Summary[]
A Shadar-Kai sent to the material plane by the Raven Queen, like the rest of his kin he ventures through the land in order to collect memories for his Goddess. This path lead him to join a suicide mission with the likes of Inmor Tuae, Shilmista, Ignus Fatui, and Brick. On said mission he has slayed multiple enemies from werewolves, to illusionary hoards created by the Avatar. In the end of that mission he gained control of the Wicked Smile ship, with him deciding to use it to become a pirate, and Shilmista being his second in command.
Powers and Stats[]
Tier: 9-A | 9-A
Key: One-Shot | Post One-Shot
Name: Idi
Origin: The Last Iteration
Gender: Male
Age: 223
Classification: Shadar-Kai Gloom-Stalker Ranger, criminal, pirate
Powers and Abilities:
Superhuman Physical Characteristics, Longevity (As a Shadar-Kai Idi can live up to 750 years[1]), Enhanced Senses (Has night vision[1], and Shadar-Kai are naturally perceptive[1]), Self-Power Bestowal (After finishing their rest, Shadar-Kai can gain new skills[1]), Teleportation and Damage Reduction (Via Blessing of The Raven Queen[1]), Immortality, Resurrection (Type 4 and 8; Upon Idi's death the Raven Queen will retrieve his soul and revive him within the Shadowfell[2]), Memory Manipulation, Soul Manipulation (Shadar-Kai are able to use their shadow magic in order to take a creature's memories or souls[3]), Limited Self-Sustenance (Type 3; Does not require sleep and instead can enter a 4 hour trance to rest[1]), Extreme Resistance to Sleep Manipulation and Empathic Manipulation (Can't be put to sleep through magic, and as elves they are charms[1]), Death Manipulation and Soul Manipulation (The Shadar-Kai's connection to the Shadowfell makes them resistant to necrotic damage[1] which is the antithesis of life, thus being able to kill people on contact and destroy souls)
Weapon Mastery (As a Ranger Idi is adept in using a multitude of weapons and armors, including shields[4]. He also has the Archery[5] martial style, making his ranged attacks more accurate. He also has both the Crossbow Expert[6] and Sharpshooter[7] feats, making him a master of ranged weaponry), Damage Boost (The Sharpshooter feat allows Idi to lower his accuracy in exchange for a hefty damage bonus. Can increase damage against specific targets via Favored Foe[8]. Can also use Dread Ambusher[9] to increase his damage on his first turn of combat), Statistics Amplification (Via Dread Ambusher), Magic, Reality Warping (As a Ranger above level two, Idi can manipulate the Weave in order to to warp reality, with it letting him cast various spells), Non-Physical Interaction (Magic in D&D can affect abstract, incorporeal, and beings that exist on multiple planes at once), Extrasensory Perception (Via Primeval Awareness[10]), Acrobatics (His dexterity is 18, making his natural agility the peak of what a regular human can achieve. Alongside that he is trained in acrobatics, letting him stunts beyond regular human capabilities), Stealth Mastery (As a criminal, Idi is adept in stealth[11]), Social Influencing (Despite his low Charisma score Idi is a decent liar), Limited Invisibility (Via Umbral Sight[9])
Absorption, Adaptation, Damage Boost (Via Absorb Elements[12]), Extrasensory Perception (Via Detect Magic[13]), Illusion Manipulation (Via Disguise Self[14]), Damage Boost, Clairvoyance (Via Hunter's Mark[15])
Darkness Manipulation, Sound Manipulation, Stealth Mastery (All via Pass Without Trace[16]), Dimensional Storage and Limited Telekinesis (Via Rope Trick[17])
Same as before plus Summoning (Gained control of the Wicked Smile ship, letting him summon The Avatar once per day)
Attack Potency: Small Building level+ (As a fifth level character he is on par with users of Conjure Barrage) | Small Building level+ (As a sixth level character he is s now stronger than before)
Speed: Hypersonic+ with High Hypersonic+ reactions (Capable of dodging short-range lightning) | Hypersonic+ with High Hypersonic+ reactions
Lifting Strength: Class 1 (Due to having a strength score of 12, he can at max push 589.6701 kg) | Class 1 (Can push as much as before)
Striking Strength: Small Building level+ | Small Building level+
Durability: Small Building level+ | Small Building level+
Stamina: Superhuman (Comparable to other adventurers who can keep fighting after losing limbs) | Superhuman
Range: Tens of Meters via ranged weapons, Varies from Standard Melee Range to Tens of Meters via spells. Kilometers via Primeval Awareness. | Tens of Meters via ranged weapons, Varies from Standard Melee Range to Tens of Meters via spells. Kilometers via Primeval Awareness.
