New NPC idea!
This is an NPC that I think Ainz would create according to his character, anyone can use this idea in his/her own fanfiction its free.
Appearance look like Momon (empty site of armor but can manifest a human like body underneath if needs to)
Name: Jarvis (Shadow of Momonga) heteromorphic race
Job: Momonga's Personal Bodyguard and advisor
Residence: Always within Momonga's Shadow
Alignment: Neutral - Sense of justice:0
Racial level
Half-Golem (10)
Adamantite Half-Golem (5)
Half-Ooze (10)
Elder Half-Ooze (5)
Job level
Rune Knight (15)
Runic Sage (5)
Phantom (15)
Epic Phantom (5)
Warlock (15)
Commander (5)
Genies (5)
Strategist (5)
[Racial level] + [Job level] (100)
ABILITY CHART
HP (100)
MP (75)
PHY ATK (95)
PHY DEF (85)
AGILITY (80)
MAG ATK (69)
MAG DEF (85)
RESIST (98)
SPECIAL (90)
Total stat: (777)
Lore:
Created by Momonga to be his friend and adviser, his job is to keep Momonga safe from every threat in present and future and always come with the most optimal solutions for every problem by predicting possible outcomes. He will be acting as Momongas armor in time of need and can actually turn Momonga in to Momon by fusing himself with him and make him able to eat and drink and acting like a human or Dark Hero Momon, although he can do this separately too. Furthermore, he has a very good relation with all inhabitants Nazarik and is very kind and polite. he is also neutral and polite against his enemies, and always respect every one no mater where they come from. he also never underestimates anyone among his allies and enemies. he is very smart and can read and write in every language even the dead languages. He prefers to be silent most of the time but never keep his silence when he sees danger and always warn his master telepathically. He always says his real opinion telepathically when asked questions by his master. He also got a photographic memory and a very good artist.
Momonga gave him a divine class concealment ring, a divine class anti instant death spell ring, a divine class revival ring (can work 3 times a day), divine class double grate swords.
1st tier
Skills:
Passive:
[Excess to Armaments] (cannot be disarmed; may choose to remove another shard to forge another weapon; armor is always growing and replacing itself; can use shards of armor or weapon as beacons)
[Animus Armis] (he may look just like a set of armor, but he is reinforced by the hidden runes and innate magic in his core.)
[Rune maker] (You gain proficiency in smith's tools)
[Incorporeal Movement] (The phantom can move through other creatures and objects as if they were difficult terrain)
[Sunlight Weakness] (While in sunlight, the phantom has disadvantage on attack rolls, ability checks, and saving throws.)
[Undead Nature] (doesn't require air, food, drink, or sleep)
[Soul Distortion] (Whenever the Phantom casts a shadow power he gains Soul Distortion equal to the level of shadow power cast times 5%)
[Otherworldly Patron: The Undead]
[Pact Magic] (Warlocks have a completely unique form of magic. Unlike other spellcasters your spell slots are all the same, and you only get a handful of them, but they recharge on a short rest.)
Active:
[Shadow Armor] (Spatial Armor while in Shadow form)
Spells:
[Rune Strike] Temporarily Increase your strike (this is only a buff spell)
[Rune Armor] Temporarily Increase your armor defiance
[Comprehend Languages]
[Unseen Servant] (mind control variant)
[Shield]
[Sense Emotion]
[Magic Missile]
[Absorb Elements]
[Eldritch Blast] (it deals Force damage, so almost nothing is immune to it.)
[Prestidigitation]
[Sword Burst]
[Armor of Agathys] (both protects you and harms enemies.)
[Hex: {any warlock spell}] (An excellent damage boost, especially once you get multiple rays with Eldritch Blast.)
Others
2ed tier
Skills:
Active:
[Runic Adaption] (temporary inscribed runes in gauntlets to aid your close-range aim)
[Mending Shadows] (the Phantom self-healing skill)
[Eldritch Invocations {one of listed Skills}] (You get a total of 8 invocations over the course of 15 Warlock levels.):
{Shroud of Shadow}: If you have a free moment, you should turn invisible.
{Visions of Distant Realms}: Never go into a room without knowing exactly what's inside.
{Lifedrinker}: you have a very solid static damage bonus to your attacks.
{Ghostly Gaze}: The ability to see through walls, even with limited range.
{Thirsting Blade}: keep pace with more conventional melee characters who get Extra Attack
{Book of Ancient Secrets}: be able to access important ritual spells like Detect Magic.
{Agonizing Blast}: The damage grows multiplicatively as you get additional rays
{Voice of the Chain Master}: exploring dangerous places through your familiar
Spells:
[Rune Speed] Temporarily Increase your speed
[Rune Shield] Temporarily Creates an invincible magic shield for blocking
[Magic Weapon] (You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with bonus to attack rolls and damage rolls.)
