Lilith, the Artificer

D&D Homebrew character by Rik van Hoogstraten


Cover Art Credit by Daniel Kamarudin

Lilith, the Artificer

Lilith

The townsfolk of (something) speak of an alluring woman who might be able to help you with your quest. She works at the general store but for special items you can visit her workshop after hours. Be warned though, the townsfolk say. There’s something off about her. Her charming smile makes everyone feel warm and at ease but when you leave, you feel as if the cold grip of death finally lets go of you only for you to subconsciously want for more. Often forgetting entire fragments of your visit to her. It is advised to not go alone.

The Artificer


The mysterious woman provides the townsfolk with contraptions and magical creations to better their lives.. At a cost. Would you somehow fail to uphold your end of the bargain. Said tools might make your life more complicated.

Arsenal

By combining her knowledge of arcane arts and her skill in artisan crafts, Lilith creates machines and tools which aid her in battle and various other tasks. Lilith is currently proficient in glass blowing tools, jewel crafting tools, thieving tools, tinkerers tools and wood carving tools.


Credit: Andy Jones

Lilith, the Artificer

Backstory

The demon

When uncovered in her true form, a succubus appeared as a stunningly beautiful woman of statuesque build and perfect figure, with flawless skin and red or raven-black hair, but also clawed fingers and large dark-hued or reddish bat-like wings mounted on their backs. Their eyes were said to smolder with sinister desire. Small horns or a tail also are to be seen. Demonic succubi were by far the most attractive of the otherwise-hideous tanar'ri, maybe even of all demons.


Demonic succubi lived to seduce and tempt mortal beings of the Prime Material Plane, and in the end slay them and carry their life-forces back with them, for the destruction of mortals increased the power of the Abyss. Many succubi and incubi were engaged almost constantly working to corrupt mortals, usually via promises of sex and other pleasures. Demonic succubi typically targeted men of energy and passion. The fiery spirits of humans meant they were easier prey, so succubi did not often concern themselves with demihumans. They were content to take things slow and work subtly.


Fiendish succubi commonly used their ethereal form to slip through walls to reach a mortal's bedside, and linger there as they slept. Here, they filled their victim's dreams with debauched scenes and whispered of forbidden pleasures, tempting them to indulge in dark desires, appetites, and taboos. The more the succubus did this in their dreams, the more vulnerable their victim became to temptation in the waking world. Eventually, the succubus entered the mortal realm directly, in a pleasing form previously seen only in the dreams, and befriended or seduced their victim, so they could influence them directly and indulge all their desires so they would perform evil deeds of their own free will. When the victim was utterly corrupted, such as by committing three betrayals of thought, word, and deed, their soul was in the grip of the succubus, without need of contract or pledge. For a more virtuous victim, this corruption might take longer, but their downfall was all the more rewarding for the succubus. Finally, the succubus slew their victim with a kiss, and the corrupted soul went down to the Lower Planes as their prize. The succubus actually avoided charming the victim if they could help it, as the mortal would not be responsible for their actions and not truly corrupted. Thus, charming was mostly used for self-defense. Similarly, their lethal kiss was only used as a final assault or a parting shot before they escaped.


Credit: dndbeyond

Lilith, the Artificer

Lilith's story

Origin

From the deepest of the nine hells, Nessus, comes a demon by the name of Mir'eth. Here she lived for centuries as courtesan to the court of the Overlord Asmodeus. She in turn got assigned to dwell physical plane in his name. Here she has been tasked to collect souls to fuel the Overlord's fiendish armies.

The phsyical plane

The demon Mir'eth now disguises herself as a human by the name of Lilith. She settles into cities and slowly charms easy prey, stealing souls at a gradual pase so she won't get found out quickly. That said, humans are not the most simple-minded lesser race and they do start to notice patterns which eventually leads them to Lilith. When this happens, she vanishes to another city and restarts her progress.

