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Zyllis Decota
Name Zyllis (Zy for short) Player Sam Race Revenant Warforged Level C1-9 C3-18
Alignment Lawful Neutral Class Oath of Vengeance Paladin (4-6)
Hexblade Warlock (5-12)
Status Alive
Age 140 (Appears 14) Birth
HP C1-88 (4 D10)(5 D8) C3- AC (Natural Armour) 20 Speed 30 Init +2
Proficiency Bonus +4 Passive Perception unknown Join Unknown Leave -
Skills
STR 20(+5) Athletics
DEX 14(+2) (Disad Stealth)
CON 13(+1) (LV4 Pal: 14 +2) Save
INT 14(+2) Arcane, Investigation
WIS 9(-1)
CHA 17(+3) (LV4 Pal: 18 +4) (lv8 War: 20 +5) Save Intimidation
Languages Common
Proficiencies All Armour, Simple & Martial Weapons
Warforged Traits
Warforged Resilience Resistance to Poison dmg, Adv aginast being Poisoned, Immunity to Disease
Don't need to eat, drink or breath, cannot be put to sleep.
Natural Armour Don't Gain any benift from Armour, Heavy 16+Proficiency Disadvantage on stealth. Iron fists/Powerful build Unarmed attacks deal 1D4+Str Blug Damage.
You count as one size larger for Push, pull, lift and carrying
Relentless Nature If Below half max HP gain 1 HP at the start of your turns even if at 0HP
Immortality If you die you reform 24 hours later, if your body is destroyed you reform in 1 mile of death point but do not regain any destroyed equipment. Blood Curse Size 115cm Weight 200Kg
HexBlade Artifact No Artifact Hexblade weapon
Max Spell Slots Warlock 3 lv5 Slots, Paladin, 4 Lv1 Slots, 2 Lv2 Slots
Spell Casting Ability CHA
Save DC 16 (8+Cha+Prof) Modifier +8 (Cha+Prof)
Level Slots Spells
Cantrip - Booming Blade, Green Flame Blade, Lightning Lure
1st 3(Pal) Shield, Wrathful Smite, Witch Bolt
2nd 0 Branding Smite, Shatter
3rd 2(War) Magic Circle
4th 0 Blight
5th 0 Infernal Calling, Banishing Smite
6th 0
7th 0
8th 0
9th 0
Mustic Arcum 1 per LREathrealness, Conjur Fey

Great Sword
2 handed
Hit Bonus
Damage Bonus
Damage Type

Ultra Great Sword:
2 Handed
Requires 22 Strength
Hit Bonus
Damage Bonus
Damage Type

Double Ended Spear:
Versatile
Hit Bonus
Damage Bonus
Damage Type


1st Level: Hex Warrior: Long Rest
Finish a long Rest: choose 1 non 2 handed weapon it now uses Charisma rather then Strenght, Dexterity.

1st Level: Hexblade's Curse: Bonus Action
Bonus Action, one creature in 30ft is cursed for 1 minute.
you gain proficency bonus as damage
Critical on 19
when the creature dies Regain 8 HP (Warlock level + Charisma)
Finish short/ long rest to reset.

Pact of the Blade: 1 Action
Action, Creat a bound weapon of any kind, Counts as magical damage
Dissaperas after 1 minuets if further then 5ft from you, can dismiss for no action, dissapears if you die

6th Level: Accursed Specter
When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier +4 (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Cantrip: Booming Blade
Evocation
Casting Time: 1 action
Range: 5 feet Components: V, M (a weapon)
Duration: 1 round
You make a single melee weapon attack against a creature you can see within the spell's range. If the attack hits, the target is surrounded by magical energy plus the normal effects of the weapon's damage, and it can't willingly move or it takes 1d8 thunder damage. The spell ends after dealing damage or at the start of your next turn, whichever is sooner.
Leveling
At 5th level, the melee attack deals an extra 1d8 thunder damage, and the moving damage becomes 2d8. Both damage dice increase by one again at levels 11 and 17.

Cantrip: Purple Flame Blade
You make a single melee weapon attack against a creature you can see in range. If the attack hits, the target suffers the normal effects of the attack, and Purple fire jumps from the enemy to another creature of your choice within 5 feet of it. You must be able to see the secondary target. The purple flame deals 8 fire damage.
Leveling
At 5th level, the melee attack deals an extra 1d8 fire damage, and the Purple flame damage becomes 1d8 + 8 (Charisma + Proficiency)
Level 11 2D8 extra fire damage, purple flame 2D8 + 8 (Charisma + Proficiency)
Level 17 3d8 Extra Fire damage, Purple flame 3D8 + 8 (Charisma + Proficiency)

Lv1 Spell: Shield
1 Reaction
Instantaneous
V, S
Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack. You also take no damage from Magic Missile.

Lvl 1 Spell: Wrathful Smite
1st-level evocation
Casting Time 1 bonus action
Range Self
Components V
Duration Conc. Up to 1 minute
The next time you hit with a melee weapon attack, it deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must pass a Wisdom save or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to end this spell.

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