Grand Necromancer

626's page

105 posts. Alias of Choon.


Full Name

626

About 626

Appearance: The person before you seems almost out of place. He is handsome and lithe without a single scar to his name. Just a few tattoos that seem more like alignment markings for machinery than anything else. His eyes are white, suggesting that he is blind.

details:
cha: 5d6 ⇒ (4, 4, 6, 6, 2) = 22
str: 3d6 ⇒ (3, 6, 3) = 12
int: 3d6 ⇒ (2, 3, 4) = 9 +1 = 10
dex: 3d6 ⇒ (6, 3, 4) = 13 +1 = 14 +4th feat and 8th feat =16
wis: 3d6 ⇒ (2, 6, 4) = 12
con: 3d6 ⇒ (6, 3, 3) = 12

Class: Warlock 11
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Deception, Investigation
Armor: Light armor

variant human: Boosting dex and int
Bonus skill: Perception
Bonus Feat: Lucky
4th feat: Athlete
You have undergone extensive physical training to gain the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
When you are prone, standing up uses only 5 feet of your movement.
Climbing no longer costs you extra movement.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
8th feat: Burglar (UA)
You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
Vehicle: Land, Air, Sea

HP 63
Proficiency +4

Cantrips (4):Eldritch Blast, Minor Illusion, Mage Hand, Prestidigitation,

Spells, DC 18 (10):
1st (3) - Hellish Rebuke, Illusory Script, Expeditious Retreat
2nd (2) - Invisibility, Spider Climb
3rd (2) - Clairvoyance, Dispel Magic
4th (2) - Dimension Door, Banishment
5th (1) - Dominate Person, Dream
6th 1/LR - True Sight

Slots: 3, 5th lvl

Invocations (5): Agonizing Blast, Devil's Sight, Thirsting Blade, Sculpt Flesh, Misty Visions

Features: Patron: Great Old One, Pact of the Blade

The Great Old One
Your patron is a mysterious entity whose nature is utterly foreign to the fabric of reality. It might come from the Far Realm, the space beyond reality, or it could be one of the elder gods known only in legends. Its motives are incomprehensible to mortals, and its knowledge so immense and ancient that even the greatest libraries pale in comparison to the vast secrets it holds. The Great Old One might be unaware of your existence or entirely indifferent to you, but the secrets you have learned allow you to draw your magic from it.
Entities o f this type include Ghaunadar, called That Which Lurks; Tharizdun, the Chained God; Dendar, the
Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathomable beings

Expanded Spell List
The Great Old One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the w arlock spell list for you.
Great Old One Expanded Spells
1st dissonant whispers, Tasha's hideous laughter
2nd detect thoughts, phantasmal force
3rd clairvoyance, sending
4th dominate beast, Evard’s black tentacles
5th dominate person, telekinesis

Awakened Mind
Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Entropic Ward
At 6th level, you learn to magically ward yourself against attack and to turn an enemy’s failed strike into good luck for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Thought Shield
Starting at 10th level, your thoughts can’t be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Create Thrall
At 14th level, you gain the ability to infect a humanoid’s mind with the alien magic of your patron. You can use your action to touch an incapacitated humanoid. That creature is then charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.
You can communicate telepathically with the charmed creature as long as the two of you are on the same plane of existence.

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. 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. You can’t affect an artifact or a sentient weapon in this way. 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.

Inherent Power Items:
Staff of Power (pact weapon), Ring of Regeneration, Sunblade

Staff of Power
Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.

Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).

Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.

You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff.

Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin Damage
10 ft. away or closer 8 × the number of charges in the staff
11 to 20 ft. away 6 × the number of charges in the staff
21 to 30 ft. away 4 × the number of charges in the staff

Ring, very rare (requires attunement)

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Sun Blade

Weapon (longsword), rare (requires attunement)
Instead of radiating light, I would like it to drink light, dimming light around me. The blade would proceed from my forearm.

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with short swords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet.

The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

background:
Kids are famous for being scared of the dark. From a young age we fear what we cannot see and cannot know. Most people say they 'get over it' or 'grow out of it', but this would be a lie. We never grow out of it. And for good reason.

There are things that go bump in the night.

Dr. Thissleton Dire is an adventurer famous for amazing powers of regeneration and the ability to confer that regeneration to others temporarily. He uses this skill to conduct experiments on living things and prevent their death from said experimentation. Some of his most famous exploits include switching the brains of a male and female victim to get reports on how their minds processed signals from a body of the opposite gender. The two promptly went mad. He also grafted animal appendages onto human torsos and used his power to force the procedure's success. These patients also promptly went mad. The human psyche was not meant for such things.
He was branded a villain by every form of world government including such places as North Korea, Syria, and every terror organization on the planet. Facing a constant stream of government raids and hero attacks, he fled to remote areas of the world and preyed on the nobodies. The outskirt villages may lose a few people a month, but more was lost to wild animals, so no one paid any mind.
Dr. Dire continued his work and used his monstrosities to defend himself from would-be heroes. However, sometimes one of his defenders would get out and terrorize the local city center. Then he would have to relocate and set everything back up and it was a huge hassle. So he created a safety measure.
A hunter.
Experiment 626.

626 was born somewhere. He had a life. He must have because he knows what people feel. He knows joy and happiness and contentment and solace and all those things. He doesn't feel them, though. Not anymore. Not since the Pain.
He was taken. Changed. He was torn apart and put back together a thousand times and a thousand tires more. Again and again.

The next thing he remembers is training. Discovering he had powers now. He couldn't die. He could manipulate the world. He could hear people's thoughts.

But he couldn't escape. He was held by his master. Wielded. He killed and was rewarded, but he hated it. He had seen beyond the veil. There was more out there. Freedom and chaos and glory. He wanted all of it. But he couldn't have it. He was a tool.

Until he went to prison. Caught by a devious adventurer. He couldn't be more happy. He was bound hand and foot and head, but it didn't matter. He was free.