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npc:decota:zyllis [2019/01/05 09:31] Cindernpc:decota:zyllis [2019/05/01 09:22] (current) – removed Kyle
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-Zyllis [[NPC:Decota:Decota]] \\ 
-  *[[Character:Zyllis:Personality & Story]] 
-  *[[Character:Zyllis:Raw stats and Details]] 
-  *[[Character:Zyllis:Class Details]] 
-  *[[Character:Zyllis:Race Details]] 
-  *[[Character:Zyllis:Necrosteed stats & Details]] 
-  *[[Character:Zyllis:Misc]] 
-  *[[Character:Zyllis:Secrets]] 
  
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-^   Zyllis [[NPC:Decota:Decota]]   |||||||| 
-^Name|Zy^Player|Sam^Race|Halfling / Changling ^Level|00| 
-^Alignment|Lawful Neutral^Class|Death Knight (13) Monk (7)^Status|Unkown||| 
-^Age|aperance 14 (actual 140)^Birth|1st Monday of Frostmoot    ||||| 
-|||||||| 
-^HP (D12)  |00^AC     |00^SPD |30ft (Max 120ft). ^Init |+0    | 
-^Bonus|+0^Passive|00^Join|n/a^Leave|n/a| 
-|||||||| 
-^   Skills   |||||||| 
-^STR|00(+0)|    | ||||| 
-^DEX|00(+0)|    | ||||| 
-^CON|00(+0)|Save | ||||| 
-^INT|00(+0)|    |Insight, Arcane ||||| 
-^WIS|00(+0)|    |Perception ||||| 
-^CHA|00(+0)|Save |Persuasion ||||| 
-^Languages| ||||||| 
-^Proficiencies|Light,Med,Heavy Armour,Simple, Martial Weapons  ||||||| 
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-Zyllis suffered a crule fate being inducted as  death knight upon birth. The god over death took pity over the him asa child, his slow aging meant his parents died when he was only phisicaly 5, but they had abbandoned him at 2 anyway. \\ Death raised Zyllis as best it could inbetween its duties as god. Zyllis was curely overly matured for his age. by age 3 he had already lived 30 years and was well acustomed to how life works and his duties as a Death knight, from then on he was on his own. 
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-Halfbreed: \\ 
-Zy is a strange halfbreed of a Changling and a Halfling, gaining some ailities from both sides of his parents 
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-Ability score: Dex +2 Charisma +1 \\ 
-Age: Lives 200 years (death Oath increases to 2000 years) \\ 
-Size: Small 
-Speed: 30ft 
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-Changeling Instincts \\ 
-You gain proficiency with two of the following skills of your choice: Insight and Persuasion. 
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-Unsettling Visage \\ 
-When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. \\ 
-Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest. 
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-Lucky \\ 
-When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. 
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-Brave \\ 
-You have advantage on saving throws against being frightened. 
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-Class Features 
-As a Death Knight you gain the following class features. 
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-Hit Points 
-Hit Points at 1st Level: 12 + Constitution modifier 
-Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Death Knight level after 1st 
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-Proficiencies 
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-Skills: Choose two from Arcana, Perception, Languages: Necromonger 
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-Equipment 
-You start with the following equipment, in addition to the equipment granted by your background: 
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-(a) Any martial melee weapon and a Rune Weapon or (b) a Rune Weapon and a shield 
-(a) scale mail or (b) chain mail 
-(a) 4 javelins or (b) 2 handaxes 
-(a) Dungeoneer's pack or (b) Explorer's pack 
-Table: The Death Knight 
-Level Proficiency 
-Bonus Features Profanities known Cantrips Known —Spell Slots per Spell Level— \\ 
-1st 2nd 3rd 4th 5th \\ 
-1st +2 Rune Weapon, Death's Oath 0 1 — — — — — \\ 
-2nd +2 Necrostrike, Fighting Style 0 1 2 — — — — \\ 
-3rd +2 Profanities, Dark Order 2 1 3 — — — — 
-4th +2 Ability Score Improvement, Death Awareness 2 1 3 — — — — \\ 
-5th +3 Extra Attack, Order feature 2 1 4 2 — — — \\ 
-6th +3 Runeforging 2 1 4 2 — — — \\ 
-7th +3 Necro Steed 3 2 4 3 — — — \\ 
-8th +3 Ability Score Improvement, Bone Shield 3 2 4 3 — — — \\ 
-9th +4 Necro Servant, Improved Runeforging 3 2 4 3 2 — — \\ 
-10th +4 Order feature 3 2 4 3 2 — — \\ 
-11th +4 Shadowmeld 3 2 4 3 3 — — \\ 
-12th +4 Ability Score Improvement, Life from Death 3 2 4 3 3 — — \\ 
-13th +5 Exalted Runeforging 4 3 4 3 3 1 — \\ 
-14th +5 Dark Command 4 3 4 3 3 1 — \\ 
-15th +5 Order feature 4 3 4 3 3 2 — \\ 
-16th +5 Ability Score Improvement, Sanguine Strike 4 3 4 3 3 2 — \\ 