The last dream

The clock tower rings it's bells. The wind racing between the stone buildings of Loystead, it carrying flakes of snow with it as a blizzard was settling in. A lowly peasant might be worried about freezing to death, having their roof break under the pressure of the coming snow or a potential food shortage taking the lives of their loved ones. But not for Zavan. His father, judge of the city, had ensured his family had enough food and warmth to survive the harsh upcoming winter. Non of this concerned Zavan, he had always been taken care off by his father and ontop of that, he had been in an excellent mood lately. He was unsure why, he noticed he no longer remembered his dreams when waking up but he did not care. Why should he? He felt great. A constant feeling of love and affection kept him feeling cozy. The increase in this feeling had made him more lustful, but again, he was not worried for he could simply hire an escort to help him out. With his father's money of course.

That night Zavan was completely in bliss, softly sleeping in his bed. The clock tower hit's it's final bell. Midnight. Barring the howling wind outside and the crackling fireplace, the room was filled with completely silence. Zavan opens his eyes slowly. His blurry vision spots a slender figure sitting next to his bed. As he further opens his eyes he spots a beautiful woman with red hair and a smooth skin. She seems to be smiling softly at him. Zavan tries to talk but somehow is unable to utter any word, he tries to sit up but seems unable to. His body seems to be resisting his will as his eyes lock with hers. Two deep blue eyes stare back as he slowly becomes entranced in her beauty. He gradually forgets about his inability to move as feelings of love and lust build up rapidly within him and dominates his thoughts. He wanted her. By the gods, he was in luck! The woman tilts her head and leans in, closing her eyes. A pair of soft lips perking outwards, ready to meet his. His eyes follow her lead and without hesitation raises his head to meet her.

They touch, the kiss feels like magic. Nothing he has ever felt before compares to this feeling of extasy. Said feeling quickly fades though. Within the second it starts to hurt, as if acid is being poured on his lips. His eyes shoot open but he finds himself unable to pull back. Frightend he stares at the woman who slowly pulls out of the kiss. As she opens her eyes, he now realises whats happening. The deep blue colour is no more, two crimson red orbs peer his way. Her facial features sketching out a grin on her face. A set of fangs glinster in the light of the fireplace as Zavan's world blurs out and turns to black.

Lilith, the Artificer

Racial features


  • Ability Score Increases Your Dexterity and Charisma scores increase by 1.

  • Age Succubi are ageless demons, typically reaching adulthood between the ages of 15 and 19 and will not die of old age.

  • Alignment Due to their fiendish natures, succubi often tend toward evil alignments. Neutral or good succubi are extremely rare, but not unheard of. They have no particular tendency toward or against lawful or chaotic alignments.

  • Size Your size is medium.

  • Speed Your base walking speed is 30 feet.

  • Charm You can cast the charm person spell once using this trait, using Charisma as your spellcasting ability. You regain the ability to cast this spell when you finish a long or short rest.

  • Draining kiss As an action, you may kiss a creature that is willing or charmed by you. The creature must succeed on a DC (8 + your Charisma modifier + your Proficiency bonus) Constitution saving throw, or take psychic damage equal to 1d8 plus your Charisma modifier. The psychic damage increases to 2d8 at 6th level, 3d8 at 11th level, and 4d8 at 16th level. At level 8 you can use this action on constrained or incapacitated targets as well.

  • Darkvision Because you are a fiend, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

  • Fiendish nature Your creature type is considered to be both Fiend and Humanoid, and you are considered to have the Shapechanger tag. Additionally, you are vulnerable to radiant damage.

  • Shapeshifter As an action, you can polymorph into any humanoid of your size that you have seen or back into your true form. However, your equipment does not change with you. You lose the fly speed granted by your small wings trait if your current form does not have wings. If you die, you revert to your natural appearance.

  • Silver tongue You have proficiency with the Persuasion skill.

  • Small wings You have a small pair of wings that give you a flying speed equal to your walking speed. However, these wings are not strong enough to hold your weight for an extended period of time. You fall if you end your turn in midair, you started in midair, and nothing else is holding you aloft.

Credit: nixri.artstation.com

Lilith, the Artificer

Inventions

Bottled magic

1th-level invention


  • Casting Time: 1 action or 60 seconds
  • Components: 1 Cup of sand

Utilizing glassblowing, Lilith is able to create and infuse glass bottles with spells. These bottles weigh 0.5 lbs. Lilith is able to create as many bottles as she wants, however doing so costs a spell slot, unless they are created during a long rest. Due to the nature of these bottles, they have to be transported on a special potion belt. This belt restricts the amount of potions she can travel with down to 5.


