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Kdik

10 Level (0/85000 XP for level-up) Dread-Hardened Survivalist Background Human Race / Species / Heritage True Neutral Alignment
Gunslinger - Marksman
Level 10
Hit Dice: 5/10
1d6+2 Class 1

STR
11
+0
DEX
20
+5
CON
15
+2
INT
14
+2
WIS
12
+1
CHA
10
+0
80
Hit Points
+7
Initiative (DEX)
19
Armor Class (AC)
+4
Prof. Bonus
30ft. Walk
Speed (walk/run/fly)
11
Passive Perception
3 / 4
Exposure (2)
2 / 2
Leave an Impression
7 / 7
"Richter" Core
4 / 4
Peacekeeper-Core
10 / 10
Railgun Core
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+9 Dexterity
+2 Constitution
+6 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+15 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+0 Deception CHA
+2 History INT
+1 Insight WIS
+5 Intimidation CHA
+2 Investigation INT
+1 Passive Perception WIS
+2 Passive Investigation INT
skills
+1 Medicine WIS
+7 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+2 Religion INT
+5 Sleight of Hand DEX
+15 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Model V - Richter +10 DEX 3d8+1+5 Force
 Special, Conversion, Finesse, Firearm, Range (300/900), Ammunition (Hybrid Fluxxcore, 7 Shots, Recharge as an Action)
Railgun +9 DEX 3d4+5 Force
 Finesse, Firearm, Range (120/360), Ammunition (Fluxxcore, 10 Shots, Recharge on Short Rest)
Flux-Pistol +9 DEX 1d10+5 Force
 Finesse, Firearm, Range (30/90), Ammunition (Fluxxcore, 6 Shots, Recharge after 10 Minutes)
Peacekeeper +9 DEX 3d6/6d6+5 Force
 Finesse, Firearm, Range (30/90), Ammunition (Fluxxcore, 4 Shots, Recharge on Short Rest)
Darter +9 DEX 1d4+5 Piercing
 Finesse, Firearm, Range (30/90), Ammunition (6 Paralysis Darts per Magazine, DC 15 CON)
Frag Grenade +9 DEX 4d6+5 Slashing
 Special, Thrown, Range 60, Area (15ft. Sphere)
Attacks
Skulker (You can try to hide when you are only lightly obscured from the creature from which you are hiding. Additionally, ranged weapon attacks you make while hidden don´t reveal your exact position, regardless of whether you hit or miss. Finally, dim light doesn't impose disadvantage on your WIS (Perception) checks.)

Skilled (You gain proficiency in one skill of your choice (Athletics). Additionally, you gain a flat bonus of +1 (+2) to all skills you possess proficiency (expertise) in.)

Firearms Expert: Sniper Rifles

Forceshot (See Skillshots)

Piercing Projectile (See Skillshots)

Disarming Projectile (See Skillshots)

Chainbreaker (See Skillshots)

Features & Traits

Adventure Gear



1x Phial (Teccra-Grenade Fragment - Covered in Electrum Dust)

1x Dagger (2/2) (Paralyzing Poison DC 18, 4d6 Poison Damage on Hit)

2x Rattlesnake

1x Fraggar

1x Railgun

1x Peacekeeper

1x Flux-Pistol

1x Darter

11x Explosive Cartridge (Fraggar)

10x Tripwire Mine (Chargeless)

1x 30ft Rope
1x 200ft Rope

10x Torch

1x Gas Mask

2x Bear Traps

Job Gear & Materials


6x Darkthorn Ink (Grade 1)

3x Sulfur Casket (Grade 2)

1x Noble Antlers (50 Gold, Grade 2)

2x Giant Tusk (50 Gold, Grade 2)

32x Kalifeldspat (200 Gold, Grade 2)


1x Scute Swarm Chitin (Grade 4) (5000 Gold)

2x Shadaari Sea Serpent Thorns & Spikes (Grade 4) (800 Gold each)

2x Shadaari Sea Serpent Backfin (Grade 4) (1000 Gold each)

1x Shadaari Sea Serpent Vertebrae (Grade 4) (3500 Gold)

1x Shadaari Sea Serpent Backfin (Grade 5) (4500 Gold each)

Consumables


1x Darkdrops (10/10)

2x CRACK (CRystalline ACtivity Kicker)

1x Lesser Antidote (1/1)

3x Greater Healing Potion
1x Superior Heaing Potion

1x Rabid Creeper Extract

1x Flashing Cracker
5x Blazing Cracker

2x Smoke Bomb

2x Frag Grenade (Tier IV)

5x Thermite Charge

1x Spellscroll - True Resurrection

Special Equipment


Model V - "Richter"

Lifeseeker Amulet (+) (Socket I: Obsidian Bipyramid)

Eviscerating Cloaker´s Carapace

Intricate Fluxxer Staff (5000 Gold)

Permanent Upgrades


Nightwarden (Darkdrops contain 10 instead of 5 charges)

Personal Items


950-Years Old Slot Machine Copper Coins (3x) (Found on the body of a dead Teccra within the Crystal Caverns close to Brightfall)

Crystal-Resistant Plant Patch (A patch of cave-flora resistant to the influence of sentecc-poisoning)

Equipment Copper: 0, Silver: 3, Electrum: 0, Gold: 118, Platinum: 0 Money

Languages


Haven Common

Jobs


Hunter (Expertise)

Tailor

Trader

Languages & Proficiencies
Stays in the Backround.

Can't ever have enough Gold.

Afraid of loosing people.

Kdik is accompanied by the scent of rotting underbrush, sickly-sweet decay, and the hollow void of death.

Personality Traits
My life is the greatest possession I have.

I just risk my life if it is worth to save people important to me.

Si vis pacem para bellum (I am always prepared to fight).

Plata o plomo (everyone can be bought and if not...).

Ideals
From my time as a hunter and tailor, I still have some connections to the local traders left.

As a hunter i also hunted down some special animals, on contract for suspicious people, granting me some connections to people in the black market.

Stygian Contract

Companionship Tattoo

Bonds
I am afraid to deepen relations with people, out of fear to loose them or get lied to. Which doesn’t mean that I don’t build relationships

Sometimes i decide to fast, which can cause the death of people or bloody fights.

Flaws
+3 The Smith´s Dreadful Phials

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Eviscerating Cloaker´s Carapace

Armor (Light)

Very Rare Dexterity 16+ Requires Attunement

Leather Armor (+2), Magical

Lurking Stealth (3/Day): As a Bonus Action, or by remaining motionless for at least 1 minute, you may choose to become temporarily invisible, as by means of the Invisibility spell. Deviant from the spell, this effect remains intact indefinitely, but only for as long as you remain motionless, safe for tilting your head to change your field of view.

Ferocious Retribution: Whenever the wearer of this armor is subjected to a melee attack roll within 5 feet of them, the attacker is forced to make a DC 17 DEX saving throw. On a failure, the attacker takes 2d8 slashing damage and is subjected to Grievous Wounds (incoming true healing is reduced by 50%) for 1 minute. On a success, the attacker takes half that damage without additional effects. A creature that already suffers from grievous wounds always takes the full damage, regardless of whether or not they succeed on the saving throw.

Being nimble enough not to get hit is good. Having something to keep your entrails where they´re supposed to be in case you ultimately aren´t, even better. Decent armor can make the quick difference between a bloodied, but barely-alive hero - and a brave, but nonetheless dead fool. With a plethora of materials, minerals and magicals to choose from, how much one may place between themselves and sudden death is just a matter of skill and coinage; and the sum of it.

To craft a Cloaker Carapace is no easy feat. At least not for any would-be leathersmith who believes that sewing some chamaleon skin and glands into a simple leather armor will be enough to make you disappear at will - and to no end at that, should one be patient enough. Those who know their craft though can imbue said simple armor with the inherent abilities of creatures like nightmare skinks, deepcave lizards - or phasing spiders even. The result is a fine piece of protection, both far superior in durability compared to its basic counterpart, as well as capable of allowing its attuned user to practically turn into lurking death; waiting to strike at just the right moment.

In the rare case that the resulting deadly surprise is insufficient to lift the burden of life from the cloaker carapace´s adversaries, certain... improvements can be undertaken. The assaulted enemy may likely wish to return their pain endured: Which the wearer is most glad to let them try. Regardless of whether they fail or succeed, the pain from dozens of sharpened spikes, protrusions and blades embedded within and onto the carapace will make every single strike an experience the attacker may surely never forget. And should they try to mend their grizzled wounds - if they got away in the first place - well... good luck with that. The ingenuity of those with intentions sinister enough to craft these "eviscerating" carapaces would surely make up for a great psychological study subject.

