Editing DnD5 Eberron Angel's Breath/NyephalWuzire

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 
To campaign:
 
To campaign:
 
[[DnD5_Eberron_Angel%27s_Breath | '''DnD5 Eberron Angel's Breath''']]  
 
[[DnD5_Eberron_Angel%27s_Breath | '''DnD5 Eberron Angel's Breath''']]  
 
To [https://docs.google.com/spreadsheets/d/1Trb1yDvR_68DbaOEpHZ4zENN4K9vHtiG8GazRugVTvg/edit?usp=sharing interactive character sheet]
 
  
 
==Basics==
 
==Basics==
Line 64: Line 62:
  
 
==Actions==
 
==Actions==
*'''Dagger''': Attack Bonus: +4; Damage: 1d4+2 piercing; Qualities: Light, Thrown, Finesse
+
:'''XXX''': Attack Bonus: XX; Damage: XdY +M; Qualities: XXX, XXX
*'''Eldritch Blast''': Spell Attack Bonus: +6; Damage: 1d10 force; can be invoked with Grasp of Hadar (pulls creature toward caster 10 ft)
 
  
 
==Racial Abilities==
 
==Racial Abilities==
Line 80: Line 77:
 
:* Voice of the Chain Master: You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
 
:* Voice of the Chain Master: You can communicate telepathically with your familiar and perceive through your familiar’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar’s senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.
 
;Pact Boon: Pact of the Chain:
 
;Pact Boon: Pact of the Chain:
: You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.<br>When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: <u>imp</u>, pseudodragon, quasit, or sprite.<br>Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.<br><br>Imp familiar (Yairlec) normally takes the form of a rat.
+
: You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.<br>When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: <u>imp</u>, pseudodragon, quasit, or sprite.<br>Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.<br><br>Imp familiar normally takes the form of a rat.
  
==Background Feature==
+
==BACKGROUND FEATURE==
 
;Guild Membership
 
;Guild Membership
 
:As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
 
:As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Line 88: Line 85:
 
:You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
 
:You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
  
==Proficiencies==
 
:'''Weapons''': Simple weapons
 
:'''Armor''': Light armour
 
:'''Shields''': N/A
 
:'''Tools''': Jeweler's kit
 
  
==Spellcasting==
+
==WEAPONS, ARMOR AND TOOL PROFICIENCIES==
'''Spell attack modifier''': +6
+
:'''Weapons''': XXX
'''Spell save DC''': 14
+
:'''Armor''': XXX
 +
:'''Shields''': XXX
 +
:'''Tools''': XXX
 +
 
 +
==SPELLCASTING==
 
'''Spells per level/Long Rest''': 2/2
 
'''Spells per level/Long Rest''': 2/2
  
Line 132: Line 128:
 
| Nature || +1
 
| Nature || +1
 
|-
 
|-
| Perception || +0
+
| Perception || +1
 
|-
 
|-
 
| Performance || +4
 
| Performance || +4
Line 159: Line 155:
 
:*Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
 
:*Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
 
:*You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
 
:*You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.
==Inventory==
+
==EQUIPMENT==
 +
'''Encumbrance''': XXX lbs / XXX lbs
 
'''Total Weight Carried''': 120 lbs
 
'''Total Weight Carried''': 120 lbs
  
 
{| class="wikitable" border="0" style="text-align:left"
 
{| class="wikitable" border="0" style="text-align:left"
 
|-
 
|-
| '''Item''' || '''Quantity''' || '''Weight'''
+
| '''ITEM''' || '''QTY''' || '''WEIGHT'''
|-
 
