Eldric the Unbound (3.5e Deity)
From D&D Wiki
Hero | |
---|---|
Symbol: | A bone gauntlet adorned with void-black, crimson-glowing stones |
Home Plane: | The Shadowed Abyss |
Alignment: | CN |
Portfolio: | Death, Destruction, Ambition |
Favored Weapon: | Gauntlet |
Eldric the Unbound
Hero
Hit Points: 300
Armor Class: 25
Speed: 60 ft
Challenge Rating: 20
Alignment: Chaotic Neutral
Race: Deathshadow (Rank 10)
Racial Abilities:
Abilities - Strength: 30 - Dexterity: 20 - Constitution: 30 - Intelligence: 16 - Wisdom: 20 - Charisma: 12
Special Abilities - Necrotic Gauntlet: Eldric wields a gauntlet made from bone, adorned with six void-black stones that glow crimson. Each stone grants an unlimited casting of a specific spell or effect, chosen by the GM (e.g., Inflict Wounds, Curse, Animate Dead), with the central stone holding the most potent ability, Black Oozing Death [Rank 10].
- Black Oozing Death [Rank 10] Benefit: Eldric can use this ability twice per day. Effect: Eldric corrupts a vast area (1,000 ft radius) with necrotic energy, dealing 10d10 necrotic damage per turn to all living and divine creatures within. - Area Effect: The ground in this area becomes black ooze, considered difficult terrain. - Duration: Lasts a number of turns equal to Eldric’s Will save bonus.
Unique Traits - Unbound Fury: Each time Eldric takes a hit that reduces his HP by 50 or more, he gains +2 Strength for the next 2 turns. This bonus is cumulative but resets if he drops to 0 HP. - Undead Resilience: Eldric is immune to poison, sleep, paralysis, and charm effects. He also cannot be killed by any non-divine source unless reduced to 0 HP.
Actions - Multiattack: Eldric can make two melee attacks per turn with his gauntlet. - Gauntlet Strike: +15 to hit, 2d8 + 6 necrotic damage.
Dogma Eldric believes that power should be seized at any cost, even if it means challenging gods themselves. His followers are taught to show no mercy, break the will of those they conquer, and let nothing stand in their way of achieving ultimate strength.
Clergy and Temples Eldric’s followers are few but devoted. They hold secretive rituals, offering souls in exchange for Eldric's blessings. Temples are hidden in ruins or crypts, where followers gather in dark ceremony, each seeking to gain power through servitude to their fallen hero.
Pantheon Though once allied with other deities of destruction, Eldric’s ambition led to his execution, sealing his fate as an outcast. His existence is tolerated by some dark deities, yet none trust him fully.
Levels Eldric Has 20 Ranks in the https://www.dandwiki.com/wiki/Vessel_Death_Division and is Level 4 in https://www.dandwiki.com/wiki/Devout_Vessel_(3.5e_Class) And is level 10 in https://www.dandwiki.com/wiki/Devout_Leader_(3.5e_Prestige_Class)
Feats[edit]
https://www.dandwiki.com/wiki/Requiem_of_the_Undying_(3.5e_Feat) -
https://www.dandwiki.com/wiki/Soul_Of_The_Undying_(3.5e_Feat) -
https://www.dandwiki.com/wiki/Life_Leach_(3.5e_Feat) - -
Abilities Selection[edit]
(1st Level) Shared Suffering : This ability allows the Devout Vessel to absorb the damage that their Devout Leader would normally take from using a Vessel ability. Instead of the leader suffering the damage, the vessel takes on the harm, demonstrating their deep connection and loyalty.
(1st Level) A Cut for a Cut : This ability ensures that an attack made by the vessel is guaranteed to hit, but it comes at a cost. Both the vessel and the target take 1d6 piercing damage, and the target, along with the vessel, will suffer 1 point of bleeding damage per turn for the duration of the effect. (Anyone Within 100 Feet) (1 Turn) This reflects the vessel's willingness to endure pain in service of their mission.
(1st Level) Intimidating Presence : The vessel can add their Constitution modifier to their Intimidation checks, showcasing their ability to project their inner strength and resolve. This represents their physical and spiritual fortitude, amplifying their presence in tense situations.