Upgradable: Yes Engravable: Yes Tincturable: No Poisonable: No Enchantable: Yes

Type AC STR Req. Stealth Dis.
Light 14 No

Cost: 4500 Gold

Lifeseeker Amulet (+) - Dread Centipede

Wondrous Item

Very Rare 12+ Wisdom Requires Attunement

Amulet, Magical, Socket

Socket: This item posseses - 1 - socket for a very rare or lower gemstone.

Vitality Attraction: The wearer of this amulet is able to detect the life force of any living creature within 30 feet of themselves, most commonly transmitted by the presence and intensity of their heartbeat. This excludes constructs and undead, as well as any other creature that does not possess or emit any evident pulse.

Dreadful Leech (2/Day): As a Bonus Action, you may channel the uneerie hunger of a Dread Centipede. By doing so, until the end of your turn, whenever you deal damage to a living creature within 30 feet of you - excluding constructs and undead - you regain 50% of the damage inflicted as true Health Points, up to your Health Point maximum.

Life is a peculiar thing. Certainly, there are innumerable forces more powerful than it in the universe. But even though it is so fragile, so easily taken, life always finds a way back onto the playing field. Amulets like the Lifeseeker are further proof of the tangible, desperate cling of the living to their existence. As it can feel the palpable pulse of life in the hearts of any being close to it.

Depending on the imbuing force, the powers of a Lifeseeker Amulet don´t necessarily stop at this attraction to vitality. It may grant its wearer the power to sense life from far away, lock onto a trail of blood, or even transform the suffering of a creature into own lifeforce. A truly sinister item, it can nonetheless prove useful even in the hands of a good-hearted being. Though it is quite unlikely.

Some Lifeseeker Amulets have been further imbued with the essence of other sinister or blood-hungry creatures; concerningly even more powerful ones than the Dread Centipede itself. Both the uneerie probing for nearby vitality becomes amplified in the process, as well as the hunger that emanates from the accursed piece of jewelry.

Upgradable: Yes Engravable: Yes Tincturable: No Poisonable: No Enchantable: Yes

Cost: 7500 Gold

Obsidian Bipyramid - Gemstone

Wondrous Item

Rare

Gemstone, Charges, Magical

Gemstone: A Gemstone must be embedded or integrated into a worn or carried item to exhibit its effects. To do so, the item must possess a gemstone slot of equal or lower rarity than the gemstone to-be embedded.

Charges: This item possesses - 2 - charges. Certain traits of this item can only be used or activated when a number of [charges] are expended as an additional cost. The item regains all charges when you finish a long rest.

Swallowed by Darkness [2]: As an Action, you create an opaque cloud of black mist around you as in the Darkness spell - choosing yourself as the point of origin - which continously streams out of the bipyramid for the duration. You are unimpaired by the mist in terms of vision. You may end the effect at will on your own turn.

Conduit of Obscurity [1]: When you make a DEX (Sleight of Hand), DEX (Stealth) or CHA (Deception) check, you may roll a d8 and add the result to the check. You may do so repeatedly, up to the numer of charges the gemstone possesses.

The craft of cutting and imbuing gemstones is supposedly one of the most ancient, autonomous forms by which humanoid races first accessed the Weave. Independent of godly favour, apt genetics or life-consuming study, gemstones opened up the gates to the Weave´s wonders to quite anyone. That was, at least, until the Cataclysm. Whereas once an abundance of gemstones for every all so minor task prevailed, easily accessible to anyone with a resemblance of coin or contacts, today only a select few are able to afford their beauty and power. One could make an argument for exploitative trading structures to be the obvious culprit. But that is, unfortunately, only half the actual truth.

Mining and choosing the right gemstone in the first place, sketching plans for refinement and cutting, polishing and embedding the product... the knowledge required to properly execute even half of the steps to create a gemstone - safe an even remotely powerful one - has for long been passed down through generations of progenitors. Only few of it survived the Cataclysm. Even lesss the centuries to follow. Today, although there are many some-what capable jewelsmiths, only a handful possesses a limited knowledge of gemstone cutting and imbuing. Which makes both the remaining exemplars to be discovered around the continents incredibly valuable - as well as the people still able to create them.

Obsidian is the color of mysteries, shadows, death and deceit. Gemstones cut from it seem to occasionally whisper to their bearers, though one is generally advised not to listen too closely.

Cost: 2000 Gold

Model V - "Richter"

Firearm

Very Rare Gunslinger

Requires Attunement
Special, Conversion, Finesse, Two-Handed, Firearm, Range (300/900), Ammunition (Hybrid Fluxxcore, 7 Shots, Recharge as an Action)

Conversion: As an Action, Model V - "Richter" may be triggered to switch states between a concealable revolver - and its true sniper rifle-form. As long as the weapon is in its revolver-state, its base damage is reduced to 1d8 and only Secularity may be used from among its Special Properties.

Special Properties: Whenever an attack roll is made with this weapon, Penance, Secularity or Judgement may be chosen to grant the attack roll additional effects. The number in parentheses represents an additional Shot-cost required to enable the respective effect. Either and only one can be chosen if no attack roll has yet been made by the wielder during the current round of combat, and no additional attacks by means of Extra Attack or similiar features can be taken by the wielder after one such effect has been chosen for an attack roll made with Model V - "Richter" until the start of the next round of combat.

Penance (1): Choose up to four additional creatures within 30 feet of the target and expend additional Shots based on the number of chosen creatures. On a hit, the target and all chosen creatures are forced to make a CON Save against your Firearm DC, taking 2d8 lightning damage and being restrained until the end of their next turn on a failed save, or half as much damage without additional effects on a success. On a miss, neither the target nor any additional chosen creature are affected, though the expended additional Shots for the later are refunded.

Secularity (3): Choose a target creature or point within your optimal firearm range. Hit or miss, a 20-foot-radius sphere centered on that creature or point sparks into existence, resembling a statically crackling cloud of blue mist that temporarily distorts the Weave. Creatures within that area can´t cast spells, activate magic items, or use inherently magical abilities until the cloud disperses at the start of your next turn. Magical effects already present within the area are unaffected by Secularity, though they can not be altered, willingly ended or re-iterated for as long as they remain within. The cloud is unaffected by non-magical winds.

Judgement (4) (Marksman-Only): Choose a target restrained or incapacitated creature within your optimal firearm range. On a hit, the creature takes an additional 9d8 force damage. This attack does not benefit from critical damage in case of a critical hit. Instead, if the attack roll was a critical hit and the target has less than 120 Hit Points left, the target dies and disintegrates. This effect can not be avoided by choosing to attack non-lethal. The weapon then powers down, having its base damage reduced to 1d8 until the wielder finishes a long rest. For as long as the weapon is powered down, its special properties can not be activated.

Stream Snipers are one of the few mass-produced heavy firearm weaponry lines of New Haven, intended especially for usage by military units, permitted high security privat contractors, as well as experienced and accomplished crestless gunslingers that do not get shied away by their hefty price tag.

Allegedly, Model V - "Richter" is part of a series of experimental weapon designs envisioned by an unknown sub-department of the Port Fernian Grand Counsilor Academy. Neither the ones responsible for its development, the ones financing it, nor the mere location where research on "Richter" and the earlier and later models had been conducted is publicly known. In fact, no one would probably be aware about their existence at all, if not for the fact that a number of them had been admitted to be lost during a high-tech raiding incident on the underlying facility. Expanding on the thrilling amount of missing variables, neither the culprit nor the exact methods of the heist could supposedly be clarified so far.

Model V - "Richter" and similiar ones of its kind - all highly advanced alterations of other stand-of-the-art fluxx-firearms - remain yet to be found during the third year following the Surge. Havians would do all but pray to the lost Gods for help: But this time, maybe a couple actually resorted to prayers, begging for these prototypes not to fall in the wrong hands - and with it the secret revelation embedded into their cores.

Upgradable: Yes Engravable: No Tincturable: No Poisonable: No Enchantable: No

Type Damage Damage Range
Martial Ranged 3d8 Force 300/900 ft

Cost: -

Darter

Firearm

Common

Finesse, Firearm, Range (30/90), Ammunition (6 Darts per Magazine)

Darters are one of the few mass-produced light firearm weaponry lines of New Haven, intended especially for use as weapons of permitted self-defense, law enforcement and Crestless activities.

Operating by means of a leveraged hammer propulsion system, Darters fire small sized needles with acceptable velocity and range at close quarter targets. What they lack in generalized firepower compared to other simple firearms, they make up for in versatility. Their 6-chamber drum-magazines can be loaded with a multitude of different charges, which can be both debilitating and fortifying.

Carrying Darters is legal even for civilians, though particular kinds of ammunition - especially those with outright killing potential - are banned from general sale without proper authorization. Law enforcement and Crestless though can rely on a steady supply of new darts in most decently developed urbanizations.


