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Zaisetsu the Omenblade

Zaisetsu Sen

“I could provide guaranteed safe passage through the Porcelain Forest. Of course such perilous wayfinding would not be done out of mere generosity.”

Sen was an orphan raised by itinerant mercenaries. Throughout his youth the regiment fought across mountainous territories where Sen learnt swordsmanship ubiquitous to the region. He would later come into possession of an ancient blade that promised incalculable power in exchange for slaughter in its name. The deal was struck, and though in time Sen realized the magnitude of his mistake, he adheres to his end of the bargain so long as the sword maintains its role in kind.

Medium Humanoid (Human), Lawful Evil


Armor Class 18 (Plate Armor); Initiative +6 (16)
Hit Points 167 (17d8 + 1d10 + 72)
Speed 30 feet


STR DEX CON INT WIS CHA
15 10 14 8 13 26
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+2 +8 +0 +0 +2 +8 -1 -1 +1 +7 +8 +8

Skills Athletics +8, Intimidation +14, Perception +13, Stealth +6, Survival +7; Cartographer’s Tools
Gear Adamantine Greatsword, Backpack (Bedroll, Book, Gilded Ladle worth 500 GP, Ink, 5 Ink Pens, Map Case, Parchment (5 sheets), Spyglass, Tinderbox, Traveler’s Clothes, 2 Waterskins), Plate Armor, 8 Potions of Greater Healing, Pouch (2 Rubies worth 5000 GP each, Vial with Ruby Dust worth 5000 GP, 110 PP coins), Traveler’s Clothes; Weight Carried 160 pounds
Senses Blindsight 10 feet, Truesight 30 feet, Passive Perception 23, Passive Investigation 9, Passive Insight 11
Languages Common, Draconic, Giant
Challenge 15 (XP 13,000; Proficiency Bonus +6)


TRAITS

Curse Magic. When a creature that Sen cursed with the Hex spell hits him with an attack roll, the creature takes 6 Psychic damage. A creature takes this damage only once per turn.

Exploit Opening. When Sen rolls damage for an Opportunity Attack, he can roll the damage dice twice and use either roll against the target.

Family First. If Sen has Heroic Inspiration when he rolls Initiative, he can expend it to give himself and his allies Advantage on that Initiative roll.

Hex Restoration. Sen regains one expended use of Hexblade’s Curse when he finish a Short Rest or uses his Magical Cunning feature.

Initiative Swap. Immediately after Sen rolls Initiative, he can swap his Initiative with the Initiative of one willing ally in the same combat. Sen can’t make this swap if he or the ally has the Incapacitated condition.

Lifedrinker. Once per turn when Sen hits a creature with his pact weapon, Sen can deal an extra 3 (1d6) Necrotic, Psychic, or Radiant damage to the creature, and expend one of his Hit Point Dice to roll it and regain 6 (1d8 + 2) Hit Points.

Luck Points (6/Long Rest). Sen has 6 Luck Points that he can spend on the benefits below.

  • Advantage. When Sen rolls a d20 for a D20 Test, he can spend 1 Luck Point to give himself Advantage on the roll.
  • Disadvantage. When a creature rolls a d20 for an attack roll against Sen, Sen can spend 1 Luck Point to impose Disadvantage on that roll.

Resourceful. Sen gains Heroic Inspiration whenever he finishes a Long Rest.

Tough. Sen’s Hit Point maximum increases by 36.

Unyielding Will. When he succeeds on a saving throw to maintain Concentration, each creature of Sen’s choice in a 10-foot Emanation originating from Sen takes 7 (2d6) Necrotic damage. Once Sen uses this benefit, he can’t do so again until the start of his next turn.

Unyielding Will (1/Long Rest). When Sen fails a saving throw to maintain Concentration, he can choose to succeed instead, and Sen gains 22 (1d10 + 17) Temporary Hit Points.

Versatile Merc. When Sen finishes a Long Rest, choose a skill in which he has proficiency. Sen has Expertise in that skill until he finishes his next Long Rest.


MAGIC ITEMS

Adamantine Greatsword. Whenever this weapon hits an object, the hit is a Critical Hit.

Potion of Greater Healing (8). Sen can drink this potion or administer it to another creature within 5 feet of himself. The creature that drinks this potion regains 14 (4d4 + 4) Hit Points. When Sen casts the Tasha’s Bubbling Cauldron spell again, the potion disappears if not consumed.

Tome of Leadership and Influence (3). Sen’s Charisma has increased by 6.


ACTIONS

Devouring Blade. Sen gains the Extra Attack feature for his pact weapon. With that feature, he can attack thrice with the weapon instead of once when he takes the Attack action on his turn.

Pact Weapon: Adamantine Greatsword. Melee Attack Roll: +14 to hit, reach 5 feet. Hit: 21 (2d6 + 14) Necrotic, Psychic, Radiant, or Slashing damage. Whenever this weapon hits an object, the hit is a Critical Hit. If Sen’s attack roll misses a creature with this weapon, he deals 8 Necrotic, Psychic, Radiant, or Slashing damage.

