Syx
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Syx

This character is dead.
Captain of the Mor'koc Militia
Player Character

Not much is known about Syx's life prior to the fateful night in Ādīsi Geneti where she met Shayla Fitzreine, Ashraiah "Ash" el Sabine and Qau-dibab-āy'ḥāk-āy'āda. What is known is that she was in excess of three-hundred years old and was born in The Grand City of Mor'Koc. She was a member of the Mor’Koc Militia during The Siege of Mor'Koc where she earned the rank of Captain. She also had at least one son at some point, and spent a deal of time working as a maid at the Grand Order Training Tower, which ended when she stole a spellbook and fled. She then spent some time learning the spells in it , becoming particularly interested in Necromancy, before ending up at some point in Mouldtown.

Preferring to remain disguised as a pink-haired Wood Elf, Syx travelled to T'Kashire as a founding member of The Band of Misfits, and with them and later Kadar Rachid began to assist with the rebuilding of the village, helping to empty the mine of an influx of undead, being part of the team who defeated Bartimeus Quinnlee in the abandoned temple, and taking part in Duke Erwen's Tournament, where she came third in Archery and second in Jousting, despite being increasingly intoxicated throughout the event. She found herself often acted as the straightman to the other three following Kadar's introduction to the team. However, this was only when she was sober - Syx was noted to be quite a heavy drinker with whiskey on the rocks being a personal favourite, but ironically several of her greatest feats were achieved while drunk.

Syx died on the way back from Balla, when a Drake crossed their path. She was hit by its tail and flung into a tree, dying immediately from blunt force trauma which broke her neck and crushed her ribcage. Her body is interred in a small stone mausoleum in T'Kashire churchyard, which Ash and Shayla, both of whom became good friends with her over their time adventuring together, frequently leave flowers on. She is survived by numerous children, one of whom has become the companion of Willow Goldleaf, heiress to the Byrne family.

Title
Captain of the Mor'koc Militia

Type
Player Character

Race
Dragonling

Gender
Female

Pronouns
She/Her

Appearance

Eyes
Violet

Hair
Pale pink (none in true form)

Scales
Silver

Scars
Large scar across collarbone

Wizard

Subclass - Necromancer - Subclass

The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

 

Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy spell into your spellbook is halved.

 

Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.

 

Undead Thralls

At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell, it has additional benefits:

  • The creature's hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds your proficiency bonus to its weapon damage rolls.

 

Inured to Undeath

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

 

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.