Upgradable: Yes Engravable: Yes Tincturable: No Poisonable: No Enchantable: Yes

Type Damage Damage Range
Simple Ranged 1d4 Piercing 30/90 ft

Cost: 75 Gold

Flux-Pistol

Firearm

Uncommon

Finesse, Firearm, Range (30/90), Ammunition (Fluxxcore, 6 Shots, Recharge after 10 Minutes)

Flux-Pistols are one of the few mass-produced light firearm weaponry lines of New Haven, intended especially for use as weapons of permitted self-defense, law enforcement and Crestless activities.

Although merely possessing a designatedly low-current fluxcore, Flux-Pistols can be remarkable weapons in the right hands. Their 6-shot magazines allow their wielder to access some impressive manstopping power in case of danger, before switching to some more situational appropriate means of defense. Unlike most other flux-driven firearms, Flux-Pistols recharge without any additional maintenance required, allowing their operator to continue on with other tasks in the meantime. The projectiles themselves are not bullets in the closer sense, but highly condensed energy spheres, abled to strike their targets with immense force. When fired, a Flux-Pistol gives of a flash-like blue glow from its muzzle.

Due to their considerable potency, official sale is not permitted to anyone short of law enforcement, specifically authorized private security companies and established adventurers allowed to leave their initially designated contractor zone. Furthermore, as a safety mechanism against theft, all Flux-Pistols are serialized and the cores powering them destabilize when forcibly removed.

Upgradable: Yes Engravable: No Tincturable: No Poisonable: No Enchantable: No

Type Damage Damage Range
Simple Ranged 1d10 Force 30/90 ft

Cost: 150 Gold

Rattlesnake

Firearm

Uncommon

Finesse, Firearm, Range (80/240), Ammunition (Lead Bullets, 6 Shots, Reload as an Action)

Rattlesnakes are one of the few mass-produced heavy firearm weaponry lines of the Sunderlands, intended especially for usage by military units, dunewardens, as well as experienced and accomplished crestless gunslingers that do not get shied away by their hefty price tag.

When the Teclecs nowadays known as the "Sunderers" left New Haven in the wake of the Grand Debate, they took dozens - if not hundreds - of prized blueprints with them. Among them those of the Rattlesnakes, purely mechanical, revolver-like handguns, capable of delivering devastating shots from close to medium distance. Loaded with simple lead bullets, they are far less flashy than their Havian Striker counterparts. A feature their creators prize for means of simplicity, practicability, and immunity to flux-altering side-effects; not to forget their resistance to wagonloads of sand.

Rattlesnakes gain their name from the sizzling sound their mechanism emits whenever they are cocked. And with the impact power of a sledge hammer, the fear said sound induces in most normal mortals is quite similiar to their namesakes.

Due to their considerable potency, official sale is not permitted to anyone short of dunewardens, specifically authorized private security companies and established adventurers allowed to leave their initially designated contractor zone. Unlike most Fluxx-based firearms though, they are not serialized. A fact which made them eventually find their way back into Havian territories, providing firearms even to those that normally can´t - and often shouldn´t - have access to such powerful tools of destruction.

Upgradable: Yes Engravable: Yes Tincturable: No Poisonable: No Enchantable: Yes

Type Damage Damage Range
Martial Ranged 2d8 Piercing 80/240 ft

Cost: 200 Gold

Railgun

Firearm

Uncommon

Finesse, Firearm, Two-Handed, Range (120/360), Ammunition (Fluxxcore, 10 Shots, Recharge on Short Rest)

Railguns are one of the few mass-produced heavy firearm weaponry lines of New Haven, intended especially for usage my military units, permitted high security privat contractors, as well as experienced and accomplished crestless gunslingers that do not get shied away by their hefty price tag.

Although reasonably expensive, railguns are commonly the first advanced flux-rifle that advancing gunslingers come in contact with. Their 10-shot core-load, effective distance of 30-100 meters and considerable impact force make them truly a force to be reckoned with. Beyond that - though costly for even well-set adventurers - their cores can be swapped out in prolonged combat; regarded that the railgun has been properly modified. This set of properties cemented their place as a weapon of choice for military service and crestless gunslingers on expeditions alike.

Similiar to Flux-Pistols, railgun projectiles themselves are not bullets in the closer sense, but highly condensed energy spheres, abled to strike their targets with immense force. In contrast though, they create a cascading effect on impact due to sudden loss of momentum, effectively striking a target three times in quick succession in the same place, allowing their wielder to stagger, push back or even pierce through their opponents. When fired, a railgun first creates an intense blue glow at its muzzle, followed by an after-image of the actually already fired high-velocity energy sphere from the rifle all towards the target itself, seemingly connecting them for half a second.

In concordance with Havian law, all railguns and accompanying cores are serialized and connected to the ID of their respective owners, meant to disencourage theft, salvaging or illegal redistribution.


Upgradable: Yes Engravable: Yes Tincturable: No Poisonable: No Enchantable: No

Type Damage Damage Range
Martial Ranged 3d6 Force 120/360 ft

Cost: 300 Gold

Fraggar

Firearm

Uncommon

Finesse, Firearm, Range (300/480), Ammunition (Single Cartridge, 1 Shot, Reload as a Bonus Action)

Fraggars are one of the few mass-produced heavy firearm weaponry lines of the Sunderlands, intended especially for usage by military units, dunewardens, as well as experienced and accomplished crestless gunslingers that do not get shied away by their hefty price tag.

When the Teclecs nowadays known as the "Sunderers" left New Haven in the wake of the Grand Debate, they took dozens - if not hundreds - of prized blueprints with them. Among them those of the Fraggars: Purely mechanical, bulky cannons, practically consisting of nothing but an elongated barrel, a cartridge feeder, and a pressure valve system meant to accelerate the former, enabling these cruder launchers to - relatively precisely - reach targets within up to 300 feet. However, due to the properties of their ammunition, precise strikes more or less follow a principle of "being within the general vicinity of what´s meant to blow up".

Havian Teclecs have yet to develop a counterpart that matches the flexibility of the Fraggar, as arching shots and more than a dozen unique impact types are difficult to achieve by pure means of fluxx-force. For Sunderer-Teclecs, yet more proof of the limitations that allegedly "superior" fluxx-technology encompasses.

Due to their considerable potency, official sale is not permitted to anyone short of dunewardens, specifically authorized private security companies and established adventurers allowed to leave their initially designated contractor zone. Unlike most Fluxx-based firearms though, they are not serialized. A fact which made them eventually find their way back into Havian territories, providing firearms even to those that normally can´t - and often shouldn´t - have access to such powerful tools of destruction.

Upgradable: Yes Engravable: Yes Tincturable: No Poisonable: No Enchantable: Yes

Cost: 450 Gold

Peacekeeper

Firearm

Uncommon

Special, Finesse, Two-Handed, Firearm, Range (30/90), Ammunition (Fluxxcore, 4 Shots, Recharge on Short Rest)

Special Properties: Whenever an attack roll is made with this weapon, lethal or subjugation mode must be chosen.

Lethal Mode: Full Damage. Target makes a STR Save against your Firearm DC or is proned and then pushed 10 feet away from you on a failure. Huge targets make this save with advantage. Gargantuan targets are not affected by the Saving Throw.

Subjugation Mode: Halved Damage. Target makes a STR Save and a CON Save against your Firearm DC. If the STR Save is failed, the target is proned. Huge and Gargantuan targets make this save with advantage. If the CON Save is failed, the target is either stunned, or blinded and deafened until the end of its next turn (your choice).

Peacekeepers are one of the few mass-produced heavy firearm weaponry lines of New Haven, intended especially for usage by military units, permitted high security privat contractors, as well as experienced and accomplished crestless gunslingers that do not get shied away by their hefty price tag.

Even slightly more expensive than the already hefty Railguns, peacekeepers are among the ultimate weaponry available to Havian's heavy police units. A single projectile-scatter from this shotgun is enough to either knock most criminals unconcious, or disorient them gravely enough to be quickly taken care of moments after. Due to this effectivity, peacekeeper-cores are built with the intent in mind to maximize impact over ammunition-capacity. Although this bottleneck may prove problematic for more strenous and extended expeditions, the peacekeeper is a firearm to be reckoned with nonetheless.

Similar to Railguns, peacekeepers make use of highly condensed energy spheres derived from their core, striking targets with their accelerated force. Unlike them though, the sphere isn't cascaded on impact, but forcibly repelled by a final impulse from within at muzzle-point. This results in a far lower effective range, but produces a scatter-shot which strikes the target on a much greater surface area, potentially knocking it prone. By sacrificing some direct damage, this effect can be increased even further, with well-aimed shots disorienting or even temporarily stunning a target.

In concordance with Havian law, all railguns and accompanying cores are serialized and connected to the ID of their respective owners, meant to disencourage theft, salvaging or illegal redistribution.

