Zar'Kaa (Level 18 Troll Slayer/Warlock)
Ancestry: Troll | Culture: Mixed Culture (Warrior / Natural) | Background: Monster Hunter | Destiny: Excellence / Underdog (Current) |
Size Medium | Movement 55 ft., 55 ft. climb, 55 ft. swim |
Languages: Culture: Common, Zandali | Slayer: Darnassian, Eredun, Goblin, Orcish, Taur-ahe, Thalassian
Senses: Darkvision 120 ft., Passive Perception 15, Passive Investigation 13
Ancestry Features
- You have Advantage on Initiative.
- Once on each of your turns, when you hit a creature with an attack roll, the creature takes 6d6 extra damage if it hasn't taken a turn yet in the current combat.
Culture Features
Background Feature
Heart of Darkness
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Destiny Features
Source of Inspiration
Failure is the Best Teacher. Every failed attempt is a chance for growth, and make your breakthroughs shine brighter. You gain inspiration whenever the DM calls for you to make an ability check, attack roll, or saving throw and the final result of the d20 roll is a natural 1 or a natural 20. |
Defiance. You draw inspiration from striking out against oppression, defying long odds, and placing hope in the impossible. Examples include scoring a critical hit against a creature larger than you are, rolling a natural 20 on a death saving throw, openly defying a powerful being, following through with a convoluted or risky plan, or succeeding at something you were extremely likely to fail. |
Inspiration Features
Practiced Edge. A perfected technique is often the difference between victory and defeat. After you roll an ability check, attack roll, or saving throw but before you know the outcome, you may spend your inspiration to add a +5 bonus to that roll. |
A Nose for Trouble. Get kicked around long enough and you start to know when trouble’s brewing. Whenever you or an ally you can see fails an Insight check, you can use your Reaction to spend your inspiration and learn any information that would have been gained by a successful Insight check. |
Fulfillment Feature: A Technique Perfected (Combat Tradition: Nemesis)
You learn three
additional maneuvers from the Nemesis school.
Proficiencies
Proficiency Sources | |||||
---|---|---|---|---|---|
Ancestry: Convince, Stealth | |||||
Culture: Athletics, Cook Utensils, Herbalism Kit | |||||
Background: Perception, Alchemist Supplies, Smith Tools | |||||
Slayer Class: Dexterity Saving Throws, Strength Saving Throws, Insight, Investigation, Medicine, Poisoner Kit, ★ Convince (Deft Explorer), Wisdom Saving Throws (Iron Mind), ★ Herbalism Kit (Herbal Apothecary) | |||||
Warlock Class: Arcana (Extraplanar Etiquette) | |||||
Intelligence Bonus: Leadership, Streetwise | |||||
Feats: ★ Medicine (Healer), Brewer Supplies (Cross-Discipline Study), Deception and ★ Insight (Prodigy) | |||||
Downtime/Other: |
Saving Throws | ||
---|---|---|
◆ | Strength | +10 |
◆ | Dexterity | +9 |
◇ | Charisma | +1 |
◇ | Constitution | +2 |
◇ | Intelligence | +3 |
◆ | Wisdom | +5 |
Skills | |||||
---|---|---|---|---|---|
○ | Animal Handling | ★ | Insight | ○ | Precision |
● | Arcana | ● | Investigation | ○ | Religion |
● | Athletics | ● | Leadership | ○ | Resilience |
★ | Convince | ★ | Medicine | ○ | Society |
● | Deception | ○ | Nature | ● | Stealth |
○ | Drive | ● | Perception | ● | Streetwise |
Tools & Arts | |||||
---|---|---|---|---|---|
Artisan: Alchemist Supplies, Brewer Supplies, Cook Utensils, Smith Tools | |||||
Frontier: ★ Herbalism Kit | |||||
Roguish: Poisoner Kit | |||||
Armor: Light armor, medium armor, shields | |||||
Weapons: Simple weapons, martial weapons |
Class Features
Slayer (Gloom Stalker) 12
Adversary: Know Your Enemy
You have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. You deal an additional 1d6 damage with weapon attacks against creatures that are humanoid, undead, or fiends. Additionally, you have Advantage on Wisdom checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
You are able to speak, read, and write Goblin, Thalassian, and Orcish.
Explorer: Deft Explorer
Canny. You gain Expertise with the Convince skill. In addition, thanks to your extensive wandering, you are able to speak, read, and write Darnassian and Taur-ahe.
Roving. Your walking speed increases by 10, and you gain a climbing speed and a swimming speed equal to your walking speed.
Tireless. As an Action, you can give yourself a number of temporary hit points equal to 1d8 + 3. You can use this action 6 times, and you regain all expended uses when you finish a Long Rest. In addition, whenever you finish a Short Rest, your fatigue and strife levels, if any, are decreased by 1.