Standard Equipment: A one hand crossbow, a Christened Deagle, studded leather armor | Same as before plus the Wicked Smile ship
Intelligence: Gifted (Has an intelligence score of 14, making him generally above a normal person in intellect. Knows 4 languages, is a master of stealth and acrobatics, is adept in multiple weapons, and can gain proficiency in two skills or tools of his choosing after every rest), Genius in combat (Learned a dedicated fighting style to augment the accuracy of his ranged attacks, and his various feats allow him to hit targets in distances that would usually be extremely hard even for other trained warriors. He can ignore cover with his shots, does not have any issues shooting in close range, and despite not knowing what a gun is he was able to effectively use one right after he picked it up) | Gifted, Genius in combat (As capable as before, with him now also being a skilled climber and swimmer)
Weaknesses: Has a limited amount of magic reserves, and many of his abilities rely on specific conditions. Has a limited amount of bullets. Detect Magic gets blocked by 1 foot of stone, 1 inch of metal, a thin sheet of lead, and 3 feet of dirt or wood. | Same as before plus he can only summon the Avatar once per day, with their powers being limited to the ship only
Notable Attacks/Techniques:
- Blessing of The Raven Queen: This blessing gives him the ability to teleport into an unoccupied spot he can see within 30 feet, with him also gaining resistance to damage until his next turn.
- Trance: Instead of sleeping, Idi can enter a 4-hour trance to rest. After he is done with the trance, he can gain two new skill or tool proficiency.
- Favored Foe: When Idi hits an enemy he can mark them, making so any first attack of his every 6 seconds does extra damage for 1 minute.
- Primeval Awareness: Instead of casting spells, Idi can expend his magical energy to gain awareness of any aberration, celestial, dragons, elementals, fey, fiends, and undead within a 1-mile radius for 1 minute.
- Dread Ambusher: On the first turn of combat Idi increases his movement speed, and when he attacks not only can he attack another time in rapid succession but he also delivers extra damage with said hit.
- Umbral Sight: This ability both increases Idi's range of sight within darkness, and it also lets him be invisible while inside darkness even to those who can see through it.
- Absorb Elements: As a response to either acid, lightning, thunder, cold, or fire damage Idi can as a reaction absorb some of the incoming damage, granting him resistance to the damage type and then empowering his next attack with what he absorbed.
- Disguise Self: This spell allows Idi to mimic the appearance of a humanoid creature of his choosing, with the only limit being a variance of height and the humanoid creature needing to have the same amount of limbs as him.
- Detect Magic: For 10 minutes Idi can sense the presence of magic within 30 feet of himself, with him seeing a faint aura, with it even allowing to learn what type of magic it is.
- Hunter's Mark: Idi can mark one target within 90 feet that he can see. While marked, any weapon attack from Idi deals extra damage and he has a far easier time tracking down the marked target. If the marked creature is slain, Ide can on the next turn as a bonus action put the mark on a new valid target.
- Pass Without a Trace: Idi can cover himself and his allies in a veil of shadows and silence, increasing their stealthiness immensely. The spell also removes any tracks or traces of those that are under it, and Idi and his allies can not be tracked by non-magical means.
- Rope Trick: By touching a rope that is 60 feet Idi can make it stand up, and then when he and his allies climb it they can access a pocket dimension where they can rest for one hour and be safe from harm.
Others[]
Notable Victories:
Notable Losses:
Inconclusive Matches:
References[]
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Mordenkainen Presents: Monsters of The Multiverse Page 31
- ↑ Mordenkainen's Tome of Foes Page 60
- ↑ Mordenkainen's Tome of Foes Page 61
- ↑ Player's Handbook 5e Page 90
- ↑ Player's Handbook 5e Page 91
- ↑ Player's Handbook 5e Page 165
- ↑ Player's Handbook 5e Page 170
- ↑ 8.0 8.1 Tasha's Cauldron of Everything Page 56
- ↑ 9.0 9.1 Xanathar's Guide to Everything Page 42
- ↑ Player's Handbook 5e Page 92
- ↑ Player's Handbook 5e Page 129
- ↑ Xanathar's Guide to Everything Page 150
- ↑ Player's Handbook 5e Page 231
- ↑ Player's Handbook 5e Page 232
- ↑ Player's Handbook 5e Page 251
- ↑ Player's Handbook 5e Page 264
- ↑ Player's Handbook 5e Page 272
Discussions
Discussion threads involving Idi |