Upgradable: Yes Engravable: Yes Tincturable: No Poisonable: No Enchantable: No

Type Damage Damage Range
Martial Ranged 6d6 / 3d6 Force 30/90 ft

Cost: 500 Gold

The statblocks of your class features

Gunslinger


Hit Points

Hit Dice: d6 per Gunslinger level
Hit Points at first Level: 6 + CON Modifier
Hit Points at Higher Levels: 1d6 + CON Modifier

Proficiences

Armor: Light Armor
Weapons: Simple Weapons, Light Firearms, Throwables
Tools: Choose one from: Alchemist, Animal Handler, Blacksmith, Cook, Doctor, Falconer, Forager, Gamekeeper, Hunter, Performer, Tailor, Tattooist, Translater, Woodworker
Saving Throws: Dexterity / Intelligence
Skills: Choose three from: Acrobatics, Deception, Insight, Intimidation, Investigation, Medicine, Perception, Performance, Sleight of Hand, Stealth

Class Features

Firearms Adept

Most of those who embrace the journey of becoming an infamous gunslinger start at the very same point as their predecessors: A small-scale firearm in hands, maybe a heirloomed, leased or stolen rifle as well, ready to take on the world. Or succumb guns blazing to its cruel reality. Only with time, blackened scars, burn-marks and increasingly deafened ears do they achieve what most will never live to see: Becoming a true legend. Becoming a Gunslinger, worthy of the name.

When you take on this class, you gain proficiency in the use of simple and martial firearms. These firearms are categorized into flux-driven and tecc-driven, the first being produced in the territories of New Haven, the second being manufactured primarily in the Sunderlands. Depending on your background, you will start off with the simple firearms (and potentially one martial firearm) of either of those nations.

As a Firearms Adept, you know about the different sub-types of firearms (pistols, rifles, shotguns, snipers, heavy weaponry). When you gain levels in this class, especially as soon as you choose your specialization at 3rd level, you acquire the skills to make best use of certain weapon types, becoming more and more known for your trademark guns.

Shooting with most firearms is achieved by taking the Attack Action, and they build on the same optimal and maximum range system as other ranged weaponry. Reloading a firearm (if it can be reloaded) is most commonly done by taking a Bonus Action for pistols and rifles, or by taking an Action for most shtoguns, snipers and heavy weaponry, unless stated otherwise.

Skillshot Techniques

As a Gunslinger, you are more than just capable in the operation of firearms. From a Gunslinger's perspective, any officer or soldier can carry and use a firearm - with decent enough training - to an average extent. But every weapon has its own personality, character, whims and capabilities, that only those willing to delve into their variety can understand - and make use of.

You have access to certain types of skillshots. These may be either ways to modify your attack patterns, or entirely new ways to fire your weapons. As you gain levels in this class, the amount of skillshots you are proficient with increases, up to a maximum as shown in the Skillshot Techniques column of your Class Features. The Skillshot Techniques below are immediately available when you take on this class. As soon as you choose an archetype for your Gunslinger, you learn additional, archetype-specific techniques as well.
The content in brackets refers to certain requirements; skillshots can only be used when they are made with one of the included weaponry. Some skillshots also require you to have a certain number of Hit Markers present on a creature. If a skillshot forces a target to make a saving throw, the DC for that throw is 8 + your proficiency bonus + your DEX modifier.

  • Quickshot (All Pistols / 2+ Hit Markers) (When you take the Attack Action, you may make another attack with the same weapon against the same target, without adding your ability modifier to the second attack's damage on a hit.)
  • Forceshot (All Rifles / 2+ Hit Markers) (Once per turn when you hit a target, you can force it to make a STR saving throw, pushing it 15 feet away from you on a failure.)
  • Staggershot (All Rifles, Shotguns / 2+ Hit Markers) (Once per turn when you hit a target, you can force it to make a STR saving throw, rendering it unstable on a failure. An unstable creature makes STR and DEX saving throws with disadvantage until the start of your next turn.)
  • Piercing Projectile (All Rifles / 2+ Hit Markers) (Once per turn when you hit a target, you may have the projectile strike through it. Make attack rolls with disadvantage for any number of targets in a line directly behind the target, up to the weapon's first range increment.)
  • Dazing Projectile (Standard Pistols, All Rifles / 2+ Hit Markers) (Once per turn when you hit a target, you may force it to make a CON saving throw or suffer disadvantage on attacks until start of your next turn on a failure.)
  • Disarming Projectile (Standard Pistols, All Rifles / 3+ Hit Markers) (Once per turn when you hit a target, you may force it to make a STR saving throw, or drop 1 held object of your choice and have that object be pushed 10 feet away from you.)
  • Chainbreaker (Standard Pistols, All Rifles / 3+ Hit Markers) (Once per turn when you hit a target that currently has another creature grappled (but not swallowed), you may force it to make a STR saving throw, or immediately have it end the grapple and be pushed 5 feet away from the creature (triggering opportunity attacks) on a failure.)

Mark the Target

Gunslingers are infamous for their hawkish ability to zero in on their targets. The longer they are given time to do so, the more accurate, capable and determined they are when performing tricks and knacks highly uncommon for any regular soldier or law enforcer.

You can stack a number of Hit Markers on your targets, up to a maximum represented by the Hit Marker Limit column in your class feature table. Whenever you hit or miss a creature with a firearms attack, you add one stackable Hit Marker onto that creature. Furthermore, you can use your Bonus Action to add another Hit Marker onto any creature you can see within 30 feet, whether or not you have hit it on this turn. Hit Markers remain on targets for up to 10 minutes, after which they are immediately voided.

Hit Markers allow you to use particular skillshots on targets that you have accumulated enough Hit Markers on, as well as providing additional benefits as soon as you veer into a specific Gunslinger archetype later on. Alternatively, when you hit a target with a firearms attack, you may remove 3 Hit Markers from it to roll an additional damage die of the weapons' type as part of the attack. This feature can still be used if you already included a skillshot in the attack, consuming the Hit Markers after the end of the attack.

Gunner's Calm

From 2nd Level onwards, your experiences made you able to retain your calm and focus even under high pressure, both inside and outside of combat.

Whenever you are forced to make a WIS saving throw against being frightened or charmed, you can treat a roll of 9 or lower on the d20 as a 10.

Furthermore, once per combat round, you may choose to ignore a disadvantage imposed on a ranged or firearms weapon attack roll you make due to a hostile creature being within 5 feet of you.

Exposure

Beginning at 2nd Level, you can spend your Action or Bonus Action to focus your senses on a target's weak points for the next hour.
Each time you choose - depending on the level of this feature - one (Level 2), two (Level 9) or three (level 14) of the following:

  • You gain +2 to your AC against attack rolls made by the target.
  • Attack rolls you make against the target gain an additional +2 to hit.
  • The target suffers a -2 saving throw penalty against effects originating from you.
    This applies only to triggering effects induced after you used this feature.
  • You gain +2 to saving throws against effects originating from the target.
    This applies only to triggering effects induced after you used this feature.
  • Whenever you hit the taget with an attack roll, you may roll one addtional damage die and use the highest result(s).
  • The next three INT and/or WIS-based skill checks you make concerning the target are made with advantage.
In some cases, the effects may apply to all targets of the same closer species (i.e. paper wasps, plated crocodiles, bulletes...), up to the GM's discretion.

You can use this feature a number of times equal to your proficiency bonus, thenceforth requiring you to finish a long rest to restore all charges.

Gunner Archetype

At 3rd Level, Gunslingers decide which field of arms and crafts fits their stil and interests best. Such a choice is highly personal, and upcoming Gunslingers pride themselves with the skill and knowledge that accompanies their dedication and specialization. These fields are divided between the Dead-Eyes, Cannoniers and Marksmen.
Dead-Eyes relish in the heat of battle at the foremost front, effortlessly maneuvering between multiple enemies and taking them on at the same time.
Canonniers, though keeping some more distance than their colleagues, prefer to deal considerable area strikes, blasting foes apart and controlling great fields of combat at the same time with debilitating effects.
Finally, the Marksmen are those at times not even seen in battle. Hidden afar, their goal is to end fights before they even begin, and if they still do, to finish them and tidy up quickly without giving their enemies even the slight of a chance.

Ability Score Improvement

When you reach 4th level - as well as at 8th / 12th / 16th / and 19th level - you either increase one ability score of your choice by 2, or two ability scores of your choice by 1.

You can't increase an ability score above 20 using this feature.

Danger Sense

At 5th Level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells.

To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.

Leave an Impression

At 5th level as well, Gunslingers have acquired enough experience with difficult shots to impress or intimidate both friend and foe, channeling their innate focus for a guaranteed hit. Or to, well, just light their target up straight without any further need for drama.

