Nox
Nox
Sheet
AC 18 · HP 33 · 35 ft.Saving throws
Skills
- AthleticsSTR
- InvestigationINT
- NatureINT
- PerceptionWIS
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
11 featuresAction
- Extra AttackLevel 5
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Bonus action
- Telekinetic
When Bonus Action
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet. Target must succeed on a Strength saving throw or be moved 5 feet toward or away from you.
Always on
- Magical TinkeringLevel 1
Invest magic into tiny nonmagical objects to produce light, sound, or odor.
- Infuse ItemLevel 2
Ability to imbue mundane items with magical infusions. 4 known, 2 active.
- The Right Tool for the JobLevel 3
Produce exactly the tools you need using thieves' tools or artisan's tools.
- Arcane ArmorLevel 3
Your armor becomes a conduit for magic. It attaches to you and cannot be removed against your will. It has no Strength requirement.
- Armor Model: InfiltratorLevel 3
Lightning Launcher: 1d6 lightning damage, speed increases by 5ft, Advantage on Stealth checks.
- TraitTieflingDarkvision (60 ft.)
- TraitTieflingHellish Resistance (Fire Damage)
- TraitTieflingInfernal Legacy (Thaumaturgy, Hellish Rebuke, Darkness)
- WandererOutlander
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain. You can find food and fresh water for yourself and up to five other people each day.
Spells
9 spellsSpellcasting. Nox casts with Intelligence (spell save DC 14, to hit with spell attacks).
Cantrips (at will): , ,
1st level (4 slots): , ,
2nd level (2 slots): , ,
Gear
5 itemsWeapons
- DaggerA sharp, simple blade used for cutting herbs.
Armor
- Splint ArmorModified with forest detritus and integrated arcane circuits.
- ShieldA sturdy wood and metal shield.
Tools
- Tinker's ToolsEssential for mechanical adjustments.
Gear
- Explorer's PackBackpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.
Appearance
Nox is a tall, imposing tiefling with ink-black skin and vibrant yellow eyes. His brown hair is kept short, often messy from woodland life. A thick, glossy tail snakes behind him, ending in a needle-like point. Most notably, a jagged, circular scar wraps entirely around his neck, looking like a ghostly noose. He wears practical forest garb reinforced by plates of obsidian-colored metal that hum with arcane energy.
Mannerisms
Nox rarely makes eye contact, instead focusing on the hands or the equipment of the person he is speaking to. He often tilts his head to the side as if listening to a sound no one else can hear.
Personality
Nox is detached and intensely analytical. He views the world as a series of puzzles to be solved and forces to be measured. He is not unkind by nature, but he possesses no patience for social pleasantries or city laws. He speaks with a blunt, clinical precision, often forgetting that others do not share his obsession with botanical and psionic mechanics.
Ideals
Independence. I will never allow another person or law to collar me again. Knowledge is only valuable if it is earned through one's own labor.
Bonds
My forest is the only place I am safe. I will destroy anyone who threatens its sanctity or my research. I still carry the broken silver link of the collar that once bound me.
Flaws
I am deeply suspicious of anyone who tries to be helpful, assuming they seek to manipulate or control me. I value my experiments over the safety of those around me.
Quirks
Background
Nox has no memory of his birth or parents. His earliest recollection is the damp smell of pine needles and the cold ring of a silver collar around his throat. When the collar eventually snapped through unknown means, it left behind a permanent scar and unleashed a torrent of latent telekinetic power. He survived the harsh wilderness alone, learning the languages of the trees and the patterns of the stars, while honing his mind to control the unseen forces that moved at his command. Every attempt he made to integrate into society ended in frustration. Archers taught him trajectory, but lacked the will to see beyond the bow. Mages spoke of weave-theory, but ignored the physical alchemy of the natural world. He realized that to understand his own existence, he would have to become his own master. He took up the tools of the artificer, fusing his telekinetic gifts with intricate mechanical designs to create a suit of power that functions as an extension of his will. He now lives in the deepest reaches of the forest, far from the prying eyes of the city guards. He conducts feverish experiments on bioluminescent fungi and magnetic minerals, convinced that somewhere in the intersection of nature and artifice lies the truth of the scar on his neck and the origins of his power.
“His earliest recollection is the damp smell of pine needles and the cold ring of a silver collar around his throat.”
- Background
- Outlander
Connections
Species
Tiefling
Media
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