Dak'kon

Dungeons & Dragons · Tabletop · Githzerai Zerth

Pre-Endgame

Tier
9-B, up to 6-C
Attack Potency
Wall Level, up to Island Level+
Speed
Subsonic, up to Ftl+
Durability
Wall Level, up to Island Level+

Endgame (Fortress of Regrets)

Tier
HIGH 6-A, up to LOW 2-C
Attack Potency
Multi-Continent Level, up to Universe Level+
Speed
Relativistic+, up to Ftl+
Durability
Multi-Continent Level, up to Universe Level+

Powers and abilities

  • Superhuman Physical Characteristics
  • Martial Arts (To have received the rank of Zerth, Dak'kon must have received monk training and been highly skilled in it)
  • Weapon Mastery
  • Acrobatics (Dak'kon possesses an excellent level of Dexterity with a value of 16, nearing the peak of human capacities)
  • minor Social Influencing (With a score of 13 Dak'kon's Charisma is significantly above average, though not exceptional)
  • minor Longevity (On average Githzerai live for about a century)
  • Chaos Manipulation
  • Law Manipulation and Weapon Control (The Gith were capable of using their sheer will and psionics to form the raw chaos of Limbo into the solid matter that composes their cities and fortresses. Dak'kon's Zerth Blade is composed of such matter, maintained stable in shape through sheer mental discipline, and he can somewhat control its shape at will, which will also be altered based on his mood, growing tooth-like jags if he is pained or angered or becoming paper-thin yet even more effective if he has reached a higher level of mental clarity. His armor is also rendered more fluid and easy to move in when used in conjunction with his sword)
  • Awakened Power and minor Transformation (The Gith can take on new heights of psionic power merely by becoming more enlightened, and becoming more in-tune with the multiverse's resonant order. Dak'kon's Zerth Blade is in particular shaped by his willpower, and gaining superior control over it in turn enhances his strength, which means Dak'kon will become much more powerful upon reaching further levels of mental clarity, and even slightly modify his own appearance)
  • Forcefield Creation (Githzerai passively generate Inertial Armor, which is a psychic forcefield that disperses impact to prevent them from being harmed in a significant way)
  • Non-Physical Interaction (Both Zerth blades and their bare-handed attacks count as magic attacks, which renders them capable of interacting with creatures in different planes of existence, as well as abstract, intangible, incorporeal, and nonexistent entities)
  • Temperature Manipulation (Dak'kon's Zerth Blade can be hot enough to cause blood on it to boil and turn to steam)
  • Extreme Resistance to Empathic Manipulation
  • Fear Manipulation and Mind Manipulation (Githzerai have inherent resistance to psychic attacks, being charmed or afflicted with fear)
  • Magic
  • Non-Physical Interaction (Magic is capable of interacting with creatures in different planes of existence, as well as abstract, intangible, incorporeal, and nonexistent entities)
  • Reality Warping (All magic is the result of manipulating The Weave, a multiversal construct personified by the Goddess Mystra, which in turn refines the raw power of the entity known as The Serpent)
  • Statistics Amplification (Can increase allies' and/or his own statistics through a wide variety of spells)
  • Weapon Creation (Armor summons a magical suit of armor around the target, while Missile of Patience creates a large energy crossbow at its greatest level. Ice Knife allows the caster to rapidly form and throw ice daggers. Ax of Torment summons a flying axe to attack foes)
  • Sense Manipulation (Blindness, Vilquar's Eye and Power Word, Blind can be used to take away a target's sight)
  • Empowerment (Chromatic Orb's effect changes depending on the caster's level. Missile of Patience's effect changes with the user's power)
  • Statistics Reduction (Various spells temporarily lower the target's stats, such as various levels of Chromatic Orb)
  • Energy Projection (With various spells, such as Chromatic Orb or Magic Missile)
  • Fire Manipulation (With various spells, such as level 3 Chromatic Orb or Fire and Ice)
  • Status Effect Inducement (Various spells, such as Chromatic Orb, can renders foes Stunned or Unconscious)
  • Paralysis Inducement (Various spells, such as Chromatic Orb, can Paralyze foes. Can immobilize Undead creatures with Hold Undead)
  • Petrification (Various spells, such as Chromatic Orb, can Petrify foes)
  • Biological Manipulation (Fist of Iron renders one's fists as hard as metal, increasing their bare-handed damage)
  • Empathic Manipulation (Friends alters a creature's mind to be more susceptible to persuasion)
  • Information Analysis (Identify allows one to reveal the effects of an enchanted object)
  • Homing Attack and minor Intangibility (Spells such as Magic Missile, Reign of Anger and Force Missiles home in onto foes and can pierce through certain defensive spells)
  • Decay Negation (Minor Embalming and Major Embalming can prevent and undo an undead's decay, healing them)
  • Empathic Manipulation (Pacify immediately calms down foes, eventually lulling them into slumber)
  • Sleep Manipulation (Pacify immediately calms down foes, eventually lulling them into slumber)
  • Forcefield Creation (Spells such as Shield, Cloak of Warding or Guardian Mantle gather protective force around a target)
  • Acid Manipulation (Adder's Kiss summons a powerful acid bolt to melt down foes, while Acid Storm summons entire clouds of it)
  • Plant Manipulation (Black-Barbed Curse causes thorned black plants to grow into the target, while Black-Barbed Shield summons them as protection)
  • Necromancy (With spells such as Blood Bridge)
  • Blood Manipulation
  • Life Manipulation and Healing (Blood Bridge transfers life force and blood from the user to the target to heal them, at the cost of the some of the caster's health)

Weaknesses

Dak'kon must "prepare" spells that he wants to cast the day before.

Ranked tied for #31 of 704 in Dungeons & Dragons by strength.

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