'2nd-Level Abilities'
A Cut for a Cut II: This upgraded version of the initial ability enhances the effect of your attack. When using **A Cut for a Cut**, the bleeding damage now lasts for an additional turn. This means both you and the target will continue to suffer 1 point of bleeding damage per turn for a total of 2 turns, reflecting an even greater sacrifice for the effectiveness of the attack.
Bolstered Charisma: You gain an additional benefit from your physical fortitude. Add your Constitution modifier And Your Strength Modifier to your Charisma modifier. This reflects the way your strong presence and resilience bolster your ability to influence and command others, enhancing your effectiveness in social and leadership situations.
3rd-Level Ability
Leader's Lesser Favor: Your deep connection with your Devout Leader grants you enhanced support and recognition. When within 60 feet of your Devout Leader, you receive a +2 bonus to all your base ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). This represents the Leader’s greater focus on you due to your increased importance and worthiness compared to lower-level vessels. This bonus reflects the Leader’s heightened favor and their commitment to aiding you directly in your endeavors.
4th-Level Abilities
1. A Cut for a Cut III: This advanced version of your signature ability intensifies its effects. When using **A Cut for a Cut**, the damage dealt increases to 2d6 piercing damage, and the bleeding effect now persists for 3 turns. Both you and the target will suffer from 2d6 piercing damage initially, followed by 1 point of bleeding damage per turn for 3 turns. This demonstrates the heightened sacrifice you’re willing to make for the effectiveness of your attacks.
2. Vessel's Specialization:
- Power: Enhancements to your physical or magical prowess. - Mental: Abilities related to mental influence or disease, affecting thoughts or inflicting psychological effects.
Mental: Nightmare Inducement**: You gain the ability to force a Will save against an enemy with a DC of 14 + your class level + your Charisma or Constitution modifier (whichever is higher). On a failed Will save, the enemy falls into a nightmare-like state, incapacitating them for 2 turns. This ability can be used once per day. This showcases your power over the minds of others, plunging them into a state of fear and confusion.
Power: Enhanced Resilience**: Once per day, you can reduce all physical damage you take by half for 2 minutes (2 turns). This reflects your pure devotion, which significantly enhances your durability and resistance to physical harm.
(1st Level) Will of the Leader Description: As a Devout Leader, you have the power to project your will onto your vessels, Followers, guiding their actions and fortifying their resolve. This ability allows you to temporarily enhance the capabilities of a chosen vessel, empowering them to act with greater precision and strength.
Siphon Chain 1st-Level Vessel Ability
Once per day, plus an additional number of times equal to your Charisma or Constitution modifier (whichever is higher), you can create a chain of mystical energy that deals damage equal to 1d6 plus your Will save plus half your Charisma save. The chain also deals bonus damage equal to the amount of hit points siphoned from a vessel The damage is Dealt Equal to Half the Hitpoints Taken From Said Vessel. The color of the chain depends on your alignment:
Chaotic Evil: Crimson Red with a Purple Glow Neutral Evil: Void Black with a Purple Glow Lawful Evil: Black with a Grey Glow True Neutral: Pure Grey Lawful Neutral: Grey with a White Glow Neutral Good: Grey with a Gold Glow Lawful Good: Gold with a White Glow This ability illustrates your capacity to harness and manipulate the energy of your vessel, manifesting it as a formidable weapon.
The Unseen Claw 2nd-Level Vessel Ability
Once per day, plus an additional number of times equal to your Charisma or Constitution modifier (whichever is higher), you can conjure a mystical claw that remains invisible to anyone who is not a Leader,Or Atleast Level 6. The claw can carry up to 100 pounds and has a reach of up to 20 feet away from you. It deals 3d10 damage and can be summoned for up to 2 minutes. The claw operates independently with its own initiative, allowing it to act according to your will.
Last Stand 2nd-Level Vessel Ability
Once per day, you can activate Last Stand when you are reduced to 0 hit points. Instead of falling unconscious or dying, you can choose to have one of your vessels or followers to take the damage that would have been dealt to you. The chosen vessel or follower dies in your place, preserving your life and allowing you to continue. This ability reflects the ultimate sacrifice your loyal followers are willing to make for you and your unyielding resolve to lead.
True Vessel 3rd-Level Vessel Ability
True Vessel is a profound and transformative ability that allows you to secure your essence beyond the confines of your physical form. With this power, you can select up to Three different followers, vessels, who become your designated anchors in the event of your death. This selection process occurs weekly, ensuring that your most trusted and capable supporters are always prepared to bear the weight of your soul.
