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22:43, 27th April 2024 (GMT+0)

Ben (SiW)

Ben, Lv5 Human Warlock (Fiend, Tome)
Salt In Wounds
Alignment: Neutral Good(?)

Initiative: +2   Speed: 30 Ft walk, 60ft swim(Waterbreathing).  Vision: Darkvision 60ft.
HP: 43  Hit Dice: 5/5 1d8+3(CON)
THP Reminder: LV+CHA (5+4)= 9 THP, IF I drop a hostile target.
AC: 19/22 (Horn Half Plate+1 and cloak/+1 shield)
Immune: Poison, disease.
Prof Bonus: +3
Save Perks: WIS/CHA. WIS(0+3= 3), CHA(4+3= 7)
Melee Mod: -1+3= +2 To-Hit, -1 DMG.
  Finesse; +2+3= +5 Hit, +2 DMG.
Ranged Mod: DEX, 2+3= 5, +2 DMG.
  STR; -1+3 = +2, -1 DMG.
Spell DC: [8+Prof(3)+CHA(4)+Ench 1]= 16
Spell Vs AC: 3+4+1= +8 , (+5 fire/1 generic, varies).

Armor Prof: Light and Medium Armor(F), Shields(F).
Weapon Prof: All Simple.
Tool Prof: Calligraphy.  Cook's Utensils.
Trained Skills: Acrobatics(+5). Arcana(+3/+7). Perception(+3). Persuasion(+7). Religion(+3/+7).
Languages: Common. Dwarf. Universal.

Base Stats.
STR 08(-1)  DEX 14(+2)  WIS 10(+0)
CON 17(+3)  INT 10(+0)  CHA 18(+4)


Variant Human Perks: +1 CHA/+1 CON. Picked "Moderately Armored" for Feat. (+1 DEX).

Warlock Perks:

Cantrips Known: 3 Normal, 3 Tome. 1 Feat. *1 Inferno Gloves.
Spells Known: 6+Path.
Spell slots: 2, 3rd.
Invocations: 3. (Now have on track gains)
Rituals: See Below.

Cantrip scale: 2/3/4 Warlock Cantrips, at lv 1/4/10.
Normal slots scale: 1/2/3/4 at Lv 1/2/11/17. 1st-5th at Lv 1/3/7/9. (Short rest).
Long rest single serving: One each for 6th-9th, at Lv 11/13/15/17. (Long rest).
Invocations scale: 2/3/4/5/6/7/8, at Lv 2/5/7/9/12/15/18.  (Various).

Pact Boon: Tome: Learn 3 Cantrips from ANY list, counting as Warlock spells. Create Bonfire, Mending, Mold Earth.
If I lose it, I can use a 1 hour (free) summon for a new one that destroys old book.
Invocation: Unlocks Ritual casting. Came with two free 1st Lv ritual tagged spells (Can only cast as ritual, via tome).

Lore type; Fiend:

Expanded Spell List: My auto learned spells. Sorted by Spell level.
1st: Burning Hands. Command.
2nd: Blindness/Deafness, Scorching Ray.
3rd: Fireball, Stinking cloud.
4th: Fire Shield, Wall of Fire.
5th: Flame Strike, Hallow.

Dark One's Blessing (Lv1): When I down a Hostile target, I gain Warlock LV+CHA THP. 5+4= 9.

Dark One's Own Luck (Lv6): Short rest recharge. After I make a Save throw or Ability check, I can declare I add 1d10 to the roll (Retcon grade).

Fiendish Resilience (Lv10): Short rest. Pick ONE damage type, I gain resistance. Magic and Silver weapons bypass this though.

Hurl Through Hell (Lv14): Long rest. When I hit a creature with an Attack (do save throw spells count?), I declare this happens.  Target vanishes to pocket hell space until End Of My Next turn. Target Returns to original tile or nearest safe tile.  If not a Fiend, target also takes 10d10 Psychic DMG.

Eldritch Master (Lv20): Once per long rest, I can spend 1 Minute to refill my "Pact Magic" Spell slots.
Confirm whether this means all slots, or only a super weak "Skip a short rest once a day" perk.