|Medallion of Thoughts || 1 ||
 
|-
 
|Arcane Focus (Crystal) || 1 ||
 
|-
 
|Backpack || 1 ||
 
|-
 
|Jeweler's Tools || 1 ||
 
|-
 
|Fine Clothes || 1 ||
 
|-
 
|Common Clothes || 2 ||
 
|-
 
|Dagger || 1 ||
 
|-
 
|Dragonchess Set || 1 ||
 
|-
 
|Feather Token || 1 ||
 
|-
 
|Healer's Kit || 1 ||
 
|-
 
|Hourglass || 1 ||
 
|-
 
|Hooded Lantern || 1 ||
 
|-
 
|Ink (1 oz.) || 1 ||
 
|-
 
|Ink pen || 1 ||
 
|-
 
|Magnifying Glass || 1 ||
 
|-
 
|Oil (flask) || 5 ||
 
|-
 
|Paper || 5 ||
 
|-
 
|Potion of Healing || 1 ||
 
|-
 
|Pouch || 1 ||
 
|-
 
|Robes || 1 ||
 
|-
 
|Sealing Wax || 2 ||
 
|-
 
|Signet Ring || 1 ||
 
|-
 
|Tinderbox || 1 ||
 
|-
 
 
 
|Vial || 3 ||
 
|-
 
|Waterskin || 1 ||
 
 
|-
 
|-
|Gold (36.09 gp)
+
| XXX || XX || XXXlbs
 
|-
 
|-
 
|}
 
|}
Line 224: Line 170:
 
Nyephal was once a respected artisan of his craft: jewelry. As time went on, he found that he lost inspiration and had come across many bouts of creator's block, which caused his works to become less eye-catching. Other artisans always seemed to know what customers liked, and so he decided to steal the secrets of his competition. When his attempts failed, he sought the next best thing: their thoughts. One day, while going through some occult paraphernalia, he handled a gem and came into contact with... well it called itself ᓭᒷᓵ∷ᒷℸ ̣ ꖎ𝙹⍊ᒷ∷, but Nyephal gave it a more pronounceable name: The Collector. It assumed the shape of a dragon so that it wouldn't accidentally break his mind. The Collector listened to his problems and proposed a deal: it would give him access to its powers, with a medallion of thoughts as a gift. In return, he would have to "commune" with the entity every month and tell it secrets and mysteries he has learned.
 
Nyephal was once a respected artisan of his craft: jewelry. As time went on, he found that he lost inspiration and had come across many bouts of creator's block, which caused his works to become less eye-catching. Other artisans always seemed to know what customers liked, and so he decided to steal the secrets of his competition. When his attempts failed, he sought the next best thing: their thoughts. One day, while going through some occult paraphernalia, he handled a gem and came into contact with... well it called itself ᓭᒷᓵ∷ᒷℸ ̣ ꖎ𝙹⍊ᒷ∷, but Nyephal gave it a more pronounceable name: The Collector. It assumed the shape of a dragon so that it wouldn't accidentally break his mind. The Collector listened to his problems and proposed a deal: it would give him access to its powers, with a medallion of thoughts as a gift. In return, he would have to "commune" with the entity every month and tell it secrets and mysteries he has learned.
  
It was easy at first; Nyephal learned the secrets he wanted, and he made works that people enjoyed—for a time. After a while, Nyephal came to the sobering realisation that his inspired creations weren't his to begin with. Eventually, he ran out of secrets to tell, and The Collector was disappointed that its conduit was running dry. It suggested ripping him away from this plane of existence to go on a journey with it for secrets elsewhere, to which he pled for more time. Two weeks later he came across Noggins Discreet Investigations. After doing a few reconnaissance jobs for Noggins that eventually led to the arrest of corrupt figures, Nyephal suddenly had a sense of fulfillment that he hadn't felt in a long time. He quit his jewelry trade and became a full-time employee at the agency, finding that spark he lost so long ago. His patron has also been pleased with the new secrets he's learned.
+
It was easy at first; Nyephal learned the secrets he wanted, and he made works that people enjoyed—for a time. After a while, Nyephal came to the sobering realisation that his inspired creations weren't his to begin with. Eventually, he ran out of secrets to tell, and The Collector was disappointed that its conduit was running dry. It suggested ripping him away from this plane of existence to go on a journey with it for secrets elsewhere, to which he pled for more time. Two weeks later he came across Noggins Discrete Investigations. After doing a few reconnaissance jobs for Noggins that eventually led to the arrest of corrupt figures, Nyephal suddenly had a sense of fulfillment that he hadn't felt in a long time. He quit his jewelry trade and became a full-time employee at the agency, finding that spark he lost so long ago. His patron has also been pleased with the new secrets he's learned.

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)