6'3", 144Lbs
Common, Primordial, Draconic,
Violet Color Eyes which glow, and a purple pact tattoo on her chest over her heart.
Pact of Insouciance
You have entered a Pact with the Dragon Zetera. The cost of this act, your living heart.
The repercussions of this act, be them a blessing or curse, are yours to bare.
-Heartless Soldier:
With no heart, death is not so easily achieved.
You are immune to being Coup de grâced by piercing damage, due to no longer possessing a heart within your chest.
-Callous Insouciance:
Due to lacking a heart, so too, do you lack a piece of true humanity.
You no longer possess the ability to feel love or compassion toward any creature. Existence beyond battle or the hunt has little meaning to you, dull and arbitrary, connections are nothing more than a necessity, companions are tools, and a means to an end.
Charisma must always be your lowest stat.
Zeo Empire: (Zetera)
The most savage and selfish of the Chromatic Dragons. Zetera only cares about survival of the fittest and only true evolution. You are amongst the few mortals deemed worthy to carry out the will of Zetera, rejoice as you will not be consumed, but rather the consumer, growing fat off the spoils of the weak. Evolve and shed the coils of your own weakness and stand above all creation with Zetera!
Origin
+1 Str, Dex, and Con
Skills: Choose one from Athletics, Intimidation, and Survival
Evolution: The first time you take damage from an element of acid, cold, fire, lightning, or thunder. You can capture some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.You can only use this ability Twice Per Long Rest.
(Dragon Vow) Devor the Weak : When you or an ally kill a creature subject to true combat, you can use your reaction to create a pool of smog on it’s corpse, which is consumed. Once; consumed get healed for Prof + Str or Con Mod. This Vow can use this a number of times equal to your proficiency modifier. Regain all charges on a long or short rest.
Feat: (Start, Variant Human)
A Final Stand
Prerequisite: Requires a Constitution score of 13 or higher.
You have trained and have gained brilliant resilience. This grants you the following abilities:
-Add 1 to your Constitution score, to a max of 20.
-When you drop to 0 health points, you will not be knocked unconscious until the end of your next turn, enabling you to take a full turn before being knocked out. On this turn, you gain advantage on all attack rolls, and crit on a 19 or a 20. Once you use this ability, you cannot use it again until you have completed a long rest.
-However, if you take any damage between these two turns, you must make a Concentration save to see if you maintain consciousness.
-You can add your Constitution modifier to any death saving throws you make. In addition, you are automatically stabilized if you roll a natural 18, and if you roll a natural 19 or 20, you are conscious at 1 HP.
Feat:
Kings blessing 11/22/20
Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Blessings of Zettera
Dragon Reward for killing a Dreadborne Pickle while drunk: +1 Asi & Feat & DR 3 vs Cold
Feat: Granted from Blessings of Zettera
Survive and Adapt
+2 Con Cap Increase
Choose one Damage Type (Lightning) and Gain 5 DR to it
Whenever you are dealt this type of damage add +5 to your next damage roll.
Class Features: Fighter Level 1
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Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Blind Fighting
TCE p41
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
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Martial Versatility
UACFV p12
1st-level feature (enhances Fighting Style)
Whenever you gain a level in this class, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.
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Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
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Maneuver Versatility
UACFV p5
1st-level feature (enhances Maneuvers)
If you know any maneuvers from the fighter's Battle Master archetype, you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.
Class Features: Fighter Level 2
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Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Class Features: Fighter Level 3
Echo Knight
Martial Archetype
At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Echo Knight
p183
A mysterious and feared frontline warrior of the Kryn Dynasty, the Echo Knight has mastered the art of using dunamis to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.
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Manifest Echo
3rd-level Echo Knight feature
You can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, gray image of you that lasts until it is destroyed, until you dismiss it as a bonus action, until you manifest another echo, or until you're incapacitated.
Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the echo to move up to 30 feet in any direction (no action required). If your echo is ever more than 30 feet from you at the end of your turn, it is destroyed.
You can use the echo in the following ways:
-As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless of the distance between the two of you.
-When you take the Attack action on your turn, any attack you make with that action can originate from your space or the echo's space. You make this choice for each attack.
-When a creature that you can see within 5 feet of your echo moves at least 5 feet away from it, you can use your reaction to make an opportunity attack against that creature as if you were in the echo's space.
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Unleash Incarnation
3rd-level Echo Knight feature
You can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Class Features: Fighter Level 4
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Ability Score Improvement: Feat
Tough
PHB
p170
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Class Features: Fight Level 5
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Extra Attack
PHB p72
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Class Features: Fighter Level 6
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Ability Score Improvement: Feat
Polearm Master
PHB
p168
You can keep your enemies at bay with reach weapons. You gain the following benefits:
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.