Invocations: 2 to pick so far.
Lv2: Agonizing Blast. Add CHA to E Blast DMG.
Lv2 b: Book of Ancient Secrets. Unlocks ritual casting of my Warlock spells, and Inscribing of more for Ritual use only.
Lv5; Eyes Of The Rune Keeper, HR to be a universal translator. (Also had HR to get this early).
To start with I get two free 1st Lv Ritual tag spells. To inscribe more, the Spell Lv must be half my Warlock Lv (rounded up). For example, Lv 3 Warlock may scribe Lv2 spells. (3/2 = 1.5, rounds to 2).
Warlock Lv to Spell LV scale is.  x/3/5/7/9/11/13/15/17 Warlock, for 1st/2/3/4/5/6/7/8/9.

Rituals: Full descriptions below.
Warlock Memorized Ritual tags.
None yet.

Tome inscribed rituals.

Stock unlocked pair.
Speak With Animals.
Unseen Servant.

Campaign Inscribed Rituals.
Ceremony (loot).
Find Familiar (Ally gift).
Identify. (loot)
HR; Detect Chaositech. (loot)
HR; Identify Device. (loot)
Purify Food And Water. (loot)

Cantrips list: Not alphabetical, roughly sorted in order of Combat Use.

Eldritch Blast:
Evocation. V,S.
Action: Standard. Ranged attack Vs AC. 240 Ft/48* Tile.
Scale: 5/11/17, for 2nd, 3rd, and 4th shot.
     +8 Vs. AC; 1d10+5 DMG, Force. TWO SHOTS.


CONCENTRATION
Create Bonfire: Tome.
Conjuration. V, S.
Action: Standard, C. Dex Save. Range 60ft(12t) "on ground", 5ft(1t) area. (Can ignite flammable objects "That are not being worn or carried" in area).
   DC 16 Vs Dex; 2d8+5(Cha) Fire DMG. Creatures must also save vs bonfire when entering space for first time, or ending turn in space.


Shocking Grasp; FEAT
Evocation. V,S.
Action: Standard.  Touch.
Scale: 5/11/17 for +1D each.
Advantage Vs Metal armor or Metal beings.
On hit: Target can't take reactions, Until START of it's next turn.
     +8 Vs. AC; 2d8+1 Lightning DMG.


Control flame: ITEM.
Transmutation. S.
Action: Standard. Range 60ft(12t), 5ft(1t) area.
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
   * You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
   * You instantaneously extinguish the flames within the cube.
   * You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
   * You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
     If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.


Mold earth: Tome.
Transmutation. S.
Action: Standard. Range 30ft(6 tile), 5ft(1t) area. Only up to two continuous effects at once (in theory, hole digging is infinite stacking, and it is only cosmetic or rough terrain on/off that counts).
   1: Lose earth. Can instantly excavate it, move it, and deposit it up to 5 feet away. This does not have enough force to cause damage (and yet, implied you can open a 5ft hold right under someone).
   2: Dirt and stone. Can cause shapes, colors, or both to appear spelling out words, images, patterns, etc. Lasts for 1 hour.
   3: Dirt and Stone on the ground. Can cause it to be difficult terrain, or make difficult terrain normal. Lasts 1 hour.


Mending: Tome.
Transmutation. V, S, M. (Two lodestones. Implement ignores)
Action: 1 Minute. Touch.
  Can repair a single break or tear in object you touch. As long as the break or tear is no larger than 1 foot in any dimension. While it can repair the physical structure of a magical item or construct, it can't restore lost magic to an object.


Prestidigitation:
Transmutation. V,S.
Duration: 1 Hour.
Action: Standard. Range 10 feet/2 tile. Up to three separate effects at once.
A; Instant harmless sensory effect. Sparks, puff of smoke, sound, odd odor.
B; Instant Light or snuff a candle, torch, or small campfire.
C; Instant Clean or soil an object no larger than 1 cubit foot.
D; Chill, Warm, or Flavor up to 1 cubic foot of nonliving material for 1 hour.
E; Make a color, small mark, or symbol appear on an object or surface for 1 hour.
F; Create a nonmagical trinket or illusory image that can fit in my hand, until end of my next turn.


Mage Hand; Telekinetic feat: Class, Feat.
Conjuration. Silent no traits due to feat.
Action: Standard. Range 60ft(12 tiles), duration 1 minute. Can move it another 60 ft per action, but it vanishes if it is farther than 60ft.
Invisible hand (optional visibility). 10 lb limit. Can't "Attack or activate magic items".

COMBAT FEAT TRAIT: Bonus action, 30ft range.
DC 16 Vs STR. Push or pull 5 feet (1 tile). Target can fail on purpose.