-17th +6 Death Strike 5 3 4 3 3 3 1 \\ 
-18th +6 Order Feature 5 3 4 3 3 3 1 \\ 
-19th +6 Ability Score Improvement, Obliterate 5 3 4 3 3 3 2 \\ 
-20th +6 Avatar of Death 5 3 4 3 3 3 2 \\ 
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-Rune Weapon 
-Long ago the Deathmongers created an unliving weapon to do their bidding: the death knights. The process is steeped in secrecy, but the key is the Rune Weapons they armed the death knights with. A death knight's Rune Weapon acts as his fulcrum between life and death. The death knight starts off with a clean slate Rune Weapon. Part of this Oath is to not reveal the true nature of their existence. The Rune Weapon is central to the death knights abilities; without it, the death knight can not use any of his class abilities nor progress in levels (with the exception of Runeforging). You can have only one Rune Weapon at any given time. 
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-A death knight's Rune Weapon is a bonded weapon which can be engraved with runes through a process known as Runeforging. The Runes run along the weapon lengthwise. These Runes are written in Deathmonger. These Runes disrupt and manipulate the world around them, tapping into Necrotic energies to do so. These Runes are a representation of the death knights soul and, effectively, are the death knight. The death knight's weapon is as sacred as his honor. In addition, a Rune Weapon acts as your holy/unholy Symbol and Spell Focus. 
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-Honor bound, Death's Pact 
-Death has made a pact with you to allow your Necro existence between undeath and life. This pact binds you to service and allows you access to the class abilities. A side effect of this pact is slower aging: for every 10 years that pass, your body ages only 1 year. 
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-Death's Pact: 
-The First Allegiance is to Death, not Life. The death knight is expected to protect the secrets of the Deathmongers and their origins. When able the death knight is obligated to protect sites where the dead are laid to rest from desecration. The death knight must ensure that all slain allies and enemies receive proper rites for their passage to the afterlife. \\ 
-The Second Allegiance is to revere Death, not Undeath. The Undead try to cheat the natural cycle of life, and the death knight must use every available means to stop them and restore natural order. The death knight is expected to treat the spirits of the dead with respect above all else. If the undead are rampaging, he is to take command or quell them regardless of personal vendetta or mood. Refusal to honor the spirit, or to use magic that traps or otherwise damages the soul to any degree is a slight against Death. 
-The Third Allegiance is to Honor for all of Eternity. The third allegiance demands that a death knight keep the faith. In this, his word is his bond, once sworn he shall uphold it so long as his trust is not broken, even against his convenience. His word is to stand until his own death. Death knights are expected to repay kindness with kindness and slights with retribution. 
-Breaking Death's Pact \\ 
-The Pact and its consequences are at the GM's discretion. The death knight is a powerful class and should have major drawbacks and weaknesses as a consequence. Young death knights often run afoul of their pact and lose their abilities, sometimes at the most inopportune of moments. If you break an oath, agreement or contract, or grossly violate the Death's Pact you lose your class abilities, and may not progress any farther in levels as a death knight until you perform a task (GM's discretion) in repentance for your actions. 
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-Spellcasting Ability 
-You can choose your spells from the Cleric Spell List (School of Necromancy). Charisma is your spellcasting ability for your Spells and Spell-like abilities since their power derives from your Strength of Will. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a spell or ability you cast and when Making an Attack roll with one. 
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-Spell save DC = 8 + your proficiency bonus + your Charisma modifier \\ 
-Spell Attack modifier = your proficiency bonus + your Charisma modifier \\ 
-You can use you Rune Weapon as a spellcasting focus for your Spells. \\ 
-Cantrips: you can choose from: \\ 
-Chill Touch: \\ 
-Spare the Dying: \\ 
-Necro Blast: \\ 
-Necromancy Cantrip \\ 
-Casting Time: 1 action \\ 
-Range: 120 feet \\ 
-Components: V, S \\ 
-Duration: Instantaneous \\ 
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-A beam of Necrotic energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 necrotic damage. 
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-The spell intensifies as you reach higher levels: 5th level, 5d10 necrotic damage, and 10d10 at 17th level. 
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-Your hands glow with the unnatural color of coldfire, you channel this through your blade and release a burst of necrotic energy that eats away at the essence of your enemies. ” 
-Fighting Style \\ 
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-Starting at 2nd lvl, you adopt a particular fighting style as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you later get to choose again. At level 5, choose another fighting style. 
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-Defensive: While you are wearing armor, you gain a +1 bonus to AC. 
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-Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit. 
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-**Necrostrike** \\ 
-Also at 2nd level, once per long rest, you can channel a Necrostrike using a bonus action. For the duration of your turn, you deal an extra 1d6 necrotic damage per successful hit. You gain an additional use per long rest at 4th, 9th, 15th, and 18th level. The necrotic damage increases by 1d6 at 4th, 9th, 15th and 18th level. You regain all charges after a long rest. 
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-**Dark Order ** \\ 
-At 3rd level, you choose a Dark Order that shapes your combat styles and techniques. Choose the Order of Dark Cavaliers, Order of Unholy Death, or Order of Ebony Blades, all detailed at the end of the class description. The Order you choose grants you features at 3rd level and again at 5th, 10th, 15th, and 18th level. 
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-**Profanities** \\ 
-Starting at 3rd level, you learn a number of profanities as listed in the above table, chosen from the list below. You can use an action to activate or deactivate one profanity, activating a profanity while you have one already active will automatically deactivate the previous one, you can only benefit from one profanity at a time. 
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-The profanity lasts until you deactivate it or you activate another. 
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-Grave Armor. Expend a spell slot to Gain +1 to your Armor Class. 
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-Aura of the Damned. Expend a spell slot and any enemy creature within 30 feet, make constitution saving throws with a -2 modifier for the duration. 
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-Deathwind. Expend a spell slot and when you or a creature within 30 feet of you takes fire, poison, necrotic or cold damage, you can use your reaction to give that creature resistance against that damage type until the start of your next turn. 
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-Gravemist. Expend a spell slot to grant friendly Undead creatures within 30 feet of you have advantage on saving throws. 
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-**Runeforging** \\ 
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-Rune Forge 
-Starting at 6th level, you gain the ability to Runeforge your Rune weapon. This requires access to your Order's Runeforge. It takes 1 hour to Runeforge a Rune weapon inscribing one Rune upon it. Runed Weapons are infused with magic and act as a magical weapon allowing you to damage spirits, elementals, or beings otherwise incorporeal. 
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-Starting at level 9, you can inscribe two Runes onto you Rune Weapon. This process takes 2 hours per Rune. and you can have no more than 2 Runes on a Rune weapon. Starting at level 13, you can inscribe three Runes onto you Rune Weapon. This process takes 3 hours per Rune. You can have no more than 3 Runes on a Rune weapon. 
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-Only a death knight can safely wield a Rune Weapon inscribed with Runes. All others take 2d6 necrotic damage per round while wielding the weapon. 
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-•Rune of Razorice: once inscribed onto the Rune Weapon it gains +1 to hit and damage. 
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-•Rune of the Fallen Crusader: once inscribed onto the Rune Weapon the death knight can expend a spell slot to heal himself for 1d6 per spell slot level plus charisma modifier. 
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-•Rune of the Stoneskin Gargoyle: once inscribed onto the Rune Weapon the death knight gains +1 to strength and +1 constitution while wielding the Rune Weapon (this does not affect hit points only saves and checks). 
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-•Rune of Cinderglacier: once inscribed onto the Rune Weapon the death knight can: Channel Necrostrike one additional time per long rest. 
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-•Rune of Lichbane: once inscribed onto the Rune Weapon the death knight gains advantage on all attacks against undead creatures. 
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-•Rune of Spellbreaking: once inscribed onto a single handed Rune Weapon the death knight gains a benefit of +1 to all spell saves. This effect can't stack. 
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-•Rune of Swordbreaking: once inscribed onto a single handed Rune Weapon the death knight gains a parry benefit adding +1 bonus to his armor class. This effect can't stack. 
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-•Rune of Spellshattering: once inscribed onto a two handed Rune Weapon the death knight gains a benefit of +1 to all spell saves. This effect can't stack. 
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-•Rune of Swordshattering: once inscribed onto a two handed Rune Weapon the death knight gains a parry benefit adding +1 bonus to his armor class. This effect can't stack. 
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-Ability Score Improvement 
-When you reach 4th level, and again at 6th,8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. 
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-Extra Attack 
-Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. 
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-Necrosteed 
-At level 7, The death knight gains the ability to summon and banish a Necrosteed by expending a second level or greater spell slot. Summoning it opens a portal within 5 feet from the death knight. The first time this ability is used a ritual must be performed (length one hour) involving the sacrifice of mount / creature, praying over its remains and burning not less than 200 gold pieces worth of incense. The creature will then take an exclusively ebony physical appearance and glow a sickly green and black aura but still maintain all its features of its original form. If killed, the creature is simply banished and its service can be regained by performing the same ritual minus the sacrifice and for half the time. If desired, the creature can be replaced by simply performing the same ritual with another creature. When the new Necrosteed is banished, the old Necrosteed’s remains are simply spewed out by the portal. Necrosteeds are also subject to the Turn Undead ability. You gain proficiency in riding your Necrosteed with this ability. 
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-Bone Shield 
-At level 8, When you take slashing, bludgeoning, or piercing damage; as a bonus action, you may expend a spell slot to create 4 bones that spin and float around you. While at least one bone remains, you have resistance against slashing, bludgeoning, and piercing damage. Whenever an attack deals one of those types of damage, one bone is destroyed. Duration 10 minutes or one battle whichever is shorter. 
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-Improved Runeforging 
-Starting at level 9, you can inscribe two Runes onto you Rune Weapon. This process takes 2 hours per Rune. and you can have no more than 2 Runes on a Rune weapon. 
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-Shadow Meld 
-At level 11, as an action, you may expend a third level spell slot or greater and teleport to a point you can see within 30 +(Cha mod x 10) feet into or out of shadow. You may take one other creature with you (creature must be within 5 feet of death knight). If the creature is not willing, it must succeed on a Charisma saving throw to evade you, with DC equal to 8 + your Charisma modifier + your proficiency bonus. 
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-Life from Death 
-At 12th level, Necro energy affects your vitality. Your maximum hit points increase by 10 and increase by an additional 2 every level after. 
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-Improved Runeforging 
-Starting at level 13, you can inscribe three Runes onto you Rune Weapon. This process takes 3 hours per Rune. You can have no more than 3 Runes on a Rune weapon. 
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-Dark Order 
-At 3rd level, choosing a Dark Order means choosing which practical preference the death knight has for usage of his/her dark powers. 
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-Order of Dark Cavaliers 
-The Order of the Dark Cavaliers use their bound mounts to the greatest effect. You become a dark wind of death upon the battle field, striking fear and dread in to your enemy's 
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-Profanities 
-As a member of the Order of Dark Cavaliers you gain access to the following profanities: 
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-Etherfloat. You (and your Necro Steed) hover few inches from the ground. You do not trigger pressure plates or the like; you can cross liquid surfaces if they are still; and you descend to the ground harmlessly as if under the effect of the 'Feather Fall' spell. 
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-Pale Horse. Your Necrosteed and friendly mount creatures within 30 feet of you increase their movement speed by 10 feet. 
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-Dark Rider 
-When you choose this order at 3rd level, you gain the Dark Rider ability: You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits: 
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-You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount. 
-You can force an attack targeted at your mount to target you instead. 
-If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. 
-Charge Foe 
-Beginning at 5th level, You are able to charge your steed directly at your foe, dealing 1d6 damage for every 10ft you traverse on your way to them. The target must succeed a DC 15 Dexterity saving throw, on a successful save, the target takes half damage and does not fall, on a failed save, the target takes full damage and is knocked prone. 
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-Ebony Instincts 
-Upon reaching 11th level, your mount has become just as much of a force on the battlefield as you have. Your mounts instincts are so honed that you have advantage on initiative rolls atop your mount. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you are mounted. 
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-Towering Presence 
-Starting at 15th level, the sight of you on top of your mount is all that is needed to send creatures fleeing. let your steed stand and raise your weapon high to terrify the worthless vermin before you. Each creature of your choice that is within 60 feet of you and aware of you must succeed on a DC [8 + proficiency bonus + charisma modifier] Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Towering Presence for the next 24 hours you must finish a long rest before you can use towering Presence again. 