Fighting Style: Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the offhand attack.
Poultices and Salves (6d6)
You can create special herbal poultices that have healing power comparable to some potions. Intelligence is your Slayer ability modifier. You use the chosen ability whenever a spell refers to your Slayer ability.
You can spend 1 hour gathering herbs and preparing herbal poultices using treated bandages to create 3 poultices, which can be done during a Short Rest. You can carry 3 poultices at one time. The poultices you create cannot be applied by anyone but you. After 24 hours, any poultices that you have not used lose their potency.
If you spend 1 Action to apply a poultice to a creature you can touch, thereby expending its use, that creature regains 1d6 hit points for every two Slayer levels you have (rounded up).
Salve Formulas
You know salve formulas, which can be added to any poultice when you apply it. Many salves cost additional poultices, or require you to reduce the healing of the salve by an amount of d6 listed under the cost. You may apply multiple salves to a single poultice, but you must have dice from your poultices to spend, or additional uses to expend. A poultice can heal 0 hit points if you expend those dice for other purposes.
- Vaccine. When you apply this salve, you may end one Disease afflicting the target. Costs 1d6.
- Eye Drops. When you apply this salve, you may end one Blinded condition on the target. Costs 2d6.
- Smelling Salts. When you apply this salve, you may end one Paralyzed or Unconscious condition on the target. Costs 3d6.
- Fast-Acting Treatment. When you apply this salve, you reduce your starting pool of poultice dice by half (rounded down) to apply your poultice as a Bonus Action, instead of an Action.
- Potent Tincture. When you apply this salve, instead of rolling to determine how many hit points your poultice restores, restore the maximum amount. Costs 2 additional poultices.
Gloom Stalker: Dread Ambusher
You master the art of the ambush. You can give yourself a +3 bonus to your initiative rolls.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that Action. If that attack hits, the target takes an extra 2d8 psychic damage.
Stalker's Flurry
At the start of your turn, if it isn't the first turn of the combat, you can treat it like your first turn in the combat. You can use this benefit 3 times, and you regain all expended uses when you finish a Long Rest.
Gloom Stalker: Umbral Sight
The range of your darkvision increases by 30 feet.
You are also adept at evading creatures that rely on Darkvision. While in darkness, you are Invisible to any creature that relies on Darkvision to see you in that darkness.
Wilderness Mystique: Answering Silence
When others seek your advice on wilderness matters, they often arrive at the correct conclusion despite (or perhaps because of) the silence with which you respond. Friendly creatures within 5 feet of you have Advantage on Nature checks while within 5 feet of you.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Gloom Stalker: Iron Mind
You have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws.
Slayer's Defense: Evasion
When you make a Dexterity saving throw against an effect that deals half damage on a success, you take no damage on a success and half damage on a failure.
Strider: Fleet of Foot
You can use the Dash action as a Bonus Action on your turn.
Vanish
You can use the Hide action as a Bonus Action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.
Warlock (Hexblade) 6
Eldritch Smite
Once per turn when you hit a creature with a melee weapon attack, you can ravage your target with an outburst of magic, causing the weapon attack to deal an extra 2d8 force damage.
Hexblade: Hexblade's Curse
You gain the ability to place a baleful curse on someone. As a Bonus Action, choose one
creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are Incapacitated. Until the curse ends, you gain the following benefits:
- You gain a +6 bonus to damage rolls against the cursed target.
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you regain 9 hit points.
You can use this feature 6 times, and all expended uses are regained when you finish a Long Rest.
Hexblade: Hex Warrior
You know the message and thaumaturgy cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known. (Armor and Weapon proficiency redundancy fix)
Fundamental Arcanum
You can perform an esoteric rite for 1 minute. At the end of it, you regain half of your expended mana from your Pact Magic feature. Once you use this feature, you can't do so again until you finish a Long Rest.
Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it and you can use your spellcasting ability for attack and damage rolls with it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Hexblade: Accursed Specter
You can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. 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 Warlock spellcasting modifier (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.
Hexblade: Curse Bearer
You are familiar with cursed objects. As an Action, you can scrutinize an item. Make an Arcana check using your spellcasting ability modifier. The DC is based on the rarity of the item (see the Curse Bearer table). On a success, you can tell the item is cursed. If you exceed the DC by 5 or more, you also learn the nature of the curse, as well as any detrimental effects the item might have.
Additionally, your experience with curses and hexes allows you to shoulder their burden easier than most. When you fail a saving throw against a spell or ability that inflicts a curse, you can use your Reaction to succeed instead. You can use this Reaction 3 times, and you regain all expended uses when you finish a Long Rest.
