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	<updated>2026-05-15T03:32:45Z</updated>
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		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484859</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484859"/>
		<updated>2025-12-13T20:23:07Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Magicstudio-art (4).jpg|600px|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Incantifier&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Incantifier&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alignment:&amp;lt;/b&amp;gt; Neutral&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gender:&amp;lt;/b&amp;gt; Male&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Race:&amp;lt;/b&amp;gt; Warforged&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Class:&amp;lt;/b&amp;gt; Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Level:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ability Scores&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity:&amp;lt;/b&amp;gt; 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution:&amp;lt;/b&amp;gt; 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence:&amp;lt;/b&amp;gt; 18 (+4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom:&amp;lt;/b&amp;gt; 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma:&amp;lt;/b&amp;gt; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;AC:&amp;lt;/b&amp;gt; 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;HP:&amp;lt;/b&amp;gt; 45&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Hit Dice:&amp;lt;/b&amp;gt; 6d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speed:&amp;lt;/b&amp;gt; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Proficiency:&amp;lt;/b&amp;gt; +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Initiative Bonus&amp;lt;/b&amp;gt; +2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Passive Perception&amp;lt;/b&amp;gt; 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Spells&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Attack:&amp;lt;/b&amp;gt; +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Save DC:&amp;lt;/b&amp;gt; 15&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Points:&amp;lt;/b&amp;gt; 5&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attacks:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mace: Attack +4, Damage 1d6+1 Bludgeoning&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Saving Throws&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; +1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity:&amp;lt;/b&amp;gt; +2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution:&amp;lt;/b&amp;gt; +5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence:&amp;lt;/b&amp;gt; +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom:&amp;lt;/b&amp;gt; +1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma:&amp;lt;/b&amp;gt; -1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Languages Known&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Proficiencies&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Armor: Light and Warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, Simple firearms, Battleaxes, Greatswords&lt;br /&gt;
&lt;br /&gt;
Tools: Steamjack Tools (Mechanik), Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Trained Skills&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Feats&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ability Score Increase:&amp;lt;/b&amp;gt; +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Sniper:&amp;lt;/b&amp;gt; You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Your ranged spell attacks ignore half cover and three-quarters cover.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Traits and Features&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warforged&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;+2 Int, +1 Con&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Size: Medium (6&#039;5&amp;quot;, 298 lbs)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Speed: 30&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Constructed Resilience.&amp;lt;/b&amp;gt;You were created to have remarkable fortitude, represented by the following benefits:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You don&#039;t need to eat, drink, or breathe.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You are immune to disease.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sentry&#039;s Rest.&amp;lt;/b&amp;gt; When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Integrated Protection.&amp;lt;/b&amp;gt;Your body has built-in defensive layers, which can be enhanced with armor.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You gain a +1 bonus to Armor Class.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;While you live, your armor can&#039;t be removed from your body against your will.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warcaster&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Warcaster Magic:&amp;lt;/b&amp;gt; You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Points:&amp;lt;/b&amp;gt; Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Preparing Spells:&amp;lt;/b&amp;gt; You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Control Range:&amp;lt;/b&amp;gt; Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&amp;lt;/li&amp;gt;&lt;br /&gt;
Control range = your maximum focus points × 10 feet&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Spellcasting Focus:&amp;lt;/b&amp;gt; You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Manipulation:&amp;lt;/b&amp;gt; At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Attack Bonus:&amp;lt;/i&amp;gt; You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Damage Bonus:&amp;lt;/i&amp;gt; You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Reduce Damage:&amp;lt;/i&amp;gt; If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Shake It Off:&amp;lt;/i&amp;gt; If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Steamjack Bond:&amp;lt;/b&amp;gt; When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Allocation:&amp;lt;/b&amp;gt; As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Power Up:&amp;lt;/b&amp;gt; Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Arcanist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sharper Focus:&amp;lt;/b&amp;gt; Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Spell Manipulation:&amp;lt;/b&amp;gt; Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Concentration:&amp;lt;/i&amp;gt; When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Damage:&amp;lt;/i&amp;gt; When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Range:&amp;lt;/i&amp;gt; When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Background&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Order of Wizardry:&amp;lt;/b&amp;gt; Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Order Lodge:&amp;lt;/b&amp;gt; The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Personality Trait:&amp;lt;/b&amp;gt; You can have all the money and fame in the world, but a fireball will still ruin your day.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Ideal:&amp;lt;/b&amp;gt; Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Bond:&amp;lt;/b&amp;gt; I am tortured by dreams of finding a relic long thought lost.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Flaw:&amp;lt;/b&amp;gt; I cannot walk away from any chance to increase my knowledge.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Gear&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox, Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Wealth&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484858</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484858"/>
		<updated>2025-12-13T20:19:18Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Magicstudio-art (4).jpg|600px|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Incantifier&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Incantifier&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alignment:&amp;lt;/b&amp;gt; Neutral&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gender:&amp;lt;/b&amp;gt; Male&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Race:&amp;lt;/b&amp;gt; Warforged&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Class:&amp;lt;/b&amp;gt; Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Level:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ability Scores&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity:&amp;lt;/b&amp;gt; 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution:&amp;lt;/b&amp;gt; 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence:&amp;lt;/b&amp;gt; 18 (+4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom:&amp;lt;/b&amp;gt; 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma:&amp;lt;/b&amp;gt; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;AC:&amp;lt;/b&amp;gt; 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;HP:&amp;lt;/b&amp;gt; 45&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Hit Dice:&amp;lt;/b&amp;gt; 6d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speed:&amp;lt;/b&amp;gt; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Proficiency:&amp;lt;/b&amp;gt; +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Initiative Bonus&amp;lt;/b&amp;gt; +2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Passive Perception&amp;lt;/b&amp;gt; 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Spells&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Attack:&amp;lt;/b&amp;gt; +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Save DC:&amp;lt;/b&amp;gt; 15&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Points:&amp;lt;/b&amp;gt; 5&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attacks:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mace: Attack +4, Damage 1d6+1 Bludgeoning&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Saving Throws&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; +1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity:&amp;lt;/b&amp;gt; +2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution:&amp;lt;/b&amp;gt; +5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence:&amp;lt;/b&amp;gt; +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom:&amp;lt;/b&amp;gt; +1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma:&amp;lt;/b&amp;gt; -1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Languages Known&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Proficiencies&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Armor: Light and Warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, Simple firearms, Battleaxes, Greatswords&lt;br /&gt;
&lt;br /&gt;
Tools: Steamjack Tools (Mechanik), Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Trained Skills&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Feats&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ability Score Increase:&amp;lt;/b&amp;gt; +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Sniper:&amp;lt;/b&amp;gt; You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Your ranged spell attacks ignore half cover and three-quarters cover.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Traits and Features&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warforged&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;+2 Int, +1 Con&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Size: Medium (6&#039;5&amp;quot;, 298 lbs)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Speed: 30&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Constructed Resilience.&amp;lt;/b&amp;gt;You were created to have remarkable fortitude, represented by the following benefits:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You don&#039;t need to eat, drink, or breathe.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You are immune to disease.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sentry&#039;s Rest.&amp;lt;/b&amp;gt; When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Integrated Protection.&amp;lt;/b&amp;gt;Your body has built-in defensive layers, which can be enhanced with armor.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You gain a +1 bonus to Armor Class.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;While you live, your armor can&#039;t be removed from your body against your will.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warcaster&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Warcaster Magic:&amp;lt;/b&amp;gt; You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Points:&amp;lt;/b&amp;gt; Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Preparing Spells:&amp;lt;/b&amp;gt; You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Control Range:&amp;lt;/b&amp;gt; Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&amp;lt;/li&amp;gt;&lt;br /&gt;
Control range = your maximum focus points × 10 feet&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Spellcasting Focus:&amp;lt;/b&amp;gt; You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Manipulation:&amp;lt;/b&amp;gt; At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Attack Bonus:&amp;lt;/i&amp;gt; You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Damage Bonus:&amp;lt;/i&amp;gt; You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Reduce Damage:&amp;lt;/i&amp;gt; If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Shake It Off:&amp;lt;/i&amp;gt; If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Steamjack Bond:&amp;lt;/b&amp;gt; When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Allocation:&amp;lt;/b&amp;gt; As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Power Up:&amp;lt;/b&amp;gt; Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Arcanist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sharper Focus:&amp;lt;/b&amp;gt; Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Spell Manipulation:&amp;lt;/b&amp;gt; Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Concentration:&amp;lt;/i&amp;gt; When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Damage:&amp;lt;/i&amp;gt; When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Range:&amp;lt;/i&amp;gt; When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Background&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Order of Wizardry:&amp;lt;/b&amp;gt; Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Order Lodge:&amp;lt;/b&amp;gt; The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Personality Trait:&amp;lt;/b&amp;gt; You can have all the money and fame in the world, but a fireball will still ruin your day.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Ideal:&amp;lt;/b&amp;gt; Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Bond:&amp;lt;/b&amp;gt; I am tortured by dreams of finding a relic long thought lost.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Flaw:&amp;lt;/b&amp;gt; I cannot walk away from any chance to increase my knowledge.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Gear&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox, Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Wealth&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Magicstudio-art_(4).jpg&amp;diff=484857</id>
		<title>File:Magicstudio-art (4).jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Magicstudio-art_(4).jpg&amp;diff=484857"/>
		<updated>2025-12-13T20:14:23Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484856</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484856"/>
		<updated>2025-12-13T20:07:39Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: /* Traits and Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Incantifier&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Incantifier&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alignment:&amp;lt;/b&amp;gt; Neutral&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gender:&amp;lt;/b&amp;gt; Male&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Race:&amp;lt;/b&amp;gt; Warforged&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Class:&amp;lt;/b&amp;gt; Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Level:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ability Scores&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity:&amp;lt;/b&amp;gt; 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution:&amp;lt;/b&amp;gt; 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence:&amp;lt;/b&amp;gt; 18 (+4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom:&amp;lt;/b&amp;gt; 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma:&amp;lt;/b&amp;gt; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;AC:&amp;lt;/b&amp;gt; 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;HP:&amp;lt;/b&amp;gt; 45&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Hit Dice:&amp;lt;/b&amp;gt; 6d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speed:&amp;lt;/b&amp;gt; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Proficiency:&amp;lt;/b&amp;gt; +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Initiative Bonus&amp;lt;/b&amp;gt; +2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Passive Perception&amp;lt;/b&amp;gt; 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Spells&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Attack:&amp;lt;/b&amp;gt; +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Save DC:&amp;lt;/b&amp;gt; 15&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Points:&amp;lt;/b&amp;gt; 5&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attacks:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mace: Attack +4, Damage 1d6+1 Bludgeoning&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Saving Throws&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; +1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity:&amp;lt;/b&amp;gt; +2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution:&amp;lt;/b&amp;gt; +5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence:&amp;lt;/b&amp;gt; +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom:&amp;lt;/b&amp;gt; +1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma:&amp;lt;/b&amp;gt; -1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Languages Known&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Proficiencies&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Armor: Light and Warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, Simple firearms, Battleaxes, Greatswords&lt;br /&gt;
&lt;br /&gt;
Tools: Steamjack Tools (Mechanik), Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Trained Skills&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Feats&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ability Score Increase:&amp;lt;/b&amp;gt; +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Sniper:&amp;lt;/b&amp;gt; You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Your ranged spell attacks ignore half cover and three-quarters cover.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Traits and Features&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warforged&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;+2 Int, +1 Con&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Size: Medium (6&#039;5&amp;quot;, 298 lbs)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Speed: 30&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Constructed Resilience.&amp;lt;/b&amp;gt;You were created to have remarkable fortitude, represented by the following benefits:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You don&#039;t need to eat, drink, or breathe.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You are immune to disease.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sentry&#039;s Rest.&amp;lt;/b&amp;gt; When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Integrated Protection.&amp;lt;/b&amp;gt;Your body has built-in defensive layers, which can be enhanced with armor.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You gain a +1 bonus to Armor Class.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;While you live, your armor can&#039;t be removed from your body against your will.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warcaster&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Warcaster Magic:&amp;lt;/b&amp;gt; You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Points:&amp;lt;/b&amp;gt; Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Preparing Spells:&amp;lt;/b&amp;gt; You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Control Range:&amp;lt;/b&amp;gt; Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&amp;lt;/li&amp;gt;&lt;br /&gt;
Control range = your maximum focus points × 10 feet&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Spellcasting Focus:&amp;lt;/b&amp;gt; You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Manipulation:&amp;lt;/b&amp;gt; At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Attack Bonus:&amp;lt;/i&amp;gt; You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Damage Bonus:&amp;lt;/i&amp;gt; You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Reduce Damage:&amp;lt;/i&amp;gt; If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Shake It Off:&amp;lt;/i&amp;gt; If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Steamjack Bond:&amp;lt;/b&amp;gt; When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Allocation:&amp;lt;/b&amp;gt; As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Power Up:&amp;lt;/b&amp;gt; Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Arcanist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sharper Focus:&amp;lt;/b&amp;gt; Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Spell Manipulation:&amp;lt;/b&amp;gt; Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Concentration:&amp;lt;/i&amp;gt; When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Damage:&amp;lt;/i&amp;gt; When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Range:&amp;lt;/i&amp;gt; When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Background&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Order of Wizardry:&amp;lt;/b&amp;gt; Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Order Lodge:&amp;lt;/b&amp;gt; The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Personality Trait:&amp;lt;/b&amp;gt; You can have all the money and fame in the world, but a fireball will still ruin your day.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Ideal:&amp;lt;/b&amp;gt; Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Bond:&amp;lt;/b&amp;gt; I am tortured by dreams of finding a relic long thought lost.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Flaw:&amp;lt;/b&amp;gt; I cannot walk away from any chance to increase my knowledge.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Gear&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox, Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Wealth&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484855</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484855"/>
		<updated>2025-12-13T19:58:46Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Incantifier&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Incantifier&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alignment:&amp;lt;/b&amp;gt; Neutral&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gender:&amp;lt;/b&amp;gt; Male&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Race:&amp;lt;/b&amp;gt; Warforged&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Class:&amp;lt;/b&amp;gt; Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Level:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ability Scores&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity:&amp;lt;/b&amp;gt; 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution:&amp;lt;/b&amp;gt; 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence:&amp;lt;/b&amp;gt; 18 (+4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom:&amp;lt;/b&amp;gt; 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma:&amp;lt;/b&amp;gt; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;AC:&amp;lt;/b&amp;gt; 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;HP:&amp;lt;/b&amp;gt; 45&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Hit Dice:&amp;lt;/b&amp;gt; 6d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speed:&amp;lt;/b&amp;gt; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Proficiency:&amp;lt;/b&amp;gt; +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Initiative Bonus&amp;lt;/b&amp;gt; +2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Passive Perception&amp;lt;/b&amp;gt; 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Spells&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Attack:&amp;lt;/b&amp;gt; +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Save DC:&amp;lt;/b&amp;gt; 15&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Points:&amp;lt;/b&amp;gt; 5&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attacks:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mace: Attack +4, Damage 1d6+1 Bludgeoning&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Saving Throws&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; +1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity:&amp;lt;/b&amp;gt; +2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution:&amp;lt;/b&amp;gt; +5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence:&amp;lt;/b&amp;gt; +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom:&amp;lt;/b&amp;gt; +1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma:&amp;lt;/b&amp;gt; -1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Languages Known&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Proficiencies&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Armor: Light and Warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, Simple firearms, Battleaxes, Greatswords&lt;br /&gt;
&lt;br /&gt;
Tools: Steamjack Tools (Mechanik), Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Trained Skills&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Feats&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ability Score Increase:&amp;lt;/b&amp;gt; +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Sniper:&amp;lt;/b&amp;gt; You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Your ranged spell attacks ignore half cover and three-quarters cover.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Traits and Features&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warforged&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;+2 Int, +1 Con&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Size: Medium (6&#039;5&amp;quot;, 298 lbs)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Speed: 30&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Constructed Resilience.&amp;lt;/b&amp;gt;You were created to have remarkable fortitude, represented by the following benefits:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You don&#039;t need to eat, drink, or breathe.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You are immune to disease.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sentry&#039;s Rest.&amp;lt;/b&amp;gt; When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Integrated Protection.&amp;lt;/b&amp;gt;Your body has built-in defensive layers, which can be enhanced with armor.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You gain a +1 bonus to Armor Class.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;While you live, your armor can&#039;t be removed from your body against your will.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warcaster&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Warcaster Magic:&amp;lt;/b&amp;gt; You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Points:&amp;lt;/b&amp;gt; Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Preparing Spells:&amp;lt;/b&amp;gt; You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Control Range:&amp;lt;/b&amp;gt; Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Spellcasting Focus:&amp;lt;/b&amp;gt; You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Manipulation:&amp;lt;/b&amp;gt; At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Attack Bonus:&amp;lt;/i&amp;gt; You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Damage Bonus:&amp;lt;/i&amp;gt; You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Reduce Damage:&amp;lt;/i&amp;gt; If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Shake It Off:&amp;lt;/i&amp;gt; If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Steamjack Bond:&amp;lt;/b&amp;gt; When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Allocation:&amp;lt;/b&amp;gt; As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Power Up:&amp;lt;/b&amp;gt; Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Arcanist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sharper Focus:&amp;lt;/b&amp;gt; Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Spell Manipulation:&amp;lt;/b&amp;gt; Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Concentration:&amp;lt;/i&amp;gt; When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Damage:&amp;lt;/i&amp;gt; When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Range:&amp;lt;/i&amp;gt; When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Background&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Order of Wizardry:&amp;lt;/b&amp;gt; Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Order Lodge:&amp;lt;/b&amp;gt; The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Personality Trait:&amp;lt;/b&amp;gt; You can have all the money and fame in the world, but a fireball will still ruin your day.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Ideal:&amp;lt;/b&amp;gt; Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Bond:&amp;lt;/b&amp;gt; I am tortured by dreams of finding a relic long thought lost.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Flaw:&amp;lt;/b&amp;gt; I cannot walk away from any chance to increase my knowledge.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Gear&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox, Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Wealth&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484854</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484854"/>
		<updated>2025-12-13T19:56:46Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Incantifier&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Incantifier&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alignment:&amp;lt;/b&amp;gt; Neutral&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gender:&amp;lt;/b&amp;gt; Male&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Race:&amp;lt;/b&amp;gt; Warforged&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Class:&amp;lt;/b&amp;gt; Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Level:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ability Scores&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity:&amp;lt;/b&amp;gt; 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution:&amp;lt;/b&amp;gt; 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence:&amp;lt;/b&amp;gt; 18 (+4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom:&amp;lt;/b&amp;gt; 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma:&amp;lt;/b&amp;gt; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;AC:&amp;lt;/b&amp;gt; 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;HP:&amp;lt;/b&amp;gt; 45&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Hit Dice:&amp;lt;/b&amp;gt; 6d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speed:&amp;lt;/b&amp;gt; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Proficiency:&amp;lt;/b&amp;gt; +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Initiative Bonus&amp;lt;/b&amp;gt; +2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Passive Perception&amp;lt;/b&amp;gt; 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Spells&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Attack:&amp;lt;/b&amp;gt; +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Save DC:&amp;lt;/b&amp;gt; 15&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Points:&amp;lt;/b&amp;gt; 5&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attacks:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mace: Attack +4, Damage 1d6+1 Bludgeoning&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Saving Throws&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; +1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity:&amp;lt;/b&amp;gt; +2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution:&amp;lt;/b&amp;gt; +5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence:&amp;lt;/b&amp;gt; +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom:&amp;lt;/b&amp;gt; +1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma:&amp;lt;/b&amp;gt; -1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Languages Known&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Proficiencies&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armor: Light and Warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, Simple firearms, Battleaxes, Greatswords&lt;br /&gt;
&lt;br /&gt;
Tools: Steamjack Tools (Mechanik), Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Trained Skills&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Tools/Instruments&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Feats&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ability Score Increase:&amp;lt;/b&amp;gt; +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Sniper:&amp;lt;/b&amp;gt; You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Your ranged spell attacks ignore half cover and three-quarters cover.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Traits and Features&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warforged&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;+2 Int, +1 Con&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Size: Medium (6&#039;5&amp;quot;, 298 lbs)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Speed: 30&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Constructed Resilience.&amp;lt;/b&amp;gt;You were created to have remarkable fortitude, represented by the following benefits:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You don&#039;t need to eat, drink, or breathe.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You are immune to disease.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sentry&#039;s Rest.&amp;lt;/b&amp;gt; When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Integrated Protection.&amp;lt;/b&amp;gt;Your body has built-in defensive layers, which can be enhanced with armor.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You gain a +1 bonus to Armor Class.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;While you live, your armor can&#039;t be removed from your body against your will.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warcaster&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Warcaster Magic:&amp;lt;/b&amp;gt; You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Points:&amp;lt;/b&amp;gt; Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Preparing Spells:&amp;lt;/b&amp;gt; You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Control Range:&amp;lt;/b&amp;gt; Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Spellcasting Focus:&amp;lt;/b&amp;gt; You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Manipulation:&amp;lt;/b&amp;gt; At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Attack Bonus:&amp;lt;/i&amp;gt; You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Damage Bonus:&amp;lt;/i&amp;gt; You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Reduce Damage:&amp;lt;/i&amp;gt; If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Shake It Off:&amp;lt;/i&amp;gt; If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Steamjack Bond:&amp;lt;/b&amp;gt; When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Allocation:&amp;lt;/b&amp;gt; As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Power Up:&amp;lt;/b&amp;gt; Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Arcanist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sharper Focus:&amp;lt;/b&amp;gt; Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Spell Manipulation:&amp;lt;/b&amp;gt; Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Concentration:&amp;lt;/i&amp;gt; When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Damage:&amp;lt;/i&amp;gt; When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Range:&amp;lt;/i&amp;gt; When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Background&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Order of Wizardry:&amp;lt;/b&amp;gt; Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Order Lodge:&amp;lt;/b&amp;gt; The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Personality Trait:&amp;lt;/b&amp;gt; You can have all the money and fame in the world, but a fireball will still ruin your day.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Ideal:&amp;lt;/b&amp;gt; Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Bond:&amp;lt;/b&amp;gt; I am tortured by dreams of finding a relic long thought lost.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Flaw:&amp;lt;/b&amp;gt; I cannot walk away from any chance to increase my knowledge.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Gear&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox, Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Wealth&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484853</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484853"/>
