Aurora
Female dark elf Witch 15 Warlock 5 Epic 6 (level 26)
Str 0 Dex 2 Con 5 Int 5 Wis 6 Cha 2 (adds: 2 con 1 int 3 wis, race: 2 dex 1 con)
Prof bonus: +8
HP ?? AC ?? Speed 30
Mana 40?
Saves: Con, Wis
Skills
- Faith +13
- Insight +13
- Medicine +13
- Perception +13
- Persuasion +13
Talents
witch 1 5 9 13 lock 1 5
- 1: Shadow Witch (learn/cast Shadow sphere (both evo and invo))
- 5: Create Undead
- 9: Pocket Monstrosity
- 13: Necrogenesis
- 1
- 5
Epic Boons
- Boon of Fortitude: +40 HP
- Boon of Immortality: no aging
- Boon of Irresistible Offense: bypass all resistance
- Boon of Magic Resistance: advantage vs all spells/magic
- Boon of Truesight: true seeing, 60-ft
- Boon of Godly Flesh: DR 10 against damage not caused by a god
Powers
- Casting skill: Sympathy (+14)
- Light damage: 6d4+14 (avg: 29)
- Medium damage: 6d8+14 (avg: 41)
- Heavy damage: 6d12+14 (avg: 56)
Cantrips
- Drain Life: std action, touch; you sap the target's life force, inflicting medium necrotic damage. You gain the same amount as temporary Hit Points (expiring after 5 rounds if not used).
- Infection: std action, touch; you infect subject with a chosen disease. Diseases last 3 rounds (4 at level 5, 5 at level 10, etc). Blood Boil: subject suffers light fire damage per round, and when struck for physical damage, causes a burst 1 inflicting light fire damage to enemies. Frost Fever: subject suffers light cold damage per round, and is chilled (-50% movement). Shadow Plague: subject suffers light necrotic damage per round, and has disadvantage to damage rolls.
- Let Blood: As a swift action, you let your own blood, suffering 5 internal damage and gaining 1 Mana.
- At level 5, you may suffer 10 to gain 2; level 10, 15 hp 3 mana, etc.
- Alternate use: you splatter your blood in a burst 2 within 30-ft. It lands on the ground. Could be useful.
- Ray of Frost: At-will, std, range 10; inflicts medium cold damage, plus chilled (50% movement reduction), Con ends.
First-level
- Animorph: swift, range 10; subject becomes a harmless animal. Con ends, damage ends.
- Burning Blood: Std, circle 2, 30-ft range, concentration; targeted blood bursts into flame. Anyone standing in the area of burning blood suffers medium fire damage when the spell is cast, and again on turn start, as long as the spell lasts and they remain inside. (Assume that any time a creature with blood takes non-internal damage, they leave some blood in the square they currently occupy).
- Alternate use: ignite a bloodied weapon, such that it causes medium fire damage in addition to normal damage. Alternate use: target a single creature with blood; they suffer light fire damage on turn start, and each time they are struck for non-internal damage, they suffer light fire damage as flames erupt from their wounds.
- Drain Main: std action, touch; you drain 1d4+1 Mana from the subject, gaining the same as temporary Mana to be used within 5 rounds. At level 5, drains 1d6+2; at level 10, 1d8+3, etc.
- Alternate use: can use against an existing spell effect. If spell's Mana cost is equal to your drain limit or less, you end the spell while gaining the (temporary) Mana. If its Mana cost is less than twice your maximum, you halve its effectiveness (half damage or healing, subjects have advantage to save against it, etc); doing this twice will end the spell. If its Mana cost is higher still, you cannot affect it. Note that this spell does not confer immunity to the touched spell's effect, so touching a Wall of Fire might be a bad idea.
- Transfusion: swift, touch; you transfer your HP into subject (not to exceed their maximum). You may also expend 1 Mana to add +5 HP (stackable).
- Frost Armor: Costs 1 mana, swift, 1 hour; you gain medium armor (AC 15 + Dex), and when attackers strike you in melee they are chilled (Con ends).