Lastly, you can unattune to cursed magical items, even if it would normally be impossible, provided your proficiency bonus is high enough. The Curse Bearer table shows the required proficiency bonus needed to do this.
Rarity | Identification DC | Proficiency Bonus to Unattune |
---|---|---|
Common | DC 5 | +2 |
Uncommon | DC 10 | +3 |
Rare | DC 15 | +4 |
Very Rare | DC 20 | +5 |
Legendary/Artifact | DC 25 | +6 |
Feats & Ability Score Increases
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Talents
Exploration Knacks (Ranger): 8 | Eldritch Invocations (Warlock): 6 | Feats: 2 |
Slayer
Read the Room (Ranger)
By spending 10 minutes observing facial expressions, body language, and vocal intonation, you can detect minute details which give you insight into the creatures within 30 feet of you. For the next minute, you can direct your focus on any one creature that you can see within 30 feet. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You learn the surface thoughts of the creature — what is most on its mind in that moment. As an Action, you can shift your attention to another creature’s thoughts.
Longwalker (Ranger)
When you would gain a level of fatigue due to lack of food, water, forced marching, or other environmental effects, you do not gain that level of fatigue. Alternatively, you can choose to accept the level of fatigue, allowing up to two traveling companions to forgo gaining a level of fatigue instead. Once you have used this feature, you cannot do so again for a week.
Desert Dweller (Druid)
You ignore penalties to ability checks from sandstorms or other desert phenomena, and you require half as much water as a typical member of your ancestry does. In addition, you and 6 other creatures are naturally acclimatized to extreme heat.
Early Riser (Druid)
You gain the full benefit of taking a long rest in only 4 hours, and you gain the full benefit of taking a short rest in only 30 minutes.
Herbal Apothecary (Druid)
You gain expertise with the herbalism kit. Whenever you obtain a medicinal or rare herb using an herbalism kit, you gain twice as many.
Clearsight Sentinel (Fighter)
The range of your darkvision increases by 30 feet. In addition, you do not suffer Disadvantage on Wisdom (Perception) checks in lightly obscured areas, except for areas of darkness.
Nightwatch (Fighter)
When taking a long rest, you can add 6 to the number of hours you can spend in light activity. In addition, an additional hour of that time can be spent in strenuous activity near the rest site (such as patrolling, fighting, or other adventuring activities) without interrupting your rest.
Extreme Leap (Fighter)
When you take the Dash action, your jump distance is doubled for the turn. You may spend 1 focus
to triple your jump distance for the turn instead, and may move the full distance of your jump even if it exceeds your Speed.
Warlock
Eldritch Mind (Warlock)
You have Advantage on Constitution saving throws that you make to maintain your Concentration on a spell.
Extraplanar Etiquette: Fiends (Warlock)
You are familiar with the intricacies of fiends, and you have Advantage on Charisma checks made to interact with them or Intelligence checks to recall lore about them. Additionally, you gain proficiency the Arcana skill.
Lifedrinker (Warlock)
When you hit a creature with your pact weapon, the creature takes an extra 3 force damage.
Mask of Many Faces (Warlock)
You can cast disguise self without spending mana.
Eldritch Hammer (Warlock)
When you deal damage with your Eldritch Smite, you may spend mana granted by your Pact Magic feature to knock the creature Prone. The mana cost varies depending on the creature’s size: 2 mana
for Medium or smaller creatures, 4 mana
for Large creatures, and 6 mana
for Huge creatures. If you Flourish on the attack, reduce the mana cost of Eldritch Hammer by 2 mana.
Spellbreaker (Warlock)
When you deal damage with your Eldritch Smite, you can cast dispel magic as a Bonus Action using mana from your Pact Magic feature targeting the creature you hit.
Feats
Pharmacist (Cross-Discipline Study: Artificer)
As a part of a Long Rest, you may improve 3 healing potions. A creature who drinks an improved healing potion regains the maximum number of hit points possible. Potions remain improved for 24 hours or until you use this ability again.
Loremaster of Travel (Cross-Discipline Study: Wizard)
You have Advantage on Intelligence checks to recall information relating to myths and legends that are location-based. In addition, when you arrive at a settlement for the first time, choose one
of the following subjects: culture, etiquette, government, or populace. The DM will give you a useful fact about that subject. You have Advantage on ability checks pertaining to this fact.
Grim Psychometry (Prodigy: Bloodhunter)
When making an Intelligence check to recall information about a darker past surrounding an object you are touching, or a location you are present in, you have Advantage on the roll. The information gleaned often leans towards the more sinister influences of the past, and sometimes conveys visions of things previously unknown to the character on higher rolls.
