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- | ====Raw stats and basic ability details for Zyllis Decota==== | ||
- | ---- | ||
- | ^ Zyllis [[Npc: | ||
- | ^ Name | Zyllis (Zy for short) | ||
- | ^ Alignment | ||
- | ^ Age (Immortal) | ||
- | ^ HP | C1-88 (4 D10)(5 D8) \\ C3- 141 (6 D10)(12 D8) ^ AC (Natural Armour) | ||
- | ^ Proficiency Bonus | ||
- | ^ Skills | ||
- | ^ STR | 20(+5) | ||
- | ^ DEX | 14(+2) | ||
- | ^ CON | 13(+1) | ||
- | ^ INT | 14(+2) | ||
- | ^ WIS | 9(-1) | ||
- | ^ CHA | 17(+3) (LV4 Pal: 18 +4) (lv8 War: 20 +5) | | ||
- | ^ Languages | ||
- | ^ Proficiencies | ||
- | ^ 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. | ||
- | ^ Immortality | ||
- | ^ HexBlade Artifact | ||
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- | ^Max Spell Slots| Warlock 3 lv5 Slots, Paladin, 4 Lv1 Slots, 3 Lv2 Slots ||||||| | ||
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- | ^ Spell Casting | ||
- | ^ Save DC |16 (8+Cha+Prof) | ||
- | ^ Level ^ Slots ^ Spells | ||
- | ^ Cantrip | ||
- | ^ 1< | ||
- | ^ 2< | ||
- | ^ 3< | ||
- | ^ 4< | ||
- | ^ 5< | ||
- | ^ 6< | ||
- | ^ 7< | ||
- | ^ 8< | ||
- | ^ 9< | ||
- | ^ Mustic Arcum |1 per LR|Eathrealness, | ||
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- | ^ Core Weapon | ||
- | ^ Name | Seeker' | ||
- | ^ Type | Double Ended Glaive | ||
- | ^ Core | Starfite Abyssal | ||
- | ^ Hilt | Starfite Mage Stone |+6 Hit/Dmg including Spells | ||
- | ^ Blade | Gorbium | ||
- | ^ Weight | ||
- | ^ Purity Evolution| This Weapon has 20 charges that can be filled with spells, a spell' | ||
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- | ====Pact Weapon Attacks==== | ||
- | ---- | ||
- | Great Sword \\ 2 handed \\ Hit Bonus: D20 + Strength+Proficiency+1 \\ Damage Bonus: 2D6 + Strength+1 \\ Damage Type: Magical Slashing | ||
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- | Ultra Great Sword: \\ 2 Handed \\ Requires 22 Strength \\ Hit Bonus: D20 + Strength+Proficiency+1 | ||
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- | Double ended Glaive: \\ 2 Handed +5ft Reach \\ Hit Bonus: D20 + Strength + Proficiency+1 \\ Damage Bonus: 1D10 + Strength+1 \\ Damage Type: Magical Slashing | ||
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- | ====Warlock Abilities==== | ||
- | ---- | ||
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- | **1st Level: Hex Warrior: Long Rest** \\ | ||
- | Finish a long Rest: choose 1 non 2 handed weapon it now uses Charisma rather then Strenght, Dexterity. | ||
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- | **1st Level: Hexblade' | ||
- | 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. | ||
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- | **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 | ||
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- | **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. | ||
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- | ====Warlock Invocations==== | ||
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- | ====Paladin Abilities==== | ||
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- | 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. | ||
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- | 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, | ||
- | This feature has no effect on undead and constructs. | ||
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- | 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' | ||
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- | 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, | ||
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- | 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. | ||
- | ====Feats==== | ||
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- | 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. | ||
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- | Feat: Polearm Master | ||
- | When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, | ||
- | While you are wielding a glaive, halberd, pike, or quarterstaff, | ||
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- | 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 |