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Ezekiel, Zeek, the Chosen One, Shadowtouched Drow Warlock 11


DarkAngel

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>>> sample post

sin... Pride

Zeek.jpeg.a5b55e1e20d784df3e9c8d49f93e3b45.jpegEzekiel aka Zeek, the Chosen One, Harbringer of Doom... truename ???
Drow Warlock 11 +supernatural abilities

(at will)
- Armor of Shadows >> Mage Armor

(1/long rest)
- cast False Life
- cast Invsibility

Arcanum
Tasha's Outerworldly Guise
Shadow-touched, +supernatural abilities

(at will)
- Telepathy 30'

Thought Shield
- Immune to Telepathy
- resistance to Psychic dam >> opponent takes equal dam

(reaction)
- Entropic Ward >> disadvantage when attacked, advantage vs attacker if missed
awakened eldritch mind... patron ???

STR 8 DEX 18 CON 11 INT 9 WIS 12 CHA 18 : saves Cha +8, Wis +5
force armor, Agathys (AC 17 : HP 58, temp 25) condition: normal
immunity: sleep, telepathy. resistance: cold, necrotic, psychic, poison dam


Somewhere in HELL ...
It was inconceiveable...
Death was not supposed to happen to the Chosen One... well, not in this way so early in the grand scheme of things.

'Death was not dark and cold like the Abyss... no it was hot and fiery like the lowest layers of Hell ! Was this some kind of test by the Chained God ?'

Zeek's red glowing eyes pulsated with a malevolence that was seldom witnessed outside the company of the Matriarchy of the Drow caste system as he considered his plight.

He felt a new hatred... whomever was responsible for bringing him to Hell was going to feel the full force of Zeek's vengeance... A wry drow smile formed beneath the freakish skull helm that Zeek liked to wear, he clung on to that psychotic thought...

outfit Dark hooded cloak, Skull helm, fine silken clothes, SashlingContains various pouches

- dagger
- soul coin
- spell components
-- small silver mirror
, Rapier, leather gloves, soft leather boots, hidden Hand CrossbowStarshot hand crossbow +1

Improved Pact Weapon - exists in an extra-dimensional space

 

Eze.jpeg.6bda2a541a208ba88af4b38327fe99fd.jpegAppearance 6' tall, slim build, lilac eyes, stark white hair, polished obsidian skin tone, pointy ears.

Ezekiel seldom removed his Skull helm, it was an ancient skull lost to the ages that radiated a strong presence of necromancy. For those who caught a glimpse of it beneath the depths of the voluminous hood he wore, would see bone stained with age and red glowing eyes that shone through the dark eye sockets. It gave Ezekiel solace as he wore it like a mask to keep his true identity a secret, and he relished in the chaos and terror it caused.

Ezekiel wore fine silken charcoal colored robes beneath his silken black hooded cloak, amongst the surface dwellers he looked like a follower of Myrkul... from an ancient order of Death Priests. The more observant would notice black leather gloves covered his slender hands and a foreign looking sash wrapped around his waist. And a Rapier hung from his belt beneath his voluminous cloak. Ezekiel didn't speak often, but when he did in common, his voice had a rich foreign accent that would command respect for those who heard it.

When he ventured forth at night, Ezekiel would sometimes be accompanied by a hovering sinister representative of Death. It was the Spirit of the Grim Reaper who followed him diligently with a large Scythe. The two haunting figures were seldom bothered walking through the backstreets of Waterdeep late at night.


T.jpeg.09d688323633885a5cf963ec1e596a8c.jpegPersonality

Something terrible happened a long time ago... In another life, deep deep underground Zeek was born into Drow society by doting parents hoping for another girl, instead they got a boy. His whole family hated him for it, and as he grew there were beatings and cruel treatment by his sisters which often put his life in jeopardy. Amongst his greatest fears was to be banished into the underdark to be consumed by the denziens of the deep, which was a constant threat from one of his siblings.

His greatest fear was to be realised at a very young age, his mind was shattered early after experiencing something terrible in the deep. He was the only survivor of a terrible scene of carnage of a Drow entourage by a nameless horror of Aberrant Entropy which would haunt him for the rest of his life and one he would dare not speak, lest it return to do what it did to his kin.

Fear haunted his dreams, and a strange power began to grow wthin the male drow over the years. He began to realise that 'He was chosen' by some terrible Abberation of the deep. He felt a link to the foul being that spared his life that transcended time and space. He grew in power and his sisters grew to fear him... there was something wrong with their crazed brother. And one day he killed all of his sisters in a bloody terrible scene of destruction reminiscent of his most terrible nightmare.