When making a CHA (Performance) or CHA (Intimidation) check that encompasses a firearms shot, you may make that roll with advantage and definitely hit whatever you have been aiming at within your weapon range, though not automatically succeeding on the check depending on the circumstances. Alternatively, you may use this feature during combat to double your current Hit Markers on a target for the next firearms weapon attack you make against it.

You may use this feature a number of times equal to half your proficiency bonus (rounded up), before having to finish a long rest to restore all charges.

Expertise

At 6th Level, choose two of your skill Proficiencies, or one of your skill Proficiencies and one of your job Proficiencies.

Your Proficiency bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.

Firearms Expert

At the time a Gunslinger reaches 9th level, they have become accustomed to their weaponry so much that it becomes inevitable for most to choose a favorite. Those that already made a public name for themselves may even become known for their "trademark gun", which some care for to an uneering extent.

When you gain this feature, choose a firearms type (pistols, rifles, shotguns, snipers, heavy weaponry). Weapon attacks you make and abilities you use with the chosen type are treated as if the weapon had an additional (+1) affixed to it on top of any other boni (affecting Hit Bonus, Damage Bonus, Firearm Save DC). Furthermore, whenever you hit with an attack roll made with a weapon of the chosen type, you may reroll the lowest damage die once, and take the higher result. If the result is the same, you may treat the roll as the maximum of that damage die instead.

Finally, the first time you use your Leave an Impression feature each day with a firearm of the chosen type, it doesn´t consume a charge of the feature.

Deadly Markers

A Gunslinger that lives to reach 11th level already possess a font of experience unrivaled by even the most battle-hardened soldiers, law enforcers and outlaws. Effectively putting a death timer on their adversaries the second they enter a room, as letting such a gunslinger take even mere moments to lock-on his targets could be far to much already for them to see another day.

At the end of each of your turns, every creature of your choice that you can see within the optimal range of your currently equipped firearm gains a Hit Marker. If you do not have a firearm actively equipped when this feature triggers, its range is 30ft instead.

Finally, you may shift your built-up focus from one target to another in an instant: Choose a creature you can see within the optimal range of your currently equipped firearm. As a Bonus Action, you may transfer up to 10 Hit Markers from that creature to another creature within the same range that you can see. You may use this aspect of Deadly Markers once, before you have to finish a short rest to restore its charge.

Temper Control

At 11th level, Gunslingers are furthermore able to expand their own Gunner´s Calm onto their allies, exhibiting an aura of temperance in the heat of battle.

Every allied creature within 60 feet of you that can see you may benefit from the effects of Gunner´s Calm as well. Furthermore, you never suffer the disadvantage imposed on ranged attack rolls if a hostile creature is within 5 feet of you.

This trait temporarily ceases to function if you are unconscious, feared or visibly charmed.

Assessment

At 13th level, you gain the ability to peer at a creature and discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are.

The first time each turn that you hit a creature assessed in this way with a damage type it is vulnerable to, it takes an additional 1d8 damage from the source. Every creature you can and do communicate your insights to may profit from the additional damage die as well.

In some cases, these effects may apply to all targets of the same closer species (i.e. paper wasps, plated crocodiles, bulletes...), up to the GM's discretion.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the Location of any hidden or Invisible creature within 10 feet of you.

Firearms Master



Gunners' Vision



One-Shot



Reaper Markers




Subclass Options

MARKSMAN

EYES ON THE TARGET

At 3rd Level, Marksmen veer off the path that Canonniers and Dead-Eyes choose in many ways. One of them being that they do not primarily take interest in taking down a dozen foes at the same time; the greatest and most deadly threat is just quite enough. This philosophy enables them to accumulate focus on single targets at a much higher pace than any other gunslinger could dare to dream of.

Hitting or missing a target with a firearms attack generates not one but two Hit Markers instead. Additionally, if you are aiming at a target with any rifle-type firearm, the range at which you can accumulate Hit Markers by means of your Bonus Action increases to the maximum range of that firearm.

CRITICAL PRECISION

At 3rd Level, taking the most perfect shot becomes a central drive of any Marksmen, generating a kind of satisfaction on a success only explicable to their kind. Given enough time,

Whenever you make an attack roll against a target that you have accumulated at least 1 Hit Marker on, choose one of the following for that attack roll:

  • Every Hit Marker on the target reduces the threshold for a critical hit by 1.
  • Every Hit Marker on the target increases the result of your attack roll by 1.

  • STABILIZED SHOOTER

    At 3rd Level, the decision of refining your skills as a marksman freed you from much of the wild and hasty sprinting through close-combat battles. Instead, you honed a quite seldom ability amongst gunslingers: To remain perfectly calm and still, keeping all focus on your goal.

    Whilst you are prone, you do not suffer disadvantage on ranged attack rolls and treat the absolute maximum range of ranged weapons as their optimal range (i.e. range (60/180) becomes (180/180). Furthermore, if you remain prone and don't move for at least 1 minute, your first ranged attack roll is made with advantage.

    ALPHA STRIKE

    At 7th level, Marksmen are capable enough to immediately make short work of less vigorous targets, or at least to open combat with a devastating strike, potentially shifting the tides of battle to their favour in instant.

    Whenever you hit a target with a pistol or rifle firearms attack roll that has equal or less remaining hit points than the maximum damage roll of that weapon attack, you may reduce the target to 0 Hit Points instead of rolling for damage. If the target has any means of reducing, reflecting or otherwise interacting with incoming damage, that damage is treated as if you rolled the weapon's maximum damage.

    Furthermore, whenever a global roll for initiative [Start of Combat] is demanded by your GM, you may take your Reaction immediately after the initiative order has been set to make an attack roll against a creature with a lower Initiative than your own. Only for this attack roll, you treat the target as surprised and as if it had 5 additional Hit Markers.

    FOLLOW-UP

    Furthermore at 7th level, Marksmen gain the ability to channel their focus into rapid follow-up shots, unachievable even to their peers with such normally cumbersome weaponry.

    Whenever you take the Attack Action with a basic rifle or sniper rifle firearm against a target that has 5 or more Hit Markers, you may make one additional attack with that weapon against a target that has 5 or more Hit Markers. The targets do not have to be the same, but they must be within your optimal range.

    The number of additional attacks you can make by means of this feature increases to two when you reach 11th level in this class and to three when you reach 20th level in this class.

    The additional attacks provided by Follow-Up do not stack with other additional attacks gained from the Extra Attack feature of different classes, though you may choose which feature to apply whenever you take the Attack action.

    SENTRY

    Sharpshooters at 10th level possess the skill to not only swiftly adjust their weapon with utmost precision, even in fast-paced encounters that pose to begin and end within mere moments. Beyond that, they are by now capable of having one eye constantly on their allies. Not neccessarily to protect them. But most definitely to use every inch of insight they can build up on their targets. If, in the process, an ally is saved from a devastating blow... well, even the better.

    When a creature that you can see within your current optimal firearms range would hit an allied creature with an attack roll, you may use your Reaction to make one weapon attack with your current firearm against that target, provided that it is within your optimal firearm range. This attack is treated as an opportunity-attack. The attacking creature then substracts half the damage dealt by you (rounded down) from its attack roll, with you potentially averting the hit. Critical hits on your opportunity attack always make the attacker fail the roll. Critical hits by the attacking creature can not be averted.

    If the hit is averted, you gain 1 additional Hit Marker on the attacking creature (on top of those from Eyes on the Target). If the attacking creature hits anyways, you loose half the Hit Markers currently on it (rounded up), and don´t gain the Hit Markers you would regularly gain on a miss.

    DEAD-EYE

    MANY TO ONE

    At 3rd level, gunslingers make a choice regarding the path they wish to continue on. Marksmen become the embodiment of elusive death, striking from outside of reach and bearing down on their companions´ adversaries with every single shot. Gunners make it their personal pleasure to wield impractical, bulky and outright hindering weapons of beautiful destruction. But Dead-Eyes see a different path: A gunslinger, which does not back away from the frontlines of battle, who throws himself into the fray, instincts and reflexes sharper than any blade of their martial brethern and sisters. Staring down their enemies at no less than point-blank range, they twist the ever-imminent threat of death into fuel for their senses. Within the blur of carnage, they find clarity´s trigger. And waste no single second.

    Whenever you use your Bonus Action to apply Hit Markers to a creature by means of Mark the Target, you may either do so for up to 3 additional creatures you can see within 30 feet of you, or add an aditional Hit Marker to the original creature.

    Furthermore, when taking the Attack Action with a firearm (pistol / shotgun / rifle only), you may make an additional Attack with the same weapon and ammunition against each creature within 30 feet of you that has 3 or more Hit Markers. You may take Skillshots against each of them as usual. You then loose 3 Hit Markers and don´t regain any by means of Mark the Target for each of those creatures, exempt the original target.

