Amelia Lutfi

Amelia Lutfi

Physical Description

General Physical Condition

Short, Agile, Lean

Body Features

Pale White skin

Identifying Characteristics

Has a giant scar on her back a single line going from her left shoulder to he right hip and a burn scar on her left cheek

Special abilities

Has the special Ability to kill things with pointy sticks

Apparel & Accessories

Tend to wear rather simple clothes (traveling clothes or just normal clothes she doesn't wear fancy stuff) when not adventuring otherwise she just wears her armor

Specialized Equipment

Magic items Amelia made/making
The Chain of the Master Series: Amelia's Revenge +2 Glaive - Legendary Artifact - 37,500 gp - Attunement (Fallen Aasimar)   ATTUNED   A long and wicked polearm, this glaive has been reforged with nearly perfect precision. Runes of prayer and adoration to The Dark Prince, written in celestial, shine faintly from under a veil of ash. This weapon grants power to those who promise. However, be it under Babylon, it is never wise to break such promises.   Once per short rest, you can increase an instance of necrotic damage dealt with your Necrotic Shroud racial ability by an amount equal to your character level plus ten.   The Devil’s Mark: You bind your life to that of another, be it to dominate, to command, or to destroy. As an action, choose a humanoid you can see within 30 feet of you to be marked with the holy symbol of Babylon. This symbol appears over their head and in your right palm, and is visible only to you, the target, and followers of Babylon. You always know the target’s location, but only while the two of you are on the same plane of existence. The target can’t become hidden from you. Your attack rolls against the target ignore half cover and three-quarters cover. Only one creature can be marked at a time. When you place this mark, choose one of the three Vows. A creature can only be under the effects of one Vow at a time. The mark lasts for 24 hours or until the chosen Vow is fulfilled. If the mark ends, but the Vow has not been fulfilled, you take 10d10 psychic damage. This damage cannot be reduced or prevented in any way. You can use this ability 4 times per day, regaining all uses at dawn.   Vow of Tyranny: Your Vow is that of a tyrant. You seek to abjure, limit, and oppress those who dare stand against you. If the target would gain advantage on an attack roll, they lose that advantage, and you gain advantage on your next attack roll before the end of your next turn. When this Vow is chosen, the target must succeed on a DC 17 Wisdom saving throw or be stunned for one minute. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success. You must concentrate on this ability as if concentrating on a spell. This Vow is fulfilled when the target is reduced to zero hit points (lethally or non-lethally).   Vow of Order: Your Vow demands order from the Marked, for they are the impudent and you are the one who mandates. When this Vow is chosen, the target must succeed on a DC 17 Wisdom saving throw or be charmed by you. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While charmed in this way, at the end of your turn you must order the creature to do one of the following on its turn: Move, Action, or Bonus Action. If the creature attempts to do something you did not Order it to do, they must succeed on a DC 17 Wisdom saving throw or take 4d6 psychic damage. This Vow is fulfilled when the target falls unconscious or doesn’t betray your order for 1 minute.   Vow of War: Your Vow is that of destruction. Only through blood may this Vow be fulfilled. Your attacks against the target deal an additional 3d6 Necrotic damage. When this Vow is chosen, the target must succeed on a DC 17 Wisdom saving throw or be frightened of you. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success. This Vow is fulfilled when the target dies.   Signed in Blood: When you hit a creature marked with The Devil’s Mark with a melee weapon attack, you gain a charge of this ability, up to a maximum of eleven charges. As an action, you can consume any number of charges to regain 1d4 hit points per charge consumed. Charges dissipate once the mark ends.   Blood Oaths: You can cast Geas once per long rest (DC 17). Additionally, once per day, you can imbue a written contract with the power of Geas. Any who willingly sign the contract with their own blood are magically bound to its terms, taking 5d10 psychic damage once per day if they violate the terms of the contract. The ability to create contracts and the damage infliction on the oathbreaker refresh at dawn. The terms of the contract are magically enforced in this way for 30 days.   [Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1, Special Crafter]   The Stopped Clock Series: Armor of the Fallen   +1 Full plate – Attunement: Fallen or Protector Aasimar, Death Domain Cleric   Where once this armor held within it the musky smell of death, there is now a timeless look and feel to it. The stained black has been diluted with soft grays and blues, the poisonous green crest that was once bright and proud upon the breastplate has been muted to more of a forest green, encircled by gnomish runes of respect to Raquel for her eternal work, and timeless task. This was once an armor of death, the only evidence of those that fell, it is now proof that even the fallen can arise once more, for Time heals all wounds.   You can add you Charisma modifier to damage dealt by your Radiant Soul or Necrotic Shroud ability and your Channel Divinity: Touch of Death.   In Time Poison Grows Weak: You gain immunity to poison damage.   Borne of the Sky, Molded by Time on Earth: You can use a reaction when you land after falling more than 20 feet to suffer one level of exhaustion and reduce all falling damage that you would take for landing to 0. You can do this three times per short or long rest.   Strength of Will: You can add your Charisma modifier to saving throws made against magical effects. This does not stack with a Paladin’s Aura of Protection. If you would make a Wisdom saving throw against a fear effect, you can choose to reroll the saving throw, before knowing the result of the previous roll. If you do so you must take the new roll. You can do this twice per short rest.   Time Heals All Wounds: When an ally is blinded, charmed, deafened, frightened, paralyzed, poisoned, stunned, or inflicted with a disease by a hostile creature, as a reaction you can half the duration of the effect and restore 2d6 hit points to the target. An effect without a duration is given a duration of 1 hour, and if the effect's duration is until the end of the target's next turn or sooner, it is reduced to the start of the target's next turn, unless its duration would expire before that. This ability has three uses, which refresh on a long rest. [Enhancement, Enchantment, Adornment, Special Crafter]   Blade of the Shattered Sun - Major Rare - Attunement   +1 longsword   Brilliance Of The Sun - Once per long rest you may raise the Blade Of The Shattered Sun into the air and releasing a blinding light. All enemies within 30ft must make a DC 14 Con Saving throw. On failure they are blinded until the end of your next turn.   Hunger Of Darkness - While Brilliance Of The Sun has been expended, the Blade Of The Shattered Sun deals an additional 1d4 necrotic damage per hit.   Amulet of the Fallen Angel   Amulet – Minor Very Rare - Attunement   An eccentric and finely crafted chained amulet with a custom made Babylonian holy symbol centerpiece.   Your Constitution score increases by 2, to a maximum equal to your Constitution ability score cap.   Your class and racial features that would deal necrotic damage deal an additional 1d6 necrotic damage.   Blood Frenzy. Whenever you would deal the finishing blow to an enemy creature, you heal for 1d4 hit points. Additionally, whenever you deal the finishing blow to an enemy creature you gain a stack of Frenzy. Your weapon attacks deal an additional 1 necrotic damage for each stack of Frenzy you have, to a maximum of 5. You can only gain stacks of Frenzy in combat and all stacks are lost when combat ends.   (Base Material, Adornment, Enchantment, Special Crafter)

Shroud of Bittersweet Mercy   Cloak (Wondrous) – Minor Legendary – Deadly Attunement: Fallen Aasimar   ATUNNED   Flowing like water, this shroud casts shades across its wearer based on their mood; light grey at peace to pitch black during strife. When the wind blows fierce, astute onlookers can make out small feathers ruffling in it.   If something would cause you to unattune from this item, your life is instantly and painlessly quenched. Your essence fades across the shroud like a ripple before moving on to the afterlife.   Your Strength score increases by 4, to a maximum equal to your ability score cap.   Angel of Death. Your Necrotic Shroud racial ability has be augmented in the following ways:
• You manifest wings made from dark, grey feathers.
• When you transform, you can choose a number of affected creatures equal to your Charisma modifier (minimum of 1). The chosen creatures are not frightened by your transformation, and instead are immune to being frightened until the end of your next turn.
• While transformed, you have a flying speed of 30 feet.
• While transformed, you reduce any bludgeoning, piercing, and slashing damage you take by 2.
• You can use this ability twice. You regain all expended uses on a short or long rest.
  [Base Material, Adornment, Enhancement, Enchantment, Special Crafter]
  Other magic items
Scorching Sands Greataxe   Attunement   +1 Greataxe   Whenever you hit an attack with this weapon, all enemies within 5 feet of the target take 1d8 slashing damage. You can use your bonus action to make a special kind of dash. If you dash in this way, you turn into sand and move in a straight line through the air like a sweeping storm. This movement does not provoke opportunity attacks, and you can move through other creatures’ spaces, including hostile creatures, without spending extra movement. However, you are still limited by all other aspects of your movement, and you must end the dash in a legal space that is within 5 feet of a hostile creature. If you possess the Charger feat, and if you immediately make a melee attack with this weapon after using this ability, you gain a +5 bonus to the attack’s damage roll.

  Icewind Cloak Wondrous Cloak - Artifact (Arcadum Item) Attunement: Worthy 3   ATTUNED   The wearer of this cloak is immune to cold damage and ignores the first 3 levels of exhaustion it would normally take.   The wearer of this cloak may transform into a huge polar bear at will. But only once per combat. This other wise functions as the wild shape ability from the druid class.   The wearer of this cloak may transform into a giant bat at will. But only once per combat. This other wise functions as the wild shape ability from the druid class.   A constant icy wind surrounds the wearer granting a +3 to AC.

Mental characteristics

Personal history

Amelia grew up in an orphanage in Orde   She ran away from the Orphanage when she was 16

Sexuality

Bi-Sexual

Education

Basic School Education

Employment

Chaptermaster of the Crowsworn

Accomplishments & Achievements

Helped the Emepror of the Iitanas Imperium settle in the Badlands   Cleared the Starcaller's Observatory in the Library of Kacael   Cleared the Tower of Greed and the Tower of Wrath in the Cathedral of Sin   Cleared the way to Dsangirs Lair in the Red Road   Help kill Dsangir

Failures & Embarrassments

Amelia considers her wife dying to be a failure of protecting her   She also considers The Starlight tower a failure to herself

Mental Trauma

Phobia of deep waters like the oceans

Intellectual Characteristics

Artistic

Morality & Philosophy

Keeps promises till the end, she normally doesn't care about people unless they earned her trust. Anyone who betrays her will likely meet an unfortunate end

Taboos

Breaking of Oaths and promises

Personality Characteristics

Motivation

Protecting her Friends and Family

Savvies & Ineptitudes

Good Artist and plays the piano really well

Likes & Dislikes

Likes Reading, Drawing, Travelling and spending time with her family   Dislikes liars, people who break oaths, Deep water

Virtues & Personality perks

Protective, Takes oaths and promises seriously,

Vices & Personality flaws

There is NOTHING she won't do to protect anyone close to her. She is ruthless and merciless to her enemy's. Can be really impatient and quick to anger.

Hygiene

She likes to keep things neat and tidy including herself

Social

Contacts & Relations

Friends with Freya in the Grasping Hand, Zob of the Night guard and many of the Bards College and some World wanderers members

Family Ties

Has a Husband (Lanzu Lutfi) and a Daughter (Ellie Lutfi)

Religious Views

Devout to Babylon but also pays respect to Tilt, Raquel and Iass and after joining Crowsworn has some respect for Vavren

Social Aptitude

Rather quiet most of the time

Hobbies & Pets

Has a pet bearded lizard named Florence   Loves to read and do art

Speech

Ordean accent with a little of Celestial mixed in

Wealth & Financial state

Amelia only spends money on her family and the protection of it otherwise she has no other use of it
Alignment
Lawful Neutral
Age
37
Date of Birth
Azen 15th, 1167
Birthplace
Orde, Crestfall
Children
Current Residence
Bard's College, Krazax
Gender
Female
Eyes
Grey Blue
Hair
Wavy and short, Jet Black
Skin Tone/Pigmentation
Pale white
Height
5'3''
Weight
127lbs
Known Languages
Common (Wastes), Celestial (Aedan), Elvish (Imperium), Draconic (Fang), Gnomish (Simple)

