Hydra
  1. Characters

Hydra

Saint of Diligence, Goddess of Destruction
NPC

Daughter to the Goddess of Prosperity Zada, Hydra is referred to as the Saint of Energy. Using her own magical prowess she grants others with the strength and will to push through. However she also possess the ability to take that away. What was once a deity of kindness and light to others has grown dark. She believes that there needs to be a balance in the world. Therefore, she will strip away what she sees fit from those she believes do not deserve it. This can include the lives of those individuals. She works on behalf of her Uncle and Aunt the God of Justice Zuzen and the Goddess of Law Themis, despite her mother's wishes. She often finds herself working with Saiko and is the one to keep him in check the most.


Character Sheet on DnD Beyond


Outfit Board

Personality

Mannerism
Arrogant and a bit of a know it all. She believes what she is doing is true justice for the world.

Appearance

Hydra stands at 6'0 tall with segmented green, silver, and black armor with blue and gold accents. Her armor extends to the right arm but not her left leaving her brown skin exposed. She wears a golden circlet with her light brown thick hair going past her shoulders to her waist. She has a button nose and red eyes She carries around a large great sword with the symbol of her parents on it.


In her other form her segments turn into scales and she grows a green, silver, black, and brown snake like heads with red eyes.. She grows massive wings with varying colors and has four legs and two arms. 

The Story

Along with Saiko, the two of them established a safehouse for Unknown within the Badlands. The two of them had discovered an old experimental lab where they decided to reside. However, their safety was in jeopardy when they were under attack by the Order of the Moonlight. Hydra had shown up to late and tried to rescue Saiko but failed. She watched him succumb to the enemies while she fled in pain.

The Hydra

As a deity, Hydra has three main forms; a mortal form, a hybrid form, and a full form.

In his hybrid form she takes on a scaly lizard like appearance with large wings on her back and a spiked tail. 

In her full form, she grows a large reptilian like body with claws and three heads each of a different color. 

Title
Saint of Diligence, Goddess of Destruction

Type
NPC

Race
Child of Zada

Gender
Female

Mannerism
Arrogant and a bit of a know it all. She believes what she is doing is true justice for the world.

Druid

Circle of Witchcraft - Subclass

A kindly old crone who always smells of tea and fresh earth lives down the street. She gives homemade sweets to the children and is quick to come over when childbirth or sickness takes someone abed. She never asks for anything for her services, but the village showers her with gifts, if not out of gratitude then out of fear she may leave.

A young woman sews together a small poppet of a wicked man, lips twisted in a cruel smile. She sets it over the flame and knows that somewhere a villain is boiling in his own skin.

A twistedly beautiful dark queen stirs a great black cauldron, within is a terrifying stew with too small bones bobbing to the surface. She did unforgivable things to brew the awful sludge, but the fumes will give her another 100 years of youth and vigor.

Druids of this circle follow a certain old practice, one that may have passed off as being merely the stuff of myth and fairytales. These druids commune with ancient spirits of the nature that was before man. Known as witches, druids of this circle use the knowledge they gain from these beings of the oldest magic to bind pieces of their souls to items that become tied to their very essence, acting as lightning rods for the energies of the universe. Many consider these practices reckless, but witches rely on their knowledge of these old magic's to never take things too far.

(This is the druid variant of a wizard subclass I made called "Witch". If that intrigues you, feel free to look it up.)

Witches Talismen

At 2nd level, you choose a witch talisman. Your witch talisman counts as an arcane focus for the purpose of casting spells. your talisman is a highly personal item that you imbued with a part of your soul, acting as a channel to the ambient magical energies of the universe.

Talismans, regardless of type, have hit points equal half your max HP and an AC equal to your spell save DC. It can only be hit if targeted specifically and cannot be included in areas of effect. If your talisman is destroyed, you lose the ability to cast spells and any ongoing spells you are concentrating on immediately end. You also immediately take damage equal to half your maximum HP. You can create a new talisman or restore your own talisman to full hit points over the course of a long rest. When you die, your talisman is destroyed in a spectacular display of magical power. It cracks, streams of light pouring from it until it shatters and explodes in a cloud of glittering dust, elemental energy, shrapnel and arcane force. One piece of it always remains: the burned husk of a witch’s broom, the blackened crystal from a gorgeous necklace, the broken hilt of a cruel knife.