    ADRENALIZED PRECISION

    Furthermore, at 3rd level, Dead-Eyes have gained a capability much unlike their Gunner and Marksmen peers. Although all of them are vulnerable and much less durable than their martial companions may be, Dead-Eyes embrace this weakness, turning adrenaline and pain into ever-heightened focus. Wounded and cornered animals become unpredictable and desperate; wounded and cornered Dead-Eyes become grinning heralds of promised death.

    Whenever you make an attack roll against a target that you have accumulated at least 1 Hit Marker on, choose one of the following for that attack roll; If your current Hit Points are equal to or less than 50% of your maximum Hit Points, use the values in parentheses instead:

  • Every Hit Marker on the target adds 1 [2] additional damage of the weapon´s ammunition-type on a hit. This damage is doubled [tripled] on a critical hit.
  • Every 3 Hit Markers on the target impose a stacking -1 [-2] malus to its AC, STR and DEX saving throws on a hit until the end of your next turn, up to a total of -5 [-10].

  • HIGH NOON

    Finally, at 3rd level, Dead-Eyes take it up on a personal level when their opponents fail to properly land their strikes. Turning the sudden spike of alertness after a barely survived hit into reflexive retribution, Dead-Eyes will make sure that their adversaries better strike true the next time they dare to attack them - or take that chance forever away from them.

    Whenever a creature misses you with a weapon attack roll, you may immediately use your Reaction to make a weapon attack against that creature with your currently wielded firearm (pistol / shotgun / rifle only), or alternatively a sheathed pistol. You must use the current magazine/ammunition of that firearm if you do so.

    If you kill the triggering creature through High Noon, you may regain your Reaction.
    Furthermore, if the killing blow was a critical hit, you immediately take an additional turn after the current initiative count.

    UNENDING SHOOTOUT

    At the time Dead-Eyes reach 7th level, they have seen so many skirmishes that combat blurs into an unending flow, where every shot, every dodge and every wound drifts seamlessly into another. Whenever one enemy falls, the next already awaits. Keeping their senses sharp, even through pain and chaos, a Dead-Eye can calmly reap through their foes. One by one.

    Whenever a hostile creature that within 60 feet of you dies, you may use your Reaction to move its Hit Markers to another hostile creature within 60 feet of you. You must be able to see both creatures to do so. If 4 or more Hit Markers have been moved at once this way, you gain advantage on firearms attack rolls against the creature you moved them to until the end of your next turn.

    If you deal the deathblow to a creature by means of High Noon, you may immediately move its Hit Markers (if any) by means of Unending Shootout as part of the same Reaction. You then regain your Reaction as usual.

    CANNONIER


    LevelClass FeaturesHit Marker LimitSkillshot Limit
    1Firearms Adept, Skillshot Techniques, Mark the Target32
    2Gunners' Calm, Exposure32
    3Gunner Archetype42
    4Ability Score Improvement42
    5Danger Sense, Leave an Impression53
    6Expertise63
    7Archetype Feature73
    8Ability Score Improvement83
    9Firearms Expert, Exposure (2)94
    10Archetype Feature104
    11Deadly Markers, Temper Control114
    12Ability Score Improvement124
    13Assessment135
    14Blindsense, Exposure (3)145
    15Archetype Feature155
    16Ability Score Improvement165
    17Firearms Master, Gunners' Vision176
    18Archetype Feature186
    19Ability Score Improvement196
    20One-Shot, Reaper Markers206

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Humans

    ability score increase: Your ability scores each increase by 1.
    age: Humans reach adulthood in their late teens and live less than a century.
    alignment: Humans tend towards no particular alignment.
    Size: Medium
    speed: Your base walking speed is 30 feet.
    Languages: You can speak, read and write either Haven, Imperial or Sunder Common.
    race features:
    • Feat. (You gain one Feat of your choice.)
    Humans make up the greatest individual portion of humanoid populace on Almorea and Kaldesh. Although, in total numbers, they are still massively outscaled by the Veijranii ethnicities. Nonetheless, the ability of Humans to maintain fairly stable communities, even in large scale environments, cities and states, set their place as one of the most influential races on the continents.

    Historically, it is supposedly unclear even to the Tortles of Tortoikra which races predate the Humans with certainty, although they must have appeared in Almorea and Kaldesh not much sooner than any of the other major ethnicities - save the omnious Yuan'Ti.

    Humans are what one could call an "allround" species, never having specialized into some particular field or evolutionary trait. Maybe it is, in fact, this versatility which allowed them to persist and endure for all this time, including the events of the Cataclysm.
    Until Yorion formed them back into a greater community, founding the Imperium in the process. The cradle of modern humanity.

    Nowadways, Humans can be found on both major continents, making up the core populace of the Imperium of Yorion and the Conglomerate of New Haven on Almorea, as well as the Sunderlands on Kaldesh.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.

    Crystalline Activity Cracker

    Generic Variant

    Rare

    Powdered Crystals, Action

    Resonating Accelerant: As an Action, you may sniff the entirety of a portion of Crystalline Activity Kicker (CRACK). If you do, your reflexes become rapidly sharpened, and your body is powered to far greater extents than usually for up to 1 minute. You thereby gain an additional Action and twice your base movement speed until the end of the duration on each of your turns.

    The effect ends early if you are incapacitated or become subjected to an effect which ends the Poisoned condition (as in Lesser Antidote). The underlying DC to do so is equal to 13. Once the effect ends, you are stunned until the end of that turn and suffer a level of Exhaustion. Repeated use of Crystalline Activity Kicker within 1 month shortens the effect´s duration by 6 seconds for every additional dosage, down to a minimum of 18 seconds. At this point, flip a coin whenever you intake another dosage:
    On heads, you suffer a level of exhaustion. On tails, you die. Ceasing usage for 1 month resets this counter.

    Every world knows its fair share of horror, pain, guilt, longing, nostalgia and escapism. One could argue that these detriments of existence are deeply engrained within the very being of sentient creatures; especially those that can and will comprehend the meaning of loss. Among the multitude of ways to deal with such undesirable emotions - productively and destructively - there will always be room for drugs to take a foothold. Substances as faceted as the people that long for them. Of course, dreadful as it may seem, an oversimplification of the matter is at hand when one would deem every consumer to be a rundown addict, ever-chasing for the next escape which dulls out the feeling of existential pain for better or worse. Most certainly, a variety of drugs exist - or rather can exist - for the sheer temporary enjoyment and amplification of one´s senses, emotions and even physical capabilities. While some such substances are more or less carefully regulated among the greater nations of Almorea and Kaldesh, others are deemed too dangerous for even these once-in-a-while triffles. Though however hard the strong hand of governance may attempt to crush such intoxication insolence: Wherever suffering and craving, there´ll be new poison to still it - for a while.

    Crystalline Activity Kicker - or better known as CRACK - was not created, at least not in its purest form. As with stunningly many discoveries of sentient species, pure idiocracy brought forth the realization which would soon flood the Conglomerate of New Haven.

    Miners are a tireless folk. Even with the degree of technology and physical support that those employed in New Haven can make use of, their working conditions may reasonably be counted among the hardest within the labor force of the Conglomerate. A circumstance which - among exhaustion and debilitation - also breeds ground for much-needed relief and enjoyment. A circumstance which is further intensified among those miners working the high-risk and high-security excavation sites tasked with extracting raw resonance crystals for the many technological and scientifical needs of the nation, most prominently the production of fluxxcores.

    The rest of the story goes fairly easy: One day an unnamed miner had the debatably sane idea to grind down a smaller crystal; and ingest it. The results were both visible and palpable. Glowing blue eyes, shiny skin, highly increased speed and reflexes. Though the effect only lasted for some mere seconds. Nonetheless, of course, as it is with such things, the word spread quickly. And merely two months later Havian authorities had to issue their first of many statements and policies regarding the consumption, distribution and acquisition of "CRACK", banning it in its entirety from the Conglomerate of New Haven, labelling it as a depravity against the technocratic aspirations of the nation. Only thanks to the combination of an extremly limited span of effect and almost guaranteed lethality after too many short-term intakes, the substance didn´t flood the streets of the greater and smaller cities entirely. Nowadays, CRACK is most prominently used as a combat stimulant for whomever may have the resources to acquire it in the first place.

    Cost: (200 Gold)

    Nightwarden

    Potion

    Uncommon

    Liquid Eydrops, Action

    Effect: Grants the user the Darkvision trait for 8 hours on consumption. If the user already possesses the trait by any other means than this potion, its range is extended by 30 feet.

    Potions exist in a sheer indescribable variety and have their specific places and fields of application in practically every civilization of both Almorea and Kaldesh. Their effects can range from - most commonly - healing properties as known in the crimson red Healing Potions, over potent stimulants and curatives, all towards body- and mind-morphing concotions that change ones very being. Most of them can be created by known and experted hands, though some particularly special recipes are lost to time; making the remaining few exorbitantly valuable.

