Evasion. If Azhid is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.
Quickdraw Combatant. Azhid has a +9 bonus on all Initiative checks.
Battlemage. Azhid is extremely well trained at spellcasting within danerous situations, he has advantage on all Constitution Saving throws made to maintain concentration on a spell. Additionally, he may use his weapons as a spellcasting focus, and may cast a spell in place of making an attack of opportunity.
Sneak Attack. Once per turn, Azhid can deal an extra 4d6 damage to one creature he hits with an attack with a finesse or ranged weapon if he has advantage on the attack roll. He doesn't need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and he doesn’t have disadvantage on his attack roll.
Innate Spellcasting. Azhid's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components other than The Soulblade:
Cantrips (at will): Thaumaturgy, Light
1st level (4 slots): Bane, Cure Wounds, Hunter's Mark, Purify Food and Drink, Shield of Faith
2nd level (3 slots): Branding Smite, Hold Person, MIsty Step, Zone of Truth
3rd level (3 slots): Crusader's Mantle, Haste, dispel magic, Magic Circle, Protection from Energy, Revivify
4th level (1 slot): Banishment, Dimension door
Magic Item Spellcasting (Soulblade and Final Strike). Through the use of his many magic items, Azhid can cast the following spells.
At Will: Secret Chest
3/day: Counterspell(cast at 4th Level), Shield(at 30ft. range, Spiritual Weapon(at 4th level)
2/day: Blade Barrier, Scrying
1/day: Heal, Fire Storm
Smite. When Azhid hits with a melee weapon attack, he deals an additional 1d8 Radiant damage. Additionally, he can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 6d8). If the attack is made against an Undead or Fiend, the target suffers an additional 1d8 (max 7d8 total) radiant damage.
Aura of Protection. Azhid emits an aura of powerful abjurative magic; he and all creature's within 10ft. of him gain a +4 bonus to all saving throws.
Magic Resistance (Final Strike). Azhid has advantage on saving throws against spells and any other magical effect.
Soulblade. Azhid wield's a adamantine hilt as a weapon, by enforcing his will upon it, a weapon a flaming radiant Longsword springs into existence from the handguard. Soulblade is a +3 magical Longsword which sheds bright sunlight in a 15ft. radius and dim sunlight for an additional 15ft. It deals an additional 1d8 Radiant damage on a hit (listed in the attack), and if he's attacking an abberation or undead, it deals an additional (2d10) Radiant damage.
Special Equipment. Azhid wears his Amazing Ensemble of the Arcane, and his bracer Final Strike. The two items give him special abilities.
- He gains Advantage on all Dexterity (stealth) checks
- He is under the effects of the Spider Climb spell at all times
- Each day at dawn he may choose whether to be under the enlarge effects of the Enlarge/Reduce, or under the effects of a Cloak of Displacement.
- Final Strike's abilities are listed below and throughout the sheet.
Unearthly Speed. While Soulblade is on Azhid's person, he gains a 10ft. bonus to his walking speed, advantage on initiative checks, and cannot be surprised. In addition to this, when his Initiative roll is at least 10 higher than those he combats, he gains all effects of the Haste spell until the end of the first round of combat.
Multiattack. Azhid makes two attacks with any weapon on his person
Soulblade. Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 19 (2d8+10)/( 1d10+1d8+8) Radiant damage.
Unarmed Strike (Improved). Melee Attack: +9 to hit, reach 5 ft., one creature. Hit: (4) Bludgeoning damage.
Dagger. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 9 (1d4+7) Piercing damage.
Lay on Hands. Azhid has a pool of healing power that can restore 65 HP per long rest. As an action, he can touch a creature to restore any number of HP remaining in the pool. Additionally, he may expend 5 of this HP to cure a disease or neutralize a poison
Abjure Enemy (1/day). As an action, Azhid can choose one creature within 60 ft. of himself that he can see to make a WIS saving throw (DC 18). Fiends and undead have disadvantage on this saving throw. On failure, the creature is frightened and its speed is reduced to 0 (and it can't benefit from bonuses to speed) for 1 minute or until it takes any damage. On success, the creature’s speed is halved for 1 minute or until the creature takes any damage.
Final Strike (Spiritual Weapon). Ranged Spell Attack: +10 to hit, range 60 ft., one target. Hit: 13 (2d8+4) force Force damage.
Cunning Action. Azhid can take a bonus action on each of his turns to take the Dash, Disengage, or Hide action.
Vow of Enmity (1/day). Azhid chooses a creature he can see within 10 ft. of himself and gains advantage on attack rolls against it for 1 minute or until it drops to 0 HP/falls unconscious.
Azhid can take 2 reactions, choosing from the options below. Only one reaction option can be used at a time and only during another creature’s turn.
Shield. As a reaction, Azhid can use Final Strike to cast the Shield spell on himself or an ally within 30ft.
Slayer's Counterspell. As a reaction, Azhid can cast Counterspell at 4th level from Final Strike, if the counter is successful, Azhid can move his full speed and make an attack as part of this reaction.
Uncanny Dodge. When an attacker that Azhid can see hits him with an attack, he can use his reaction to halve the attack’s damage.
Azhid can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Azhid regains spent legendary actions at the start of his turn.
Attack. Azhid makes one attack.
Bolster. Azhid bolsters all nonhostile creatures within 120 feet of himself until the end of his next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of Azhid's next turn.
Description
Azhid Moonridge is a rugged and hansdome half-elf in his mid 30s. He's adorned in finely crafted gear, and legendary items, as well as a signet ring of "The Companions." His body is covered in scarring from years of fighting the most dangerous foes in Exandria, and his long hair is slightky braided and pushed to the sides of his face. He has a kind smile, and despite his attire and charismatic appearance; is a soft-spoken warrior. He ponder's deeply his choices in his growing years and wishes to protect his students and his family as much as is possible. Though he still humbly carries himself, do not mistake his demeaner for weakness. Behind his dragonhide armor lies the body of a man tethered to divinity in all regards. He is a godless titan through and through, in strength, in wit, in skill, and in cambat expertise most of all.
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