- Reanimate: 1 action, 60-ft, V/S, 5 rounds; you animate one or more recently-dead (within the last hour) corpses (of humanoids or animals). The cost is 1 Mana per creature animated. You may control a maximum of 1 + 1 per 2 levels as a bonus action (60-ft range, language-dependent); any others act on your last command, or, lacking such command, act as crazed, starved, wild animals might. The traits of the animated dead are:
- Undead: immune to death effects, energy drain, etc. Cannot be healed as living creatures would. Vulnerable to abilities that affect undead specifically.
- Clumsy: -2 to Dex and movement speed.
- Stupid: Int set to 5. They are barely able to understand the simplest of spoken commands, with the aid of gestures and nonverbal communication. They lose any spellcasting abilities, skills, feats, class features, and proficiencies. If wielding martial weapons, they are disadvantaged on attack rolls (but are fine with simple weapons).
- Doomed: At the end of the duration of the spell, they die once more, and cannot be raised again with Reanimate.
Second-level
- Frost Bolt: Costs 2 mana, std, range 20; inflicts medium cold damage plus chilled (Con ends), or, if target is already chilled, inflicts heavy cold damage.
- Shatter: All of your spells which cause ''chilled'' critically hit on a roll of 15-20 when striking a creature who is already chilled, or 10-20 if ''rooted''.
- Spectral Hand: swift, concentration; a ghostly duplicate of your own hand emerges from it. Thereafter, once/rd, as a free action, you can direct it to move anywhere within 60 feet. If it touches a living creature, it inflicts medium necrotic damage. Alternatively, you may use the hand to deliver touch-range spells. The hand has 1 Hit Point, but is incorporeal and invulnerable to all damage types except Radiant.
Third-level
- Frost Block: Costs 3 mana, swift, range 10; subject is encased in a block of ice, unable to act, but also invulnerable. The block of ice has Hit Points equal to a heavy damage roll, and is resistant to all forms of damage, except it is vulnerable to fire and immune to poison, disease, and cold. The block lasts until destroyed, or until you end the spell as a free action, or after 3 rounds. Subject emerges a bit chilly, but unharmed.
- Necrosis: swift, 60-ft, concentration; subject grows an additional limb, which appears withered and monstrous. It is technically undead, feeding off their life energy, but acting under your control. Once per turn, as a free action, you can direct the necrosis' actions (if it is within 60 ft at the time). It has all the same abilities as the host, within reason (for instance, it could cast one of the hosts' spells, but it couldn't attack with the host's sword if said sword was in another hand (although it could grapple with said hand)).
- Drain Soul: std, range 10; you extract a portion of the subject's soul, forming it into a glowing, black crystal called a Soul Shard. Choose one of the following:
- Fetish: you drain one of the subject's ability scores. They suffer disadvantage to checks with that score while you possess the shard, and, you gain advantage in turn. Lasts up to 24 hours.
- Phylactery: you use the soul fragment as the component for a phylactery (see Create Phylactery).
- Steal Ability: you gain access to a single chosen power, maneuver, or skill that the subject possesses, while you retain the shard. You must be high enough level to use the ability. Lasts up to 24 hours.
- Reactive Frost Block (upgrade): You may cast Frost Block on yourself as a reaction.
- Create Undead: as Reanimate, but not so clumsy, stupid, or doomed. TBD
Fourth-level
- Wall of Ice: Costs 4 mana, swift, range 20, wall 1/level, concentration; 20-ft high wall of ice blocks line of sight and effect. Each 5-ft wide section has HP equal to a heavy damage roll, and the same resistances as Frost Block. Destroying one section does not destroy the whole wall, and in fact, the destroyed section reforms one turn later.
- Frost Barrier: Your Frost Armor also grants Ablation 10% with 1 charge per round. (When suffering damage, you can choose to suffer 10% of your max HP instead of the damage)
- Anti-Magic Touch: swift, touch, sustain 1; touched creature or object is wreathed in anti-magic, nullifying all magic affecting or originating from them while it is active. Field lasts for 1 round, but you can sustain it by continuing to expend Mana (1 per turn).
- Ironguard: swift action, concentration; you become immune to metal weapons. They simply pass through you, as if they were made of nothing at all. Has no effect on wooden or glass weapons.
