Cassandra Forgecrown
Male human fighter 10 warlock 10 epic 6
Proficiency bonus: +8
Str 9 Dex 1 Con 5 Int 1 Wis 9 Cha 4 (base S2 D0 C2 I0 W4 C4) (race S1 D1 C0 I1 W0 C0) (add S2 D0 C2 I0 W1 C0) (cls S1 D0 C1 I0 W0 C0) (epic S4 D0 C0 I0 W4 C0)
HP 185 AC ?? Speed 30 Mana 20 (bindings: 0) (HP: 10+45+30+100)
Saves: Con +13, Wis +17
Skills
- Str Weapons +17
- Dex Weapons +9
- Insight +17
- Perception +17
- Survival +17
- one more
- Pact +17
Talents
Fighter
- 1: Action Surge: Once per short rest, you can take an additional action of any type.
- 3: Improved Critical: Your weapon attacks score a critical on a roll of 19 or 20.
- 5: Mighty: Gain +1 str/con (factored in already)
- 7: Maximum Effort: You can push yourself beyond normal limits, at a cost. You may take an additional reaction, bonus action, or move action that wasn't otherwise available to you, but you suffer Strain to an appropriate ability score (Str, Dex, or Con). Strain means that you are disadvantaged with that ability score until you've either had a long rest, or a short rest with treatment from a healer (Medicine DC 15).
- 9: Indomitable: Once per long rest, you can reroll any failed save
Warlock
- 2: Bound Arms: At-will, free; you conjure one of your Bound Arms, dismissing any others. You get 2 for free, plus any you gain by defeating demons. See the Equipment section below for detalis. (You can also summon different kinds of armor and shields)
- 5: Fusion: When attacking with a bound weapon, you may spend 1 Mana to add medium radiant damage to the attack. (There are other effects, but you only have Radiant). Additionally, you can infuse radiant energy into your armor
- 9: Armiger: Once per day, you can conjure your entire suite of Bound Arms all at once. The weapons surround and orbit you, defending against attacks, and augmenting your own. For two rounds, you gain the following traits:
- Melee attacks against you suffer disadvantage
- When you attack in melee, you gain a bonus die of force damage per weapon in your armiger.
Epic Boons
- Boon of True Seeing: true seeing 60-ft
- Boon of Magic Resistance: advantage vs all spells and magic
- Boon of Perfect Health: immune to disease and poison, adv on all Con saves
- Boon of Irresistible Offense: bypass damage resistances of any creature.
- Legendary Strength: grants +4 epic bonus to Strength
- Legendary Wisdom: grants +4 epic bonus to Wisdom
Chopping Block
- Boon of Spell Mastery: the spell Holy Light now costs 0 Mana.
- Boon of Spell Mastery: the spell Power Word: Shield now costs 0 Mana.
Maneuvers
20 choices, 4 remaining
Defense (13)
- Defensive Stance: At-will, free; you take a defensive stance, allowing you to take two free Dodge, Parry, or Block attempts per round without expending your reaction.
- Parry: Reaction to an incoming melee attack that is going to hit you; roll an attack roll. If it beats the attacker, you turn their attack aside. You suffer disadvantage to the check if you are parrying with a light weapon, but gain advantage if parrying with a shield. You must have a weapon or a shield to parry. You may use this ability once per round as a reaction. You may also ready a standard action to Parry if you choose.
- Block: Reaction to an incoming attack, targeted spell, or area effect that is going to hit you, requires a shield; roll Strength + proficiency + any bonus from your shield. If it beats the attacker, you reduce the incoming damage by 50%. Can be used once per round as a reaction, or you can ready a standard action to Block if you choose. If you roll critical success on a Block check, you block 100% of the damage.
- Intervene: Reaction an attack against an ally within movement range; you rush to interpose yourself between ally and attacker, forcing the attacker to target you instead.
- Taunt: At-will, bonus, range 10; roll a Charisma check against enemy's Wisdom. On success, enemy is compelled to focus attacks on you (all attacks must include you, and every round must include at least one hostile action). Enemy may attempt a Wisdom save each round to end. Doesn't work on subjects that cannot understand you, or cannot feel emotions.
- Protector: When in [[Defensive Stance]], you confer protection to your allies: any melee attacks against adjacent allies suffer disadvantage, and you can use your Parry and Block against them.