[Invisibility]
[Hold Person]
[Alter Self] (Aquatic Adaptation, Change Appearance, grow Natural Weapons)
[Darkness] (Warlocks are the only class that provides a way to see in magical darkness, and other than devils there are almost no creatures that can see in magical darkness.)
[Misty Step] (Teleport as a bonus action with only verbal components. Teleport out of grapples, ropes, manacles, etc.)
Others
3rd tier
Skills:
Passive:
[Enhanced Steel] (the armor is continuously evolving, in response to your ever-growing hostile environment.)
Active:
[Extra Attack:" Attack name"] (can attack twice, instead of once, whenever you take the Attack action on your turn.)
[Whispers of the Dead] (you can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you)
[Wails from the Grave] (Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 10 meters of the first creature.)
[Pact Boon: {one of listed Skills}] (Where Otherwordly Patron defines where you get your powers, Pact Boon defines how to apply them.):
{Chain: Imp}: Chain gets you a better familiar than is normally available to other spellcasters.
{Tome}: help to reduce the utility gap between the Warlock and a more conventional caster.
{Blade}: the ability to bypass damage resistance to non-magic weapons, so if your campaign uses magic items.
Spells:
[Rune Blade] Enchants your current melee weapon increasing its damage
[Summon Shadow Spirit] (level 20-30)
[Haste]
[Tongues] (This spell grants the creature you touch the ability to understand any spoken language it hears)
[Fireball]
[Fly]
[Teleportation]
[Counterspell]
[Dispel Magic]
[Enemies Abound] (deceive the enemy monster to kill its allies)
[Hunger of Hadar] (AOE: 10-meter radius)
[Hypnotic Pattern] (AOE)
[Vampiric Touch]
Others
4th tier
Skills:
Passive:
[Runic Score Improvement] (improve Constitution and Strength, or Wisdom by 20 level)
Active:
[Metal to Mana] (turn runic energy to mana)
Spells:
[Missile Barrier] Creates a magic field around you and protects you from ranged attacks
[Boon Strike] Temporarily Increase you and your allies strike
[Boon Armor] Temporarily Increase you and your allies' armor
[Arcane Eye] (The eye can look in every direction.)
[Elemental Bane: "Element"] (the target takes damage of the chosen type elemental attack; the target takes an extra damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.)
[Greater Invisibility]
[Locate Creature]
[Wall of Fire]
[Banishment] (Save-or-suck on anything extraplanar, and even for native creatures you can lock them out of a fight for up to a minute.)
[Shadow of Moil] (Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.)
[Sickening Radiance] (Dim, greenish light spreads within a 10-meters-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.)
Others
5th tier
Skills:
Passive:
[Personal Weapon Mastery]
Spells:
[Rune Missiles] Enchants your current ranged weapon increasing its damage
[Boon Speed] Temporarily Increase you and your allies speed
[Boon Shield] Temporarily Creates an invincible magic shield for blocking
[Orb of Defense] Creates some orbs that circle around you and explode if touch by an enemy
[Teleportation Circle]
[Wall of Stone]
[Legend Lore] (Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named.)
[Mislead] (You become invisible at the same time that an illusory double of you appears where you are standing.)
[Passwall] (pass through solid objects)
Others
6th tier
Skills:
Passive:
[Mystic Arcanum] (You can cast your arcanum spell once without expending a spell slot.)
Active:
[Armor with a Purpose] (can use ancient runes that bestow magical resistance into the metal, resistance to Fire, Acid, Cold, Force, Physic, Poison, lighting, Thunder, Necrotic, and Radiant)
[Runic Strike] (You can change your list of prepared runes when you finish a long rest. Preparing a new list of runes requires time spent in carving the runes into your weapons: at least 1 minute per rune. The effect of these runes are Acid, Cold, Force, Lightning, Necrotic, Poison, Psychic, Radiant, and Thunder)
Spells:
[Rune Warrior] Temporarily increase your combat statistics
[Boon Blades] Enchants you and your ally's current melee weapons increasing their damage
[Spitting Shield] Temporarily Creates an invincible magic shield that damages an enemy if they hit whilst you are blocking
[Flesh to Stone]
[Guards and Wards]
[Investiture of "Flame, Ice, Stone, Wind"] (turn yourself in to one of selected elements for 1 hour)
[Chain Lightning]
[Conjure Fey]
[Eyebite] (gives you up to a minute to target one creature each turn.)
