Dying wasn't bad honestly it was peaceful and refreshingly cold compared to the searing heat I was in as I died on the job. Taking a shotgun blast to the chest is extremely painful, and a death sentence, yet I also got the last laugh. I saw the one who shot me get a bullet through their left eye after I bodied the shot for someone else as my good deed for the day. What I didn't expect though after I died was to be told by a dragon to fill out a dungeon and dragons character sheet, though after some prodding questions somethings were allowed it seems. So I took two classes at level one and had a little fun with the rest since I was told where I would be sent so I wanted to have fun with it.

[Dakota Lockhart — Artificer:1/Paladin:1 — Chaotic Neutral

Reborn Human, Guild Member-Technology

— — —

Hit dice 1d8/10, AC: 16, Proficiency: 2

Strength 14 2(mod), 2(save) Intelligence 20 5(mod), 7(save)

Dexterity 18 4(mod), 4(save) Wisdom 15 2(mod), 2(save)

Constitution 16 3(mod), 5(save) Charisma 18 4(mod) , 4(save)

— — —

Strength: Athletics 2

Wisdom: Animal Handling 4, Insight 2, Medicine 4, Perception 4, Survival 4

Dexterity: Acrobatics 4, Sleight of Hand 4, Stealth 4

Intelligence: Arcana 7, History 5, Investigation 7, Nature 5, Religion 5

Charisma: Deception 4, Intimidation 4, Performance 4, Persuasion 4

— — —

Spell Attack 7, Spell DC 15, C LVL 1

0: Mending, Spare the Dying

1: Identify, Purify Food and Drink

— — —

Reborn Lineage

-Ancestral Legacy: If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.

-If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.

-Deathless Nature: You have escaped death, a fact represented by the following benefits:

-You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.

-You have advantage on death saving throws.

-You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

-Knowledge from a Past Life: You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Guild-Technology

-You have general architectural knowledge of the city and access to city blueprints

-You have general technology knowledge of everyday items and access to their blueprints

-You have general weapon knowledge of common and military weapons with access to their blueprints

Artificer

-As an action, use tools to give a tiny object a visual, auditory, or olfactory effect

Paladin

-As an action, detect the location of any celestial, fiend or undead and any consecrated or desecrated place or object within 60 feet(1Cha mod per day)

-Gain a reservoir of healing power (5hp), and as an action, you can heal a creature you touch by draining that power. You can also cure poison or disease from the creature by sacrificing 5hp from the reservoir.

— — —

Light Armor, Medium Armor, Shields

Simple Weapons, Martial Weapons, Firearms

Thieves' Tools, Tinker's Tools, Blacksmith's Tools

— — —

Common, Infernal, Violetken

— — —

PT: I like to talk at length about my profession.

Ideals: I'm committed to the people I care about, not ideals.

Bonds: I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.

Flaws: I'm quick to assume someone is trying to cheat me.

Faded Memories: I remember a place called The Haven, it's impossibly large and lively. I miss it greatly for some reason.

Origins: You were magically resurrected but something went wrong.

— — —

No Spell Components: No material components required for spells.

Blood Price: Pay the price of 1-10hp per spell slot level you over cast.

Three Artificer Archetypes: You can pick three archetypes for Artificer.

Unlimited Summon Time: Summons no longer have a set time limit; they only disappear or break down upon death.

Thrown Arms Master

Servo Crafting

Mystic Conflux

Quicksmithing]

It was honestly an interesting time doing the character sheet, the dragon was surprisingly helpful and amused with certain sections of the process. Some things also felt lacking so they helped to tidy it up while allowing certain things as reality would be different from the game. It was all in all a good time honestly just to sit in, likely, the void and talk shop with a dragon about DND before I was shunted to where I was meant to go. It was not going to be a good time for the most part because of the number of issues, however, that's fine I was going to get time to at least reach level three with both classes before shit hit the fan. Just I wouldn't remember a lot of things, only that the end is near and that I was a literal DND Character made flesh.

\\/ Thielsen Pass Cabin, 2017 /\\

Setting some vacuumed sealed dried and preserved meat onto a shelf in my pantry from a deer I bagged I looked around the reasonably sized room of food. It wasn't much, however, it was something and that's good enough for me to last two years. I wonder what Deacon and Boozer are up to though seeing as I haven't seen the two in six years after me and Deacon returned to civilian life after the military. Thinking of the military made me instinctively pull up a mental image of the important bits of my information on that sheet I've had since I was reborn.