		<updated>2025-12-13T19:55:04Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Incantifier&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Incantifier&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alignment:&amp;lt;/b&amp;gt; Neutral&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gender:&amp;lt;/b&amp;gt; Male&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Race:&amp;lt;/b&amp;gt; Warforged&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Class:&amp;lt;/b&amp;gt; Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Level:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ability Scores&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity:&amp;lt;/b&amp;gt; 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution:&amp;lt;/b&amp;gt; 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence:&amp;lt;/b&amp;gt; 18 (+4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom:&amp;lt;/b&amp;gt; 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma:&amp;lt;/b&amp;gt; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;AC:&amp;lt;/b&amp;gt; 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;HP:&amp;lt;/b&amp;gt; 45&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Hit Dice:&amp;lt;/b&amp;gt; 6d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speed:&amp;lt;/b&amp;gt; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Proficiency:&amp;lt;/b&amp;gt; +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Initiative Bonus&amp;lt;/b&amp;gt; +2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Passive Perception&amp;lt;/b&amp;gt; 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Spells&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Attack:&amp;lt;/b&amp;gt; +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Save DC:&amp;lt;/b&amp;gt; 15&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Points:&amp;lt;/b&amp;gt; 5&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attacks:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mace: Attack +4, Damage 1d6+1 Bludgeoning&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Saving Throws&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; +1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity:&amp;lt;/b&amp;gt; +2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution:&amp;lt;/b&amp;gt; +5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence:&amp;lt;/b&amp;gt; +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom:&amp;lt;/b&amp;gt; +1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma:&amp;lt;/b&amp;gt; -1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Languages Known&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Proficiencies&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Trained Skills&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Tools/Instruments&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Feats&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ability Score Increase:&amp;lt;/b&amp;gt; +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Sniper:&amp;lt;/b&amp;gt; You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Your ranged spell attacks ignore half cover and three-quarters cover.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Traits and Features&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warforged&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;+2 Int, +1 Con&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Size: Medium (6&#039;5&amp;quot;, 298 lbs)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Speed: 30&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Constructed Resilience.&amp;lt;/b&amp;gt;You were created to have remarkable fortitude, represented by the following benefits:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You don&#039;t need to eat, drink, or breathe.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You are immune to disease.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sentry&#039;s Rest.&amp;lt;/b&amp;gt; When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Integrated Protection.&amp;lt;/b&amp;gt;Your body has built-in defensive layers, which can be enhanced with armor.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You gain a +1 bonus to Armor Class.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;While you live, your armor can&#039;t be removed from your body against your will.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warcaster&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Warcaster Magic:&amp;lt;/b&amp;gt; You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Points:&amp;lt;/b&amp;gt; Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Preparing Spells:&amp;lt;/b&amp;gt; You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Control Range:&amp;lt;/b&amp;gt; Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Spellcasting Focus:&amp;lt;/b&amp;gt; You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Manipulation:&amp;lt;/b&amp;gt; At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Attack Bonus:&amp;lt;/i&amp;gt; You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Damage Bonus:&amp;lt;/i&amp;gt; You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Reduce Damage:&amp;lt;/i&amp;gt; If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Shake It Off:&amp;lt;/i&amp;gt; If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Steamjack Bond:&amp;lt;/b&amp;gt; When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Allocation:&amp;lt;/b&amp;gt; As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Power Up:&amp;lt;/b&amp;gt; Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Arcanist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sharper Focus:&amp;lt;/b&amp;gt; Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Spell Manipulation:&amp;lt;/b&amp;gt; Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Concentration:&amp;lt;/i&amp;gt; When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Damage:&amp;lt;/i&amp;gt; When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Range:&amp;lt;/i&amp;gt; When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Background&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Order of Wizardry:&amp;lt;/b&amp;gt; Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Order Lodge:&amp;lt;/b&amp;gt; The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Personality Trait:&amp;lt;/b&amp;gt; You can have all the money and fame in the world, but a fireball will still ruin your day.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Ideal:&amp;lt;/b&amp;gt; Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Bond:&amp;lt;/b&amp;gt; I am tortured by dreams of finding a relic long thought lost.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Flaw:&amp;lt;/b&amp;gt; I cannot walk away from any chance to increase my knowledge.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Gear&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox, Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Wealth&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484852</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484852"/>
		<updated>2025-12-13T19:54:22Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Incantifier&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Incantifier&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alignment:&amp;lt;/b&amp;gt; Neutral&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gender:&amp;lt;/b&amp;gt; Male&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Race:&amp;lt;/b&amp;gt; Warforged&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Class:&amp;lt;/b&amp;gt; Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Level:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ability Scores&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity:&amp;lt;/b&amp;gt; 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution:&amp;lt;/b&amp;gt; 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence:&amp;lt;/b&amp;gt; 18 (+4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom:&amp;lt;/b&amp;gt; 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma:&amp;lt;/b&amp;gt; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;AC:&amp;lt;/b&amp;gt; 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;HP:&amp;lt;/b&amp;gt; 45&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Hit Dice:&amp;lt;/b&amp;gt; 6d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speed:&amp;lt;/b&amp;gt; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Proficiency:&amp;lt;/b&amp;gt; +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Initiative Bonus&amp;lt;/b&amp;gt; +2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Passive Perception&amp;lt;/b&amp;gt; 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Spells&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Attack:&amp;lt;/b&amp;gt; +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Save DC:&amp;lt;/b&amp;gt; 15&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Points:&amp;lt;/b&amp;gt; 5&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attacks:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mace: Attack +4, Damage 1d6+1 Bludgeoning&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Saving Throws&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; +1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity:&amp;lt;/b&amp;gt; +2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution:&amp;lt;/b&amp;gt; +5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence:&amp;lt;/b&amp;gt; +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom:&amp;lt;/b&amp;gt; +1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma:&amp;lt;/b&amp;gt; -1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Languages Known&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Proficiencies&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Trained Skills&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Tools/Instruments&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Feats&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ability Score Increase:&amp;lt;/b&amp;gt; +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Sniper:&amp;lt;/b&amp;gt; You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Your ranged spell attacks ignore half cover and three-quarters cover.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Traits and Features&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warforged&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;+2 Int, +1 Con&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Size: Medium (6&#039;5&amp;quot;, 298 lbs)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Speed: 30&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Constructed Resilience.&amp;lt;/b&amp;gt;You were created to have remarkable fortitude, represented by the following benefits:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You don&#039;t need to eat, drink, or breathe.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You are immune to disease.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sentry&#039;s Rest.&amp;lt;/b&amp;gt; When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Integrated Protection.&amp;lt;/b&amp;gt;Your body has built-in defensive layers, which can be enhanced with armor.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You gain a +1 bonus to Armor Class.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;While you live, your armor can&#039;t be removed from your body against your will.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warcaster&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Warcaster Magic:&amp;lt;/b&amp;gt; You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Points:&amp;lt;/b&amp;gt; Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Preparing Spells:&amp;lt;/b&amp;gt; You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Control Range:&amp;lt;/b&amp;gt; Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Spellcasting Focus:&amp;lt;/b&amp;gt; You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Manipulation:&amp;lt;/b&amp;gt; At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Attack Bonus:&amp;lt;/i&amp;gt; You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Damage Bonus:&amp;lt;/i&amp;gt; You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Reduce Damage:&amp;lt;/i&amp;gt; If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Shake It Off:&amp;lt;/i&amp;gt; If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Steamjack Bond:&amp;lt;/b&amp;gt; When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Allocation:&amp;lt;/b&amp;gt; As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Power Up:&amp;lt;/b&amp;gt; Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Arcanist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sharper Focus:&amp;lt;/b&amp;gt; Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Spell Manipulation:&amp;lt;/b&amp;gt; Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Concentration:&amp;lt;/i&amp;gt; When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Damage:&amp;lt;/i&amp;gt; When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Range:&amp;lt;/i&amp;gt; When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Background&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Order of Wizardry:&amp;lt;/b&amp;gt; Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Order Lodge:&amp;lt;/b&amp;gt; The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Personality Trait:&amp;lt;/b&amp;gt; You can have all the money and fame in the world, but a fireball will still ruin your day.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Ideal:&amp;lt;/b&amp;gt; Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Bond:&amp;lt;/b&amp;gt; I am tortured by dreams of finding a relic long thought lost.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Flaw:&amp;lt;/b&amp;gt; I cannot walk away from any chance to increase my knowledge.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Gear&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox, Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Wealth&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484851</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484851"/>
		<updated>2025-12-13T19:54:02Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;==&amp;lt;b&amp;gt;Incantifier&amp;lt;/b&amp;gt;==&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Incantifier&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alignment:&amp;lt;/b&amp;gt; Neutral&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gender:&amp;lt;/b&amp;gt; Male&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Race:&amp;lt;/b&amp;gt; Warforged&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Class:&amp;lt;/b&amp;gt; Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Level:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ability Scores&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity:&amp;lt;/b&amp;gt; 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution:&amp;lt;/b&amp;gt; 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence:&amp;lt;/b&amp;gt; 18 (+4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom:&amp;lt;/b&amp;gt; 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma:&amp;lt;/b&amp;gt; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;AC:&amp;lt;/b&amp;gt; 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;HP:&amp;lt;/b&amp;gt; 45&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Hit Dice:&amp;lt;/b&amp;gt; 6d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speed:&amp;lt;/b&amp;gt; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Proficiency:&amp;lt;/b&amp;gt; +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Initiative Bonus&amp;lt;/b&amp;gt; +2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Passive Perception&amp;lt;/b&amp;gt; 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Spells&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Attack:&amp;lt;/b&amp;gt; +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Save DC:&amp;lt;/b&amp;gt; 15&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Points:&amp;lt;/b&amp;gt; 5&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attacks:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mace: Attack +4, Damage 1d6+1 Bludgeoning&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Saving Throws&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; +1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity:&amp;lt;/b&amp;gt; +2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution:&amp;lt;/b&amp;gt; +5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence:&amp;lt;/b&amp;gt; +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom:&amp;lt;/b&amp;gt; +1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma:&amp;lt;/b&amp;gt; -1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Languages Known&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Proficiencies&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Trained Skills&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Tools/Instruments&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Feats&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ability Score Increase:&amp;lt;/b&amp;gt; +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Sniper:&amp;lt;/b&amp;gt; You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Your ranged spell attacks ignore half cover and three-quarters cover.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Traits and Features&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warforged&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;+2 Int, +1 Con&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Size: Medium (6&#039;5&amp;quot;, 298 lbs)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Speed: 30&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Constructed Resilience.&amp;lt;/b&amp;gt;You were created to have remarkable fortitude, represented by the following benefits:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You don&#039;t need to eat, drink, or breathe.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You are immune to disease.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sentry&#039;s Rest.&amp;lt;/b&amp;gt; When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Integrated Protection.&amp;lt;/b&amp;gt;Your body has built-in defensive layers, which can be enhanced with armor.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You gain a +1 bonus to Armor Class.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;While you live, your armor can&#039;t be removed from your body against your will.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warcaster&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Warcaster Magic:&amp;lt;/b&amp;gt; You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Points:&amp;lt;/b&amp;gt; Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Preparing Spells:&amp;lt;/b&amp;gt; You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Control Range:&amp;lt;/b&amp;gt; Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Spellcasting Focus:&amp;lt;/b&amp;gt; You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Manipulation:&amp;lt;/b&amp;gt; At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Attack Bonus:&amp;lt;/i&amp;gt; You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Damage Bonus:&amp;lt;/i&amp;gt; You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Reduce Damage:&amp;lt;/i&amp;gt; If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Shake It Off:&amp;lt;/i&amp;gt; If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Steamjack Bond:&amp;lt;/b&amp;gt; When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Allocation:&amp;lt;/b&amp;gt; As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Power Up:&amp;lt;/b&amp;gt; Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Arcanist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sharper Focus:&amp;lt;/b&amp;gt; Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Spell Manipulation:&amp;lt;/b&amp;gt; Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Concentration:&amp;lt;/i&amp;gt; When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Damage:&amp;lt;/i&amp;gt; When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Range:&amp;lt;/i&amp;gt; When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Background&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Order of Wizardry:&amp;lt;/b&amp;gt; Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Order Lodge:&amp;lt;/b&amp;gt; The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Personality Trait:&amp;lt;/b&amp;gt; You can have all the money and fame in the world, but a fireball will still ruin your day.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Ideal:&amp;lt;/b&amp;gt; Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Bond:&amp;lt;/b&amp;gt; I am tortured by dreams of finding a relic long thought lost.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Flaw:&amp;lt;/b&amp;gt; I cannot walk away from any chance to increase my knowledge.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Gear&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox, Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Wealth&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484850</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484850"/>
		<updated>2025-12-13T19:53:44Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;===&amp;lt;b&amp;gt;Incantifier&amp;lt;/b&amp;gt;===&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Name:&amp;lt;/b&amp;gt; Incantifier&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Alignment:&amp;lt;/b&amp;gt; Neutral&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Gender:&amp;lt;/b&amp;gt; Male&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Race:&amp;lt;/b&amp;gt; Warforged&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Class:&amp;lt;/b&amp;gt; Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Level:&amp;lt;/b&amp;gt; 6&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Ability Scores&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity:&amp;lt;/b&amp;gt; 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution:&amp;lt;/b&amp;gt; 14 (+2)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence:&amp;lt;/b&amp;gt; 18 (+4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom:&amp;lt;/b&amp;gt; 12 (+1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma:&amp;lt;/b&amp;gt; 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;AC:&amp;lt;/b&amp;gt; 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;HP:&amp;lt;/b&amp;gt; 45&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Hit Dice:&amp;lt;/b&amp;gt; 6d8&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Speed:&amp;lt;/b&amp;gt; 30&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Proficiency:&amp;lt;/b&amp;gt; +3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Initiative Bonus&amp;lt;/b&amp;gt; +2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Passive Perception&amp;lt;/b&amp;gt; 14&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Spells&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Attack:&amp;lt;/b&amp;gt; +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Save DC:&amp;lt;/b&amp;gt; 15&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Points:&amp;lt;/b&amp;gt; 5&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attacks:&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Mace: Attack +4, Damage 1d6+1 Bludgeoning&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Saving Throws&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Strength:&amp;lt;/b&amp;gt; +1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Dexterity:&amp;lt;/b&amp;gt; +2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Constitution:&amp;lt;/b&amp;gt; +5&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Intelligence:&amp;lt;/b&amp;gt; +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Wisdom:&amp;lt;/b&amp;gt; +1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Charisma:&amp;lt;/b&amp;gt; -1&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Languages Known&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Proficiencies&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Trained Skills&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Tools/Instruments&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Feats&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Ability Score Increase:&amp;lt;/b&amp;gt; +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Spell Sniper:&amp;lt;/b&amp;gt; You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Your ranged spell attacks ignore half cover and three-quarters cover.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Traits and Features&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warforged&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;+2 Int, +1 Con&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Size: Medium (6&#039;5&amp;quot;, 298 lbs)&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Speed: 30&#039;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Constructed Resilience.&amp;lt;/b&amp;gt;You were created to have remarkable fortitude, represented by the following benefits:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You don&#039;t need to eat, drink, or breathe.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You are immune to disease.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sentry&#039;s Rest.&amp;lt;/b&amp;gt; When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Integrated Protection.&amp;lt;/b&amp;gt;Your body has built-in defensive layers, which can be enhanced with armor.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You gain a +1 bonus to Armor Class.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;While you live, your armor can&#039;t be removed from your body against your will.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Warcaster&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Warcaster Magic:&amp;lt;/b&amp;gt; You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Points:&amp;lt;/b&amp;gt; Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Preparing Spells:&amp;lt;/b&amp;gt; You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Control Range:&amp;lt;/b&amp;gt; Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Spellcasting Focus:&amp;lt;/b&amp;gt; You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Manipulation:&amp;lt;/b&amp;gt; At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Attack Bonus:&amp;lt;/i&amp;gt; You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Damage Bonus:&amp;lt;/i&amp;gt; You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Reduce Damage:&amp;lt;/i&amp;gt; If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Shake It Off:&amp;lt;/i&amp;gt; If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Steamjack Bond:&amp;lt;/b&amp;gt; When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Focus Allocation:&amp;lt;/b&amp;gt; As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Power Up:&amp;lt;/b&amp;gt; Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Arcanist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Sharper Focus:&amp;lt;/b&amp;gt; Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Spell Manipulation:&amp;lt;/b&amp;gt; Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Concentration:&amp;lt;/i&amp;gt; When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Damage:&amp;lt;/i&amp;gt; When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;i&amp;gt;Enhanced Range:&amp;lt;/i&amp;gt; When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Background&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Order of Wizardry:&amp;lt;/b&amp;gt; Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Order Lodge:&amp;lt;/b&amp;gt; The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Personality Trait:&amp;lt;/b&amp;gt; You can have all the money and fame in the world, but a fireball will still ruin your day.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Ideal:&amp;lt;/b&amp;gt; Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Bond:&amp;lt;/b&amp;gt; I am tortured by dreams of finding a relic long thought lost.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;b&amp;gt;Flaw:&amp;lt;/b&amp;gt; I cannot walk away from any chance to increase my knowledge.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Gear&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox, Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=&amp;quot;5&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Wealth&amp;lt;/b&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484848</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484848"/>
		<updated>2025-12-13T17:55:22Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Incantifier==&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
&lt;br /&gt;
==Attacks:==&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
&lt;br /&gt;
Armor: Light and Warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, Simple firearms, Battleaxes, Greatswords&lt;br /&gt;
&lt;br /&gt;
Tools: Steamjack tools (Mechanik), Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
 When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
&lt;br /&gt;
 Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
&lt;br /&gt;
 You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
&lt;br /&gt;
Sentry&#039;s Rest.&lt;br /&gt;
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
 Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
&lt;br /&gt;
 Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
&lt;br /&gt;
 Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
 Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
 Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
&lt;br /&gt;
 Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
&lt;br /&gt;
 Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484847</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484847"/>
		<updated>2025-12-13T17:52:43Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Incantifier==&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
&lt;br /&gt;
==Attacks:==&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
 When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
&lt;br /&gt;
 Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
&lt;br /&gt;
 You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
&lt;br /&gt;
Sentry&#039;s Rest.&lt;br /&gt;
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
 Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
&lt;br /&gt;
 Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
&lt;br /&gt;
 Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
 Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
 Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
&lt;br /&gt;
 Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
&lt;br /&gt;
 Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484846</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484846"/>
		<updated>2025-12-13T17:51:29Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Incantifier==&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Spells[/h2]&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
 When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
&lt;br /&gt;
 Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
&lt;br /&gt;
 You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
&lt;br /&gt;
Sentry&#039;s Rest.&lt;br /&gt;
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
 Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
&lt;br /&gt;
 Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
&lt;br /&gt;
 Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
 Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
 Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
&lt;br /&gt;
 Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
&lt;br /&gt;
 Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484845</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484845"/>
		<updated>2025-12-13T17:50:54Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Incantifier==&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Ability Scores[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Spells[/h2]&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
 When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
&lt;br /&gt;
 Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
&lt;br /&gt;
 You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
&lt;br /&gt;
Sentry&#039;s Rest.&lt;br /&gt;
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
 Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
&lt;br /&gt;
 Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
&lt;br /&gt;
 Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
 Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
 Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
&lt;br /&gt;
 Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
&lt;br /&gt;
 Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484844</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484844"/>
		<updated>2025-12-13T17:39:32Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[h2]Incantifier[/h2]&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Ability Scores[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Spells[/h2]&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
 When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
&lt;br /&gt;
 Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
&lt;br /&gt;
 You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
&lt;br /&gt;
Sentry&#039;s Rest.&lt;br /&gt;
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
 Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
&lt;br /&gt;
 Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
&lt;br /&gt;
 Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
 Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
 Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
&lt;br /&gt;
 Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
&lt;br /&gt;
 Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484843</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484843"/>
		<updated>2025-12-13T17:38:48Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[h2]Incantifier[/h2]&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Ability Scores[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Spells[/h2]&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
 When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
&lt;br /&gt;
 Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
&lt;br /&gt;
 You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
&lt;br /&gt;
Sentry&#039;s Rest.&lt;br /&gt;
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
 Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
&lt;br /&gt;
 Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
&lt;br /&gt;
 Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
 Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
 Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
&lt;br /&gt;
 Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
&lt;br /&gt;
 Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484842</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484842"/>
		<updated>2025-12-13T17:38:06Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[h2]Incantifier[/h2]&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Ability Scores[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Spells[/h2]&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
 When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
&lt;br /&gt;
 Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
&lt;br /&gt;
 You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
&lt;br /&gt;
Sentry&#039;s Rest.&lt;br /&gt;
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
 Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
&lt;br /&gt;
 Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
&lt;br /&gt;
 Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
 Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
 Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
&lt;br /&gt;
 Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
&lt;br /&gt;
 Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484841</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484841"/>
		<updated>2025-12-13T17:37:16Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[h2]Incantifier[/h2]&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Ability Scores[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Spells[/h2]&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
 When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
&lt;br /&gt;
 Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
&lt;br /&gt;
 You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
&lt;br /&gt;
Sentry&#039;s Rest.&lt;br /&gt;
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
 Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
&lt;br /&gt;
 Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
&lt;br /&gt;
 Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
 Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
&lt;br /&gt;
Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
&lt;br /&gt;
Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484840</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484840"/>
		<updated>2025-12-13T17:36:13Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[h2]Incantifier[/h2]&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Ability Scores[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Spells[/h2]&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
&lt;br /&gt;
Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
&lt;br /&gt;
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
&lt;br /&gt;
Sentry&#039;s Rest.&lt;br /&gt;
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
 Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
&lt;br /&gt;
 Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
&lt;br /&gt;
 Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
 Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
&lt;br /&gt;
Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
&lt;br /&gt;
Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484839</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484839"/>