    A quintessential alchemical product for many - especially human - crestless adventurers, explorers, archeologists and nocturnal dwellers alike, Darkdrops allow their users to overcome the impairment of being effectively blind during nighttime and underground. Unlike many potions, they are not ingested, but dropped directly into the eyes. Shortly after, retina and pupils take on cat-like features, allowing them to greatly increase contrasting of their surroundings.

    Improving their more common counterpart, the "Nightwarden"-Modification doubles the potency of Darkdrops, allowing for more individual doses per flask. The means to do so can be manifold, may it be floral or faunal extracts, crystalline powders or permanent enchantments of the liquid´s container. But once gained access to, newly bought Darkdrops can be repeatedly improved by these means, up to practically no end. A true lifetime-companion for any nightblind-dweller.

    Although crestless and academics with sufficient funds profit the most from their use, occassionally civilian or labor-related use occurs as well. Especially mining operators, excavation workers and nightguard security is regularly provided by their employers with darkdrops, either discounted or as part of the job, allowing for higher efficiency and - in return - increased wages on successful use.

    Cost: 75 Gold

    Lesser Antidote

    Potion

    Common

    Liquid Potion, Action

    Effect: Immediately cleanses the Poisoned status effect (if non-permanent) induced by all sources with an underlying DC of 13 or lower, as well as resistance to poison damage for 1 minute.

    Potions exist in a sheer indescribable variety and have their specific places and fields of application in practically every civilization of both Almorea and Kaldesh. Their effects can range from - most commonly - healing properties as known in the crimson red Healing Potions, over potent stimulants and curatives, all towards body- and mind-morphing concotions that change ones very being. Most of them can be created by known and experted hands, though some particularly special recipes are lost to time; making the remaining few exorbitantly valuable.

    Lesser Antidotes are relatively common, as even apprentice-level alchemists and poisoners are capable of crafting them with some patience. That does not diminish their worth though by any means. Antidotes can be used to quickly neutralize extremely potent floral and faunal enzymes that would otherwise lead to an even quicker and most untimely demise. No adventurer is a fool for carrying one or two spare ones with them on any journey, and commoners greatly appreciate them as a gift.

    Though be wary. Antidotes are no universal remedy, and specific cases of poisoning may prove to be resistant against general cures. More expensive variants of antidotes exist, but they can be quite costly, so assessing whether to use one or not should best be done by a seasoned doctor, adventurer or not.

    Cost: 50 Gold

    Healing Potion (Greater)

    Potion

    Uncommon

    Liquid Potion, Action

    Effect: Immediately restores 8d4+8 Hit Points when drunk.

    Potions exist in a sheer indescribable variety and have their specific places and fields of application in practically every civilization of both Almorea and Kaldesh. Their effects can range from - most commonly - healing properties as known in the crimson red Healing Potions, over potent stimulants and curatives, all towards body- and mind-morphing concotions that change ones very being. Most of them can be created by known and experted hands, though some particularly special recipes are lost to time; making the remaining few exorbitantly valuable.

    Healing Potions are probably the most widely renowned of their kind, although the specific recipes to create them vary immensely between continent, culture, species and even within the very same regions. Their potency therefore varies to great extents as well. Though in the end, for some up to this date intensely debated chemical reason, almost all of them end up with varying hues of red, from almost purple wine-tones, over muted brick-shades, all towards the most classical crimson, bloody red.

    Many adventurers - regardless of Stygian affiliation - would have found an early end if not for the savior that a Healing Potion can be. And even commoners are known to sometimes save up great amounts of money to afford such a potion after severe injury. Though it remains to be said that most affordable concotions of this kind are unable to cleanse poisons, cure diseases or restore missing body parts. And most that are will forever be out of reach for the average men and women of the realms.

    Cost: 250 Gold

    Healing Potion (Superior)

    Potion

    Rare

    Liquid Potion, Action

    Effect: Immediately restores 12d4+12 Hit Points when drunk.

    Potions exist in a sheer indescribable variety and have their specific places and fields of application in practically every civilization of both Almorea and Kaldesh. Their effects can range from - most commonly - healing properties as known in the crimson red Healing Potions, over potent stimulants and curatives, all towards body- and mind-morphing concotions that change ones very being. Most of them can be created by known and experted hands, though some particularly special recipes are lost to time; making the remaining few exorbitantly valuable.

    Healing Potions are probably the most widely renowned of their kind, although the specific recipes to create them vary immensely between continent, culture, species and even within the very same regions. Their potency therefore varies to great extents as well. Though in the end, for some up to this date intensely debated chemical reason, almost all of them end up with varying hues of red, from almost purple wine-tones, over muted brick-shades, all towards the most classical crimson, bloody red.

    Many adventurers - regardless of Stygian affiliation - would have found an early end if not for the savior that a Healing Potion can be. And even commoners are known to sometimes save up great amounts of money to afford such a potion after severe injury. Though it remains to be said that most affordable concotions of this kind are unable to cleanse poisons, cure diseases or restore missing body parts. And most that are will forever be out of reach for the average men and women of the realms.

    Cost: 200 Gold

    Flashing Cracker

    Ammunition

    Common

    Thrown, Range 60, Area (10ft. Square)

    Effect: All targets within the area of explosion are forced to make a CON saving throw (DC 15). On a failure, affected creatures are blinded until the end of their next turn.

    Crackers are originally a product of New Havian Teclecs tinkering with a multitude of natural substances. Some of these experiments brought up quite stable product, which thereon began to be produced in higher quantities around the Conglomerate. All Crackers resemble roughly 15 to 30 centimer long sticks of varying colors, wrapped in paper or other flexible materials, the charge being safely stored inside. Most of them are primed by cracking them in half, hence their name, which fuels a chemical reaction within the charge. At this point, it is dearly advised to let go of them as quickly as possible.

    Flashing Crackers are colored bright white and fully live up to their name. Once cracked and thrown, they emit an intense flash of bright light in their target area, potentially blinding anyone within for a couple of seconds.

    Upgradable: No Engravable: No Tincturable: No Poisonable: No Enchantable: No

    Reusable: No

    Cost: 5 Gold

    Blazing Cracker

    Ammunition

    Uncommon

    Thrown, Range 60, Area (15ft. Cone)

    Blaze: All targets within the area of explosion are forced to make a DEX saving throw (DC 15). On a failure, creatures take full damage from the explosion, or halved damage on a success.

    Crackers are originally a product of New Havian Teclecs tinkering with a multitude of natural substances. Some of these experiments brought up quite stable product, which thereon began to be produced in higher quantities around the Conglomerate. All Crackers resemble roughly 15 to 30 centimer long sticks of varying colors, wrapped in paper or other flexible materials, the charge being safely stored inside. Most of them are primed by cracking them in half, hence their name, which fuels a chemical reaction within the charge. At this point, it is dearly advised to let go of them as quickly as possible.

    Blazing Crackers are colored brick red and one of the more immediately dangerous Crackers available in the lower price spectrum of their kind. Once cracked and thrown, they create a quickly spreading and cascading wave of fire from their point of destination onwards. The heat can be intense enough to severly harm foes and set objects in the vicinity on fire.

    Upgradable: No Engravable: No Tincturable: No Poisonable: No Enchantable: No

    Reusable: No

    Type Damage Damage Range
    None 3d6 Fire 60 ft

    Cost: 5 Gold

    Smoke Bomb

    Ammunition

    Common

    Special, Thrown, Range 60, Area (15ft. Sphere)

    Smoke Screen: The area of effect is covered in dense smoke, heavily obscuring it for up to 1 minute. A strong wind or similiar effect disperses the smoke. For as long as the Smoke Bomb is active, it may be picked up, carried, or thrown again, displacing the area of effect accordingly. If carried, the area of effect moves with the carrier.

    Bombs are originally a product of New Havian Teclecs tinkering with a multitude of natural substances. Some of these experiments brought up quite stable product, which thereon began to be produced in higher quantities around the Conglomerate. All bombs consist of varying types of containers, ranging from multitudes of miniscule glass orbs all towards massive metal spheres the size of a minotaur's head. They are often more potent than crackers, but their price tag puts off many prospective customers. Some are primed by igniting a fuse that fires up its contents. Others simply need to be thrown at a location with enough force to destabilize the inlaid charge. Unprofessional usage of bombs may lead to concussions, loss of hearing, severe injury and death. Caution is sincerely advised.

    There is not much to say about Smoke Bombs, other than that they are probably one of the oldest tricks in the books for anyone from street magicians, over larcenists, to full-on assassins. Do your deed, vanish in a cloud of obscurity, profit. Just hope that whatever is after you doesn´t have the means to peer through your screen. Or that better be not your only escape plan in case that they do.

