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Rhyliona Lubell

UA Fighter 6 Class & Level
Zeo Empire: (Zetera) Background
Human Variant Race
Chaotic Evil Alignment

Strength 16
+3
Dexterity 18
+4
constitution 20
+5
intelligence 15
+2
wisdom 20
+5
charisma 12
+1
Total Hit Dice 6
Hit Die
1d10+5
+3 proficiency bonus
+5 Strength
+4 Dexterity
+8 Constitution
+2 Intelligence
+5 Wisdom
+1 Charisma
saving throws
+7 Acrobatics
+8 Animal Handling
+2 Arcana
+6 Athletics
+1 Deception
+2 History
+5 Insight
+1 Intimidation
+2 Investigation
+5 Medicine
+2 Nature
+5 Perception
+1 Performance
+1 Persuasion
+2 Religion
+4 Sleight of Hands
+3 Stealth
+8 Survival
skills Skills: Athletics, Acrobatics, Survival, Animal Handling proficiencies

 
18
Armor Class
88
Hit Points
+4
Initiative
30
Speed
Rapier 1d20+6 1d8+4
Attacks
Saves: Strength, Constitution
Proficiences
Chain Mail
Heavy armor
75 gp, 55 lb. AC 16
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

x2 Golden Box Wine: Grants the imbiber +50max hp until you complete a long rest, however they must succeed a DC 25 Con save or suffer from disadvantage to all attack rolls and skill checks.

x1 Dragons Weed - Once used (Smoke ingested, or ETC)You heal 2d4 + Level Hp and You can roll a d6 and add the number rolled to the attack roll or saving throw for 1 min. This can stack with other bonuses like bless.

x1Elder Dragon Weed: Once used (Smoke ingested, or ETC) You heal 2d6 + Wis or Con mod HP and gain 3 DR from any Piercing, Bludgeoning, or Slashing for 1 min. This can stack with other forms of DR.

x1 Golden ticket

The wearer has disadvantage on Dexterity (Stealth) checks.
Rahsh'tahlla's Tormenta Grasp
Wyvern Lance+2/Wyvern Tear
Aspect of Midas
Soul/Pact Attunement Rhyliona Only
--------------------------------
Blessing of the Blue Dragon: Your Intelligence, Charisma, and Wisdom gains +1 to it's Score, Skills, and Saves.

Lightning Claws: This Weapon and Rahsh deal an additional 1d4 Lightning Damage.

Scales of Sparks: Rahsh and You gain +3 ac and whenever an enemy within 5 feet of you would attack you with a melee weapon and deal more damage than your Constitution modifier, you can bleed lightning on that enemy for an amount of Lightning damage equal to your Constitution modifier. This can only occur once per round.

Tormenta Smite: When You or Rahsh'tahlla get a Critical Hit on a Hostile Creature you can add 5d8 of Lightning Damage. As both your bodies sparks with a Golden Lightning; You and allies within 15 feet of you or Rahsh gain Temp Hp based off Half the Total Lightning Damage Dealt. If that you or your allies already have Temp hp it is converted to healing instead. Can be used Twice per long rest.

Lightning Jump: Whenever you use Jump! you may use this maneuver to double the jump height and your aerial attacks are done at advantage. Can be used Twice Per Long Rest.

Thunder Slam: Once landing on the ground from Lightning Jump; the fall damage is applied as Thunder Damage and creatures within 15 ft radius of you take that damage as well unless they make a DC 16 Dex Save. On a save the damage is Halved.
-------------------------------------------------



Rahsh'tahlla's Aureum Grasp(OLD)
-----------------------
Wyvern Lance+2/Wyvern Tear
Aspect of Midas
Soul/Pact Attunement Rhyliona Only
Current GP Stored: 2,040gp
Golden Scales Currently: +2 AC & Damage
-----------------------------------------------
Sponsorship of the Golden Dragon: Gold Value is doubled when you end missions successfully

Golden Touch: Once per long rest you may heal your dragon as a bonus action based on gold amount you spend to heal. (Heal 1 hp+Dragon Con=100 gp)(edited)

Dragon's Horde: Gold pieces can be held in your spear and has no weight for you.

Golden Scales: Rahsh'tahlla and You gain +1 ac and damage for each value of 1000 Gold you have on your person. Max of +5.