		<updated>2025-12-13T17:35:52Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[h2]Incantifier[/h2]&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Ability Scores[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Spells[/h2]&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
&lt;br /&gt;
Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
&lt;br /&gt;
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
&lt;br /&gt;
Sentry&#039;s Rest.&lt;br /&gt;
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
 Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
&lt;br /&gt;
Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
&lt;br /&gt;
Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
&lt;br /&gt;
Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
&lt;br /&gt;
Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484838</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484838"/>
		<updated>2025-12-13T17:35:05Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[h2]Incantifier[/h2]&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Ability Scores[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Spells[/h2]&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
&lt;br /&gt;
Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
&lt;br /&gt;
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
&lt;br /&gt;
Sentry&#039;s Rest.&lt;br /&gt;
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
&lt;br /&gt;
Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
&lt;br /&gt;
Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
&lt;br /&gt;
Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
&lt;br /&gt;
Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
&lt;br /&gt;
Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484837</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484837"/>
		<updated>2025-12-13T17:33:42Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[h2]Incantifier[/h2]&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Ability Scores[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Spells[/h2]&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
&lt;br /&gt;
Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
&lt;br /&gt;
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
&lt;br /&gt;
Sentry&#039;s Rest.&lt;br /&gt;
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484836</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484836"/>
		<updated>2025-12-13T17:31:44Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[h2]Incantifier[/h2]&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Ability Scores[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Spells[/h2]&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
&lt;br /&gt;
Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
&lt;br /&gt;
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
&lt;br /&gt;
Sentry&#039;s Rest.&lt;br /&gt;
     When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484835</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484835"/>
		<updated>2025-12-13T17:30:54Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[h2]Incantifier[/h2]&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Ability Scores[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Spells[/h2]&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
&lt;br /&gt;
Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
&lt;br /&gt;
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
Sentry&#039;s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484834</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484834"/>
		<updated>2025-12-13T17:30:19Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[h2]Incantifier[/h2]&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Ability Scores[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Spells[/h2]&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
Sentry&#039;s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484833</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484833"/>
		<updated>2025-12-13T17:29:41Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[h2]Incantifier[/h2]&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Ability Scores[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Spells[/h2]&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
&lt;br /&gt;
Attacks:&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
Sentry&#039;s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484832</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484832"/>
		<updated>2025-12-13T17:28:57Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[h2]Incantifier[/h2]&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Ability Scores[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Spells[/h2]&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
Attacks:&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
Sentry&#039;s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484831</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484831"/>
		<updated>2025-12-13T17:28:30Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[h2]Incantifier[/h2]&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Ability Scores[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Spells[/h2]&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
Attacks:&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
Sentry&#039;s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484830</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484830"/>
		<updated>2025-12-13T17:27:51Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Incantifier&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
Gender: Male&lt;br /&gt;
Race: Warforged&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
Ability Scores&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
HP: 45&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
Spells&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
Attacks:&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
Saving Throws&lt;br /&gt;
Strength: +1&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
Constitution: +5&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
Languages Known&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
Proficiencies&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
Trained Skills&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
Tools/Instruments&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
Feats&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
Traits and Features&lt;br /&gt;
Warforged&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
Sentry&#039;s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
Warcaster&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
Control range = your maximum focus points × 10 feet&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
Arcanist&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
Background&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
Gear&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox, Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
Wealth&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484829</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484829"/>
		<updated>2025-12-13T17:26:27Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Name: Incantifier&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
Gender: Male&lt;br /&gt;
Race: Warforged&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
Ability Scores&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
HP: 45&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
Spells&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
Attacks:&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
Sentry&#039;s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484828</id>
		<title>Rails Through Hell: Incantifier</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rails_Through_Hell:_Incantifier&amp;diff=484828"/>
		<updated>2025-12-13T17:19:24Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: Created page with &amp;quot;[h2]Incantifier[/h2]  Name: Incantifier  Alignment: Neutral  Gender: Male  Race: Warforged  Class: Warcaster (Arcanist)  Level: 6    [h2]Ability Scores[/h2]  Strength: 12 (+1)  Dexterity: 14 (+2)  Constitution: 14 (+2)  Intelligence: 18 (+4)  Wisdom: 12 (+1)  Charisma: 8 (-1)    AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)  HP: 45  Hit Dice: 6d8  Speed: 30&amp;#039;  Proficiency: +3    Initiative Bonus +2  Passive Perception 14    [h2]Spells[/h2]  Spell Attack: +7  Spe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[h2]Incantifier[/h2]&lt;br /&gt;
&lt;br /&gt;
Name: Incantifier&lt;br /&gt;
&lt;br /&gt;
Alignment: Neutral&lt;br /&gt;
&lt;br /&gt;
Gender: Male&lt;br /&gt;
&lt;br /&gt;
Race: Warforged&lt;br /&gt;
&lt;br /&gt;
Class: Warcaster (Arcanist)&lt;br /&gt;
&lt;br /&gt;
Level: 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Ability Scores[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Dexterity: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence: 18 (+4)&lt;br /&gt;
&lt;br /&gt;
Wisdom: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC: 18 (Medium Warcaster Armor + Warforged Bonus + Dex)&lt;br /&gt;
&lt;br /&gt;
HP: 45&lt;br /&gt;
&lt;br /&gt;
Hit Dice: 6d8&lt;br /&gt;
&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
&lt;br /&gt;
Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Initiative Bonus +2&lt;br /&gt;
&lt;br /&gt;
Passive Perception 14&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Spells[/h2]&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +7&lt;br /&gt;
&lt;br /&gt;
Spell Save DC: 15&lt;br /&gt;
&lt;br /&gt;
Focus Points: 5&lt;br /&gt;
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp&lt;br /&gt;
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave&lt;br /&gt;
L2: Acid Arrow, Battering Ram, Blur, Continual Flame, Electrical Blast, Flaming Sphere, Flashing Blade, Gust of Wind, Magic Weapon, Misty Step, Redline, Scorching Ray, Seize Gears, Shatter&lt;br /&gt;
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow&lt;br /&gt;
Attacks:&lt;br /&gt;
&lt;br /&gt;
Acid Splash: 1 target or 2 targets within 5&#039; of each other, Range 60&#039;, Dex save or take 2d6 Acid damage&lt;br /&gt;
Arcane Bolt: Attack +7, Range 120&#039;, Damage 2d10 Force&lt;br /&gt;
Chill Touch: Attack +7, Range 240&#039;, Damage 2d8 Necrotic (Target can&#039;t regain HP until the start of my next turn. Targeted undead have disadvantage on attacks vs. me until the end of my next turn)&lt;br /&gt;
Firebolt: Attack +7, Range 240&#039;, Damage 2d10 Fire&lt;br /&gt;
Ray of Frost: Attack +7, Range 120&#039; Damage 2d8 Cold (Target speed reduced by 10&#039; until the start of my next turn)&lt;br /&gt;
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can&#039;t take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal &amp;lt;such as metal armor&amp;gt;)&lt;br /&gt;
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)&lt;br /&gt;
Mace: Attack +4, Damage 1d6+1 Bludgeoning&lt;br /&gt;
[h2]Saving Throws[/h2]&lt;br /&gt;
&lt;br /&gt;
Strength: +1&lt;br /&gt;
&lt;br /&gt;
Dexterity: +2&lt;br /&gt;
&lt;br /&gt;
Constitution: +5&lt;br /&gt;
&lt;br /&gt;
Intelligence: +7&lt;br /&gt;
&lt;br /&gt;
Wisdom: +1&lt;br /&gt;
&lt;br /&gt;
Charisma: -1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Languages Known[/h2]&lt;br /&gt;
&lt;br /&gt;
Common +2 more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Proficiencies[/h2]&lt;br /&gt;
&lt;br /&gt;
Armor: Light and warcaster armor&lt;br /&gt;
&lt;br /&gt;
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Trained Skills[/h2]&lt;br /&gt;
&lt;br /&gt;
Acrobatics (+5)&lt;br /&gt;
&lt;br /&gt;
Arcana (+7)&lt;br /&gt;
&lt;br /&gt;
Athletics (+4)&lt;br /&gt;
&lt;br /&gt;
Investigation (+7)&lt;br /&gt;
&lt;br /&gt;
Perception (+4)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Tools/Instruments[/h2]&lt;br /&gt;
&lt;br /&gt;
Steamjack Tools (Mechanik)&lt;br /&gt;
&lt;br /&gt;
Thieves&#039; Tools&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Feats[/h2]&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase: +2 Intelligence&lt;br /&gt;
&lt;br /&gt;
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:&lt;br /&gt;
&lt;br /&gt;
When you cast a spell that requires you to make an attack roll, the spell&#039;s range is doubled.&lt;br /&gt;
Your ranged spell attacks ignore half cover and three-quarters cover.&lt;br /&gt;
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Traits and Features[/h2]&lt;br /&gt;
&lt;br /&gt;
Warforged&lt;br /&gt;
&lt;br /&gt;
+2 Int, +1 Con&lt;br /&gt;
Size: Medium (6&#039;5&amp;quot;, 298 lbs)&lt;br /&gt;
Speed: 30&#039;&lt;br /&gt;
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits:&lt;br /&gt;
You have advantage on saving throws against being poisoned, and you have resistance to poison damage.&lt;br /&gt;
You don&#039;t need to eat, drink, or breathe.&lt;br /&gt;
You are immune to disease.&lt;br /&gt;
You don&#039;t need to sleep, and magic can&#039;t put you to sleep.&lt;br /&gt;
Sentry&#039;s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn&#039;t render you unconscious, and you can see and hear as normal.&lt;br /&gt;
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.&lt;br /&gt;
You gain a +1 bonus to Armor Class.&lt;br /&gt;
You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.&lt;br /&gt;
While you live, your armor can&#039;t be removed from your body against your will.&lt;br /&gt;
Warcaster&lt;br /&gt;
&lt;br /&gt;
Warcaster Magic: You were born with an intrinsic ability to manipulate arcane energy, but you likely learned how to control this power through rigorous self-training or at the feet of a mentor. Whatever method you learned to control your focus, it fuels your spells and your link to mechanika.&lt;br /&gt;
Focus Points: Rather than spell slots, you use focus points to cast your spells. These points represent your innate ability to harness arcane energy. The Warcaster table shows how many focus points you have at each level. To cast one of your warcaster spells of 1st level or higher, you must expend a number of focus points equal to the level of the spell that you are casting. You can increase a spell&#039;s level in this way but cannot exceed the level shown in the Maximum Spell Level column of the Warcaster table. You regain 1 focus point every 10 minutes, and you regain all expended focus points when you finish a short or long rest.&lt;br /&gt;
Preparing Spells: You prepare the list of warcaster spells that are available for you to cast, choosing from the warcaster spell list. When you do so, choose a number of warcaster spells equal to your Intelligence modifier + your warcaster level (minimum of one spell). The spells must be of a level no higher than what&#039;s shown in the Warcaster table&#039;s Maximum Spell Level column for your level. You can change your list of prepared spells when you finish a long rest. Preparing a new list of warcaster spells requires time spent in meditation reflecting on arcane formulae: at least 1 minute per spell level for each spell on your list.&lt;br /&gt;
Control Range: Your control range is a measure of how far your arcane ability to interact with steamjack cortexes can reach. When an ability refers to your control range, this number determines whether a steamjack is within range or beyond it.&lt;br /&gt;
          Control range = your maximum focus points × 10 feet&lt;br /&gt;
&lt;br /&gt;
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.&lt;br /&gt;
Focus Manipulation: At 2nd level, you learn how to channel the raw arcane energy to not only augment the considerable powers of your mechanikal weapons and armor, but also boost your own combat abilities. You can spend focus points for one of the following effects:&lt;br /&gt;
Attack Bonus: You can spend 1 focus point when you make an attack with a bonded mechanikal weapon to make the attack roll with advantage.&lt;br /&gt;
Damage Bonus: You can spend any number of focus points after you make an attack with a bonded mechanikal weapon to deal an extra 1d8 weapon damage per point spent.&lt;br /&gt;
Reduce Damage: If you are wearing bonded warcaster armor when you take damage, you can use your reaction and spend 1 focus point to reduce the damage by an amount equal to double your Proficiency Bonus.&lt;br /&gt;
Shake It Off: If you are suffering from a condition or enemy effect that can be ended with a successful saving throw, you can spend 1 focus point to make the saving throw with advantage.&lt;br /&gt;
Steamjack Bond: When you reach 3rd level, you develop the ability to forge lasting bonds with steamjacks. You must touch a steamjack and spend 10 minutes to forge your bond. You can use this feature to attune to one or more steamjacks, allowing you to communicate telepathically with it. A bonded steamjack obeys your commands to the best of its ability and acts on its own initiative in combat, but you determine its actions and decisions. If you are incapacitated in combat, all steamjacks bonded to you suffer backlash and become inert (see chapter 5, &amp;quot;Steamjacks&amp;quot;). If your bonded steamjack is ever destroyed, you can recover its cortex and fit it into a new chassis. This requires 8 hours of uninterrupted work and 250 gp in materials, whether or not any part of the old chassis is salvageable. If the steamjack&#039;s cortex is destroyed, you cannot recover your steamjack in this way, in which case your bond with that steamjack is severed and you can form a bond with a new steamjack. A bonded steamjack counts as an attuned item. You can voluntarily end your bond as a bonus action.&lt;br /&gt;
Focus Allocation: As a bonus action on your turn, you can allocate focus points to a bonded steamjack and in your control range. The maximum number of focus points you can allocate to a steamjack is limited by the quality of its cortex. You cannot allocate focus points to a steamjack that does not have a functioning cortex.During its turn, a bonded steamjack and in your control range can spend allocated focus points to use the Attack Bonus, Damage Bonus, or Shake It Off effect described in the Focus Manipulation feature. Focus points allocated in this way are lost after 10 minutes.&lt;br /&gt;
Power Up: Starting at 5th level, at the start of your turn, all your bonded steamjacks in your control range gain 1 focus point. A steamjack cannot gain a focus point from this feature if it does not have a functioning cortex. Focus from power up cannot exceed the maximum focus of the steamjacks cortex.&lt;br /&gt;
Arcanist&lt;br /&gt;
&lt;br /&gt;
Sharper Focus: Beginning at 1st level, your maximum number of focus points increases by 1. Starting at 6th level, the focus cost of your spells decreases by 1 to a minimum of 1.&lt;br /&gt;
Spell Manipulation: Starting at 6th level, you learn how to channel focus to augment and modify the power of your spells. Once per round, you can spend focus points for one of the following effects:&lt;br /&gt;
Enhanced Concentration: When you are forced to make a Constitution saving throw to maintain concentration on a spell, you can spend 1 focus point to make the roll with advantage.&lt;br /&gt;
Enhanced Damage: When you roll damage for a spell, you can spend 1 focus point to reroll a number of damage dice up to your Intelligence modifier (minimum of one die). You must use the new rolls.&lt;br /&gt;
Enhanced Range: When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.&lt;br /&gt;
[h2]Background[/h2]&lt;br /&gt;
&lt;br /&gt;
Order of Wizardry: Widely known and respected as an institution for training those of arcane aptitude, the Order of Wizardry has been home to you and many other mages eager to progress along the established ranks of their craft, learn the secrets of wielding and controlling spells, and apply those skills to the benefit of their nations and the world at large.&lt;br /&gt;
&lt;br /&gt;
Order Lodge: The Order maintains public lodges in most of the major cities in Cygnar and Ord and recently began reestablishing its facilities in Llael. It also maintains secret facilities in other nations&#039; population centers, but these are available to members only with specific permission. At the GM&#039;s discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.&lt;br /&gt;
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.&lt;br /&gt;
Bond: I am tortured by dreams of finding a relic long thought lost.&lt;br /&gt;
Flaw: I cannot walk away from any chance to increase my knowledge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Gear[/h2]&lt;br /&gt;
&lt;br /&gt;
Medium Warcaster Armor (5 charges per hour &amp;lt;Arcane Turbine recharges 5 charges at start of turn; 20 charges total&amp;gt;), Farsight Goggles (linked to armor, 1 charge per hour for 120&#039; Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune &amp;lt;1 charge for 2d8 damage to Undead&amp;gt;, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves&#039; Tools, Steamjack Tools, Backpack, Tinderbox,  Small Hammer, 3 yards of Oilcloth, 50&#039; Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[h2]Wealth[/h2]&lt;br /&gt;
&lt;br /&gt;
??&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gate_City_Singularity&amp;diff=484419</id>
		<title>Gate City Singularity</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gate_City_Singularity&amp;diff=484419"/>
		<updated>2025-11-27T23:07:58Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Supers_Red_Gate_City|Back to the main page]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 90%; height: 14em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 350px;&amp;quot;| Image !! Resistances (7D) !! Aptitudes (4D)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |[[File:superhero.png|350px]]&lt;br /&gt;
| &lt;br /&gt;
:Composure 2D&lt;br /&gt;
:Fortitude 3D&lt;br /&gt;
:Reaction 3D&lt;br /&gt;
:Will 3D&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
:Academia 3D&lt;br /&gt;
:Technology 3D&lt;br /&gt;
:(all others not listed at 1D)&lt;br /&gt;
|-&lt;br /&gt;
!Powers (12D) !! Adds/Disadds (0D-3D)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
:Energy Control (Gravity) 5D (Area Effect 2D,Split Action 1D, Limited Use &amp;lt;No Manipulation&amp;gt;) 7D&lt;br /&gt;
:Energy Control (Light) 4D (Split Action 1D, Limited Use &amp;lt;No Manipulation&amp;gt;) 4D&lt;br /&gt;
:Flight 3D (Starts at 1D and adds 1D per round until reaching 4D) 1D&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
:None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
:Enemy 1D&lt;br /&gt;
:Strange-Looking (Minor)&lt;br /&gt;
:Vulnerability (Minor; Magnetism)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Competency Pool&#039;&#039;&#039;: 0D; TCD: 0D&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;| &#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
Henryk Szceslowicz immigrated from Poland with his family when he was a small child. They ended up in Southern California and he turned out to be a very bright and motivated student. Hard sciences were a fascination and he ended up getting a full scholarship to Cal Tech, graduating 1 year ahead of time. He was a dual major, obtaining doctorates in both Physics and Engineering. He was snatched up by a starter company, Applied Gravimetrics, which at that time was working on manipulation of gravity, light, and experimenting with trying to create a point singularity. He was placed as one of the heads of the singularity project, supplanting another scientist who was a bit too confrontational with the heads of the company. The other scientist was kept on due to his own expertise in the area. Things were progressing well and a huge machine was created part of which were massive electromagnets to manipulate the light and gravity in efforts to create the singularity. Henryk was working on the machine alone one evening, inside it calibrating some of the sensors, when the containment door closed and locked. The machine started powering up and the safety protocols in place were not working. Glancing up towards the control room he saw the other scientist looking down at him with a malicious grin on his face. The next thing he knew his senses were overloaded by the sense of being crushed and seeing blinding light and darkness.....he knew he was done for and he blacked out from the overload of pain and sensation. After what seemed like an eternity he awoke amid the massive ruins of the machine, fire and sparks everywhere. The control room was completely gone, pulled apart like taffy and fused. He looked himself over and noticed that patches of darkness with light twinkling within like stars played over his skin. He ran from the ruins, knowing that he could never explain what happened. With his thoughts all awhirl the next thing he knew he had lit up like a star and shot up into the sky for a moment as if he had fallen up before crashing to the ground. Getting to his car he covered himself in a blanket and drove home. The company crashed and burned, most of their money sunk into the project, and were absorbed into Quest Technologies. Henryk himself went into hiding to figure out what had happened to him. Over time he determined that the results of the sabotage allowed him to manipulate both light and gravity, even being able to &amp;quot;fly&amp;quot; by altering gravity for himself. Checking the news reports he was able to determine that the sabotaging scientist had somehow survived and had allied himself with Atomic Brain. Calling himself Polarizer he appears to have the ability to manipulate magnetic energies. The havoc Polarizer was causing gave Henryk the impetus to come out of his self-imposed exile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Singularity has changed dramatically since the incident which gave him his powers. While he is of average height and build his eyes are jet black and patches of blackness twinkling with stars play over his skin constantly. His hair became a mix of black and white and moves as if defying wind and gravity (which it is). When he speaks his voice has an echoing quality as if coming from a deep place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Xhaosdaemon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Superhero.png&amp;diff=480649</id>
		<title>File:Superhero.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Superhero.png&amp;diff=480649"/>
		<updated>2025-05-11T18:34:49Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gate_City_Singularity&amp;diff=480648</id>
		<title>Gate City Singularity</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gate_City_Singularity&amp;diff=480648"/>
		<updated>2025-05-11T18:17:32Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Supers_Red_Gate_City|Back to the main page]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 90%; height: 14em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 350px;&amp;quot;| Image !! Resistances (7D) !! Aptitudes (3D)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |[[File:superhero.png|350px]]&lt;br /&gt;
| &lt;br /&gt;
:Composure 2D&lt;br /&gt;
:Fortitude 3D&lt;br /&gt;
:Reaction 3D&lt;br /&gt;
:Will 3D&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
:Academia 3D&lt;br /&gt;
:Technology 2D&lt;br /&gt;
:(all others not listed at 1D)&lt;br /&gt;
|-&lt;br /&gt;
!Powers (13D) !! Adds/Disadds (0D-3D)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
:Energy Control (Gravity) 5D (Area Effect 2D,Split Action 1D, Limited Use &amp;lt;No Manipulation&amp;gt;) 7D&lt;br /&gt;
:Energy Control (Light) 4D (Split Action 1D, Limited Use &amp;lt;No Manipulation&amp;gt;) 4D&lt;br /&gt;
:Flight 4D (Starts at 1D and adds 1D per round until reaching 4D) 2D&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
:None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
:Enemy 1D&lt;br /&gt;
:Strange-Looking (Minor)&lt;br /&gt;
:Vulnerability (Minor; Magnetism)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Competency Pool&#039;&#039;&#039;: 0D; TCD: 0D&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;| &#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
Henryk Szceslowicz immigrated from Poland with his family when he was a small child. They ended up in Southern California and he turned out to be a very bright and motivated student. Hard sciences were a fascination and he ended up getting a full scholarship to Cal Tech, graduating 1 year ahead of time. He was a dual major, obtaining doctorates in both Physics and Engineering. He was snatched up by a starter company, Applied Gravimetrics, which at that time was working on manipulation of gravity, light, and experimenting with trying to create a point singularity. He was placed as one of the heads of the singularity project, supplanting another scientist who was a bit too confrontational with the heads of the company. The other scientist was kept on due to his own expertise in the area. Things were progressing well and a huge machine was created part of which were massive electromagnets to manipulate the light and gravity in efforts to create the singularity. Henryk was working on the machine alone one evening, inside it calibrating some of the sensors, when the containment door closed and locked. The machine started powering up and the safety protocols in place were not working. Glancing up towards the control room he saw the other scientist looking down at him with a malicious grin on his face. The next thing he knew his senses were overloaded by the sense of being crushed and seeing blinding light and darkness.....he knew he was done for and he blacked out from the overload of pain and sensation. After what seemed like an eternity he awoke amid the massive ruins of the machine, fire and sparks everywhere. The control room was completely gone, pulled apart like taffy and fused. He looked himself over and noticed that patches of darkness with light twinkling within like stars played over his skin. He ran from the ruins, knowing that he could never explain what happened. With his thoughts all awhirl the next thing he knew he had lit up like a star and shot up into the sky for a moment as if he had fallen up before crashing to the ground. Getting to his car he covered himself in a blanket and drove home. The company crashed and burned, most of their money sunk into the project, and were absorbed into Quest Technologies. Henryk himself went into hiding to figure out what had happened to him. Over time he determined that the results of the sabotage allowed him to manipulate both light and gravity, even being able to &amp;quot;fly&amp;quot; by altering gravity for himself. Checking the news reports he was able to determine that the sabotaging scientist had somehow survived and had allied himself with Atomic Brain. Calling himself Polarizer he appears to have the ability to manipulate magnetic energies. The havoc Polarizer was causing gave Henryk the impetus to come out of his self-imposed exile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appearance:&#039;&#039;&#039; Singularity has changed dramatically since the incident which gave him his powers. While he is of average height and build his eyes are jet black and patches of blackness twinkling with stars play over his skin constantly. His hair became a mix of black and white and moves as if defying wind and gravity (which it is). When he speaks his voice has an echoing quality as if coming from a deep place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Xhaosdaemon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gate_City_Singularity&amp;diff=480592</id>
		<title>Gate City Singularity</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gate_City_Singularity&amp;diff=480592"/>
		<updated>2025-05-09T13:56:31Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Supers_Red_Gate_City|Back to the main page]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 90%; height: 14em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 350px;&amp;quot;| Image !! Resistances (7D) !! Aptitudes (3D)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |[[File:superhero.png|350px]]&lt;br /&gt;
| &lt;br /&gt;
:Composure 2D&lt;br /&gt;
:Fortitude 3D&lt;br /&gt;
:Reaction 3D&lt;br /&gt;
:Will 3D&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
:Academia 3D&lt;br /&gt;
:Technology 2D&lt;br /&gt;
:(all others not listed at 1D)&lt;br /&gt;
|-&lt;br /&gt;
!Powers (13D) !! Adds/Disadds (0D-3D)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
:Energy Control (Gravity) 5D (Area Effect 2D,Split Action 1D, Limited Use &amp;lt;No Manipulation&amp;gt;) 7D&lt;br /&gt;
:Energy Control (Light) 4D (Split Action 1D, Limited Use &amp;lt;No Manipulation&amp;gt;) 4D&lt;br /&gt;
:Flight 4D (Starts at 1D and adds 1D per round until reaching 4D) 2D&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
:None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
:Enemy 1D&lt;br /&gt;
:Strange-Looking (Minor)&lt;br /&gt;
:Vulnerability (Minor; Magnetism)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Competency Pool&#039;&#039;&#039;: 0D; TCD: 0D&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;| &#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
Henryk Szceslowicz immigrated from Poland with his family when he was a small child. They ended up in Southern California and he turned out to be a very bright and motivated student. Hard sciences were a fascination and he ended up getting a full scholarship to Cal Tech, graduating 1 year ahead of time. He was a dual major, obtaining doctorates in both Physics and Engineering. He was snatched up by a starter company, Applied Gravimetrics, which at that time was working on manipulation of gravity, light, and experimenting with trying to create a point singularity. He was placed as one of the heads of the singularity project, supplanting another scientist who was a bit too confrontational with the heads of the company. The other scientist was kept on due to his own expertise in the area. Things were progressing well and a huge machine was created part of which were massive electromagnets to manipulate the light and gravity in efforts to create the singularity. Henryk was working on the machine alone one evening, inside it calibrating some of the sensors, when the containment door closed and locked. The machine started powering up and the safety protocols in place were not working. Glancing up towards the control room he saw the other scientist looking down at him with a malicious grin on his face. The next thing he knew his senses were overloaded by the sense of being crushed and seeing blinding light and darkness.....he knew he was done for and he blacked out from the overload of pain and sensation. After what seemed like an eternity he awoke amid the massive ruins of the machine, fire and sparks everywhere. The control room was completely gone, pulled apart like taffy and fused. He looked himself over and noticed that patches of darkness with light twinkling within like stars played over his skin. He ran from the ruins, knowing that he could never explain what happened. With his thoughts all awhirl the next thing he knew he had lit up like a star and shot up into the sky for a moment as if he had fallen up before crashing to the ground. Getting to his car he covered himself in a blanket and drove home. The company crashed and burned, most of their money sunk into the project, and were absorbed into Quest Technologies. Henryk himself went into hiding to figure out what had happened to him. Over time he determined that the results of the sabotage allowed him to manipulate both light and gravity, even being able to &amp;quot;fly&amp;quot; by altering gravity for himself. Checking the news reports he was able to determine that the sabotaging scientist had somehow survived and had allied himself with Atomic Brain. Calling himself Polarizer he appears to have the ability to manipulate magnetic energies. The havoc Polarizer was causing gave Henryk the impetus to come out of his self-imposed exile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Xhaosdaemon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Gate_City_Singularity&amp;diff=480591</id>
		<title>Gate City Singularity</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Gate_City_Singularity&amp;diff=480591"/>
		<updated>2025-05-09T13:55:12Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: Created page with &amp;quot;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 90%; height: 14em;&amp;quot; |- ! style=&amp;quot;width: 350px;&amp;quot;| Image !! Resistances (7D) !! Aptitudes (3D) |- style=&amp;quot;vertical-align: top;&amp;quot; | rowspan=&amp;quot;3&amp;quot; |350px |  :Composure 2D :Fortitude 3D :Reaction 3D :Will 3D  |  :Academia 3D :Technology 2D :(all others not listed at 1D) |- !Powers (13D) !! Adds/Disadds (0D-3D) |- style=&amp;quot;vertical-align: top;&amp;quot; | :Energy Control (Gravity) 5D (Area Effect 2D,Split Action 1D, Limited Use &amp;lt;No Man...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 90%; height: 14em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 350px;&amp;quot;| Image !! Resistances (7D) !! Aptitudes (3D)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |[[File:superhero.png|350px]]&lt;br /&gt;
| &lt;br /&gt;
:Composure 2D&lt;br /&gt;
:Fortitude 3D&lt;br /&gt;
:Reaction 3D&lt;br /&gt;
:Will 3D&lt;br /&gt;
&lt;br /&gt;
| &lt;br /&gt;
:Academia 3D&lt;br /&gt;
:Technology 2D&lt;br /&gt;
:(all others not listed at 1D)&lt;br /&gt;
|-&lt;br /&gt;
!Powers (13D) !! Adds/Disadds (0D-3D)&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
:Energy Control (Gravity) 5D (Area Effect 2D,Split Action 1D, Limited Use &amp;lt;No Manipulation&amp;gt;) 7D&lt;br /&gt;
:Energy Control (Light) 4D (Split Action 1D, Limited Use &amp;lt;No Manipulation&amp;gt;) 4D&lt;br /&gt;
:Flight 4D (Starts at 1D and adds 1D per round until reaching 4D) 2D&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;&#039;Advantages&#039;&#039;&#039;&lt;br /&gt;
:None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Disadvantages&#039;&#039;&#039;&lt;br /&gt;
:Enemy 1D&lt;br /&gt;
:Strange-Looking (Minor)&lt;br /&gt;
:Vulnerability (Minor; Magnetism)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Competency Pool&#039;&#039;&#039;: 0D; TCD: 0D&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot;| &#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
