Difference between revisions of "Xenophon"
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:2x smoke bombs | :2x smoke bombs | ||
:2x sleep-bombs | :2x sleep-bombs |
Revision as of 13:50, 30 July 2022
Xenophon
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Race: Human, Class: Cleric (Life Domain) 12, Fighter (Gunslinger) 3 Background: Far Traveler, Alignment: Lawful Good Patron Deity: Church of the Dawn and Dusk Factions: |
Ability Scores
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Strength 8 (-1), Dexterity 16 (+4), Constitution 10 (+0); Intelligence 12 (+1), Wisdom 20 (+5), Charisma 12 (+1) |
Proficiencies
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Bonus: 5 Saving Throws: Wisdom, Charisma Skills: Arcana, Insight, Medicine, Perception, Religion Tools: Tinker's Tools Languages: Common, Celestial Armor: All Weapons: All |
Traits
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Class: Channel Divinity: Turn Undead, Fae, Hiklos; Preserve Life; Destroy Undead • Blessed Healer • Divine Strike • Divine Intervention • Disciple of Life Archery Fighting Style • Second Wind • Action Surge • Firearm Proficiency • Grit • Gunsmith |
Feats
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Sharpshooter |
Combat
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Attacks: Armor Class: 17 (19 vs. Ranged), Initiative: +4, Speed: 30 Hit Points: 90, Hit Dice: 3d10,12d8 |
Social
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Personality Traits: Ideals: Bonds: Flaws: |
"Over the centuries, mankind has tried many ways of combating the forces
of evil...prayer, fasting, good works and so on. Up until Doom, no one
seemed to have thought about the double-barrel shotgun. Eat leaden
death, demon..."
—Terry Pratchett
Traits
Grit
Grit (Gunslinger 3, MM:GMA 2) [Wisdom modifier per short rest]
I gain grit points which I can spend to perform various Trick Shots with my firearms I regain 1 spent grit point when I roll a 20 on a firearm attack or score a killing blow
Trick Shot Save DC = 8 + proficiency bonus + Dexterity modifier (16)
Disarming Shot. When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object pushed 10 feet away from you.
Deadeye Shot. When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disciple of Life (Life Domain 1, PHB 60)
Whenever a 1st-level or higher spell I cast restores HP to a creature, it heals more The creature regains an additional 2 + spell level (SL) worth of hit points
Channel Divinity (Cleric 2, PHB 58) [2× per short rest]
I can channel divine energy to cause an effect; the save for this is my cleric spell DC
Channel Divinity: Turn Undead, Fae, Hiklos (Cleric 2, PHB 59)
As an action, all undead within 30 ft that can see/hear me must make a Wisdom save If an undead fails this save, it is turned for 1 minute or until it takes any damage Turned: move away, never within 30 ft of me, no reactions or actions other than Dash Turned: may Dodge instead of Dash when nowhere to move and unable to escape bonds
Channel Divinity: Preserve Life (Life Domain 2, PHB 60) [60 hit points]
As an action, I can heal any creature within 30 ft of me up to half their maximum HP I divide the number of hit points among the creatures as I see fit
Destroy Undead (Cleric 5, PHB 59) [CR 2 or lower]
An undead up to the CR above that fails its save when I use Turn Undead is destroyed
Blessed Healer (Life Domain 6, PHB 60)
When I restore HP to another with a spell, I regain 2 + the spell (slot) level in HP
Divine Strike (Life Domain 8, PHB 60) [+1d8 radiant damage]
Once per turn, when I hit a creature with a weapon attack, I can do extra damage
Divine Intervention (Cleric 10, PHB 59) [12% chance, 1× per long rest]
As an action, I can implore my deity for help; the DM determines the form of help Without intervention, I can retry after a long rest; otherwise, I have to wait a week
Resources
4 diamonds (300 GP) [Revivify]
Carried Equipment:
The Dante Pepperbox: 1d10 Piercing, Weight 3 lbs., Range (80/320), Reload 6, Misfire 2
Pistol +2: 1d10+2 Piercing, Weight 3lbs., Range (60/240), Reload 4, Misfire 1
Holy Water x4 Powdered Silver x8 Augury Focus Warding Bond rings Clairvoyance eye Clairvoyance Horn Divination Incense Potion of Superior Healing
Stored Equipment:
Holy water x4 Olden glass display case
Magic Items
Raullis' Gift
You also feel…connected to something. Not someone, but more to a sense of "endless expanse" just beyond your senses. You cannot de-attune. No one else may attune. You can "sense" the direction and distance if you are parted so long as you are in the same plane. You may summon the item back to you so long as you are in the same plane.