Warlock Spells: See below.

BG: Outlander (Edit):
Origin: Seeker of ancient texts.
Feature; Wanderer: Perfect Recall for Maps, Geography, terrain, etc.  Auto Forage for Myself and five other people once a day.
Tool Prof: Calligraphy. Cooking Utensils.

Feats and Stats: Human: Moderately Armored (+1 DEX. Prof with Medium armor, AND Shields).
  Campaign Bonus: Spell Sniper. (Took Shocking Grasp as my 'attack roll' cantrip).
 Lv4; +1/1. +1 CHA = 17 CHA. +1 CON = 17 CON.
 Lv4 Feat; Telekinetic. +1 CHA = 18 CHA. Buff Mage hand to invisible mental cast with 60ft. Unlock 30ft bonus action push/pull DC vs STR.

Armor: Stabilized Forge Horn Half-Plate +1 [16+2(DEX max 2) = 18). Shield +1 [+3 AC].
Horn armor has weight reduction and no stealth disad. Organic. Probably more.

Weapons:
Staff: +1 To-hit, 1d6(1d8 Ver)-1 DMG.
Dagger x5: +4 To-Hit, 1d4+2 DMG. Pierce. Finesse , Light, thrown (20/60 ft, 5/12 Tile).

Magic Combat Gear:
Attune: 3/3.

Dormant Inferno Gloves: When attuned to these gloves you add your caster stat mod to fire damage spells and grants a spell melee attack which does 1d6+caster stat fire damage. This attack also counts as a melee weapon attack for reactions and effects that allow the wearer to make an attack. It can start fires and if the flame is held and it sheds light like a torch. Additionally, it lets you cast the Control Flames cantrip at will. The the gloves have three charges, and you can spend a charge to cast Burning Hands, the gloves regain 1d3 charges each day at dawn. Finally, any fire damage you take is reduced by one point. You must be a spellcaster to attune to these gloves.

+1 Rod Of The Pact Keeper; Uncommon: +1 to "Spell attack rolls and saving throws of warlock spells"
Once per long rest: Standard action to regain 1 Warlock spell slot.


Cloak of protection+Manta ray; Uncommon: Cloak of protection, +1 AC and Save throws. With cloak of the manta ray built in for giggles. Water breathing, 60ft(12t) swim speed.

Other Magic Gear:
Periapt of health (disease immune, uncommon), amulet of poison immunity (poison immune, rare)


Equipment: Non magical gear not often kept up to date. Because sometimes I'm lazy too
Update eventually:

  Kits; Adventurer's Kit; Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Rations(10), Waterskin, Rope(50ft).
  Healer's Kit; 10 Charges, stabilize Dying without a skill check.
  Mess kit: A kit, INSIDE a Kit. huh.

Containers; I'm not itemizing misc containers this time around.

Lighting; Oil x5. Lantern, Hooded.

Implements; Staff.
Tools; Calligraphy supplies. Cook's Utensils.
Crowbar. Hammer. Saw. Shovel. Pickaxe.
Grappling Hook. Spare Rope(50+150ft).
Portable Ram. Spikes(10).

Food; Spare Waterskins (1+4).

Misc; Blanket. Clothing, Travel. Clothing, Fine. Map (Area, SiW). Swim Bladder. Robes. Tent(two person). Whetstone.

Money: CASH
Update eventually:

Warlock Slot Spells:
Total Known.
1st. Path. +2.
2nd. Path. +3?
3rd. Path. +1.

Retrains:
LV1-2: none.
Lv3; lv2 pick (Rebuke) = Hold Person.
Lv4-5; None.

1st Level:
Path: Burning Hands. Command.
Picks: Cause Fear. Hex.


Burning Hands: 1st. Path.
Evocation. V,S.
Action: Standard. 15 foot cone (3 tile cone), Vs DEX, Half on Save.
Scale: 3d6 1st lv base. +1d6 per lv after. (at 4d6).
  Ignites loose objects.
     DC 16 Vs. DEX; 5d6+5 Fire DMG 3rd lv cast.(3d6+3 Glove charges). Half On Save. 15 Foot/4 Tile cone.


