Medium Humanoid (Warforged)
Armor Class 21 Studded Light Armor (+3)
Hit Points 80 (12d8 + 28)
Speed 30 ft.
STR
8 (-1)
DEX
20 (+5)
CON
13 (+1)
INT
15 (+2)
WIS
10 (+0)
CHA
15 (+2)
Saving Throws DEX +9, INT +6
Damage Resistances Poison
Damage Immunities Cold
Senses Passive Perception 18
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Levels; Level 7 Rouge (Swashbuckler), Level 5 Fighter (Battle Master) +7 to initiative rolls.  

Constructed Resilience

Arry was created to have remarkable fortitude, represented by the following benefits:

Arry have advantage on saving throws against being poisoned, and she has resistance to poison damage.

Arry doesn't need to eat, drink, or breathe.

She is immune to disease.

Arry doesn't need to sleep, and magic can’t put her to sleep.

Sentry’s Rest

When Arry takes a long rest, she must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, Arry appears inert, but it doesn’t render her unconscious, and she can see and hear as normal.

Integrated Protection

Arry's body has built-in defensive layers, which can be enhanced with armor:

She gains a +1 bonus to Armor Class.

 

Fancy Footwork

During Arry's turn, if she makes a melee attack against a creature, that creature can’t make opportunity attacks against her for the rest of her turn.

Rakish Audacity

 Arry can add her Charisma modifier to her Initiative rolls. 

Arry also gains an additional way to use her Sneak Attack; she don’t need advantage on the attack roll to use her Sneak Attack against a creature if she are within 5 feet of it, no other creatures are within 5 feet of her, and she don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to her.

 

 

Actions

Sneak Attack. Once per attack per turn, Arry may add (4d6) damage to her attack when she can sneak attack

Cyromancy: Arry's gift allows her to create the following weapons and piece of armor. She has two attacks per attack action. 

1. Ice Blade (Rapier) While welding this weapon, Arry gains a +2 to her Ac (Dueling fighting style)

Melee weapon attack, +9 to hit. Hit; 22 (1d8+7 Piercing) + (3d6 Cold) damage. 

Arry may expend a maneuver die (4 die; D8) to do one of the following while wielding this weapon: 

  • Disarming Attack

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

  • Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.

  • Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

2. Ice Bow (Short bow) Arry's attack with this short bow ignores half and three-quarters cover. Attacking at long range doesn't impose disadvantage, and if Arry opts to take a -5 penalty to hit and still hits, the shot deal an additional 10 damage (Sharpshooter Feat). When she sneak attacks with this weapon, it applies a Disorientating injury until Arry's next turn.

 Disorienting Injury: The target takes a -2 penalty on attack rolls. In addition, the target takes an additional -2 penalty on all attack rolls it makes against her. 

Ranged weapon attack, ranged, 80/320 ft. +9 to hit. 19 (1d6+5 Piercing) + (3d6 Cold) damage. 

3. Armor of Agathys (5th level). Arry can only cast this on herself. She gains 20 temporary health points. When hit by a melee attack, the attacker takes 20 cold damage. 

Innate Casting Arry may cast the following spells without material components;

  • Ice Knife (5/long rest),
  • ice Storm (3/long rest), last one turn longer than normal
  • Ray of Frost(at will; +9 to hit,3d8), Arry's next Ray of Frost that hits forces the target to succeed on a Constitution Saving throw or have their movement speed reduced by 10 feet. 
  • Booming Blade (At will. Deals Cold damage instead. 2d8 on hit; 3d8 when they move),
  • Mirror Image ( At will, but cost Arry xd4 hitpoints to cast where x is the number of clones she wants, up to 3. The illusions are very thin ice figures; target takes 3d4 cold damage if they hit an illusion, and she heals half of the damage that clone would have took.)
  • Icey Floor 1 Action; 4 hour duration. Arry creates a 60ft. zone on the ground originating from her current location of slow melting ice. Whenever a creature attempts to move, cast a spell, or make a melee weapon attack, they must first roll a D20 and add their dexterity save bonus to it. on rolls of 18 or higher they may act normally; on rolls of 12-17, they lose half their movement speed. On rolls of 5-11, they have disadvantage on their attack and will fall prone if they attempt to move more than 10 feet; on rolls less than 5, they fall prone and must spend a full turn of not being attacked or attacking in order to stand back up.

 Arry may choose to shoot this spell using her Ice Bow, creating a 5 foot wide path with the same effects as long as the arrow travels no more than 5 feet off the ground. The path also ends if the arrow's flight stops or the oath would be longer than 100 feet. Arry's movement speed is doubled on this path. 

 Icy Transformation. Arry has the ability to transform into monsters based on her available slots. These slots are equal to a half of a wizards normal slots of her level, where the spell slot is equal to the CR. per Long Rest. Every two levels she gains one more level for her transformation. She can hold this new form as long as she wants. 

She obtains the stat block of the new form but obtains any higher stats of her new form. She keeps her Ac but gains the average health of the new form. 

Her forms are limited to beast until she hits level 10 and above; she may now use beast and Construct. 

When using constructs, Arry may be consider herself or an ally as its creator. 

Cr 1. ( 2 Slots) Dire Wolf; Giant Eagle; Tiger; 

Cr 2. ( 2 Slots) Giant Constructor Snake; Giant Elk; Hunter Shark; Polar Bear

Cr 3. ( 2 Slot) Amphisbaena; Giant Scorpion

Cr 4. (1 slot) Elephant; Giant Subterranean Lizard

Cr 5 ( 1 Slot) Flesh Golem

Cr 6 ( 1 Slot ) Mammoth

 

 

Bonus Actions

Cunning Action. Arry can take a bonus action on each of her turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

A Mercenary's Methods (Recharge 3-4)  Arry throws an Ice shard at her target (+11to hit; range 60 ft.). When she attacks, she can choose to make a dexterity check (target's armor class - the number of turns the shard remains intact). Upon hitting, the attack that hits this shard will deal an extra 3d6 cold damage, and the target must succeed on a Constitution save (half the damage dealt + proficiency bonus) or have the shard digs deeper into their body. The new damage will be 4d12 extra cold damage if she hits again, and the shard explodes inside the target. 

The target must spend one round uninterrupted and succeed on a Dc 15 medicine check in order to remove it. Rolls of 10  or higher still remove it, but deal 1d6 cold damage; every 1 point failed increases the damage, up to 6d6 cold damage.

Reactions

- Opportunity Attacks. Arry may choose to use Ice Knife as her opportunity attack.

Frozen Touch. Arry intensifies her skin to form an absolute 0 temperature on herself. When she is successfully hit by a melee weapon attack, the target must succeed on a Constitution 15 saving throw or be frozen solid until the start of Arry's turn. In this state, attacks have advantage against them, and fire, bludgeoning piercing and slashing attacks deal an extra die of damage.  

Uncanny Dodge

Starting at 5th Level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.

 Evasion

When Arry is subjected to a Dexterity saving throw, if she succeeds she takes no damage and takes only half damage on a fail.

Previous Versions

Name Date Modified Views Adds Version Actions
1/29/2022 10:31:25 PM
4
1
1
Coming Soon
1/30/2022 5:08:41 AM
7
2
--
Coming Soon
1/31/2022 2:34:22 AM
12
1
3
Coming Soon
Hopes_Bane

Comments

Posts Quoted:
Reply
Clear All Quotes