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Wyvern Lancer
Due to the Pact made with Rhyliona Lubell; Pact of Insouciance. Zetera created a new type of Draconic species from the eggs she laid that day. However, once they hatched of course there had to be survival of the fittest between the kin. Only one of the Wyvernling survived and was given to her hunter that survived the Maze of Izzth. Now the Wyvern Attuned with the Spiritual Heart of Rhyliona Lubell; So, that they both evolve to the perfect hunters. So, that one day The wyvern will become the next Dragon Lord of the Zeo Empire. Long Live Zeo Empire!
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3rd-
Forget Bugs I got a Dragon
You know what's better than an insect, a baby dragon. The Wyvern’s Soul Gem is on the end of a Lance and is able to summon the Wyvern just like a Kinsect Familiar. However, if the Wyvern goes to 0 hp it’ll become unconscious and whatever damage it takes in this state you take instead as Necrotic Damage. Since, it’s powered by the magic of your pact and heart.
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Wyvern Lance-
Melee Range weapon (Martial, Lance,Finesse,Two Handed)
Category: Items
Damage: 2d6
Damage Type: Piercing
Item Rarity: Standard
Properties: Reach,Cleaving
Weight: 6
Jump!: You can Vault with the Insect Glaive as part of your movement. However, your Movement ends once you use Jump. The Vault is half your movement and you are able to attack up to the amount of attacks you have + 1 or you can attempt to Mount Attack a creature. At the end of turn you will land on the ground or mount the creature. You will take falling rules damage if you don't make the Dex Save DC of Height Jumped + 5. This can be used up to your Prof Modifier until a Short or Long Rest.
Wyvern Shot: You may make a ranged weapon attack (Dex+Prof) with your Wyvern’s Breath as a Bonus Action to summon them once it hits. As well branding the creature with the Zeo Empire’s Emblem for One Min.
Once your Wyvern is summoned it takes their turn during your turn.
You cannot use Wyvern Shot until the Wyvern is back in their gem and if you are not at the maximum of Creatures being Branded.
If your Wyvern is not unconscious and is still in their gem at the beginning of your turn. You're able to resummon your Wyvern as a bonus action as long as a creature is still marked by the Essence Breath. You can only brand one creature until you hit LV 7.
Ranged Attack
Category: Items
Damage: 1d6
Damage Type: Necrotic
Item Rarity: Standard
Properties: Range 30/60
Weight: 6
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???
Wyvern Pacted with Rhyliona Lubell
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Small Dragon, Pact Master’s Choice for personality and alignment.
Armor Class: 14 (13+Dex)
Hit Points: Half the Current Hit Point of Rhyliona + Con Mod
Speed: 30 ft., fly 30 ft.
Str 14, Dex 12, Con 10, Int 10, Wis 14, Cha 12
Skills: Perception +4, Stealth +3
Senses: darkvision 60 ft., passive Perception 14
Languages: The same as it’s Pact Master
Challenge 1/2 (100 XP)
Steady Breath. The companion can breath normally at high altitudes.
Actions
Claws Essence Extraction
Melee Weapon Attack: +4(Your Prof and its Strength) to hit
Damage: 2d4+2 (STR/DEX Slashing)
On hit the Wyvern drains the branded creature’s magic to empower you and them once they return to the gem. To return to their gem it must end their turn next you.
Then Roll a d4 to see the buff you gain. Buff's don't stack and/or combo. So if you get a red then get an orange. the Orange buff will Override the Red buff.
Red = Gives access to more powerful versions of your attacks; You and your Wyvern’s damage dice gain an additional D6 Necrotic for One Minute.
White = Increases the hunter's and Wyvern’s speed increase. +5 to all movement and +5 to Vaulting/Jumps for One Minute. As well as gain a Hasted Action.
Orange = Increases the hunter's and Wyvern’s defense. Gives you +1 AC and +1 to all saves for One Minute..
Green = You both recover a small amount of health. Heal 2d4+ The hunter’s Con Mod.
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Essence Breath :
Ranged Attack:+3(Your Prof and its Dex) to hit
Damage: 1d6 Necrotic
Branding Damage: +1d6 +½ your level in Necrotic
If the Creature is already Branded they get dealt additional damage.
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Wyvern Speed:
The Wyvern can Dash or Disengage as a bonus action.
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Sleeping Dragon:
At the end of each of your turns The creature heals 1d4+Your Con Mod, while not summoned.
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Evolve and Adapt
At Level 3 Whenever you get an ASI and/or Feat your Wyvern’s gain +1 to any two stats or plus 2 to any one Stat. Not including your variant human >.>.
Features & Traits