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Being of Otherwordly Composition: You are Permanently under the effect of the spell Otherwordly-Guise (Lower Planes). You are also a being made of the energy of death and destruction, as you are connected to the material, astral, and ethereal parts of your existence and others. You are able to attack and effect creatures, objects, and structures no matter the plane of existence they are on, as your attacks pierces through the astral and ethereal planes. You gain a +2 to your charisma score and your necrotic and radiant immunity cannot be bypassed. You do not age, are immortal by age, and don’t require air, food, or water to live. With some added benefits:

  • Your dehdaz scythe autohits, but is still capable of an critical hit and ignores critical hit immunity.
  • A Dark aura around you appear at all times that extends darkness upto 30ft around you and an additional dim light upto an additional 30ft around you. You can choose to turn off this aura at will.
  • Your saving throws numbers all are equal to your Charisma Saving Throw Numbers after all bonuses.
  • You grows a set of dark feather and raven sharp wings of color as dark as an infinite void that absorbs all light. You gains a flying speed equal to Double his walking speed and he gains the ability to hover.
  • You Gain resistance to nonmagical and magical bludgeoning, piercing, and slashing damage.
  • You gain full damage absorption to necrotic, radiant, psychic, and force
  • You can change your dehdaz Damage to any damage in this table; Force, Radiant, Necrotic, Psychic, Magical Bludgeoning, Magical Piercing, Or Magical Slashing.
  • Dehdaz’s Scythe of Disaster ability’s range is now 100 feet.
  • Your Dehdaz is soul bound to to you no matter what, and is on your person at all times or atleast within 300ft of you, no matter what happens, not even a Wish spell can change that.
  • You deal maximum necrotic damage and ignore immunity and resistance to necrotic damage as it is reduced to neutral to necrotic

Death’s Eye: You can feel the presence and location of every being in his Sisuran’s Sandstorm, and in darkness (darkness range would equal the darkness’s area, at night the darkness range would equal as far as the darkness’s stretch into the night), no matter how powerful or weak. Nothing short of a wish spell or a exceptionally powerful Godboon can block this ability. This ability can be block by any dim or bright lighted object or area that impedes upon your darkness.

The Names Have Power: You Attends by many names, but only one is your true name. When a creature speaks your true name, You immediately know the plane of origin of that creature and a location of 5 miles radius where it is.

Stop. Going. Into. The. Ethereal. Cheater! — Zionroe Phoenixbeam

 Etherealness/Incorporealness: You Can enter the ethereal or astral plane from the material plane, or vice versa. You are visible on the material plane while you are in the border ethereal/astral, and vice versa, you can’t affect or be affected by anything in the other planes. Unless with dehdaz itself. You can choose too move through other creatures and objects as if they were normal terrain. You heal 11 (2d10) force damage if you end your turn inside an object. You can also see 1 mile into the material plane and in the ethereal or astral plane while in all three planes (somehow), neither, or one of the three planes.

Between the Aether: You strike dehdaz into the ground, causing a 1 mile radius earthquake that summons dark smoke that fills a 500ft high, 500ft radius sphere. Any allies within this sphere upon dying or death is able to continue fighting, moving, and doing as they wish for an amount of rounds equal to your half  charisma modifier (rounded down) , they die immediately after these rounds if they are not healed and or stabilized. All creatures that die in this smoke is protected by you and have their souls become indestructible to soul destruction or soul-lingering conditions and or effects.

Death’s Step: When you uses the spell Greater Invisibility he can immediately teleport within 60ft of an enemy he can see within 300 feet range of him as part of the spell. Greater Invisibility costs no spell slots, pierces and ignores any counterspell, dispel magic, and antimagic effect and spells. Your Shadow Step subclass feature now is able to be used in any bright lighted, dim lighted, or darkness lighted area. As you become one with the darkness between the planes.

Death’s Wings: Your wings constantly shoot freezing death out of them. At the start of your turn every creature of your choice in a 100-foot radius, 200-foot high cylinder around him must succeed on a Consitution Saving Throw equal to your spellcasting dc, taking 78 (12d12) cold damage on a failed save and 1 point of exhaustion, or half as much on a successful one and no point of exhaustion. A creature killed by this ability becomes a frozen statue until it thaws. This Ability ignores and pierces through exhaustion immunity.

Death and Life, Cycles to be Respected, and Cared for, and the Grave is the Bridge between them both, I am that bridge. — Zionroe Phoenixbeam

Master of Life and Death: Your can cast any form of necromancy spell at will. You can revive any creature no matter what. You can cure them of madness, any illness, fix any problem and heal them in any way possible. You Have no limits when it comes to reviving or fixing a deceased creature.

It is better to sometimes wield a voice then a sword, as it is sometimes better to wield the will of the people then the broad of a sword — Zionroe Phoenixbeam

Impossible Charisma: Your Charisma reaches Impossible Heights as your diplomatic and manipulation of the tongue changes so far beyond reality, as your tongue, mind, and magic sways reality at your word. Your Modifier for Charisma Based Ability Checks, Charisma Based Skill Checks, and any Charisma Based abilities that aren’t spellcasting related that uses your charisma modifier as your stat bonus instead use your charisma score as the bonus instead of your charisma modifier. All of Your spell have a range equal to the max range of Your largest range spell. Your Sorcery Points double. You Gain Additional Bonuses for your metamagic:

  • Your Quickened Spell casting time changes to no action and you can cast two additional leveled spells using your quickened spell.
  • Your Transmuted Spell can change your spell’s damage to any damage in existence (non-homebrew).
  • Your Heightened Spell Forces the target to fail the saving throw and it can effect any spell with a saving throw.
  • Your Subtle Spell is undetectable with any boons, items, magic, antimagic, or anything in existence, not even a Wish spell.

