Special Equipment: Betrayed Echo has the Ice Floe Scythe, Gem of Seeing, potion of supreme healing, Arcane Cannon (maned and mounted by a crew in the background somewhere far away), and scrolls of dimension door, hunter’s mark, and sleet storm.
Sentinel Rest: Fully aware and observant when resting and only rests 75% of the time of what a normal creature would.
Powerful Build: Counts as one size larger when determining your carrying capacity and the weight you can push, drag, or lift
Lightning Charged: If hit by lightning, natural or magic, gains +10ft in movement speed and advantage on dexterity and strength saving throws and checks except for stealth and slight of hand. Lasts either for 2 rounds or until it is discharged as the equivilant of a lightning breath weapon or a lightning discharge.
Calculated: Advantage on initiative.
Pact of the Chain: Betrayed's familiar can now take on new forms and he also knows the Find Familiar spell and can caste it as a ritual.
Agonizing Blast: Betrayed's can add his charisma modifier (+6) to his Eldritch Blast damage.
Investment of the Chain Master: The familiar gains either a flying speed or a swimming speed (DM's choice) of 40 feet. As a bonus action, Betrayed can command the familiar to take the Attack action. The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. The Familiar uses Betrayed's Spell DC whenever it makes someone do a saving throw. Betrayed can use his reaction to grant the familiar resistant to incoming damage.
Restrained Guardian: The familiar can now take new forms such as Animated Armor, Ghoul, Meenlock, Shadow Mastiff or Spined Devil.
Shackled Warden: The familiar gain additional forms such as Hell Hound, Owlbear, Redcap, Spectator or Sword Wraith Warrior. Additionally, the familiar can take other shapes following these requirements: Large size or smaller, CR3 at highest, at most 70hp, is not of the humanoid type and doesn't have a trait that allows them to cast spells.
Chains of Carceri: Betrayed can cast hold monster at will – targeting a celestial, fiend, or elemental – without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.
Shroud of Shadows: Betrayed can cast invisibility at will, without expending a spell slot.
Devil's Sight: Betrayed can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Eldritch Mind: Betrayed has advantage on Constitution saving throws that he makes to maintain his concentration on a spell.
Dark One's Blessing: When reducing someone to 0hp, Betrayed gain 26 tempoary hit points.
Dark One's Own Luck: Once pr. day, when Betrayed make an ability check or a saving throw he can add a D10 to the roll to alter fate.
Fiendish Resiliance: On a short or long rest Betrayed can choose to get resistance to a damage type he isn't already resistant or immune too. Magical weapons or silver weapons ignores this
Eldritch Master: Once pr. day Betrayed can spent 1 minute to talk to his patron to regain his lost spell slots.
Mystic Arcanum: Betrayed can caste one 6th level spell, one 7th level spell, one 8th level spell and one 9th level spell once pr. day each.
Spellcasting: Betrayed Echo is a 20th-level warlock who uses Charisma as his spellcasting ability (spell save DC = 20. +12 to hit with spell attacks). Betrayed has the following spells prepared from the spell list and all casted at highest level (5th), regains all spells after a short rest:
Cantrips (at will): Lightning lure, minor illusion, mind sliver, eldritch blast/agonizing blast.
Known Spells (4 spell slots): Burning Hands, Command, Blindness/Deafness, Scorching Ray, Fireball, Stinking Cloud, Fire Shield, Wall of Fire, Flame Strike, Hallow, Hex, Protection from Good and Evil, Darkness, Counterspell, Dispel Magic, Hypnotic Pattern, Summon Shadowspawn, Sypnatic Static, Dream, Hold Monster, Charm Monster, Banishment, Major Image, Lightning Jolt and Chilling Darkness.
Mystic Arcanum Spells: Summon Fiend (6th), Plane Shift (7th), Dominate Monster (8th), True Polymorph (9th) or Meet the Patron (9th).
Ice Floe Scythe: Melee Weapon Attack: +13 to hit, reach 5ft., one target. Hit: 14 (2d6 + 7) slashing damage and 2D4 cold damage. This tana'ri weapon ignores cold resistances and immunities. Creatures with heat or fire resistance are treated as being vulnarable to cold as the freezing depths of the chaotic abyss saps all warmth and heat out of them and replaces it with nightmarish cold. This abyssal weapon also creates a 10ft aura of cold that only the wielder is immune to, anyone else will take 1d4 damage at the start of their turn and for each round they remain it goes up by one dice, if they reach a D12, they must make a constitution saving throw or be petrified as ice instead of stone.
Cold Ice: Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 6d4 cold damage on a failed save, or half as much damage on a successful one. This property can be used no more than once per hour.
Hurl Through Hell: When hitting a foe with a melee, Betrayed can choose to sent them flying through the lower planes, making them disappear from the battlefield. They'll return at the end of Betrayed's next turn on the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Betrayed can use this 1/day.
Poison Breath: 15ft cone, any creature within the cone must make a DC 16 constitution saving throw or take 3D10 poison damage on a failed roll or half as much on a succesful one.
Lightning Shot: Release the charged up lightning in a 10ft by 60ft line, with a dexterity saving throw of 16, people with metal armor has disadvantage, or take 3D10 lightning damage or half as much on a succesful roll.
Advanced Arcane Cannon: Betrayed orders an ally from far away (the arcane cannon has a reach of 1200ft, so it and it's crew can be placed anywhere within that range, preferably hidden) to fire on his location. Anyone within 20ft radius sphere must make a DC 15 saving throw, taking 6D10 lightning or Poison damage on a failed save or half as much on a succesful. Creatures wearing metal armor has disadvantage against the lightning while those with the dragon subtype has disadvantage against the poison. It will take 1 minute before the cannon can shoot again.
Lightning Discharge: If hit by melee within 10ft, Betrayed Echo can choose to, as a reaction, to release the electricity within him and deal 4D6 lightning damage in a 10ft sphere.
Parry: Can as a reaction a being attacked in melee add +2 to their AC.
Description
Warforged useally either recieve names by their creator, and if not they either name themselves after the one who created them or the place they were born or certain quirks about themselves. Because of this it is fairly normal for a warforged to change name more then once. Betrayed Echo chose his name after what happened with his "family". He may not have been of flesh and blood, but he had a soul and was a sentient as the rest of his "family", and yet it was his "brother" who got all the attention, it was him who was loved and admired while he was just stuck and was being overshadowed, nothing but an echo to be heard and ignored. Eventually he started to resent his family for alienating him and neglecting him, and a demon of Graz'zt took interest in this, and the manipulation, influence and corruption started, so did Betrayed Echo's dark decent into hatred and loathing, and a need to make them pay for abandoning him and betraying him like that despite everything he did for his "family".
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