Overview
Born on the 22nd of Chronos to the Talos family, a sun elf clan specialising in car manufacturing, Zel'eon faced a severe condition: his arm was necrotising, threatening to take over the rest of his body. His mother cut off the necrotising arm, saving him, but the rest of the family kicked Zel'eon and his mother out for fear of how the crippled boy would affect their family name. Zel'eon's mother fled to Mosskach with the young Zel'eon, and started a small clinic in the slums.
After his mother passed when he was a young teenager, Zel'eon took over the clinic, treating patients who had nowhere else to go, including gang members. He learned the basics of combat from his orc patients, finding a love for sparring from them. He also took on two trainees, an ex-gangster named Maria, and Arche Kagekiyo, a young woman of Zel's age who had barely any social skills.
Zel'eon has recently fled to Ilrinia after getting on the wrong side of EchoTech with Arche and two others, named Saziver and Senzorin. He is currently attending Arbalest Academy with them, slowly letting his guard down in the relative safety of Ilrinia.
Physical Appearance
Character's appearance as seen by others
In-Game Statistics
- STR: 4
- DEX: 13
- CON: 18 = 14 +1 from Race + 1 from Feat + 2 from ASI
- INT: 18
- WIS: 13
- CHA: 16 = 14 +1 from Race + 1 from Feat
Level 1
Race: Variant Human
Note: Zel'eon is a half-elf in lore, born to a human mother
- Ability Score Increase: +1 CHA, +1 CON
- Size: Medium
- Speed: 30 ft
- Languages Known: Common, Gnomish
Background:
- Skills: Persuasion (Background)
- Languages: Orcish
- Tools: Leather, Vehicles (Land), Chefs Utensils
Feat:
- Skill Expert; CHA +1 Proficiency: Intimidation Expertise: Tinkering
- Signature Weapon; CON +1
Class: Artificer
- Hit Dice: 1d8
- Max HP: 11
- Armor Proficiencies: All Armor, Shields,
- Weapon Proficiencies:
- Tools: Leather, Healer, Tinkers, Smith, Utensils, Vehicles (Land)
- Saving Throw Proficiencies: CON, INT
- Skills: Tinkering (Class), Nature (Class), Medicine (Race), Intimidation(Skill Expert), Survival (Background), Perception (Background)
Example feature
1st level Enhanced feature
- Feature description: Blade Enhancement; Hidden arm Blade that does 1d8 Slashing Damage on hit, Uses INT for ATK and DMG rolls. Infusions: Arm Launcher Enhanced Weapon Enhanced Defense
Level 2
Class: Artificer
- Hit Dice: 2d8
- Max HP: 19
Example Feature
2nd level Enhanced feature
- Feature description: Spell Casting Save DC: 8 + PB + INT Spell ATK: PB + INT Spells Slots: 3 1st Level, 3 Spells Known, 2 Cantrips Known Tinker's Insight Also at 2nd level, your expert understanding of the magic of artifice allows you to bypass normal magic item restrictions. You can attune to and use any magic item regardless of any alignment, class, player race, or spell requirements, and you can choose touse your ArtificerSpell save DCin place ofthe magicitem's DC.
Level 3
Class: Artificer
- Hit Dice: 3d8
- Max HP: 27
Example Feature
3rd level Enhanced feature
- Feature description: Enhancements; Power Enhancements, Add INT to STR Checks Arcane Recharge Starting at 3rd level, during the course of a short rest, you can recover expended spell slots of a combined level equal to your Intelligence modifier. After you do, you must complete a long rest before you can use this feature again. At 11th level, you can use this feature to cause one Infused item or magic item you touch to regain any Charges it would normally regain at dawn, in place of regaining spell slots.
Level 4
Class: Artificer
- Hit Dice: 4d8
- Max HP: 41
4rd level feature
- Feature description: ASI Improvement: Con +2 Feat: Spellsword
Level 5
Class: Artificer
- Hit Dice: 5d8
- Max HP: 52
5th level feature
Feature description:
You have improved your modifications to further augment your combat abilities. You gain the following benefits: You can attack twice, rather than once, whenever you take the Attack action on your turn. Each of your Enhancements can bear a single Infusion usually meant for the following objects: Mobility (boots), Nimble (gauntlets), Power (armor), Visual (helm, goggles). Your Blade counts as magical for the sake of overcoming resistance and immunity to non-magical attacks.
Visual Enhancement. You modify one of your eyes. You can add your Intelligence modifier (minimum of +1) to any checks you make that rely on your sense of sight.
Infusion: Radiant Weapon As a bonus action, the wielder can cause this weapon to emit bright light in a 30-foot radius, and dim light 30 feet beyond that. The wielder can extinguish the light as a bonus action. This magical weapon has 4 charges. When its wielder hits a creature with this weapon, it can expend 1 charge and force its target to make a Constitution saving throw. On a failure, it is blinded until the beginning of your next turn. This weapon regains all expended charges at dawn. At 11th level, this weapon grants a +1 bonus to its attack and damage rolls. This bonus increases to +2 at 17th leve
Level 6
Class: Artificer
- Hit Dice: 6d8
- Max HP: 64
6th level feature
- Feature description:
- Flash of Genius
- You can offer potent insight at a moment's notice. Starting at 6th level, when you or a creature who can hear you within 30 feet, makes an ability check or saving throw, you can use your reaction to add your Intelligence modifier to that roll.You can use this reaction a number of times equal to your Intelligence modifier (a minimum of once), and you regain all of your expended uses when you complete a long rest.