♛ Zeikiel ♛

Murdock

Info


Created
4 years, 3 months ago
Creator
Murdock
Favorites
4

Profile


Zeikiel

lvl 11
title The Frostborn Prince
world Fearûn
arc Descent into Avernus
birthday ???
designer magik_jack_art / Lavellyne
value $200
active? no

To gain everything and lose everything in the space of a moment.

That is the fate of all princes destined for the throne.

STR

13

+1

DEX

8

-1

CON

15

+2

INT

13

+1

WIS

10

+0

CHA

19

+4

class Conquest Paladin/Hexblade Warlock
background Noble
origin Scourge Aasimar
orientation Homosexual
gender Transmasculine
pronouns He/Him
alignment Lawful Evil
passive wis 10
inspiration No
voice Saint-14
AC

18

speed

30

initiative

-1

acrobatics -1
insight +0
performance +4
animal handling +4
intimidation +8
persuasion +8
arcana +1
investigation +1
religion +1
athletics +5
medicine +0
sleight of hand -1
deception +4
nature +1
stealth -1
history +5
perception +0
survival +0
current hp

88

maximum hp

88

temporary hp

0

saves

8/12

cp

0

sp

0

gp

148

pp

80

appearance

His appearance beneath his armor his a closely guarded secret. Zeikiel prefers that most people don't know what he looks like, becuase to some, his appearance can be rather distinctive.

He is from a very isolated culture of Aasimar, where his celestial heritage is burned into his skin in the form of ornate, glowing gold tattoos. The Aasimar of his kingdom earn these tattoos by communing with their ancestors via ritual when they are of age, and as they get older, more appear on their bodies. Some even grow to earn wings capable of flight, which are stored in tattoos on their back and can be summoned and stowed at will.

Zeikiel himself has long, dark brown hair streaked with white, and glowing gold eyes. He is quite tall, standing at around 6'5" and even taller in his armor, with broad shoulders and toned muscle build.

backstory

Zeikiel was once heir to a kingdom far to the north. However, after his brother, Erwiar, was born, that seemed entirely unlikely. Erwiar was the instant favorite in the family, and in their parents' eyes, could do no wrong, and Zeikiel was constantly blamed for when they got in trouble as children. Their parents firmly believed Zeikiel was born under a bad sign, and though didn't outwardly state it, he could tell they didn't think him fit to rule.

Embittered by their lack of trust and constant berating of needing to be more like his brother, Zeikiel left in a rage one night on his own mission to prove to them he was powerful. It was then that a terrible snowstorm rolled in, causing Zeikiel to become lost in the mountains encircling the kingdom. No one came looking for him.

His fury kept him alive through the storm, determined to make it through the pass, whereupon he discovered an ancient temple buried in ice and snow. Inside he discovered that, judging by the scorch marks and gouges in the stonework, that its previous occupants had been removed forcefully, and most of what was there had been thoroughly destroyed. Save for one thing, a silvered thurible with inlaid rubies and sharp spikes around its edges behind an altar. Picking it up, Zeikiel discovered quickly that it possessed immense magical properties, and that this temple had been devoted to Bane.

As a newly risen warlock, Zeikiel viewed his powers as a blessing from Bane himself, leaving his home as soon as the storm passed and seeking ultimate conquest for his new god. He vows to find a way to be able to vanquish a foe so entirely, even their spirit will die, wanting to turn that power on Erwiar and take his seat as rightful heir.

features & traits

divine sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 5 times per long rest.

lay on hands You have a pool of healing power that can restore 35 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.

divine smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total).

channel divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.

Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

aura of protection While you are conscious, you grant all friendly creatures (including you) within 10 ft. a +4 bonus to all saving throws.

aura of conquest While you are conscious, all frightened creatures within 10 ft. have their speed reduced to 0 and take 3 psychic damage if starting their turn in the aura.

hexblade's curse Once per short rest, as a bonus action, choose one creature you can see within 30 ft. to curse it for 1 minute (or until the target dies, you die, or you are incapacitated). Against the cursed target, you gain a +4 bonus to damage rolls, score a critical hit on a roll of 19 or 20, and you regain 8 HP if it dies.

hex warrior You gain proficiency with medium armor, shields, and martial weapons. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. With that weapon, you can use your CHA modifier for the attack and damage rolls until you finish your next long rest. You can also use your CHA modifier for the attack and damage rolls for any of your pact weapons if you have that feature.

eldritch invocations Agonizing Blast. When you cast eldritch blast, add +4 to the damage it deals on a hit.