Henryk Szceslowicz immigrated from Poland with his family when he was a small child. They ended up in Southern California and he turned out to be a very bright and motivated student. Hard sciences were a fascination and he ended up getting a full scholarship to Cal Tech, graduating 1 year ahead of time. He was a dual major, obtaining doctorates in both Physics and Engineering. He was snatched up by a starter company, Applied Gravimetrics, which at that time was working on manipulation of gravity, light, and experimenting with trying to create a point singularity. He was placed as one of the heads of the singularity project, supplanting another scientist who was a bit too confrontational with the heads of the company. The other scientist was kept on due to his own expertise in the area. Things were progressing well and a huge machine was created part of which were massive electromagnets to manipulate the light and gravity in efforts to create the singularity. Henryk was working on the machine alone one evening, inside it calibrating some of the sensors, when the containment door closed and locked. The machine started powering up and the safety protocols in place were not working. Glancing up towards the control room he saw the other scientist looking down at him with a malicious grin on his face. The next thing he knew his senses were overloaded by the sense of being crushed and seeing blinding light and darkness.....he knew he was done for and he blacked out from the overload of pain and sensation. After what seemed like an eternity he awoke amid the massive ruins of the machine, fire and sparks everywhere. The control room was completely gone, pulled apart like taffy and fused. He looked himself over and noticed that patches of darkness with light twinkling within like stars played over his skin. He ran from the ruins, knowing that he could never explain what happened. With his thoughts all awhirl the next thing he knew he had lit up like a star and shot up into the sky for a moment as if he had fallen up before crashing to the ground. Getting to his car he covered himself in a blanket and drove home. The company crashed and burned, most of their money sunk into the project, and were absorbed into Quest Technologies. Henryk himself went into hiding to figure out what had happened to him. Over time he determined that the results of the sabotage allowed him to manipulate both light and gravity, even being able to &amp;quot;fly&amp;quot; by altering gravity for himself. Checking the news reports he was able to determine that the sabotaging scientist had somehow survived and had allied himself with Atomic Brain. Calling himself Polarizer he appears to have the ability to manipulate magnetic energies. The havoc Polarizer was causing gave Henryk the impetus to come out of his self-imposed exile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Played by:&#039;&#039;&#039; Xhaosdaemon&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=450315</id>
		<title>Valdaris Shadowborn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=450315"/>
		<updated>2024-01-20T15:03:22Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&#039;&#039;Back to [[The White Roses]]&#039;&#039;&lt;br /&gt;
==Tiefling (Bloodline of Levistus) Warlock (Hexblade; Pact of the Blade) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Urban Bounty Hunter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both parents murdered at different points. Self-exiled from Luskan for his own safety. Looking to make his fortune in the world.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Level&#039;&#039;&#039;: 3&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Neutral&lt;br /&gt;
:&#039;&#039;&#039;Ht:&#039;&#039;&#039; 6&#039;1&amp;quot; &lt;br /&gt;
:&#039;&#039;&#039;Wt:&#039;&#039;&#039; 150 lbs&lt;br /&gt;
:&#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
:&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30 feet&lt;br /&gt;
:&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ash grey skin, silver hair, long pointed ears, black horns, and gold eyes &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 8 (-1) Save (-1)&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 14 (+2) Save (+2)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2) Save (+2) &lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 10 (+0) Save (+0) &lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 (+1) Save (+3) &lt;br /&gt;
*&#039;&#039;&#039;CHA&#039;&#039;&#039; 18 (+4) Save (+6) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Proficiencies==&lt;br /&gt;
: &#039;&#039;&#039;Skills (Proficiencies in bold):&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*Acrobatics (Dex) +2&lt;br /&gt;
*Animal Handling (Wis) +1&lt;br /&gt;
*Arcana (Int) +0&lt;br /&gt;
*Athletics (Str) -1&lt;br /&gt;
*Deception (Cha) +4&lt;br /&gt;
*History (Int) +0&lt;br /&gt;
*Insight (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Intimidation (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*&#039;&#039;&#039;Investigation (Int)&#039;&#039;&#039; +2&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*Nature (Int) +0&lt;br /&gt;
*Perception (Wis) +1&lt;br /&gt;
*Performance (Cha) +4&lt;br /&gt;
*&#039;&#039;&#039;Persuasion (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*Religion (Int) +0&lt;br /&gt;
*Sleight of Hand (Dex) +2&lt;br /&gt;
*&#039;&#039;&#039;Stealth (Dex)&#039;&#039;&#039; +4&lt;br /&gt;
*Survival (Wis) +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Passive Perception&#039;&#039;&#039;: 11&lt;br /&gt;
: &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039;: +2&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
:: Tools: Thieve&#039;s Tools +6, Flute&lt;br /&gt;
:: Weapons &amp;amp; Armour: Simple/Martial weapons, Light/Medium Armor, Shields&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Languages&#039;&#039;&#039;: Common Tongue (R/W/S) | Infernal (R/W/S)&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 15 (17 w. Shield) | &#039;&#039;&#039;HP&#039;&#039;&#039; 247 | &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 3d8 | Initiative +2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| Longsword&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8+4/1d10+4&lt;br /&gt;
| N/A&lt;br /&gt;
|&lt;br /&gt;
| Dagger&lt;br /&gt;
! +4&lt;br /&gt;
| 1d4+2 (piercing)&lt;br /&gt;
| Thrown 20&#039;/60&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Blast&lt;br /&gt;
! +6&lt;br /&gt;
| 1d10+4 (force)&lt;br /&gt;
| 120&#039;&lt;br /&gt;
|&lt;br /&gt;
| Green-Flame Blade&lt;br /&gt;
! +6&lt;br /&gt;
| Weapon Damage + Target within 5&#039; takes 4 fire damage&lt;br /&gt;
| 5&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| Ray of Frost&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8 (cold) + Speed reduced 10&#039; until next turn&lt;br /&gt;
| 60&#039;&lt;br /&gt;
|&lt;br /&gt;
| XX&lt;br /&gt;
! +X&lt;br /&gt;
| XX&lt;br /&gt;
| XX&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;  L1 | - || L2 | 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell DC:&#039;&#039;&#039; (8 + Prof 2 + Stat 4) 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Att Mod:&#039;&#039;&#039; (Prof 2 + Stat 4) +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cantrips&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Eldritch Blast&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:eldritch-blast&lt;br /&gt;
:&#039;&#039;&#039;Green-Flame Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:green-flame-blade&lt;br /&gt;
:&#039;&#039;&#039;Ray of Frost&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:ray-of-frost&lt;br /&gt;
:Source: &#039;&#039;&#039;Arcane&#039;&#039;&#039;: Pact Magic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spells Prepared (Stat 3 + Lvl 1 = X)&amp;lt;/u&amp;gt;&lt;br /&gt;
: One, Two, Three&lt;br /&gt;
: Domain: One, Two&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spellbook:&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039; Branding Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:branding-smite&lt;br /&gt;
:&#039;&#039;&#039; Hellish Rebuke&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:hellish-rebuke&lt;br /&gt;
:&#039;&#039;&#039; Shadow Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:shadow-blade&lt;br /&gt;
:&#039;&#039;&#039; Wrathful Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:wrathful-smite&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
:&#039;&#039;&#039;Shadow-Touched&#039;&#039;&#039; +1 to Charisma, Gain Invisibility and Ray of Sickness (1 use of each/long rest)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; Description&lt;br /&gt;
&lt;br /&gt;
==Racial Features (Tiefling - Bloodline of Levistus)==&lt;br /&gt;
:&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hellish Resistance:&#039;&#039;&#039; You have resistance to Fire damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Infernal.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Legacy of Stygia:&#039;&#039;&#039; You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.&lt;br /&gt;
&lt;br /&gt;
==Class Features (Warlock; Hexblade)==&lt;br /&gt;
: &#039;&#039;&#039;Domain/Oath/Pact etc:&#039;&#039;&#039; Pact of the Blade&lt;br /&gt;
: &#039;&#039;&#039;Deity&#039;&#039;&#039;: Raven Queen&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hex Warrior&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hexblade&#039;s Curse&#039;&#039;&#039; - 1/short or long rest&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
::*You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.&lt;br /&gt;
::*Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.&lt;br /&gt;
::*If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
:: You can’t use this feature again until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Eldritch Invocations&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Agonizing Blast:&#039;&#039; When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.&lt;br /&gt;
:: &#039;&#039;Fiendish Vigor:&#039;&#039; You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components (1d4+4 temporary HP at will that last up to 1 hour).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pact of the Blade&#039;&#039;&#039;&lt;br /&gt;
::*You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.&lt;br /&gt;
::*Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.&lt;br /&gt;
::*You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.&lt;br /&gt;
::*You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can&#039;t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.&lt;br /&gt;
&lt;br /&gt;
==Background Features (Urban Bounty Hunter)==&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Persuasion, Stealth&lt;br /&gt;
: &#039;&#039;&#039;Ear to the Ground&#039;&#039;&#039; - You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Personality Trait&#039;&#039;&#039;: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.&lt;br /&gt;
: &#039;&#039;&#039;Ideal&#039;&#039;&#039;: People: I&#039;m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.&lt;br /&gt;
: &#039;&#039;&#039;Bond&#039;&#039;&#039;: Someone I loved died because of I mistake I made. That will never happen again.&lt;br /&gt;
: &#039;&#039;&#039;Flaw&#039;&#039;&#039;: I have a &amp;quot;tell&amp;quot; that reveals when I&#039;m lying.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Wealth&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: 0 gems&lt;br /&gt;
: 0 pp&lt;br /&gt;
: &#039;&#039;&#039;491&#039;&#039;&#039; gp&lt;br /&gt;
: 0 ep&lt;br /&gt;
: &#039;&#039;&#039;1&#039;&#039;&#039; sp&lt;br /&gt;
: &#039;&#039;&#039;8&#039;&#039;&#039; cp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Longsword&lt;br /&gt;
: Dagger&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Armor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Chain Shirt&lt;br /&gt;
: Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Gear&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Backpack 5 lb&lt;br /&gt;
:: Bedroll 2 lb&lt;br /&gt;
:: Component Pouch 2 lb&lt;br /&gt;
:: Grappling Hook 4 lb&lt;br /&gt;
:: Hooded Lantern 2 lb&lt;br /&gt;
:: Oil Flask (5) 5 lb&lt;br /&gt;
:: Piton (10) 2.5 lb&lt;br /&gt;
:: Pouch 1 lb&lt;br /&gt;
:: Rations (5 days) 10 lb&lt;br /&gt;
:: Sack 0.5 lb&lt;br /&gt;
:: Silk Rope (50&#039;) 5 lb&lt;br /&gt;
:: Thieve&#039;s Tools 1 lb&lt;br /&gt;
:: Tinderbox 1 lb&lt;br /&gt;
:: Waterskin 5 lb&lt;br /&gt;
:: Whetstone 1 lb&lt;br /&gt;
: Clothes: Black &amp;amp; Grey 3 lb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Trinket&amp;lt;/u&amp;gt;&lt;br /&gt;
: A mechanical canary inside a gnomish lamp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Magic Items&amp;lt;/u&amp;gt;&lt;br /&gt;
: Elixir of Health 1 dose&lt;br /&gt;
: Scroll of Spider Climb&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Valdaris was born in the slums of Luskan to a pair of tieflings. His mother and father both worked as laborers to try and make ends meet, not easy in the slums or as tieflings. His father was murdered for coming across as insulting to an unknown person which was devastating to Valdaris. He hustled the streets to try and help his mother, taking whatever jobs he could find.....some on the unsavory side. He made careful inquiries to try and find out who murdered his father with little success other than getting roughed up more than a few times for &amp;quot;sticking his nose where it don&#039;t belong&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Valdaris was never a strong child and that did not change much as he grew up but he was quick, had some basic common sense, and despite everything seemed to be able to talk his way out of any situation. He heard about the bounty hunters guild and wondered how one goes about joining. Again after some inquiries he was initiated and taken under the wing of another tiefling guild member who over time awakened his latent gifts, guiding him into the path of a warlock. He was drawn to the blade and his grim and fatalistic demeanor drew him to venerating the Raven Queen and maybe he would find his vengeance after all.&lt;br /&gt;
&lt;br /&gt;
Valdaris was a good bounty hunter, using his natural and learned gifts to be able to find his quarry, quietly make his way through any defenses, and take them down before turning them in. After a while of building trust within the guild he was able to glean information about his father&#039;s murderer and where to find him. He defied the guild to go rogue and take his vengeance after all this time. He successfully tracked down, cornered, and when the man attacked him was able to use his gifts to slay him in self-defense. It was finally over, or so he thought.&lt;br /&gt;
&lt;br /&gt;
Returning to the guild like nothing had happened Valdaris found himself in front of the guildmaster who expelled him from the guild due to his actions. He didn&#039;t really care as he had learned enough to go his own way in his opinion. Going back home he found the hovel dark and the door forced open. Carefully making his way inside he came to the body of his mother with a dagger embedded in her back that was the same as one carried by the man who murdered his father......payback for his unsanctioned vendetta. He didn&#039;t have time to beat himself up for causing the death of his mother, knowing that he was next, so he grabbed anything useful and made his way out of Luskan. He burnt several contacts to be able to get out ahead of the trouble follwing him and made his way south.&lt;br /&gt;
&lt;br /&gt;
Valdaris is ever watchful for signs of the friends of the man he justifiably killed while also moving south into different area looking to disappear but also to make his fortune and become stronger in his craft...&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
:Noting your Bond, maybe you came to the temple of Ilmater seeking absolution or spiritual guidance? And then whether or not you found it, my character identified you as a warrior and asked for your help on her vague pilgrimage?&lt;br /&gt;
&lt;br /&gt;
: On the Raven Queen: I think they are a good match, maybe she helps take away some of the pain of his memories while she grants him power to serve her ends. His life view would support a somewhat dispassionate and fatalistic stance around death. His personality is this: Personality: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. Of course the murders of his father and later his mother justifiably shake that stance as there are no absolutes. However when he took out his father&#039;s murderer it was a cold and dispassionate affair (Hello....my name is Valdaris Shadowborn, you killed my father, prepare to die).&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=450314</id>
		<title>Valdaris Shadowborn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=450314"/>
		<updated>2024-01-20T15:01:08Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&#039;&#039;Back to [[The White Roses]]&#039;&#039;&lt;br /&gt;
==Tiefling (Bloodline of Levistus) Warlock (Hexblade; Pact of the Blade) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Urban Bounty Hunter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both parents murdered at different points. Self-exiled from Luskan for his own safety. Looking to make his fortune in the world.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Level&#039;&#039;&#039;: 3&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Neutral&lt;br /&gt;
:&#039;&#039;&#039;Ht:&#039;&#039;&#039; 6&#039;1&amp;quot; &lt;br /&gt;
:&#039;&#039;&#039;Wt:&#039;&#039;&#039; 150 lbs&lt;br /&gt;
:&#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
:&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30 feet&lt;br /&gt;
:&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ash grey skin, silver hair, long pointed ears, black horns, and gold eyes &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 8 (-1) Save (-1)&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 14 (+2) Save (+2)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2) Save (+2) &lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 10 (+0) Save (+0) &lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 (+1) Save (+3) &lt;br /&gt;
*&#039;&#039;&#039;CHA&#039;&#039;&#039; 18 (+4) Save (+6) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Proficiencies==&lt;br /&gt;
: &#039;&#039;&#039;Skills (Proficiencies in bold):&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*Acrobatics (Dex) +2&lt;br /&gt;
*Animal Handling (Wis) +1&lt;br /&gt;
*Arcana (Int) +0&lt;br /&gt;
*Athletics (Str) -1&lt;br /&gt;
*Deception (Cha) +4&lt;br /&gt;
*History (Int) +0&lt;br /&gt;
*Insight (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Intimidation (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*&#039;&#039;&#039;Investigation (Int)&#039;&#039;&#039; +2&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*Nature (Int) +0&lt;br /&gt;
*Perception (Wis) +1&lt;br /&gt;
*Performance (Cha) +4&lt;br /&gt;
*&#039;&#039;&#039;Persuasion (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*Religion (Int) +0&lt;br /&gt;
*Sleight of Hand (Dex) +2&lt;br /&gt;
*&#039;&#039;&#039;Stealth (Dex)&#039;&#039;&#039; +4&lt;br /&gt;
*Survival (Wis) +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Passive Perception&#039;&#039;&#039;: 11&lt;br /&gt;
: &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039;: +2&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
:: Tools: Thieve&#039;s Tools +6, Flute&lt;br /&gt;
:: Weapons &amp;amp; Armour: Simple/Martial weapons, Light/Medium Armor, Shields&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Languages&#039;&#039;&#039;: Common Tongue (R/W/S) | Infernal (R/W/S)&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 15 (17 w. Shield) | &#039;&#039;&#039;HP&#039;&#039;&#039; 247 | &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 3d8 | Initiative +2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| Longsword&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8+4/1d10+4&lt;br /&gt;
| N/A&lt;br /&gt;
|&lt;br /&gt;
| Dagger&lt;br /&gt;
! +4&lt;br /&gt;
| 1d4+2 (piercing)&lt;br /&gt;
| Thrown 20&#039;/60&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Blast&lt;br /&gt;
! +6&lt;br /&gt;
| 1d10+4 (force)&lt;br /&gt;
| 120&#039;&lt;br /&gt;
|&lt;br /&gt;
| Green-Flame Blade&lt;br /&gt;
! +6&lt;br /&gt;
| Weapon Damage + Target within 5&#039; takes 4 fire damage&lt;br /&gt;
| 5&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| Ray of Frost&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8 (cold) + Speed reduced 10&#039; until next turn&lt;br /&gt;
| 60&#039;&lt;br /&gt;
|&lt;br /&gt;
| XX&lt;br /&gt;
! +X&lt;br /&gt;
| XX&lt;br /&gt;
| XX&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;  L1 | - || L2 | 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell DC:&#039;&#039;&#039; (8 + Prof 2 + Stat 4) 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Att Mod:&#039;&#039;&#039; (Prof 2 + Stat 4) +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cantrips&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Eldritch Blast&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:eldritch-blast&lt;br /&gt;
:&#039;&#039;&#039;Green-Flame Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:green-flame-blade&lt;br /&gt;
:&#039;&#039;&#039;Ray of Frost&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:ray-of-frost&lt;br /&gt;
:Source: &#039;&#039;&#039;Arcane&#039;&#039;&#039;: Pact Magic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spells Prepared (Stat 3 + Lvl 1 = X)&amp;lt;/u&amp;gt;&lt;br /&gt;
: One, Two, Three&lt;br /&gt;
: Domain: One, Two&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spellbook:&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039; Branding Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:branding-smite&lt;br /&gt;
:&#039;&#039;&#039; Hellish Rebuke&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:hellish-rebuke&lt;br /&gt;
:&#039;&#039;&#039; Shadow Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:shadow-blade&lt;br /&gt;
:&#039;&#039;&#039; Wrathful Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:wrathful-smite&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
:&#039;&#039;&#039;Shadow-Touched&#039;&#039;&#039; +1 to Charisma, Gain Invisibility and Ray of Sickness (1 use of each/long rest)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; Description&lt;br /&gt;
&lt;br /&gt;
==Racial Features (Tiefling - Bloodline of Levistus)==&lt;br /&gt;
:&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hellish Resistance:&#039;&#039;&#039; You have resistance to Fire damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Infernal.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Legacy of Stygia:&#039;&#039;&#039; You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.&lt;br /&gt;
&lt;br /&gt;
==Class Features (Warlock; Hexblade)==&lt;br /&gt;
: &#039;&#039;&#039;Domain/Oath/Pact etc:&#039;&#039;&#039; Pact of the Blade&lt;br /&gt;
: &#039;&#039;&#039;Deity&#039;&#039;&#039;: Raven Queen&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hex Warrior&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hexblade&#039;s Curse&#039;&#039;&#039; - 1/short or long rest&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
::*You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.&lt;br /&gt;
::*Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.&lt;br /&gt;
::*If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
:: You can’t use this feature again until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Eldritch Invocations&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Agonizing Blast:&#039;&#039; When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.&lt;br /&gt;
:: &#039;&#039;Fiendish Vigor:&#039;&#039; You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components (1d4+4 temporary HP at will that last up to 1 hour).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pact of the Blade&#039;&#039;&#039;&lt;br /&gt;
::*You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.&lt;br /&gt;
::*Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.&lt;br /&gt;
::*You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.&lt;br /&gt;
::*You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can&#039;t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.&lt;br /&gt;
&lt;br /&gt;
==Background Features (Urban Bounty Hunter)==&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Persuasion, Stealth&lt;br /&gt;
: &#039;&#039;&#039;Ear to the Ground&#039;&#039;&#039; - You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Personality Trait&#039;&#039;&#039;: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.&lt;br /&gt;
: &#039;&#039;&#039;Ideal&#039;&#039;&#039;: People: I&#039;m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.&lt;br /&gt;
: &#039;&#039;&#039;Bond&#039;&#039;&#039;: Someone I loved died because of I mistake I made. That will never happen again.&lt;br /&gt;
: &#039;&#039;&#039;Flaw&#039;&#039;&#039;: I have a &amp;quot;tell&amp;quot; that reveals when I&#039;m lying.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Wealth&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: 0 gems&lt;br /&gt;
: 0 pp&lt;br /&gt;
: &#039;&#039;&#039;491&#039;&#039;&#039; gp&lt;br /&gt;
: 0 ep&lt;br /&gt;
: &#039;&#039;&#039;1&#039;&#039;&#039; sp&lt;br /&gt;
: &#039;&#039;&#039;8&#039;&#039;&#039; cp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Longsword&lt;br /&gt;
: Dagger&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Armor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Chain Shirt&lt;br /&gt;
: Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Gear&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Backpack 5 lb&lt;br /&gt;
:: Bedroll 2 lb&lt;br /&gt;
:: Component Pouch 2 lb&lt;br /&gt;
:: Grappling Hook 4 lb&lt;br /&gt;
:: Hooded Lantern 2 lb&lt;br /&gt;
:: Oil Flask (5) 5 lb&lt;br /&gt;
:: Piton (10) 2.5 lb&lt;br /&gt;
:: Pouch 1 lb&lt;br /&gt;
:: Rations (5 days) 10 lb&lt;br /&gt;
:: Sack 0.5 lb&lt;br /&gt;
:: Silk Rope (50&#039;) 5 lb&lt;br /&gt;
:: Thieve&#039;s Tools 1 lb&lt;br /&gt;
:: Tinderbox 1 lb&lt;br /&gt;
:: Waterskin 5 lb&lt;br /&gt;
:: Whetstone 1 lb&lt;br /&gt;
: Clothes: Black &amp;amp; Grey 3 lb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Trinket&amp;lt;/u&amp;gt;&lt;br /&gt;
: A mechanical canary inside a gnomish lamp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Magic Items&amp;lt;/u&amp;gt;&lt;br /&gt;
: Elixir of Health 1 dose&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Valdaris was born in the slums of Luskan to a pair of tieflings. His mother and father both worked as laborers to try and make ends meet, not easy in the slums or as tieflings. His father was murdered for coming across as insulting to an unknown person which was devastating to Valdaris. He hustled the streets to try and help his mother, taking whatever jobs he could find.....some on the unsavory side. He made careful inquiries to try and find out who murdered his father with little success other than getting roughed up more than a few times for &amp;quot;sticking his nose where it don&#039;t belong&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Valdaris was never a strong child and that did not change much as he grew up but he was quick, had some basic common sense, and despite everything seemed to be able to talk his way out of any situation. He heard about the bounty hunters guild and wondered how one goes about joining. Again after some inquiries he was initiated and taken under the wing of another tiefling guild member who over time awakened his latent gifts, guiding him into the path of a warlock. He was drawn to the blade and his grim and fatalistic demeanor drew him to venerating the Raven Queen and maybe he would find his vengeance after all.&lt;br /&gt;
&lt;br /&gt;
Valdaris was a good bounty hunter, using his natural and learned gifts to be able to find his quarry, quietly make his way through any defenses, and take them down before turning them in. After a while of building trust within the guild he was able to glean information about his father&#039;s murderer and where to find him. He defied the guild to go rogue and take his vengeance after all this time. He successfully tracked down, cornered, and when the man attacked him was able to use his gifts to slay him in self-defense. It was finally over, or so he thought.&lt;br /&gt;
&lt;br /&gt;
Returning to the guild like nothing had happened Valdaris found himself in front of the guildmaster who expelled him from the guild due to his actions. He didn&#039;t really care as he had learned enough to go his own way in his opinion. Going back home he found the hovel dark and the door forced open. Carefully making his way inside he came to the body of his mother with a dagger embedded in her back that was the same as one carried by the man who murdered his father......payback for his unsanctioned vendetta. He didn&#039;t have time to beat himself up for causing the death of his mother, knowing that he was next, so he grabbed anything useful and made his way out of Luskan. He burnt several contacts to be able to get out ahead of the trouble follwing him and made his way south.&lt;br /&gt;
&lt;br /&gt;
Valdaris is ever watchful for signs of the friends of the man he justifiably killed while also moving south into different area looking to disappear but also to make his fortune and become stronger in his craft...&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
:Noting your Bond, maybe you came to the temple of Ilmater seeking absolution or spiritual guidance? And then whether or not you found it, my character identified you as a warrior and asked for your help on her vague pilgrimage?&lt;br /&gt;
&lt;br /&gt;
: On the Raven Queen: I think they are a good match, maybe she helps take away some of the pain of his memories while she grants him power to serve her ends. His life view would support a somewhat dispassionate and fatalistic stance around death. His personality is this: Personality: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. Of course the murders of his father and later his mother justifiably shake that stance as there are no absolutes. However when he took out his father&#039;s murderer it was a cold and dispassionate affair (Hello....my name is Valdaris Shadowborn, you killed my father, prepare to die).&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=450313</id>
		<title>Valdaris Shadowborn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=450313"/>
		<updated>2024-01-20T15:00:37Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&#039;&#039;Back to [[The White Roses]]&#039;&#039;&lt;br /&gt;
==Tiefling (Bloodline of Levistus) Warlock (Hexblade; Pact of the Blade) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Urban Bounty Hunter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both parents murdered at different points. Self-exiled from Luskan for his own safety. Looking to make his fortune in the world.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Level&#039;&#039;&#039;: 3&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Neutral&lt;br /&gt;
:&#039;&#039;&#039;Ht:&#039;&#039;&#039; 6&#039;1&amp;quot; &lt;br /&gt;
:&#039;&#039;&#039;Wt:&#039;&#039;&#039; 150 lbs&lt;br /&gt;
:&#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
:&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30 feet&lt;br /&gt;
:&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ash grey skin, silver hair, long pointed ears, black horns, and gold eyes &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 8 (-1) Save (-1)&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 14 (+2) Save (+2)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2) Save (+2) &lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 10 (+0) Save (+0) &lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 (+1) Save (+3) &lt;br /&gt;
*&#039;&#039;&#039;CHA&#039;&#039;&#039; 18 (+4) Save (+6) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Proficiencies==&lt;br /&gt;
: &#039;&#039;&#039;Skills (Proficiencies in bold):&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*Acrobatics (Dex) +2&lt;br /&gt;
*Animal Handling (Wis) +1&lt;br /&gt;
*Arcana (Int) +0&lt;br /&gt;
*Athletics (Str) -1&lt;br /&gt;
*Deception (Cha) +4&lt;br /&gt;
*History (Int) +0&lt;br /&gt;
*Insight (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Intimidation (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*&#039;&#039;&#039;Investigation (Int)&#039;&#039;&#039; +2&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*Nature (Int) +0&lt;br /&gt;
*Perception (Wis) +1&lt;br /&gt;
*Performance (Cha) +4&lt;br /&gt;
*&#039;&#039;&#039;Persuasion (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*Religion (Int) +0&lt;br /&gt;
*Sleight of Hand (Dex) +2&lt;br /&gt;
*&#039;&#039;&#039;Stealth (Dex)&#039;&#039;&#039; +4&lt;br /&gt;
*Survival (Wis) +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Passive Perception&#039;&#039;&#039;: 11&lt;br /&gt;
: &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039;: +2&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
:: Tools: Thieve&#039;s Tools +6, Flute&lt;br /&gt;
:: Weapons &amp;amp; Armour: Simple/Martial weapons, Light/Medium Armor, Shields&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Languages&#039;&#039;&#039;: Common Tongue (R/W/S) | Infernal (R/W/S)&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 15 (17 w. Shield) | &#039;&#039;&#039;HP&#039;&#039;&#039; 247 | &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 3d8 | Initiative +2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| Longsword&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8+4/1d10+4&lt;br /&gt;
| N/A&lt;br /&gt;
|&lt;br /&gt;
| Dagger&lt;br /&gt;
! +4&lt;br /&gt;
| 1d4+2 (piercing)&lt;br /&gt;
| Thrown 20&#039;/60&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Blast&lt;br /&gt;
! +6&lt;br /&gt;
| 1d10+4 (force)&lt;br /&gt;
| 120&#039;&lt;br /&gt;
|&lt;br /&gt;
| Green-Flame Blade&lt;br /&gt;
! +6&lt;br /&gt;
| Weapon Damage + Target within 5&#039; takes 4 fire damage&lt;br /&gt;
| 5&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| Ray of Frost&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8 (cold) + Speed reduced 10&#039; until next turn&lt;br /&gt;
| 60&#039;&lt;br /&gt;
|&lt;br /&gt;
| XX&lt;br /&gt;
! +X&lt;br /&gt;
| XX&lt;br /&gt;
| XX&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;  L1 | - || L2 | 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell DC:&#039;&#039;&#039; (8 + Prof 2 + Stat 4) 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Att Mod:&#039;&#039;&#039; (Prof 2 + Stat 4) +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cantrips&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Eldritch Blast&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:eldritch-blast&lt;br /&gt;
:&#039;&#039;&#039;Green-Flame Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:green-flame-blade&lt;br /&gt;
:&#039;&#039;&#039;Ray of Frost&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:ray-of-frost&lt;br /&gt;
:Source: &#039;&#039;&#039;Arcane&#039;&#039;&#039;: Pact Magic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spells Prepared (Stat 3 + Lvl 1 = X)&amp;lt;/u&amp;gt;&lt;br /&gt;
: One, Two, Three&lt;br /&gt;
: Domain: One, Two&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spellbook:&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039; Branding Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:branding-smite&lt;br /&gt;
:&#039;&#039;&#039; Hellish Rebuke&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:hellish-rebuke&lt;br /&gt;
:&#039;&#039;&#039; Shadow Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:shadow-blade&lt;br /&gt;
:&#039;&#039;&#039; Wrathful Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:wrathful-smite&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
:&#039;&#039;&#039;Shadow-Touched&#039;&#039;&#039; +1 to Charisma, Gain Invisibility and Ray of Sickness (1 use of each/long rest)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; Description&lt;br /&gt;
&lt;br /&gt;
==Racial Features (Tiefling - Bloodline of Levistus)==&lt;br /&gt;
:&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hellish Resistance:&#039;&#039;&#039; You have resistance to Fire damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Infernal.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Legacy of Stygia:&#039;&#039;&#039; You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.&lt;br /&gt;
&lt;br /&gt;
==Class Features (Warlock; Hexblade)==&lt;br /&gt;
: &#039;&#039;&#039;Domain/Oath/Pact etc:&#039;&#039;&#039; Pact of the Blade&lt;br /&gt;
: &#039;&#039;&#039;Deity&#039;&#039;&#039;: Raven Queen&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hex Warrior&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hexblade&#039;s Curse&#039;&#039;&#039; - 1/short or long rest&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
::*You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.&lt;br /&gt;
::*Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.&lt;br /&gt;
::*If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
:: You can’t use this feature again until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Eldritch Invocations&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Agonizing Blast:&#039;&#039; When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.&lt;br /&gt;
:: &#039;&#039;Fiendish Vigor:&#039;&#039; You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components (1d4+4 temporary HP at will that last up to 1 hour).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pact of the Blade&#039;&#039;&#039;&lt;br /&gt;
::*You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.&lt;br /&gt;
::*Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.&lt;br /&gt;
::*You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.&lt;br /&gt;
::*You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can&#039;t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.&lt;br /&gt;