It was to mark the beginning of his new journey as 'The Chosen One'... the voices that haunted his dreams had set him on a new path. On the surface far above the Underdark and beyond the reach of his vengeful kin, Ezekiel was reborn and free to follow his destiny... whatever that was.

Psychotic... Free... happy... until his soul ended up in Hell... then he felt trapped and vengeful...

 

Spells and Eldritch Invocations

Warlock Spells

Spells known (11), Cantrips (4), Spell slots (3), Spell level (5th), Drow, Otherworldly Patron (the Chained God), Shadowtouched

Spells (known by level)

0 ..Dancing lights, Sword Burst, Green Flame Blade, Friends, Mind Sliver

  1. ..Faerie Fire, Armor of Agathys, Dissonant Whispers, Tasha's Hideous Laughter, false life
  2. ..Darkness, Ray of Enfeeblement, Shadow Blade, Darkness, Detect Thoughts, Phantasmal Force, invisibility
  3. ..Magic Circle, Incite Greed, Clairvoyance, Sending
  4. ..Banishment, Summon Aberration, Dominate Beast, Evard's Black Tentacles
  5. ..Contact Other Plane, Planar Binding, Scrying, Dominate Person, Telekinesis

Arcanum 6. (1/long rest) .. Tasha's Otherworldly Guise


Eldritch Invocations

Invocations (5) Pact of the Blade

  1. .. Eldritch Mind : Adv on Con saves to maintain concentration
  2. .. Armor of Shadows : (self) cast Mage Armor at will
  3. .. Improved Pact Weapon : hand crossbow +1 (spell focus)
  4. .. Eldritch Smite : add spell slot to add 5d8 force damage, knock target prone.
  5. .. Thirsting Blade : extra attack

Drow Combat / Pact of the Blade

Feats

Crossbow Expert

  • You ignore the loading quality of crossbows with which you are proficient.
  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
  • When you use the Attack action and attack with a one handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.

Elven Accuracy

  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Combat : init +4

attack options green flame blade, improved pact of blade weapon, spell slot added
Starshot options (constellations balance, flames or rogue) 3 charges / day

melee actions and options

Attack - Rapier +1: +9 (1d8+5) +2d8 / 2d8+4 fire dam
Bonus - Starshot hand x-bow +1: +9 (1d6+5) 5d8 force, knockdown. (heal 1d8+4 or 2d8 fire or invisibility), range (5')

or

Cast Action
-
Sword Burst (3d6 force dam), range (all foes 5'r), conjuration DEX 16 save
-
Shadow Blade (adv. dim light or darkness) +8 (4d8 psychic dam), Bonus to cast / Action to attack
-
-

ranged actions and options

Attack (extra attack)
1
- Starshot hand x-bow +1: +9 (1d6+5) 5d8 force, knockdown. (heal 1d8+4 or 2d8 fire or invisibility), range (30/120')
2 - Starshot hand x-bow +1: +9 (1d6+5) 5d8 force, knockdown. (heal 1d8+4 or 2d8 fire or invisibility), range (30/120')

or

Casting options @5th level spell
-
Mind Sliver (3d6 psychic dam) -1d4 next save (in round), range (60'), enchantment INT 16 save
-
Darkness (15'r magical darkness) on item or location, range (60'). Dispels light.

- Shadow Blade (adv. dim light or darkness) +8 (4d8 psychic dam), range (20/60'). Bonus to cast / Action to attack
- Ray of Enfeeblement
 +8 (reduces STR dam to half) range (60'), necromancy CON 16 save
- Elemental Bane (acid, cold, fire, thunder), lose resistance +2d6 dam of type selected when hit, range (90'), transmutation CON 16 save

or

Summoning options
- Spirit of Death (summons Death Spirit ally) range (60'), Concentration 1 hour
- Summon Aberration (summons Aberrant Spirit ally) range (90'), Concentration 1 hour

 


Pact of the Blade

  • Improved Pact Weapon : Starshot hand x-bow +1 (focus)
  • Eldritch Smite : add 1 spell slot (5th level) = 5d8 force damage, knock target prone.
  • Thirsting Blade : extra attack provides 2 attacks with the attack action

 


background story

 

Adventure Hook: Ezekiel's downfall to Hell was Pride... He was so sure of himself being the Chosen One of his Otherworldly Patron that it consumed his soul and left him vulnerable to agree to a pact with an Archdevil to gain even more power. His plan was to help release the Chained God... and Ezekiel sought the help of Asmodeus to do it. Dying prematurely was not part of the plan... neither was being sent to Hell for eternity... or was it ?

