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Cuviera was born to a family of crooks and ne'er-do-wells. They robbed ships between the continents of Risla and Divelinson. Her father taught her and her siblings the art of “shadow swimming” , being able to teleport through the shadows to gain the upper hand in fights as well as the upper hand in stealing items. 

She loved the life, and loved their ill gotten gains more than anything. Anything that glittered she claimed for her own. She would get into fights with her siblings when it was time to split the loot. She hoarded her treasure and would bite off the fingers of anyone who touched it, earning her name, “ The Little Sea Dragon”.

As she got older she broke off from her family and ventured on land. She also quickly learned peoples’ distaste for people of her ilk. But her drive for the finer things pushed her to get in with the underground. She couldn’t get by on looks, lacking the conventional pretty face, but made up for it in aggression and muscle. This deemed her valuable in the eyes of the mobs and gangs of the area and she found steady work as a mob enforcer, with swaying loyalties. Anyone who paid the highest got her business. 

When she wasn’t working she was enjoying the finer things, good wine, good food, cute men, and all of the fancy things money could buy her. She moved into a small sunken ship right off of the coast of Risla (mainly to protect herself from enemies) and hoarded her loot there. Her boathouse is protected by her pet tiger shark “Don” and her bull shark “Mugsy”. 

Things did take a turn when she was double crossed by a spiteful rival. She was jailed and for a time thought she was going to rot there for the rest of her life….until the order came. They bailed her out and explained they saw her potential in being a valuable asset to the group. Cuviera, being skeptical, didn’t buy it and figured there was a catch, but when offered a healthy sum of cash, she decided to question them later. 

She took the jobs given and got to enjoy the good life once again. Her loyalties to the order are the strongest she’s ever had to an organization, her actually being grateful for them getting her out. But her greed has always been her greatest vice and some wonder if her loyalty is as strong as she claims, or if she’s just biding her time until someone can offer her a bigger payout. 

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Cogwork Archivist
Large construct, Typically Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 90 (12d10+24)
Speed 40 ft.
STR
18(+4)
DEX
10(+0)
CON
15(+2)
INT
17(+3)
WIS
11(+0)
CHA
6(-2)
Skills Arcana +5, History +5, Nature +5, Religion +5, Perception +2
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned,
Senses Darkvision 60ft., passive perception 12
Languages All
Challenge 4 (1100 XP)
Proficiency Bonus +2

Magic Resistance. The Archivist has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The Archivist makes two Grasping Limb attacks


Grasping Limb. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The archivist can have no more than two targets grappled at a time. 


Spellcasting. The Archivist can cast one of the following spells, requiring no material components and using Intelligence as the spellcasting ability:

At will: dancing lights, prestidigitation

2/day: silence


Bonus Actions

Dazzling Light. (Recharge 5-6) Magical, colored light springs from the golem in a 15-foot cone. Each creature in the cone must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 

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A small guild within Marktinla that is often used as a gateway for those aspiring a life of adventure. They are often used to hunt grand beasts within the continent. 

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Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the waist up, they resemble elves, displaying all the elf varieties of skin tone. From the waist down, they have the bodies of horses.

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Centaur Traits

As a centaur, you have the following racial traits.

Creature Type

You are a Fey.

Size

Your size is Medium.

Speed

Your walking speed is 40 feet.

Charge

If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

Equine Build

You count as one size larger when determining your carrying capacity and the weight you can push or drag.

In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.

Hooves

You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.

Natural Affinity

Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal HandlingMedicineNature, or Survival.


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You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency. 

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner’s kit.

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

Impostor

At 13th level, you gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

Inquisitive

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.

Inquisitive Features

Rogue LevelFeature
3rdEar for Deceit, Eye for Detail, Insightful Fighting
9thSteady Eye
13thUnerring Eye
17thEye for Weakness

Ear for Deceit

When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Steady Eye

Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.

Unerring Eye

Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.

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

Eye for Weakness

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.

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Instigator
Erato

Your friend was a victim to a tormenting event that has left her scarred and mentally unwell. She hasn't been the same and is unable to speak of the events. You are wanting to get down to the bottom of what happened to her when you were approached by an individual who feels like they can assist. 

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This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of rations.

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