Further restrictions may be applied for higher level spells. If created during a long rest, the bottles are infused by Lilith’s artificer’s infusions. Granting +2 bonus to attack and damage rolls

Diffractive orb

2nd-level invention


  • Casting Time: 30 minutes
  • Components: 4 Cups of sand

Utilizing glassblowing, Lilith is able to create a perfect glass orb housing a prisma inside. Lilith is able to use this orb to use as arcane focus for her artificer spells. If you cast an artificer's spell that deals acid, cold, fire, force, lightning, poison, radiant, or thunder damage using the orb as a spellcasting focus, you can choose to refract the spell through the orb. Roll a d8 to determine the new damage type and color of the spell. If a creature is hit by a spell attack or fails a saving throw from a spell or effect cast in this way, the creature suffers an additional effect.

d8 Color Type Effect
1 Red Fire The target takes fire damage equal to your intelligence modifier.
2 Orange Acid The target takes acid damage equal to your intelligence modifier at the end of its next turn.
3 Yellow Lightning The target can't take reactions until the start of your next turn.
4 Green Poison The target is poisoned until the start of your next turn.
5 Blue Cold The target's speed is reduced by 10 until the start of your next turn.
6 Indigo Thunder The target is restrained until the start of your next turn.
7 Violet Radiant The target is blinded until the start of your next turn.
8 White Force The target takes 8 force damage.

Lilith, the Artificer

E.M.E.C. : Enhanced magical eldritch cannon

3rd-level invention


  • Casting Time: 1 action
  • Components: 1 Bottled Magic
  • Costs: 1 Eldritch Cannon slot

Lilith has crafted herself a homunculus which houses an Eldritch Cannon. The frog-like mechanical creature hops after Lilith or rests in her backpack if she travels too quickly. It is powered by a sapphire crystal which directly draws mana from Lilith herself. This crystal is created using jeweler’s tools.


Housed at the front of the frog is a vial. This vial can be filled in the same manner as Bottled Magic works, once per long rest with a single spell from her arsenal. This spell then modifies the cannon’s usage. The sapphire has also been infused by Lilith’s artificers. Repeating shot and Enhanced arcane focus. She is in turn able to activate a modified eldritch cannon for up to an hour, once per long rest.

Activate


Using 1 action, Lilith is able to transform her homunculus into an enhanced eldritch cannon. She can choose from the following three:


  • Flamethrower:

The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8+2 fire damage on a failed save or half as much damage on a successful one. This attack ignores half covers. The fire ignites any flammable objects in the area that aren't being worn or carried.


  • Force Ballista:

Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. This attack ignores half cover. This attack has +1 on hit roll. On a hit, the target takes 2d8+2 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.


  • Protector:

The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8+2 + your Intelligence modifier (minimum of +1).


Credit: Mordenkainen's Tome of Foes


E.M.E.C.

Enhanced magical eldritch cannon


  • Armor Class 18
  • Hit Points 20(Caster's level * 5)
  • Speed 15ft.

STR DEX CON INT WIS CHA
10 (0) 10 (0) 10 (0) 0 (0) 0 (0) 0 (0)

  • Condition Immunities Poison, Psychic

Mending. If mending is used on this cannon, heal it for 2d6 hitpoints.

Actions

Activate. Transform into one of three Eldritch Cannon's, gaining modified behaviour based on the stored Bottled Magic.

Lilith, the Artificer

Examples of modified behaviour


Based on the stored bottled magic, the cannon gains modified effects. These effects are to be thought of by the player, however can be nerfed at the dungeon master's discretion. The protector can not be modified until level 10.

Force ballista + Poison spray:

Removes the 5ft push back. On a successful hit now create a noxious gas cloud which deals an additional 1d6+2 poison damage. At level 6 the damage increases by 1d6.

Force ballista + Eldritch blast:

The ballista deals an additional 1d4+2 damage. The damage of this spell is increased by 1d4 at level 6 and 10.

Force ballista + Thunderwave:

The ballista's push back is increased to 10ft. The balista deals an additional 2d4+2 damage. This damage is increased by 1d4 at level 6 and 10.