Zeek has been resurrected, opening his eyes from his burial shroud he knew it was the will of the Chained God... it was all part of his Destiny. Looking around at the strange wizards around him, Ezekiel did not know them. It seemed that they had a greater purpose, just like Ezekiel... and they had brought him back temporarily in order to retrieve his soul from Hell. Of course they did... he had much yet to do, but first he needed his soul back.

 

 

Character History:  >>>Taking off from the Personality section

Zeek was found near death after his escape from the Underdark by local farmers who took him to a cemetary thinking he was already dead. The death clergy of Myrkul realised it was not yet Zeek's time to die and let him live amongst them in the catacombs underground after he revived from his near mortal wounds. He struck up an unlikely friendship with the High Priest of Myrkul who gave him his ''human" name... Ezekiel. It was also here that Ezekiel or Zeek to his Death God friends was given his Skull Helm and obtained some long lost items left in the catacombs with the dead that rested there.

Zeek explored Waterdeep under the guise of a Priest of Myrkul, and set out to seek revenge on the Drow who had left him for dead. There were many to whom had similar ambitions to hunt his former enemy, and Zeek felt like it was his calling to destroy the Matriarchy of the Drow. He was after all the Chosen One, thats what the voices in his head told him. And for a time, Zeek seemed invincible as he fought against the Drow Priestesses with his friends from Waterdeep.

One of his 'friends' was a Devil binder, a very charismatic guy who was particularly effective at summoning nasty bearded devils and a Balrog to harass the Drow who dwelt near Waterdeep deep Underground. Zeek was impressed, and was convinced to make a deal with his 'friend' to seek infernal help in his own personal ambition to become more powerful... Asmodeus was going to help him free the Chained God to destroy Lolth and her priestesses that had control over the Drow ... and in return Zeek would let the Archdevil use his soul when required.

A dagger in the back by his 'friend' the Devil binder sealed the deal... and his soul was channelled directly into Hell... Was this part of the plan to free the Chained God... or had he been tricked by one of Lolth's allies ? Zeek felt conflicted as he was resurrected, either way he was sure 'He was the Chosen One'... HE would do what was required, he just needed his Soul back...

 

 

Warlock build

 

 

Heroic Stats - STR 8 DEX 18 CON 11 INT 9 WIS 12 CHA 18
roll 2 : (16, 15, 12, 11, 9 , 8)
racial : dex +2, cha +1
heroic build : Elven Accuracy Cha +1, Shadow Touched Cha +1

Drow
Sunlight sensitivity : Disadv attack, perception in direct sunlight
Drow Magic: Dancing lights, Faerie Fire, Darkness
Drow weapon training : rapiers,, shortswords, hand crossbows
Fey Ancestry: Adv on saves vs Charm, immune to magic sleep
Trance: Rest for 4 hours
Skills: Perception
Languages: Common, Elven
Heroic Feats: Elven Accuracy, Shadow Touched

 

Items

free - (very rare) Skull helm
free - (uncommon) Rapier +1

-- gp --
2500 - (rare) Starshot hand crossbow (3 charges / 1d3 per day)
1000 - (spell component) small silver hand mirror
0400 - (spell component) platinum inlaid vial
 

 

Background - Haunted One

Heart of Darkness
Skills: Arcana, Survival
Tools: none
languages: Deep Speech, Abyssal
feat: Crossbow Expert

 

Warlock 11 (prof +4)

Armor: light
Weapons: Simple
Tools: none
Saves: Wisdom, Charisma
Skills: Intimidation, Deception
level benefits

  1. Otherworldly patron
    - Awakened Mind (alien knowledge) telepathy 30'
    Pact magic - God of Chains
  2. Eldritch Invocations
    - Eldritch Mind
    - Armor of Shadows, (self) mage armor at will
  3. Pact Boon
    - Pact of the Blade
  4. ASI - Feat : Elven Accuracy
  5. ..
  6. Otherworldly patron
    - Entropic Ward (reaction) disadv on opponents attack, adv if missed attack
  7. ..
  8. ASI - Feat : Shadowtouched
  9. ..
  10. Otherworldly patron
    - Thought Shield (immune) to telepathy, (resistance) Psychic dam, opponent takes equal psychic dam.
  11. Mystic Arcanum
    - Tasha's Otherworldly Guise

 

