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