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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 C1-Paladin(4) Warlock(5)
C3- Paladin(6) Warlock(12)
Status Alive
Age 140 (Appears 14) Birth
HP C1-88 (4 D10)(5 D8) C3- 141 (6 D10)(12 D8) 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
Max Spell Slots Warlock 3 lv5 Slots, Paladin, 4 Lv1 Slots, 3 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, Cure Wounds, Detect Magic
2nd 0 Branding Smite, Shatter, Find Steed, Lesser Restoration, Zone of truth
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
Core Weapon
Name Seeker's Guide
Type Double Ended Glaive
Core Starfite Abyssal 2d12 Force/Slashing +4 Saves
Hilt Starfite Mage Stone +6 Hit/Dmg including Spells
Blade Gorbium +8 Dmg, extra 5ft range, Gain additional attack
Weight 3 Slots
Purity Evolution This Weapon has 20 charges that can be filled with spells, a spell's level determines how many charges it takes up, as a Bonus action you can use one of these stored spells
You gain an additional bonus action and Reaction when wielding this weapon
This weapon gives you the ability to read and understand any launguage.

Great Sword
2 handed
Hit Bonus: D20 + Strength+Proficiency+1
Damage Bonus: 2D6 + Strength+1
Damage Type: Magical Slashing

Ultra Great Sword:
2 Handed
Requires 22 Strength
Hit Bonus: D20 + Strength+Proficiency+1
Damage Bonus: 4D6 + Strength+1
Damage Type: Magical Slashing

Double ended Glaive:
2 Handed +5ft Reach
Hit Bonus: D20 + Strength + Proficiency+1
Damage Bonus: 1D10 + Strength+1
Damage Type: Magical Slashing


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.

Action: Divine Sense
you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

Divine Smite Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Abjure Enemy As an action, choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until It takes any damage. While frightened,the creature's speed is 0, and It can't benefit from any bonus to its speed. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage.

Vow of Enmity As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

Tunnel Fighter As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Feat: Polearm Master When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage. While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

Feat Lv 12: Mage Slayer You have practiced techniques useful in melee combat against spell casters, gaining the following benefits When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration. You have advantage on saving throws against spells cast by creatures within 5 feet of you

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