Aureum Smite: When You or Rahsh'tahlla hit a Branded Creature you can add 2d8 of Fire Damage by expending 10 hit points. As your blood Sears with a Golden Fire. The Total Damage you deal you gain Gold from that Total. Can be used 5 times per long rest.

Midas's Blessing: Once you Reach 100,000 gold Midas will give you a blessing to you and your dragon. (Not an Upgrade to the weapon but you both.)
-------------------------------
Melee Range weapon (Martial, Lance,Finesse,Two Handed)
Category: Items
Damage: 2d6+2
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.

------------------
Misc.:
Dungeoneer's pack
Shard's Red Nightmare - WTF does it do? I dunno, apparently it cures heartburn though.
Equipment
Born and raised in the Zeo Empire, Ryliona Lubell had to learn to survive and fend for herself at a young age. She grew disillusioned with the world and jaded towards others after watching her sister be cut down on a hunt, along with the rest of her commrads. Through the sting of bitterness at her inability to make a difference, and with little choice ended up abandoning them to their fate. There are weak, and strong, those that die were simply not fit enough to live, she knew that all too well.
But still, her own weakness and weight of losing those dear, ate at her night and day, the past along with the sentiments that grounded them in her heart, served as both a striving force to grow and heavy chain. Her companions were weak, yet she survived, it should've been simple, but those emotions refused to die..
Personality Traits
Box Ledger: (Written in Beat-box) Boxy's Boxes
1,000gp for General-box = x10 Healing Pots, x5 Greater Pots, x3 Anti-venom, x3 Anti-poison, x3 Anti-palsy, x1 Shock-trap, x1 Vine-trap

2000gp for Trap-box(It's a trap) = x3 Healing Pots, x3 Greater Pots, x4 Shock-traps, x4 Vine-traps, x5 Explosive-traps, x5 Giant Pots

2,500gp for Capture-Box = x5 Healing pots, x3 Greater heal pots, x3 Shock-traps, x3 Vine-traps, x3 Sleep-traps, x10 Tranq Darts(ammo)

Fine Print:
If you decide to take the items that have not been used, you will be charged accordingly. First hunt is free.
Bonds
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
    -----------------
    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.
    -----------------
    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.
    ------------------
    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.
    -----------------
    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
    ------------------
    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.
    ------------------
    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.
    ---------------------
    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
    ------------------
    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
    ------------------
    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
    ------------------
    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.


    -------------------
    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!
    ======================================================
    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.
    ============================================================

    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
    ======================================================
    ???
    Wyvern Pacted with Rhyliona Lubell
    ==================
    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.
    ===================================================================

    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.
    =================================================================
    Wyvern Speed:


    The Wyvern can Dash or Disengage as a bonus action.

    =================================================================

    Sleeping Dragon:
    At the end of each of your turns The creature heals 1d4+Your Con Mod, while not summoned.

    =========================================================



    ==========================================================
    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

    Heroes Enabled

    The statblocks of your Weapons, armor and other important/magical equipment

    [block: Chain Mail Heavy armor 75 gp]
    [block: 55 lb. AC 16 Made of interlocking metal rings]
    [block: chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.   The wearer has disadvantage on Dexterity (Stealth) checks. ----------------------- If the wearer has a Strength score lower than 13]
    [block: their speed is reduced by 10 feet. Rapier Martial weapon]
    [block: melee weapon 25 gp]
    [block: 2 lb. 1d8 piercing - finesse Finesse. When making an attack with a finesse weapon]
    [block: you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. ----------------------- Shield 10 gp]
    [block: 6 lb. AC +2 A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.]

    The statblocks of your class features

    [block: 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]
    [block: even if you get to choose again.   Blind Fighting UACFV p12 Being unable to see a creature doesn't impose disadvantage on your attack rolls against it]
    [block: provided the creature isn't hidden from you. ----------------- Martial Versatility UACFV p12 1st-level feature (enhances Fighting Style)   Whenever you gain a level in this class]
    [block: causing you to lose the benefits of one style and gain the benefits of another style. ------------------ Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn]
    [block: you can use a bonus action to regain hit points equal to 1d10 + your fighter level.   Once you use this feature]
    [block: you must finish a short or long rest before you can use it again. ----------------- Maneuver Versatility UACFV p5 1st-level feature (enhances Maneuvers)   If you know any maneuvers from the fighter's Battle Master archetype]
    [block: 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. -----------------   ]

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Toanterror.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed