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Theo Zylon

12 Level (0/120000 XP for level-up) Secret Identity Background Fallen Aasimar Race / Species / Heritage Chaotic Good Alignment
Enigma
Level 12
Hit Dice: 12/12
1d12+4 Class 1

STR
20
+5
DEX
12
+1
CON
18
+4
INT
19
+4
WIS
15
+2
CHA
20
+5
137
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
4 / 4
Dark Energy
+8 Expertise Bonus
+4 Proficiency Bonus
+9 Strength
+1 Dexterity
+8 Constitution
+4 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+4 Arcana INT
+5 Athletics STR
+9 Deception CHA
+8 History INT
+2 Insight WIS
+9 Intimidation CHA
+4 Investigation INT
skills
+2 Medicine WIS
+4 Nature INT
+6 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+4 Religion INT
+1 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Conjured Weapon +12 STR 1d10+3+5
Overwhelming Energy +9 STR 3d10+5 force
Energy Beam +9 STR 3d10+5 force
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Proficiencies



  • Armor: Medium armor and Heavy armor

  • Weapons: Enigma Crystal Weapon

  • Darkvision mode up to 120 feet


Languages



  • Common

  • Celestial

  • Abyssal

  • Infernal



Languages & Proficiencies
Chaotic Good

Personality Traits
Has a indirect Bond with all the other Enigmas, since is very faithful to his mission, also for his senior has high influence on him, desired or not.

Bonds
Theo has a high Ego, he believes he can beat anyone since they confirm otherwise, making a little fun on others capabilities.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

Chainmail

Armor (Heavy)

Varies

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.

Type AC STR Req. Stealth Dis.
Heavy 16 13 Yes

Cost: 75 GP
Weight: 55 lbs

The statblocks of your class features

Dark Energy Points

Enigmas draw from the Magic of the world however they cannot do so without a trade, they must spend energy in order to perform their abilities, they might regain this energy by use of specific abilities or by hiting succesfully with their summoned weapon attacks, each 2 attacks will regain 1 DE.

Enigma's Darkvision

Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 120 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.

Conjure Weapon

At 1st level, for 1 Dark Energy, you magically call your +1 weapon as a bonus action. The weapon remains until you die, or until dismissed as a bonus action. The weapon deals 1d10 slashing, piercing, or bludgeoning damage depending on the weapon type. The attacks with this weapon count as magical. At 5th level Conjure Weapon is a +2 weapon, 10th level Conjure Weapon is a +3 weapon, 15th level Conjure Weapon is a +4 weapon, and at 20th level Conjure Weapon is a +5 weapon.

Overwhelming Energy

At 1st level, you can use your action to make energy resonates in a free hand to engulf a creature you try to touch. Make an attack roll, on a hit the target takes 1d10 force damage and must make a DC constitution save or be stunned until the end of its next turn.

  • At 4th level you must spent 1 Dark Energy Point, then Overwhelming Energy does 2d10.
  • At 8th level Overwhelming Energy does 3d10.
  • At 14th level spending 2 Dark Energy Points Overwhelming Energy does 4d10.
  • At 17th level Overwhelming Energy does 5d10.
You can use this feature an amount equal to your charisma modifier. You regain all uses of this feature whenever you finish a short or long rest.
 

Flight (Enigma)

Level 2

Starting at 2nd level, for 1 Dark Energy Point you magically call your wings as a bonus action. The wings remain for 1 minute, until you die, or until dismissed as a bonus action. You can use your wings to fly. You gain a flying speed of 60 ft, and can hover. You can use your flight time all at once or in several shorter flights, If you are flying when the duration expires, you descend at a rate of 60 ft per round until you land. You regain 1 seconds of flying capability for every 1 minute your wings aren’t in use. Every level gained increases your flight time by 1 additional minute and at 20th level you can fly indefinitely.

Energy Beam

Level 3

Beginning at 3rd level, you can use your action and 1 Dark Energy Point to fire a sustained beam of immense energy from your open palm to any target within 100 ft. Make a ranged attack roll, on a hit the target takes 1d10 force damage and its movement speed is halved until the end of your next turn. On each of your turns, you can use your action and points to deal 1d10 force damage to the target automatically. The damage from this feature ends if you use your action to do anything else or the target has total cover. At 8th level Energy Beam does 2d10, 12th level Energy Beam does 3d10 for 2 DE points, and again at 17th level Energy Beam does 4d10. You can use this feature an amount equal to your charisma modifier. You regain all uses of this feature whenever you finish a short or long rest.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Aasimar (Fallen)

ability score increase: Cha +2, Str +1
age: Aasimar mature at the same rate as humans, but they can live up to 160 years.
alignment: Imbued with celestial power, most aasimar are good. Outcast aasimar are most often neutral or even evil.
Size: Medium
speed: 30 ft.
Languages: You can speak, read, and write Common and Celestial.
parent race: Aasimar
race features:
Darkvision. Blessed with a radiant soul, your vision can easily cut through darkness. 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.
  Celestial Resistance. You have resistance to necrotic damage and radiant damage.
  Healing Hands. As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
  Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it.
Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.
  Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.


You may roll for your character's height and weight on the Random Height and Weight table. The roll in the Height Modifier column adds a number (in inches) to the character's base height. To get a weight, multiply the number you rolled for height by the roll in the Weight Modifier column and add the result (in pounds) to the base weight.
Base Height Base Weight Height Modifier Weight Modifier
4'8" 110 lb. + 2d10 × ( 2d4 ) lb.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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

Forgery Kit

Tool

Common

This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents.   Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

Cost: 15 gp
Weight: 5 lbs

Disguise Kit

Tool

Common

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical Appearance.   Proficiency with this kit lets you add your Proficiency bonus to any Ability Checks you make to create a visual disguise.


Weight: 3 lbs


Created by

Kus.

Statblock Type

Character Sheet (latest)

Link/Embed