Amelia Lutfi

Fallen Aasimar Race
Badlands, Woeful Warrior Origin
Fighter (Battlemaster) 12 Class & Level
Lawful Neutral Alignment
Babylon Deity
Crowsworn Faction
Chapter Master (Crow-Captain) Rank/Position
12 Loyalty
Company

Strength 20
+5
Dexterity 10
+0
constitution 17
+3
intelligence 11
+0
wisdom 10
+0
charisma 16
+3
Total Hit Dice 10
Hit Die
1d10+3
+4 proficiency bonus
+11 Strength
+2 Dexterity
+9 Constitution
+2 Intelligence
+2 Wisdom
+5 Charisma
saving throws
+0 Acrobatics
+0 Animal Handling
+0 Arcana
+9 Athletics
+4 Deception
+0 History
+0 Insight
+7 Intimidation
+0 Investigation
+0 Martial
+0 Medicine
+0 Nature
+0 Perception
+7 Performance
+7 Persuasion
+0 Religion
+0 Sleight of Hands
+0 Stealth
+0 Survival
skills

 
66
MV
4
Prestige
3
Attunement Slots
23
Armor Class
155
Hit Points
+0
Initiative
30
Speed
WeaponAttackDamageSpecial
Chain of the Master Series: Amelia’s Revenge 1d20+8 1d10+5 Fallen Aasimar Attunement
Scorching Sands Greataxe 1d20+7 1d12+4 Attunement
+1 Longsword 1d20+7 1d8+4 Versatile ( 1d10+4 )
Silvered Longsword 1d20+6 1d8+3 Versatile ( 1d10+3 )
Pike 1d20+6 1d10+3
Attacks
Tools - Jeweler’s tools, Painter's supplies, Smith's Tools, Cartographer’s tools, Navigator’s tools, Mason’s tools

Instruments - Piano, Viol


Proficiences
I'm no nerd spellcaster KEKL
Spellcasting
Potions


Oil of Slipperiness x3

Oil of Etherealness x1

Potion of invulnerability x1

Supreme potion of healing x2

Elixer of Health x2



Items
Explorer's Pack

3x Antitoxin

Scroll of shield of faith

Trumpet

Traveler's Clothes

Amulet (Holy Symbol) - Babylon

Masterwork Smith's Tools

Smith's Tools

Healer's Kit

6x Javelin

Very Fancy hat

The sleep anywhere pillow (15con to use)

Potion bandolieer

Spellscroll bandolieer

Scroll of Healing word

Scroll of Haste

Elaina's gift (Bracelet)

Lanzu's wood carving to Amelia

A New Beginning (Ring made by Lanzu)

Spin top (dc 10 Charm)

Bear plushie (tiny)

Color Changing Wig

Feathered Cap

Stuffed Necromancer

Disguise Kit

Wand of Happiness

Wand of Sadness

Pumpkin Backpack

Fine Clothes

Malice Poison

Commemorative Bard's College Token (Phase 2 - Heart) "11" Quality - Normal

Tamed Bearded Dragon


Current Tokens - 120

Dsangir Scales - 2

Gold - 4824 GP

Special Crafters


KEKW


Special Method




Crafting Mats
Fucking kekw



Magic Items on person


Icewind Cloak
ATTUNED
Cloak

Attunement

Worthy 3

The wearer of this cloak is immune to cold damage and ignores the first 3 levels of exhaustion it would normally take.

The wearer of this cloak may transform into a huge polar bear at will. But only once per combat. This other wise functions as the wild shape ability from the druid class.

The wearer of this cloak may transform into a giant bat at will. But only once per combat. This other wise functions as the wild shape ability from the druid class.

A constant icy wind surrounds the wearer granting a +3 to AC.