Eldritch Blast. Spell Attack Roll: +14 to hit, range 120 feet. Hit: 13 (1d10 + 8) Force damage. The spell creates four beams. Sen can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Contact Patron (1/Long Rest). Sen casts the Contact Other Plane spell without expending a spell slot to contact his patron, and Sen automatically succeeds on the spell’s saving throw.

Hex (1/Long Rest). Sen casts the Hex spell without expending a spell slot.

Magical Cunning (1/Long Rest). Sen performs an esoteric rite for 1 minute, regaining up to 2 expended Pact Magic spell slots.

Pact Magic. Sen is an 18th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks). He can use his pact weapon as a Spellcasting Focus.
Cantrips (at will): Eldritch Blast, Mage Hand, Mind Sliver, Minor Illusion
5th level (4/Short Rest): Animate Objects, Arcane Vigor ᴮᴬ, Armor of Agathys ᴮᴬ, Banishment, Bestow Curse, Conjure Barrage, Contact Other Plane, Counterspell ᴿ, Dimension Door, Dispel Magic, Fly, Freedom of Movement, Hex ᴮᴬ, Hunger of Hadar, Invisibility, Major Image, Shield ᴿ, Staggering Smite ᴮᴬ, Steel Wind Strike, Suggestion, Synaptic Static, Tongues, Wrathful Smite
6th level (1/Long Rest): Tasha’s Bubbling Cauldron
7th level (1/Long Rest): Forcecage
8th level (1/Long Rest): Befuddlement
9th level (1/Long Rest): Sever Thread


BONUS ACTIONS

Harrowing Hex. After Sen casts a level 1+ spell that has a casting time of an action, he can make one attack with a weapon.

Hexblade’s Curse (8/Long Rest). Choose one creature Sen can see within 30 feet of himself. The target is cursed for 1 minute, during which Sen gains the benefits below. The curse ends early if Sen uses this feature again, if he dismiss it (no action required), or dies. When he casts a spell using a spell slot that curses a target, Sen can use his Hexblade’s Curse as a part of casting that spell instead of taking a Bonus Action. When he does so, the target of the spell is the target of Sen’s Hexblade’s Curse, and Hexblade’s Curse’s duration is either 1 minute or the spell’s duration, whichever is longer. In addition, Sen gains the benefits below:

  • Hungering Hex. When the target cursed by his Hexblade’s Curse drops to 0 Hit Points, Sen regains 12 (1d8 + 8) Hit Points.
  • Accursed Shield. While Sen isn’t wearing armor or wielding a Shield, he gains a +2 bonus to Armor Class while he is within 10 feet of the target cursed by his Hexblade’s Curse.
  • Hindering Curse. When Sen hits the target cursed by his Hexblade’s Curse with an attack roll, the target has Disadvantage on the next saving throw it makes before the start of Sen’s next turn.
  • Inescapable Hex. When the target of his Hexblade’s Curse ends its turn 30 feet or further from Sen, Sen can move up to 30 feet straight toward the target.
  • Accursed Critical. Any attack roll Sen makes against the target cursed by his Hexblade’s Curse scores a Critical Hit on a roll of a 19 or 20 on the d20.
  • Explosive Hex (1/Long Rest). When he deals damage to the target cursed by his Hexblade’s Curse, Sen can cause his curse to explode with sinister energy. The target and each creature of Sen’s choice in a 30-foot Emanation originating from the target takes 10 (3d6) Necrotic, Psychic, or Radiant damage (Sen’s choice), and their Speed is reduced by 10 feet until the start of Sen’s next turn.

Hew. Immediately after Sen scores a Critical Hit with a Melee weapon or reduces a creature to 0 Hit Points with one, he can make one attack with the same weapon.

Pact of the Blade. Sen can conjure a pact weapon in his hand – a Simple or Martial Melee weapon of his choice with which he bonds – or create a bond with a magic weapon he touches. Sen can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, Sen has proficiency with the weapon, and he can use it as a Spellcasting Focus. Sen’s bond with the weapon ends if he uses this feature again, if the weapon is more than 5 feet away from him for 1 minute or more, or if he dies. A conjured weapon disappears when the bond ends.

Second Wind (2/Long Rest). Sen regains 6 (1d10 + 1) Hit Points.


REACTIONS

Armor of Hexes. Trigger: Sen takes damage from the target cursed by his Hexblade’s Curse. Response: Sen reduces the damage taken by 17.

Retaliate. Trigger: A creature within 5 feet of Sen hits him with a melee attack. Response: Immediately after Sen makes an Opportunity Attack against that creature.


Sever Thread

Level 9 Necromancy (Warlock)

Casting Time: Action
Range: Self
Components: S, M (a Melee weapon that deals Slash damage)
Duration: Instantaneous

You make an attack with the weapon used in the spell’s casting to slash the Threads that embodies a creature on the Tapestry of Creation. Though a mortal cannot cleave every strand to erase it from existence, the creature still suffers existential wounds. Make a melee spell attack against one creature you can see within reach. On a hit, the creature rolls it’s maximum amount of Hit Point Dice and expends them. The creature makes a Charisma saving throw. On a failed save, the creature takes Necrotic damage equal to the total of those dice plus it’s Constitution modifier per die roll (minimum 0), and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.

The weapon used in the spell’s casting is destroyed by the spell if the weapon used in the spell’s casting made a successful hit and not an Artifact.