
Jyzzn
Jyzzn
Action
Weapon Attackd20+6/+7
- Twillight (Maul) 2d6+5(+1d8+7 R)
- Greataxe 1d12+4(+1d8+6 R)
- Javelin (30/120 ft.) 1d6+4(+1d8+6 R)
- Handaxe (20/60 ft.) 1d6+4(+1d8+6 R)
Breath Weapon
/LR
- Octarine Breath Weapon (15 ft.) DC 13 DEX save
- Dragon Fear (30 ft.) DC 11 WIS save
Coiling Grasp TattooDC 14 STR/DEX save
3d6 force damage, grappled. Reach is 15 ft. (3 Felder)
Pin down (from Grappler)d20+6
restrain a creature you are grappling (everyone gets advantage on attacks against it & you, you and it have disadvantage on attack rolls)
Contaminated Fury
Per contamination level ->+2d8 dmg
gain level of contamination, deal an extra 2d8 necrotic damage for each level
Reckless Attack
Advantage on demand
advantage on attack rolls, but attackers also have advantage against you. Use when you don't hit
Bonus Action
Rage
/LR
resistance to bludgeoning, piercing, and slashing damage. +2 damage. Advantage on Strength ability checks & saving throws
Reaction
Opportunity Attack
See Weapon Attack
Movement
Walking 30ft.
(6 Felder)
Long Jump
10ft.(2 Felder) run-up, 19ft. (3 Felder) jump
High Jump
10ft.(2 Felder) run-up, 7ft. (1 Felder) jump
Features
Psionic Mind
30ft. telepathy
Draconic Resistance
resistance to force damage
Noble Confidence
/SR
give 1d4 bonus to ability check, saving throw or attack roll to an ally (during a short rest)
Innured to Corruption
If a spell removes your contamination, the caster doesn't need material components. You don't gain exhaustion from getting rid of contamination
Grappler
advantage on attack rolls against creatures you are grappling
Octarine Breath Weapon
15ft. coneDEX save DC 13
You breathe a cone of prismatic rays. Each ray is a different color and has a different power and purpose. Roll a d6 for every target effected by the breath weapon to determine wich color ray effects it
d6 | effect |
---|---|
1 | The target takes 1d10 psychic damage on a failed save, or half as much damage on a success |
2 | The target takes 1d10 necrotic damage on a failed save, or half as much damage on a success |
3 | The target takes 1d10 force damage on a failed save, or half as much damage on a success |
4 | The target takes 1d10 radiant damage on a failed save, or half as much damage on a success |
5 | The target takes 1d10 thunder damage on a failed save, or half as much damage on a success |
6 | The target is struck by an additional ray. Roll on this table twice more. There’s no limit to how many additional rays can strike a single creature in this manner |
HP
/45
Temporary hit points
Hit dice
d12/LR
AC
15
Contamination
0
Initiative
+2