The Chain of the Master Series: Amelia's Revenge
+2 Glaive - Legendary Artifact - 37,500 gp (8640/31,500 gp upgrade, 24/88 days) - Attunement (Fallen Aasimar)

BEING UPGRADED

A long and wicked polearm, this glaive has been reforged with nearly perfect precision. Runes of prayer and adoration to The Dark Prince, written in celestial, shine faintly from under a veil of ash. This weapon grants power to those who promise. However, be it under Babylon, it is never wise to break such promises.

Once per short rest, you can increase an instance of necrotic damage dealt with your Necrotic Shroud racial ability by an amount equal to your character level plus ten.

The Devil’s Mark: You bind your life to that of another, be it to dominate, to command, or to destroy. As an action, choose a humanoid you can see within 30 feet of you to be marked with the holy symbol of Babylon. This symbol appears over their head and in your right palm, and is visible only to you, the target, and followers of Babylon. You always know the target’s location, but only while the two of you are on the same plane of existence. The target can’t become hidden from you. Your attack rolls against the target ignore half cover and three-quarters cover. Only one creature can be marked at a time. When you place this mark, choose one of the three Vows. A creature can only be under the effects of one Vow at a time. The mark lasts for 24 hours or until the chosen Vow is fulfilled. If the mark ends, but the Vow has not been fulfilled, you take 10d10 psychic damage. This damage cannot be reduced or prevented in any way. You can use this ability 4 times per day, regaining all uses at dawn.

Vow of Tyranny: Your Vow is that of a tyrant. You seek to abjure, limit, and oppress those who dare stand against you. If the target would gain advantage on an attack roll, they lose that advantage, and you gain advantage on your next attack roll before the end of your next turn. When this Vow is chosen, the target must succeed on a DC 17 Wisdom saving throw or be stunned for one minute. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success. You must concentrate on this ability as if concentrating on a spell. This Vow is fulfilled when the target is reduced to zero hit points (lethally or non-lethally).

Vow of Order: Your Vow demands order from the Marked, for they are the impudent and you are the one who mandates. When this Vow is chosen, the target must succeed on a DC 17 Wisdom saving throw or be charmed by you. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. While charmed in this way, at the end of your turn you must order the creature to do one of the following on its turn: Move, Action, or Bonus Action. If the creature attempts to do something you did not Order it to do, they must succeed on a DC 17 Wisdom saving throw or take 4d6 psychic damage. This Vow is fulfilled when the target falls unconscious or doesn’t betray your order for 1 minute.

Vow of War: Your Vow is that of destruction. Only through blood may this Vow be fulfilled. Your attacks against the target deal an additional 3d6 Necrotic damage. When this Vow is chosen, the target must succeed on a DC 17 Wisdom saving throw or be frightened of you. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a success. This Vow is fulfilled when the target dies.

Signed in Blood: When you hit a creature marked with The Devil’s Mark with a melee weapon attack, you gain a charge of this ability, up to a maximum of eleven charges. As an action, you can consume any number of charges to regain 1d4 hit points per charge consumed. Charges dissipate once the mark ends.

Blood Oaths: You can cast Geas once per long rest (DC 17). Additionally, once per day, you can imbue a written contract with the power of Geas. Any who willingly sign the contract with their own blood are magically bound to its terms, taking 5d10 psychic damage once per day if they violate the terms of the contract. The ability to create contracts and the damage infliction on the oathbreaker refresh at dawn. The terms of the contract are magically enforced in this way for 30 days.

[Base Material, Adornment, Enhancement, Enchantment, Spell Invocation x1, Special Crafter]

Amulet of the Fallen Angel

Amulet – Minor Very Rare - Attunement

An eccentric and finely crafted chained amulet with a custom made Babylonian holy symbol centerpiece.

Your Constitution score increases by 2, to a maximum equal to your Constitution ability score cap.

Your class and racial features that would deal necrotic damage deal an additional 1d6 necrotic damage.

