AI Generated Kits
|
Kit Name |
CF |
Req |
Effect |
Bonus Prof |
|
Arcane
Archaeologist |
2 |
S 11,
C+D 50 |
Grants
+1 to spellcasting ability modifier. Once per day, gain knowledge about a
creature's weaknesses. |
History,
Arcana |
|
Astral
Corsair |
2 |
SMCD
16 |
Fly at
LVL x 10 ft./round (10 rounds/day); +2 attack rolls in zero-gravity or astral
combat |
Piloting,
Air-based |
|
Bard
of the Best (Joke) |
2 |
Wis
17, DIW 12 |
Grants
+2 to all Charisma-based skill checks. Once per day, inspire allies, giving
them +1d6 to their next roll. |
Performance,
Persuasion |
|
Bone
Weaver |
2 |
S 11,
C+D 50 |
Animate
LVL skeletons/day; gain +2 AC when surrounded by undead allies; immune to
necrotic damage |
Law
& Customs, Local |
|
Calamity
Commander |
2 |
SMCD
16 |
+1 to
all attack rolls. Once per day, reroll any failed
attack and gain advantage. |
Athletics,
Acrobatics |
|
Celestial
Harbinger |
2 |
Wis
17, DIW 12 |
Once per
day: Call down a radiant smite (LVL x 5 radiant damage, 20 ft. radius);
immune to fear and charm effects; radiance grants allies +1 to attack rolls
within 10 ft. |
Heraldry |
|
Dapper
Daredevil |
2 |
SMC
18 |
Grants
+2 Charisma and disadvantage on Stealth checks. Once per short rest, you can
speak and convince anyone to believe your lie (DC 20). |
Persuasion,
Deception |
|
Distraction
Specialist |
2 |
SMC
18 |
Grants
advantage on Stealth checks in certain environments. Once per day, create a
distraction (DC 18) for 1 minute. |
Stealth,
Sleight of Hand |
|
Divine
Ex Machina |
2 |
S 11,
C+D 50 |
Grants
2 additional spell slots (1st or 2nd level). Once
per day, bless yourself with a burst of divine energy, gaining +2 AC for 10
minutes. |
Religion,
Medicine |
|
Dweomereaver |
2 |
SMC
18 |
+4 NPC
reactions; +100% gold selling magic items; LVL/2: Permanently identify magic
items on sight |
Appraisal |
|
Elven
Witchblade |
2 |
WW,
Int 13 |
1V:
Fear Aura (2w/day); immune to charm and dominate effects; magic weapons deal
+2 damage |
True
Tongue (*) |
|
Fathom
Walker |
2 |
SMCD
16 |
+10
item saves; breathe water indefinitely; LVL/2/day: control currents to impede
enemies (-3 to attack rolls) |
Navigation,
Water-based |
|
Gourmet
Glutton |
2 |
S+M
50 |
Gain
1 day's worth of rations that don't spoil. Once per
day, provide 10 temporary hit points to a party member for 1 hour. |
Cooking,
Nature |
|
Green
Thumb of Doom |
2 |
SMC
18, DIW 12 |
Grants
+2 to Nature checks. Once per day, transform one creature into a harmless
plant for 1 minute (DC 15). |
Nature,
Survival |
|
Haggler
Extraordinaire |
2 |
S 11,
C+D 50 |
Grants
+2 to Persuasion and Insight checks. Once per day, force a creature to offer
a deal with conditions advantageous to you. |
Persuasion,
Insight |
|
Halfling
Vanguard |
2 |
S+M
50 |
NaNR (Dex+Con-20)*10%; grants +2
initiative, immunity to poison, and resistance to fear |
Fire
Building |
|
Intellectually
Challenged |
2 |
Wis
17, DIW 12 |
Grants
+2 to Intelligence checks. Once per long rest, re-roll any Intelligence-based
check or saving throw. |
History,
Arcana |
|
Master
of Disaster |
2 |
Wis
17, DIW 12 |
Gain
3 additional healing potions and a portable shelter. Once per day,
automatically avoid a trap or environmental hazard. |
Survival,
Medicine |
|
Mimic
Master |
2 |
SMCD
16 |
Grants
advantage on Deception checks while in disguise. Once per short rest, mimic a
creature’s voice or mannerisms flawlessly. |
Deception,
Performance |
|
Poison
Dancer |
2 |
S 11,
C+D 50, H |
+3
weapon proficiency; Move Silently 40%*LVL/2; immunity to all poisons; Sneak
Attack x2 damage |
Acrobatics |
|
Potion
Combinator |
2 |
WW,
Int 13 |
Grants
3 additional potions (of your choice). Once per day, create a unique potion
with random effects (DM's discretion). |
Alchemy,
Medicine |
|
Rian’s
Robotic Wunderkind |
2 |
SMCD
16 |
Grants
+1 to all crafting rolls and +5 to AC for 1 hour after using a mechanical
item. Once per day, summon a mechanical helper that provides +2 to all
ability checks for 1 hour. |
Tinkering,
Engineering |
|
Rogue
with a Plan |
2 |
S+M
50 |
Grants
+2 to Sleight of Hand and Thieves' Tools checks. Once per short rest, succeed
automatically on a lockpicking or disarming attempt. |
Sleight
of Hand, Investigation |
|
Shadow
Disciple |
2 |
SMC
18, DIW 12 |
Hide
in Shadows (Dex+Int-20)*15%; immune to light-based
attacks; Shadow Walk 1/day |
Shadow
Lore |
|
Shadowbane Seeker |
2 |
Wis
17, DIW 12 |
3V,
LVL/2/d: Alarm, Detect Magic, Detect Evil, or Dispel Magic; +2 to saving
throws vs. illusions |
Trap
Setting |
|
Space
Saver |
2 |
SMC
18, DIW 12 |
Grants
double the normal carrying capacity. Once per day, carry an unlimited amount
for 1 hour. |
Athletics,
Survival |
|
Stealthy
Elixir |
2 |
SMC
18, DIW 12 |
Grants
invisibility for 1 hour. Once per day, cast Greater Invisibility on yourself
(2nd level). |
Alchemy,
Stealth |
|
The
Getaway Artist |
2 |
S 11,
C+D 50 |
Grants
+2 to all saving throws against traps and environmental effects. Once per
day, automatically avoid a damaging trap or effect. |
Survival,
Investigation |
|
The
Invisible Iconoclast |
2 |
S 11,
C+D 50 |
Grants
+2 to Stealth checks and invisibility for 10 minutes per day. Once per day,
automatically succeed on a Stealth check or hide as a bonus action. |
Stealth,
Sleight of Hand |
|
The
Unsubtle Wizard |
2 |
SMCD
16 |
Grants
+2 to spell damage. Once per day, cast a spell with twice the normal range or
duration. |
Arcana,
Spellcasting |