E51U02

Bucket, Bouquet

**E51U02** is an experimental warforged sorcerer warlock from the Tomb of Annihilation campaign.

## Background

### The Forging

In the forges of Metrol he was created by the Dragon Mark House Cannith. He was the second unit in a secret experimental project that sought to control the divine itself.

For House Cannith he was a failure. They had but captured a spark, and not what was hoped.

So after a few units were created the project was scraped and the warforged created in it was sent to the front.

### The War

E51U02 was designated an infiltration and demolition unit. He was first deployed in the frontlines facing Breland where he was deposited behind enemy lines.

Water sources were poisoned by him. Information on enemy commanders and troop movement were gained. And during dry seasons forest fires were started.

He showed much promise in this role and as such was put under a young ambitious Captain. Daedalus d'Cannith, leader of the Desolation Squad. A few battles were needed to bring them together and E51U02 did have difficulties at first working with beings that needed to eat, breathe and sleep.

But as they had his back, gave him a new name "Bucket" he did slowly start to consider them his family.

### The Mercenary

As the war ended so did the age of independence start for Bucket. With The Treaty of Thronehold he and all warforged gained their freedom. Though in Bucket's eyes it seemed that for many not much changed.

In New Cyre he was not welcome. He wandered all over Cyre. Even entertained the thought of wandering into The Mournland, but decided that his fighting should have given him and his brothers the same rights as all other citizens of the land he now found himself in. As such, for him it would be the cowards way out.

To Sharn he went. He drifted around but in the end was picked up by the Criminal Underworld by a former Officer, turned criminal. Marcus Attain, a crime boss took him in and made use of his talents.
In Sharn Bucket has performed: Assassinations, Grand Thefts, Infiltration's, and a variety of other crimes.

### The Revolutionary

As Bucket desired to change things for the Warforged he knew he would need wealth and influence. To attain this he joined the secret Society The Chamber. The Chamber he hoped would help him acquire the means to either elevate the status of Warforged or the means to one day forge a new nation for the Warforged.

His ally Marcus Attain made the introductions but this was not done for free. To this day Bucket still owes him a favour.

Involving The Desolation Squad. As such Bucket had to involve his old friends The Desolation Squad to perform a mission.
On it they acquired a magical artifact of Draconic origin that a political enemy of Daedalus d'Cannith was studying.

## Rumors

During character creation, we were asked to create 5 rumors about our character. 3 of them should be true, 2 of them false. The other players do not know which is which.

1. Is said to be an agent of The Lord of Blades

2. It is said that he has done work for the criminal House Tarkanan in Sharn.

3. During an infiltration into Karrnath his whole squad was killed, and he finished the mission, alone sabotaging a Lightning rail Line.

4. Supposedly infiltrated the Argonth in Breland to seek out military secrets.

5. Worked in New Cyre for a little while for the Exiled King but butted heads with "Racists" one time too many causing him to leave.

## Mechanical Stats

AC

20

Max

25

HP

54

Initiative

2

Speed

30

Passive Perception

13

Attributes

Strength

10
0

Dexterity

14
2

Constitution

16
3

Intelligence

8
-1

Wisdom

10
0

Charisma

18
4

Skills
Acrobatics: 2Animal Handling: 0Arcana: -1Athletics: 0Deception: 7History: -1Insight: 0Intimidation: 4Investigation: -1Medicine: 0Nature: -1Perception: 3Performance: 4Persuasion: 7Religion: -1Sleight of Hand: 2Stealth: 5Survival: 3

Saving Throws
Strength Save: 0
 Dexterity Save: 2
 Constitution Save: 3
 Intelligence Save: -1
 Wisdom Save: 3
 Charisma Save: 7

Proficiencies

Simple WeaponsMartial Weapons

Light Armor
Medium Armor
Heavy Armor
Shields

No Tool Proficiencies

Warlock (The Hexblade) Abilities

Spells Known: 3
Cantrips: 2
Invocations Known: 2

Spells Slots: 2
Slot Level: 1st

Spell Save DC: 15
Spell Attack Bonus: 7

▼Pact Magic

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

**Cantrips:**
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown at the top.

**Spell Slots:**
At the top you can see how many spell slots you have. You can also see what the level of those slots are; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

**Spells Known of 1st Level and Higher:**
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

**Spellcasting Ability:**
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier (**15**)

**Spell attack modifier** = your proficiency bonus + your Charisma modifier (**7**)

**Spellcasting Focus:**
You can use an arcane focus as a spellcasting focus for your warlock spells.

▼Expanded Spell List Hexblade

The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

* 1st lvl: Shield, Wrathful Smite
* 2nd lvl: Blur, Branding Smite
* 3rd lvl: Blink, Elemental Weapon
* 4th lvl: Phantasmal Killer, Staggering Smite
* 5th lvl: Banishing Smite, Cone of Cold

▼Hexblade's Curse Hexblade

You gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

* You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
* Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
* If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

▼Hex Warrior Hexblade

You acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

▼Eldritch Invocations lvl 2

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

You gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

A level prerequisite in an invocation refers to warlock level, not character level.

Sorcerer (Divine Soul) Abilities

Sorcery Points: 5

Spells Known: 6
Spell Save DC: 15
Spell Attack Bonus: 7

Spell Slots: Cantrips: 5, 1st: 4, 2nd: 3, 3rd: 2

▼Spellcasting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

**Cantrips:**
You know 4 cantrips of your choice from the sorcerer spell list. At higher levels, you learn additional sorcerer cantrips of your choice.

**Spell Slots:**
At the top you can see the spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

**Spells Known of 1st Level and Higher**
You know two 1st-level spells of your choice from the sorcerer spell list.

Every time your spells known at the top increases, you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

**Spellcasting Ability:**
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier (**15**)

**Spell attack modifier** = your proficiency bonus + your Charisma modifier (**7**)

**Spellcasting Focus**
You can use an arcane focus as a spellcasting focus for your sorcerer spells.

▼Divine Magic

Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.

* **Good:** Cure wounds
* **Evil:** Inflict wounds
* **Law:** Bless
* **Chaos:** Bane
* **Neutrality:** Protection from evil and good

Favored by the Gods

If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

▼Font of Magic lvl 2

You tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

**Sorcery Points:**
You have 2 sorcery points, and you gain more as you reach higher levels, as shown at the top. You can never have more sorcery points than shown there. You regain all spent sorcery points when you finish a long rest.

**Flexible Casting:** You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

* **Creating Spell Slots.** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest. The cost of doing this is:
	+ ***1st:*** 2
	+ ***2nd:*** 3
	+ ***3rd:*** 5
	+ ***4th:*** 6
	+ ***5th:*** 7
* **Converting a Spell Slot to Sorcery Points.** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

▼Metamagic lvl 3

You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

* **Careful Spell:** When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

* **Distant Spell:** When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.

	+ When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

* **Empowered Spell:** When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

	+ You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

* **Extended Spell:** When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

* **Heightened Spell:** When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

* **Quickened Spell:** When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

* **Seeking Spell:** If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.

	+ You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

* **Subtle Spell:** When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

* **Transmuted Spell:** When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

* **Twinned Spell:** When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

Warforged Traits

Constructed Resilience:
You were created to have remarkable fortitude, represented by the following benefits:
* You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
* You don’t need to eat, drink, or breathe.
* You are immune to disease.
* You don't need to sleep, and magic can't put you to sleep.

Sentry's Rest:
When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Integrated Protection:
Your body has built-in defensive layers, which can be enhanced with armor.
* You gain a +1 bonus to Armor Class.
* You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
* While you live, your armor can't be removed from your body against your will.