Magik Heart
  1. Characters

Magik Heart

Queen of Hearts
NPC

Taken by The Reborn One after her death during a raid of the Sylvan Glade. She and her children were all subjected to various experiments with soul magic and necromancy. She was ressurected after a series of modifications were done to her body. What has come of her children is unknown to her. She woke up to no memories of her previous life and became one of the Henchman and main performers under Narrin Joker.

Changed name to Magik Heart Queen of Hearts of Cirque du Mystère. Her melody was sought to soothe and bring whimsy to any who listen. Her mind clouded she only plays the melodies she feels deep within her heart.

She acts as a pied piper of some sorts puppeteering her own minions. 


Character Sheet on DnD Beyond

Outfit Board


Personality

Mannerism
As Magik, her mind is clouded. She follows her orders diligently as a silent type vocally.

Title
Queen of Hearts

Type
NPC

Race
Half-Fairy

Race
Legacy Sea

Families
Gaius' Family

Gender
Female

Pronouns
She/Her

Mannerism
As Magik, her mind is clouded. She follows her orders diligently as a silent type vocally.

Blood Hunter

Order of the Mutant - Subclass

The process of undertaking the Hunter’s Bane ritual is a painful, scarring, and sometimes fatal experience. Those who survive are irrevocably changed—and not always for the better. Over generations of experimentation, a splinter order of blood hunters honed the way in which hemocraft alters the body, using corrupted alchemy and toxic elixirs to alter their blood even further. Over time, they have modified their capabilities in battle, becoming something beyond what they once were. Calling themselves the Order of the Mutant, these blood hunters now specialize in assessing the strengths and weaknesses of their foes, altering their biology to be best prepared for any conflict.

Mutagencraft

When you choose this archetype at 3rd level, you learn to master forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities.

As a bonus action, you consume a mutagen, whose effects and side effects last until you finish a short or long rest unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush all mutagens from your system, ending their effects and side effects.

Mutagens are designed for the specific biology of the character who concocted them, and your mutagens have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.

Mutagencraft

Blood Hunter
Level
Mutagens
Created
Formulas
Known
3rd14
7th25
11th26
15th37
18th38

Formulas

The number of mutagens you can concoct when you finish a rest, and the number of formulas you know, increases as you gain levels in the blood hunter class, as shown on the Mutagencraft table above. Additionally, when you learn a new mutagen formula, you can replace one formula you already know with a new mutagen formula. You choose four mutagen formulas to learn from the options detailed at the end of this subclass description, and you can concoct one mutagen when you finish a short or long rest.

Strange Metabolism

When you reach 7th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition.

Additionally, you can trigger a burst of adrenaline that lets you temporarily resist the negative effects of a mutagen. As a bonus action, you can ignore the negative side effect of one mutagen affecting you for 1 minute. Once you do so, you can’t do so again until you finish a long rest.

Brand of Axiom

At 11th level, your mutagenic hemocraft lets your Brand of Castigation reveal a foe’s true nature. Any illusion or invisibility in effect on a creature when you brand it ends, and the creature can’t benefit from invisibility or illusion effects while branded by you. If a creature branded by you is in an alternative form (by way of the polymorph spell, the Change Shape action or Shapechanger trait, the Wild Shape feature, and similar effects), it must succeed on a Wisdom saving throw or revert to its true form and be stunned until the end of your next turn. Whenever a branded creature attempts to alter its form, it must succeed on a Wisdom saving throw or have the attempt fail, and it is stunned until the end of your next turn.

Blood Curse of Corrosion

Starting at 15th level, your blood curse can infuse a creature’s body with terrible toxins. You gain the Blood Curse of Corrosion for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Exalted Mutation

At 18th level, your body has adapted to produce mutagens naturally in a moment of need. As a bonus action, choose one mutagen currently affecting you. Its effects and side effects end, and you can immediately have a mutagen you know the formula for take effect in its place.

You can use this feature a number of times equal to your Hemocraft modifier (minimum of once). You regain all expended uses when you finish a long rest.

Mutagens

The mutagens that are part of your hemocraft are presented in alphabetical order. You can learn a mutagen at the same time you meet its prerequisites.

Aether

Prerequisite: 11th level

You have a flying speed of 20 feet for 1 hour. However, you have disadvantage on Strength checks and Dexterity checks during this time.

Alluring

Your skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Charisma checks. However, you have disadvantage on initiative rolls.

Celerity

Your Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws. Your Dexterity score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.

Conversant

You have advantage on Intelligence checks. However, you have disadvantage on Wisdom checks.

