High explosives are applicable where truth and logic fail. -Unknown
- Celestial Legacy: You know the light cantrip. Once you reach 3rd level, you can cast the lesser restoration spell once with this trait, and you regain the ability to do so when you finish a long rest. Once you reach 5th level, you can cast the daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
- Light (evocation cantrip): 1 action, touch, VM, 1 hour. You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
- Lesser Restoration (2nd-level abjuration): 1 action, touch, VS, instantaneous. You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
- Daylight (3rd-level evocation): 1 action, 60 feet, VS, 1 hour. A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
- Celestial Resistance: You have resistance to necrotic and radiant damage.
- Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
- Action Surge: On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
- Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
- Fighting Style • Close Quarters Shooter:
- When making a ranged attack while you are within 5 ft of a hostile creature, you do not have disadvantage on the attack roll.
- Your ranged attacks ignore half cover and three-quarters cover against targets within 30 ft of you.
- You have a +1 bonus to attack rolls on ranged attacks.
- Martial Archetype • Gunslinger
- Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
- Gunsmith: You gain proficiency with Tinker’s Tools, able to use them to craft ammunition, repair damaged firearms, or even draft and create new ones.
- Misfire: If your attack die roll is equal to or lower than the firearm's Misfire number, the weapon misfires. The attack misses, and the weapon cannot be used again until you use an action to attempt to repair it. To repair the firearm, you must make a successful Tinker's Tools check (DC = 8 + Misfire Score). If the check fails, the weapon is considered broken and must be repaired out of combat at half the cost of the weapon (or DM’s discretion).
- Grit: You gain a number of Grit points equal to your Wisdom Modifier. You regain all spent Grit points after finishing a long or short rest. You can also regain Grit points in the following ways:
- Critical Hit with a Firearm: Each time you score a Critical Hit with a Firearm attack while in the heat of combat, regain 1 Grit point.
- Killing Blow with a Firearm: When you reduce a creature to 0 or fewer hit points with a Firearm attack, regain 1 Grit point.
- Grit Points: 2
- Deadeye: You can spend 1 Grit point to gain Advantage on the next Attack roll you make this round. You must spend the Grit point before making the attack roll.
- Mystical Recovery
- Strength of Mind
Order of the Awakened Traits
- Awakened Talent
- Psionic Investigation
- Feature: City Secrets: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
- Attacking at long range doesn’t impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half cover and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a –5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
- Platinum: x (=10 gp ea)
- Gold: 1493
- Electrum: x (=1/2 gp or 5 sp ea)
- Silver: 5
- Copper: x
- Pepperbox: +2 weapon
- Katrinium Scope: Advanced scope and katrinium enhanced trigger mechanism using a revolving muzzlesprocket triple chamber. Uses alchemically treated katrinium and arcane forged steel that changes the damage type based on the active component chamber. Can be changed out between fire, ice & lightning with a bonus action. Scope also grants +1 Grit point. Currently attached to pepperbox.
- Stone of Good Luck: While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. Requires attunement.
- Ring of Protection: Gain +1 to AC and saving throws. Requires attunement.
- Bag of Holding: This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
- Healing Potions: 2
- Worn: Belt, Bag of Holding
- Belt: Coin pouch, waterskin, holstered pepperbox, 2 ammunition cases w/20 bullets each
- Bag of Holding (Worn):
- Jeweler's Tools, Thieves' Tools, Tinker's Tools, Cook’s Utensils, Leatherworker’s Tools, Forgery Kit, Navigator’s Tools
- Adventuring Gear: bedroll & blanket, sketchbook, journal, 1 ink bottles, 2 pens, soap, mess kit, 50 ft silk rope, gunsmithing supplies, clothing (4 common, 4 traveler's)
Dante looks human except for her silvery blond hair and metallic eyes. Her right eye is gunmetal gray; her left, the color of forged steel. She is 32 years old (or 2524, depending on how you count it), but appears significantly younger due to her celestial blood.
- Dante Nix was born in the year 16,911, fourteen minutes ahead of her twin brother Tegan.