- Focused Defense: During [[Defensive Stance]], you may specify one foe within sight as your sole focus as a free action. Thereafter, you may take up to five free Dodge, Parry, or Block attempts per round without expending your reaction, but only against that target; you may not take any free attempts against any other target.
Rank 2
- Shield Wall: At-will, bonus action, shield required; you set your shield in a specific direction. Until you move, drop the shield, or start a new turn, you gain resistance to any attacks coming from that direction that can be conceivably blocked with a shield (so, not psychic). If you use [[Block]] successfully on an attack coming from that direction, it is entirely mitigated.
- Soak: Reaction to taking damage; roll a Con save against the attack. On success, you convert the damage into non-lethal damage. This doesn't give back any HP right away, but all non-lethal damage is healed with a short rest, and any healing spells will additionally heal twice as much non-lethal damage as they heal lethal damage.
- Road Block: Enemies who attempt to move through your threatened area while you are in [[Defensive Stance]] must beat you in an opposed Strength check, or they are blocked from moving. They only provoke opportunity attacks if they successfully move through your threatened area.
- Riposte: When you successfully [[Parry]], you may take an opportunity attack against the attacker.
Rank 3
- Critical Block: Your critical Block range is improved to 16-20.
- I Am Your Shield: When you use [[Shield Wall]], you create a defensive "shadow" on the other side of your shield. Any area effect damage for which you are between its origin and an ally inflicts only half damage to said ally (before any other defenses the ally might have, such as resistance).
Offense (3)
- Slam: At-will, std action; as a normal melee attack, but inflicts critical damage and provokes opportunity attacks. Requires a Strength-based weapon.
- Cleave: When you hit an enemy with a melee attack, you can make another attack with the same weapon against a foe adjacent to the first enemy who is within your reach.
- Great Cleave: When you [[Cleave]], you can extend the attack to any number of targets, as long as each is adjacent to the previous, and within melee range.
Powers
20 priest powers, levels 1-5
From schools:
- Invocation (Divinity)
- Evocation (Radiance)
Cantrips
- Detect Magic: You know.
- Illumination: swift, emanation 10; you shed warm light, bright enough to see easily, but not piercing to the eyes (of morally-upstanding folk). Any magic or magical creature within the radious which is considered profane to your faith is highlighted by the light, even if the magic or creature was otherwise concealed.
- Magic Circle: Ritual (1 minute), circle 1-5 (your choice); magic and extraplanar creatures cannot cross the circle in either direction. The circle itself is only as strong as what it's made of (by default, chalk and salt, but other, more resilient structures can be made), but extraplanar creatures would have difficulty affecting it. It is possible to construct a circle in such a way that you may summon, bind, or dismiss outsiders within it while yourself remaining outside. Lasts one day, or until broken.
- Manifest: Similar to SRD Thaumaturgy
First-level
- Power Word: Shield: Medium range, swift; with a single word, you call upon your faith to protect the subject. They gain Absorb 100% (all), to a limit equal to a heavy damage roll, expiring in 5 rounds.
- Holy Light: Long range, std; subject is healed for medium damage, or harmed for medium radiant damage. Profane outsiders or undead are also blinded for 1 round (Con negates).
- Object Reading:
Second-level
- Exorcism: Medium range, swift; subject is freed of one ongoing compulsion or charm effect, or of any magical effect initatied by an extraplanar creature, or of possession by an outsider or incorporeal spirit. In the case of dispelling, no check is required if your Mana cost meets or exceeds that of the targeted effect, otherwise (or always, in the case of possession) a contest of wills is required.
- Aura: "Emanation 10, concentration; you are surrounded by an aura of holy light, inspiring your allies. Choose a type:
- Radiance: allies gain Fast Healing 10% and immunity to fear.
- Tranquility: allies gain advantage to Int/Wis/Cha checks, +1 temporary Mana/rd.
- Wrath: enemies suffer 50% retributive radiant damage when attack allies; allies gain advantage to attack rolls."
- Augury: SRD
- Lesser Restoration: SRD
- Zone of Truth: ritual, std, centered circle 5, concentration; within the circle, all lies are silenced. Half-truths and near-lies are muddles. Truth rings clear. If the subject truly believes they are not lying, their words are audible.
Third-level
- Repentance: Medium range, swift; subject is unable to take any action but to contemplate their moral choices in life (Wis ends, also ends if subject is harmed). Lasts up to 3 rounds.
- Holy Fire: range 10, circle 2; heavenly light rains down, bursting into righteous flame. Enemies suffer medium radiant damage.