Blood Frenzy. Whenever you would deal the finishing blow to an enemy creature, you heal for 1d4 hit points. Additionally, whenever you deal the finishing blow to an enemy creature you gain a stack of Frenzy. Your weapon attacks deal an additional 1 necrotic damage for each stack of Frenzy you have, to a maximum of 5. You can only gain stacks of Frenzy in combat and all stacks are lost when combat ends.

(Base Material, Adornment, Enchantment, Special Crafter)


Blade of the Shattered Sun

Major Rare - Attunement

+1 longsword

Brilliance Of The Sun - Once per long rest you may raise the Blade Of The Shattered Sun into the air and releasing a blinding light. All enemies within 30ft must make a DC 14 Con Saving throw. On failure they are blinded until the end of your next turn.

Hunger Of Darkness - While Brilliance Of The Sun has been expended, the Blade Of The Shattered Sun deals an additional 1d4 necrotic damage per hit.


Scorching Sands Greataxe

Attunement

+1 Greataxe

Whenever you hit an attack with this weapon, all enemies within 5 feet of the target take 1d8 slashing damage. You can use your bonus action to make a special kind of dash. If you dash in this way, you turn into sand and move in a straight line through the air like a sweeping storm. This movement does not provoke opportunity attacks, and you can move through other creatures’ spaces, including hostile creatures, without spending extra movement. However, you are still limited by all other aspects of your movement, and you must end the dash in a legal space that is within 5 feet of a hostile creature. If you possess the Charger feat, and if you immediately make a melee attack with this weapon after using this ability, you gain a +5 bonus to the attack’s damage roll.

The Stopped Clock Series: Armor of the Fallen
ATTUNED
+1 Full plate – Attunement: Fallen or Protector Aasimar, Death Domain Cleric

Where once this armor held within it the musky smell of death, there is now a timeless look and feel to it. The stained black has been diluted with soft grays and blues, the poisonous green crest that was once bright and proud upon the breastplate has been muted to more of a forest green, encircled by gnomish runes of respect to Raquel for her eternal work, and timeless task. This was once an armor of death, the only evidence of those that fell, it is now proof that even the fallen can arise once more, for Time heals all wounds.

You can add you Charisma modifier to damage dealt by your Radiant Soul or Necrotic Shroud ability and your Channel Divinity: Touch of Death.

In Time Poison Grows Weak: You gain immunity to poison damage.

Borne of the Sky, Molded by Time on Earth: You can use a reaction when you land after falling more than 20 feet to suffer one level of exhaustion and reduce all falling damage that you would take for landing to 0. You can do this three times per short or long rest.

Strength of Will: You can add your Charisma modifier to saving throws made against magical effects. This does not stack with a Paladin’s Aura of Protection. If you would make a Wisdom saving throw against a fear effect, you can choose to reroll the saving throw, before knowing the result of the previous roll. If you do so you must take the new roll. You can do this twice per short rest.

Time Heals All Wounds: When an ally is blinded, charmed, deafened, frightened, paralyzed, poisoned, stunned, or inflicted with a disease by a hostile creature, as a reaction you can half the duration of the effect and restore 2d6 hit points to the target. An effect without a duration is given a duration of 1 hour, and if the effect's duration is until the end of the target's next turn or sooner, it is reduced to the start of the target's next turn, unless its duration would expire before that. This ability has three uses, which refresh on a long rest.

Signet of the Dancing Masters

Ring

Battle Master Archetype Attunement

This signet ring marks one as an elite elven warrior and a commander of men.

While attuned to and wearing this ring, your hit point maximum is increased by 5. Additionally, you can learn an additional maneuver and gain one additional Superiority die per long rest. If you are an elf, you instead gain two additional Superiority die per long rest.

If you know the Imperial Dance fighting style, the AC you can gain from it is instead up to a maximum of +4.

Shroud of Bittersweet Mercy
ATTUNED
Cloak (Wondrous) – Minor Legendary – Deadly Attunement: Fallen Aasimar

Flowing like water, this shroud casts shades across its wearer base on their mood; light grey at peace to pitch black during strife. When the wind blows fierce, astute onlookers can make out small feathers ruffling in it.