[Mental Prison]
Other
7th tier
Skills:
Active:
[Runic Empowerment] (temporarily Instant enchantment to Armor and Weapons)
[Shadow Form] (his body fades into a shadowy state that retains his original likeness. While in the shadow form, the character gains the incorporeal subtype. He gains a fly speed equal to his land speed {perfect maneuverability})
Spells:
[Boon Missiles] Enchants you and your allies current ranged weapons increasing their damage
[Shards of Stone] Shoots stones at nearby enemies
[Anti-Magic Shield] Temporarily Creates an invincible magic shield that while blocking reflects magic projectiles back to the enemy that casted them
[Forcecage]
[Greater Teleportation]
[Symbol: "Curse Name"] (putting curse on objects: Death, Discord, Fear, Hopelessness, Insanity, Pain, Sleep, Stunning)
[Plane Shift] (Combination travel/banishment in one spell.)
Others
8th tier
Skills:
Active:
[Mana-based Armor]
[Giant Might]
[Assume Equipment] (a Phantom can designate a number of pieces of his worn equipment (including armor and weapons) equal to half his Phantom level to become incorporeal when he uses his Shadow Form ability)
Spells:
[Petrify] Temporarily paralyzes and increases the armor of an enemy
[Sanctuary] Creates a field that reduces damage done by magic projectiles
[Telepathy]
[Dark Star] (AOE: This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 15 meters. The area within this sphere is filled with magical darkness and crushing gravitational force.)
[Power Word: Stun] (You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect.)
[Dominate Monster]
[Maddening Darkness] (AOE: 100 meters radius)
Others
9th tier
Skills:
Active:
[Overwhelming spell: "Spell name"] (cast any Spell 3 times stronger than usual, can be maximized and tripled if needed, can be used 3 times per day)
[Rune Magic] (You learn how to use runes to enhance your gear, permanently.)
Rune Magic Options: Haug (Hill Rune: resistance to bludgeoning, piercing, poison, and slashing damage), Ild (Fire Rune), Ise (Frost Rune), Skye (Cloud Rune: gain advantage on Dexterity {Sleight of Hand} checks and Charisma {Deception} checks), Stein (Stone Rune: gain advantage on Wisdom), Uvar (Storm Rune: gain advantage on Intelligence)
[Summon Ferus] (level 90 Mount: Ferus Mounts are ride-able Feruses that are exclusive to the Rune Knight job class. Not only are they speed mounts, but they are also highly offensive combat mounts.)
[Assume Likeness] (the Phantom gains the ability to assume the likeness of any Small, Medium, or Larger creature as a standard action that does not provoke attacks of opportunity)
Spells:
[Anti-Magic Barrier] Creates a magic field that reflects magic projectiles back to the enemy that casted them
[Urth's Wrath] Causes boulders to rain from the sky damaging enemies
[Polymorph]
[Invulnerability]
[Foresight] (You touch a willing creature and bestow a limited ability to see into the immediate future.)
[Psychic Scream]
[Fusion]
Other
10ed tier
Skills:
Passive:
[Immunity against Time effecting Spells and Skills]
[Rune Magic Mastery] (You can invoke each rune you know from your Rune Magic feature twice, rather than once, and you regain all expended uses when you finish a short or long rest.)
[Blessing of the All Father: {Master Rune}: {Rune properties}: {Rune Name}] (You learn how to share your rune magic with your allies. You can also use this skill for yourself)
There are 4 major Master Runes: {Opal of the Ild Rune}, {Orb of the Stein Rune}, {Pennant of the Vind Rune}, {Shard of the Kalt Rune}
A master rune is a rare object – a gem or carved rock, a magical token, a shard of some special material, and so on – engraved with the rune and empowered with magic that allows you to unleash the rune's effects. Those effects are divided into two categories.
{Simple properties} are usable by anyone who attunes to a master rune. (for you and for your allies)
{Complex properties} are usable only by a character who attunes to a master rune and who possesses the Rune Lore class feature. (only for you and those who possess Rune Lore classes)
{Opal of the Ild Rune}: {Simple Property}: {Ignite} (that object immediately bursts into flame), {Fire Tamer} (causes the flame to immediately extinguish), {Fire's Friend} (resistance to cold damage).
{Opal of the Ild Rune}: {Complex Property}: {Combustion} (case AOE Fire damage), {Flame Brand} (The weapon or ammunition gains a ghostly aura of yellow flame and deals fire damage instead of piercing, slashing, or bludgeoning damage), Flame Stoker (case higher fire damage with each strike).
{Orb of the Stein Rune}: {Simple Property}: {Indomitable Stand} (resist effects that would force you to move), {Stone Soul} (you cannot be petrified), {Stone's Secrets} (learn the location and size of all creatures standing on or touching that surface within 10 meters of you).