Command: 1st. Path.
Enchantment. V.
Action: Standard. 60 foot/12 Tile. Vs WIS. (Must understand language).
Scale: 3 targets at 3rd. (1 base 1st, +1 slot) within 30ft/6 tiles of primary per lv.
  ONE WORD command. Target must understand language, not be undead, and command can't be directly harmful. Activates on their next turn, and only lasts until Start of their next turn.  GM discretion aside from the following hard examples.
  The BIG deal, is that the target ends it's turn after doing your order. So this is a soft "Skip your turn."
  Approach: Must move towards you by most direct (safe) route, ends turn once adjacent.
  Drop: Make it drop something then end it's turn.
  Flee: ""The target spends its turn moving away from you by the fastest means availible"" (Comedy, make a dude waste their dimension door).
  Halt: Just stands there and ends turn. A flying creature will hover, or buzzard circle minimum distance to stay in air.
     DC 16 Vs. WIS; 1 Target (+Lv targets within 6 tiles of primary). Target obeys command.


Concentration
Cause Fear: 1st. Pick.
Necromancy. V.
Action: Standard, concentrate, up to 1 minute (End of turn save ends). Range 60ft/12 tiles).
Scale: 3 Target at 3rd. (base 1st, +1 slot). "within 30 feet/6 tiles of each other" per lv.
     DC 16 Vs. WIS; Cause Frightened Status. [Disad on Ability checks and attack rolls while source of fear is in LoS. Can't willingly move closer to source of Fear.] Undead and constructs immune to spell.


Concentration
Hex:
Enchantment. V,S,M (Petrified eye of newt).
Action: Bonus. Concentrate, up to 1 hour.  Range 90 ft/18 tile.
AUTO HIT. Bonus action combo chain if original victim drops.
Scaling: Just time, mostly for IC sabotage with the Disad on ability checks. 3rd or 4th, 3 hours. 5th, 24 hours.
     AUTO HIT. I deal +1d6 Necro When I hit with attacks (do save throw powers count?). Also choose one ability score on cast, target has Disad on ability checks (Skills, non Save stat checks). If target drops, I can bonus action (Whenever, it's banked on the corpse) to transfer it to a new target.


2nd Level
Path: Blindness/Deafness, Scorching Ray.
Picks and Retrains: Hold Person. Shatter. Invisibility.

Blindness/Deafness: 2nd. Path.
Necromancy. V.
Action: Standard vs CON. 1 Minute (or enemy saves). Range, 30ft(6t).
  DC 16 Vs CON. Pick one of Blind OR Deaf. Target 2 (1 base, +1 slot above 2nd) creature within full range. Target makes saves at END of each of their turns.
Blinded: Autofail checks that require sight. Attack rolls vs blinded have Advantage, Attack rolls BY Blinded have Disad.
Deafened: Autofail checks that require hearing. (That is the only direct listing).


Concentration
Hold Person 2nd. Retrain (replaced Hellish at lv3).
Enchantment. V,S,M. (A small, straight piece of iron. Implement ignores).
Action: Standard vs WIS, C. 1 min max. Range 60ft(12t).
   DC 16 Vs WIS. HUMANOID target. Paralyzed status, more saves at the END of each target turn. (Scaling. 2 targets. 1 base, +1 target per slot above 2nd, must be within 30ft of primary).
Paralyzed: Counts as incapacitated(see below), and can't move or speak. Automatically fails STR and DEX saves. Attack Rolls vs target have ADV. "Any attack" That hits within 5ft is a crit. (In theory this means point blank ranged negates disad, and can still crit on a hit)
Incapacitated: Can't take Actions or Reactions.


Scorching Ray: 2nd. Path.
Evocation. V,S.
Action: Standard. Range 240ft(48t) Sniper.
   16 Vs AC Ranged Spell Attack. 4 shots. 2d6+5 Fire DMG. Range 240ft(48t). (Scaling. 3 base, +1 Ray per slot above 2nd). Theory. 7-17 DMG each.


Shatter: 2nd. Pick.
Evocation. V,S,M. (A chip of Mica. Implement Ignores).
Action: Standard. Save Vs Con. Range 60ft(12t), Area 10ft(2t) RADIUS, so 20ft(4t) across.
   DC 16 Vs CON. Targets all in Range 60ft, 10ft RADIUS (20 ft/4tiles) across. 4d8+1 Thunder DMG, half on Save. Creatures made of "inorganic" material such as stone, crystal, or metal have Disad on Save. ("A nonmagical object that isn't being carried or worn also takes damage from spell") Scaling, Base 3d8, +1d8 DMG per slot above 2nd.


