Vivifica's Ward. Zedekiah holds the blessing from the god of the undying Vivifica. When Zedekiah reduces to 0 hit points he instead drops to 1 hit point.
Evasion. If Zedekiah 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 it fails.
Sneak Attack. Once per turn, Zedekiah deals an extra 18 (6d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Zedekiah that isn't incapacitated and he doesn't have disadvantage on the attack roll.
Rakish Audacity. Zedekiah gains his Sneak Attack against a creature, if he is within 5 feet of it, no other creatures are within 5 feet of him, and he doesn't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to him.
Elusive. Zedekiah is so evasive that attackers rarely gain the upper hand against him. No attack roll has advantage against him while he isn't incapacitated.
Magic Unarmed Strikes. Zedekiah's unarmed strikes are magical.
Multiattack. Zedekiah makes two attacks, using his khopesh, unarmed strike and one with his dagger of misty step. Once on each of Zedekiah's turns when he hits a target with the Arms of the Astral Self, he can deal an extra 1d8 force damage.
Khopesh. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (1d8 + 7) piercing damage plus 12 (4d6) fire damage.
Unarmed Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (1d8 + 7) bludgeoning damage. If the target is a creature, Zedekiah can choose one of the following additional effects:
- The target must succeed on a DC 18 Strength saving throw or drop one item it is holding (Zedekiah's choice).
- The target must succeed on a DC 18 Dexterity saving throw or be pushed back 5 feet or knocked prone.
- The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of Zedekiah next turn.
Dagger of Misty Step. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 15 (1d8 + 7) piercing damage. Immediately after hitting a creature with this dagger, Zedekiah teleports 30 feet from the daggers location, to an unoccupied space. If thrown, whether hit or miss the dagger returns to Zedekiah.
Cunning Action. Zedekiah can use his bonus action to take the Dash, Disengage, or Hide action.
Flurry of Blows (3/day). Immediately after Zedekiah takes the Attack action on his turn, Zedekiah can make two unarmed strikes as a bonus action.
Patient Defense (3/day). Zedekiah can take the Dodge action as a bonus action on his turn.
Arms of Astral Self (3/day). As a bonus action, each creature of Zedekiah's choice that he can see within 10 feet of him must succeed on a DC 18 Dexterity saving throw or take 2d8 force damage. For 10 minutes, these spectral arms hover near his shoulders and gain the following benefits:
- Zedekiah can use his Wisdom modifier in place of his Strength modifier when making Strength checks and Strength saving throws.
- Zedekiah can use the spectral arms to make unarmed strikes.
- When Zedekiah makes an unarmed strike with the arms on his turn, his reach for it is 5 feet greater than normal.
- The unarmed strikes Zedekiah make with the arms can use his Wisdom modifier in place of his Strength or Dexterity modifier for the attack and damage rolls, and their damage type is force.
Radiant Soul (if his challenge is not honored). A single luminous, spectral wing sprouts from Zedekiah's back temporarily. For 1 minute, Zedekiah has a flying speed equal to his walking speed, and once on each of his turns, he can deal extra radiant damage to one target when he deals damage to it with an attack or a spell. The extra damage equals your proficiency bonus (5).
Uncanny Dodge. Zedekiah halves the damage that he takes from an attack that hits him. He must be able to see the attacker.
Slow Fall. Zedekiah reduces the bludgeoning damage he takes from a fall by 50.
Deflect Missile (3/day). Zedekiah can deflect or catch the missile when he is hit by a ranged weapon attack. The damage he takes from the attack is reduced by 23 (1d10 + 17). If Zedekiah reduces the damage to 0, he can make a ranged attack with a range of 20/60 using the weapon or piece of ammunition he just caught, as part of the same reaction.
Deflect Energy. When Zedekiah takes acid, cold, fire, force, lightning, or thunder damage, he can use his reaction to deflect it. When Zedekiah does so, the damage he takes is reduced by 10 (1d10 + 5).
Zedekiah will only use his legendary actions if his challenge is not honored.
Zedekiah 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. Zedekiah regains spent legendary actions at the start of his turn.
Quick Step. Zedekiah moves up to his speed without provoking opportunity attacks.
Unarmed Strike. Zedekiah makes one unarmed strike.
Sand Wave (Costs 2 Actions). Each creature in a 15-foot cube originating from Zedekiah must make a DC 18 Constitution saving throw. On a failed save, a creature takes 2d8 force damage and is pushed 10 feet away from him. On a success the creature takes half damage and isn't pushed.
Sandstorm (Costs 3 Actions). Each creature with in 30 feet of Zedekiah must make a DC 18 Strength saving throw. On a fail, the target(s) are blinded and restrained until the end of his next turn.
Description
Zedekiah Naftali is the son to the prince of Goldsand's, Amir Naftali. Since the war in Goldsand's Zedekiah went to train with his uncle in Irondale at a young age, learning the unknown fighting style of Irondale. Combining both the Goldsandian dance style and the brutish Irondale style, he now defends the entire country on the Iron Bridge.
Foreigners are not allowed into Irondale, any who try to enter illegally are shot down on sight. The only legal route to Irondale is the Iron Bridge, showing the correct papers or the sigil of Vivifica or challenging Zedekiah on a 1 on 1 battle. Those who managed to defeat Zedekiah have access to the country as long as they show proof of his defeat.
Vivifica's Ward. The folks of Irondale cannot die. They worship the god of the undying Vivifica, providing a continuous revival as along as they continue following. Is it a blessing or is there something more sinister going on.
Wisdom of the Spirit. Zedekiah has advantage on Wisdom (Insight) and Charisma (Intimidation) checks.
Word of the Spirit. When Zedekiah speaks, he can direct his words to a creature of his choice that he can see within 60 feet of him, making it so only that creature can hear him. Alternatively, Zedekiah can amplify his voice so that all creatures within 600 feet can hear him.
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