Fifth-level
- Frost Bomb: Costs 5 mana, std, range 20, circle 4; on the start of your next turn, every creature and object in the area is frozen solid, suffering heavy cold damage each round (Con ends), then chilled (Con ends).
- Frozen Blood: Costs 5 mana, immediate, concentration; your blood ceases to flow. You may act normally even if you have no Hit Points. Keep track of all damage you suffer, though, because as soon as this spell ends, you suffer all the normal effects of that damage (unless healed).
- Grudge: Costs 5 mana, std, range 20; subject suffers internal necrotic damage equal to all damage subject has inflicted upon you in the last 10 rounds. Damage which you avoid, mitigate, or resist does not count, though damage to which you are immune does count. If you suffer an instant-death effect, that counts as 100% of your max hp.
Rituals
1st level
- Water Walk: At-will, swift, short range, reserve; subject can walk on water.
- Zone of Truth: Centered circle 5 silences all falsehoods spoken aloud.
2nd level
- Augury: At-will, 1-min, 1 silver coin (value 1 sp); for any given proposed action, you learn whether the action will lead to weal, woe, weal and woe, or neither.
- Restoration: 10-min cast, reagents (variable); heals subject's ability damage. For each point healed, subject gains 1 Fatigue; cannot heal beyond subject's Fatigue threshold. For each point healed, costs 1 sp of spell reagents.
3rd level
- Dismissal: Banishes an extraplanar creature back to its home plane.
- Zone of Respite: Subjects in circle become impervious to divinations.
4th level
- Psychic Chirurgery: Repairs damage to subject's mind.
5th level
- Raise Dead: restore life to the recently deceased.
Equipment
Vestments of the Golden Queen
Legendary magic item, attuned
These vestments, curiously, take the form of a gold-flecked liquid in a crystal vial. To don them, one must strip nude, and pour the viscous fluid onto herself, such that it flows down her length. As it does so, it may be spread to cover whichever portions of the body the wearer chooses. The liquid feels cool and wet, though it leaves no residue.
Soon after pouring, the "cloth" sets, taking the appearance of a sheath of form-fitting solid gold, polished to a bright shine. When the wearer moves, the fluid gold moves with her. It is skin-tight, enough so to leave nothing to the imagination, but does not bind to the skin; rather, it wraps around it almost frictionlessly, so that as she moves, it slides along her skin to maintain its shape while not restricting her movement.
The "cloth" transmits all sensation, "breathing" as well as nothing at all. As such, it is a poor defense against the elements, or against attackers. However, on command, it can harden, spreading to cover the entire body, and gains the strength of steel. These particular vestments have been crafted such that, when the command words are uttered, the gold also forms a headress, resembling a hawk's wings spread, alternating between gold and blue feathers, and atop the crown is a ring of vipers surrounding upturned bovine horns.
- Effect: As clothing, no effect. Provides the same protection from the elements as nudity. As armor, see below.
- Armor of the Golden Queen: Encounter, immediate; activates armor mode, transforming the wearer into the Golden Queen. She gains the following traits until the power is dismissed:
- AC 18 + Dex
- Immunity to acid damage or any form of corrosion.
- Immune to any effect that necessarily mars the appearance in order to function.
- Optionally, wearer may shed brilliant sunlight in a 10-square emanation. Sunlight has same effect as natural sunlight to vulnerable creatures.
- Wings of the Sun: At-will, free; wearer sprouts translucent, angelic wings made of golding sunlight. While active, she may levitate 5-50 ft off the ground, with horizontal movement equal to 50% of her walking speed.
The Salvation of Goruvok
Legendary magic item (attuned)
This staff, wrought of ivory and capped with an angelic visage flanked by six golden wings, was once a fel artifact created by a Netherese warlock who thought to harness the power of the god Garagos, an ancient, primal god of bloodlust and war. The research required to create the staff was his undoing, driving him into madness.
The weapon has since been redeemed and purified, reconsecrated to the Celestial powers.
- +4 to critical range with spells
- at-will, free; you conjure six wings of golden light. Each wing can absorb 50% of any harmful effect (two wings can negate it entirely). Once expended, a wing cannot be summoned again until a long rest.
Basics
- Traveling outfit
- Ritual outfit
- Holy symbol (golden ankh)
- Trail rations
- Waterskin