Strays PC5

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Name: Zinzinel Zellaire
Race: Smiling Rogue (Fox Folk) Guardinal
Gender Identity: Cisgender Male
Age: 99 years
Class (Archetype) & Level: Warlock (Hexblade) 5
Alignment: Neutral Good
Appearance and Demeanor: Zinzenel is a handsome smiling rogue guardinal, with lustrous, glossy fur, sparkling black eyes, and fine-pointed, shiny teeth. His mortal guise is a handsome elven man. Zinzenel dresses in the height of flamboyant fashion and generally is deeply concerned with his appearance and always tries to look his best. He can be somewhat self-absorbed and arrogant, always wanting to be the center of attention and held in high regard. At the same time, he can be genuinely empathetic and moved by others’ suffering and is quite willing to risk his own well-being to help others.

Zinzinel Zellaire.jpg


  • What did you do?: Zinzenel has two strikes against him, both linked to his arrogance. The first was making a deal with ancient spirits of the dead, who, while not evil, are not good. This deal transformed him into a mystically empowered warrior. The leaders of his community regarded his as showing very poor judgment, but decided to give him a second chance, including him in a strike force against fiendish activity in the mortal realms. Zinzenel’s need to have the spotlight led him to take reckless actions, resulting in the deaths of those they were trying to help. Zinzenel was clearly remorseful, but also refused to admit that he showed bad judgment or to truly take responsibility for his action. The leaders of his community have exiled him in the hopes that he will learn some humility.
  • What virtue do you value most?: Courage. Zinzenel values taking bold action to help others.
  • What do you desire? To be recognized as a great hero. Zinzenel’s motivations here are simultaneously selfish and altruistic. He genuinely wants to help others and make the cosmos a better place and is willing to risk his own life to do so. However, he also wants the fame and attention that he believes comes with being a great hero.

Ability Scores
Strength: 10: +0
Dexterity: 13: +1
Constitution: 14: +2
Intelligence: 12: +1
Wisdom: 10: +0
Charisma: 18: +4


  • Armor Class: 15
  • Movement: 30’
  • Hit Dice: 5d8
  • Hit Points: 38
  • Initiative: +1
  • Melee Attack (Charisma/Hex Warrior): +6
  • Ranged Attack (Charisma/Hex Warrior): +6
  • Spell Attack (Charisma): +7
  • Spell Save DC (Charisma): 15

Natural Attacks

  • Bite Attack: 1d6 piercing/slashing

Equipment (damage bonuses: +3 Charisma/Hex Warrior)

  • Daggers x2: 1d4 piercing damage, finesse, light, thrown (range 20/60)
  • Scale mail: 14 AC + Dex (Max 2), disadvantage on Stealth

Proficiency Bonus: +3

  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, martial weapons, shields
  • Tools: None
  • Saving Throws:
    • Wisdom: +3
    • Charisma: +6
  • Skills:
    • Arcana (Intelligence): +4
    • Deception (Charisma): +6
    • History (Intelligence): +4
    • Intimidation (Charisma): +6
    • Investigation (Intelligence): +4
    • Perception (Wisdom): +3
    • Persuasion (Charisma): +6
    • Religion (Intelligence): +4
  • Languages: Abyssal, Celestial, Common, Elven

Special Abilities

  • Accursed Specter (Patron Feature): 1/1 (Refresh: Long rest) You can curse the soul of a humanoid you slay, binding them in your service as a specter until your next long rest.
  • Beguiling Influence (Warlock Invocation): Proficiency in Deception and Persuasion.
  • Dodge Missiles (Lupinal): When an attacker that you can see hits you with a ranged attack, you can use your reaction to dodge the missile. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your level.
  • Eyes of the Rune Keeper (Warlock Invocation): You can read all writing.
  • Fox’s Cunning (Smiling Rogue): You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Guise of Mortality (Guardinal): You can assume one particular humanoid form at will, as an action. It lasts indefinitely and can potentially be seen through if someone has reason to try. It ends automatically if you cast a spell or use a racial power.
  • Hamstring Bite (Lupinal): If you hit a creature with a bite attack, you may attempt to shove the target prone as a bonus action.
  • Hex Warrior: (Refresh: long rest): Touch a weapon you are proficient with and that is not two-handed. Use Charisma for your attack and damage rolls. This benefit extends to all Pact of the Blade weapons, no matter the weapon type.
  • Hexblade’s Curse: 1/1 (Refresh: short or long rest): As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits: 1) a bonus to damage rolls equal to your proficiency bonus; 2) a critical hit on a roll of 19 or 20; 3) if the cursed target dies, you regain hit points equal to your warlock level + Charisma bonus.
  • Keen Scent (Lupinal): You have proficiency in the Perception skill, and you have advantage on Wisdom (Perception) checks that rely on your sense of smell.
  • Pact of the Blade (Warlock): You can use your action to create a melee weapon of your choice in your hand, with which you become proficient as long as you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon.
    • Improved Pact Weapon (Warlock Invocation) (Xanathar’s Guide to Everything): Use any weapon you summon with Pact of the Blade as a spellcasting focus. Your weapon gains a +1 to attack and damage rolls (unless it already is a magical weapon with bonuses to those rolls). The weapon you summon can be a shortbow, longbow, light crossbow or heavy crossbow.
  • Researcher (Sage): When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.
  • Sharp-Eyed and Keen-Eared (Smiling Rogue): You have proficiency in the Investigation skill.


  • Spellcasting Ability: Charisma
  • Cantrips Known: 3
    • Chill Touch : You create a ghostly skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature. On a hit, the target takes 2d8 necrotic damage and it can't regain hit points until the start of your next turn.
    • Minor Illusion: You create a sound or an image of an object within range that lasts for 1 minute.
    • Prestidigitation: Create on minor magical effect.
  • Spell Slots: 2/2 (3rd level)
  • Spells Known: 7
    • Branding Smite: The next time you hit a creature with a weapon attack before the spell ends, the attack deals an extra 2d6 radiant damage. The target sheds dim light in a 5-foot radius. If invisible, they become visible and they can’t become invisible until the spell ends. When you cast this spell using a spell slot of 3rd level or higher, you do an additional 1d6 damage for each spell slot level above 2nd.
    • Charm Person: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw and does so with advantage if you or your companions are fighting it.If it fails the saving throw. It is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends the creature knows it was charmed by you. When you cast this spell using a spell slot of 2nd level or higher. you can target one additional creature for each slot level above 1st.
    • Dispel Magic: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target make an ability check using your spellcasting ability.
    • Fear: You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
    • Hellish Rebuke: As a reaction, you point your finger, and the creature that just damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 3dl0 fire damage on a failed save, or half as much damage on a successful one.
    • Misty Step: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
    • Tongues: This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
  • Invocations Known: 3

Other Equipment
Common Items

  • Arcane focus: orb
  • Bedroll
  • Clothes, fine
  • Component pouch
  • Lantern, bullseye
  • Rations, 8 days
  • Rope, silk
  • Scholar’s pack: a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
  • Waterskin

Magical Items

  • Helm of Telepathy: While wearing this helm , you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply--using a bonus action to do so--while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
  • Potion of Healing

Money: 118 gp, 3 sp