Rails Through Hell: Incantifier
[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'
Proficiency: +3
Initiative Bonus +2
Passive Perception 14
[h2]Spells[/h2]
Spell Attack: +7
Spell Save DC: 15
Focus Points: 5
Cantrips: Acid Splash, Arcane Bolt, Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp
L1: Burning Hands, Conceal Cortex, Detect Magic, Fog Cloud, Jump, Jump Start, Razor Wind, Shield, Thunderwave
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
L3: Counterspell, Dispel Magic, Eruption, Fireball, Grind, Haste, Lightning Bolt, Overdrive, Scramble, Sleet Storm, Slow
Attacks:
Acid Splash: 1 target or 2 targets within 5' of each other, Range 60', Dex save or take 2d6 Acid damage
Arcane Bolt: Attack +7, Range 120', Damage 2d10 Force
Chill Touch: Attack +7, Range 240', Damage 2d8 Necrotic (Target can'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)
Firebolt: Attack +7, Range 240', Damage 2d10 Fire
Ray of Frost: Attack +7, Range 120' Damage 2d8 Cold (Target speed reduced by 10' until the start of my next turn)
Shocking Grasp: Attack +7, Range Touch, Damage 2d8 Electric (Target can't take reactions until the start of its next turn. Advantage on attack rolls vs. targets wearing substantial amounts of metal <such as metal armor>)
Mechanikal Repeater Pistol: Attack +5, Range 40/120, Damage 1d10+2 Piercing (Balefire Rune +2d8 Radiant vs. Fiends/Undead 1 charge), Light, Magazine (5)
Mace: Attack +4, Damage 1d6+1 Bludgeoning
[h2]Saving Throws[/h2]
Strength: +1
Dexterity: +2
Constitution: +5
Intelligence: +7
Wisdom: +1
Charisma: -1
[h2]Languages Known[/h2]
Common +2 more
[h2]Proficiencies[/h2]
Armor: Light and warcaster armor
Weapons: Simple melee weapons, simple firearms, battleaxes, greatswords
[h2]Trained Skills[/h2]
Acrobatics (+5)
Arcana (+7)
Athletics (+4)
Investigation (+7)
Perception (+4)
[h2]Tools/Instruments[/h2]
Steamjack Tools (Mechanik)
Thieves' Tools
[h2]Feats[/h2]
Ability Score Increase: +2 Intelligence
Spell Sniper: You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.
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.
[h2]Traits and Features[/h2]
Warforged
+2 Int, +1 Con
Size: Medium (6'5", 298 lbs)
Speed: 30'
Constructed Resilience.You were created to have remarkable fortitude, represented by the following benefits: You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
You don't need to eat, drink, or breathe.
You are immune to disease.
You don't need to sleep, and magic can't put you to sleep.
Sentry'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't render you unconscious, and you can see and hear as normal.
Integrated Protection.Your body has built-in defensive layers, which can be enhanced with armor.
You gain a +1 bonus to Armor Class.
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.
While you live, your armor can't be removed from your body against your will.
Warcaster
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.
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'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.
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's shown in the Warcaster table'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.
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.
Control range = your maximum focus points × 10 feet
Spellcasting Focus: You can use a bonded mechanikal weapon as a spellcasting focus for your warcaster spells.
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:
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.
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.
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.
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.
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, "Steamjacks"). 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'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.
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.
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.
Arcanist
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.
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:
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.
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.
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.
[h2]Background[/h2]
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.
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' population centers, but these are available to members only with specific permission. At the GM's discretion, you can contact one of these locations and request reasonable aid if you are in good standing with the organization.
Personality Trait: You can have all the money and fame in the world, but a fireball will still ruin your day.
Ideal: Knowledge. I seek to further my knowledge of the arcane, even if it means studying the darker side of things.
Bond: I am tortured by dreams of finding a relic long thought lost.
Flaw: I cannot walk away from any chance to increase my knowledge.
[h2]Gear[/h2]
Medium Warcaster Armor (5 charges per hour <Arcane Turbine recharges 5 charges at start of turn; 20 charges total>), Farsight Goggles (linked to armor, 1 charge per hour for 120' Darkvision), Mechanikal Repeater Pistol (Bonded, Balefire Rune <1 charge for 2d8 damage to Undead>, linked to armor, Magazine 15), Light Rounds (50), Ammo Bandolier, Mace, Thieves' Tools, Steamjack Tools, Backpack, Tinderbox, Small Hammer, 3 yards of Oilcloth, 50' Hemp Rope, 6 Pitons, Grappling Hook, Healing Potion (4), Steel Mirror, Proof of Order membership, Pouch, Sack
[h2]Wealth[/h2]
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