Upon your demise, regardless of how or where it occurs, your soul will transfer into one of these chosen individuals, regardless of their location or the plane of existence they occupy. The transfer process ensures that a small fragment of your soul is imbued within each chosen vessel, acting as a fail-safe mechanism. When your mortal body perishes, the remaining essence of your soul converges upon this fragment, allowing you to inhabit the body of the chosen vessel and continue your existence.
In this new form, you retain your Charisma, Intelligence, and Wisdom scores, but you lose all bonuses related to your physical body and instead gain the Constitution, Strength, and Dexterity of your new vessel. This shift means you will be fully integrated into the new body, with all physical attributes, skills, and capabilities of the vessel becoming your own. However, any class features or bonuses tied specifically to your original physical form will be lost. Conversely, if the vessel's class is tied to their physical form, you will gain the corresponding abilities while in their body.
Classes or abilities tied to your soul, intellect, or essence—such as Wizard, Sorcerer, Devoted Follower, or Devoted Leader—remain intact. This ensures that despite the physical change, you retain the core aspects of your identity and powers related to your soul's nature.
Side Effects Every Follower you Put Said Soul Fragment Into You Gain A Perm -1 To all Rolls Per Fragment Meaning At Max you have a Perm -3 To all Rolls Untill You Fuse Back You Also Suffer a -3 Penalty To Your Hitpoints Per Vessel capping up to -9
Healing Factor 3rd-Level Vessel Ability
You gain a regenerative ability that allows you to heal rapidly. At the start of each of your turns, you regain hit points equal to half your Will save. This continuous healing reflects your deep connection to your Soul and the life force that sustains you, showcasing the profound impact of your vessel's power on your own well-being.
If being damaged from acid or Fire the effect of this is halfed
Vessel Claws
4th-Level Vessel Ability By channeling the full extent of your power, you manifest formidable claws that reflect your alignment. The claws can be activated or deactivated any number of times per day. When active, they deal damage equal to 1d6 plus your Will save, and they can attack once per activation, similar to a normal weapon.
The claws are retractable and remain active until you manually retract them with a free action. Each successful strike causes 3 points of bleeding damage for 1 turn after the attack.
The appearance of the claws is influenced by your alignment:
- Chaotic Evil: Crimson red with a purple glow. - Neutral Evil: Void black with a purple glow. - Lawful Evil: Black with a grey glow. - True Neutral: Pure grey. - Lawful Neutral: Grey with a white glow. - Neutral Good: Grey with a gold glow. - Lawful Good: Gold with a white glow.
---
Vessel Infusion
4th-Level Vessel Ability
By channeling pure vessel energy into every fiber of your being, you can transform your physical form into a vessel of formidable protection. This process infuses your entire skeleton, body, organs, and blood with solidified vessel energy, creating an impenetrable shield of energy that harms anyone who dares to make contact with your essence.
Any creature or object that touches or comes into direct physical contact with your infused form suffers damage equal to your Will save. This includes melee attacks, grappling attempts, or any form of physical interaction with your body or blood.
In addition to the protective barrier, this infusion grants you a permanent +3 bonus to your Armor Class (AC), enhancing your defensive capabilities and making you significantly harder to hit in combat.
The intense vessel energy surrounding you serves as both a deterrent to attackers and a symbol of your unyielding strength, showcasing the depths of your devotion and power.
Limb Regen 5th-Level Vessel Ability
Once per day, plus an additional number of times equal to your Will Save, you can instantly regrow a severed limb or any body part aside from your head. This ability reflects your profound connection to your own soul and the life force that flows through you. The regrown limb is fully functional and indistinguishable from the original, symbolizing the resilience and depth of your being.
Does not have any effect From cold and or Fire
Eternal Sustenance 6th-Level Vessel Ability
You gain semi-immortality, becoming impervious to certain natural threats:
You no longer need to eat, drink, or sleep, effectively making you immune to hunger and thirst. You are also unaffected by aging and do not suffer any negative effects from growing older. Your physical appearance remains unchanged, and you retain your vitality regardless of your age. This ability grants you a form of extended life, allowing you to persist without basic needs or the usual effects of aging. However, you can still be affected by other forms of damage or harm, such as combat injuries or magical effects.
