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Solace (soul-less)

Chaotic Neutral Human Artificer 3

Subrace - Mark of Making

Subclass - Battle Smith

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.

Background: Rakdos Cultist (Marionette puppeteer)

Feature: Fearsome Reputation

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.

Flaw: There's no such thing as too much pleasure.

Quirk: Your dragonmakr slowly moves around your body.


Stats: 17, 17, 16, 14, 13, 9

STR 14 (+2)

DEX 16 (+3)

*CON 17 (+3/5)

*INT 19 (+4/6)

WIS 14 (+2)

CHA 9 (-1)

Save Prof: CON, INT

Skill Prof: Arcana (+6), Investigation (+6), Acrobatics (+4), Performance (+1).

Tool Prof: Martial Weapons, Violin (+4+1d4), Thieves' (STAT+4+1d4), Leatherworker's


(STAT+4+2d4), Smith's (STAT+4+2d4), Tinker's (STAT+4+1/2d4), Forgery (+8+2d4), Cook's
(+8+2d4).

Languages: Common, Elvish, Giant.

AC: 18/19/20

14/15 + DEX (max 2) + 2/3 Shield

Attacks (+1d6 if Arcane Weapon):

Jane (Pistol) - 30'/90', +7, 1d10+5 Piercing (no need for ammo)

Shocking Grasp - +6, 1d8, can't take R

Warhammer - +4/+7, 1d8+4/5 Bludgeoning

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

*Shocking Grasp (+6 ,1d8 Lightning, can't take R)

or

*ANY Wizard Cantrip

1st:

Arcane Weapon (1 Hour, +1d6 any element, C)

Absorb Elements (+1d6, Res, R)

Cure Wounds (1d8+4)

**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)

*Heroism (1 Min, Immune to Frightened, Temp HP = Int mod each turn, C)

*Searing Smite (1 Min, garbage, C)

Features:

Magecraft (Long Rest, pick a Wizard Cantrip and get it)

Spellsmith (1/day, 1 minute cast, enchant a weapon/armor into +1 for 1 hour)

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))

Tool Expertise (Prof doubled for ALL tools)

Battle Ready (Attack and Damage with INT for Magic weapons)

Ritual Casting

Focus: Thieves' or Artisan's Tools, or Infused Item.

Equipment:

Scale Mail

Pistol (Jane)

Dagger

Handaxe

Warhammer

Light Crossbows, 20 Bolts

Thieves' Tools

Leatherworker’s Tools

Smith's Tools

Ball Bearings (10x10, DC 10 DEX or prone, half speed to negate)

Caltrops (5x5, DC 15 DEX or take 1 damage and stop, reduce speed by 10 until healed, half speed
to negate)

Dungeoneer's Pack ( Backpack, Crowbard, Hammer, 10 Pitons)

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:

Pistol (250 gp) - 1d10 Piercing, 30/90

Shield (10 gp)

Warhammer (15 gp)

Blanket (0.5 gp)

Bedroll (1 gp)

Ball Bearings (1 gp)

Cook’s utensils (1 gp)

----
Penny the Iron Defender:

AC 15 (Dodge unless commanded)

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

Immune: Poison, Charm, Exhaustion.

Darkvision 60', Passive Perception 10

Cannot be Surprised

Moves on my turn, has actions (auto-uses Dodge otherwise).

Bonus Actions (mine):

Bite (+4, 1d8+2 Piercing)

Repair (3/day, 2d8+2 to Construct or Object)

Dash (40')

Disengage (don't provoke OA for moving)


Help (adv to skill, or give ally adv on attack vs adj enemy to you)

Reactions (his):

Defensive Pounce (Disadvantage on Attack Roll if adjacent enemy attacks someone else)

----

Feat for 4th:

Human Determination

(UA: Feats for Races) Prerequisite: Human

You are filled with a determination that can draw the unreachable within your reach. You gain
the following benefits:

• Increase one ability score of your choice by 1, to a maximum of 20.

• 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.

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