    Upgradable: No Engravable: No Tincturable: No Poisonable: No Enchantable: No

    Reusable: No

    Cost: 10 Gold

    Frag Grenade

    Ammunition

    Varies

    Special, Thrown, Range 60, Area (15ft. Sphere)

    Effect: All targets within the area of explosion are forced to make a DEX saving throw (DC 15). On a failure, creatures take full damage from the explosion, or halved damage on a success.

    Bombs and Grenades are originally a product of New Havian Teclecs tinkering with a multitude of natural substances. Some of these experiments brought up quite stable product, which thereon began to be produced in higher quantities around the Conglomerate. All bombs consist of varying types of containers, ranging from multitudes of miniscule glass orbs all towards massive metal spheres the size of a minotaur's head. They are often more potent than crackers, but their price tag puts off many prospective customers. Some are primed by igniting a fuse that fires up its contents. Others simply need to be thrown at a location with enough force to destabilize the inlaid charge. Unprofessional usage of bombs may lead to concussions, loss of hearing, severe injury and death. Caution is sincerely advised.

    Frag Grenades are probably one of the most common and simple contraptions available for sale in New Haven and the Sunderlands. Armed by lighting up their ignitable fuse, the mixture of saltpeter and sulfur within almost immediately explodes on impact or mid-air. Though this is the explosive principle of many grenades, frag variants are further enriched with sharpened metal pieces. These shards become highly accelerated on explosion and can tear both through flesh and armor with ease.

    Not used in most military combat scenarios due to the injuries they can cause on mishandle within the own ranks, adventurers and brigands on the other hand have taken a special interest in them, as they can quickly dispatch assemblys of lesser foes in a glimpse. Depending on their potency, impact damage can vary greatly. And so does their price.

    Upgradable: No Engravable: No Tincturable: No Poisonable: No Enchantable: No

    Reusable: No

    Type Damage Damage Range
    None 2d6/3d6/4d6/5d6 Slashing 60 ft

    Cost: 10 Gold / 25 Gold / 50 Gold / 125 Gold

    Paralyzing Darts

    Ammunition

    Uncommon

    Finesse, Light, Special, Ammunition, Thrown, Range (20/60)

    Paralysis: Targets hit by a Paralyzing Dart must succeed on a DC 15 CON Save or become paralyzed until the end of their next turn. Every successive Save against being affected by a Paralyzing Dart within 1 hour of the first failure is made with a DC reduced by 5 each time beyond the first, down to a DC of 5.

    Special Ammunition: Paralyzing Darts can be used both manually and as ammunition for Blowguns and Darters.

    Darts possess a unique place in the sortiment of light ranged weaponry, as they can be used both with bare hands and as ammunition for Veijraniiian blowguns and Havian darters. Thereby, the two most common places to encounter and acquire them are incidentally the Conglomerate of New Haven and the Veijranii Convent.

    Though getting shot with a dart can technically leave quite nasty wounds, comparable to being pierced by a small dagger, their provenance and prevalence - depending on place of origin - doesn't stem from their damaging capabilities. Instead, darts bring with them a set of properties preferable to the means of Veijranii and Havians alike. They are very light, easily concealed, don't neccesarily kill their target and can be tinkered with - comparable to arrows - in a multitude of ways to allow for a wide array of specific uses.

    Paralyzing Darts reside in the same spectrum of heavily debilitating variants such as Sleep Darts. Where Sleep Darts focus on duration, Paralyzing Darts are meant to enable their user to momentarily disable an opponent, just long enough for them or their companions to follow up with a decisive strike or more potent setdown. The charge administerable by means of these darts is not potent enough though to repeatedly produce the same effect, as the target's nervous system becomes more and more resistant against the effect with each further stimulus in short succession.

    Upgradable: No Engravable: No Tincturable: No Poisonable: No Enchantable: No

    Reusable: No

    Type Damage Damage Range
    Simple Ranged 1 Piercing 20/60 ft

    Cost: 10 Gold

    Explosive Cartridge

    Ammunition

    Common

    Special, Fraggar-Ammunition, Area (20ft. Sphere)

    Effect: DC 15 DEX Save for all targets within the area. Success: Halved Damage Failed: Full Damage

    Similiar to the standalone bombs and grenades produced by New Havian Teclecs, cartridges were specifically designed for area-combat. Distinctively though, they can not be (properly) primed on their own. Instead, they require a deployment- or firing-system, of which - at the time of the Surge - the Fraggar is most common. Granting an effective range of 300 feet for most cartridges, many unfriendly encounters can be subsided before they even have a chance to become more than just that. Though more sophisticated systems for cartridge use are constantly in development, both portable and mounted. And with every year, their potency increases. For now, to no apparent end, with the Sunderlands at the forefront, in hopes of eventually procuring their very own defensive autonomy.

    Explosive Cartridges are the most common variants of their kind, with their potency growing in proportion to the skill and materials available to their maker. Though even the standard models already allow for devastating force, easily killing unprepared civilians within the area of fire. Fortunately, they are most commonly used by security companies and crestless, against both humanoid and bestial adversaries - or worse.

    Upgradable: Yes Engravable: No Tincturable: No Poisonable: No Enchantable: No

    Reusable: No

    Type Damage Damage Range
    None 3d6 Fire

    Cost: 30 Gold / 75 Gold / 150 Gold

    Thermite Charge

    Explosive

    Uncommon

    Special, Thrown, Range 30, Area (5ft. Sphere)

    Effect: DC 15 DEX Save for all creatures within the area. On a failure, creatures take full damage from the thermite charge and suffer from Burn Through and Melting Armor. On a success, creatures take halved damage, and suffer no additional effects.

    Burn Through: A burning creature is dealt half the initial damage again at the start of its next turn.

    Melting Armor: An affected creature with non-organical armor has its AC permanently reduced by 3, up to the maximum AC it gains from said armor.
    If the creature is a construct, it instead has its AC permanently reduced by 3, down to a miminimum total AC of 10.

    Bombs and Grenades are originally a product of New Havian Teclecs tinkering with a multitude of natural substances. Some of these experiments brought up quite stable product, which thereon began to be produced in higher quantities around the Conglomerate. All bombs consist of varying types of containers, ranging from multitudes of miniscule glass orbs all towards massive metal spheres the size of a minotaur's head. They are often more potent than crackers, but their price tag puts off many prospective customers. Some are primed by igniting a fuse that fires up its contents. Others simply need to be thrown at a location with enough force to destabilize the inlaid charge. Unprofessional usage of bombs may lead to concussions, loss of hearing, severe injury and death. Caution is sincerely advised.

    Thermite Charges aren't bombs in the closer sense, but devices carefully crafted in high quantities for Havian building projects. The Conglomerate's national railroad project especially takes up the bulk of ressources in that regard, using thermite to wield rails together over hunders of kilometers.

    Although the final process for thermite-mixing - derived from Teccra documents in Ezekiel's Bridge - isn't that complex, gaining the required aluminium in the first place proves to be quite a different issue. Bauxit deposits may be plenty within New Haven's borders, but the required procedures to extract and refine aluminium from it take up immeasurable amounts of energy, not even easily provided by more potent industrial fluxxcores. Therefore, the legal sale of thermite for private or adventurous purposes - though coveted by those who know of its armor- and plating-shredding properties - is severly limited, if even possible at all. Only those with proper connections or a good standing with industrial corporations may therefore hope to ever lay their hands on the potent charges, unless they plan on resorting to the blackmarket.

    Upgradable: No Engravable: No Tincturable: No Poisonable: No Enchantable: No

    Reusable: No

    Type Damage Damage Range
    None 8d8 + 10 Fire 30 ft

    Cost: 100 Gold

    Spellscroll - True Resurrection

    Scroll

    Legendary

    Magical, Necromancy-Affinity, Spellscroll DC 19

    This Spellscroll describes the True Resurrection spell.

    Spellscrolls are literal depictions, descriptions and instructions meant to enable those apt in channeling the Weave (and those that are not) to cast more ore less potent spells. By means of a variety of intricate processes, a spellscroll´s creator imbues the underlying material with enough concentrated Weave to relinquish its user of the neccessity to provide their own magical force as fuel for the spell.

    Nonetheless, successfully using spellscrolls requires a general understanding of the functionalities, verbals and somatics encompassed in accessing the Weave, particularly within the desired domain. Those attempting to perform a spell depicted on a scroll without possessing such knowledge are guaranteed to invite certain chaos - with a slight chance of success - or achieve nothing at all.

    Some spellscrolls transcribe wonders, dreads and otherworldy powers beyond the wildest dreams of mere mortal´s comprehension. This spellscroll is one such. Both valuable and powerful enough to alter the very course of society, politics and the lifes of those around its speaker, their sheer existence induces an unthinkable burden. Heavy, is the crown. May its owner use it wisely.

    Cost: -


    Created by

    Fabian2.worldanvil.

    Statblock Type

    Character Sheet (2020)

    Link/Embed