Grasp of Hadar. Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to you.

pact boon: pact of the blade As an action, you can create a pact weapon in your hand (you choose the form, you're proficient with it, and it counts as magical). You can also transform a magic weapon into your pact weapon by performing a special ritual.

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.

planetouched wings At 5th level, you can remove both the Light Bearer trait plus the trait you receive at 3rd level (Radiant Soul, Radiant Consumption, Necrotic Shroud)—to sprout feathered wings which grant a fly speed of 30 ft.

treasure

infernal tack
A narzugon binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, stirrups, and spurs. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed. You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare from thin air; one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil.

rod of lordly might
This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.

Six Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.

If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword).

If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.

If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.

If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.

If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.

If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.

Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.

Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.

Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.

Numb A Killer's Confession
Suffocate Kayzo, Bad Omens
ECHO STARSET
BLACK SOUL Shinedown
Gravity Wage War
Composure Archer
age --
height 6'5"
weight 280 lbs.
eyes Gold
skin Tan
hair Dark Brown/White

level

0

Eldritch Blast Evocation
Frostbite Evocation
Mage Hand Conjuraiton
-- --
-- --

level

1

Armor of Agathys Abjuration
Arms of Hadar Conjuration
Cause Fear Enchantment
Command Enchantment
Detect Magic Divination

level

1

Prot. from Evil and Good
Shield Abjuration
Thunderous Smite Evocation
Wrathful Smite Evocation
-- --

level

2

Aid Abjuration
Blur Illusion
Hold Person Enchantment
Lesser Restoration Abjuration
Misty Step Conjuration

level

2

Spiritual Weapon Evocation
-- --
-- --
-- --
-- --

level

3

-- --
-- --
-- --
-- --
-- --

level

4

-- --
-- --
-- --
-- --
-- --

level

5

-- --
-- --
-- --
-- --
-- --

level

6

-- --
-- --
-- --
-- --
-- --

level

7

-- --
-- --
-- --
-- --
-- --

Dr. Oliver Shallard Cleric

Perhaps the only member of the party Zeikiel feels he can see eye-to-eye with. Dr. Oliver is a scholar who has earned his respect both in battle and out, and since their arrival in Avernus, the both of them have found themselves the most comfortable of the party there. While Oliver has been underhanded in some of his doings, Zeikiel is no stranger to this himself, and even respects his dealings. He also finds a great amusement in Oliver's dark sense of humor.

Utaan "Earthscriber" Fighter/Bard

Easily the most annoying of his party members. Utaan is loud, oafish, and has no idea when to shut his mouth. He dotes on almost anyone, including the archdevil Zariel, going on and on about how beautiful she is and how she can be redeemed. Zeikiel detests him. Yet Utaan is imposing, powerful. If it weren't for his irritating and ridiculous antics, he may have once held Zeikiel's respect. He does well as a fighter, that much Zeikiel can recognize, but outside of battle, he prefers not to interact.

Torgga Starbuck Fighter

Torgga is one that Zeikiel has no strong opinion on one way or the other. She's reasonable, and can hold her own in combat. She hasn't done anything outlandish to earn his ire, and has pulled off impressive feats in battle. That said, he has no strong feelings as to her fate. When confronted with a deal to procure something for the price of a soul, there was a moment he considered trading Torgga's, but he was able to work around it and let her live with an IOU to the broker.

Arizu Cleric/Wizard

Another party member Zeikiel has no strong feelings towards. Arizu is the typical wizard, overthinking things and making decesions take twice as long as they need to. He's capable in battle, but a coward, as most wizards are wont to do, sticking back and casting distraction spells rather than hitting as hard and as fast as possible. Of course, Zeikiel knows that in battle, a good defense is just as important, however, he would not be surprised if Arizu turned tail and ran if things got too rough.

Asteron Paladin/Bard

Asteron is someone who Zeikiel finds himself unfortunately entangled with. Asteron, at one point, displayed similar abilities as a warlock, and after their arrival in Avernus, they procured transport down the river Styx, only to be taken aside by the ferryman and his companion to find that their patrons had ties to one another. Asteron's patron being Charon, and Zeikiel's being Rhadamanthus. While Zeikiel was grateful to his patron, Asteron did not share the same sentiment, and rejected his pact. From that point on, Zeikiel began to look down on Asteron for spitting in the face of such a great gift of power, even more so than he already did for Asteron's oblivious and foolish antics prior.