Razier, the sharp Guard | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Razier, the sharp Guard

3 Level (0/2700 XP for level-up) Background Objectoid Race / Species / Heritage Alignment
Hellwarden
Level 3
Hit Dice: 3/3
1d10+1 Class 1

STR
17
+3
DEX
10
+0
CON
12
+1
INT
8
-1
WIS
14
+2
CHA
14
+2
27
Hit Points
+0
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
34 / 34
Arcanum Points
5 / 5
Aura Die
+4 Expertise Bonus
+2 Proficiency Bonus
+3 Strength
+0 Dexterity
+1 Constitution
-1 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+0 Acrobatics DEX
+2 Animal Handling WIS
-1 Arcana INT
+3 Athletics STR
+2 Deception CHA
-1 History INT
+4 Insight WIS
+4 Intimidation CHA
-1 Investigation INT
skills
+2 Medicine WIS
-1 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
-1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +5 STR 1d8+3 piercing
 Finess
Attacks

Razier Intro




As an Objectoid Razier is a ghostly creature with the ability to possess objects. Possessing an object lets Razier hide perfectly and is also necessary as Objectoids without a host item suffer from staying in the mortal realm. Razier favors possessing weapons of finesse making them the center of battle and looking fancy. As Hellwarden Razier posses the ability to guard his nearby allies within his aura and support his bearer, as well as impede and destroy his enemies who dare entering his Infernal Aura.

Social Feats




Transparent body. (Race Trait)
Your True Form (see General Rules) is always slightly transparent, giving you a ghostly look.

Natural Telepathy. (Race Trait)
You can establish a telepathic connection with any number of creatures within a 100 feet radius of you, that you can see, and which can understand at least one language. While this connection is established you can telepathically speak with the creature and the creature can telepathically speak with you. The telepathic connection ends if you and the creature are further apart than 100 feet or if you choose to end it at any time.

Blending in. (Race Trait)
You can hide the signs of possession on your host. While suppressing the signs of possession, the host looks like a normal object. You cannot benefit from your own race and class resistances and immunities. You can no longer attack and your speed drops to 0, except the object is intended to move on itself (car, bike, boat, etc.). Hiding the signs of possession as well as stopping this feat takes 1 bonus action.

Exploration Feats




Weak Arcane Body. (Race Trait)
For every whole minute outside a host, you lose 5 arcanum points.

Lesser Spectral Walk. (Race Trait)
You can spend a bonus action to activate this feat. While you are not possessing a host you can move through creatures and solid objects as if they were difficult terrain. If you end your turn inside a creature or an object you take 1d10 force damage. The effects of this feat end when you end your turn on a free space. You cannot use this feat again until you take a long rest.

Utility Feats



Ghost in the Object. (Race Trait)
You can try to possess an object. You can possess objects independent from your true size, as long as they are small, tiny, medium, large, or huge. You must be able to touch the object.
You must spend an action and make an Intelligence skill check + your Proficiency bonus against the object's Armor Class (see General Rules). On a success you make that object your host and possess it. While in the host your own body vanishes.
The host body shows optical signs of the possession (for example: pulsating lines across its surface) making it clear that this object is possessed unless you.
You cannot possess objects that are indestructible, sapient, artifacts or which are made by Celestials. While possessing an object it is considered magical.
You need a minimum level to possess magical objects of certain rarities:

  • At 1st or higher level you can possess common objects.

  • At 2nd or higher level you can possess uncommon objects.

  • (At 5th or higher level you can possess rare objects.)

  • (At 11th or higher level you can possess very rare objects.)

  • (At 17th or higher level you can possess legendary objects.)


You are automatically attuned to the magical object you possess. This attunement does not count towards your attunement limit. You can use a bonus action to end the possession any time. The possession also ends if the object gets destroyed. When the possession ends your body reappears next to the host.
Your host is only the target of a spell, effect, or attack if it is specifically targeted or if it is within an area of effect. This is applicable even if your host is carried or equipped by a creature. Your host is regarded as a construct while you possess it.
You keep your movement speed while possessing the host. If the host lacks legs or other appendages it can use for locomotion, your normal movement speed becomes flying speed that you can only use to hover. If the host is securely attached to a surface or larger object, such as a chain bolted to a wall, your speed is 0.
You keep your feats, stats, resistances, immunities and can use your actions and bonus actions normally. 30 If your host is a weapon, you can attack as either unarmed attack or as weapon attack with your host.
If your host is not a weapon, you can attack as either unarmed attack or as if you were using a club).
When you are used as a weapon you only take damage if an opponent directly targets you. Otherwise, you and your host take no damage from your use as weapon.
You can also hear and smell normally and have a 360 degree vision.
You are still considered to be in your True Form. You can ignore the Somatic(S) component of spells.
Other creatures can still use the object in its intended way if you let them. Otherwise, they must make a Strength (Athletics) check contested by your Strength (Athletics) check to use the host.

