Phileas Philpot
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Phileas Philpot was part of an experiment on bringing a construct to life. Things went sideways and now he’s sort of … a ghost trapped in a construct. Which is new. He also seems to have lost what little charm and emotion he had in the process.
Level 10 Starting Equipment
- 5,000gp of Equipment (per DM)
- 5,000gp for Ring of Evasion (Rare) (Attunement)
- 2,500gp of Inheritance (Background)
- 500gp for Cloak of Elvenkind (Uncommon) (Attunement)
- 500gp for Luck Stone (Uncommon) (Attunement)
- 500gp for Boots of Elvenkind (Uncommon)
- 500gp for Shield+1 (Uncommon)
- +2 Rapier (Rare)
- +1 Studded Leather Armor (Rare)
Race: Custom Heritage (Construct)
Built from The Heritage Companion available on DMs Guild
A soul sucked into a robot…
Cannot exceed +10
Ancestry [5]
- Increase one by 2 and another by 1
- Add d4 to attack, ability check, or saving throw. Number of times equal to proficiency bonus
- Can be healed by: cure wounds, healing word, mass cure wounds, mass healing word, and spare the dying
Lineage [12]
- Proficiency with tool set: Tinker’s
- Emulate Mending Cantrip with them to restore HP to a Construct
- Roll check with tool + proficiency
- HP restored = roll
- Number of times per long rest == proficiency bonus
- Proficiency with Firearms
- Ignore Loading property
- Long rage doesn’t impose disadvantage
- If a creature is surprised or unaware of me, deal extra 2d6 damage with the first attack. This will crit on 19 or 20.
- Add proficiency bonus to initiative rolls
- Advantage on Perception checks made to avoid being surprised
Drawbacks [-7]
- Ability Score Penalty [-2]
- Apply -2 to CHA
- CHA saves at disadvantage
- No proficiency in CHA skills or tools
- Disadvantage on CHA ability checks
- Cannot raise CHA higher than 8, even by magic or wondrous items
Background
Must sum to 0, start with 3 points
Basic Features [0]
- Basic Equipment [0]
- Skill Proficiency (x2 skill or tool) [0]
- Sub Proficiencies (x2 tool or language) [0]
- Unique Interaction: Far Traveler background [0]
- Almost all of the common people and other folk that one might encounter along the Sword Coast or in the North have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born. You aren’t one of those folk. You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of Faerûn for your own reasons, which you might or might not choose to share. Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you’ve never laid eyes on before. By the same token, you’re a person of interest, for good or ill, to those around you almost anywhere you go.
- Skills:
- Dice set
- Maps of homeland
- 10gp jewelry
- 5gp
Negative Features [-2]
- New region/city/village - roll d100. If 50 or under, refused lodgings, merchants increase prices 20%, disadvantage on CHA checks with locals.
Positive Features [5]
- Inheritance (Small Fortune) [2]
- 2,500gp rare item, or just the gold
Level 1 Revenant
Revenant available on DMsGuild
Ability Scores
Point Buy
- STR 10
- DEX 14 => +2 Heritage ASB = 16
- CON 15 => +1 Heritage ASB = 16
- INT 10
- WIS 14
- CHA 8 => -2 Heritage ASP = 6 (DISADV, No Prof in CHA skills/tools)
Past Life: Warrior
- Hit Dice: d10
- Saving Throws: CON, DEX
- Tools: Smith’s Tools
- Skills: History, Survival
- Armor: All armor, shields
- Weapons: Simple + Martial
- Fighting Style: Gunnery
- While wielding a firearm you gain 1/2 your proficiency bonus (rounded down) to your firearm attacks and reduce the misfire rate of these weapons by the same amount to a minimum of 1.
Languages
- Common
- Halfling (Basic Background)
- Elven (Far Traveler)
Skills
- Acrobatics (Basic Background)
- History (Past Life:Warrior)
- Insight (Far Traveler)
- Perception (Far Traveler)
- Stealth (Basic Background)
- Survival (Past Life:Warrior)
Weapon & Armor Proficiencies
- Firearms (Firearms Mastery)
- Simple Weapons (Past Life:Warrior)
- Martial Weapons (Past Life:Warrior)
- All Armor (Past Life:Warrior)
- Shields (Past Life:Warrior)
Tools
- Tinker’s Tools (Technological)
- Thieve’s Tools (Basic Background)
- Dice Set (Far Traveler)
- Smith’s Tools (Past Life:Warrior)
Reformation: Wraith
- Hide as a bonus action when within dim light, darkness, or lightly obscured
- Darkvision to 60’
- Do not need to breathe
- While in bright light: Disadvantage on Investigation and Perception checks
- May replace one attack with Life Drain
- You may use this ability as either a spell attack or simple melee weapon attack. On a hit, you deal 2d8 + 1d8 for every 3 revenant levels you possess in necrotic damage. The afflicted creature must make a Constitution save equal to your spell save DC (or 8 + your proficiency bonus + your Charisma modifier) or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest.
