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Neox Jiin

The Oozling's world was ablaze when they were last concious.     The ones of flesh and blood, those not made compleat by the perfection that was Phyrexia, were gaining ground. Their kind, the armies of Phyrexia, were not being pushed back, but they could gain no better foothold then they already possesed. Neox was not footsoldier, no fodder, but they certainly were not some great warrior. They were not capable of direct contact, but were instead constructed for espionage, blending in. Capturing the minds of any they could innoculate with the 'Glistening Oil' and command them with ease for the sake of pursuing the great cause of spreading New Phyrexia's singular objective.   "Bring perfection to all Realms." Their Creator, Jin Gitaxias, ordered their new breed of creations. An order that Neox Jiin, the prodigy of his batch, would pursue with undying fervor.   All plans needed to be perfect, and their bases should be augmented with the perfect contingencies to insure perfect integrity. But no amount of planing formed into figurative tesselations of contigencies could ever counter the maddness that the Oozling was surrounded by.   Their position has been compromised, their squadron of Oil Oozes have engaged in combat, multiple assialants are attacking them with strategem that has proven beneficial in their abiltites to disable, dismantle, and destroy a Phyrexian. And the inclusion of those who can 'Walk' the realms have alo added their ire to the assault against the Invasion... They may not have lost the battle yet, but they are soon to cede ground.   Everything could be lost-   That was the last thought Neox had, before awakening within deep thicket. Taking a mobile form, they traversed their new world, unable to sense the call of your creator, you people, or your world. They assume that Phyrexia has fallen and they are the last of their kind, but maybe there is more to the story of where their world has gone. Is it a lost cause to bring perfection to the worlds, or is Phyrexia entered a hidden dormancy and is merely building up strength to later engage in plans unamaking.

Skill Proficiencies Perception, History, Deception, Intimidation
Tool Proficiencies Thieves' Tools, Tinker's tools, Alchemist's Supplies, Disguise Kit
Languages Common, Phyrexian, Gnommish
Equipment   --Class Equipment--     * Dagger     * Dagger     * Light Crossbow     * 20 Crossbow Bolts     * Scale Armor     --Background Equipment--     * Thieves' Tools     * Costume (Porcelain Mannequin Body - *Used for Hiding my true form)     * Pouch (Containing 10 gp)
Lifestyle Squalid

Features

Faceless Background Feature     Most of your fellow adventurers and the world know you as your persona. Those who seek to learn more about you—your weakness, your origins, your purpose—find themselves stymied by your disguise. Upon donning a disguise and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish, using one to hide the other or serve as convenient camouflage. However, should someone realize the connection between your persona and your true self, your deception might lose its effectiveness.   Artificer Feature     Optional Rule: Firearm Proficiency The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.   Magical Tinkering At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:   The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.   You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.   Spellcasting You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.   Tools Required You produce your artificer spell effects through your tools. You must have a spellcasting focus - specifically thieves' tools or some kind of artisan's tool - in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.   After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.   Cantrips (0-Level Spells) At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.   When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.   Preparing and Casting Spells The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier   Ritual Casting You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Suggested Characteristics

A faceless character usually plays their persona—the hero or extraordinary person they are every day. That's all a facade, though, or a part of them expressed to an extreme. To define a persona, feel free to choose characteristics from other backgrounds, particularly folk hero, hermit, or noble. For the person behind the persona, the one who truly strives to be faceless, consider a distinct set of faceless characteristics. As a result, those with this background have two sets of characteristics, one for their persona, and one for their faceless selves.

Traits

Ideal

Bond

Flaw


Created by

KeonTheLoreHunter.

Statblock Type

Background

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