{Orb of the Stein Rune}: {Complex Property}: {Crushing Brand} (the weapon gain bludgeoning damage which ignores resistance and immunity), {Earthen Step} (you can cast [Meld into Stone] as a bonus action), {Overwhelming Bolt} (apply bludgeoning damage without knock back)
{Pennant of the Vind Rune}: {Simple Property}: {Comforting Wind} (you cannot suffocate or drown, and you gain advantage on saving throws against poisonous gases, inhaled poisons, and similar effects.), {Wind Step} (immediately fly 6 meters. If you do not land at the end of this flight, you fall.), {Wind's Grasp} (no fall damage)
{Pennant of the Vind Rune}: {Complex Property}: {Howling Brand} (normal and maximum range of range weapon will be doubled), {Shrieking Bolt} (apply bludgeoning damage with 3 meters knock back), {Wind Walker} (you can cast [levitate] as a bonus action)
{Shard of the Kalt Rune}: {Simple Property}: {Frigid Touch} (The water freezes in a 3 meters radius), {Frost Friend} (resistance to fire damage), {Icy Mantle} (he water instantly freezes into a mantle of protective ice that does not hinder movement or action, The next time the creature takes bludgeoning, slashing, or piercing damage, that damage is reduced to zero and the icy mantle is destroyed.).
{Shard of the Kalt Rune}: {Complex Property}: {Freezing Bolt} (Freeze and apply cold damage to your enemies), {Ice Brand} (the weapon deals cold damage instead of piercing, slashing, or bludgeoning damage.), {Winter's Howl} (you can cast [Sleet Storm] as an action, which is an attack similar to [Icy burst] in a 6 meters tall cylinder with a 12 meter radius).
[Hardened Soul] (Decrease Soul Distortion weakness)
[Shadow Body] (Longer Shadow form duration by turning to pure shadow)
[Shadow Apotheosis] (the Phantoms body discorporates into a thing of shadow; He is no longer susceptible to critical hits, sneak attacks, flanking and attacks that require discernible anatomy.)
[Bonus Feats] (Epic Phantom Bonus Feat List: Damage Reduction, Energy Resistance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Skill Focus, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Will, Extended Life Span, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Instant Reload, Polyglot, Superior Initiative)
[Eldritch Master]
Active:
[Great Stature] (permanently grow a number of inches in height equal to the roll.)
[Ghost Walk] (for 10 minutes)
[Death Knell] (When you use your Wails from the Grave feature, you can now deal the psychic damage to both the first and the second creature.)
Spells:
[Vengeance] Any damage done to you is reflected back to the enemy
[True Polymorph]
[Time Stop]
[True Fusion] (last for 1 day if not canceled and can sums up the ability, skills and spells with the center part player or NPC and Momonga made sure all of his ability stats exceed its limits after fusion with Jarvis)
Others
Spatial Skills from Genies, Strategist and Racial classes
[Summen low-tier Chess piece] (level 30-45 Half-Golem pane)
16 per day 8 black and 8 white they are on par with death knights
In all of chess summons white pieces have negative Carma and black pieces have positive Carma, and in the new world if you use clay, stone or Iron you can have a permanent summon. If you use Iron you have level 45 pane while clay gives you level 30 pane and stone Half-golem pans are level 35.
Note: There is 5 percent chance that a Half-Golem pane turn in to a mid-tier chess piece and 1 percent chance to turn in to a high-tier chess piece.
[Summen mid-tier Chess piece] (level 70-80 Half-Golem Bishop and Knight, level 55-60 Half-Golem King)
4 Bishop (2 black, 2 white) and 4 Knight (2 black, 2 white) per day, 2 Kings (1 white, 1 black)
The Bishops are healers and Archers they are also the fastest foot soldiers. They can also buff others with speed and strength with 8 tier spells.
The Knights are incredible warriors with many skills and can summon their own level 50-60 golem horse if they want, also the Black knights can summon 20 extra level 40-50 golem horse per day for their allies, and the While knights can summon 1 half-golem dragon (level 55-60) per day.
The King pieces are commander type summons with 15 level for commander and 15 level summoner class and can summon more panes according to their color, they are on par with level 20 warriors in close combat.
[Summen high-tier Chess piece] (level 85-95 Golem Rock, level 100 Half-Golem Queen)
4 Rock (2 black, 2 white) and 2 Queen (1 black, 1 white) per day
The Rocks are huge summons, they are on par with [Create Fortress] spell but not as strong and can move slowly, they are excellent sage machine for attacking guild bases and cities they are 20 meters tall mindless droid golems and have the capability to home 100 panes or even an elder dragon. If one use Iron to create them they can even reach level 95. They can only use their droid abilities if commanded by their summoner or the king piece or any friendly alley with commander job class.
The Queen is the strongest chess piece that can be summoned, she (the black queen) is mage knight and can use very strong high-tier spells and skills and AOE attacks. While the white queen (he) is an unholy paladin and a shield lord with many special attacks and skills.
Others