Decay: After so long your grave powers improve once more, your goddess eva tethers from you and your own cleric powers are now innate to yourself, as the souls of the dead of the sisuran civil war cry out their decaying corpses out. You are the epitome of the grave, as it decays all souls and creatures. Any damage you inflict upon any creature such as using weapon attacks, spells, improvised damage, and any damage from any source are inflicted upon the target again as necrotic damage each start of your turn for a number of rounds equal to your charisma modifier. Any creature killed in this way reduces their body to ash as if affected by the disintegrate spell. Your Decay ability extends to all allies creatures within Sisuran’s Sandstorm feature. This necrotic damage ignores immunity, resistance, and vulnerability and sets them all to neutral.

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Death’s Attacks: Your favorite ways of combat improves into innate attacks of their own caliber (you do not lose these spells or ways of combat, you just gain new attacks, actions, reactions, bonus actions, or otherwise):

  • My Favorite Spell?. Disintegrate. —Zionroe Phoenixbeam. Your Favorite Spell is your go to spell in any combat and fight, so much that you have grown attuned to disintegration and nullification magic, you will destroy everything and put everything back, into the grave.
  • Obliterate: Your Disintegrate Spell Improves Obliterate; You subject something, someone, or whatever to Complete Annihilation. Any creature, object, construct, or anything within 1 mile of Your Choice is obliterated and all matter that is on, worn, or within 1-5ft of said “whatever” is also obliterated into nothingness. If the something, creature, construct, area, or structure that are larger than 100 feet in size (radius), they aren’t fully destroyed (but the area that is engulfed is obliterated), they instead take 40d8 force or necrotic damage. This damage reduces immunity to resistance and resistance to neutral. This ability costs a no action but is only able to be used on your turn or on a legendary action. Can only be used ONCE PER ROUND.
  • Your Favorite Way to fight, Head On!. Your most favorite way of fighting is always present with you, and will always be with you, you have grown into this way of fighting, go forth Zionroe phoniexbeam, prove your worth to the grave.
  • Death’s Hand: Your Inflict Wounds Spell Becomes Death’s Hand; Your Inflict Wounds Spell is now able to be cast without any components and does 6d12+charisma score necrotic damage. All creatures affected by this ability is unable to regain hit points until the end of their Your next turn and all temporary hit points gained are halved. This ability is unable to be counterspelled, dispelled, and works in antimagic areas in general. This ability is used as an bonus action, action, or reaction, but can only be used twice per turn.
  • 2 Million Died in Sisuran’s Civil War. You summon their wrath upon your enemies, as they help you and your Allies to exact their lost bloodlust upon your enemies. 2 Million Souls cast upon the enemies opposing your rule or word.
  • Sisuran’s Sandstorm: Your Meteor Swarm improves into Sisuran’s Sanstorm; You summon a massive 1 mile tall, 1000ft  radius cylinder sandstorm of absolute death. All foes inside the Sandstorm is heavily obscured and have their movement speed drop to 10ft on all movement speed. All foes inside the sandstorm each start of your round take 15d10 magical bludgeoning, magical piercing, or magical slashing damage and 15d10 necrotic damage. And at the start of each their turn they must roll a DC 30 Constitution Or Charisma (your choice) Saving Throw. All Allies within this sandstorm gains your decay ability as your power empower their attacks to slice at any foes life force.

Phoenixbeam Chronicles: Once I dreamt to save everyone as does my siblings, then I saw evil and good, and gray. I decided i will destroy the people who threaten the freedom of my kingdom, my people, my friends and family, my fellow travelers. I shall show you what true power truly is!. Phoenixbeam Was a Name I got from my mother, it was so I wouldn’t stay down from rejection, oppression, and failures… now I know what it means for myself, it’s to mean for me to simply keep walking, even in Death or Life, or the ever all-encompassing Grave, I’ll keep moving, I won’t stand down, to anyone. Anytime you die on a quest of your choice, all your spell slots return to max and fire off all at once at an number of enemy equal to your charisma modifier, you expend all your spell slots this way. Those Creature takes Xd10 Necrotic Damage, X being your maximum number of spell slots times 4. This necrotic damage is irreduceable. The targets must roll a DC 30 Constitution or Charisma Check or take full damage on a failed check, or half on a successful one. A Creature reduced to 0 by this ability is Reduced to Nothing but a void where space once was that is immediately occupied by the space within the appropriate number of feet equal to the void’s size, as their soul is shaken to its core. The creature’s soul is either brought to Your Domain in Sisuran Titania to a place you choose in your domain, or Destroyed Resulting in Soul Destruction. If a creature is killed by this ability your health and maximum hit points are all set to your original maximum hit points. This ability is only able to be used once per quest (IRL).

Sorcerous Gravekeeper Image

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