Chaotic Evil
Str: 25 +7
Dex: 19 +4
Con: 23 +6
Int: 25 +7
Wis: 17 +3
Cha: 21 +5
Prof Bonus: +7
AC: 25/25 (Crits don't work)
HP: 844
Speed: 30ft
Spell Attack: +14
Spell/Hemo DC: 22
Initiative: +11
Features:
6'1'' ft tall
230 pounds
Human
Drops:
Soul Shatter Blade
Soul Armor
ID card
Key to the Inner Palace
Damage Vulnerabilities: Force
Damage Resistances: Necrotic, Psychic, Slashing
Damage Immunities: Fire, Cold, Poison, Piercing
Condition Immunities: Poison, Exhaustion, Diseases, Incapacitated, Paralyzed, Frightened, Disarmed, Charmed
Saving throws: STR: +14, CON: +13, INT: +11, WIS: +10
Skills: Arcana: +11, Athletics: +14, History: +11, Intimidation: +12, Insight: +11
Senses: True Sight 60ft, Passive perception: 25
Languages: All
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack
Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Disarming Attack, Evasive Footwork, Feinting Attack, Goading Attack, Riposte, Menacing Attack, Parry, Precision Attack, Trip Attack
6 (1d12) superiority dice
Actions:
Multiattack: Can attack 4 times
Soul Shatter Blade: +14 to hit; 5ft; Magical 6d12+7 (+7 on second/fourth attack) slashing damage + 1d8 necrotic/psychic damage; if the weapon drops a creature down to 0 hp, the total damage done on an attack will become Temp HP
Spell slots: Wizard
Cantrips
1st lv: 4
2nd lv: 3
3rd lv: 3
4th lv: 3
5th lv: 3
6th lv: 2
7th lv: 2
8th lv: 1
9th lv: 1
Bonus Actions:
Battle Mage: Make a Cantrip-LV 3 spell
Inflict Wounds: +14 to hit; 5ft; 3d10 necrotic damage
Reaction:
Arcana Deflection: When you are hit with an attack or fail a saving throw, add +2 AC or +4 saving throws. Up to three creatures of your choice within 60 feet of you each take force damage equal to 10
Legendary action:
Razrez Dushi: Make a weapon attack. The attack damages the very essence of their soul, lowering their max hp by 8d12 until a long rest, or usage of a greater restoration or wish, stacks
Seele Bewahren: After killing someone, preserve their soul in the blade or armor; Blade: +1d12 force damage per soul, Armor: +20 HP regained
Special Action:
2/Action Surge
Arcana Recovery: Recover spell slots that equal up to 10
Durable Magic: While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws
3/Indomitable: Reroll a save and must take that new roll
Power Surge: Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge. Once per turn when you deal damage to a creature or object with a wizard spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals to 8
Second Wind: regain 2d10+20 hp
Legendary Resistance: 4/day
Attack: +11, DC: 18,
Transmutation circle:
Tiny
1; Free Action; 5 feet; 7 lbs.
Small
2: Bonus Action; 35 feet; 6 lbs.
Medium
4: Action; 70 feet; 60 lbs.
Large
6: Full Turn Action; 140 feet; 120 lbs.
Military:
Able to use any summon weapon spell at will
Summon siege weapons and cannons
Summon vehicles
Soul:
Harvest souls to make a Philosopher's Stone
Philosopher's Stone: spend 1 soul to regain 50hp