Your choice of talisman also gives you a special ability associated with it, based on its type as listed below. This choice cannot be changed.

Amulet

Your talisman is a magical amulet with a design unique and iconic to you. (Examples: A lucky coin, a shiny button that replaces a button on anything you wear, a scarab beetle necklace, a silver belt buckle, a four leaf clover that never wilts, a bone pentacle.)

While you wear it you gain a +2 bonus to your AC. 

Athame

Your talisman is an ornate or rustic magical weapon. This weapon takes the form of a dagger, short sword or any other one-handed melee weapon.(Examples: A black glass dagger, a silver longsword, a stone handaxe, a bone spear, a gleaming glove that produces a deadly blade, a barbed scourge.)

You are proficient with your athame, and you can add your Wisdom modifier to attack and damage rolls made with your athame. Over the course of a long rest, you can choose to change your athame into a different weapon.

Focus

Your talisman is a magic wand, broom, staff, crystal, tome or rod with a design unique to you. (Examples: A carved wand of bone, a twined ivy bracelet, a crystal ball that floats above your hand, a tome of fairy tales and poems, a staff made from a single ancient oak branch, a gnarled broom, or a giant pestle.)

While you wield it, you receive a +2 bonus to you spell attack and spell save DC.

Headpiece

Your talisman is a hat, pendant, barrette, hairband, headband or head piece of some sort with a design unique to yourself, generally with a jewel or bone centerpiece.(Examples: A pointed, conical hat, a gem that hangs from a chain on the center of the forehead, a butterfly barrette, or a beautiful sapphire pin.)

While you wear it, you gain proficiency in any 2 skills of your choice.

Ring

Your talisman is a ring of power with a unique design. It could be chased metal, fine wire with a jewel or bone setting, a thick band, a wedding ring, a cage ring, a claw ring or any other finger adornment. While you wear your ring, you can speak, read, and write Abyssal, Draconic, Infernal, Primordial, and Sylvan.

Witchcraft Spells

Your knowledge of the old magics allows you access to certain spells at 3rd, 5th, 7th, and 9th level.

Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.

Witchcraft Spells

Witches Familiar

Starting at 6th level, you gain enough power to enact a special ritual to create your own magical familiar. You learn the find familiar spell and can cast it with the following changes:

  • When you cast this spell, you can select a beast from your wild shape list instead of the normal list provided by the spell to become your familiar. You must be able to wild shape into the beast to choose it as your familiar. 
  • Your familiar shares your Intelligence, Wisdom, and Charisma scores, as well as your saving throw proficiencies.
  • Your familiar adds your Wisdom modifier to it's AC.
  • As an action, you can spend 1 use of your wild shape to imbue your familiar with feral might. For a number of rounds equal to your Wisdom modifier, your familiar can take the Attack action on its turns.

Your familiar is created with a fraction of your soul, similar to your talisman, and follows the same rules as your talisman. If your familiar is reduced to 0 hit points, you immediately take damage equal to half your maximum hit points.

Witches Hex

Starting at 6th level, you can put a shapechanging hex on allies and enemies. As an action, you can spend 1 use of your Wild Shape feature and choose a creature within 30 feet of you. If the creature is friendly to you and willing, you can transform the creature into any beast you have access to via your Wild Shape feature. If the creature is hostile to you, they must make a Wisdom saving throw against you spell save DC. If the creature succeeds on the save, you cannot target that creature with this feature again for 24 hours. A creature transformed by this feature follows the same rules as your Wild Shape, except you now concentrate on it as if concentrating on a spell. While a creature is transformed in this way, you cannot use your Wild Shape feature.

A creature transformed by this feature is incapable of reverting back into their normal form unless you spend a bonus action to end the effect, their beast form is reduced to 0 hit points, you lose concentration, or the time they spend transformed exceeds the max duration of your Wild Shape.

