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Raniel

Raniel Medium Deathless, Chaotic Neutral 0 xp

  • Armor class 23 (Adamantine Half Plate +3)
  • Hit points 170 (15d8 + 90)
  • Speed 40ft
  • STR 10 (0)
  • DEX 22 (+6)
  • CON 22 (+6)
  • INT 16 (+3)
  • WIS 16 (+3)
  • CHA 22 (+6)

Save Throws: STR +3. DEX +9, CON +9. INT +6, WIS +11, CHA +14

Skills: Intimidation +11. Deception +11, Arcana +8, History +8., Slight of Hand +11

Damage Resistances: Necrotic, Radiant

Damage Immunities: Fire, Poison

Condition Immunities: Surprise, Crtical Hits, Charmed, Frightned, Disease, Poisoned, Exhaustion

Senses: Darkvision 60ft, Devil's Sight 120ft

Languages: Common, Infernal, Abyssal, Sibliant, Olmun, Elvish, Ignan, Dwarvish

Challenge: (0 xp)

Spellcasting. Raniel Is a 11th level warlock, 4th level Arch Lich Spellcaster. His Spellcasting ability is Charisma (Spellsave DC 21 +13t to hit with spell attacks).

Raniel can cast detect magic at will and has the following spells know/prepared:

Cantrips (at will): Eldritch Blast, Mage Hand, True Strike, Prestitigitation, Spare the dying

1st Level (4 Lich Slots +1 Soul Slot): Shield, Featherfall, Tasha's hideous laughter, Absorb Elements, Hellish Rebuke, Hex, Armor Of Agathys

2nd Level (3 Lich Slots +1 Soul Slot): See Invisibility

3rd Level (1 Soul Slot): Dispel Magic, Bestow Curse, Fireball, Remove Curse, Counterspell, Haste

4th Level (1 Soul Slot): Charm Monster, Dimension Door, Summon Greater Demon

5th Level (3 Warlock Slots +1 Soul Slot): Animate Objects, Steel Wind Strike, Modify Memory, Synaptic Static, Hold Monster, Vecna's Touch, Negative Energy Flood

6th Level (1 Soul Slot): Tenser's Transformation

Mystic Arcanium:
1/per day each: Soul Cage

Magic items:

Cape of the Mountback: Dimension Door (1 per day)

Cubic Gate: Gate/Planeshift (DC17) (3 per day)

Dust of Disappearance: Invisibility x30 per day

Potion of hill giant strength: Raises str to 21 for 1 hour (x20)

Potion of flying: Gives user a flying speed equal to walking speed for 1 hours (x5)

Boots of Elvenkind: Advantage on stealth checks.

Ragnarock: You can expend 2 of the rings Charges to cast dominate monster on a Fire Elemental.

- You are immune to fire damage.

- You can cast the following Spells from the ring, expending the necessary number of charges: Burning Hands (1 charge), Fireball (2 charges), and Wall of Fire (3 charges).

- You stabilize whenever you are dying at the start of Your Turn. In addition, on a short rest whenever you roll a Hit Die to regain Hit Points, double the number of Hit Points it restores.

Ruin: While holding this rod, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: animate dead (3rd to 5th level, 3 to 5 charges), banishment (4 charges), create undead (6 charges), enervation (5 charges), false life (1 charge), feign death (3 charges), gentle repose (2 charges), life transference (3rd to 5th level, 3 to 5 charges), revivify (3 charges), mass healing word (3 charges). When you cast a necromancy spell with a consumed gold cost component, you can expend charges from the rod to replace those components. Each charge spent this way replaces 100 gold worth of components. Similarly, the rod can replace any gold component for a necromancy spell that is not consumed, without expending any charges.

Lich's Grasp. While holding the rod, you gain a closer connection to the dead. Once per day you may cast Dominate Monster, targeting undead only. When cast this way you may epend a number of charges equal to the creature's CR to extend the duration of the spell by one hour, and remove the need for concentration. You can have up to five undead dominated this way at a time, as long as you have expended the charges for them.
Additionally, you learn a new way to create undead. By performing special ritual, lasting from dusk until dawn, you can transform a non-humanoid corpse into a skeleton or zombie under your command. You must also expend a number of charges or spell slots equal to the creature's original CR, and do not gain the benefits of a rest during this ritual. You can only have one of these special undead at your command at a given time.

Darklight:Protect the world from devastation... Once per day, when an ally within 60 feet of you is subject to an attack roll or saving throw against an effect that would deal damage, you can use your reaction to take their place, becoming the target of the attack or effect and swapping physical positions with them.

Unite all peoples within our nation... Once per day, you can give yourself or an ally a +5 bonus to a single Persuasion check.

Denounce the evils of truth and love... Once per day, when an ally within 60 feet of you is subject to a saving throw or ability check against an effect that would force them to tell the truth or charm them, you can use your reaction to take their place, becoming the target of the spell or effect and swapping physical positions.

Extend our reach to the stars above... Once per day, as part of an attack against a hostile creature, you can leap up to your movement speed into the air. You take falling damage as normal.

Blasts off at the speed of light... Your movement speed increases by 10 feet.

Surrender now, or prepare to fight... Once per day, you can give your self or an ally a +5 bonus to a single Intimidation check.

Light of Chaos: While lit, this hooded lantern burns for 1 minute on 1 pint of oil, water, blood, or mayonnaise, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. A hostile celestial, elemental, fey, or fiend must make a Charisma saving throw when it enters the light for the first time on a turn or ends its turn there, DC 10 for the area of dim light, DC 15 for the area of bright light. On a failure the creature suffers from disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight, until the end of its next turn. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. As an action, you can cast the banishment spell, DC 20 Charisma saving throw, on a creature within the lantern's light. If you maintain concentration on the spell for the entire minute the remaining fuel in the lantern is consumed. The Lantern cannot be used again this way for 24 hours.

Alert. Raniel Cannot be surprised, has an additional +5 to initiative and attacks made against him from hidden enemies do not have advantage.

Summon Phoenix. Raniel can take an action to summon a Phoenix, the Phoenix is under Raniel's command and has it's own initiative

Magic Resistance, Raniel has advantage on any saving throw from spells and other magical effects.

Agonizing Blast. When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.

Lifedrinker. When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier

Eldritch Sight. You can cast detect magic at will, without expending a spell slot.

Eldritch Smite. Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Warlock Spellcasting. Raniel recovers his 3 5th level warlock spell slots on a short rest.

Lich Slots. Raniel Recovers his 4 1st level spell slots, 3 2nd level spell slots, on a long rest.

Souls: Raniel has a pool of up to 20 soul points to use certain abilities, when Raniel drops a creature to 0hp he can use a bonus action to steal part of it's soul to gain 1 soul point.

Soul Slots. Raniel does not recover any spells made by soul slots but he can make 1 of each level of a spell level he can cast per long rest,with a maximum of 1 at a time by expanding 1 soul point per spell level.

Aura of Despair. Any hostile creature within 30ft of Raniel has disadvantage on Saving throws against the Frightened condition.

Actions

Frightening Gaze: When Raniel targets a creature with a spell attack he may expand 1 soul point per creature to target them with his Gaze, the target make a DC 21 wisdom saving throw or become frightened and if they are within 30ft of Raniel, they must use their action to dash on their turn. The creatures can make the saving throw at the end of their turn ending the effect on a success. If a creature succeeds the saving throw against Raniel's Frightening Gaze they are immune to it for the next 24 hours.

Thirsting Blade: Raniel Makes 2 Darklight attacks and after may make a Ruin attack as a bonus action.

Darklight. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d6 + 9) slashing damage, plus 7 (2d6) radiant damage + 6 necrotic damage.

Ruin. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.