Dizarl Ascension Image
  1. Wild mastery: Dizarl inherently never learned how to use wild shapes, it was a biological function. However, when his vampiric properties were restricted when he bathed in the pool of life during his coronation within the Ash Wood drove, he no longer had the instinctual function to shape as a result when his wild shapes are more arcane than biological at this point, which is why his ability to transform to various creatures has more minimalistic changes. However, with the divine energy and the teachings of the spirits within the forest, he managed to recreate this biological function enhancing the effects with arcanic mastery embedding his magic on a now instinctual level of shapeshifting his form. Dizarl can cast the alter-self spell at will without maintaining concentration on it. His wildshapes are enhanced with natural energy gaining (5*druid level) temporary hit points + Wildshape creatures CR*5 instead of just (3*druid level) temporary hit points. Class features such as primal strike and lunar strike now affect every wild-shaped attack. When Dizarl casts primal savagery for his wild-shaped attacks, they can perform up to three attacks instead of the wild-shaped creatures' multi-attack. The primal savagery attacks add an additional 1d6 piercing + wisdom modifier to their damage rolls. Dizarl gains an improvement on his Wildshape feature with an increase of the of their wildshape Cr to a maximum of 8 and can transform into Plants, Beasts, Elemental, and Monstrosity so long as the creature isn’t a named creature. Dizarl gains an ASI boost of +2 to their wisdom modifier.
     
  2. Gift of the pool of life: Dizarl was bathing in the pool of life, the very essence of the goddess of life, having become their vessel for an extended period, His body had not forgotten her gifts even when she had abandoned him, once his vessel was tainted by the gunk of the the pool of life. His body had become resilient and had yet to let go of the divine energy that once swam within him(when he was a cleric of life). Whilst not able to call from the source his body has become more resilient and his life adapting to the phenomenon around him has allowed him to recreate his own abilities from the experience. Dizarl gains an ASI boost of +2 to his constitution modifier. When Dizarl is hit with a damage type from an attack, as a reaction he may force himself to adapt and evolve to that damage type of his choice however this effect only lasts for a minute and only one instance of resistance that originates from this effect can be present at a time. When Dizarl gains temporary hit points from his Wildshape feature, he is allowed to stack those temporary hit points with one other source of temporary hit points. When targeted by a healing effect that does not originate from himself, He gains maximum hit points instead of rolling. And when he is healed over his maximum hit points he can store up to 100 hit points which he can administer to anyone that isn’t himself as a bonus action.
  3. Prestige 4
  4. The serenity of the mind: When he was “powerless” or when he lost his ability to shapeshift and use magic his connection from the essence was severed with his re-unionment with his other half mixed with the gunk of the pool of life which is essential all the impurity, his body had entered a state of balance and neutrality, He might have forgotten his martial arts but his mind had been discipline, he understood how hard it was to breathe after running for long distances not just out of laziness, How it felt to face the brunt force of an attack hitting right at you without the cushioning of his wild forms, To see yourself bleed and not have it be healed as if nothing happened, having to rely on your allies to make sure the bruises in your arms are reverted unable to understand how they are able to do it, whilst they just do it so casually, as you have before. The hunger that comes from fighting, and the thirst you feel playing catch up. The comfort of the bed when you have had a long day, the inability to stop magical effects that shunt you into worlds of magic. He felt the epitome of how it was to be a human, well mortal considering he was now ascending. His mind is now a fortress impenetrable but his eyes opened to the world able to see the truth of the world and all of it no longer hides from him. Once per long rest he can cast Divination and get the results that they wish for. He gains true sight up to 30ft from himself and 10ft of blindsight. He becomes immune to the charmed, incapacitated, and frightened condition.
  5. Savage of the Night: Dizarl was never cured of vampirism, it is enhanced rather than weakened, simply no longer the only source of Dizarls power, the natural purity of Dizarls Divine nature and Heavy flows of arcane energy drawing out the abilities of the vampiri abilities simply would result in his madness causing more damage than good, However, if he is within the realm or some other way where he is given some level of authority he may diminish the side effects of his vampirism allowing the boost in strength that he rarely needs, but best they keep it up their sleeve.
  6. As a bonus action Dizarl Retains his vampiric properties for a duration of 1 minute, he can enter this state a number of times equal to his proficiency bonus, which resets on a long rest. However, this timer is removed if he is in his domain with plausibility side effects once he is removed outside granted by the Dungeon master. + Vampiric Weakness: Dizarl gains vulnerability to radiant. If a creature lands a critical hit against Dizarl it does an additional 3d8 piercing damage as the creature stabs Dizarls heart. Dizarl cannot wear any metal of any sort and suffers 12d6 fire damage, each turn he has silver on, 7d6 fire damage if he has iron, 4d6 if he has lead, and 1d6 if he has copper on their body. Gold is an exception and does not harm them as well as platinum and other metals, however may give them discomfort to an extent. Dizarl cannot be exposed to the sun in this form, He is given the paralyzed condition and begins to be petrified, if left in the sun for 10 minutes he becomes petrified. This cannot be removed in any way unless he is within his domain in which these side effects are removed entirely. + Vampiric Flight: Dizarl gains a flight speed of 90ft unless it's higher, this results in him unrestricted his wings that extend to up to 15ft, When he extends his wongs creatures within 10ft must make strength save DC 28 or take 6d8 bludgeoning damage and be pushes 30ft and are knocked prone on a failure, however, if they succeed they can stop Dizarl from extending his wings taking half of the damage instead. Dizarl can only extend or retract their wings once per turn. + Vampiric strike: Dizarl does an additional 2d6 necrotic damage to all damage rolls that require attack rolls, this necrotic damage cannot be resisted or nullified in any form if the attack lands. Once per turn if Dizarl lands a hit with the creature sustaining the necrotic damage from a vampiric strike they Gain a vampiric Charge which Dizarl can store a maximum of 10 charges, as well reset at the end of his vampirism. +Vampiric Nature: Dizarl whilst in this state, Dizarl is treated as an undead creature and cannot regain hit points outside of his vampiric abilities. +Vampiric trickery: When targeted by an attack as a reaction he can turn himself into a group of bats, this will allow Dizarl to take half the damage he receives from the attack and immediately fly to an unoccupied space within 90ft of himself. He can also summon these bats and shroud himself in a bloody mist and bats Dizarl gains ¾ cover, creatures have a disadvantage when targetting him whilst he is in this state, and this effect lasts till the start of his next turn. As a bonus action he can extend the effect to an ally doing so would remove the effect from him. [17:25] + Vampirism: Dizarl takes an action to expend a vampiric charge targets a creature that was hit with the vampiric strike, and forces the creature to do a constitution saving throw, DC 28. On a failure the target start being sucked dry from the inside as he is infected by some vampire virus, the target takes 80 necrotic damage that ignores resistance, and immunity still works. The target starts losing strength and vitality, having dis on strength, dexterity, and constitution saving throws. Your attack rolls and ability checks are made at a disadvantage for 1 minute on a success you retain no negative effects. Dizarl as a free action can expend one charge(this can only be done once per turn) to regain 80 hit points. Dizarl as an action can expend 3 charges to create a vampiric aura, that is 30ft wide.
  7. + Vampiric Aura: Dizarl selects creatures that have been hit with a vampiric strike and forces a DC 28 charisma saving throw, on failure Dizarl marks them as livestock, Attacks targetted at Livestock, are made at advantage and deals an additional 12 psychic damage, Livestock’s attacks are made at disadvantage. Livestock attack rolls are reduced by 2d6 as well as having a d8 reduction to their saving throws. Their movement is reduced by 25ft, if they have no movement they are treated as if they have the restrained condition. Any creature benefits from this feature even each other, they are made aware of this and if there is only one creature left with the mark of Livestock, the effect ends, this effect cannot be dispelled and lasts till there is only one livestock.
     
  8. Prestige 6
  9. King of the Grove: Acknowledge for his achievements and power given by his royal status given to him in the Ash Wood grove and his Godhood as the God of nature within the lands of Celestia,(I forgot the specific forest (;-;) sue me). He is either acknowledged as their ruler by the spirits of the forests and Fey spirits or at least a large amount of respect at the very least to his power and as a God. As such 3 elder spirits have devoted themselves as Dizarl advisors, and serve as mental aids. His mind harbors 4 individuals, himself, and 3 spirits. When subjected to a mental effect, he can transfer this effect to one of the other elders and gain a total number of reactions equal to the number of individuals in His head. He was gifted the ability to summon Fey of Nightmares, and the authority to chant the chats of the call of the wild. With his council He has an advantage in wisdom saves, charisma saves and intelligence saves
  10. As an action, Dizarl summons Fey of Nightmares, By doing this he targets creatures up to 6 of his choice that suffer the elusive tongues and visions of nightmarish horrors of the Fey. The targets are cursed by nightmares, that bring about horrors from their past, bridging the gap between reality and illusion, they are trapped within their minds frightened, angry, and irrational. They must fight for their sense of self and figure out what's Real or not. The targets must make a Charisma saving throw, on failure the targets are trapped in their hands taking 8d12 psychic damage, this cannot be negated or resisted in any way, they suffer a reduction of 2d4 on all their rolls. They have a disadvantage on wisdom, charisma, and intelligence saving throws, they are unable to move nor teleport in any way. They have a disadvantage on d20 tests. The creature has a hard time telling ally from foe, If the creature fails by a margin greater than 8 the creature gains the confusion effect, The creature takes 3d8 psychic at the start of their turn, to end the confusion effect they must succeed in a Dc 20 charisma save whilst the rest of the effects require a Dc 28 charisma saving throw to end the effect. + As a Bonus action, Dizarl summons the spirits to aid him and his allies, Dizarl summons 10 spirit-like creatures, which as a reaction he can expend to force a reroll to attack rolls at dis when it hits him or his ally, and if the attack misses the enemy does not gain any effect from performing an attack roll (Similar to performing an attack roll for rage to stay up but it will still expend the attack action spent) Dizarl can also allow his ally to reroll a saving throw at adv in exchange for expending a spirit, if they succeed they treat the save as if they have the evasion feature for that saving throw
  11. Symbiotic relationship: Dizarl can convert spell slots, wild shapes, and 50 hit points into symbiotic charges. (Spell slots convert to a number of charges equal to spell level, Wildshapes convert to 5 charges, and 50 hit points convert to 1 charge(This requires no action)) Dizarl can instead of wild shaping, awaken his symbiote, it lasts for 1 hour and feeds off Dizarls energy, Although it shares its vessel with Dizarl, it can act independently of them. This symbiote cannot be removed or copied in any manner and is the only one of its kind. It is sentient and can communicate telepathically with Dizarl but can possess Dizarls body to speak with others or manifest a body part however if it doesn’t take over Dizarls body it speaks druidic and only druidic, requiring full control to speak common. It copies Dizarl’s mental stats and shares its health pool with Dizarl. The symbiote is made of plant-like material with thorny tendrils that it can freely manipulate and has full control over. As an action it can lash out up to 4 tendril slashes to a creature within 15ft, these tendrils have a to hit of +13 and do 2d6 slashing damage+ 2d4+10 acid damage per tendril landed. As a bonus action, the symbiote can make a tendril slashing attack however instead of the standard damage. On a hit, the target takes 4d8 Bludgeoning damage and is pulled up to 30 feet toward the vine; if the target is Huge or smaller, it has the Grappled condition (escape DC of 23).
  12. The vine can grapple only one creature at a time, and you can cause the vine to release a Grappled creature (no action required). The vine's reach extends to 60ft when performing this attack. This however will result in the creature expending 4 charges to perform this. The symbiote can as an action create a massive stinger-like creation to pierce a creature, This forces the target to make a dexterity saving throw(DC 23) on failure, they are given the failure effects of the contagion spell, and the success effects of the contagion on a successful save, This will expend 5 charges. The symbiote is a bonus action, if the symbiote has a target that is grappled by it, It can spend 10 charges to infect the creature, The symbiote stabs into the creature dealing 4d12 piercing damage, and the symbiote starts absorbing your your life force to charge itself up, The target starts doing a str saving throw to break out and rip the tendril, On a failure you lose 50 health points on a success you succeed in breaking free, however on failure, you perform the same again, and on failure, you lose another 50 health points on a success you are free, this goes on until you succeed or until you are out of hit points, you, however, will be still grappled if you are knocked unconscious like this. If Dizarl is unconscious The parasite expends all its remaining charges to try to heal Dizarl if it can’t make Dizarl no longer unconscious, It will surround Dizarls unconscious body and harden itself like a cocoon, This protects Dizarl in a cocoon that has an Ac of 20 and 100 hit points, it has 0 on all saving throws and prevents Dizarl from being targeted by all effects whilst it is surrounding Dizarl. However, if Dizarl the symbiote has 20 charges it can merge with its unconscious host and become one entity, Gain 200 hit points, and take the form of a plant monster with a CR equal to 20 or less. The symbiote can have a maximum of 20 charges, lasts for 1 minute, and resets its charges when its timer runs out and returns to a dormant state.
  13. Prestige 8 
    Nature: Dizarl has been unbound his abilities have been maximized and the years of consuming cosmic godly energy have been an unnerving experience but he now understands it, he has adapted and overcome and as a result, this is his best.(Not even top 10 it's so tragic (;-;). anyway) Whilst within the bounds of his Domain, His wildshape has become unlimited, able to transform with more ease than breathing itself, able to turn into any monster type. All his healing abilities are maximized, His adaptability is enhanced, and they can now resist up to 5 damage types with the gift of the pool of life trait and gain immunity to 1 damage type that has landed more than 3 times against them. His Supreme feature also converts the monsters original health points into temporary hit points. Dizarl manifests the council of servants that work within his head as servants to him, He can as an action summon a Fey creature with a CR below 10, this must not be a named creature, A Plant creature with a CR below 10, this must not be named creature, and a Beast creature with a CR below 10, this must not be named creature who all serve you and your allies. Evolve: Dizarl as an action closes off the barrier, locking all the creatures within the domain, Dizarl must then last 100(Ic) days with this creature, afterwards, Dizarl manifests into the perfect counter to all other creatures within the domain, as if a natural hunter to all these creatures, forcing an evolution that lasts 1 hour, afterward Dizarl is stricken by a court of plausibility, which makes him unable to use Prestige 4 to Prestige 8 features for 3(Irl month)/ 3 (Ic years) (Sue me I am lazy to find out ebaria time, Time in my domain acts different or something I am too lazy goddamnit) The perfect counter depends on the Dm’s interpretation of perfect counter.
Dizarl Ascension Image

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