Force ballista + Ice knife:

Removes the 5ft push back. Damage type is turned into piercing. On hit, target takes an additional 1d4+2 piercing damage. This damage is increased by 1d4 at level 6 and 10. Hit or miss the shard explodes, the target and each creature within 5 feet must make a dexerity saving throw or take 1d6 cold damage. This damage is increased by 1d6 at level 10.

Flamethrower + poison spray:

The flamethrower gains a second nozzle, spraying explosive liquid out in front of the fire. Enemies must first make a DC 12 Dexterity saving throw to avoid the explosive gas. If hit by the liquid they become soaked in it. Coming into contact with fire makes it explode for 1d6+2 bludgeoning damage. Upon a succesful Dexterity saving throw the enemy avoids the spray but then still has to make a dexterity saving throw against Lilith’s spell save DC to avoid the original fire taking 2d8+1 fire damage on a failed save or half as much damage on a successful one.

Flamethrower + Burning hands:

The flamethwoer becomes empowered causing the flames to burn hotter. Anyone within the cone takes an additional 1d8 fire damage. Any easy flammable items are instantly burned to ash. This damage is increased by 1d8 at level 6 and 10.

Flamethrower + Ensnaring strike:

Those caught within range of the flamethrower find themselves unable to move. They must make an additional strength saving throw to get out of the thorny vines. If they fail they automatically fail the dexterity saving throw and take an additional 1d6 piercing damage.

Flamethrower + Guided flames:

The target gains disadvantage on their dexterity saving throw. This turns into double disadvantage at level 8 and triple at level 15.


Credit: MTG trading card game

Credit: Angelina Andreas

Credit: Lars Sowig

Lilith, the Artificer

Arcane Diffractive Orb upgrade

5th-level invention


  • Casting Time: 30 minutes
  • Components: 4 Cups of sand

Utilizing the arcane firearm trait you are able to upgrade the offensive abilities of your Diffractive Orb by shaping shaping the glass around the prisma into the form of arcanic runes, this circlet of runes is able to be rotated by Lilith.


The orb can now be manipulated into using either of these two tables by turning the circlet of runes, doing so costs a bonus action.

Offensive turn
d100 Color Type Effect
1-20 Red Fire The target takes fire damage equal to your double intelligence modifier.
21-40 Orange Acid The target takes acid damage equal to your double intelligence modifier at the end of its next turn.
41-51 Yellow Lightning The target can't take reactions until the start of your next turn and takes 1d8 lightning damage.
51-71 Green Poison The target is poisoned until they pass a constitution saving throw of 12 or higher.
72 Blue Ice A storm hails down ice 5ft around the target, dealing 4d6 piercing damage on a failed dexterity saving throw.
72-85 Indigo Thunder The target is restrained until they pass a constitution saving throw of 12 or higher.
86-99 Violet Radiant The target is blinded until the start of your next turn and takes 1d4 radiant damage.
100 Purple Demonic In a 15 feet radius around the target, fiends haunt the area. Halving movement speed of anyone inside. Chosen creatures that spend a turn inside this area must make a dc 12 constitution saving throw or suffer 3d8 necrotic damage.

Supportive turn
d100 Color Type Effect
1-10 Red Fire The target is soothed, healing 1d4 or stabalizing them if downed.
11-20 Orange Necrotic The target is bolstered with 1d4 extra temporary lifepoints.
21-40 Yellow Lightning The target gains haste for their next combat turn.
41-60 Green Poison The target's weapons (or 3 ammunition) are coated in poison, dealing 1d4 extra damage if their target fails a dc 12 constitution saving throw.
61 Blue Water The target is replenished and regains a single spellslot.
62-80 Indigo Thunder The target next spell deals an additional 1d8 thunder damage.
81-99 Violet Holy The target is reinfigurated, gaining advantage on their next saving throw.
100 White Radiant Up to 6 targets of your choice regain 2d4 + your spellcasting ability modifier.

Lilith, the Artificer

Maps related to Lilith

Loystead


Credit: Rik van Hoogstraten

Lilith, the Artificer

Breles


Credit: Rik van Hoogstraten

Lilith, the Artificer

Her current house


Credit: Rik van Hoogstraten