&lt;br /&gt;
==Background Features (Urban Bounty Hunter)==&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Persuasion, Stealth&lt;br /&gt;
: &#039;&#039;&#039;Ear to the Ground&#039;&#039;&#039; - You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Personality Trait&#039;&#039;&#039;: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.&lt;br /&gt;
: &#039;&#039;&#039;Ideal&#039;&#039;&#039;: People: I&#039;m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.&lt;br /&gt;
: &#039;&#039;&#039;Bond&#039;&#039;&#039;: Someone I loved died because of I mistake I made. That will never happen again.&lt;br /&gt;
: &#039;&#039;&#039;Flaw&#039;&#039;&#039;: I have a &amp;quot;tell&amp;quot; that reveals when I&#039;m lying.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Wealth&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: 0 gems&lt;br /&gt;
: 0 pp&lt;br /&gt;
: &#039;&#039;&#039;491&#039;&#039;&#039; gp&lt;br /&gt;
: 0 ep&lt;br /&gt;
: &#039;&#039;&#039;1&#039;&#039;&#039; sp&lt;br /&gt;
: &#039;&#039;&#039;8&#039;&#039;&#039; cp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Longsword&lt;br /&gt;
: Dagger&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Armor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Chain Shirt&lt;br /&gt;
: Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Gear&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Backpack 5 lb&lt;br /&gt;
:: Bedroll 2 lb&lt;br /&gt;
:: Component Pouch 2 lb&lt;br /&gt;
:: Grappling Hook 4 lb&lt;br /&gt;
:: Hooded Lantern 2 lb&lt;br /&gt;
:: Oil Flask (5) 5 lb&lt;br /&gt;
:: Piton (10) 2.5 lb&lt;br /&gt;
:: Pouch 1 lb&lt;br /&gt;
:: Rations (5 days) 10 lb&lt;br /&gt;
:: Sack 0.5 lb&lt;br /&gt;
:: Silk Rope (50&#039;) 5 lb&lt;br /&gt;
:: Thieve&#039;s Tools 1 lb&lt;br /&gt;
:: Tinderbox 1 lb&lt;br /&gt;
:: Waterskin 5 lb&lt;br /&gt;
:: Whetstone 1 lb&lt;br /&gt;
: Clothes: Black &amp;amp; Grey 3 lb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Trinket&amp;lt;/u&amp;gt;&lt;br /&gt;
: A mechanical canary inside a gnomish lamp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Magic Items&amp;lt;/u&amp;gt;&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Valdaris was born in the slums of Luskan to a pair of tieflings. His mother and father both worked as laborers to try and make ends meet, not easy in the slums or as tieflings. His father was murdered for coming across as insulting to an unknown person which was devastating to Valdaris. He hustled the streets to try and help his mother, taking whatever jobs he could find.....some on the unsavory side. He made careful inquiries to try and find out who murdered his father with little success other than getting roughed up more than a few times for &amp;quot;sticking his nose where it don&#039;t belong&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Valdaris was never a strong child and that did not change much as he grew up but he was quick, had some basic common sense, and despite everything seemed to be able to talk his way out of any situation. He heard about the bounty hunters guild and wondered how one goes about joining. Again after some inquiries he was initiated and taken under the wing of another tiefling guild member who over time awakened his latent gifts, guiding him into the path of a warlock. He was drawn to the blade and his grim and fatalistic demeanor drew him to venerating the Raven Queen and maybe he would find his vengeance after all.&lt;br /&gt;
&lt;br /&gt;
Valdaris was a good bounty hunter, using his natural and learned gifts to be able to find his quarry, quietly make his way through any defenses, and take them down before turning them in. After a while of building trust within the guild he was able to glean information about his father&#039;s murderer and where to find him. He defied the guild to go rogue and take his vengeance after all this time. He successfully tracked down, cornered, and when the man attacked him was able to use his gifts to slay him in self-defense. It was finally over, or so he thought.&lt;br /&gt;
&lt;br /&gt;
Returning to the guild like nothing had happened Valdaris found himself in front of the guildmaster who expelled him from the guild due to his actions. He didn&#039;t really care as he had learned enough to go his own way in his opinion. Going back home he found the hovel dark and the door forced open. Carefully making his way inside he came to the body of his mother with a dagger embedded in her back that was the same as one carried by the man who murdered his father......payback for his unsanctioned vendetta. He didn&#039;t have time to beat himself up for causing the death of his mother, knowing that he was next, so he grabbed anything useful and made his way out of Luskan. He burnt several contacts to be able to get out ahead of the trouble follwing him and made his way south.&lt;br /&gt;
&lt;br /&gt;
Valdaris is ever watchful for signs of the friends of the man he justifiably killed while also moving south into different area looking to disappear but also to make his fortune and become stronger in his craft...&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
:Noting your Bond, maybe you came to the temple of Ilmater seeking absolution or spiritual guidance? And then whether or not you found it, my character identified you as a warrior and asked for your help on her vague pilgrimage?&lt;br /&gt;
&lt;br /&gt;
: On the Raven Queen: I think they are a good match, maybe she helps take away some of the pain of his memories while she grants him power to serve her ends. His life view would support a somewhat dispassionate and fatalistic stance around death. His personality is this: Personality: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. Of course the murders of his father and later his mother justifiably shake that stance as there are no absolutes. However when he took out his father&#039;s murderer it was a cold and dispassionate affair (Hello....my name is Valdaris Shadowborn, you killed my father, prepare to die).&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448807</id>
		<title>Valdaris Shadowborn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448807"/>
		<updated>2024-01-03T00:08:41Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: /* Class Features (Warlock; Hexblade) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&#039;&#039;Back to [[The White Roses]]&#039;&#039;&lt;br /&gt;
==Tiefling (Bloodline of Levistus) Warlock (Hexblade; Pact of the Blade) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Urban Bounty Hunter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both parents murdered at different points. Self-exiled from Luskan for his own safety. Looking to make his fortune in the world.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Level&#039;&#039;&#039;: 3&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Neutral&lt;br /&gt;
:&#039;&#039;&#039;Ht:&#039;&#039;&#039; 6&#039;1&amp;quot; &lt;br /&gt;
:&#039;&#039;&#039;Wt:&#039;&#039;&#039; 150 lbs&lt;br /&gt;
:&#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
:&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30 feet&lt;br /&gt;
:&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ash grey skin, silver hair, long pointed ears, black horns, and gold eyes &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 8 (-1) Save (-1)&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 14 (+2) Save (+2)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2) Save (+2) &lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 10 (+0) Save (+0) &lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 (+1) Save (+3) &lt;br /&gt;
*&#039;&#039;&#039;CHA&#039;&#039;&#039; 18 (+4) Save (+6) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Proficiencies==&lt;br /&gt;
: &#039;&#039;&#039;Skills (Proficiencies in bold):&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*Acrobatics (Dex) +2&lt;br /&gt;
*Animal Handling (Wis) +1&lt;br /&gt;
*Arcana (Int) +0&lt;br /&gt;
*Athletics (Str) -1&lt;br /&gt;
*Deception (Cha) +4&lt;br /&gt;
*History (Int) +0&lt;br /&gt;
*Insight (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Intimidation (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*&#039;&#039;&#039;Investigation (Int)&#039;&#039;&#039; +2&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*Nature (Int) +0&lt;br /&gt;
*Perception (Wis) +1&lt;br /&gt;
*Performance (Cha) +4&lt;br /&gt;
*&#039;&#039;&#039;Persuasion (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*Religion (Int) +0&lt;br /&gt;
*Sleight of Hand (Dex) +2&lt;br /&gt;
*&#039;&#039;&#039;Stealth (Dex)&#039;&#039;&#039; +4&lt;br /&gt;
*Survival (Wis) +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Passive Perception&#039;&#039;&#039;: 11&lt;br /&gt;
: &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039;: +2&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
:: Tools: Thieve&#039;s Tools +6, Flute&lt;br /&gt;
:: Weapons &amp;amp; Armour: Simple/Martial weapons, Light/Medium Armor, Shields&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Languages&#039;&#039;&#039;: Common Tongue (R/W/S) | Infernal (R/W/S)&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 15 (17 w. Shield) | &#039;&#039;&#039;HP&#039;&#039;&#039; 247 | &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 3d8 | Initiative +2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| Longsword&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8+4/1d10+4&lt;br /&gt;
| N/A&lt;br /&gt;
|&lt;br /&gt;
| Dagger&lt;br /&gt;
! +4&lt;br /&gt;
| 1d4+2 (piercing)&lt;br /&gt;
| Thrown 20&#039;/60&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Blast&lt;br /&gt;
! +6&lt;br /&gt;
| 1d10+4 (force)&lt;br /&gt;
| 120&#039;&lt;br /&gt;
|&lt;br /&gt;
| Green-Flame Blade&lt;br /&gt;
! +6&lt;br /&gt;
| Weapon Damage + Target within 5&#039; takes 4 fire damage&lt;br /&gt;
| 5&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| Ray of Frost&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8 (cold) + Speed reduced 10&#039; until next turn&lt;br /&gt;
| 60&#039;&lt;br /&gt;
|&lt;br /&gt;
| XX&lt;br /&gt;
! +X&lt;br /&gt;
| XX&lt;br /&gt;
| XX&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;  L1 | - || L2 | 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell DC:&#039;&#039;&#039; (8 + Prof 2 + Stat 4) 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Att Mod:&#039;&#039;&#039; (Prof 2 + Stat 4) +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cantrips&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Eldritch Blast&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:eldritch-blast&lt;br /&gt;
:&#039;&#039;&#039;Green-Flame Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:green-flame-blade&lt;br /&gt;
:&#039;&#039;&#039;Ray of Frost&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:ray-of-frost&lt;br /&gt;
:Source: &#039;&#039;&#039;Arcane&#039;&#039;&#039;: Pact Magic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spells Prepared (Stat 3 + Lvl 1 = X)&amp;lt;/u&amp;gt;&lt;br /&gt;
: One, Two, Three&lt;br /&gt;
: Domain: One, Two&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spellbook:&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039; Branding Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:branding-smite&lt;br /&gt;
:&#039;&#039;&#039; Hellish Rebuke&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:hellish-rebuke&lt;br /&gt;
:&#039;&#039;&#039; Shadow Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:shadow-blade&lt;br /&gt;
:&#039;&#039;&#039; Wrathful Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:wrathful-smite&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
:&#039;&#039;&#039;Shadow-Touched&#039;&#039;&#039; +1 to Charisma, Gain Invisibility and Ray of Sickness (1 use of each/long rest)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; Description&lt;br /&gt;
&lt;br /&gt;
==Racial Features (Tiefling - Bloodline of Levistus)==&lt;br /&gt;
:&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hellish Resistance:&#039;&#039;&#039; You have resistance to Fire damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Infernal.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Legacy of Stygia:&#039;&#039;&#039; You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.&lt;br /&gt;
&lt;br /&gt;
==Class Features (Warlock; Hexblade)==&lt;br /&gt;
: &#039;&#039;&#039;Domain/Oath/Pact etc:&#039;&#039;&#039; Pact of the Blade&lt;br /&gt;
: &#039;&#039;&#039;Deity&#039;&#039;&#039;: Raven Queen&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hex Warrior&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hexblade&#039;s Curse&#039;&#039;&#039; - 1/short or long rest&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
::*You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.&lt;br /&gt;
::*Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.&lt;br /&gt;
::*If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
:: You can’t use this feature again until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Eldritch Invocations&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Agonizing Blast:&#039;&#039; When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.&lt;br /&gt;
:: &#039;&#039;Fiendish Vigor:&#039;&#039; You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components (1d4+4 temporary HP at will that last up to 1 hour).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pact of the Blade&#039;&#039;&#039;&lt;br /&gt;
::*You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.&lt;br /&gt;
::*Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.&lt;br /&gt;
::*You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.&lt;br /&gt;
::*You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can&#039;t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.&lt;br /&gt;
&lt;br /&gt;
==Background Features (Urban Bounty Hunter)==&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Persuasion, Stealth&lt;br /&gt;
: &#039;&#039;&#039;Ear to the Ground&#039;&#039;&#039; - You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Personality Trait&#039;&#039;&#039;: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.&lt;br /&gt;
: &#039;&#039;&#039;Ideal&#039;&#039;&#039;: People: I&#039;m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.&lt;br /&gt;
: &#039;&#039;&#039;Bond&#039;&#039;&#039;: Someone I loved died because of I mistake I made. That will never happen again.&lt;br /&gt;
: &#039;&#039;&#039;Flaw&#039;&#039;&#039;: I have a &amp;quot;tell&amp;quot; that reveals when I&#039;m lying.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Wealth&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: 0 gems&lt;br /&gt;
: 0 pp&lt;br /&gt;
: &#039;&#039;&#039;395&#039;&#039;&#039; gp&lt;br /&gt;
: 0 ep&lt;br /&gt;
: &#039;&#039;&#039;7&#039;&#039;&#039; sp&lt;br /&gt;
: &#039;&#039;&#039;9&#039;&#039;&#039; cp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Longsword&lt;br /&gt;
: Dagger&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Armor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Chain Shirt&lt;br /&gt;
: Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Gear&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Backpack 5 lb&lt;br /&gt;
:: Bedroll 2 lb&lt;br /&gt;
:: Component Pouch 2 lb&lt;br /&gt;
:: Grappling Hook 4 lb&lt;br /&gt;
:: Hooded Lantern 2 lb&lt;br /&gt;
:: Oil Flask (5) 5 lb&lt;br /&gt;
:: Piton (10) 2.5 lb&lt;br /&gt;
:: Pouch 1 lb&lt;br /&gt;
:: Rations (5 days) 10 lb&lt;br /&gt;
:: Sack 0.5 lb&lt;br /&gt;
:: Silk Rope (50&#039;) 5 lb&lt;br /&gt;
:: Thieve&#039;s Tools 1 lb&lt;br /&gt;
:: Tinderbox 1 lb&lt;br /&gt;
:: Waterskin 5 lb&lt;br /&gt;
:: Whetstone 1 lb&lt;br /&gt;
: Clothes: Black &amp;amp; Grey 3 lb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Trinket&amp;lt;/u&amp;gt;&lt;br /&gt;
: A mechanical canary inside a gnomish lamp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Magic Items&amp;lt;/u&amp;gt;&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Valdaris was born in the slums of Luskan to a pair of tieflings. His mother and father both worked as laborers to try and make ends meet, not easy in the slums or as tieflings. His father was murdered for coming across as insulting to an unknown person which was devastating to Valdaris. He hustled the streets to try and help his mother, taking whatever jobs he could find.....some on the unsavory side. He made careful inquiries to try and find out who murdered his father with little success other than getting roughed up more than a few times for &amp;quot;sticking his nose where it don&#039;t belong&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Valdaris was never a strong child and that did not change much as he grew up but he was quick, had some basic common sense, and despite everything seemed to be able to talk his way out of any situation. He heard about the bounty hunters guild and wondered how one goes about joining. Again after some inquiries he was initiated and taken under the wing of another tiefling guild member who over time awakened his latent gifts, guiding him into the path of a warlock. He was drawn to the blade and his grim and fatalistic demeanor drew him to venerating the Raven Queen and maybe he would find his vengeance after all.&lt;br /&gt;
&lt;br /&gt;
Valdaris was a good bounty hunter, using his natural and learned gifts to be able to find his quarry, quietly make his way through any defenses, and take them down before turning them in. After a while of building trust within the guild he was able to glean information about his father&#039;s murderer and where to find him. He defied the guild to go rogue and take his vengeance after all this time. He successfully tracked down, cornered, and when the man attacked him was able to use his gifts to slay him in self-defense. It was finally over, or so he thought.&lt;br /&gt;
&lt;br /&gt;
Returning to the guild like nothing had happened Valdaris found himself in front of the guildmaster who expelled him from the guild due to his actions. He didn&#039;t really care as he had learned enough to go his own way in his opinion. Going back home he found the hovel dark and the door forced open. Carefully making his way inside he came to the body of his mother with a dagger embedded in her back that was the same as one carried by the man who murdered his father......payback for his unsanctioned vendetta. He didn&#039;t have time to beat himself up for causing the death of his mother, knowing that he was next, so he grabbed anything useful and made his way out of Luskan. He burnt several contacts to be able to get out ahead of the trouble follwing him and made his way south.&lt;br /&gt;
&lt;br /&gt;
Valdaris is ever watchful for signs of the friends of the man he justifiably killed while also moving south into different area looking to disappear but also to make his fortune and become stronger in his craft...&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
:Noting your Bond, maybe you came to the temple of Ilmater seeking absolution or spiritual guidance? And then whether or not you found it, my character identified you as a warrior and asked for your help on her vague pilgrimage?&lt;br /&gt;
&lt;br /&gt;
: On the Raven Queen: I think they are a good match, maybe she helps take away some of the pain of his memories while she grants him power to serve her ends. His life view would support a somewhat dispassionate and fatalistic stance around death. His personality is this: Personality: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. Of course the murders of his father and later his mother justifiably shake that stance as there are no absolutes. However when he took out his father&#039;s murderer it was a cold and dispassionate affair (Hello....my name is Valdaris Shadowborn, you killed my father, prepare to die).&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448806</id>
		<title>Valdaris Shadowborn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448806"/>
		<updated>2024-01-03T00:08:15Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: /* Class Features (Warlock; Hexblade) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&#039;&#039;Back to [[The White Roses]]&#039;&#039;&lt;br /&gt;
==Tiefling (Bloodline of Levistus) Warlock (Hexblade; Pact of the Blade) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Urban Bounty Hunter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both parents murdered at different points. Self-exiled from Luskan for his own safety. Looking to make his fortune in the world.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Level&#039;&#039;&#039;: 3&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Neutral&lt;br /&gt;
:&#039;&#039;&#039;Ht:&#039;&#039;&#039; 6&#039;1&amp;quot; &lt;br /&gt;
:&#039;&#039;&#039;Wt:&#039;&#039;&#039; 150 lbs&lt;br /&gt;
:&#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
:&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30 feet&lt;br /&gt;
:&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ash grey skin, silver hair, long pointed ears, black horns, and gold eyes &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 8 (-1) Save (-1)&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 14 (+2) Save (+2)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2) Save (+2) &lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 10 (+0) Save (+0) &lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 (+1) Save (+3) &lt;br /&gt;
*&#039;&#039;&#039;CHA&#039;&#039;&#039; 18 (+4) Save (+6) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Proficiencies==&lt;br /&gt;
: &#039;&#039;&#039;Skills (Proficiencies in bold):&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*Acrobatics (Dex) +2&lt;br /&gt;
*Animal Handling (Wis) +1&lt;br /&gt;
*Arcana (Int) +0&lt;br /&gt;
*Athletics (Str) -1&lt;br /&gt;
*Deception (Cha) +4&lt;br /&gt;
*History (Int) +0&lt;br /&gt;
*Insight (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Intimidation (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*&#039;&#039;&#039;Investigation (Int)&#039;&#039;&#039; +2&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*Nature (Int) +0&lt;br /&gt;
*Perception (Wis) +1&lt;br /&gt;
*Performance (Cha) +4&lt;br /&gt;
*&#039;&#039;&#039;Persuasion (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*Religion (Int) +0&lt;br /&gt;
*Sleight of Hand (Dex) +2&lt;br /&gt;
*&#039;&#039;&#039;Stealth (Dex)&#039;&#039;&#039; +4&lt;br /&gt;
*Survival (Wis) +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Passive Perception&#039;&#039;&#039;: 11&lt;br /&gt;
: &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039;: +2&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
:: Tools: Thieve&#039;s Tools +6, Flute&lt;br /&gt;
:: Weapons &amp;amp; Armour: Simple/Martial weapons, Light/Medium Armor, Shields&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Languages&#039;&#039;&#039;: Common Tongue (R/W/S) | Infernal (R/W/S)&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 15 (17 w. Shield) | &#039;&#039;&#039;HP&#039;&#039;&#039; 247 | &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 3d8 | Initiative +2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| Longsword&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8+4/1d10+4&lt;br /&gt;
| N/A&lt;br /&gt;
|&lt;br /&gt;
| Dagger&lt;br /&gt;
! +4&lt;br /&gt;
| 1d4+2 (piercing)&lt;br /&gt;
| Thrown 20&#039;/60&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Blast&lt;br /&gt;
! +6&lt;br /&gt;
| 1d10+4 (force)&lt;br /&gt;
| 120&#039;&lt;br /&gt;
|&lt;br /&gt;
| Green-Flame Blade&lt;br /&gt;
! +6&lt;br /&gt;
| Weapon Damage + Target within 5&#039; takes 4 fire damage&lt;br /&gt;
| 5&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| Ray of Frost&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8 (cold) + Speed reduced 10&#039; until next turn&lt;br /&gt;
| 60&#039;&lt;br /&gt;
|&lt;br /&gt;
| XX&lt;br /&gt;
! +X&lt;br /&gt;
| XX&lt;br /&gt;
| XX&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;  L1 | - || L2 | 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell DC:&#039;&#039;&#039; (8 + Prof 2 + Stat 4) 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Att Mod:&#039;&#039;&#039; (Prof 2 + Stat 4) +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cantrips&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Eldritch Blast&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:eldritch-blast&lt;br /&gt;
:&#039;&#039;&#039;Green-Flame Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:green-flame-blade&lt;br /&gt;
:&#039;&#039;&#039;Ray of Frost&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:ray-of-frost&lt;br /&gt;
:Source: &#039;&#039;&#039;Arcane&#039;&#039;&#039;: Pact Magic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spells Prepared (Stat 3 + Lvl 1 = X)&amp;lt;/u&amp;gt;&lt;br /&gt;
: One, Two, Three&lt;br /&gt;
: Domain: One, Two&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spellbook:&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039; Branding Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:branding-smite&lt;br /&gt;
:&#039;&#039;&#039; Hellish Rebuke&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:hellish-rebuke&lt;br /&gt;
:&#039;&#039;&#039; Shadow Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:shadow-blade&lt;br /&gt;
:&#039;&#039;&#039; Wrathful Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:wrathful-smite&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
:&#039;&#039;&#039;Shadow-Touched&#039;&#039;&#039; +1 to Charisma, Gain Invisibility and Ray of Sickness (1 use of each/long rest)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; Description&lt;br /&gt;
&lt;br /&gt;
==Racial Features (Tiefling - Bloodline of Levistus)==&lt;br /&gt;
:&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hellish Resistance:&#039;&#039;&#039; You have resistance to Fire damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Infernal.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Legacy of Stygia:&#039;&#039;&#039; You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.&lt;br /&gt;
&lt;br /&gt;
==Class Features (Warlock; Hexblade)==&lt;br /&gt;
: &#039;&#039;&#039;Domain/Oath/Pact etc&#039;&#039;&#039; xxxxx&lt;br /&gt;
: &#039;&#039;&#039;Deity&#039;&#039;&#039;: Raven Queen&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hex Warrior&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hexblade&#039;s Curse&#039;&#039;&#039; - 1/short or long rest&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
::*You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.&lt;br /&gt;
::*Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.&lt;br /&gt;
::*If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
:: You can’t use this feature again until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Eldritch Invocations&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Agonizing Blast:&#039;&#039; When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.&lt;br /&gt;
:: &#039;&#039;Fiendish Vigor:&#039;&#039; You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components (1d4+4 temporary HP at will that last up to 1 hour).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pact of the Blade&#039;&#039;&#039;&lt;br /&gt;
::*You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.&lt;br /&gt;
::*Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.&lt;br /&gt;
::*You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.&lt;br /&gt;
::*You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can&#039;t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.&lt;br /&gt;
&lt;br /&gt;
==Background Features (Urban Bounty Hunter)==&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Persuasion, Stealth&lt;br /&gt;
: &#039;&#039;&#039;Ear to the Ground&#039;&#039;&#039; - You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Personality Trait&#039;&#039;&#039;: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.&lt;br /&gt;
: &#039;&#039;&#039;Ideal&#039;&#039;&#039;: People: I&#039;m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.&lt;br /&gt;
: &#039;&#039;&#039;Bond&#039;&#039;&#039;: Someone I loved died because of I mistake I made. That will never happen again.&lt;br /&gt;
: &#039;&#039;&#039;Flaw&#039;&#039;&#039;: I have a &amp;quot;tell&amp;quot; that reveals when I&#039;m lying.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Wealth&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: 0 gems&lt;br /&gt;
: 0 pp&lt;br /&gt;
: &#039;&#039;&#039;395&#039;&#039;&#039; gp&lt;br /&gt;
: 0 ep&lt;br /&gt;
: &#039;&#039;&#039;7&#039;&#039;&#039; sp&lt;br /&gt;
: &#039;&#039;&#039;9&#039;&#039;&#039; cp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Longsword&lt;br /&gt;
: Dagger&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Armor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Chain Shirt&lt;br /&gt;
: Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Gear&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Backpack 5 lb&lt;br /&gt;
:: Bedroll 2 lb&lt;br /&gt;
:: Component Pouch 2 lb&lt;br /&gt;
:: Grappling Hook 4 lb&lt;br /&gt;
:: Hooded Lantern 2 lb&lt;br /&gt;
:: Oil Flask (5) 5 lb&lt;br /&gt;
:: Piton (10) 2.5 lb&lt;br /&gt;
:: Pouch 1 lb&lt;br /&gt;
:: Rations (5 days) 10 lb&lt;br /&gt;
:: Sack 0.5 lb&lt;br /&gt;
:: Silk Rope (50&#039;) 5 lb&lt;br /&gt;
:: Thieve&#039;s Tools 1 lb&lt;br /&gt;
:: Tinderbox 1 lb&lt;br /&gt;
:: Waterskin 5 lb&lt;br /&gt;
:: Whetstone 1 lb&lt;br /&gt;
: Clothes: Black &amp;amp; Grey 3 lb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Trinket&amp;lt;/u&amp;gt;&lt;br /&gt;
: A mechanical canary inside a gnomish lamp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Magic Items&amp;lt;/u&amp;gt;&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Valdaris was born in the slums of Luskan to a pair of tieflings. His mother and father both worked as laborers to try and make ends meet, not easy in the slums or as tieflings. His father was murdered for coming across as insulting to an unknown person which was devastating to Valdaris. He hustled the streets to try and help his mother, taking whatever jobs he could find.....some on the unsavory side. He made careful inquiries to try and find out who murdered his father with little success other than getting roughed up more than a few times for &amp;quot;sticking his nose where it don&#039;t belong&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Valdaris was never a strong child and that did not change much as he grew up but he was quick, had some basic common sense, and despite everything seemed to be able to talk his way out of any situation. He heard about the bounty hunters guild and wondered how one goes about joining. Again after some inquiries he was initiated and taken under the wing of another tiefling guild member who over time awakened his latent gifts, guiding him into the path of a warlock. He was drawn to the blade and his grim and fatalistic demeanor drew him to venerating the Raven Queen and maybe he would find his vengeance after all.&lt;br /&gt;
&lt;br /&gt;
Valdaris was a good bounty hunter, using his natural and learned gifts to be able to find his quarry, quietly make his way through any defenses, and take them down before turning them in. After a while of building trust within the guild he was able to glean information about his father&#039;s murderer and where to find him. He defied the guild to go rogue and take his vengeance after all this time. He successfully tracked down, cornered, and when the man attacked him was able to use his gifts to slay him in self-defense. It was finally over, or so he thought.&lt;br /&gt;
&lt;br /&gt;
Returning to the guild like nothing had happened Valdaris found himself in front of the guildmaster who expelled him from the guild due to his actions. He didn&#039;t really care as he had learned enough to go his own way in his opinion. Going back home he found the hovel dark and the door forced open. Carefully making his way inside he came to the body of his mother with a dagger embedded in her back that was the same as one carried by the man who murdered his father......payback for his unsanctioned vendetta. He didn&#039;t have time to beat himself up for causing the death of his mother, knowing that he was next, so he grabbed anything useful and made his way out of Luskan. He burnt several contacts to be able to get out ahead of the trouble follwing him and made his way south.&lt;br /&gt;
&lt;br /&gt;
Valdaris is ever watchful for signs of the friends of the man he justifiably killed while also moving south into different area looking to disappear but also to make his fortune and become stronger in his craft...&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
:Noting your Bond, maybe you came to the temple of Ilmater seeking absolution or spiritual guidance? And then whether or not you found it, my character identified you as a warrior and asked for your help on her vague pilgrimage?&lt;br /&gt;
&lt;br /&gt;
: On the Raven Queen: I think they are a good match, maybe she helps take away some of the pain of his memories while she grants him power to serve her ends. His life view would support a somewhat dispassionate and fatalistic stance around death. His personality is this: Personality: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. Of course the murders of his father and later his mother justifiably shake that stance as there are no absolutes. However when he took out his father&#039;s murderer it was a cold and dispassionate affair (Hello....my name is Valdaris Shadowborn, you killed my father, prepare to die).&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448804</id>
		<title>Valdaris Shadowborn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448804"/>
		<updated>2024-01-02T23:59:07Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: /* Tiefling (Bloodline of Levistus) Warlock (Hexblade) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&#039;&#039;Back to [[The White Roses]]&#039;&#039;&lt;br /&gt;
==Tiefling (Bloodline of Levistus) Warlock (Hexblade; Pact of the Blade) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Urban Bounty Hunter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both parents murdered at different points. Self-exiled from Luskan for his own safety. Looking to make his fortune in the world.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Level&#039;&#039;&#039;: 3&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Neutral&lt;br /&gt;
:&#039;&#039;&#039;Ht:&#039;&#039;&#039; 6&#039;1&amp;quot; &lt;br /&gt;
:&#039;&#039;&#039;Wt:&#039;&#039;&#039; 150 lbs&lt;br /&gt;
:&#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
:&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30 feet&lt;br /&gt;
:&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ash grey skin, silver hair, long pointed ears, black horns, and gold eyes &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 8 (-1) Save (-1)&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 14 (+2) Save (+2)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2) Save (+2) &lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 10 (+0) Save (+0) &lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 (+1) Save (+3) &lt;br /&gt;
*&#039;&#039;&#039;CHA&#039;&#039;&#039; 18 (+4) Save (+6) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Proficiencies==&lt;br /&gt;
: &#039;&#039;&#039;Skills (Proficiencies in bold):&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*Acrobatics (Dex) +2&lt;br /&gt;
*Animal Handling (Wis) +1&lt;br /&gt;
*Arcana (Int) +0&lt;br /&gt;
*Athletics (Str) -1&lt;br /&gt;
*Deception (Cha) +4&lt;br /&gt;
*History (Int) +0&lt;br /&gt;
*Insight (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Intimidation (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*&#039;&#039;&#039;Investigation (Int)&#039;&#039;&#039; +2&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*Nature (Int) +0&lt;br /&gt;
*Perception (Wis) +1&lt;br /&gt;
*Performance (Cha) +4&lt;br /&gt;
*&#039;&#039;&#039;Persuasion (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*Religion (Int) +0&lt;br /&gt;
*Sleight of Hand (Dex) +2&lt;br /&gt;
*&#039;&#039;&#039;Stealth (Dex)&#039;&#039;&#039; +4&lt;br /&gt;
*Survival (Wis) +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Passive Perception&#039;&#039;&#039;: 11&lt;br /&gt;
: &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039;: +2&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
:: Tools: Thieve&#039;s Tools +6, Flute&lt;br /&gt;
:: Weapons &amp;amp; Armour: Simple/Martial weapons, Light/Medium Armor, Shields&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Languages&#039;&#039;&#039;: Common Tongue (R/W/S) | Infernal (R/W/S)&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 15 (17 w. Shield) | &#039;&#039;&#039;HP&#039;&#039;&#039; 247 | &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 3d8 | Initiative +2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| Longsword&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8+4/1d10+4&lt;br /&gt;
| N/A&lt;br /&gt;
|&lt;br /&gt;
| Dagger&lt;br /&gt;
! +4&lt;br /&gt;
| 1d4+2 (piercing)&lt;br /&gt;
| Thrown 20&#039;/60&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Blast&lt;br /&gt;
! +6&lt;br /&gt;
| 1d10+4 (force)&lt;br /&gt;
| 120&#039;&lt;br /&gt;
|&lt;br /&gt;
| Green-Flame Blade&lt;br /&gt;
! +6&lt;br /&gt;
| Weapon Damage + Target within 5&#039; takes 4 fire damage&lt;br /&gt;
| 5&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| Ray of Frost&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8 (cold) + Speed reduced 10&#039; until next turn&lt;br /&gt;
| 60&#039;&lt;br /&gt;
|&lt;br /&gt;
| XX&lt;br /&gt;
! +X&lt;br /&gt;
| XX&lt;br /&gt;
| XX&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;  L1 | - || L2 | 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell DC:&#039;&#039;&#039; (8 + Prof 2 + Stat 4) 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Att Mod:&#039;&#039;&#039; (Prof 2 + Stat 4) +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cantrips&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Eldritch Blast&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:eldritch-blast&lt;br /&gt;