Ethereal Sensory Adaptation 7th-Level Vessel Ability
Your vessel energy enhances your senses to transcend physical limitations:
Breathless Existence: You no longer need to breathe, making you immune to effects that would suffocate or poison you through air. Enhanced Perception: You can see without physical eyes and hear without ears. Your senses are augmented by your vessel energy, granting you immunity to blindness and deafness. You perceive your surroundings through a form of energy-based perception. Darkvision: If you do not already possess darkvision, you gain darkvision with a range of 120 feet, allowing you to see in complete darkness as if it were dim light. Sensory Effects: Your enhanced senses are not affected by conventional sensory impairments, such as blinding or deafening effects. This makes you highly resilient against any forms of sensory-based attacks or disruptions.
Perfect Vessel Replica 8th-Level Vessel Ability
You gain the power to create a flawless physical replica of your original body. This replica is a vessel designed to hold your soul if needed:
Creation: Once per week, you can create a perfect physical copy of your original body. This replica retains all your physical attributes, such as Strength, Dexterity, and Constitution, but it does not have a soul and cannot perform any actions or think independently. Duration: The replica lasts for an amount of time equal to your race's natural lifespan. After this period, the replica decays and becomes a normal inanimate object, unable to be used again. Soul Transfer: You can transfer your soul into this replica, preserving all physical bonuses and attributes. This is useful if you need to retain physical enhancements or if your original body is compromised. Your original body’s bonuses and abilities are fully maintained in the replica. Limitations: The replica is purely a physical entity and cannot perform any actions or provide any benefits beyond holding your soul. It cannot be used as a living vessel for any purpose other than soul transfer.
Vengeful Resilience 9th-Level Vessel Ability
When you are reduced to half or less of your maximum hit points, you become more resilient and vengeful, gaining enhanced defensive and offensive capabilities:
Bonus to AC: When your hit points drop to or below half your maximum hit points, you gain a bonus to your Armor Class (AC) equal to your Will save. This bonus reflects your increased defensive instincts and heightened awareness of threats. Bonus to Attack Rolls: You also gain a bonus to all attack rolls made against the entity that damaged you, equal to your Will save. This bonus represents your focused determination to retaliate against those who have harmed you. Activation: These effects automatically trigger when your hit points are at or below half your maximum, and they remain active until you are healed above half your maximum hit points or until the end of combat.
Absolute Will Immunity 10th-Level Vessel Ability
You have achieved perfect mental fortitude, granting you complete immunity to any effects that target or rely on Will saves:
Immunity: You are immune to all effects and abilities that require or involve Will saves. This includes spells, abilities, and other effects that would normally require you to make a Will save to resist or avoid their effects. Effect: This immunity means you are completely unaffected by any mental or psychological effects, including fear, charm, or mind control, that rely on Will saves. Activation: This ability is always active as a passive effect once you reach 10th level.
Backstory[edit]
Once a revered general in the celestial army of his god He Was A formidable force on the battlefield, known for his unparalleled strength and unwavering loyalty. However, ambition fueled by a desire for greatness led him down a treacherous path. In secret, he sought forbidden knowledge and methods to surpass the gods themselves, believing that true power lay beyond divine limitations. His insatiable quest for strength culminated in an audacious plan to harness dark energies that would elevate him above his celestial brethren.
When his ambitions were discovered, the god he served viewed his actions as a betrayal. Stripped of his title and honor, he was exiled and sentenced to execution, a grim fate that awaited those who dared to challenge divine authority. In the depths of despair, he clung to life, refusing to succumb to the fate that had been decreed. Instead, he embraced the very darkness he sought to wield, transforming into a Deathshadow, a being caught between the realms of life and death.
As a Deathshadow, he gained extraordinary powers, allowing him to navigate the shadows and manipulate the essence of life and death itself. Yet, this transformation came at a cost; his connection to the living world became tenuous, and he often found himself wrestling with the urge to turn against those who summoned him. The power that flowed through him was intoxicating, but it was laced with betrayal and a volatile hunger for revenge against the gods who cast him aside.
Now, he exists as a spectral presence, drifting through the realms, a brooding figure shrouded in darkness. Those who dare to summon him do so at their own peril, as his loyalty is fickle, and the temptation to turn against his summoners is always present. His enigmatic nature and formidable abilities make him both a powerful ally and a dangerous adversary, embodying the duality of life and death in every encounter.
Back to Main Page → 3.5e Homebrew → Deities → Hero