature, he must finish a short or long rest before he can use it again.
## Proficiencies & Skills
- **Proficiencies**:
- **Skills**: Perception, Intimidation
- **Armor**: All armor, shields
- **Weapons**: Simple weapons, martial weapons, firearms (Gunslinger-specific)
- **Tools**: Tinkers tools
- **Fighting Style**: Archery - Gain a +2 bonus to attack rolls made with ranged weapons.
---
## Level Progression
### Level 1
- **Fighting Style:** Archery
- **Proficiencies:** Perception, Intimidation
### Level 2
- **Action Surge:** Take one additional action on your turn (usable once per short/long rest).
### Level 3
- **Martial Archetype:** Gunslinger
- **Firearm Proficiency:** Add proficiency bonus to firearm attacks.
- **Gunsmith:** Proficient with Tinkers Tools; craft ammunition at half cost and repair firearms.
- **Firearm Properties:**
- **Reload:** Fire a number of times equal to the Reload score before needing to reload.
- **Misfire:** If attack roll is ≤ Misfire score, the weapon misfires until repaired.
- **Ammunition:** Requires specific ammo; can be crafted at half cost.
- **Adept Marksman:** Choose four trick shots:
- **Deadeye Shot:** Gain advantage on the attack roll.
- **Forceful Shot:** Trip target on a hit.
- **Violent Shot:** Increase volatility and damage based on grit points spent.
- **Winging Shot:** Knock target prone on a hit.
### Level 4
- **Ability Score Improvement:** Increase one ability score by 2 or two scores by 1 (max 20).
- **Chosen Feat:** **Elven Accuracy**
- Increase Dexterity, Intelligence, Wisdom, or Charisma by 1 (max 20).
- Reroll one die when you have advantage on an attack roll.
- **Chosen Increase:** Wisdom +1
### Level 5
- **Extra Attack:** Attack twice when taking the Attack action on your turn.
### Level 6
- **Ability Score Improvement:** Increase one ability score by 2 or two scores by 1 (max 20).
- **Chosen Increase**: Strength +1
- **Chosen Increase**: Dexterity +1
### Level 7
- **Quickdraw**
- Add your proficiency bonus to your initiative rolls.
- You can stow a firearm and draw another firearm as a single object interaction on your turn.
### Level 8
- **Ability Score Improvement:** Increase one ability score by 2 or two scores by 1 (max 20).
- **Chosen Increase**: Dexterity +1
- **Chosen Increase**: Wisdom +1
### Level 9
- **Indomitable**
- You can reroll a failed saving throw. You must use the new roll and cant use this feature again until after a long rest.
- Starting at 13th level, you can use it twice per long rest; at 17th level, three times.
### Level 10
- **Rapid Repair**
- You can spend a grit point to repair a misfired (but not broken) firearm as a bonus action.
### Level 11
- **Extra Attack:**
- You can attack three times, instead of twice, whenever you take the Attack action on your turn.
- The number of attacks increases to four when you reach 20th level in this class.
### Level 12
- **Ability Score Improvement:** Increase one ability score of your choice by 2, or two ability scores by 1 (max 20). You can also choose a feat instead.
- **Chosen Feat:** **Aberrant Dragonmark**
- Increase your Constitution score by 1 (max 20).
- **Chosen Cantrip:** Shocking Grasp
- **Chosen Spell:** Absorb Elements