Witch's Conveyance

Starting at 10th level, you can spend 7 days to create a magical item that, as long as you are mounted on it, gives you a flying speed of 40 feet. This item could be a broom, a giant mortar, a cauldron, a pony-sized swan made out of ivory, a fey stallion, a giant bat or any other mount or conveyance. The conveyance works only for you and can carry a single passenger. If you are within 1 mile of your conveyance you can call it to your side at its flying speed. Your conveyance can shrink down to the size of a 6 inch figurine to fit in a pack or belt pouch. Your conveyance has limited animation when away from you, even if it is in the form of a living creature. It can take no actions unless it is within 60 feet of you, in which case it can only move its flying speed or interact with objects. Your conveyance cannot take the attack action or any other combat action.

The item is made of your own magic, has a piece of your soul imbibed to it, and follows the same rules as your talisman. Your conveyance has hit points equal to half of your max hit points and an AC of 20. If your conveyance is reduced to 0 hit points, it is destroyed and you take damage equal to half your max HP.

Witch's House

Starting at 14th level, you can create a magical home in 7 days time. It can be no less than 30 feet long and 10 feet tall on each side on the outside, but is no more than 80 feet long and 40 feet tall on each side. It could be a fine wooden house, a tower of stone, a hut standing on chicken legs, a ramshackle mansion of clockwork and magic, a garden enclosed in a fence of black thorns or any other domicile. This class feature otherwise works as the spell magnificent mansion except it has an unlimited duration and a physical presence in the real world. The home’s banquet of food regenerates once every 24 hours and never spoils. The home can be moved once per week in a ritual that takes one hour to a location within 10 miles. Each time it is moved the outer dimensions of the house can be altered to fit the new location, but the inner dimensions remain as the spell magnificent mansion

Feats

Athlete - Feat

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn't cost you extra movement.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Dexterity Score

Heavily Armored - Feat

You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.

Slasher - Feat

You’ve learned where to cut to have the greatest results, granting you the following benefits:

  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
  • When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.

War Caster - Feat

You have advantage on CON saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. You can use your reaction to make an opportunity attack to cast a spell that has a casting time of 1 action and targets only that creature.

War Caster: 1 Reaction

Paladin

Oath of the Crown - Subclass

The Oath of the Crown is sworn to the ideals of civilization, be it the spirit of a nation, fealty to a sovereign, or service to a deity of law and rulership. The paladins who swear this oath dedicate themselves to serving society and, in particular, the just laws that hold society together. These paladins are the watchful guardians on the walls, standing against the chaotic tides of barbarism that threaten to tear down all that civilization has built, and are commonly known as guardians, exemplars, or sentinels. Often, paladins who swear this oath are members of an order of knighthood in service to a nation or a sovereign, and undergo their oath as part of their admission to the order’s ranks.

TENETS OF THE CROWN

The tenets of the Oath of the Crown are often set by the sovereign to which their oath is sworn, but generally emphasize the following tenets.

Law. The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.

Loyalty. Your word is your bond. Without loyalty, oaths and laws are meaningless.

Courage. You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don’t act, then who will?

Responsibility. You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

Oath Spells

You gain oath spells at the paladin levels listed.

Oath of the Crown Spells

Channel Divinity

When you take this oath at 3rd level, you gain the following Channel Divinity options.

Champion Challenge. As a bonus action, you issue a challenge that compels other creatures to do battle with you. Each creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can’t willingly move more than 30 feet away from you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

Turn the Tide. As a bonus action, you can bolster injured creatures with your Channel Divinity. Each creature of your choice that can hear you within 30 feet of you regains hit points equal to 1d6 + your Charisma modifier (minimum of 1) if it has no more than half of its hit points.

Divine Allegiance

Starting at 7th level, when a creature within 5 feet of you takes damage, you can use your reaction to magically substitute your own health for that of the target creature, causing that creature not to take the damage. Instead, you take the damage. This damage to you can’t be reduced or prevented in any way.

Unyielding Spirit

Starting at 15th level, you have advantage on saving throws to avoid becoming paralyzed or stunned.

Exalted Champion

At 20th level, your presence on the field of battle is an inspiration to those dedicated to your cause. You can use your action to gain the following benefits for 1 hour:

  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • Your allies have advantage on death saving throws while within 30 feet of you.
  • You have advantage on Wisdom saving throws, as do your allies within 30 feet of you.

This effect ends early if you are incapacitated or die. Once you use this feature, you can’t use it again until you finish a long rest.