+7 | Strength |
+1 | Dexterity |
+5 | Constitution |
+2 | Intelligence |
-1 | Wisdom |
+2 | Charisma |
+1 | Acrobatics |
-1 | Animal Handling |
+2 | Arcana |
+7 | Athletics |
+2 | Deception |
+2 | History |
-1 | Insight |
+4 | Intimidation |
+2 | Investigation |
-1 | Medicine |
+2 | Nature |
-1 | Perception |
+2 | Performance |
+2 | Persuasion |
+2 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
-1 | Survival |
Zanpakuto | 1d20 | 1d12 slashing/thrust |
---|
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Adventuring Gear Common
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Cost: 12 GP Weight: 61 1/2 lbs
The statblocks of your class features
Hierro: A Vasto Lorde receives a +2 deflection bonus to his AC at level 1. This bonus continues to increase once ever third level
Lord of Fire:
Starting at 1st level, Due to the immense heat given off by your body you've become used to it. You gain immunity to fire.
Zanpakuto:
At 1st level, a Vasto Lorde receives a masterwork weapon to bond with, typically a sword of some kind. At 4th level and every 5 levels thereafter the weapon gains a +1 Bonus. At level 5 the Zanpakuto can be transformed into a new weapon of the users choice. Choices include: Pistol, Sword, Bow, Lance, Dagger, and or fist weapons. When the Zanpakuto transforms in this manner it receives a special ability. This transformation is only active for 1 minute and must be used in released form. This can only be used a number of times per day equal to your Charisma modifier (minimum of 1). Some famous zanpakuto abilities you can take for example: Murcielago (Wings and weapon becomes 2d10+charisma, 19-20/x2(special explosion radius 10+ 5ft./level), Lillynette (Fire two cero a turn), etc... When used in transformed mode, attacks with the Zanpakuto are counted as melee or ranged, a special zanpakuto ability can only be used once per transformation.
Power Sense:
Starting at 2nd level, you are now able to use a bonus action to target an ally or enemy and see their Strength or Dexterity, whichever one is higher, health, and if they are a spellcaster and which stat they use for spellcasting.
Taunt:
Starting at 3rd level, you gain the ability to taunt an enemy causing them to make a charisma save of dc 10+charisma mod+proficiency causing them to lose their composure. The affected target must take all against to attack against the castor or take disadvantage against another target.
Extra Attack:
When you reach 5th level, your character can make one additional attack on your turn.
Sin Endurance:
When you reach 9th level, your character becomes accustomed to the life of an outcast. As a result if you fail a saving throw, you can instead choose to succeed. You can do this up to a maximum of 3 times per long rest.
Resurrección:
This ability allows the Vasto Lorde to release their true form sealed within their Zanpakuto. This is a standard action. At level 5, the Vasto Lord receives the following traits; +2 bonus to Strength, +2 bonus to Constitution and a +2 bonus to Dexterity and one of the following traits; Vasto Lorde gain an additional trait as they level up. When the Vasto Lorde uses this ability, it automatically restores half their hit points. While in this state, they gain a natural attack (slam, tail, 2 claws, or bite) appropriate for their size category. Once a Form is chosen it is permanent, though they may increase or decrease up to 1 Size catagory. You may remain in this form for one minute per Vasto Lorde level. Resurrección may be used a number of times per day equal to your Charisma modifier (minimum of 1)
(a) A dungeoneer's pack or (b) A explorer's pack If you are using starting wealth, you have 5d4 gold pieces. in funds.
Level | Proficiency Bonus | Features | Deflect reduction | |
---|---|---|---|---|
1st | +2 | Lord of fire, Hierro, Zanpakuto | 1d4 | |
2nd | +2 | Power sense | 1d4 | |
3rd | +2 | Taunt | 1d4 | |
4th | +2 | Ability Score Improvement, Hierro +1, Zanpakuto +1 | 1d6 | |
5th | +3 | Extra Attack, Zanpakuto special | 1d6 | |
6th | +3 | Resurrección | 1d6 | |
7th | +3 | Hierro +1 | 1d8 | |
8th | +3 | Ability Score Improvement | 1d8 | |
9th | +4 | Zanpakuto +1 | 1d8 | |
10th | +4 | Hierro +1 | 2d8 | |
11th | +4 | 1d10 | ||
12th | +4 | Ability Score Improvement, | 1d10 | |
13th | +5 | Hierro +1 | 1d10 | |
14th | +5 | Zanpakuto +1 | 2d10 | |
15th | +5 | 1d12 | ||
16th | +5 | Ability Score Improvement | 1d12 | |
17th | +6 | 1d12 | ||
18th | +6 | 2d12 | ||
19th | +6 | Ability Score improvement, Zanpakuto +1 | 2d12 | |
20th | +6 | 2d20 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Age. So long as a hollow is not killed, it will never age or die of age.
Alignment. Hollows tend to be chaotic and evil, bent towards slaughter and murder. There are rare instances where they may lean neutral, however, and even rarer, good.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Soul Devour. As a bonus action, you can eat the soul of a creature that has dropped to 0 hit points in the last minute while you are within 10 feet of you, as long as it is a creature that can be soul devoured. When consumed, you gain temporary hit points until you complete a long rest equal to the CR of the soul consumed, minimum 1. You cannot target constructs or undead with this trait. Once you use this trait, you need to finish a short or long rest before you can use it again.
Hierro. Hollows sport hardy skins like that of iron. While unarmored, your Armor Class equals 10 + your Constitution modifier. You may wear a shield and still gain this benefit.
Cero. As an action, you can exhale destructive energy as a hollow. One creature within 60 feet of you must make a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d8 necrotic damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. After you use your cero, you can’t use it again until you complete a short or long rest.
Languages. You can speak, read, and write in Common, Abyssal, and Infernal.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.