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Raw stats and basic ability details for Zyllis Decota
Zyllis Decota | |||||||
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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 |
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Spell Casting | Ability | CHA | |
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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 LR | Eathrealness, Conjur Fey |
Pact Weapon Attacks
Great Sword
2 handed
Hit Bonus: D20 + (Strength+Proficiency)
Damage Bonus: 2D6 + Strength
Damage Type: Magical Slashing
Ultra Great Sword:
2 Handed
Requires 22 Strength
Hit Bonus: D20 + (Strength+Proficiency)
Damage Bonus: 4D6 + Strength
Damage Type: Magical Slashing
Double ended Glaive:
2 Handed +5ft Reach
Hit Bonus: D20 + Strength + Proficiency
Damage Bonus: 1D10 + Strength
Damage Type: Magical Slashing
Warlock Abilities
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.
Warlock Invocations
Paladin Abilities
Cantrip Attacks
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)