[Dakota Lockhart — Artificer:3/Paladin:3 — Chaotic Neutral

Reborn Human, Guild Member-Technology

— — —

Hit dice 1d8/10, AC: 16, Proficiency: 2

Strength 14 2(mod), 2(save) Intelligence 20 5(mod), 8(save)

Dexterity 18 4(mod), 4(save) Wisdom 15 2(mod), 2(save)

Constitution 16 3(mod), 6(save) Charisma 18 4(mod) , 4(save)

— — —

Strength: Athletics 2

Wisdom: Animal Handling 5, Insight 2, Medicine 5, Perception 5, Survival 5

Dexterity: Acrobatics 4, Sleight of Hand 4, Stealth 4

Intelligence: Arcana 8, History 5, Investigation 8, Nature 5, Religion 5

Charisma: Deception 4, Intimidation 4, Performance 4, Persuasion 4

— — —

Spell Attack 8, Spell DC 16, C LVL 3

0: Mending, Spare the Dying

1: Identify, Purify Food and Drink, Shield, Thunderwave, Comprehend Languages, Dissonant Whispers, Jump, Command, Compelled Duel, Heroism, Detect Poison and Disease, Thunderous Smite, Catapult, Arcane Weapon, Cure Wounds

— — —

Artificer

-As an action, use tools to give a tiny object a visual, auditory, or olfactory effect

-Infusions: You learn four infusions which you can use on two objects at once (Bag of Holding, Alchemy Jug, Repeating Shot, Homunculus Servant

-You can take an hour to make a set of artisan's tools

-Archetypes: Artillerist-Archivist-BattleSmith

-You can make a magical cannon

-Artificial Mind:

-You discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher's supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates.

-The magic item has the following properties:

-Telepathic Advisor:The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice; the item's main material determines which skills you can choose from, as shown on the Artificial Mind table in the Skill Proficiencies column, for the nature of the object affects the mind's knowledge.

-Manifest Mind: As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. You determine its appearance; the Artificial Mind table offers suggested appearances based on the object's main material. While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind's senses, instead of your own, until your concentration ends (as if concentrating on a spell).

As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action. When you cast an Artificer spell on your turn, you can cast it as if you were in the spectral mind's space, instead of your own, using its senses. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.

-Information Overload: As an action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 feet of the manifested mind, channeling a jumble of information from the artificial mind. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class. Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than first.

-Battle Ready

-Your combat training and your experiments with magic have paid off in two ways:

-You gain proficiency with martial weapons.

-When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

-Steel Defender

-Your tinkering has borne you a faithful companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge. If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

Paladin

-As an action, detect the location of any celestial, fiend or undead and any consecrated or desecrated place or object within 60 feet(1Cha mod per day)

-Gain a reservoir of healing power (5hp), and as an action, you can heal a creature you touch by draining that power. You can also cure poison or disease from the creature by sacrificing 5hp from the reservoir.

-You can sacrifice a spell slot to deal (1spell LVL) radiant damage plus 1d8 extra damage vs undead/fiends, when you hit with a melee weapon attack

-Gain immunity to disease

-Once a day you can channel to restore a spell slot using a bonus action

-Archetype: Crown

-Champion Challenge

-Turn the Tide

— — —

Light Armor, Medium Armor, Shields

Simple Weapons, Martial Weapons, Firearms

Thieves' Tools, Tinker's Tools, Blacksmith's Tools, Woodcarver's Supplies, Calligraphy Tools]

It was honestly curious on how I had these all, although since I could take three archetypes from a list for Artificer I snagged up Archivist, BattleSmith, and Artilierst as there is a synergy between the three. A synergy that can potentially make some rather interesting magical objects and machines… but also potentially Warforged. The greatest achievement of any Artificer, true mechanical LIFE.

Paladin of the Crown was something I picked because while there are some good choices, Crown was something I can follow unwaveringly because I am beholden to two tenants of it constantly. Responsibility for everything I've done to my chosen few and Loyalty to my chosen few without question. So I chose Crown for those reasons alone, and they quite frankly fueled my paladin abilities to the extreme in potency and effectiveness.

It was surprising to see because I had used Command once accidentally on a Taliban member and they blew their brains out without hesitation even though the spell had certain limitations. So I had to be careful usually if I did anything as that was admittedly an unwelcome surprise to witness while getting shot at in a desert. Locking up my pantry I head into my living room and turn on the TV while getting into my recliner, flipping through channels until my home phone rings. Grabbing it from the table beside my recliner I stopped on a movie airing, placing the phone against my ear.

"Dakota here, how can I help you?"

{I got through! Boozer go find Deacon and Sarah, I'll get Dakota down here with those fancy robots of his.}

"What's this about Jim? Why do you sound as if some shit is going down?"

{Fucking course you wouldn't know given you live in the fucking sticks…. Look something is spreading like-}

The line was cut off by an explosion and screeching. Furrowing my brows I hung up the phone, flinging myself from my recliner and heading outside. A large Steel Defender lifts its head in my presence once my feet leave the doorway. The steel canine staring at me before slinking off my porch and getting ready for what's to come. Heading into my workshop I donned a hybrid of knight and samurai armor, strapping a Naginata to my back while two pistols were holstered at my waist with a Stoner LMG and HK417 were slung onto my shoulders. Crates and mags of ammunition strapped or fitted into pouches on my armour.

Striding from my workshop I mounted my awaiting companion, the Steel Defender bolting through the woods once I'm situated. Weaving through trees as we fast approached a nearby city, standing upon the ridge outside it we studied the burning city. With a huff I drew my Naginata, gripping a hidden handle on my Defender we descended into the chaos. My people were in the middle of this mess so I would find them and I would save what remains of them. No matter the cost, I swear upon my two tenants.