Edited by DarkAngel (see edit history)
Name
Stats 1
11,15,14,8,9,9
repeat(drop(4d6,lowest),6) 1,1,4,6,1,3,6,6,3,3,5,6,1,2,2,4,1,2,3,4,1,2,3,4
Stats 1
12,8,15,9,11,16
repeat(drop(4d6,lowest),6) 2,3,4,5,1,1,3,4,3,5,5,5,1,1,2,6,1,3,3,5,1,5,5,6
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Spiritual Allies
may be summoned for 1 hour


 

spectre.png.ca6f0acf0684cc4cc690248acbdb0336.png

wonderful item
Skull helm

Spirit of Death .. Medium Undead, Neutral
senses darkvision 60', passive perception 13, (init +3) prof +4

AC : 15, HP : 40, Speed: 30', fly 30' hover, incorporeal movement
STR 16 (+3), DEX 16 (+3), CON 16 (+3), INT 16 (+3}, WIS 16 (+3), CHA 16 (+3)

immunities
damage necrotic, poison
condition charmed, exhaustion, frightened, paralyzed, poisoned


multi-attack
melee
Attack

  1. Reaping Scythe +8 adv. (1d8+7 necrotic dam)
  2. Reaping Scythe +8 adv. (1d8+7 necrotic dam)

bonus

  • Haunt Creature target 10' WIS DC 16
    frighten creature within 10', can sense direction and distance to target while it is on the same plane of existence.

ds.png.c10fd80374121066aeeba3ba50718467.png

spell component
platinum inlaid vialcontents
- pickled tentacle
- an eyeball
(400gp)

languages
Deep Speech

 

 

Spirit Slaad .. Medium Aberration, Chaotic Neutral
senses darkvision 60', passive perception 13, (init +0) prof +4

AC : 16, HP : 50, Speed: 30',
STR 16 (+3), DEX 10 (+3), CON 15 (+2), INT 16 (+3), WIS 10 (+0), CHA 6 (-2)

immunities
damage psychic
regeneration regains 5 hp / turn


multi-attack
melee
Attack (dam cannot be regained until Slaad's next turn)

  1. Claws +8 adv. (1d10+8 slashing dam)
  2. Claws +8 adv. (1d10+8 slashing dam)
  Spirit Beholderkin .. Medium Aberration, Chaotic Neutral

senses darkvision 60', passive perception 13, (init +0) prof +4
AC : 16, HP : 50, Speed: 30',
STR 16 (+3), DEX 10 (+3), CON 15 (+2), INT 16 (+3), WIS 10 (+0), CHA 6 (-2)

immunities
damage psychic

  Spirit Star Spawn .. Medium Aberration, Chaotic Neutral

senses darkvision 60', passive perception 13, (init +0) prof +4
AC : 16, HP : 50, Speed: 30',
STR 16 (+3), DEX 10 (+3), CON 15 (+2), INT 16 (+3), WIS 10 (+0), CHA 6 (-2)

immunities
damage psychic

 

 

 

 

   
   
   
   
   

 

 

 



 

Edited by DarkAngel (see edit history)
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S T A T B L O C K
Tashas Otherworldly GuiseArcanum 6th level Spell

- immune to dam from fire and poison
- immune to poisoned condition
- spectral wings appear on back... fly 40'
- bonus AC +2
- All weapon attacks are magical, can use Cha mod for attack and dam rolls
- Gain Extra attack (does not stack).


Zeek.jpeg.a5b55e1e20d784df3e9c8d49f93e3b45.jpeg

Sin ... Pride

Ezekiel, the Shadow Daemon [sheet] aka The Harbringer of Doom... truename ???
Shadow--touched Otherworldly Drow adult male cn Warlock 11... patron ???
stats STR 8 DEX 18 CON 11 INT 9 WIS 12 CHA 18... saves WIS +5, CHA +8... move 40', Fly 40'
supernatural immunities sleep, telepathy, fire, poison resistances cold, psychic, necrotic dam
force armor (AC 19, HP 58, temp 25) init +4, cond. entropic ward, eldritch mind, normal

passive init +4, perception 15, dark-vision 120' languages elf, drow, deep speech, abyssal, common.


Story text

'Thoughts'

'Speech'

Zeek's red glowing eyes pulsated with a malevolence that was seldom witnessed outside the company of the Matriarchy of the Drow caste system.

personality I don't run from evil. Evil runs from me.

ideals Freedom. I have a dark calling that puts me above the law.

bonds There’s evil in me, I can feel it. It must never be set free.

flaw I am a purveyor of doom and gloom who lives in a world without hope.