Concentration
Invisibility: 2nd, Pick.
Illusion. V,S,M
Action: Standard. Range, Touch (Familiar qualified). 2 target. Base 1 +1 target above 2nd slot.
Target is one creature. Anything they are wearing or carrying is invisible as long as it is on the target's person (many arguments about picking up items later). Ends early if the target attacks or casts a spell.


3rd Level
Path: Fireball. Stinking cloud.
Picks and Retrains: Summon Fey(pick, lv 5).


Fireball 3rd. Path.
Evocation. V,S,M. (Tiny ball of bat guano and sulfur. Implement ignores).
Action: Standard vs DEX.  Range 150ft(30t), 20ft Radius(4t) = 40ft wide(8t).
   DC 16 Vs DEX. 8d6+5 Fire DMG, half on save.
+1d6 DMG per slot above 3rd. Base 8d6. Spreads around corners, and ignites flammable objects that are not worn or carried.


Concentration
Stinking Cloud 3rd. Path.
Conjuration. V,S,M. (Rotten egg, or skunk cabbage leaves. Implement ignores).
Action: Standard vs CON, C. 1 min max. Range 90ft(18t). Radius 20ft(4t)= 40ft wide(8t).
   DC 16 Vs CON. Target spends action that turn 'retching and reeling'. Poison immune and non-breathing autosave.
Cloud spreads around corners, and area is heavily obscured (Blocks LoS, creatures inside count as blind. Irony, "Attacks against blind creatures have ADV" and yet LoS block denies this). Moderate/10mph winds clear cloud in 4 rounds, strong 20mph+ clear it in 1.
NO Scaling.


Concentration
Summon Fey 3rd. Pick (Level 5).
Conjuration. V,S,M! (A gilded flower wort at least 300gp).
Action: Standard, C. 1 hour max. Range 90ft(18t) to unoccupied space I can see within range.
Pick mood toggle on Spawn, Fuming, Mirthful, Tricksy. "Resembles a fey creature of your choice" (but uses given stat block).
Allied and friendly to you and companions. Shares your initiative count. Defaults to Dodge action and moving to avoid danger without orders.
   Size/type; Small Fey
   HP: 30+10 for each slot above 3rd (30).
   AC: 12+Slot Level (12+3 = 15 AC).
   Speed: 40ft(8t).
   STR: 13(+1) DEX: 16(+3) CON: 14(+2) INT: 14(+2) WIS: 11(+0) CHA: 16(+3).
   Immune: Charmed.
   Darkvision(basic), 60ft. Passive Perc 10.
   Language: Sylvan, Languages caster speaks.
   CR/Prof: = Prof caster bonus, 3.

   Multiattack*: Shortsword: User Spell Attack, +8 Vs AC. 5ft melee. 1d6+(3+Slot(3)=9) Pierce DMG, 1d6 Force DMG. So 1d6+9, +1d6 force. Swings of Slot level rounded DOWN. So only 1 swing at 3rd.
  Bonus Action based on toggle type.
All; Fey step, bonus action to teleport 30ft to an unoccupied space it can see. Type extras-
  Fuming: ADV on next attack roll it makes before end of it's next turn.
  Mirthful: DC 16 Vs WIS, Charm vs target within 10ft, for 1 minute or until target takes damage (No concentrate. Can spam).
  Tricksy: Can fill a 5ft cube within 5ft of itself with magical darkness, lasts until end of it's next turn.


Ritual Reference:
Pros Cons of Ritual casting.
Pros: Does not use up spell slots. Can be cast without memorization via features (Wizard spellbook, Warlock Pact Tome).
Cons: +10 Minute casting time. Can only be cast at it's default level (But that's only a thing for Animal Messenger, by Vanilla).

FILL IN



1st Lv Rituals

Find Familiar:
Conjuration (ritual).  V,S,M. (10 gold worth of fancy chalk, herbs, incense that must be burnt in a brass brazier).
Time: 1 hour to cast. Range 10 feet placement.
Flying Snake. chosen with GM permission.
Familiar is independent (Has own initiative), but always obeys me. However, can't attack.
Can dismiss as an action, but summoning is 30 foot range.
No inherent range limit. But extra features have 100 foot limit, such as-
As an action, can replace my senses with the familiars.
"" when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.""


