Zorua - H

by CloseCombat

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Zorua - H
Level Proficiency Bonus STAB Damage Increase
1st +2 +1 1st
2nd +2 +1 1st
3rd +2 +2 1st
4th +2 +2 1st
5th +3 +2 2nd
6th +3 +2 2nd
7th +3 +3 2nd
8th +3 +3 2nd
9th +4 +3 2nd
10th +4 +3 3rd
11th +4 +3 3rd
12th +4 +3 3rd
13th +4 +3 3rd
14th +5 +3 3rd
15th +5 +4 3rd
16th +5 +4 3rd
17th +6 +4 4th
18th +6 +4 4th
19th +6 +5 4th
20th +6 +5 4th

Character Features

As a Zorua - Hisui, you gain the following character features

Hit Points


  • Hit Dice: 1d8 per Character level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Character level after 1st

Proficiencies


  • Saving Throws: Dexterity, Charisma
  • Skills: Choose four from: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Zorua - H Traits

Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

Size. You are a small creature.

Speed. You have a walking speed of 35 feet.

Illusion You learn the Minor Illusion cantrip, and can use Silent Image an amount of times equal to your Proficiency bonus.

Prankster You gain proficiency in Decpetion if you don't already have it, and expertise if you do. Additionally when you use a status move, you can choose to use it as a bonus action instead of it's normal casting time. You can do this a number of times a day equal to your Charisma Modifier.

Simple Once per short rest you can use your reaction to give a creature disadvantage on a saving throw

Illusory Reality

Starting at 2nd level you can use your illusions to take the form of any pokemon you have seen, you can do this at will. Additionally once per long rest, you can take on one attribute of the creature you have taken form of (ie Tyranitar's STR, Sharpedo's Swim Speed, or Swellow's Fly Speed).

Wails from the Grave

At level 2 you can augment you attacks to harm others. When attacking a creature with a Ghost TYPE move, you can choose one other creature within 30 feet of the original target to take half the initial damage. You can do this three times per short rest, but regain one charge when using a charge of your Prankster ability.

Illusionary Ambush

Starting at 5th level, if you are hidden from a creature when you use a move on it, the creature has disadvantage on any saving throw it makes against the move this turn. Additionally you gain proficiency in Stealth if you don't already have it, and expertise if you do.

Master of Tactics

Starting at 5th level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

Ghost Walk

Starting at level 9, you can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.

You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest.

Undying Singularity

Starting at level 14, your connection to undeath saturates your body. You take neutral damage from dark type moves.

In addition, when you would be reduced to 0 hit points, you can use your reaction to drop to 1 hit point instead and cause your body to erupt with deathly energy. Each creature of your choice that is within 30 feet of you takes Ghost damage equal to 2d10 + your character level. You then gain 1 level of exhaustion. Once you use this reaction, you can’t do so again until you finish 1d4 long rests.

Class Name
Level Features
1st Racial Features, Starting Moves
2nd Illusory Reality, Wails from the Grave
3rd New Move, Feat
4th Ability Score Improvement
5th Illusionary Ambush, Master of Tactics
6th New Move, Armor Class Increase
7th Feat
8th Ability Score Improvement
9th Ghost Walk
10th New Move
11th Feat
12th Ability Score Improvement
14th Undying Singularity
15th Feat
16th Ability Score Improvement
17th New Move, Illusionary Terrain
18th Armor Class Increase
19th Feat
20th Ability Score Improvement

Illusionary Terrain

Your power over your illusions grows strong enough to warp the world around you.

At 17th level you can cast Hallucinatory Terrain a number of times perday equal to your Charisma MOD. Additionally, objects you creative via you Illusion ability become real for one minute.

Zorua - H Learnset

Starting (1 Level)
  • Shadow Sneak
  • Snarl
  • Will - o - Wisp
  • Copycat
3rd Level
  • Detect
  • Sucker Punch
  • Pursuit
  • Hex
6th Level
  • Scary Face
  • Bitter Malice
  • Echoed Voice
  • Nasty Plot
10th Level
  • Extrasensory
  • Shadow Ball
  • Hyper Voice
  • Slash
17th Level
  • Foul Play
  • Dark Pluse
  • Bounce
  • Uproar

Copycat

Type: Normal

Move Power: None

Move Time: 1 action

PP: 10

Duration: Instantaneous

Range: 50ft

Description: You mimic a target that you can see, in range. When you activate this move, fully execute the most recent move used by a Pokemon other than yourself, using your own ability scores, level, and typing for saving throw DC, attack, and damage


Shadow Sneak

Type: Ghost

Move Power: DEX

Move Time: 1 bonus action

PP: 20

Duration: Instantaneous

Range: 15ft

Description: You extend your shadow to strike a creature from behind. As a bonus action, you can control your shadow to make a ranged attack roll against a target within range dealing 1d4 ghost damage on a hit.


Snarl

Type: Dark

Move Power: WIS/CHA

Move Time: 1 action

PP: 10

Duration: Instantaneous

Range: 30ft

Description: You release a harsh growl at a creature, damaging their willpower. Force a creature to make a WIS save against your Move DC. On a failure, the target takes 1d8 + MOVE dark damage. If you are the target of its next attack, the attack is rolled at disadvantage.


Will-O-Wisp

Type: Fire

Move Power: DEX/WIS

Move Time: 1 action

PP: 10

Duration: Instantaneous

Range: 30ft

Description: You send a sinister, white-hot flame at a creature attempting to inflict a burn. Make a ranged attack roll on a target, causing burn on a hit.

 

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