- Pillar of Light: swift, centered circle 2; allies within circle cannot be harmed, nor can they inflict harm on others. Does not protect them from being pushed or pulled out of the area. Lasts 1 round, but can be sustained for 1 Mana per round (you must remain in the area to do so).
- Arcane Sight: As Detect Magic, but strong enough to detect illusions, and grants deeper insight into the nature of spells and their casters, as well as magic items.
- Revivify: SRD
Fourth-level
- Power Word: Sanctuary: Medium range, swift; subject is rendered invulnerable, but unable to take hostile actions. Lasts up to 2 rounds, or until dismissed by you or the subject, or dispelled.
- Wall of Light: range 10, wall 1/level; crossing the wall heals allies for medium damage (max once/rd), harms enemies for same (undead and outsiders double), blocks line of effect for harmful spells.
- Sense Vestigia: Sense magical imprints on objects, useful for determining the aftereffects of magic, the presence of magic-wielders, etc. TBI
Fifth-level
- Consecrate: Swift, centered circle 3, 3 rds; area is designated as holy ground. All profane magic and creatures suffer light radiant damage on turn start while in area. For each ongoing effect originated by such creatures, roll a Faith check against its DC; on success, the effect ends.
- Light Form: swift, concentration, costs 2 Mana/rd; you become an incorporeal form of light, immune to damage, but unable to take physical actions besides flying (movement = 150% walking speed, perfect maneuverability). You may cast Light spells, and you gain a natural "attack", which is a medium-range beam that heals allies or harms enemies for medium radiant damage (double vs undead/outsiders).
- Foresight: See slightly into the future, granting advantage to saving throws, immunity to surprise, etc. Probably like the 5e spell, but much, much shorter duration.
Rituals
- Summon Pegasus: Summons a flying horse.
Equipment
Weapons
Forgecrown Family Sword
unique nonmagical item
Basically a +2 longsword
Stats: +19, 6d8+19 slashing
Bound Arms
- Felhunter's Fang: One-handed melee weapon (Kukri), +18, 6d8+18 slashing, roll Cha vs DC 10 + spell's level to dispel on contact.
- Kyton's Chain: Two-handed melee weapon (spiked chain), +18/+18, 6d4+18 slashing, can use to grapple. Can even animate to grapple on its own while you summon another weapon.
- Felguard's Cleaver: Two-handed melee weapon (greataxe), +19, 6d12+19 slashing, all attacks are area effects hitting 5 squares adjacent to each other and to you.
- Hammer of Dis: Two-handed melee weapon (oversized maul), +19 (disadvantage), 6d12+19 bludgeoning/piercing, ignores object hardness, siege damage, DR or Resistance, etc.
- Holy Avenger: One-handed melee weapon (bastard sword), +20, 6d8+20 radiant slashing damage, enemies suffer half as ongoing radiant fire damage for 3 rds.
Armor
- Forgecrown armor (AC 18)
- Celestial Armor: AC 18 plate mail, fly speed 30
- Balor Scale Mail: AC 18 scale mail, resist (lightning, fire, poison)
- Hellcat's Mane: AC 16 hide armor, +30-ft move, jump speed 10, can transform into a hellcat and move 200-ft per round (or 60 mph overland)
- Gelugon Carapace: AC 17 scale armor, resist (frost), melee attackers suffer chilled (Con 19 ends), or frozen if chilled (Con 19 reverts to chilled).
- Infernal Shell: AC 20 stone armor, half speed, ablative 10% once/rd (causes burst of 6d8+10 fire damage), unarmed attack (+11, 6d8+11 bludgeoning plus 6d8 fire in a burst 2, you are immune to your own fire)
Shields
- Forgecrown shield (+2 AC)
- Bulwark of Mechanus: Lots of gears, moving parts, steam pistons, etc. +2 AC, but it wields itself (walk speed 30-ft).
- Fiend's Eye: Purplish, organic looking, with a big green and yellow eye in the center. +2 AC, and it allows you to see enemies despite cover, concealment, stealth, and illusion spells of level 5 or lower.
- Titan's Shield: Stupidly oversize shield, 20 feet by 10 feet, wielded with a reach of 10 feet. She is immobile while wielding it. It provides total cover against effects passing through it (both ways), and otherwise +5 AC to her and allies within 20 feet.
- more TBD
Talisman of Pure Good
Legendary magic item, attuned
This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.