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-Gift of the Nazgul 
-At 20th level, you have achieved the most elite status of the Dark Cavalier's and the power to commence the Bound Mount ritual upon a Wyvern. The Wyvern obeys your commands with unwavering loyalty. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action. having the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action. all effects of the Necro Mount still apply [Wyvern MMpg 303] 
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-Order of Unholy Death 
-Death knights of the Unholy Death devote more of their energies into developing the exotic powers of Death. They can use their enhanced abilities to innately learn magical spells as well as gain special benefits for following the path the follow. These death knights focus on a deeper understanding of Necromancy and magic. 
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-[2] 
-Profanities 
-As a member of the Order of Unholy Death you gain access to the following profanities: 
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-Unholy Vigor. You and friendly creatures within 30 feet of you, gain temporary hit points equal to your death knight level. The temporary hit points once lost can be restored by the death knight executing a short or long rest. 
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-Soulreaver. Expend a spell slot to allow you to use your Charisma modifier for the attack and damage rolls instead of the normal ability score. 
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-Magic Knowledge 
-When you choose this order at 3rd level, you learn the chill touch cantrip. In addition, you gain access to not only Cleric spells of Necromancy school, but Abjuration as well. You may cast these spells as per normal utilizing the spell slots available once per long rest. You regain expended spell slots when you finish a long rest. 
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-Rune Magic 
-Beginning at 5th level, you learn the art of Rune Magic. Drawing on the Necro energy of your Rune Weapon, each rune on your blade allows you to regain a spell slot of your choice once per long rest. 
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-Death Awareness 
-At 10th level, the overflowing necrotic energy within you attunes you to the energies of life and death, helping you sense creatures you can’t see. When you attack a non-visible creature, your inability to see it does not impose disadvantage on your attack rolls against it. You can also sense of the location of any invisible or hidden creature within 30 feet of you, provided that the creature isn’t magically hidden from you. You only gain these benefits against organic or undead creatures, not constructs or inanimates. 
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-Bound Servant 
-At 14th level, take permanent command of a creature (CR 5 or less) turned undead. To bind to one creature, it must qualify for the following: organic, and dead. The binding ritual takes 1 minute to perform unless it is killed by you Rune Weapon. If killed by your Rune Weapon, it comes under your command after 12 seconds (2 rounds). The creature maintains the same ability scores and features. If the creature was found as mere bones, then it will take on an appearance such that a black mist will surround its floating bones as a blueish white hue glows everlasting within its center. If the creature was bound while having mostly flesh, then there would be no black aura and instead have a blue hue shining from the body's crevices such as eyes and mouth. 
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-As an action, you may summon your servant and cause it to appear within 10 feet of you, or banish your servant at any range. As a bonus action, you may telepathically command your servant to perform a specific action; it otherwise acts as intelligently as it can. The creature will maintain its original stats. If the creature dies, it will be sent back from where it came from and you must finish a long rest before you can summon it again. 
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-Wraithshift 
-At 18th level, in darkness, you gain the Wraithshift ability granting a fly speed of 60 feet. When you fly, your appearance is cloaked in a shadowy haze, resembling a wraith. You gain advantage on stealth checks in this form. 
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- 
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-Relentless Fortitude 
-Starting at 10th level, once per long rest, you gain the advantage on a saving throw of your choice. Once you use this feature, you must finish a long rest before you can use it again. 
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-Certainty of Death 
-Starting at 15th level, your training within the order has granted you improved mastery over the boundless necro energies you tap. Channeling this energy grants Improved criticals: your weapon attacks score a critical hit on a roll of 19 to 20. 
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-Unholy Weapon Flourish 
-Starting at 18th level, you may channel Necro Energy through your Rune Weapon up to three times per long rest. The bond between the Knight and his Rune Weapon has intensified allowing this feat. There are few an Enhanced Rune Weapon cannot harm. When making an attack with your Rune Weapon, you may add your twice your proficiency bonus to the attack roll. 
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-Multiclassing 
-Prerequisites. To qualify for multiclassing into the death knight class, you must meet these prerequisites: Strength 13, Dexterity 12, Charisma 13 
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-Proficiencies. When you multiclass into the death knight class, you gain the following proficiencies: light armor, medium armor, shields, simple melee weapons, martial melee weapons. 
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