The Final Fantasy VII character series continues–Cloud Strife was first, then Tifa Lockheart, followed by Barrett Wallace–but there’s also the characters from the original Final Fantasy game, the central cast of the iconic Super Mario RPG, and even some Fallout action.
When I asked folks to vote for who I should build next it was a tie between the man with the gun arm and the no-longer-man with a gun. Since he appears later in the game, my favorite crimson-cloaked monstrous character waited his turn and is now today’s subject: VINCENT VALENTINE!
Medium humanoid (human revenant), occultist* (abomination) 13/fighter 1
Armor Class 19 (natural armor, studded leather, defensive fighting style)
Hit Points 106 (13d8+1d10+42)
Speed 60 ft.
|10 (+0)||20 (+5)||16 (+3)||10 (+0)||11 (+0)||
Saving Throws Str +5, Dex +10, Con +8, Wis +5, Cha +5
Skills Insight +5, Investigation +5, Perception +5, Stealth +10; ceremonial relics +5
Damage Resistances lightning, poison, slashing
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft. (sees through magical darkness), passive Perception 15
Challenge 10 (5,900 XP)
Abominable Nature. Vincent does not need to breathe, eat food, or drink water, though he still requires periods of rest similar to sleep. He has disadvantage on Charisma ability checks made against humanoids due to his strange appearance.
Dark Strike. Vincent can use Dexterity or Strength for the attack and damage rolls of his unarmed strikes, and he can roll a d10 in place of the normal damage of his unarmed strike. When he uses the Attack action with an unarmed strike on his turn, he can choose to deal necrotic damage by spending a bonus action. He can use Constitution for the attack and damage rolls of his unarmed strike when dealing necrotic damage.
Devotee of Darkness. Vincent has advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in darkness or dim light.
Feat: Power Attack. When Vincent makes his first melee weapon attack in a turn, he can choose to take a -5 penalty to his melee weapon attack rolls in exchange for a +10 bonus to melee weapon damage. In addition, Vincent can use a bonus action to make one melee weapon attack after he uses a melee weapon to reduce a creature to 0 hit points or scores a critical hit with it. Vincent can only use this feature on his turn.
Otherworldly Brute. Vincent has advantage on attack rolls made against objects and deals double damage when using his Strength to damage an object.
Second Wind (1/Short Rest). On his turn, Vincent can use a bonus action to regain 1d10+1 hit points.
Supernatural Save. Vincent gains proficiency with Strength, Dexterity, and Wisdom saving throws. He may change which type of saving throw he gains proficiency in by performing an hour long ritual that requires the use of ceremonial relics. At the end of the ritual he makes a DC 13 Charisma check and on a success, he may change one type of saving throw proficiency granted by this feature. On a failed check he cannot change the type of saving throw again for one week.
Undying. Vincent regains 1 hit point when he starts his turn below half his hit point maximum, and he returns to life 24 hours after he dies (reforming within 1 mile of his death if his body is destroyed). Equipment lost when his body is destroyed is not regained. In addition, Vincent knows the distance and direction between him and Hojo, the man whom he vows to revenge against. After Hojo is dead, Vincent cannot be returned to life using this feature.
Unnatural Threshold: Piercing. Vincent ignores 5 damage whenever he is hit with an attack that deals piercing damage.
Extra Attack (2). Vincent attacks three times.
Unarmed. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d10+5) bludgeoning damage.