 


supernatural abilities - Tasha's Otherworldly Guise
gain Extra Attack, all weapon attacks are considered magical, use Cha mod for attack and dam

Spell-like abilities (used without expending any spell slots in addition to cantrips)
at will Armor of Shadows, Thought Shield, Telepathy 30'
1/short rest (1 hr) Entropic Ward | All Warlock Spell Slots regained (cast 3 slots @ 5th level)
1/long rest (4 hrs) Tasha's Otherworldly Guise, Darkness, Faerie Fire, False Life, invisibility
1/day Spirit of Death

 


skills
Athletics -1
Acrobatics +4
Sleight of Hand +4
Stealth +4
Arcana +3
History -1
Investigation -1
Nature -1
Religion -1
Animal Handling +1
Insight +1
Medicine +1
Perception +5
Survival +5
Deception +8
Intimidation +8
Performance +4
Persuasion +4


saves

STR -1
DEX +4
CON +0
INT -1
WIS +5
CHA +8


summoned spirit allies

Aberrations
.... Beholderkin
.... Slaadi
.... Star spawn

Undead
.... Spirit of Death



 

 

spells
Warlock Spells .. Cast +8, DC 16
drow, patron, shadow-touched, evocation

cantrips.. Eldritch Invocations (at will)
Dancing Lights .. con 1min create 4 glowing lights that can move
Mage Armor .. Armor of Shadows .. 8 hrs (Eldritch invocation) force armor base AC 13 + dex mod.
Telepathy .. 24 hrs (patron) 30' create telepathic link with willing creature.

Friends .. con 1min target 1 non hostile creature, gain Adv. on all Cha checks.
Green-Flame Blade .. instant Weapon has green flame, +2d8 fire dam to foe & 2d8+4 foe 5'
Mind Sliver .. 1 round 60' psychic energy attack, 3d6 psychic dam and -1d4 from next save.
Sword Burst .. instant circle of spectral blades affects 5'r foes, save or take 3d6 force dam.

Spells by level
1.. Faerie Fire .. con 1min  60' creature outlined in blue, green or violet light. Adv. attacks
1.. Armor of Agathys .. 1hr Gain 25 temp. HP... foes take = cold dam (who deal dam)
1.. Dissonant Whispers .. instant whisper to 1 creature 60', 7d6 psychic dam, must flee
1.. Tasha's Hideous Laughter .. con 1min creature 30' finds everything hilarious, incapacitated
1.. False Life .. 1hr ... gain 24 +1d4 temp. hit points

2.. Darkness .. con 10mins 15'r magical darkness on object or location -- dispels light
2.. Ray of Enfeeblement .. con 1min target deals 1/2 dam with Str based attacks
2.. Shadowblade .. con 1min creates shadow sword that deals 4d8+4 psychic dam
2.. Detect Thoughts .. con 1min detect surface thoughts -- probe deeper -- Int check ends
2.. Phantasmal Force .. con 1min craft real illusion that inflicts psychic dam
2.. Invisibility .. con 1hr affect up to 4 creatures until they attack or cast a spell

3.. Magic Circle .. 3hrs .. holds chosen creature type, protects others outside
3.. Incite Greed .. con 1min .. 30' all creatures charmed to caster
3.. Clairvoyance .. con 10mins
invisible sensor created to see or hear, can switch as an action.
3.. Sending .. 1round send a short message across planes of existence, target may respond.

4.. Banishment .. con 1min Sends 2 creatures to another plane of existence
4.. Elemental Bane .. con 1min (acid, cold, fire, thunder) No resist. +2d6 dam of type selected.
4.. Summon Aberration .. con 1hr Calls Beholderkin, Slaad or Star Spawn spirit ally.
4.. Dominate Beast .. con 10mins beguile (charm) a beast 60'. Control actions telepathically
4.. Evard's Black Tentacles .. con 1min Tentacles 20'. 3d6 bludgeoning dam, restraining

5.. Contact Other Plane .. 1min  contact a demi-god, may suffer 6d6 psychic dam / insane
5.. Planar Binding .. 24hrs (magic circle) celestial, elemental, fey or fiend is bound to service
5.. Scrying .. con 10mins  (silver mirror) see and hear creature on same plane, follow them
5.. Dominate Person .. con 1min beguile (charm) humanoid, telepathic control
5.. Telekinesis .. con 10mins  Can move creature (huge <) or object (1k lbs) each round

Arcanum
6.. Tasha's Outerworldly Guise .. con 1min Lower planes

-

 

 

 

 

 

 

 

Edited by DarkAngel (see edit history)
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