:&#039;&#039;&#039;Green-Flame Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:green-flame-blade&lt;br /&gt;
:&#039;&#039;&#039;Ray of Frost&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:ray-of-frost&lt;br /&gt;
:Source: &#039;&#039;&#039;Arcane&#039;&#039;&#039;: Pact Magic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spells Prepared (Stat 3 + Lvl 1 = X)&amp;lt;/u&amp;gt;&lt;br /&gt;
: One, Two, Three&lt;br /&gt;
: Domain: One, Two&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spellbook:&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039; Branding Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:branding-smite&lt;br /&gt;
:&#039;&#039;&#039; Hellish Rebuke&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:hellish-rebuke&lt;br /&gt;
:&#039;&#039;&#039; Shadow Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:shadow-blade&lt;br /&gt;
:&#039;&#039;&#039; Wrathful Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:wrathful-smite&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
:&#039;&#039;&#039;Shadow-Touched&#039;&#039;&#039; +1 to Charisma, Gain Invisibility and Ray of Sickness (1 use of each/long rest)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; Description&lt;br /&gt;
&lt;br /&gt;
==Racial Features (Tiefling - Bloodline of Levistus)==&lt;br /&gt;
:&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hellish Resistance:&#039;&#039;&#039; You have resistance to Fire damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Infernal.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Legacy of Stygia:&#039;&#039;&#039; You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.&lt;br /&gt;
&lt;br /&gt;
==Class Features (Warlock; Hexblade)==&lt;br /&gt;
: &#039;&#039;&#039;Domain/Oath/Pact etc&#039;&#039;&#039; xxxxx&lt;br /&gt;
: &#039;&#039;&#039;Deity&#039;&#039;&#039;: Raven Queen&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;X&#039;&#039;&#039; - &lt;br /&gt;
:: X&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hex Warrior&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hexblade&#039;s Curse&#039;&#039;&#039; - 1/short or long rest&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
::*You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.&lt;br /&gt;
::*Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.&lt;br /&gt;
::*If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
:: You can’t use this feature again until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Eldritch Invocations&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Agonizing Blast:&#039;&#039; When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.&lt;br /&gt;
:: &#039;&#039;Fiendish Vigor:&#039;&#039; You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components (1d4+4 temporary HP at will that last up to 1 hour).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pact of the Blade&#039;&#039;&#039;&lt;br /&gt;
::*You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.&lt;br /&gt;
::*Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.&lt;br /&gt;
::*You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.&lt;br /&gt;
::*You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can&#039;t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.&lt;br /&gt;
&lt;br /&gt;
==Background Features (Urban Bounty Hunter)==&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Persuasion, Stealth&lt;br /&gt;
: &#039;&#039;&#039;Ear to the Ground&#039;&#039;&#039; - You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Personality Trait&#039;&#039;&#039;: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.&lt;br /&gt;
: &#039;&#039;&#039;Ideal&#039;&#039;&#039;: People: I&#039;m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.&lt;br /&gt;
: &#039;&#039;&#039;Bond&#039;&#039;&#039;: Someone I loved died because of I mistake I made. That will never happen again.&lt;br /&gt;
: &#039;&#039;&#039;Flaw&#039;&#039;&#039;: I have a &amp;quot;tell&amp;quot; that reveals when I&#039;m lying.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Wealth&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: 0 gems&lt;br /&gt;
: 0 pp&lt;br /&gt;
: &#039;&#039;&#039;395&#039;&#039;&#039; gp&lt;br /&gt;
: 0 ep&lt;br /&gt;
: &#039;&#039;&#039;7&#039;&#039;&#039; sp&lt;br /&gt;
: &#039;&#039;&#039;9&#039;&#039;&#039; cp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Longsword&lt;br /&gt;
: Dagger&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Armor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Chain Shirt&lt;br /&gt;
: Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Gear&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Backpack 5 lb&lt;br /&gt;
:: Bedroll 2 lb&lt;br /&gt;
:: Component Pouch 2 lb&lt;br /&gt;
:: Grappling Hook 4 lb&lt;br /&gt;
:: Hooded Lantern 2 lb&lt;br /&gt;
:: Oil Flask (5) 5 lb&lt;br /&gt;
:: Piton (10) 2.5 lb&lt;br /&gt;
:: Pouch 1 lb&lt;br /&gt;
:: Rations (5 days) 10 lb&lt;br /&gt;
:: Sack 0.5 lb&lt;br /&gt;
:: Silk Rope (50&#039;) 5 lb&lt;br /&gt;
:: Thieve&#039;s Tools 1 lb&lt;br /&gt;
:: Tinderbox 1 lb&lt;br /&gt;
:: Waterskin 5 lb&lt;br /&gt;
:: Whetstone 1 lb&lt;br /&gt;
: Clothes: Black &amp;amp; Grey 3 lb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Trinket&amp;lt;/u&amp;gt;&lt;br /&gt;
: A mechanical canary inside a gnomish lamp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Magic Items&amp;lt;/u&amp;gt;&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Valdaris was born in the slums of Luskan to a pair of tieflings. His mother and father both worked as laborers to try and make ends meet, not easy in the slums or as tieflings. His father was murdered for coming across as insulting to an unknown person which was devastating to Valdaris. He hustled the streets to try and help his mother, taking whatever jobs he could find.....some on the unsavory side. He made careful inquiries to try and find out who murdered his father with little success other than getting roughed up more than a few times for &amp;quot;sticking his nose where it don&#039;t belong&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Valdaris was never a strong child and that did not change much as he grew up but he was quick, had some basic common sense, and despite everything seemed to be able to talk his way out of any situation. He heard about the bounty hunters guild and wondered how one goes about joining. Again after some inquiries he was initiated and taken under the wing of another tiefling guild member who over time awakened his latent gifts, guiding him into the path of a warlock. He was drawn to the blade and his grim and fatalistic demeanor drew him to venerating the Raven Queen and maybe he would find his vengeance after all.&lt;br /&gt;
&lt;br /&gt;
Valdaris was a good bounty hunter, using his natural and learned gifts to be able to find his quarry, quietly make his way through any defenses, and take them down before turning them in. After a while of building trust within the guild he was able to glean information about his father&#039;s murderer and where to find him. He defied the guild to go rogue and take his vengeance after all this time. He successfully tracked down, cornered, and when the man attacked him was able to use his gifts to slay him in self-defense. It was finally over, or so he thought.&lt;br /&gt;
&lt;br /&gt;
Returning to the guild like nothing had happened Valdaris found himself in front of the guildmaster who expelled him from the guild due to his actions. He didn&#039;t really care as he had learned enough to go his own way in his opinion. Going back home he found the hovel dark and the door forced open. Carefully making his way inside he came to the body of his mother with a dagger embedded in her back that was the same as one carried by the man who murdered his father......payback for his unsanctioned vendetta. He didn&#039;t have time to beat himself up for causing the death of his mother, knowing that he was next, so he grabbed anything useful and made his way out of Luskan. He burnt several contacts to be able to get out ahead of the trouble follwing him and made his way south.&lt;br /&gt;
&lt;br /&gt;
Valdaris is ever watchful for signs of the friends of the man he justifiably killed while also moving south into different area looking to disappear but also to make his fortune and become stronger in his craft...&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
:Noting your Bond, maybe you came to the temple of Ilmater seeking absolution or spiritual guidance? And then whether or not you found it, my character identified you as a warrior and asked for your help on her vague pilgrimage?&lt;br /&gt;
&lt;br /&gt;
: On the Raven Queen: I think they are a good match, maybe she helps take away some of the pain of his memories while she grants him power to serve her ends. His life view would support a somewhat dispassionate and fatalistic stance around death. His personality is this: Personality: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. Of course the murders of his father and later his mother justifiably shake that stance as there are no absolutes. However when he took out his father&#039;s murderer it was a cold and dispassionate affair (Hello....my name is Valdaris Shadowborn, you killed my father, prepare to die).&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448803</id>
		<title>Valdaris Shadowborn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448803"/>
		<updated>2024-01-02T23:58:37Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&#039;&#039;Back to [[The White Roses]]&#039;&#039;&lt;br /&gt;
==Tiefling (Bloodline of Levistus) Warlock (Hexblade) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Urban Bounty Hunter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both parents murdered at different points. Self-exiled from Luskan for his own safety. Looking to make his fortune in the world.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Level&#039;&#039;&#039;: 3&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Neutral&lt;br /&gt;
:&#039;&#039;&#039;Ht:&#039;&#039;&#039; 6&#039;1&amp;quot; &lt;br /&gt;
:&#039;&#039;&#039;Wt:&#039;&#039;&#039; 150 lbs&lt;br /&gt;
:&#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
:&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30 feet&lt;br /&gt;
:&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ash grey skin, silver hair, long pointed ears, black horns, and gold eyes &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 8 (-1) Save (-1)&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 14 (+2) Save (+2)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2) Save (+2) &lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 10 (+0) Save (+0) &lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 (+1) Save (+3) &lt;br /&gt;
*&#039;&#039;&#039;CHA&#039;&#039;&#039; 18 (+4) Save (+6) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Proficiencies==&lt;br /&gt;
: &#039;&#039;&#039;Skills (Proficiencies in bold):&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*Acrobatics (Dex) +2&lt;br /&gt;
*Animal Handling (Wis) +1&lt;br /&gt;
*Arcana (Int) +0&lt;br /&gt;
*Athletics (Str) -1&lt;br /&gt;
*Deception (Cha) +4&lt;br /&gt;
*History (Int) +0&lt;br /&gt;
*Insight (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Intimidation (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*&#039;&#039;&#039;Investigation (Int)&#039;&#039;&#039; +2&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*Nature (Int) +0&lt;br /&gt;
*Perception (Wis) +1&lt;br /&gt;
*Performance (Cha) +4&lt;br /&gt;
*&#039;&#039;&#039;Persuasion (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*Religion (Int) +0&lt;br /&gt;
*Sleight of Hand (Dex) +2&lt;br /&gt;
*&#039;&#039;&#039;Stealth (Dex)&#039;&#039;&#039; +4&lt;br /&gt;
*Survival (Wis) +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Passive Perception&#039;&#039;&#039;: 11&lt;br /&gt;
: &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039;: +2&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
:: Tools: Thieve&#039;s Tools +6, Flute&lt;br /&gt;
:: Weapons &amp;amp; Armour: Simple/Martial weapons, Light/Medium Armor, Shields&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Languages&#039;&#039;&#039;: Common Tongue (R/W/S) | Infernal (R/W/S)&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 15 (17 w. Shield) | &#039;&#039;&#039;HP&#039;&#039;&#039; 247 | &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 3d8 | Initiative +2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| Longsword&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8+4/1d10+4&lt;br /&gt;
| N/A&lt;br /&gt;
|&lt;br /&gt;
| Dagger&lt;br /&gt;
! +4&lt;br /&gt;
| 1d4+2 (piercing)&lt;br /&gt;
| Thrown 20&#039;/60&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Blast&lt;br /&gt;
! +6&lt;br /&gt;
| 1d10+4 (force)&lt;br /&gt;
| 120&#039;&lt;br /&gt;
|&lt;br /&gt;
| Green-Flame Blade&lt;br /&gt;
! +6&lt;br /&gt;
| Weapon Damage + Target within 5&#039; takes 4 fire damage&lt;br /&gt;
| 5&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| Ray of Frost&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8 (cold) + Speed reduced 10&#039; until next turn&lt;br /&gt;
| 60&#039;&lt;br /&gt;
|&lt;br /&gt;
| XX&lt;br /&gt;
! +X&lt;br /&gt;
| XX&lt;br /&gt;
| XX&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;  L1 | - || L2 | 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell DC:&#039;&#039;&#039; (8 + Prof 2 + Stat 4) 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Att Mod:&#039;&#039;&#039; (Prof 2 + Stat 4) +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cantrips&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Eldritch Blast&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:eldritch-blast&lt;br /&gt;
:&#039;&#039;&#039;Green-Flame Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:green-flame-blade&lt;br /&gt;
:&#039;&#039;&#039;Ray of Frost&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:ray-of-frost&lt;br /&gt;
:Source: &#039;&#039;&#039;Arcane&#039;&#039;&#039;: Pact Magic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spells Prepared (Stat 3 + Lvl 1 = X)&amp;lt;/u&amp;gt;&lt;br /&gt;
: One, Two, Three&lt;br /&gt;
: Domain: One, Two&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spellbook:&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039; Branding Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:branding-smite&lt;br /&gt;
:&#039;&#039;&#039; Hellish Rebuke&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:hellish-rebuke&lt;br /&gt;
:&#039;&#039;&#039; Shadow Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:shadow-blade&lt;br /&gt;
:&#039;&#039;&#039; Wrathful Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:wrathful-smite&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
:&#039;&#039;&#039;Shadow-Touched&#039;&#039;&#039; +1 to Charisma, Gain Invisibility and Ray of Sickness (1 use of each/long rest)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; Description&lt;br /&gt;
&lt;br /&gt;
==Racial Features (Tiefling - Bloodline of Levistus)==&lt;br /&gt;
:&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hellish Resistance:&#039;&#039;&#039; You have resistance to Fire damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Infernal.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Legacy of Stygia:&#039;&#039;&#039; You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.&lt;br /&gt;
&lt;br /&gt;
==Class Features (Warlock; Hexblade)==&lt;br /&gt;
: &#039;&#039;&#039;Domain/Oath/Pact etc&#039;&#039;&#039; xxxxx&lt;br /&gt;
: &#039;&#039;&#039;Deity&#039;&#039;&#039;: Raven Queen&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;X&#039;&#039;&#039; - &lt;br /&gt;
:: X&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hex Warrior&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hexblade&#039;s Curse&#039;&#039;&#039; - 1/short or long rest&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
::*You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.&lt;br /&gt;
::*Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.&lt;br /&gt;
::*If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
:: You can’t use this feature again until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Eldritch Invocations&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Agonizing Blast:&#039;&#039; When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.&lt;br /&gt;
:: &#039;&#039;Fiendish Vigor:&#039;&#039; You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components (1d4+4 temporary HP at will that last up to 1 hour).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pact of the Blade&#039;&#039;&#039;&lt;br /&gt;
::*You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.&lt;br /&gt;
::*Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.&lt;br /&gt;
::*You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.&lt;br /&gt;
::*You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can&#039;t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.&lt;br /&gt;
&lt;br /&gt;
==Background Features (Urban Bounty Hunter)==&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Persuasion, Stealth&lt;br /&gt;
: &#039;&#039;&#039;Ear to the Ground&#039;&#039;&#039; - You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Personality Trait&#039;&#039;&#039;: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.&lt;br /&gt;
: &#039;&#039;&#039;Ideal&#039;&#039;&#039;: People: I&#039;m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.&lt;br /&gt;
: &#039;&#039;&#039;Bond&#039;&#039;&#039;: Someone I loved died because of I mistake I made. That will never happen again.&lt;br /&gt;
: &#039;&#039;&#039;Flaw&#039;&#039;&#039;: I have a &amp;quot;tell&amp;quot; that reveals when I&#039;m lying.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Wealth&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: 0 gems&lt;br /&gt;
: 0 pp&lt;br /&gt;
: &#039;&#039;&#039;395&#039;&#039;&#039; gp&lt;br /&gt;
: 0 ep&lt;br /&gt;
: &#039;&#039;&#039;7&#039;&#039;&#039; sp&lt;br /&gt;
: &#039;&#039;&#039;9&#039;&#039;&#039; cp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Longsword&lt;br /&gt;
: Dagger&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Armor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Chain Shirt&lt;br /&gt;
: Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Gear&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Backpack 5 lb&lt;br /&gt;
:: Bedroll 2 lb&lt;br /&gt;
:: Component Pouch 2 lb&lt;br /&gt;
:: Grappling Hook 4 lb&lt;br /&gt;
:: Hooded Lantern 2 lb&lt;br /&gt;
:: Oil Flask (5) 5 lb&lt;br /&gt;
:: Piton (10) 2.5 lb&lt;br /&gt;
:: Pouch 1 lb&lt;br /&gt;
:: Rations (5 days) 10 lb&lt;br /&gt;
:: Sack 0.5 lb&lt;br /&gt;
:: Silk Rope (50&#039;) 5 lb&lt;br /&gt;
:: Thieve&#039;s Tools 1 lb&lt;br /&gt;
:: Tinderbox 1 lb&lt;br /&gt;
:: Waterskin 5 lb&lt;br /&gt;
:: Whetstone 1 lb&lt;br /&gt;
: Clothes: Black &amp;amp; Grey 3 lb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Trinket&amp;lt;/u&amp;gt;&lt;br /&gt;
: A mechanical canary inside a gnomish lamp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Magic Items&amp;lt;/u&amp;gt;&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Valdaris was born in the slums of Luskan to a pair of tieflings. His mother and father both worked as laborers to try and make ends meet, not easy in the slums or as tieflings. His father was murdered for coming across as insulting to an unknown person which was devastating to Valdaris. He hustled the streets to try and help his mother, taking whatever jobs he could find.....some on the unsavory side. He made careful inquiries to try and find out who murdered his father with little success other than getting roughed up more than a few times for &amp;quot;sticking his nose where it don&#039;t belong&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Valdaris was never a strong child and that did not change much as he grew up but he was quick, had some basic common sense, and despite everything seemed to be able to talk his way out of any situation. He heard about the bounty hunters guild and wondered how one goes about joining. Again after some inquiries he was initiated and taken under the wing of another tiefling guild member who over time awakened his latent gifts, guiding him into the path of a warlock. He was drawn to the blade and his grim and fatalistic demeanor drew him to venerating the Raven Queen and maybe he would find his vengeance after all.&lt;br /&gt;
&lt;br /&gt;
Valdaris was a good bounty hunter, using his natural and learned gifts to be able to find his quarry, quietly make his way through any defenses, and take them down before turning them in. After a while of building trust within the guild he was able to glean information about his father&#039;s murderer and where to find him. He defied the guild to go rogue and take his vengeance after all this time. He successfully tracked down, cornered, and when the man attacked him was able to use his gifts to slay him in self-defense. It was finally over, or so he thought.&lt;br /&gt;
&lt;br /&gt;
Returning to the guild like nothing had happened Valdaris found himself in front of the guildmaster who expelled him from the guild due to his actions. He didn&#039;t really care as he had learned enough to go his own way in his opinion. Going back home he found the hovel dark and the door forced open. Carefully making his way inside he came to the body of his mother with a dagger embedded in her back that was the same as one carried by the man who murdered his father......payback for his unsanctioned vendetta. He didn&#039;t have time to beat himself up for causing the death of his mother, knowing that he was next, so he grabbed anything useful and made his way out of Luskan. He burnt several contacts to be able to get out ahead of the trouble follwing him and made his way south.&lt;br /&gt;
&lt;br /&gt;
Valdaris is ever watchful for signs of the friends of the man he justifiably killed while also moving south into different area looking to disappear but also to make his fortune and become stronger in his craft...&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
:Noting your Bond, maybe you came to the temple of Ilmater seeking absolution or spiritual guidance? And then whether or not you found it, my character identified you as a warrior and asked for your help on her vague pilgrimage?&lt;br /&gt;
&lt;br /&gt;
: On the Raven Queen: I think they are a good match, maybe she helps take away some of the pain of his memories while she grants him power to serve her ends. His life view would support a somewhat dispassionate and fatalistic stance around death. His personality is this: Personality: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. Of course the murders of his father and later his mother justifiably shake that stance as there are no absolutes. However when he took out his father&#039;s murderer it was a cold and dispassionate affair (Hello....my name is Valdaris Shadowborn, you killed my father, prepare to die).&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448802</id>
		<title>Valdaris Shadowborn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448802"/>
		<updated>2024-01-02T23:57:15Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&#039;&#039;Back to [[The White Roses]]&#039;&#039;&lt;br /&gt;
==Tiefling (Bloodline of Levistus) Warlock (Hexblade) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Urban Bounty Hunter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both parents murdered at different points. Self-exiled from Luskan for his own safety. Looking to make his fortune in the world.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Level&#039;&#039;&#039;: 3&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Neutral&lt;br /&gt;
:&#039;&#039;&#039;Ht:&#039;&#039;&#039; 6&#039;1&amp;quot; &lt;br /&gt;
:&#039;&#039;&#039;Wt:&#039;&#039;&#039; 150 lbs&lt;br /&gt;
:&#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
:&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30 feet&lt;br /&gt;
:&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ash grey skin, silver hair, long pointed ears, black horns, and gold eyes &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 8 (-1) Save (-1)&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 14 (+2) Save (+2)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2) Save (+2) &lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 10 (+0) Save (+0) &lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 (+1) Save (+3) &lt;br /&gt;
*&#039;&#039;&#039;CHA&#039;&#039;&#039; 18 (+4) Save (+6) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Proficiencies==&lt;br /&gt;
: &#039;&#039;&#039;Skills (Proficiencies in bold):&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*Acrobatics (Dex) +2&lt;br /&gt;
*Animal Handling (Wis) +1&lt;br /&gt;
*Arcana (Int) +0&lt;br /&gt;
*Athletics (Str) -1&lt;br /&gt;
*Deception (Cha) +4&lt;br /&gt;
*History (Int) +0&lt;br /&gt;
*Insight (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Intimidation (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*&#039;&#039;&#039;Investigation (Int)&#039;&#039;&#039; +2&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*Nature (Int) +0&lt;br /&gt;
*Perception (Wis) +1&lt;br /&gt;
*Performance (Cha) +4&lt;br /&gt;
*&#039;&#039;&#039;Persuasion (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*Religion (Int) +0&lt;br /&gt;
*Sleight of Hand (Dex) +2&lt;br /&gt;
*&#039;&#039;&#039;Stealth (Dex)&#039;&#039;&#039; +4&lt;br /&gt;
*Survival (Wis) +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Passive Perception&#039;&#039;&#039;: 11&lt;br /&gt;
: &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039;: +2&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
:: Tools: Thieve&#039;s Tools +6, Flute&lt;br /&gt;
:: Weapons &amp;amp; Armour: Simple/Martial weapons, Light/Medium Armor, Shields&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Languages&#039;&#039;&#039;: Common Tongue (R/W/S) | Infernal (R/W/S)&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 15 (17 w. Shield) | &#039;&#039;&#039;HP&#039;&#039;&#039; 17 | &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 2d8 | Initiative +2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| Longsword&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8+4/1d10+4&lt;br /&gt;
| N/A&lt;br /&gt;
|&lt;br /&gt;
| Dagger&lt;br /&gt;
! +4&lt;br /&gt;
| 1d4+2 (piercing)&lt;br /&gt;
| Thrown 20&#039;/60&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Blast&lt;br /&gt;
! +6&lt;br /&gt;
| 1d10+4 (force)&lt;br /&gt;
| 120&#039;&lt;br /&gt;
|&lt;br /&gt;
| Green-Flame Blade&lt;br /&gt;
! +6&lt;br /&gt;
| Weapon Damage + Target within 5&#039; takes 4 fire damage&lt;br /&gt;
| 5&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| Ray of Frost&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8 (cold) + Speed reduced 10&#039; until next turn&lt;br /&gt;
| 60&#039;&lt;br /&gt;
|&lt;br /&gt;
| XX&lt;br /&gt;
! +X&lt;br /&gt;
| XX&lt;br /&gt;
| XX&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;  L1 | - || L2 | 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell DC:&#039;&#039;&#039; (8 + Prof 2 + Stat 4) 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Att Mod:&#039;&#039;&#039; (Prof 2 + Stat 4) +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cantrips&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Eldritch Blast&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:eldritch-blast&lt;br /&gt;
:&#039;&#039;&#039;Green-Flame Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:green-flame-blade&lt;br /&gt;
:&#039;&#039;&#039;Ray of Frost&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:ray-of-frost&lt;br /&gt;
:Source: &#039;&#039;&#039;Arcane&#039;&#039;&#039;: Pact Magic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spells Prepared (Stat 3 + Lvl 1 = X)&amp;lt;/u&amp;gt;&lt;br /&gt;
: One, Two, Three&lt;br /&gt;
: Domain: One, Two&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spellbook:&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039; Branding Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:branding-smite&lt;br /&gt;
:&#039;&#039;&#039; Hellish Rebuke&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:hellish-rebuke&lt;br /&gt;
:&#039;&#039;&#039; Shadow Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:shadow-blade&lt;br /&gt;
:&#039;&#039;&#039; Wrathful Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:wrathful-smite&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
:&#039;&#039;&#039;Shadow-Touched&#039;&#039;&#039; +1 to Charisma, Gain Invisibility and Ray of Sickness (1 use of each/long rest)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; Description&lt;br /&gt;
&lt;br /&gt;
==Racial Features (Tiefling - Bloodline of Levistus)==&lt;br /&gt;
:&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hellish Resistance:&#039;&#039;&#039; You have resistance to Fire damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Infernal.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Legacy of Stygia:&#039;&#039;&#039; You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.&lt;br /&gt;
&lt;br /&gt;
==Class Features (Warlock; Hexblade)==&lt;br /&gt;
: &#039;&#039;&#039;Domain/Oath/Pact etc&#039;&#039;&#039; xxxxx&lt;br /&gt;
: &#039;&#039;&#039;Deity&#039;&#039;&#039;: Raven Queen&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;X&#039;&#039;&#039; - &lt;br /&gt;
:: X&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hex Warrior&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hexblade&#039;s Curse&#039;&#039;&#039; - 1/short or long rest&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
::*You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.&lt;br /&gt;
::*Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.&lt;br /&gt;
::*If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
:: You can’t use this feature again until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Eldritch Invocations&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Agonizing Blast:&#039;&#039; When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.&lt;br /&gt;
:: &#039;&#039;Fiendish Vigor:&#039;&#039; You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components (1d4+4 temporary HP at will that last up to 1 hour).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pact of the Blade&#039;&#039;&#039;&lt;br /&gt;
::*You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.&lt;br /&gt;
::*Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.&lt;br /&gt;
::*You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.&lt;br /&gt;
::*You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can&#039;t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.&lt;br /&gt;
&lt;br /&gt;
==Background Features (Urban Bounty Hunter)==&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Persuasion, Stealth&lt;br /&gt;
: &#039;&#039;&#039;Ear to the Ground&#039;&#039;&#039; - You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Personality Trait&#039;&#039;&#039;: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.&lt;br /&gt;
: &#039;&#039;&#039;Ideal&#039;&#039;&#039;: People: I&#039;m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.&lt;br /&gt;
: &#039;&#039;&#039;Bond&#039;&#039;&#039;: Someone I loved died because of I mistake I made. That will never happen again.&lt;br /&gt;
: &#039;&#039;&#039;Flaw&#039;&#039;&#039;: I have a &amp;quot;tell&amp;quot; that reveals when I&#039;m lying.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Wealth&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: 0 gems&lt;br /&gt;
: 0 pp&lt;br /&gt;
: &#039;&#039;&#039;395&#039;&#039;&#039; gp&lt;br /&gt;
: 0 ep&lt;br /&gt;
: &#039;&#039;&#039;7&#039;&#039;&#039; sp&lt;br /&gt;
: &#039;&#039;&#039;9&#039;&#039;&#039; cp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Longsword&lt;br /&gt;
: Dagger&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Armor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Chain Shirt&lt;br /&gt;
: Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Gear&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Backpack 5 lb&lt;br /&gt;
:: Bedroll 2 lb&lt;br /&gt;
:: Component Pouch 2 lb&lt;br /&gt;
:: Grappling Hook 4 lb&lt;br /&gt;
:: Hooded Lantern 2 lb&lt;br /&gt;
:: Oil Flask (5) 5 lb&lt;br /&gt;
:: Piton (10) 2.5 lb&lt;br /&gt;
:: Pouch 1 lb&lt;br /&gt;
:: Rations (5 days) 10 lb&lt;br /&gt;
:: Sack 0.5 lb&lt;br /&gt;
:: Silk Rope (50&#039;) 5 lb&lt;br /&gt;
:: Thieve&#039;s Tools 1 lb&lt;br /&gt;
:: Tinderbox 1 lb&lt;br /&gt;
:: Waterskin 5 lb&lt;br /&gt;
:: Whetstone 1 lb&lt;br /&gt;
: Clothes: Black &amp;amp; Grey 3 lb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Trinket&amp;lt;/u&amp;gt;&lt;br /&gt;
: A mechanical canary inside a gnomish lamp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Magic Items&amp;lt;/u&amp;gt;&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Valdaris was born in the slums of Luskan to a pair of tieflings. His mother and father both worked as laborers to try and make ends meet, not easy in the slums or as tieflings. His father was murdered for coming across as insulting to an unknown person which was devastating to Valdaris. He hustled the streets to try and help his mother, taking whatever jobs he could find.....some on the unsavory side. He made careful inquiries to try and find out who murdered his father with little success other than getting roughed up more than a few times for &amp;quot;sticking his nose where it don&#039;t belong&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Valdaris was never a strong child and that did not change much as he grew up but he was quick, had some basic common sense, and despite everything seemed to be able to talk his way out of any situation. He heard about the bounty hunters guild and wondered how one goes about joining. Again after some inquiries he was initiated and taken under the wing of another tiefling guild member who over time awakened his latent gifts, guiding him into the path of a warlock. He was drawn to the blade and his grim and fatalistic demeanor drew him to venerating the Raven Queen and maybe he would find his vengeance after all.&lt;br /&gt;
&lt;br /&gt;
Valdaris was a good bounty hunter, using his natural and learned gifts to be able to find his quarry, quietly make his way through any defenses, and take them down before turning them in. After a while of building trust within the guild he was able to glean information about his father&#039;s murderer and where to find him. He defied the guild to go rogue and take his vengeance after all this time. He successfully tracked down, cornered, and when the man attacked him was able to use his gifts to slay him in self-defense. It was finally over, or so he thought.&lt;br /&gt;
&lt;br /&gt;
Returning to the guild like nothing had happened Valdaris found himself in front of the guildmaster who expelled him from the guild due to his actions. He didn&#039;t really care as he had learned enough to go his own way in his opinion. Going back home he found the hovel dark and the door forced open. Carefully making his way inside he came to the body of his mother with a dagger embedded in her back that was the same as one carried by the man who murdered his father......payback for his unsanctioned vendetta. He didn&#039;t have time to beat himself up for causing the death of his mother, knowing that he was next, so he grabbed anything useful and made his way out of Luskan. He burnt several contacts to be able to get out ahead of the trouble follwing him and made his way south.&lt;br /&gt;
&lt;br /&gt;
Valdaris is ever watchful for signs of the friends of the man he justifiably killed while also moving south into different area looking to disappear but also to make his fortune and become stronger in his craft...&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
:Noting your Bond, maybe you came to the temple of Ilmater seeking absolution or spiritual guidance? And then whether or not you found it, my character identified you as a warrior and asked for your help on her vague pilgrimage?&lt;br /&gt;
&lt;br /&gt;
: On the Raven Queen: I think they are a good match, maybe she helps take away some of the pain of his memories while she grants him power to serve her ends. His life view would support a somewhat dispassionate and fatalistic stance around death. His personality is this: Personality: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. Of course the murders of his father and later his mother justifiably shake that stance as there are no absolutes. However when he took out his father&#039;s murderer it was a cold and dispassionate affair (Hello....my name is Valdaris Shadowborn, you killed my father, prepare to die).&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448801</id>
		<title>Valdaris Shadowborn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448801"/>
		<updated>2024-01-02T23:55:37Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: /* Class Features (Warlock; Hexblade) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&#039;&#039;Back to [[The White Roses]]&#039;&#039;&lt;br /&gt;
==Tiefling (Bloodline of Levistus) Warlock (Hexblade) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Urban Bounty Hunter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both parents murdered at different points. Self-exiled from Luskan for his own safety. Looking to make his fortune in the world.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Level&#039;&#039;&#039;: 3&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Neutral&lt;br /&gt;
:&#039;&#039;&#039;Ht:&#039;&#039;&#039; 6&#039;1&amp;quot; &lt;br /&gt;
:&#039;&#039;&#039;Wt:&#039;&#039;&#039; 150 lbs&lt;br /&gt;
:&#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
:&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30 feet&lt;br /&gt;
:&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ash grey skin, silver hair, long pointed ears, black horns, and gold eyes &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 8 (-1) Save (-1)&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 14 (+2) Save (+2)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2) Save (+2) &lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 10 (+0) Save (+0) &lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 (+1) Save (+3) &lt;br /&gt;
*&#039;&#039;&#039;CHA&#039;&#039;&#039; 18 (+4) Save (+6) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Proficiencies==&lt;br /&gt;
: &#039;&#039;&#039;Skills (Proficiencies in bold):&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*Acrobatics (Dex) +2&lt;br /&gt;
*Animal Handling (Wis) +1&lt;br /&gt;
*Arcana (Int) +0&lt;br /&gt;
*Athletics (Str) -1&lt;br /&gt;
*Deception (Cha) +4&lt;br /&gt;
*History (Int) +0&lt;br /&gt;
*Insight (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Intimidation (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*&#039;&#039;&#039;Investigation (Int)&#039;&#039;&#039; +2&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*Nature (Int) +0&lt;br /&gt;
*Perception (Wis) +1&lt;br /&gt;
*Performance (Cha) +4&lt;br /&gt;
*&#039;&#039;&#039;Persuasion (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*Religion (Int) +0&lt;br /&gt;
*Sleight of Hand (Dex) +2&lt;br /&gt;
*&#039;&#039;&#039;Stealth (Dex)&#039;&#039;&#039; +4&lt;br /&gt;
*Survival (Wis) +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Passive Perception&#039;&#039;&#039;: 11&lt;br /&gt;
: &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039;: +2&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
:: Tools: Thieve&#039;s Tools +6, Flute&lt;br /&gt;
:: Weapons &amp;amp; Armour: Simple/Martial weapons, Light/Medium Armor, Shields&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Languages&#039;&#039;&#039;: Common Tongue (R/W/S) | Infernal (R/W/S)&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 15 (17 w. Shield) | &#039;&#039;&#039;HP&#039;&#039;&#039; 17 | &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 2d8 | Initiative +2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| Longsword&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8+4/1d10+4&lt;br /&gt;
| N/A&lt;br /&gt;
|&lt;br /&gt;
| Dagger&lt;br /&gt;
! +4&lt;br /&gt;
| 1d4+2 (piercing)&lt;br /&gt;
| Thrown 20&#039;/60&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Blast&lt;br /&gt;
! +6&lt;br /&gt;
| 1d10+4 (force)&lt;br /&gt;
| 120&#039;&lt;br /&gt;
|&lt;br /&gt;
| Green-Flame Blade&lt;br /&gt;
! +6&lt;br /&gt;
| Weapon Damage + Target within 5&#039; takes 4 fire damage&lt;br /&gt;
| 5&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| Ray of Frost&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8 (cold) + Speed reduced 10&#039; until next turn&lt;br /&gt;
| 60&#039;&lt;br /&gt;
|&lt;br /&gt;
| XX&lt;br /&gt;
! +X&lt;br /&gt;
| XX&lt;br /&gt;
| XX&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;  L1 | - || L2 | 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell DC:&#039;&#039;&#039; (8 + Prof 2 + Stat 4) 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Att Mod:&#039;&#039;&#039; (Prof 2 + Stat 4) +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cantrips&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Eldritch Blast&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:eldritch-blast&lt;br /&gt;
:&#039;&#039;&#039;Green-Flame Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:green-flame-blade&lt;br /&gt;
:&#039;&#039;&#039;Ray of Frost&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:ray-of-frost&lt;br /&gt;
:Source: &#039;&#039;&#039;Arcane&#039;&#039;&#039;: Pact Magic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spells Prepared (Stat 3 + Lvl 1 = X)&amp;lt;/u&amp;gt;&lt;br /&gt;
: One, Two, Three&lt;br /&gt;
: Domain: One, Two&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spellbook:&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039; Branding Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:branding-smite&lt;br /&gt;
:&#039;&#039;&#039; Hellish Rebuke&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:hellish-rebuke&lt;br /&gt;
:&#039;&#039;&#039; Shadow Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:shadow-blade&lt;br /&gt;
:&#039;&#039;&#039; Wrathful Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:wrathful-smite&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
:&#039;&#039;&#039;Shadow-Touched&#039;&#039;&#039; +1 to Charisma, Gain Invisibility and Ray of Sickness (1 use of each/long rest)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; Description&lt;br /&gt;
&lt;br /&gt;
==Racial Features (Tiefling - Bloodline of Levistus)==&lt;br /&gt;
:&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hellish Resistance:&#039;&#039;&#039; You have resistance to Fire damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Infernal.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Legacy of Stygia:&#039;&#039;&#039; You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.&lt;br /&gt;
&lt;br /&gt;
==Class Features (Warlock; Hexblade)==&lt;br /&gt;
: &#039;&#039;&#039;Domain/Oath/Pact etc&#039;&#039;&#039; xxxxx&lt;br /&gt;
: &#039;&#039;&#039;Deity&#039;&#039;&#039;: Raven Queen&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;X&#039;&#039;&#039; - &lt;br /&gt;
:: X&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hex Warrior&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hexblade&#039;s Curse&#039;&#039;&#039; - 1/short or long rest&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
::*You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.&lt;br /&gt;
::*Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.&lt;br /&gt;
::*If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
:: You can’t use this feature again until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Eldritch Invocations&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Agonizing Blast:&#039;&#039; When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.&lt;br /&gt;
:: &#039;&#039;Fiendish Vigor:&#039;&#039; You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components (1d4+4 temporary HP at will that last up to 1 hour).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pact of the Blade&#039;&#039;&#039;&lt;br /&gt;
::*You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.&lt;br /&gt;
::*Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.&lt;br /&gt;
::*You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.&lt;br /&gt;
::*You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can&#039;t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.&lt;br /&gt;
&lt;br /&gt;
==Background Features (Urban Bounty Hunter)==&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Persuasion, Stealth&lt;br /&gt;
: &#039;&#039;&#039;Ear to the Ground&#039;&#039;&#039; - You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Personality Trait&#039;&#039;&#039;: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.&lt;br /&gt;
: &#039;&#039;&#039;Ideal&#039;&#039;&#039;: People: I&#039;m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.&lt;br /&gt;
: &#039;&#039;&#039;Bond&#039;&#039;&#039;: Someone I loved died because of I mistake I made. That will never happen again.&lt;br /&gt;
: &#039;&#039;&#039;Flaw&#039;&#039;&#039;: I have a &amp;quot;tell&amp;quot; that reveals when I&#039;m lying.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Wealth&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: 0 gems&lt;br /&gt;
: 0 pp&lt;br /&gt;
: &#039;&#039;&#039;20&#039;&#039;&#039; gp&lt;br /&gt;
: 0 ep&lt;br /&gt;
: &#039;&#039;&#039;7&#039;&#039;&#039; sp&lt;br /&gt;
: &#039;&#039;&#039;9&#039;&#039;&#039; cp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Longsword&lt;br /&gt;
: Dagger&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Armor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Chain Shirt&lt;br /&gt;
: Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Gear&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Backpack 5 lb&lt;br /&gt;
:: Bedroll 2 lb&lt;br /&gt;
:: Component Pouch 2 lb&lt;br /&gt;
:: Grappling Hook 4 lb&lt;br /&gt;
:: Hooded Lantern 2 lb&lt;br /&gt;
:: Oil Flask (5) 5 lb&lt;br /&gt;
:: Piton (10) 2.5 lb&lt;br /&gt;
:: Pouch 1 lb&lt;br /&gt;
:: Rations (5 days) 10 lb&lt;br /&gt;
:: Sack 0.5 lb&lt;br /&gt;
:: Silk Rope (50&#039;) 5 lb&lt;br /&gt;
:: Thieve&#039;s Tools 1 lb&lt;br /&gt;
:: Tinderbox 1 lb&lt;br /&gt;
:: Waterskin 5 lb&lt;br /&gt;
:: Whetstone 1 lb&lt;br /&gt;
: Clothes: Black &amp;amp; Grey 3 lb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Trinket&amp;lt;/u&amp;gt;&lt;br /&gt;
: A mechanical canary inside a gnomish lamp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Magic Items&amp;lt;/u&amp;gt;&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Valdaris was born in the slums of Luskan to a pair of tieflings. His mother and father both worked as laborers to try and make ends meet, not easy in the slums or as tieflings. His father was murdered for coming across as insulting to an unknown person which was devastating to Valdaris. He hustled the streets to try and help his mother, taking whatever jobs he could find.....some on the unsavory side. He made careful inquiries to try and find out who murdered his father with little success other than getting roughed up more than a few times for &amp;quot;sticking his nose where it don&#039;t belong&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Valdaris was never a strong child and that did not change much as he grew up but he was quick, had some basic common sense, and despite everything seemed to be able to talk his way out of any situation. He heard about the bounty hunters guild and wondered how one goes about joining. Again after some inquiries he was initiated and taken under the wing of another tiefling guild member who over time awakened his latent gifts, guiding him into the path of a warlock. He was drawn to the blade and his grim and fatalistic demeanor drew him to venerating the Raven Queen and maybe he would find his vengeance after all.&lt;br /&gt;
&lt;br /&gt;
Valdaris was a good bounty hunter, using his natural and learned gifts to be able to find his quarry, quietly make his way through any defenses, and take them down before turning them in. After a while of building trust within the guild he was able to glean information about his father&#039;s murderer and where to find him. He defied the guild to go rogue and take his vengeance after all this time. He successfully tracked down, cornered, and when the man attacked him was able to use his gifts to slay him in self-defense. It was finally over, or so he thought.&lt;br /&gt;
&lt;br /&gt;
Returning to the guild like nothing had happened Valdaris found himself in front of the guildmaster who expelled him from the guild due to his actions. He didn&#039;t really care as he had learned enough to go his own way in his opinion. Going back home he found the hovel dark and the door forced open. Carefully making his way inside he came to the body of his mother with a dagger embedded in her back that was the same as one carried by the man who murdered his father......payback for his unsanctioned vendetta. He didn&#039;t have time to beat himself up for causing the death of his mother, knowing that he was next, so he grabbed anything useful and made his way out of Luskan. He burnt several contacts to be able to get out ahead of the trouble follwing him and made his way south.&lt;br /&gt;
&lt;br /&gt;
Valdaris is ever watchful for signs of the friends of the man he justifiably killed while also moving south into different area looking to disappear but also to make his fortune and become stronger in his craft...&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
:Noting your Bond, maybe you came to the temple of Ilmater seeking absolution or spiritual guidance? And then whether or not you found it, my character identified you as a warrior and asked for your help on her vague pilgrimage?&lt;br /&gt;
&lt;br /&gt;
: On the Raven Queen: I think they are a good match, maybe she helps take away some of the pain of his memories while she grants him power to serve her ends. His life view would support a somewhat dispassionate and fatalistic stance around death. His personality is this: Personality: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. Of course the murders of his father and later his mother justifiably shake that stance as there are no absolutes. However when he took out his father&#039;s murderer it was a cold and dispassionate affair (Hello....my name is Valdaris Shadowborn, you killed my father, prepare to die).&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448800</id>
		<title>Valdaris Shadowborn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448800"/>
		<updated>2024-01-02T23:52:43Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: /* Class Features (Warlock; Hexblade) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&#039;&#039;Back to [[The White Roses]]&#039;&#039;&lt;br /&gt;
==Tiefling (Bloodline of Levistus) Warlock (Hexblade) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Urban Bounty Hunter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both parents murdered at different points. Self-exiled from Luskan for his own safety. Looking to make his fortune in the world.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Level&#039;&#039;&#039;: 3&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Neutral&lt;br /&gt;
:&#039;&#039;&#039;Ht:&#039;&#039;&#039; 6&#039;1&amp;quot; &lt;br /&gt;
:&#039;&#039;&#039;Wt:&#039;&#039;&#039; 150 lbs&lt;br /&gt;
:&#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
:&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30 feet&lt;br /&gt;
:&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ash grey skin, silver hair, long pointed ears, black horns, and gold eyes &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 8 (-1) Save (-1)&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 14 (+2) Save (+2)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2) Save (+2) &lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 10 (+0) Save (+0) &lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 (+1) Save (+3) &lt;br /&gt;
*&#039;&#039;&#039;CHA&#039;&#039;&#039; 18 (+4) Save (+6) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Proficiencies==&lt;br /&gt;
: &#039;&#039;&#039;Skills (Proficiencies in bold):&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*Acrobatics (Dex) +2&lt;br /&gt;
*Animal Handling (Wis) +1&lt;br /&gt;
*Arcana (Int) +0&lt;br /&gt;
*Athletics (Str) -1&lt;br /&gt;
*Deception (Cha) +4&lt;br /&gt;
*History (Int) +0&lt;br /&gt;
*Insight (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Intimidation (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*&#039;&#039;&#039;Investigation (Int)&#039;&#039;&#039; +2&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*Nature (Int) +0&lt;br /&gt;
*Perception (Wis) +1&lt;br /&gt;
*Performance (Cha) +4&lt;br /&gt;
*&#039;&#039;&#039;Persuasion (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*Religion (Int) +0&lt;br /&gt;
*Sleight of Hand (Dex) +2&lt;br /&gt;
*&#039;&#039;&#039;Stealth (Dex)&#039;&#039;&#039; +4&lt;br /&gt;
*Survival (Wis) +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Passive Perception&#039;&#039;&#039;: 11&lt;br /&gt;
: &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039;: +2&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
:: Tools: Thieve&#039;s Tools +6, Flute&lt;br /&gt;
:: Weapons &amp;amp; Armour: Simple/Martial weapons, Light/Medium Armor, Shields&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Languages&#039;&#039;&#039;: Common Tongue (R/W/S) | Infernal (R/W/S)&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 15 (17 w. Shield) | &#039;&#039;&#039;HP&#039;&#039;&#039; 17 | &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 2d8 | Initiative +2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| Longsword&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8+4/1d10+4&lt;br /&gt;
| N/A&lt;br /&gt;
|&lt;br /&gt;
| Dagger&lt;br /&gt;
! +4&lt;br /&gt;
| 1d4+2 (piercing)&lt;br /&gt;
| Thrown 20&#039;/60&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Blast&lt;br /&gt;
! +6&lt;br /&gt;
| 1d10+4 (force)&lt;br /&gt;
| 120&#039;&lt;br /&gt;
|&lt;br /&gt;
| Green-Flame Blade&lt;br /&gt;
! +6&lt;br /&gt;
| Weapon Damage + Target within 5&#039; takes 4 fire damage&lt;br /&gt;
| 5&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| Ray of Frost&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8 (cold) + Speed reduced 10&#039; until next turn&lt;br /&gt;
| 60&#039;&lt;br /&gt;
|&lt;br /&gt;
| XX&lt;br /&gt;
! +X&lt;br /&gt;
| XX&lt;br /&gt;
| XX&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;  L1 | - || L2 | 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell DC:&#039;&#039;&#039; (8 + Prof 2 + Stat 4) 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Att Mod:&#039;&#039;&#039; (Prof 2 + Stat 4) +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cantrips&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Eldritch Blast&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:eldritch-blast&lt;br /&gt;
:&#039;&#039;&#039;Green-Flame Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:green-flame-blade&lt;br /&gt;
:&#039;&#039;&#039;Ray of Frost&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:ray-of-frost&lt;br /&gt;
:Source: &#039;&#039;&#039;Arcane&#039;&#039;&#039;: Pact Magic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spells Prepared (Stat 3 + Lvl 1 = X)&amp;lt;/u&amp;gt;&lt;br /&gt;
: One, Two, Three&lt;br /&gt;
: Domain: One, Two&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spellbook:&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039; Branding Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:branding-smite&lt;br /&gt;
:&#039;&#039;&#039; Hellish Rebuke&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:hellish-rebuke&lt;br /&gt;
:&#039;&#039;&#039; Shadow Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:shadow-blade&lt;br /&gt;
:&#039;&#039;&#039; Wrathful Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:wrathful-smite&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
:&#039;&#039;&#039;Shadow-Touched&#039;&#039;&#039; +1 to Charisma, Gain Invisibility and Ray of Sickness (1 use of each/long rest)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; Description&lt;br /&gt;
&lt;br /&gt;
==Racial Features (Tiefling - Bloodline of Levistus)==&lt;br /&gt;
:&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hellish Resistance:&#039;&#039;&#039; You have resistance to Fire damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Infernal.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Legacy of Stygia:&#039;&#039;&#039; You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.&lt;br /&gt;
&lt;br /&gt;
==Class Features (Warlock; Hexblade)==&lt;br /&gt;
: &#039;&#039;&#039;Domain/Oath/Pact etc&#039;&#039;&#039; xxxxx&lt;br /&gt;
: &#039;&#039;&#039;Deity&#039;&#039;&#039;: Raven Queen&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;X&#039;&#039;&#039; - &lt;br /&gt;
:: X&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hex Warrior&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hexblade&#039;s Curse&#039;&#039;&#039; - 1/short or long rest&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
::*You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.&lt;br /&gt;
::*Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.&lt;br /&gt;
::*If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
:: You can’t use this feature again until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Eldritch Invocations&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Agonizing Blast:&#039;&#039; When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.&lt;br /&gt;
:: &#039;&#039;Fiendish Vigor:&#039;&#039; You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components (1d4+4 temporary HP at will that last up to 1 hour).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pact of the Blade&#039;&#039;&#039;&lt;br /&gt;
::*You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.&lt;br /&gt;
&lt;br /&gt;
==Background Features (Urban Bounty Hunter)==&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Persuasion, Stealth&lt;br /&gt;
: &#039;&#039;&#039;Ear to the Ground&#039;&#039;&#039; - You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Personality Trait&#039;&#039;&#039;: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.&lt;br /&gt;
: &#039;&#039;&#039;Ideal&#039;&#039;&#039;: People: I&#039;m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.&lt;br /&gt;
: &#039;&#039;&#039;Bond&#039;&#039;&#039;: Someone I loved died because of I mistake I made. That will never happen again.&lt;br /&gt;
: &#039;&#039;&#039;Flaw&#039;&#039;&#039;: I have a &amp;quot;tell&amp;quot; that reveals when I&#039;m lying.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Wealth&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: 0 gems&lt;br /&gt;
: 0 pp&lt;br /&gt;
: &#039;&#039;&#039;20&#039;&#039;&#039; gp&lt;br /&gt;
: 0 ep&lt;br /&gt;
: &#039;&#039;&#039;7&#039;&#039;&#039; sp&lt;br /&gt;
: &#039;&#039;&#039;9&#039;&#039;&#039; cp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Longsword&lt;br /&gt;
: Dagger&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Armor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Chain Shirt&lt;br /&gt;
: Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Gear&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Backpack 5 lb&lt;br /&gt;
:: Bedroll 2 lb&lt;br /&gt;
:: Component Pouch 2 lb&lt;br /&gt;
:: Grappling Hook 4 lb&lt;br /&gt;
:: Hooded Lantern 2 lb&lt;br /&gt;
:: Oil Flask (5) 5 lb&lt;br /&gt;
:: Piton (10) 2.5 lb&lt;br /&gt;
:: Pouch 1 lb&lt;br /&gt;
:: Rations (5 days) 10 lb&lt;br /&gt;
:: Sack 0.5 lb&lt;br /&gt;
:: Silk Rope (50&#039;) 5 lb&lt;br /&gt;
:: Thieve&#039;s Tools 1 lb&lt;br /&gt;
:: Tinderbox 1 lb&lt;br /&gt;
:: Waterskin 5 lb&lt;br /&gt;
:: Whetstone 1 lb&lt;br /&gt;
: Clothes: Black &amp;amp; Grey 3 lb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Trinket&amp;lt;/u&amp;gt;&lt;br /&gt;
: A mechanical canary inside a gnomish lamp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Magic Items&amp;lt;/u&amp;gt;&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Valdaris was born in the slums of Luskan to a pair of tieflings. His mother and father both worked as laborers to try and make ends meet, not easy in the slums or as tieflings. His father was murdered for coming across as insulting to an unknown person which was devastating to Valdaris. He hustled the streets to try and help his mother, taking whatever jobs he could find.....some on the unsavory side. He made careful inquiries to try and find out who murdered his father with little success other than getting roughed up more than a few times for &amp;quot;sticking his nose where it don&#039;t belong&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Valdaris was never a strong child and that did not change much as he grew up but he was quick, had some basic common sense, and despite everything seemed to be able to talk his way out of any situation. He heard about the bounty hunters guild and wondered how one goes about joining. Again after some inquiries he was initiated and taken under the wing of another tiefling guild member who over time awakened his latent gifts, guiding him into the path of a warlock. He was drawn to the blade and his grim and fatalistic demeanor drew him to venerating the Raven Queen and maybe he would find his vengeance after all.&lt;br /&gt;
&lt;br /&gt;
Valdaris was a good bounty hunter, using his natural and learned gifts to be able to find his quarry, quietly make his way through any defenses, and take them down before turning them in. After a while of building trust within the guild he was able to glean information about his father&#039;s murderer and where to find him. He defied the guild to go rogue and take his vengeance after all this time. He successfully tracked down, cornered, and when the man attacked him was able to use his gifts to slay him in self-defense. It was finally over, or so he thought.&lt;br /&gt;
&lt;br /&gt;
Returning to the guild like nothing had happened Valdaris found himself in front of the guildmaster who expelled him from the guild due to his actions. He didn&#039;t really care as he had learned enough to go his own way in his opinion. Going back home he found the hovel dark and the door forced open. Carefully making his way inside he came to the body of his mother with a dagger embedded in her back that was the same as one carried by the man who murdered his father......payback for his unsanctioned vendetta. He didn&#039;t have time to beat himself up for causing the death of his mother, knowing that he was next, so he grabbed anything useful and made his way out of Luskan. He burnt several contacts to be able to get out ahead of the trouble follwing him and made his way south.&lt;br /&gt;
&lt;br /&gt;
Valdaris is ever watchful for signs of the friends of the man he justifiably killed while also moving south into different area looking to disappear but also to make his fortune and become stronger in his craft...&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
:Noting your Bond, maybe you came to the temple of Ilmater seeking absolution or spiritual guidance? And then whether or not you found it, my character identified you as a warrior and asked for your help on her vague pilgrimage?&lt;br /&gt;
&lt;br /&gt;
: On the Raven Queen: I think they are a good match, maybe she helps take away some of the pain of his memories while she grants him power to serve her ends. His life view would support a somewhat dispassionate and fatalistic stance around death. His personality is this: Personality: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. Of course the murders of his father and later his mother justifiably shake that stance as there are no absolutes. However when he took out his father&#039;s murderer it was a cold and dispassionate affair (Hello....my name is Valdaris Shadowborn, you killed my father, prepare to die).&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448799</id>
		<title>Valdaris Shadowborn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448799"/>
		<updated>2024-01-02T23:51:11Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: /* Class Features (Warlock; Hexblade) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&#039;&#039;Back to [[The White Roses]]&#039;&#039;&lt;br /&gt;
==Tiefling (Bloodline of Levistus) Warlock (Hexblade) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Urban Bounty Hunter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both parents murdered at different points. Self-exiled from Luskan for his own safety. Looking to make his fortune in the world.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Level&#039;&#039;&#039;: 3&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Neutral&lt;br /&gt;
:&#039;&#039;&#039;Ht:&#039;&#039;&#039; 6&#039;1&amp;quot; &lt;br /&gt;
:&#039;&#039;&#039;Wt:&#039;&#039;&#039; 150 lbs&lt;br /&gt;
:&#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
:&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30 feet&lt;br /&gt;
:&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ash grey skin, silver hair, long pointed ears, black horns, and gold eyes &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 8 (-1) Save (-1)&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 14 (+2) Save (+2)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2) Save (+2) &lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 10 (+0) Save (+0) &lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 (+1) Save (+3) &lt;br /&gt;
*&#039;&#039;&#039;CHA&#039;&#039;&#039; 18 (+4) Save (+6) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Proficiencies==&lt;br /&gt;
: &#039;&#039;&#039;Skills (Proficiencies in bold):&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*Acrobatics (Dex) +2&lt;br /&gt;
*Animal Handling (Wis) +1&lt;br /&gt;
*Arcana (Int) +0&lt;br /&gt;
*Athletics (Str) -1&lt;br /&gt;
*Deception (Cha) +4&lt;br /&gt;
*History (Int) +0&lt;br /&gt;
*Insight (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Intimidation (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*&#039;&#039;&#039;Investigation (Int)&#039;&#039;&#039; +2&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*Nature (Int) +0&lt;br /&gt;
*Perception (Wis) +1&lt;br /&gt;
*Performance (Cha) +4&lt;br /&gt;
*&#039;&#039;&#039;Persuasion (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*Religion (Int) +0&lt;br /&gt;
*Sleight of Hand (Dex) +2&lt;br /&gt;
*&#039;&#039;&#039;Stealth (Dex)&#039;&#039;&#039; +4&lt;br /&gt;
*Survival (Wis) +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Passive Perception&#039;&#039;&#039;: 11&lt;br /&gt;
: &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039;: +2&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
:: Tools: Thieve&#039;s Tools +6, Flute&lt;br /&gt;
:: Weapons &amp;amp; Armour: Simple/Martial weapons, Light/Medium Armor, Shields&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Languages&#039;&#039;&#039;: Common Tongue (R/W/S) | Infernal (R/W/S)&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 15 (17 w. Shield) | &#039;&#039;&#039;HP&#039;&#039;&#039; 17 | &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 2d8 | Initiative +2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| Longsword&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8+4/1d10+4&lt;br /&gt;
| N/A&lt;br /&gt;
|&lt;br /&gt;
| Dagger&lt;br /&gt;
! +4&lt;br /&gt;
| 1d4+2 (piercing)&lt;br /&gt;
| Thrown 20&#039;/60&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Blast&lt;br /&gt;
! +6&lt;br /&gt;
| 1d10+4 (force)&lt;br /&gt;
| 120&#039;&lt;br /&gt;
|&lt;br /&gt;
| Green-Flame Blade&lt;br /&gt;
! +6&lt;br /&gt;
| Weapon Damage + Target within 5&#039; takes 4 fire damage&lt;br /&gt;
| 5&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| Ray of Frost&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8 (cold) + Speed reduced 10&#039; until next turn&lt;br /&gt;
| 60&#039;&lt;br /&gt;
|&lt;br /&gt;
| XX&lt;br /&gt;
! +X&lt;br /&gt;
| XX&lt;br /&gt;
| XX&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;  L1 | - || L2 | 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell DC:&#039;&#039;&#039; (8 + Prof 2 + Stat 4) 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Att Mod:&#039;&#039;&#039; (Prof 2 + Stat 4) +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cantrips&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Eldritch Blast&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:eldritch-blast&lt;br /&gt;
:&#039;&#039;&#039;Green-Flame Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:green-flame-blade&lt;br /&gt;
:&#039;&#039;&#039;Ray of Frost&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:ray-of-frost&lt;br /&gt;
:Source: &#039;&#039;&#039;Arcane&#039;&#039;&#039;: Pact Magic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spells Prepared (Stat 3 + Lvl 1 = X)&amp;lt;/u&amp;gt;&lt;br /&gt;
: One, Two, Three&lt;br /&gt;
: Domain: One, Two&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spellbook:&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039; Branding Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:branding-smite&lt;br /&gt;
:&#039;&#039;&#039; Hellish Rebuke&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:hellish-rebuke&lt;br /&gt;
:&#039;&#039;&#039; Shadow Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:shadow-blade&lt;br /&gt;
:&#039;&#039;&#039; Wrathful Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:wrathful-smite&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
:&#039;&#039;&#039;Shadow-Touched&#039;&#039;&#039; +1 to Charisma, Gain Invisibility and Ray of Sickness (1 use of each/long rest)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; Description&lt;br /&gt;
&lt;br /&gt;
==Racial Features (Tiefling - Bloodline of Levistus)==&lt;br /&gt;
:&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hellish Resistance:&#039;&#039;&#039; You have resistance to Fire damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Infernal.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Legacy of Stygia:&#039;&#039;&#039; You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.&lt;br /&gt;
&lt;br /&gt;
==Class Features (Warlock; Hexblade)==&lt;br /&gt;
: &#039;&#039;&#039;Domain/Oath/Pact etc&#039;&#039;&#039; xxxxx&lt;br /&gt;
: &#039;&#039;&#039;Deity&#039;&#039;&#039;: Raven Queen&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;X&#039;&#039;&#039; - &lt;br /&gt;
:: X&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hex Warrior&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hexblade&#039;s Curse&#039;&#039;&#039; - 1/short or long rest&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
::*You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.&lt;br /&gt;
::*Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.&lt;br /&gt;
::*If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
:: You can’t use this feature again until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Eldritch Invocations&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Agonizing Blast:&#039;&#039; When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.&lt;br /&gt;
:: &#039;&#039;Fiendish Vigor:&#039;&#039; You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components (1d4+4 temporary HP at will that last up to 1 hour).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hex Warrior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Background Features (Urban Bounty Hunter)==&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Persuasion, Stealth&lt;br /&gt;
: &#039;&#039;&#039;Ear to the Ground&#039;&#039;&#039; - You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Personality Trait&#039;&#039;&#039;: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.&lt;br /&gt;
: &#039;&#039;&#039;Ideal&#039;&#039;&#039;: People: I&#039;m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.&lt;br /&gt;
: &#039;&#039;&#039;Bond&#039;&#039;&#039;: Someone I loved died because of I mistake I made. That will never happen again.&lt;br /&gt;
: &#039;&#039;&#039;Flaw&#039;&#039;&#039;: I have a &amp;quot;tell&amp;quot; that reveals when I&#039;m lying.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Wealth&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: 0 gems&lt;br /&gt;
: 0 pp&lt;br /&gt;
: &#039;&#039;&#039;20&#039;&#039;&#039; gp&lt;br /&gt;
: 0 ep&lt;br /&gt;
: &#039;&#039;&#039;7&#039;&#039;&#039; sp&lt;br /&gt;
: &#039;&#039;&#039;9&#039;&#039;&#039; cp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Longsword&lt;br /&gt;
: Dagger&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Armor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Chain Shirt&lt;br /&gt;
: Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Gear&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Backpack 5 lb&lt;br /&gt;
:: Bedroll 2 lb&lt;br /&gt;
:: Component Pouch 2 lb&lt;br /&gt;
:: Grappling Hook 4 lb&lt;br /&gt;
:: Hooded Lantern 2 lb&lt;br /&gt;
:: Oil Flask (5) 5 lb&lt;br /&gt;
:: Piton (10) 2.5 lb&lt;br /&gt;
:: Pouch 1 lb&lt;br /&gt;
:: Rations (5 days) 10 lb&lt;br /&gt;
:: Sack 0.5 lb&lt;br /&gt;
:: Silk Rope (50&#039;) 5 lb&lt;br /&gt;
:: Thieve&#039;s Tools 1 lb&lt;br /&gt;
:: Tinderbox 1 lb&lt;br /&gt;
:: Waterskin 5 lb&lt;br /&gt;
:: Whetstone 1 lb&lt;br /&gt;
: Clothes: Black &amp;amp; Grey 3 lb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Trinket&amp;lt;/u&amp;gt;&lt;br /&gt;
: A mechanical canary inside a gnomish lamp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Magic Items&amp;lt;/u&amp;gt;&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Valdaris was born in the slums of Luskan to a pair of tieflings. His mother and father both worked as laborers to try and make ends meet, not easy in the slums or as tieflings. His father was murdered for coming across as insulting to an unknown person which was devastating to Valdaris. He hustled the streets to try and help his mother, taking whatever jobs he could find.....some on the unsavory side. He made careful inquiries to try and find out who murdered his father with little success other than getting roughed up more than a few times for &amp;quot;sticking his nose where it don&#039;t belong&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Valdaris was never a strong child and that did not change much as he grew up but he was quick, had some basic common sense, and despite everything seemed to be able to talk his way out of any situation. He heard about the bounty hunters guild and wondered how one goes about joining. Again after some inquiries he was initiated and taken under the wing of another tiefling guild member who over time awakened his latent gifts, guiding him into the path of a warlock. He was drawn to the blade and his grim and fatalistic demeanor drew him to venerating the Raven Queen and maybe he would find his vengeance after all.&lt;br /&gt;
&lt;br /&gt;
Valdaris was a good bounty hunter, using his natural and learned gifts to be able to find his quarry, quietly make his way through any defenses, and take them down before turning them in. After a while of building trust within the guild he was able to glean information about his father&#039;s murderer and where to find him. He defied the guild to go rogue and take his vengeance after all this time. He successfully tracked down, cornered, and when the man attacked him was able to use his gifts to slay him in self-defense. It was finally over, or so he thought.&lt;br /&gt;
&lt;br /&gt;
Returning to the guild like nothing had happened Valdaris found himself in front of the guildmaster who expelled him from the guild due to his actions. He didn&#039;t really care as he had learned enough to go his own way in his opinion. Going back home he found the hovel dark and the door forced open. Carefully making his way inside he came to the body of his mother with a dagger embedded in her back that was the same as one carried by the man who murdered his father......payback for his unsanctioned vendetta. He didn&#039;t have time to beat himself up for causing the death of his mother, knowing that he was next, so he grabbed anything useful and made his way out of Luskan. He burnt several contacts to be able to get out ahead of the trouble follwing him and made his way south.&lt;br /&gt;
&lt;br /&gt;
Valdaris is ever watchful for signs of the friends of the man he justifiably killed while also moving south into different area looking to disappear but also to make his fortune and become stronger in his craft...&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
:Noting your Bond, maybe you came to the temple of Ilmater seeking absolution or spiritual guidance? And then whether or not you found it, my character identified you as a warrior and asked for your help on her vague pilgrimage?&lt;br /&gt;
&lt;br /&gt;
: On the Raven Queen: I think they are a good match, maybe she helps take away some of the pain of his memories while she grants him power to serve her ends. His life view would support a somewhat dispassionate and fatalistic stance around death. His personality is this: Personality: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. Of course the murders of his father and later his mother justifiably shake that stance as there are no absolutes. However when he took out his father&#039;s murderer it was a cold and dispassionate affair (Hello....my name is Valdaris Shadowborn, you killed my father, prepare to die).&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448798</id>
		<title>Valdaris Shadowborn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448798"/>
		<updated>2024-01-02T23:48:53Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: /* Spellcasting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&#039;&#039;Back to [[The White Roses]]&#039;&#039;&lt;br /&gt;
==Tiefling (Bloodline of Levistus) Warlock (Hexblade) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Urban Bounty Hunter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both parents murdered at different points. Self-exiled from Luskan for his own safety. Looking to make his fortune in the world.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Level&#039;&#039;&#039;: 3&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Neutral&lt;br /&gt;
:&#039;&#039;&#039;Ht:&#039;&#039;&#039; 6&#039;1&amp;quot; &lt;br /&gt;
:&#039;&#039;&#039;Wt:&#039;&#039;&#039; 150 lbs&lt;br /&gt;
:&#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
:&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30 feet&lt;br /&gt;
:&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ash grey skin, silver hair, long pointed ears, black horns, and gold eyes &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 8 (-1) Save (-1)&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 14 (+2) Save (+2)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2) Save (+2) &lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 10 (+0) Save (+0) &lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 (+1) Save (+3) &lt;br /&gt;
*&#039;&#039;&#039;CHA&#039;&#039;&#039; 18 (+4) Save (+6) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Proficiencies==&lt;br /&gt;
: &#039;&#039;&#039;Skills (Proficiencies in bold):&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*Acrobatics (Dex) +2&lt;br /&gt;
*Animal Handling (Wis) +1&lt;br /&gt;
*Arcana (Int) +0&lt;br /&gt;
*Athletics (Str) -1&lt;br /&gt;
*Deception (Cha) +4&lt;br /&gt;
*History (Int) +0&lt;br /&gt;
*Insight (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Intimidation (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*&#039;&#039;&#039;Investigation (Int)&#039;&#039;&#039; +2&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*Nature (Int) +0&lt;br /&gt;
*Perception (Wis) +1&lt;br /&gt;
*Performance (Cha) +4&lt;br /&gt;
*&#039;&#039;&#039;Persuasion (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*Religion (Int) +0&lt;br /&gt;
*Sleight of Hand (Dex) +2&lt;br /&gt;
*&#039;&#039;&#039;Stealth (Dex)&#039;&#039;&#039; +4&lt;br /&gt;
*Survival (Wis) +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Passive Perception&#039;&#039;&#039;: 11&lt;br /&gt;
: &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039;: +2&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
:: Tools: Thieve&#039;s Tools +6, Flute&lt;br /&gt;
:: Weapons &amp;amp; Armour: Simple/Martial weapons, Light/Medium Armor, Shields&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Languages&#039;&#039;&#039;: Common Tongue (R/W/S) | Infernal (R/W/S)&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 15 (17 w. Shield) | &#039;&#039;&#039;HP&#039;&#039;&#039; 17 | &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 2d8 | Initiative +2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| Longsword&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8+4/1d10+4&lt;br /&gt;
| N/A&lt;br /&gt;
|&lt;br /&gt;
| Dagger&lt;br /&gt;
! +4&lt;br /&gt;
| 1d4+2 (piercing)&lt;br /&gt;
| Thrown 20&#039;/60&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Blast&lt;br /&gt;
! +6&lt;br /&gt;
| 1d10+4 (force)&lt;br /&gt;
| 120&#039;&lt;br /&gt;
|&lt;br /&gt;
| Green-Flame Blade&lt;br /&gt;
! +6&lt;br /&gt;
| Weapon Damage + Target within 5&#039; takes 4 fire damage&lt;br /&gt;
| 5&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| Ray of Frost&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8 (cold) + Speed reduced 10&#039; until next turn&lt;br /&gt;
| 60&#039;&lt;br /&gt;
|&lt;br /&gt;
| XX&lt;br /&gt;
! +X&lt;br /&gt;
| XX&lt;br /&gt;
| XX&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;  L1 | - || L2 | 2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell DC:&#039;&#039;&#039; (8 + Prof 2 + Stat 4) 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Att Mod:&#039;&#039;&#039; (Prof 2 + Stat 4) +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cantrips&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Eldritch Blast&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:eldritch-blast&lt;br /&gt;
:&#039;&#039;&#039;Green-Flame Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:green-flame-blade&lt;br /&gt;
:&#039;&#039;&#039;Ray of Frost&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:ray-of-frost&lt;br /&gt;
:Source: &#039;&#039;&#039;Arcane&#039;&#039;&#039;: Pact Magic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spells Prepared (Stat 3 + Lvl 1 = X)&amp;lt;/u&amp;gt;&lt;br /&gt;
: One, Two, Three&lt;br /&gt;
: Domain: One, Two&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spellbook:&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039; Branding Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:branding-smite&lt;br /&gt;
:&#039;&#039;&#039; Hellish Rebuke&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:hellish-rebuke&lt;br /&gt;
:&#039;&#039;&#039; Shadow Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:shadow-blade&lt;br /&gt;
:&#039;&#039;&#039; Wrathful Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:wrathful-smite&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
:&#039;&#039;&#039;Shadow-Touched&#039;&#039;&#039; +1 to Charisma, Gain Invisibility and Ray of Sickness (1 use of each/long rest)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; Description&lt;br /&gt;
&lt;br /&gt;
==Racial Features (Tiefling - Bloodline of Levistus)==&lt;br /&gt;
:&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hellish Resistance:&#039;&#039;&#039; You have resistance to Fire damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Infernal.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Legacy of Stygia:&#039;&#039;&#039; You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.&lt;br /&gt;
&lt;br /&gt;
==Class Features (Warlock; Hexblade)==&lt;br /&gt;
: &#039;&#039;&#039;Domain/Oath/Pact etc&#039;&#039;&#039; xxxxx&lt;br /&gt;
: &#039;&#039;&#039;Deity&#039;&#039;&#039;: Raven Queen&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;X&#039;&#039;&#039; - &lt;br /&gt;
:: X&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hex Warrior&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hexblade&#039;s Curse&#039;&#039;&#039; - 1/short or long rest&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
::*You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.&lt;br /&gt;
::*Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.&lt;br /&gt;
::*If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
:: You can’t use this feature again until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Eldritch Invocations&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Agonizing Blast:&#039;&#039; When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.&lt;br /&gt;
:: &#039;&#039;Fiendish Vigor:&#039;&#039; You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components (1d4+4 temporary HP at will that last up to 1 hour).&lt;br /&gt;
&lt;br /&gt;
==Background Features (Urban Bounty Hunter)==&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Persuasion, Stealth&lt;br /&gt;
: &#039;&#039;&#039;Ear to the Ground&#039;&#039;&#039; - You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Personality Trait&#039;&#039;&#039;: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.&lt;br /&gt;
: &#039;&#039;&#039;Ideal&#039;&#039;&#039;: People: I&#039;m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.&lt;br /&gt;
: &#039;&#039;&#039;Bond&#039;&#039;&#039;: Someone I loved died because of I mistake I made. That will never happen again.&lt;br /&gt;
: &#039;&#039;&#039;Flaw&#039;&#039;&#039;: I have a &amp;quot;tell&amp;quot; that reveals when I&#039;m lying.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Wealth&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: 0 gems&lt;br /&gt;
: 0 pp&lt;br /&gt;
: &#039;&#039;&#039;20&#039;&#039;&#039; gp&lt;br /&gt;
: 0 ep&lt;br /&gt;
: &#039;&#039;&#039;7&#039;&#039;&#039; sp&lt;br /&gt;
: &#039;&#039;&#039;9&#039;&#039;&#039; cp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Longsword&lt;br /&gt;
: Dagger&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Armor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Chain Shirt&lt;br /&gt;
: Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Gear&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Backpack 5 lb&lt;br /&gt;
:: Bedroll 2 lb&lt;br /&gt;
:: Component Pouch 2 lb&lt;br /&gt;
:: Grappling Hook 4 lb&lt;br /&gt;
:: Hooded Lantern 2 lb&lt;br /&gt;
:: Oil Flask (5) 5 lb&lt;br /&gt;
:: Piton (10) 2.5 lb&lt;br /&gt;
:: Pouch 1 lb&lt;br /&gt;
:: Rations (5 days) 10 lb&lt;br /&gt;
:: Sack 0.5 lb&lt;br /&gt;
:: Silk Rope (50&#039;) 5 lb&lt;br /&gt;
:: Thieve&#039;s Tools 1 lb&lt;br /&gt;
:: Tinderbox 1 lb&lt;br /&gt;
:: Waterskin 5 lb&lt;br /&gt;
:: Whetstone 1 lb&lt;br /&gt;
: Clothes: Black &amp;amp; Grey 3 lb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Trinket&amp;lt;/u&amp;gt;&lt;br /&gt;
: A mechanical canary inside a gnomish lamp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Magic Items&amp;lt;/u&amp;gt;&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Valdaris was born in the slums of Luskan to a pair of tieflings. His mother and father both worked as laborers to try and make ends meet, not easy in the slums or as tieflings. His father was murdered for coming across as insulting to an unknown person which was devastating to Valdaris. He hustled the streets to try and help his mother, taking whatever jobs he could find.....some on the unsavory side. He made careful inquiries to try and find out who murdered his father with little success other than getting roughed up more than a few times for &amp;quot;sticking his nose where it don&#039;t belong&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Valdaris was never a strong child and that did not change much as he grew up but he was quick, had some basic common sense, and despite everything seemed to be able to talk his way out of any situation. He heard about the bounty hunters guild and wondered how one goes about joining. Again after some inquiries he was initiated and taken under the wing of another tiefling guild member who over time awakened his latent gifts, guiding him into the path of a warlock. He was drawn to the blade and his grim and fatalistic demeanor drew him to venerating the Raven Queen and maybe he would find his vengeance after all.&lt;br /&gt;
&lt;br /&gt;
Valdaris was a good bounty hunter, using his natural and learned gifts to be able to find his quarry, quietly make his way through any defenses, and take them down before turning them in. After a while of building trust within the guild he was able to glean information about his father&#039;s murderer and where to find him. He defied the guild to go rogue and take his vengeance after all this time. He successfully tracked down, cornered, and when the man attacked him was able to use his gifts to slay him in self-defense. It was finally over, or so he thought.&lt;br /&gt;
&lt;br /&gt;
Returning to the guild like nothing had happened Valdaris found himself in front of the guildmaster who expelled him from the guild due to his actions. He didn&#039;t really care as he had learned enough to go his own way in his opinion. Going back home he found the hovel dark and the door forced open. Carefully making his way inside he came to the body of his mother with a dagger embedded in her back that was the same as one carried by the man who murdered his father......payback for his unsanctioned vendetta. He didn&#039;t have time to beat himself up for causing the death of his mother, knowing that he was next, so he grabbed anything useful and made his way out of Luskan. He burnt several contacts to be able to get out ahead of the trouble follwing him and made his way south.&lt;br /&gt;
&lt;br /&gt;
Valdaris is ever watchful for signs of the friends of the man he justifiably killed while also moving south into different area looking to disappear but also to make his fortune and become stronger in his craft...&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
:Noting your Bond, maybe you came to the temple of Ilmater seeking absolution or spiritual guidance? And then whether or not you found it, my character identified you as a warrior and asked for your help on her vague pilgrimage?&lt;br /&gt;
&lt;br /&gt;
: On the Raven Queen: I think they are a good match, maybe she helps take away some of the pain of his memories while she grants him power to serve her ends. His life view would support a somewhat dispassionate and fatalistic stance around death. His personality is this: Personality: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. Of course the murders of his father and later his mother justifiably shake that stance as there are no absolutes. However when he took out his father&#039;s murderer it was a cold and dispassionate affair (Hello....my name is Valdaris Shadowborn, you killed my father, prepare to die).&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448797</id>
		<title>Valdaris Shadowborn</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Valdaris_Shadowborn&amp;diff=448797"/>
		<updated>2024-01-02T23:32:35Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: /* Basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
&#039;&#039;Back to [[The White Roses]]&#039;&#039;&lt;br /&gt;
==Tiefling (Bloodline of Levistus) Warlock (Hexblade) ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Urban Bounty Hunter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both parents murdered at different points. Self-exiled from Luskan for his own safety. Looking to make his fortune in the world.&lt;br /&gt;
&lt;br /&gt;
==Basics==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Level&#039;&#039;&#039;: 3&lt;br /&gt;
:&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Neutral&lt;br /&gt;
:&#039;&#039;&#039;Ht:&#039;&#039;&#039; 6&#039;1&amp;quot; &lt;br /&gt;
:&#039;&#039;&#039;Wt:&#039;&#039;&#039; 150 lbs&lt;br /&gt;
:&#039;&#039;&#039;Size&#039;&#039;&#039;: Medium&lt;br /&gt;
:&#039;&#039;&#039;Speed&#039;&#039;&#039;: 30 feet&lt;br /&gt;
:&#039;&#039;&#039;Appearance&#039;&#039;&#039;: Ash grey skin, silver hair, long pointed ears, black horns, and gold eyes &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 8 (-1) Save (-1)&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 14 (+2) Save (+2)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+2) Save (+2) &lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 10 (+0) Save (+0) &lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 12 (+1) Save (+3) &lt;br /&gt;
*&#039;&#039;&#039;CHA&#039;&#039;&#039; 18 (+4) Save (+6) &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skills &amp;amp; Proficiencies==&lt;br /&gt;
: &#039;&#039;&#039;Skills (Proficiencies in bold):&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*Acrobatics (Dex) +2&lt;br /&gt;
*Animal Handling (Wis) +1&lt;br /&gt;
*Arcana (Int) +0&lt;br /&gt;
*Athletics (Str) -1&lt;br /&gt;
*Deception (Cha) +4&lt;br /&gt;
*History (Int) +0&lt;br /&gt;
*Insight (Wis) +1&lt;br /&gt;
*&#039;&#039;&#039;Intimidation (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*&#039;&#039;&#039;Investigation (Int)&#039;&#039;&#039; +2&lt;br /&gt;
*Medicine (Wis) +1&lt;br /&gt;
*Nature (Int) +0&lt;br /&gt;
*Perception (Wis) +1&lt;br /&gt;
*Performance (Cha) +4&lt;br /&gt;
*&#039;&#039;&#039;Persuasion (Cha)&#039;&#039;&#039; +6&lt;br /&gt;
*Religion (Int) +0&lt;br /&gt;
*Sleight of Hand (Dex) +2&lt;br /&gt;
*&#039;&#039;&#039;Stealth (Dex)&#039;&#039;&#039; +4&lt;br /&gt;
*Survival (Wis) +1&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Passive Perception&#039;&#039;&#039;: 11&lt;br /&gt;
: &#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039;: +2&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
:: Tools: Thieve&#039;s Tools +6, Flute&lt;br /&gt;
:: Weapons &amp;amp; Armour: Simple/Martial weapons, Light/Medium Armor, Shields&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Languages&#039;&#039;&#039;: Common Tongue (R/W/S) | Infernal (R/W/S)&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 15 (17 w. Shield) | &#039;&#039;&#039;HP&#039;&#039;&#039; 17 | &#039;&#039;&#039;Hit Dice&#039;&#039;&#039; 2d8 | Initiative +2&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Weapon&#039;&#039;&#039;&lt;br /&gt;
!To Hit&lt;br /&gt;
|Damage&lt;br /&gt;
|Range/Reach&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| Longsword&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8+4/1d10+4&lt;br /&gt;
| N/A&lt;br /&gt;
|&lt;br /&gt;
| Dagger&lt;br /&gt;
! +4&lt;br /&gt;
| 1d4+2 (piercing)&lt;br /&gt;
| Thrown 20&#039;/60&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Eldritch Blast&lt;br /&gt;
! +6&lt;br /&gt;
| 1d10+4 (force)&lt;br /&gt;
| 120&#039;&lt;br /&gt;
|&lt;br /&gt;
| Green-Flame Blade&lt;br /&gt;
! +6&lt;br /&gt;
| Weapon Damage + Target within 5&#039; takes 4 fire damage&lt;br /&gt;
| 5&#039; Radius&lt;br /&gt;
|-&lt;br /&gt;
| Ray of Frost&lt;br /&gt;
! +6&lt;br /&gt;
| 1d8 (cold) + Speed reduced 10&#039; until next turn&lt;br /&gt;
| 60&#039;&lt;br /&gt;
|&lt;br /&gt;
| XX&lt;br /&gt;
! +X&lt;br /&gt;
| XX&lt;br /&gt;
| XX&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
*Common Action:&lt;br /&gt;
&lt;br /&gt;
==Spellcasting==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039;  L1 | 2 || L2 | 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell DC:&#039;&#039;&#039; (8 + Prof 2 + Stat 4) 14&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Att Mod:&#039;&#039;&#039; (Prof 2 + Stat 4) +6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Cantrips&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Eldritch Blast&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:eldritch-blast&lt;br /&gt;
:&#039;&#039;&#039;Green-Flame Blade&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:green-flame-blade&lt;br /&gt;
:&#039;&#039;&#039;Ray of Frost&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:ray-of-frost&lt;br /&gt;
:Source: &#039;&#039;&#039;Arcane&#039;&#039;&#039;: Pact Magic&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spells Prepared (Stat 3 + Lvl 1 = X)&amp;lt;/u&amp;gt;&lt;br /&gt;
: One, Two, Three&lt;br /&gt;
: Domain: One, Two&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spellbook:&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039; Hellish Rebuke&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:hellish-rebuke&lt;br /&gt;
:&#039;&#039;&#039; Hex&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:hex&lt;br /&gt;
:&#039;&#039;&#039; Wrathful Smite&#039;&#039;&#039;: http://dnd5e.wikidot.com/spell:wrathful-smite&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
:&#039;&#039;&#039;Shadow-Touched&#039;&#039;&#039; +1 to Charisma, Gain Invisibility and Ray of Sickness (1 use of each/long rest)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Name&#039;&#039;&#039; Description&lt;br /&gt;
&lt;br /&gt;
==Racial Features (Tiefling - Bloodline of Levistus)==&lt;br /&gt;
:&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Hellish Resistance:&#039;&#039;&#039; You have resistance to Fire damage.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Infernal.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Legacy of Stygia:&#039;&#039;&#039; You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.&lt;br /&gt;
&lt;br /&gt;
==Class Features (Warlock; Hexblade)==&lt;br /&gt;
: &#039;&#039;&#039;Domain/Oath/Pact etc&#039;&#039;&#039; xxxxx&lt;br /&gt;
: &#039;&#039;&#039;Deity&#039;&#039;&#039;: Raven Queen&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;X&#039;&#039;&#039; - &lt;br /&gt;
:: X&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hex Warrior&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; At 1st level, you gain proficiency with medium armor, shields, and martial weapons. In addition, when attacking with a melee weapon that you are proficient with and that lacks the two-handed property, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Hexblade&#039;s Curse&#039;&#039;&#039; - 1/short or long rest&lt;br /&gt;
:: &#039;&#039;Description:&#039;&#039; Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:&lt;br /&gt;
&lt;br /&gt;
::*You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.&lt;br /&gt;
::*Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.&lt;br /&gt;
::*If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
:: You can’t use this feature again until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Eldritch Invocations&#039;&#039;&#039;&lt;br /&gt;
:: &#039;&#039;Agonizing Blast:&#039;&#039; When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.&lt;br /&gt;
:: &#039;&#039;Fiendish Vigor:&#039;&#039; You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components (1d4+4 temporary HP at will that last up to 1 hour).&lt;br /&gt;
&lt;br /&gt;
==Background Features (Urban Bounty Hunter)==&lt;br /&gt;
: &#039;&#039;&#039;Proficiencies&#039;&#039;&#039;: Persuasion, Stealth&lt;br /&gt;
: &#039;&#039;&#039;Ear to the Ground&#039;&#039;&#039; - You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Personality Trait&#039;&#039;&#039;: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.&lt;br /&gt;
: &#039;&#039;&#039;Ideal&#039;&#039;&#039;: People: I&#039;m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.&lt;br /&gt;
: &#039;&#039;&#039;Bond&#039;&#039;&#039;: Someone I loved died because of I mistake I made. That will never happen again.&lt;br /&gt;
: &#039;&#039;&#039;Flaw&#039;&#039;&#039;: I have a &amp;quot;tell&amp;quot; that reveals when I&#039;m lying.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Wealth&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: 0 gems&lt;br /&gt;
: 0 pp&lt;br /&gt;
: &#039;&#039;&#039;20&#039;&#039;&#039; gp&lt;br /&gt;
: 0 ep&lt;br /&gt;
: &#039;&#039;&#039;7&#039;&#039;&#039; sp&lt;br /&gt;
: &#039;&#039;&#039;9&#039;&#039;&#039; cp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Longsword&lt;br /&gt;
: Dagger&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Armor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Chain Shirt&lt;br /&gt;
: Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Gear&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Backpack 5 lb&lt;br /&gt;
:: Bedroll 2 lb&lt;br /&gt;
:: Component Pouch 2 lb&lt;br /&gt;
:: Grappling Hook 4 lb&lt;br /&gt;
:: Hooded Lantern 2 lb&lt;br /&gt;
:: Oil Flask (5) 5 lb&lt;br /&gt;
:: Piton (10) 2.5 lb&lt;br /&gt;
:: Pouch 1 lb&lt;br /&gt;
:: Rations (5 days) 10 lb&lt;br /&gt;
:: Sack 0.5 lb&lt;br /&gt;
:: Silk Rope (50&#039;) 5 lb&lt;br /&gt;
:: Thieve&#039;s Tools 1 lb&lt;br /&gt;
:: Tinderbox 1 lb&lt;br /&gt;
:: Waterskin 5 lb&lt;br /&gt;
:: Whetstone 1 lb&lt;br /&gt;
: Clothes: Black &amp;amp; Grey 3 lb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
: Item Xlb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Trinket&amp;lt;/u&amp;gt;&lt;br /&gt;
: A mechanical canary inside a gnomish lamp&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Magic Items&amp;lt;/u&amp;gt;&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
Valdaris was born in the slums of Luskan to a pair of tieflings. His mother and father both worked as laborers to try and make ends meet, not easy in the slums or as tieflings. His father was murdered for coming across as insulting to an unknown person which was devastating to Valdaris. He hustled the streets to try and help his mother, taking whatever jobs he could find.....some on the unsavory side. He made careful inquiries to try and find out who murdered his father with little success other than getting roughed up more than a few times for &amp;quot;sticking his nose where it don&#039;t belong&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Valdaris was never a strong child and that did not change much as he grew up but he was quick, had some basic common sense, and despite everything seemed to be able to talk his way out of any situation. He heard about the bounty hunters guild and wondered how one goes about joining. Again after some inquiries he was initiated and taken under the wing of another tiefling guild member who over time awakened his latent gifts, guiding him into the path of a warlock. He was drawn to the blade and his grim and fatalistic demeanor drew him to venerating the Raven Queen and maybe he would find his vengeance after all.&lt;br /&gt;
&lt;br /&gt;
Valdaris was a good bounty hunter, using his natural and learned gifts to be able to find his quarry, quietly make his way through any defenses, and take them down before turning them in. After a while of building trust within the guild he was able to glean information about his father&#039;s murderer and where to find him. He defied the guild to go rogue and take his vengeance after all this time. He successfully tracked down, cornered, and when the man attacked him was able to use his gifts to slay him in self-defense. It was finally over, or so he thought.&lt;br /&gt;
&lt;br /&gt;
Returning to the guild like nothing had happened Valdaris found himself in front of the guildmaster who expelled him from the guild due to his actions. He didn&#039;t really care as he had learned enough to go his own way in his opinion. Going back home he found the hovel dark and the door forced open. Carefully making his way inside he came to the body of his mother with a dagger embedded in her back that was the same as one carried by the man who murdered his father......payback for his unsanctioned vendetta. He didn&#039;t have time to beat himself up for causing the death of his mother, knowing that he was next, so he grabbed anything useful and made his way out of Luskan. He burnt several contacts to be able to get out ahead of the trouble follwing him and made his way south.&lt;br /&gt;
&lt;br /&gt;
Valdaris is ever watchful for signs of the friends of the man he justifiably killed while also moving south into different area looking to disappear but also to make his fortune and become stronger in his craft...&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
:Noting your Bond, maybe you came to the temple of Ilmater seeking absolution or spiritual guidance? And then whether or not you found it, my character identified you as a warrior and asked for your help on her vague pilgrimage?&lt;br /&gt;
&lt;br /&gt;
: On the Raven Queen: I think they are a good match, maybe she helps take away some of the pain of his memories while she grants him power to serve her ends. His life view would support a somewhat dispassionate and fatalistic stance around death. His personality is this: Personality: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. Of course the murders of his father and later his mother justifiably shake that stance as there are no absolutes. However when he took out his father&#039;s murderer it was a cold and dispassionate affair (Hello....my name is Valdaris Shadowborn, you killed my father, prepare to die).&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_White_Roses&amp;diff=425072</id>
		<title>The White Roses</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_White_Roses&amp;diff=425072"/>
		<updated>2022-07-27T17:30:51Z</updated>

		<summary type="html">&lt;p&gt;Xhaosdaemon: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a 5e Game run by Sam I Am&lt;br /&gt;
&lt;br /&gt;
Sunless Citadel&lt;br /&gt;
&lt;br /&gt;
Links: &lt;br /&gt;
[https://forum.rpg.net/index.php?threads/5e-the-white-roses-sunless-citadel.888760/ IC Thread] |&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/5e-the-white-roses-sunless-citadel.888120/ OOC Thread] |&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/closed-recruitment-5e-sunless-citadel.887957/ Recruitment Thread]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Character Name&lt;br /&gt;
! Race&lt;br /&gt;
! Background&lt;br /&gt;
! Class&lt;br /&gt;
! Gender&lt;br /&gt;
! Level&lt;br /&gt;
! Played by&lt;br /&gt;
|-&lt;br /&gt;
| [[Jessamine Quill]] &lt;br /&gt;
| Half-elf&lt;br /&gt;
| Acolyte&lt;br /&gt;
| Cleric (Life, Ilmater)&lt;br /&gt;
| Female&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| Mr Adventurer&lt;br /&gt;
|-&lt;br /&gt;
| [https://docs.google.com/spreadsheets/d/1fmneOLyyFwBTH7uw3-9CnLBXD2UiHmlHNCit8WBiqFg/edit?usp=sharing Snok]&lt;br /&gt;
| Kobold&lt;br /&gt;
| Outlander&lt;br /&gt;
| Wizard who wants to become a dragon &lt;br /&gt;
| Male&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| SirMoogle&lt;br /&gt;
|-&lt;br /&gt;
| [[Tem Marshborn]]&lt;br /&gt;
| Human Hexblood &lt;br /&gt;
| Folk Hero&lt;br /&gt;
| Fighter -&amp;gt; Eldritch Knight&lt;br /&gt;
| Male&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| Unka Josh&lt;br /&gt;
|-&lt;br /&gt;
| [[Valdaris Shadowborn]]&lt;br /&gt;
| Tiefling &lt;br /&gt;
| Bounty Hunter&lt;br /&gt;
| Hexblade Warlock (Raven Queen)&lt;br /&gt;
| Male&lt;br /&gt;
| &amp;lt;center&amp;gt;2&amp;lt;/center&amp;gt;&lt;br /&gt;
| Xhaosdemon&lt;br /&gt;
|-&lt;br /&gt;
| [[Ereil Alflinn]]&lt;br /&gt;
| Elf &lt;br /&gt;
| Minstrel &lt;br /&gt;
| Swashbuckling Rogue&lt;br /&gt;
| Male&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| RoadScholar&lt;br /&gt;
|-&lt;br /&gt;
!colspan=7|Retired&lt;br /&gt;
|-&lt;br /&gt;
| Name&lt;br /&gt;
| Race&lt;br /&gt;
| B&lt;br /&gt;
| C&lt;br /&gt;
| Gender&lt;br /&gt;
| &amp;lt;center&amp;gt;1&amp;lt;/center&amp;gt;&lt;br /&gt;
| Player&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Marching Order and Notes==&lt;br /&gt;
&lt;br /&gt;
FRONT - Tem | Jessamine | Snok | Valdaris | Eriel&lt;br /&gt;
&lt;br /&gt;
:FRONT&lt;br /&gt;
:Tem | Jessamine&lt;br /&gt;
:Snok | Valdaris&lt;br /&gt;
:Eriel&lt;br /&gt;
&lt;br /&gt;
:Leaf is with, in area 3&lt;br /&gt;
:200GP of gear with Leaf&lt;br /&gt;
&lt;br /&gt;
As a standard set up, if there&#039;s no time constraints, Eriel will&lt;br /&gt;
* 1. Examine a door by sight, then touch. [trap checks]&lt;br /&gt;
* 2. Listen at the door, then look through and listen at keyhole, if such exists. [perception checks]&lt;br /&gt;
* 3. Check the door as quietly as possible to see if it is locked. [common sense check]&lt;br /&gt;
* 4. Examine lock and attempt to quietly unlock the door. [trap check w&#039;tools then lock-pick].&lt;br /&gt;
&lt;br /&gt;
==NPCs, Movers and Shakers==&lt;br /&gt;
* &#039;&#039;&#039;Belmir&#039;&#039;&#039; - Paladin of Ilmater who went missing some decades ago&lt;br /&gt;
* &#039;&#039;&#039;Brother Clement&#039;&#039;&#039; - Priest of Ilmater in Neverwinter&lt;br /&gt;
* &#039;&#039;&#039;Dem Nackle&#039;&#039;&#039; - Priestess in Oakhurst&lt;br /&gt;
* &#039;&#039;&#039;Hasterien&#039;&#039;&#039; - Elf from the north with whom Belmir associated. Was researching dragon cults.&lt;br /&gt;
* &#039;&#039;&#039;Raven Queen&#039;&#039;&#039; - A mysterious being who rules the Shadowfell from a palace of ice deep within that dread realm. The Raven Queen watches over the world, anticipating each creature’s death and ensuring that it meets its end at the proscribed time and place. As the ruler of the Shadowfell, she dwells in a decayed, dark reflection of the world. Her ability to reach into the world is limited. Thus, she turns to mortal warlocks to serve her will. Warlocks sworn to the Raven Queen receive visions and whispers from her in their dreams, sending them on quests and warning them of impending dangers. | The Raven Queen’s followers are expected to serve her will in the world. She concerns herself with ensuring that those fated to die pass from the world as expected, and bids her agents to defeat those who seek to cheat death through undeath or other imitations of immortality. She hates intelligent undead and expects her followers to strike them down, whereas mindless undead such as skeletons and zombies are little more than stumbling automatons in her eyes. (Source: Unearthed Arcana)&lt;br /&gt;
* &#039;&#039;&#039;Wordwranglers&#039;&#039;&#039; - Snok the kobold´s clan. Aside from swiping things no one will miss, the clan has amassed a library of sorts. Out of the books gathered, only 5% are legible to the kobolds. The rest look nice with the illustrations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Places==&lt;br /&gt;
* &#039;&#039;&#039;Evermeet&#039;&#039;&#039; - Island realm of the Feywild that appears to have returned to Faerun, at least partially.&lt;br /&gt;
* &#039;&#039;&#039;Gauntlgrym&#039;&#039;&#039; - Dwarven city long thought lost but now recovered and recolonised, north of Mount Hotenow.&lt;br /&gt;
* &#039;&#039;&#039;Helm&#039;s Hold&#039;&#039;&#039; - Settlement inland and southeast of Neverwinter that houses the cathedral of Helm&lt;br /&gt;
* &#039;&#039;&#039;High Road&#039;&#039;&#039; - Main route North-South along Sword Coast North.&lt;br /&gt;
* &#039;&#039;&#039;Luskan&#039;&#039;&#039; - City to the northwest of Neverwinter along the Sword Coast, a dangerous place.&lt;br /&gt;
* &#039;&#039;&#039;Oakhurst&#039;&#039;&#039; - Village on the Old Road in the foothills south of Mount Hotenow. It avoided the worst of its eruption due to being in the lee of some crags.&lt;br /&gt;
* &#039;&#039;&#039;Old Road&#039;&#039;&#039; - Road between Neverwinter and Gauntlegrym, little used.&lt;br /&gt;
* &#039;&#039;&#039;Neverwinter&#039;&#039;&#039; - Jewel of the Sword Coast North. &lt;br /&gt;
* &#039;&#039;&#039;Neverwinter Forest&#039;&#039;&#039; - &lt;br /&gt;
* &#039;&#039;&#039;Mount Hotenow&#039;&#039;&#039; - Mountain that erupted, so it did. Its activity is said to warm the waters of Neverwinter River and so the whole region.&lt;br /&gt;
* &#039;&#039;&#039;Thundertree&#039;&#039;&#039; - Town in Neverwinter Forest completely destroyed by Mount Hotenow´s eruption.&lt;br /&gt;
* &#039;&#039;&#039;Waterdeep&#039;&#039;&#039; - City southeast of Neverwinter.&lt;br /&gt;
&lt;br /&gt;
==Open Questions==&lt;br /&gt;
* Was Valdaris´ father killed at the wrong time? Is that how the Raven Queen appealed to him? What about his father&#039;s killer? And... did the Raven Queen know that his mother would die? &lt;br /&gt;
** Xhaosdemon says: I would say being able to take away his pain and sorrow around the murder of his father is what drew him to her. The other questions are deeply philosophical....is murder somehow cheating the correct time and place of death or is it part of the weave of life and death? Maybe the death of his father&#039;s killer proved to her that he can serve her needs, to do what needs to be done sometimes regardless of moral or legal questions. Did she know about the death of his mother and withhold it? I think I will leave that one up to you....gods and goddesses have their own plans and reasons they don&#039;t share with their mortal servants.&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
* 4 jade dragon figurines (15 gp each, total 60 gp) ([https://forum.rpg.net/index.php?threads/5e-the-white-roses-sunless-citadel.888760/post-24150116 source])&lt;br /&gt;
* Half-eaten corpse in room: ([https://forum.rpg.net/index.php?threads/5e-the-white-roses-sunless-citadel.888120/post-24189042 source])&lt;br /&gt;
** 312 sp, 68 gp, and 3 garnets (worth 25 gp each)&lt;br /&gt;
** Sudded leather armour&lt;br /&gt;
** 5 daggers&lt;br /&gt;
** Longbow&lt;br /&gt;
** Quiver&lt;br /&gt;
** Water skin&lt;br /&gt;
** 1 day&#039;s rations&lt;br /&gt;
** Bedroll&lt;br /&gt;
** Tinderbox&lt;br /&gt;
** Three torches&lt;br /&gt;
** Potion of healing&lt;br /&gt;
** Pouch with 17 gp&lt;br /&gt;
** A gold ring (worth 10 gp) engraved Karakas (claimed by Snok)&lt;br /&gt;
* Cell loot: ([https://forum.rpg.net/index.php?threads/5e-the-white-roses-sunless-citadel.888760/post-24198326 source])&lt;br /&gt;
** 11×5 gp gems (total 55 gp)&lt;br /&gt;
** Coins (19 gp, 23 sp)&lt;br /&gt;
* Reward from Kobold Queen for returning Calcryx:&lt;br /&gt;
** Quaal&#039;s feather token (tree)&lt;br /&gt;
** 3 three spell scrolls (mage armor, spider climb, and knock)&lt;br /&gt;
** A small flask that contains three doses of elixir of health.&lt;/div&gt;</summary>
		<author><name>Xhaosdaemon</name></author>
	</entry>
</feed>