- They were just days old when they were brought to a foundlings' home in Kovannah by a cleric of Loki, who left them with the orphanage's custodians without a word of explanation other than adamant instructions that they not be separated.
- Dante and Tegan are mirror twins—identical in every respect except for their eyes. Dante's right eye is gunmetal gray; her left, the color of forged steel. Tegan’s are the opposite.
- She and her brother switch sex spontaneously, unpredictably, and uncontrollably. It happens when they sleep; they never know which body they’ll wake up in.
- They have a stronger than usual form of “twin telepathy.” They don't seem to know what the other is thinking; they actually know what the other is thinking. Their telepathy works seamlessly when they are within a mile of each other, but the innate power fades the further apart they get.
- At age thirteen, Dante was apprenticed to a gnomish watchmaker and tinker. Tegan began training with a human minstrel and luthier.
- Not long after Dante graduated her apprenticeship and opened her own shop, a visiting spelljammer purchased one of her more intricate clockwork art pieces by trading her a gun and as much knowledge of gunsmithing as he could teach her. She was delighted to delve into this fascinating new realm of craftsmanship.
- By age twenty-two, Dante was established as one of the premier artisans of Kovannah, and Tegan’s skill as a bard was in high demand throughout the city and the surrounding area.
- Unbeknownst to Dante, Tegan had developed a taste for games of chance. He got himself deep in debt to a half-orc crimelord. He tried to keep his sister out of his troubles, but the half-orc forced him to contact her when he couldn’t pay his debt in full.
- Dante spent three years buying back Tegan's gambling markers—partly in coin, partly in weaponry & ammunition, and partly by participating in some of the half-orc’s more complicated heists. She became uncomfortably skilled in violence and thievery, and lost much of her enthusiasm for the art of gunsmithing.
- As soon as Tegan’s debt was paid, he and Dante fled Kovannah. They traveled extensively for a little over a year, trying to decide where they’d like to settle down, when they were unfortunate enough to come to the attention of Katrina Moonsinger.
- Katrina recognized their twin telepathy as a weak psionic ability. She wanted a way to eliminate psionic abilities in Manix’s population, so she captured the twins to use as test subjects.
- Her initial experiments actually made the Nix twins “worse,” causing their twin telepathy to bloom into full-fledged psionics. She didn’t consider this a tremendous setback. After all, sometimes one must culture a disease before one can cure it.
- Katrina’s experiments on the twins were eventually sidetracked. In the year 16,942, she put them in suspended animation until she could continue her work on them. She never did, and likely forgot they were even there.
- Dante and Tegan were finally freed from their imprisonment by Novak Griffin in 302 AF, 2467 years later.
- Both Nix twins have been very careful neither to display nor discuss their newly awakened psionic abilities.
- They've claimed a small abandoned house in Katrica City with an outbuilding that Dante has been able to turn into a crude workshop.
- Dante has spent the last year learning Threxantran. Tegan, lazy as he is, has barely learned a word of it (mostly expletives) and has relied upon Dante to speak to everyone for him.
- Since she's been unable to repay Novak directly, Dante told the Rose Magi to call on her if they need any mechanical or fine smithwork done.
- In her own time, Dante made it a point to provide toys for children at the foundlings' home where she grew up. She continues that practice now by making toys for the children among Ravenholt's growing refugee population.
- Tegan has found the temporal transition easier to deal with than Dante, despite utterly failing to learn the local tongue. His easy charm and bright smile have mollified any leeriness toward him as one of Katrina’s experiments. And since music needs no language, Tegan finds himself a welcome performer in many of the new inns and ale houses in Ravenholt.
- Dante is far less comfortable with her new situation. Her skills as a tinker and gunsmith are underappreciated by the population of Ravenholt. Her customers want either clockwork toys and trinkets or boring, practical items. The few gun owners won't use her services because she's not a dwarf. The only person who has shown any appreciation for her actual art is Prince Raullis.
- Dante is in danger of becoming a recluse. If she had her way, she would never leave her workshop, just spend her time making stupid toys for her customers and creating real artwork for herself. She is beginning to suspect that Tegan’s failure to learn Threxantran is as much so he has a way to force her to interact with people as it is his avoidance of the effort.