Demanded Object. (Race Trait)
When summoned by a mortal you are directly summoned into an object, making it your host without needing to make a check.

Ejection costs. (Race Trait)
You lose 5 Arcanum points right after the possession of a host body ends.

Aura Dice. (Class Feat)
You have a pool of 5 d8. You can spend these Dice to use “Aura Abilities”. Aura Abilities can be used in a bonus action (if not stated otherwise). To use an Aura Ability on a target you must see it. You regain your Aura Dice after completing a long rest.

Infernal Aura. (Class Feat)
Your infernal aura has a range of 10 feet. You can cast spells and abilities with range “touch” or more from any point within the aura. This moves the spell’s origin.

Infernal Sense. (Class Feat)
The presence of strong evil registers on your senses like an intriguing odor, and powerful good rings like high pitched screaming in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you 32 that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all extended uses.

Spellcasting Ability. (Race Trait)
You can cast level 1 spells and level 2 spells. You have 4 level 1 spell slots and 2 level 2 spell slots. Your spell save DC is 12 and your spell attack modifier is +4.
You can use an unholy symbol as a spellcasting focus for your Hellwarden spells. The spells you currently know are Hellwarden spells.

Healing Feats



Hellwardens Touch (Aura ability). (Class Feat)
You can spend an Action and multiple Aura Dice to heal a creature for that many d8. If you heal something other than a fiend or undead, use D6 instead of d8. Alternatively, you can expend one d8 from your pool to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Hellwarden’s Touch, expending d8 separately for each one.

Assist Allies (Aura ability). (Class Feat)
You can spend one Aura Dice and use 1 action to select an ally within your Infernal Aura. This ally has advantage on attack rolls while they are within your Aura. You can use Hellwarden’s Touch as a bonus action to heal this ally. The effect ends if the ally starts their turn outside your Infernal Aura or after 1 minute.

Combat Feats



Object armor. (Race Trait)
You and your host share the same base AC. This can be either your original base AC or your host's original base AC minus 5, whichever is higher. Your feats and your hosts' feats can increase the chosen base AC. Wearing armor cannot increase your AC.

Host improvement. (Race Trait)
Your host's maximum and current HP (see (see General Rules) is increased by your current Arcanum points halved (rounded up) when you start possessing it. Your host loses these increased maximum and current HP when you stop possessing it, which can lead to the destruction of the host.

Host protection. (Race Trait)
While you are within a host all nonmagical damage against you is reduced by 5. Resistances and vulnerabilities of your host are first accounted for, then the damage is reduced by 5. Weapon damage by silvered weapons is not reduced.

Drive away Vermin. (Class Feat)
You can use 1 action to force all creatures that are not fiends or constructs and are within 30 feet to make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until they take damage. A turned creature must spend its turn moving as far away from you as possible. It may not intentionally come closer than 30 feet to you. As an action, it can only sprint or free itself from an effect that prevents it from moving. If there is no place it can get to, the creature may use the evade action. If the creature's True Form is obscured by an illusion, shapeshifting, or other effect, it is revealed while it is turned.

Scourge. (Class Feat)
When you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a celestial or a fey, to a maximum of 6d8.

Bodyguard. (Class Feat)
You can use a reaction when you are within range of an enemy who makes a melee attack against another target to force them to make a melee attack against you instead. The enemy has disadvantage for this attack.

Hellwarden Shield (Aura ability).
(Class Feat)
You can spend multiple Aura Dice to create a shield of force within your aura. The shield is transparent. The size is limited to the auras size. The shape is a hemispherical dome. It is stationary and centered on your current position. The shield has HP equal to the rolled result of the spent Aura Dice and an AC of 10 + your Charisma modifier. You can select creatures and objects that can’t pass through the shield. The shield is destroyed if it drops to 0 HP, if part of it is outside of the aura, or if you are unconscious. If a source of damage would destroy the shield the exceeding damage is absorbed.

Aura push (Aura ability).
(Class Feat)
You can spend multiple Aura Dice to push a creature outside of your aura. The target makes a Strength (Athletics) check against your Spellcasting DC. On a failed save the target is pushed to the outer edge of the aura plus the rolled result in ft of the spent aura dice x 3 (min. 5 feet).