If something would cause you to unattune from this item, your life is instantly and painlessly quenched. Your essence fades across the shroud like a ripple before moving on to the afterlife.

Your Strength score increases by 4, to a maximum equal to your ability score cap.

Angel of Death. Your Necrotic Shroud racial ability has be augmented in the following ways:
• You manifest wings made from dark, grey feathers.
• When you transform, you can choose a number of affected creatures equal to your Charisma modifier (minimum of 1). The chosen creatures are not
frightened by your transformation, and instead are immune to being frightened until the end of your next turn.
• While transformed, you have a flying speed of 30 feet.
• While transformed, you reduce any bludgeoning, piercing, and slashing damage you take by 2.
• You can use this ability twice. You regain all expended uses on a short or long rest.

[Base Material, Adornment, Enhancement, Enchantment, Special Crafter]

Iron Crown - This crowned helm provides a protection like that of a shield, providing a +1 bonus to AC (this does not stack with a shield).

Equipment
Crowsworn
Faction
Madman
Stat Array
Fallen Aasimar Racials
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 each 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.

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.

Darkvision 60ft


Origin Stuff
Badlands - +2 to Saving throws and +10 HP

Woeful Warrior - Whenever you kill an enemy, you are healed for a number of hitpoints equal to the killed enemy's Constitution modifier (minimum one).


Faction Stuff
Attribute Cap Increase - (Dexterity +2, Charisma +4 and Intelligence +2; This boosts the maximum of an ability score but not the score itself.)

Crowsworn Loyalty Bonus
  • Loyalty 2 Benefit: Krähewyrm’s Plumage
  • Cloak of the Crow: Once per combat, as a bonus action, you surround yourself with phantasmal feathers for a number of rounds equal to your proficiency modifier. When a creature makes a melee attack on you, they take piercing or slashing damage afterwards equal to your proficiency bonus. This happens if they hit OR miss.

  • Loyalty 5 Benefit: Gift of the Dragon Crow You have fully unlocked the power bestowed upon your people by the Krähewyrm, and can unleash it upon your foes. As you move, feathers the color of the deepest abyss sometimes get left in your wake. Your shadow appears as if you have great, feathery wings, even if you have none. You may choose one of the following benefits. Once selected, the chosen benefit cannot be changed. These abilities can be used once per long rest.
  • -Breath of the Darkest Night: You can use your action to sprout enormous wings of darkest black and gain a fly speed of 30 feet for one minute. As an action on one of your turns while you have this fly speed, you can expel a burst of black, razor sharp feathers in either a 30 foot radius centered on you or a 50 foot cone emanating from you.. All within the area must make a Constitution saving throw (DC 15). On a failure, a target suffers 8d6 necrotic damage and is blinded until the end of their next turn. On a success, they take half damage and are not blinded. Using this attack removes your fly speed, and ends the ability.


    Feats & ASI's
    ASI - +2 CON

    Tough - 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.

    Polearm Mastery

    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.

    Sentinel

    - 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.


    Fighter
    Great Weapon Fighting - When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

    Second Wind - At first level, 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.

    Action Surge - on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again

    Extra Attack - 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.


    Battlemaster
    Superiority Dice - You start with four superiority dice, which are d8s, and you expend one whenever you use a maneuver. You regain them all when you finish a short or long rest.

    Distracting strike - When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

    Precision Strike - When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

    Commander's Strike - When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll.

    Riposte - When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

    Feinting Attack - You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. Until the end of the turn, you have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack's damage roll.

    Disarming Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

    Trip Attack - When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

    Know Your Enemy - Starting at 7th level, if you spend 1 minute observing or interacting with another creature outside of combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice: Strength score Dexterity score Constitution score Armor Class Current hit points Total class levels (if any) Fighter class levels (if any)

    Class/Racial Features & Traits

    Comments

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    Apr 8, 2019 23:05

    Best edgy wife. :)