Spells
Total Mana: 7 | Casting Stat: Intelligence | Spell Attack: +9 | Spell DC: 17 | Prepared Spells: 7 | Spell List: |
Cantrips
- Message [Hexblade]
- Thaumaturgy [Hexblade]
- Control Flames
- Minor Illusion
- Shadow Bolt
1st-Level Spells
- Shield [Hexblade]
- Wrathful Smite [Hexblade]
- Hex
2nd-Level Spells
- Shining Smite [Hexblade]
- Spiritual Weapon [Hexblade]
- Blink
- Invisibility
- Pass without Trace
3rd-Level Spells
- Phase Shift [Hexblade]
- Shackling Smite [Hexblade]
- Counterspell
- Spellsteal
- Tongues
Maneuvers
Total Focus: 12 | Maneuver Stat: Strength | Maneuver DC: 18 | Slayer Maneuvers: 7 | Bonus Maneuvers: 4 | Traditions Known: Nemesis, Skirmisher |
1st Degree Maneuvers
Deflect | 2 focus | 1st degree Skirmisher bonus reaction When you are wielding a melee weapon and another creature hits you with a melee attack, you can use your Reaction to add +6 to your AC for that attack. This bonus is maintained until the beginning of your next turn, but it decays by 1 for every melee attack made against you. |
Hit and Run | 1 focus | 1st degree Skirmisher bonus action Until the end of your turn, your movement speed increases by 10 feet, and creatures you attack can’t make attacks of opportunity against you. |
Eye Slash | 2 focus | 1st degree Skirmisher bonus action The first time you hit a creature with a melee weapon on your turn, it makes a DC 18 Constitution saving throw or is Blinded until the end of your next turn. |
2nd Degree Maneuvers
Evasive Roll | 1 focus | 2nd degree Nemesis reaction When a creature misses you with a melee weapon attack, you can use your Reaction to move half your speed without provoking opportunity attacks. You can move through enemies with this movement, treating their spaces like difficult terrain. |
Grenadier | 2 focus | 2nd degree Skirmisher bonus action You use a consumable item, like a potion, bomb, or alchemist fire. The item must take 1 action to use, and cannot cast a spell. Alternatively, you may draw a weapon with the thrown quality and make a ranged weapon attack with it. |
3rd Degree Maneuvers
Flowing Form | 1 focus | 3rd degree Nemesis action You take the Dodge action. Until the start of your next turn, you can spend 1 focus to make a single melee weapon attack against each target that misses you with a melee weapon attack. You can only make one such attack against a creature each round. |
Heightened Reflexes | 1-3 focus | 3rd degree Nemesis bonus action You gain an additional number of reactions equal to the focus spent. At the beginning of your next turn, you gain 1 focus for each of these reactions you didn't use. |
Notable Items
Rokul Kaz | Trident (Attunement II)
A creature attuned to this weapon gains a +2 bonus to attack and damage rolls made with this weapon. A target hit with this weapon takes an additional 1d6 lightning damage.
Whenever you flourish with this weapon, you can spend the flourish to try to strike fear into the creature. The target must make a DC 15 Wisdom saving throw
or become Frightened of the wielder for 1 minute. On a success, they are immune to being Frightened by this effect for the next 24 hours.
A creature Frightened by this ability may repeat this saving throw at the end of its turn, ending it on a success.
When this spear is used to make a ranged attack, you can choose to transform into a bolt of lightning and merge with the spear as a part of the Action used to attack, teleporting to another location. If the attack hits, you appear in an unoccupied space of your choice within 5 feet of the target. If the attack misses, you appear where the GM determines the spear lands (typically within 1d6 x 5
feet of the target.) In either case, you appear with the spear in your hand.
Eagletalon Spear | Battleaxe (Attunement I)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can take the Dash action as a Bonus Action on each of your turns. If you already can, you gain Advantage on the first attack you make after taking the Dash action.
Additionally, when you take the Dash action, you gain a Flying speed until the end of your turn. You fall if you end your turn in the air and nothing else is holding you aloft, landing on your feet and taking no fall damage.
Flickersight Half Plate (Attunement I)
The most basic form of magic armor is a superb product of physical and magical craft. You have a +1 bonus to AC while wearing this armor. A suit of +1 armor never rusts or deteriorates, and it magically resizes to fit its wearer.
Prized by spies and rogues, flickersight armor causes you to become indistinct and hazy to onlookers, who must now squint to see you clearly, and lets you see like a cat. You have darkvision out to a range of 30 feet, or the range of your darkvision increases by 30 feet if you already have it. In addition, as a Bonus Action you can use the armor to cast the blur spell on yourself. Once you use this power, you can't do so again until you finish a Short Rest.