Features & Traits
Starts summoned in a Rapier

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages.
Common, Dwarvish, Infernal, Abyssal
Skill Proficiencies.
Insight, Intimidation
Other Proficiencies.
All armor, shields, simple weapons, martial weapons

Languages & Proficiencies
Razier favors possessing weapons of finesse making them the center of battle and looking fancy.
Coming too near to their wearer often peaked in being thrown out of Raziers Aura or being blocked with Aura Shields.

Personality Traits
Desire to spread: "Pride".

Ideals
Razier is a creation of Magnifia, the former Demon Lady of Pride and solely created to protect her. He follows strictly the Tennants of the Subordinate.
Tennants of the Subordinate.
Keeping in line with the tenants ensures you access to your Hellwarden abilities. You could lose all your Hellwarden abilities should you break the tenants you are bound by in a major way. What constitutes a major break of your tenant, and the consequences of minor breaks are at the digression of the GM. A Hellwarden who lost their abilities should be given a possibility to regain their abilities if they repent.
1. Your creator always comes first. Even if the contract binds you to your summoner, you must never forget that you belong to your creator.
2. Fulfill your creator’s wishes as best you can.
3. Do not do anything that could harm your creator.
4. Do your best to become stronger so that you can serve your creator even better.
5. Mortals who worship your creator please them. Avoid, as much as possible, seriously hurting such worshippers.

Bonds
Razier holds great pride in their abilities and their need to show off sometimes leads to risky behavior.

Flaws
Nonphysical Demon.
Nonphysical Demons have no Hit Points but use Arcanum Points (see Magic and Demons) as their life energy.
As an Objectoid everytime your host suffers damage you suffer as well (consider the trait "Host Protection”).
True Form.
Razier is a spectral glooming rapier with infernal engravings. Small fine gems are covering it, even part of its blade. Raziers host object has a purple pulsing gloom as marks of possession when not suppressed.
Disguised Form.
The object Razier is currently possessing (while suppressing the marks of possession).
Character Role.
Support (Bodyguard & Healer), Crowd Control
True Size
small

Notes
Damage Resistances.
bludgeoning and slashing from nonmagical attacks that aren't silvered
Damage Immunities
poison, disease, fire
Condition Immunities
poisoned, diseased

Resistances and Immunities
passive Perception 12, blindsight 30 feet

Senses


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
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Level 1 Spells

Ambergleam's Demise

Fiendish Vine Strike

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: 30 feet
Components: V
Duration: Concentration, up to 1 minute
Damage/Effect: cold
The next time you hit a creature with a weapon attack before this spell ends, the target must make a Strength saving throw. On a fail a bunch of ghostly vines appear around them and restrain them. While restrained by this spell, the target takes 1d4 cold damage at the start of each of its turns.

The target can use an action to repeat the Strength saving throw. The vines disappear on a successful save. Another creature that can touch the target can use an action to make a strength check against your spell DC. The vines disappear on a successful strength check. The vines disappear after the spell ends. The target is no longer restrained after the vines disappear.
At higher levels: At Higher levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
Available for: Hellwarden

SRD

Sanctuary

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 30 feet
Components: VSM
Materials: A small silver mirror, or focus
Duration: 1 minute
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy creature, or deals damage to another creature, this spell ends.
Available for: Artificer, Cleric

Ambergleam's Demise

Sign of the Fool

1-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: Somatic
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Each target that fails this saving throw has disadvantage on Wisdom and Intelligence saving throws until the spell ends.
At higher levels: At Higher levels. 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.
Available for: Hellwarden

Ambergleam's Demise

Forced Duel

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 30 feet
Components: Verbal
Duration: Concentration, up to 1 minute
One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature feels the urge to fight you. For the duration, it can only attack you. If it tries to attack a different target than you it must make a Wisdom saving throw. On a success the attack occurs normally. On a fail the attack automatically fails.

If it tries to move more than 30 feet away from you it must make a saving throw. On a success it can move normally. On a fail it cannot move willingly more than 30 feet away from you. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Available for: Hellwarden

SRD

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile
Range/Area: self
Components: VS
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Available for: Sorcerer, Wizard

Level 2 Spells

Ambergleam's Demise

Branding Scourge

2-level Evocation

Casting Time: 1 bonus action
Range/Area: self
Components: Verbal
Duration: Duration: Concentration, up to 1 minute
Damage/Effect: necrotic
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams red hot as you strike. The attack deals an extra 1d6 necrotic damage and 1d6 fire damage to the target, which becomes visible if it was invisible. The target has a visible, gleaming mark where the weapon hit it and cannot become invisible until the spell ends.
Available for: Hellwarden

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