Preston the Flying Snake:
Tiny beast, Unaligned. CR 1/8
HP: 5 (2d4) AC: 14.
Speed: 30ft walk, 60 fly, 30 swim.
Senses: Blindsight 10ft(2 tile). Passive Perc 11.
STR: 4(-3). DEX: 18(+4). CON: 11(+0). INT: 2(-4). WIS: 12(+1). CHA: 5(-3).
Flyby: Does not provoke AoO with flight.
FAMILIAR CAN'T USE THIS: Bite. +6 Hit, 1 DMG plus 7(3d6) Poison.

"" Tribespeople and Cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils."" High fantasy messenger Pigeons.







Token Reference. Remember to not bother with Bboard codes.

link to another game

Ben, Lv5 Human Warlock (Fiend, Tome)
Salt In Wounds
Alignment: Neutral Good(?)

Initiative: +2  Speed: 30 Ft, 60ft Swim(waterbreathing). Vision: 60ft Darkvision.

HP: 43  Hit Dice: 5/5 1d8+3(CON), +8 Lv ups.
THP Reminder: LV+CHA (4+4)= 8 THP, IF I drop a hostile target.
AC: 19/22 (Horn Half plate+1/+1 shield)
Immune: Poison, disease.
Prof Bonus: +3
Save Perks: WIS/CHA. WIS(0+3= 3), CHA(4+3= 7)
Melee Mod: -1+3= +2 To-Hit, -1 DMG.
  Finesse; +2+3= +5 Hit, +2 DMG.
Ranged Mod: DEX, 2+3= 5, +2 DMG.
  STR; -1+2 = +1, -1 DMG.
Spell DC: [8+Prof(3)+CHA(4)+1]= 16
Spell Vs AC: 3+4+1= +8 , (+5/+1 DMG varies).

Armor Prof: Light and Medium Armor(F), Shields(F).
Weapon Prof: All Simple.
Tool Prof: Calligraphy. Cook's Utensils.
Trained Skills: Acrobatics(+5). Arcana(+3/+7). Perception(+3). Persuasion(+7). Religion(+3/+7).
Languages: Common. Dwarf. Universal.

Base Stats.
STR 08(-1)  DEX 14(+2)  WIS 10(+0)
CON 17(+3)  INT 10(+0)  CHA 18(+4)

Eldritch Blast:
Evocation. V,S.
Action: Standard. Ranged attack Vs AC. 240 Ft/48* Tile.
Scale: 5/11/17, for 2nd, 3rd, and 4th shot.
     +8 Vs. AC; 1d10+5 DMG, Force. X2 shots.

CONCENTRATION.
Create Bonfire; Tome.
Conjuration. V, S.
Action: Standard, C. Dex Save. Range 60ft(12t) "on ground", 5ft(1t) area. (Can ignite flammable objects "That are not being worn or carried" in area).
   DC 16 Vs Dex; 2d8+5(Cha) Fire DMG. Creatures must also save vs bonfire when entering space for first time, or ending turn in space.

Shocking Grasp; FEAT
Evocation. V,S.
Action: Standard.  Touch.
Scale: 5/11/17 for +1D each.
Advantage Vs Metal armor or Metal beings.
On hit: Target can't take reactions, Until START of it's next turn.
     +8 Vs. AC; 2d8+1 Lightning DMG.

Inferno Glove: Item.
Melee Spell Weapon attack: Standard.
     +8 Vs. AC; 1d6+5 Fire DMG.

Telekinetic Shove: Feat
Bonus action. 30ft (6 tiles). Invisible silent mental cast.
     DC 16 Vs STR. Pull/push 5 feet. Target can fail on purpose.

Dagger: +5 Vs. AC; 1d4+2 DMG. 20/60ft (4/12 tile).
Shock Dagger: +5 Vs. AC; 1d4+2 DMG. 5/5 charges bonus action +1d4 Lightning DMG.
Hand crank recharge at rate of 2 standard actions per 1 charge.
(Darts: +5 Vs. AC; 1d4+2 DMG/ 20/60ft (4/12 tile).

Preston the Flying Snake:
Tiny beast, Unaligned. CR 1/8
HP: 5 (2d4) AC: 14.
Speed: 30ft walk, 60 fly, 30 swim.
Senses: Blindsight 10ft(2 tile). Passive Perc 11.
STR: 4(-3). DEX: 18(+4). CON: 11(+0). INT: 2(-4). WIS: 12(+1). CHA: 5(-3).
Flyby: Does not provoke AoO with flight.
FAMILIAR CAN'T USE THIS: Bite. +6 Hit, 1 DMG plus 7(3d6) Poison.