Cruelty

Prerequisite: 11th level

When you use the Attack action, you can make one additional weapon attack as a bonus action. However, you have disadvantage on Intelligence, Wisdom, and Charisma saving throws.

Deftness

You have advantage on Dexterity checks. However, you have disadvantage on Wisdom checks.

Embers

You have resistance to fire damage and vulnerability to cold damage.

Gelid

You have resistance to cold damage and vulnerability to fire damage.

Impermeable

You have resistance to piercing damage and vulnerability to slashing damage.

Mobility

You have immunity to the grappled and restrained conditions. However, you have disadvantage on Strength checks. At 11th level, you are also immune to the paralyzed condition.

Nighteye

You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. However, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Percipient

You have advantage on Wisdom checks. However, you have disadvantage on Charisma checks.

Potency

Your Strength score increases by 3, as does your maximum for that score. However, you have disadvantage on Dexterity saving throws. Your Strength score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.

Precision

Prerequisite: 11th level

Your weapon attacks score a critical hit on a roll of 19 or 20. However, you have disadvantage on Strength saving throws.

Rapidity

Your speed increases by 10 feet. However, you have disadvantage on Intelligence checks. At 15th level, your speed increases by an additional 5 feet.

Reconstruction

Prerequisite: 7th level

For 1 hour, at the start of each of your turns when you have at least 1 hit point but fewer hit points than half your hit point maximum, you regain hit points equal to your proficiency bonus. However, your speed is reduced by 10 feet during this time.

Sagacity

Your Intelligence score increases by 3, as does your maximum for that score. However, you have disadvantage on Charisma saving throws. Your Intelligence score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.

Shielded

You have resistance to slashing damage, and you have vulnerability to bludgeoning damage.

Unbreakable

You have resistance to bludgeoning damage, and you have vulnerability to piercing damage.

Vermillion

You gain an additional use of your Blood Maledict feature. However, you have disadvantage on death saving throws.

Cleric

Peace Domain - Subclass

The balm of peace thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those forces that try to prevent peace from flourishing. See the Peace Deities table for a list of some of the gods associated with this domain.

Clerics of the Peace Domain preside over the signing of treaties, and they are often asked to arbitrate in disputes. These clerics’ blessings draw people together and help them shoulder one another’s burdens, and the clerics’ magic aids those who are driven to fight for the way of peace.

Peace Deities
Example DeityPantheon
AngharradhElven
Berronar TruesilverDwarven
BoldreiEberron
CyrrollaleeHalfling
EldathForgotten Realms
Gaerdal IronhandGnomish
PaladineDragonlance
RaoGreyhawk

Domain Spells

1st-level Peace Domain feature

You gain domain spells at the cleric levels listed in the Peace Domain Spells table. See the Divine Domain class feature for how domain spells work.

Peace Domain Spells

Implement of Peace

1st-level Peace Domain feature

You gain proficiency in the InsightPerformance, or Persuasion skill (your choice).

Emboldening Bond

1st-level Peace Domain feature

You can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Channel Divinity: Balm of Peace

 2nd-level Peace Domain feature

You can use your Channel Divinity to make your very presence a soothing balm. As an action, you can move up to your speed, without provoking opportunity attacks, and when you move within 5 feet of any other creature during this action, you can restore a number of hit points to that creature equal to 2d6 + your Wisdom modifier (minimum of 1 hit point). A creature can receive this healing only once whenever you take this action.

Protective Bond

6th-level Peace Domain feature

The bond you forge between people helps them protect each other. When a creature affected by your Emboldening Bond feature is about to take damage, a second bonded creature within 30 feet of the first can use its reaction to teleport to an unoccupied space within 5 feet of the first creature. The second creature then takes all the damage instead.

Potent Spellcasting

8th-level Peace Domain feature

You add your Wisdom modifier to the damage you deal with any cleric cantrip.

Expansive Bond

17th-level Peace Domain feature

The benefits of your Emboldening Bond and Protective Bond features now work when the creatures are within 60 feet of each other. Moreover, when a creature uses Protective Bond to take someone else’s damage, the creature has resistance to that damage.

Feats

Defensive Duelist - Feat

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add 6 to your AC for that attack.

Defensive Duelist: 1 Reaction

Master of Blades - Feat

+1 bonus to AC.

Use your reaction to impose disadvantage on a creature's attack against an ally that is within 5 feet of you.

Use your reaction to deflect a ranged attack with your blade.

Reduces damage by 1d10 +(Proficiency modifier) +(Dexterity or Strength modifier).

If the damage is reduced to 0 or less, you slice the projectile out of the air, destroying it.

Observant - Feat

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.