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Kilzecru, Apostate of Shadows, Soul-Weaver

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Kilzecru, Apostate of Shadows

Kyton
RACE
Soldier
BACKGROUND Weaver
True Neutral
CHARACTER NAME ALIGNMENT EXPERIENCE POINTS 1 Soldier
SPIRIT GUIDE
LEVEL

+2 PROFICIENCY PASSIVE
PERCEPTION 13 AC INITIATIVE SPEED
SHIELD OF SOULS
As a bonus action, you can touch a creature and expend anumber of essence up to your
Wisdom modifier, to grant 1d6 temporary hit points to that creature for every essence expended.
1
15
Temporary hit points gained this way last for 1 minute.

30 ft. LEVEL
INSPIRATION PASSIVE
INSIGHT 15 17 KING'S CHALLENGE
As a bonus action, you can expend an essence and target a creature within 30 feet. The target
must succeed on a Wisdom saving throw against your weaver spell save DC or have disadvantage
3
on attack rolls against creatures other than you. At the end of each of the target's turns, it can repeat
Hit Point Temporary
10
the saving throw, ending the effect on itself on a success.
Maximum Hit Points

STRENGTH +2 SAVING THROWS

+2
● +4 ATHLETICS LEVEL
SPIRITUAL WARRIOR
You can only be possessed if you are willing. When you land a critical hit on a creature, you
gain an essence.
3
14 LEVEL

HIT DICE DEATH SAVES SOUL STRIKE


5
DEXTERITY +2
Used Total
SUCCESSES
When you make a weapon attack, or a
SAVING THROWS

+2
+2
+2
ACROBATICS
SLEIGHT OF HAND d8
1 FAILURES
spell attack that targets a single
creature, you can expend two essence
+2 STEALTH to gain advantage on the attack roll.
14 NAME ATK BONUS DAMAGE/TYPE
LEVEL

CONSTITUTION +2 SAVING THROWS


Chains(5/10 ft.) +4 1d8/10+2 Slashing EXTRA ATTACK
You can Attack twice, instead of once, whenever you take the
6
+2
Warhammer(5 ft.) +4 1d8/10+2 Bludgeoning Attack action on your turn.

LEVEL

14
Longbow(150/600 ft.) +4 1d8+2 Piercing RESPITE
Creatures of your choice within 60 feet of you make death
7
Eldritch Blast(120 ft.) +5 1d10 Force saving throws with advantage. Likewise, creatures have advantage
on Wisdom (Medicine) checks to stabilise a dying creature. You
must be conscious to grant this bonus.
INTELLIGENCE +0 SAVING THROWS Draining Bolt(30 ft.) +5 1d6 Necrotic

+0
+0 ARCANA LEVEL
+0
+0
HISTORY
INVESTIGATION
SPELL SPELL SPELL SLOTS
FONT OF DEATH
9
ATTACK BONUS SAVE DC
1st 2nd 3rd 4th 5th You regain all of your expended uses
10 +0 NATURE
of your Death Sight feature when you
+5 13

+0 RELIGION
finish a short or long rest.
WISDOM ◆ +5 SAVING THROWS

+3
+3 ANIMAL HANDLING ESSENCE DEATH SENSE
● +5 INSIGHT
Current Maximum Used Total LEVEL

16
+3
+3
MEDICINE
PERCEPTION
2 4
IMPROVED CRITICAL
11
+3 SURVIVAL Your weapon attacks score a critical
hit on a roll of 19 or 20.
CHARISMA ◆ +4 SAVING THROWS Level R SPELLS PREPARED

+2 14
+4 LEVEL
● DECEPTION
+4
0 ELDRITCH BLAST
VESSEL OF LIFE
● INTIMIDATION 0 DRAINING BOLT(STDS)
+2 PERFORMANCE 0
Essence you obtain lasts until you finish a long rest.
◆ MAGIC NET(STDS)

14 +2 PERSUASION
LEVEL
GRAVECALLER
When a creature that you can see becomes stable within 60
15
RACIAL TRAITS feet of you, you can use your reaction and expend an essence to
Medium Fiend(Devil) cause the target to regain hit points equal to your Intelligence
Devil's Sight 60 ft. modifier.
Devil's Soul. If you are killed outside of Khyber, you are instead returned to hell. If you are killed in
Hell, your spirit is permanently destroyed. You cannot be raised from dead, except by very powerful
LEVEL

18
effects like a wish spell or divine intervention.
Devils Chains. When you hold a normal chain, it sprouts spikes and hooks along its length. Upon losing
your grip on the chain, these growths immediately vanish. You can use chains as a weapon, and are
SPIRIT SOLDIER
always proficient with them. While using a chain one-handed, the chain deals 1d8 slashing damage.
While using a chain two-handed, the chain deals 1d10 damage and has the Reach property.
As an action, you can expend all of your essence to take on the
When you make an attack with a chain, you can use a bonus action to initiate a grapple with the mantle of the penultimate soldier. You gain temporary hit points
target of your successful attack.
Animate Chains(1/rest): As an action you can animate a chain to fight for you. One mundane chain LEVEL
equal to 3 time the essence expended. While you have these hit

1
within 60 feet sprouts hooks and barbs, and animate under your control for 1 minute, provided that points, you have resistance to all nonmagical damage, and you deal
the chain is not being worn or carried. DEATH SENSE
2d8 extra force, necrotic, psychic, or radiant damage when you hit
As an action, you can open your awareness to detect the dead. with a weapon attack.
For the next minute, you know the location of any corpses within 60
PROFICIENCIES LANGUAGES feet of you, provided that the creature has been dead no longer
than 10 days, and you can see into the Ethereal Plane. Ethereal
Common, Infernal
LEVEL

20
LIGHT creatures and objects appear ghostly and translucent.
ARMOUR
SIMPLE
WEAPONS
SAMSARA
● ●
LEVEL
When you are reduced to 0 hit points but not

1
MEDIUM killed outright while you have essence, you can
ARMOUR
MARTIAL
WEAPONS
SACRAMENT
TOOLS & OTHER PROFICIENCIES expend all your essence and gain hit points equal
● ● You have a pool of Essence up to a maximum of twice your level. You can gain essence through
the following ways:
HEAVY * As an action, you can touch a corpse of a creature and gain essence equal to it's hit dice, provided to the number of essence expended.
SHIELDS that it has been dead no longer than 10 days.
ARMOUR
* As a reaction when a creature within 60 feet of you is killed, you gain essence equal it's number of Once you use this feature, you can't use it again
hit die.

Essence lasts until you finish a rest. until you finish a short or long rest.

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