Professional Documents
Culture Documents
Backstory:
Orphaned, and raised to care for and help an ailing artificer, master of the crafts, and so named
Solace to comfort the man. Was taught by him, but treated as an object and not a person, who
nicknamed him Soul-Less. After the old man withered to dust, something inside cracked. Last
few years joined an acting troupe where he found a new use for his skills, and a joy at their
horror. Now wishes to feel alive, and bring solace only to himself, in truth soul-less.
In actuality, a member of the Dragonmark of Making family, but doesn't know it. Looking for a
purpose in life.
People recognize you as a member of the Cult of Rakdos, and they're careful not to draw your
anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food
at a restaurant or breaking down a door at a local shop, if no legal authorities witness the crime.
Most people are too daunted by you to report your wrongdoing.
Trait: Everything is funny to me, and the most hilarious and bloodiest things leave me cackling
with sadistic glee.
Ideal: Hedonism. Death comes for everyone, so take as much pleasure as you can from every
moment of life. (Neutral)
Bond: I'm secretly hoping that I can change the cult from the inside, using my influence to help
rein in the wanton violence.
STR 14 (+2)
DEX 16 (+3)
*CON 17 (+3/5)
*INT 19 (+4/6)
WIS 14 (+2)
CHA 9 (-1)
Skill Prof: Arcana (+6), Investigation (+6), Acrobatics (+4), Performance (+1).
AC: 18/19/20
Jane (Pistol) - 30'/90', +7, 1d10+5 Piercing (no need for ammo)
Spells:
Cantrips:
**Vicious Mockery (60', WIS DC 14, 1d4 Psych, Dis on next attack for 1 turn).
Guidance (+1d4, 1 Min, C)
*Mending (1 minute cast, repait single break or tear, heal Penny by 2d6)
*Booming Blade (Melee Attack at 5', move willingly and take 1d8 Thunder)
or
*Green-Flame Blade (Melee Attack at 5', other creature takes INT mod fire damage).
or
or
1st:
**Dissonant Whispers (60', WIS DC 14, 3d6, React to run away max speed, save for 1/2)
Identify (Rit) / Alarm (Rit) / Detect Magic (Rit) / Burning Hands (15' Cone, DC 14 DEX, 3d6, Fire,
save for 1/2)
Features:
Magical Tinkering (INT mod at a time, Shed Light 5/5, Record 6 sec message and repeat 10',
Continus sound/smell 10', Static image or 25 words appear)
Infuse Item (3 Known, 2/day, Replicate Magic Item (Goggles of Night), Enchanted Defence (+1
armor/shield), Repeating Shot (+1 loading weapon, no need for ammo))
Battle Ready (Attack and Damage with INT for Magic weapons)
Ritual Casting
Equipment:
Scale Mail
Pistol (Jane)
Dagger
Handaxe
Warhammer
Thieves' Tools
Leatherworker’s Tools
Smith's Tools
Caltrops (5x5, DC 15 DEX or take 1 damage and stop, reduce speed by 10 until healed, half speed
to negate)
Rakdos Inisgnia
Tiny Violin
Costume (Troupe)
Hooded Lantern
10' Chain
50' Rope
Tinderbox x2
20 Torches
Clothes
Belt Pouch
Wine
Blanket
Waterskin
10 days of rations
Money:
11.5 GP
(10+280 GP)
Purchases:
Bedroll (1 gp)
----
Penny the Iron Defender:
HP 21 (5 x Class, +my INT, +his CON) - Mending heals 2d6, 1st level spell to raise dead.
Speed 40'
STR 14
DEX 12
CON 14
INT 4
WIS 10
CHA 6
Skills: Perception +4
Cannot be Surprised
Dash (40')
Reactions (his):
Defensive Pounce (Disadvantage on Attack Roll if adjacent enemy attacks someone else)
----
Human Determination
You are filled with a determination that can draw the unreachable within your reach. You gain
the following benefits:
• When you make an attack roll, an ability check, or a saving throw, you can do so with
advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.