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# Equipment
## Weapons List
Below are some of the unique weapons available to Legion.
### Destiny's Arrow
> *Weapon (Pistol), Uncommon*
- **Proficiency**: Yes
- **Attack Type**: Ranged
- **Range**: 30 ft. (normal) / 90 ft. (long)
- **Damage**: 1d10 + 6
- **Damage Type**: Piercing
- **Weight**: 3 lb.
- **Properties**:
- **Reload (4)**: Can be fired 4 times before needing to spend 1 attack or 1 action to reload. Requires a free hand to reload.
- **Misfire (1)**: If the attack roll is 1 or lower, the weapon misfires. The weapon then requires an action to repair with a Tinkers Tools check (DC = 8 + misfire score).
- **Range**: Can attack at normal or long range.
- **Loading**: Requires an action to reload.
- **Bonus**: +1 to attack and damage rolls made with this magic weapon.
- **Notes**:
- **Source**: *D&D Free Rules (2024)*, page 213
---
### Fate's Design
> *Weapon (Pistol), Common*
- **Proficiency**: Yes
- **Attack Type**: Ranged
- **Range**: 60 ft. (normal) / 240 ft. (long)
- **Damage**: 1d10 + 5
- **Damage Type**: Piercing
- **Weight**: 3 lb.
- **Cost**: 150 gp
- **Properties**:
- **Reload (4)**: Can be fired 4 times before needing to spend 1 attack or 1 action to reload. Requires a free hand to reload.
- **Misfire (1)**: If the attack roll is 1 or lower, the weapon misfires. The weapon then requires an action to repair with a Tinkers Tools check (DC = 8 + misfire score).
- **Range**: Can attack at normal or long range.
- **Loading**: Requires an action to reload.
- **Notes**:
- **Source**: *Critical Role*
---
### Handaxe (x2)
> *Weapon (Simple Melee), Common*
- **Proficiency**: Yes
- **Attack Type**: Melee or Thrown
- **Range**: 20 ft. (normal) / 60 ft. (long)
- **Damage**: 1d6 + Strength modifier
- **Damage Type**: Slashing
- **Weight**: 2 lb. each
- **Properties**:
- **Light**: Can be wielded with another light weapon in the other hand.
- **Thrown**: Can be thrown at targets within range.
- **Cost**: 5 gp each
- **Source**: *Players Handbook*, page 149
---
### Shortsword
> *Weapon (Simple Melee), Common*
- **Proficiency**: Yes
- **Attack Type**: Melee
- **Range**: 5 ft.
- **Damage**: 1d6 + Dexterity modifier
- **Damage Type**: Piercing
- **Weight**: 2 lb.
- **Properties**:
- **Finesse**: Can use Dexterity instead of Strength for attack and damage rolls.
- **Light**: Can be wielded with another light weapon in the other hand.
- **Cost**: 10 gp
- **Source**: *Players Handbook*, page 149
---
### Spear
> *Weapon (Simple Melee), Common*
- **Proficiency**: Yes
- **Attack Type**: Melee or Thrown
- **Range**: 20 ft. (normal) / 60 ft. (long)
- **Damage**: 1d6 + Strength modifier (one-handed) / 1d8 + Strength modifier (two-handed)
- **Damage Type**: Piercing
- **Weight**: 3 lb.
- **Properties**:
- **Thrown**: Can be thrown at targets within range.
- **Versatile**: Deals 1d8 damage when wielded with two hands.
- **Cost**: 1 gp
- **Source**: *Players Handbook*, page 149
## Armor List
### Chainmail
> *Armor (Medium), Common*
- **Proficiency**: Yes
- **Armor Class (AC)**: 16
- **Weight**: 55 lb.
- **Properties**:
- **Stealth Disadvantage**: Grants disadvantage on Dexterity (Stealth) checks.
- **Strength Requirement**: Requires a Strength score of 13 or higher to wear effectively.
- **Cost**: 75 gp
- **Source**: *Players Handbook*, page 145
---
### Shield
> *Armor (Shield), Common*
- **Proficiency**: Yes
- **Armor Class (AC)**: +2 bonus to AC when equipped
- **Weight**: 6 lb.
- **Properties**:
- **Requires one hand**: Must be held in one hand to be used effectively.
- **Cost**: 10 gp
- **Source**: *Players Handbook*, page 145

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# Character Background
> Stuff from campaign
## Key Details
- Aorian Automaton, also known as "soul touched"
- HAS A FUCKING GUN IN MY CHEST?!

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# The Forgotten Lord
Can steal memories,
alter reality
Betrayal, deceit, manipulation, and chaos
supposedly derivs power from broken promises, something, and willing betray loved ones
treasures values of secrets and silence