Level 2 Revenant
Archetype: Death Knight
Fighting Style
Defense
- You gain 1/2 your proficiency bonus (rounded down) to your armor and Dexterity saves against AoE spells and spell-like effects as long as you are not surprised, restrained, or paralyzed.
Corrupted Arsenal
- Any weapon you wield is touched with raw corruption. As a bonus action, you may infuse a single weapon with your essence, changing its damage type to necrotic. While infused this way, whenever you deal damage to a creature you may use your reaction to heal for 1/2 of necrotic damage dealt (rounded down) by that weapon.
- This weapon remains infused for 1 hour, and you may infuse a weapon in this way a number of times per long rest equal to your proficiency bonus.
- At 6th level, you ignore resistance against necrotic damage with your infused weapon. At 10th level, you reduce immunity to resistance, and at 14th level you ignore immunity entirely.
Level 3 Revenant
Soulforge (+2)
- Corrupted Fighting Style
- While infused, weapons from your Corrupted Arsenal feature deal an additional 1d4 points of necrotic damage.
- Spider Climb
- You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Level 4 Revenant
ASI
- STR 10
- DEX 14 => +2 Heritage ASB = 16 + 2 = 18
- CON 15 => +1 Heritage ASB = 16
- INT 10
- WIS 14
- CHA 8 => -2 Heritage ASP = 6 (DISADV, No Prof in CHA skills/tools)
Level 5 Revenant
Minor Ascension
- Whenever you bring a humanoid to 0 hit points with your Life Drain that creature is instantly slain and is raised as a Shadow under your control. Your control lasts for 24 hours and after that duration the Shadow disappears as if destroyed. You may extend the duration of control for a single Shadow for an additional 24 hours by expending a single hit dice and may only have a number of active Shadows equal to your proficiency bonus.
- Immunity to Poison and Poisoned Condition
- Disadvantage on attacks while in direct sunlight
- Incorporeal Movement
- Triggered as a part of your movement, this allows you to pass through creatures and objects as if they were difficult terrain until the end of your turn. If you end your turn inside an object you are immediately shunted to the nearest available space and take 1d10 points of force damage for every 5 feet. While active, you gain a fly speed of 60 feet.
Soulforge (+1)
- Stench
- Any creature that has not taken a long rest within your same camp or abode that starts its turn within 5 feet of you must succeed on a Constitution saving throw equal to 8 + your proficiency bonus + your Constitution modifier or be poisoned until the start of its next turn. On a successful saving throw the creature becomes immune to this ability for 24 hours.
Level 6 Revenant
Archetype: Death Knight
Extra Attack
- You can attack twice, instead of once, whenever you take the Attack action on your turn.
Level 7 Revenant
Soulforge (+1)
- Enhanced Corruption
- The extra damage dealt from your Corrupted Fighting style increases to 1d8 from 1d4.
Level 8 Revenant
ASI
- STR 10
- DEX 14 => +2 Heritage ASB = 16 + 2 = 18 + 2 = 20
- CON 15 => +1 Heritage ASB = 16
- INT 10
- WIS 14
- CHA 8 => -2 Heritage ASP = 6 (DISADV, No Prof in CHA skills/tools)
Level 9 Revenant
Soulforge (+1)
- You ignore the daylight sensitivity from either your race or reformation, or both, unless you are affected by a light spell of a level equal to your higher than your proficiency bonus.
Level 10 Revenant
Archetype: Death Knight
Corrupted Aura
- You exude an aura of terror, one that weakens the resolve of those that stand against you. Any hostile creature that comes within 10 feet of you has its saving throws reduced by 1/2 your Charisma modifier (rounded up).
- Due to negative CHA modifier, this will be the minimum -1 penalty to saving throws for the impacted creatures, per the DM