Dante's Spinny-bullet-thingie-ma-bob; when attached to a firearm - the firearm becomes part of it (and thus can be summoned)
- The thingie-ma-bob grants a +1 on attack rolls
- Your firearm attacks ignore half cover
- Allows the user to use a bonus action to change the weapon's damage type (piercing / fire / cold / lightning / radiant / psychic) and does an additional 1d4 damage of the selected type.
- Reroll 1's on weapon attack and damage rolls.
- Weapon gains 3 charges, which replenish at BOTH Dawn & Dusk.
- Spend one charge to mark a specific target - in addition to ignoring half cover per usual, you may ignore full cover & your ammo can phase through up to 10' non-living barrier(s) in order to strike the marked target; applies to all range attacks from you and your visible allies until the beginning of your next turn. A visible spark of psychic insight is visible in the right eye of everyone affected.
- May erect a chest high wall of arcane energy for 10 minutes, providing up to four medium creatures behind it half-cover bonus and absorbs magic missiles targeting them (1 charge)
- Shield (as the wizard spell) (1 charge)
- You may channel the Cure spell through your weapon and fire it at a target. (1 charge)
Firearm Mods
The Dante Pepperbox
DanteCorp Katrinium Lens Scope Mark 1
- Crit range 19-20, +1 hit/damage
- Improves visibility under certain conditions
Smoke Powder Ammo
- Formula for an alchemical propellant. Gives +50 range
Grenade Launcher
- 1x grenades 15' radius, 6d6 dmg, dex save, sets fire
- 2x smoke bombs
- 2x sleep-bombs
- 2x PitFiend (illegal)
Pistol +2
Lightning Charged Katrinium Core Bullets
- Can be reverse engineered
- Causes additional 1d6 lightning damage
- If target is hit, others in 30' radius will take equal damage, Dex save for half damage (use dexterity to calculate DC)
Scope modification
- Critical hit threshold is increased by 1
Broom of flying
This is a staff with a lantern hooked onto the crook. It has netting lashed to it so it can be used to carry cargo or as a stretcher.
With the command word, this broom hovers and can either be ridden in the air or send alone up to 1 mile by naming a familiar location. It has a flying speed of 50 ft, holds up to 400 lb, but only has 30 ft speed if over 200 lb. It stops hovering when I land. With another command word, it flies to me if within 1 mile.
Clockwork amulet
Once per dawn when I make an attack roll while wearing this copper amulet, I can forgo rolling the d20 to get a 10 on the die. The amulet contains tiny interlocking gears powered by magic from Mechanus, a plane of clockwork predictability. When I hold it up to my ear, I can hear faint ticking and whirring noises.
Cinders and Caramel
This is a mantle sewn from the hides of a hellhound and a blink dog. The creatures are sentient and content, and retain their special abilities.
- Fire Breath (Recharge 5-6): The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- Teleport (Recharge 4-6): The dog magically teleports, along with any Equipment it is wearing or carrying, up to 40 ft. to an unoccupied space it can see. Before or after teleporting, the dog can make one bite Attack.
Lantern of Revealing
Wondrous item, uncommon While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Ring of Spell Storing (5 levels)
Requires Attunement. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell.
- Revivify, Absorb Elements
- was shield
Healing Orb
When you heal another, but not yourself, heal yourself half that amount
Arrow Catching Shield
You gain a +2 bonus to AC against Ranged Attacks while you wield this Shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged Attack against a target within 5 feet of you, you can use your Reaction to become the target of the Attack instead.
Luck Stone
Wondrous Item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Peephole Ring
Placing this ring against a surface allows you to see through it.
Misc
Hero Points: