preferential-lite
shadow

Shinare the Omenblade

Shinare the Omenblade

“Words cannot sway you, that much is clear. Thus blood shall spill, until no ichor can be spilt.”

Shinare was a war orphan adopted by itinerant traders who travel the world. During his formative years the caravan ventured through mountainous forest nations, where he learnt swordsmanship ubiquitous to the region. Shinare later came into possession of an ancient blade that imprisoned entities who promised incalculable power in exchange for freedom. Deals were struck, an extinct legacy was bequeathed to a new progenitor, and eldritch horrors were released unto the world. In time Shinare realized the overwhelming magnitude of his mistake. Nonetheless, though he does not worship Those Who Were Imprisoned, Shinare is not above aiding such cultists in exchange for greater wealth and might.

Medium Humanoid (Human), Lawful Evil


Armor Class 17 (Half Plate); Initiative +8 (18)
Hit Points 156 (18d8 + 72)
Speed 30 feet


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 8 (-1) 20 (+5)

Saving Throws Wisdom +5, Charisma +12
Skills Animal Handling +5, Arcana +6, Athletics +8, Deception +11, Persuasion +11; Navigator’s Tools
Resistances Psychic
Senses Devil’s Sight 120 feet, True Sight 30 feet, Passive Perception 9
Languages Common, Draconic, Giant
Challenge 12 (8,400 XP; Proficiency Bonus +6)


Alert. Immediately after Shinare rolls Initiative, he can swap his Initiative with the Initiative of one willing ally in the same combat. Shinare can’t make this swap if he or the ally has the Incapacitated condition.

Clairvoyant Combatant. Wisdom Saving Throw: DC 19, when Shinare forms a telepathic bond with a creature using his Awakened Mind. Failure: The creature has Disadvantage on attack rolls against Shinare, and Shinare has Advantage on attack rolls against that creature for the duration of the bond. Once Shinare uses this feature, he can’t use it again until he finishes a Short or Long Rest unless he expends a Pact Magic spell slot (no action required) to restore his use of it.

Contact Patron. Shinare can cast Contact Other Plane without expending a spell slot to contact his patron, and he automatically succeeds on the spell’s saving throw. Once he casts the spell with this feature, Shinare can’t do so in this way again until he finishes a Long Rest.

Create Thrall. When Shinare casts Summon Aberration, he can modify it so that it doesn’t require Concentration. If Shinare does so, the spell’s duration becomes 1 minute for that casting.

Thrall of the Omenblade

Shinare calls forth an aberrant spirit. It manifests in an unoccupied space that Shinare can see within 90 feet. The creature disappears when it drops to 0 Hit Points or after 1 minute. The creature is an ally to Shinare and his allies. In combat, it shares Shinare’s Initiative count, but it takes its turn immediately after Shinare. It obeys Shinare’s verbal commands (no action required by Shinare). If Shinare doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Medium Aberration, Neutral


Armor Class 16
Hit Points 50 plus 23 Temporary Hit Points
Speed 30 feet


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (-2)

Immunities Psychic
Senses Darkvision 60 feet, Passive Perception 10
Languages Common, Deep Speech, Draconic, Giant
Challenge None (XP 0; Proficiency Bonus +6)


TRAITS

Thrall. The first time each turn the spirit hits a creature under the effect of Shinare’s Hex, the spirit deals an extra 3 (1d6) Psychic damage to the target.

Whispering Aura. At the start of each of the spirit’s turns, the spirit emits psionic energy if it doesn’t have the Incapacitated condition. Wisdom Saving Throw: 19 DC, each creature (other than Shinare) within 5 feet of the spirit. Failure: 7 (2d6) Psychic damage.


ACTIONS

Multiattack. The spirit makes two Psychic Slam attacks.

Psychic Slam. Melee Attack Roll: +11 to hit, reach 5 feet. Hit: 12 (1d8 + 8) Psychic damage.

Eldritch Hex. When Shinare casts Hex and chooses an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.

Eldritch Smite. Once per turn when Shinare hits a creature with his pact weapon, he can expend a Pact Magic spell slot to deal an extra 27 (6d8) Force damage to the target, and Shinare can give the target the Prone condition if it is Huge or smaller.

Lifedrinker. Once per turn when Shinare hits a creature with his pact weapon, Shinare can deal an extra 3 (1d6) Necrotic, Psychic, or Radiant damage (his choice) to the creature, and Shinare can expend one of his Hit Point Dice to roll it and regain 6 Hit Points.

Lucky. Shinare has 6 Luck Points and can spend the points on the benefits below. He regains his expended Luck Points when he finishes a Long Rest.

  • When Shinare rolls a d20 for a D20 Test, he can spend 1 Luck Point to give himself Advantage on the roll.
  • When a creature rolls a d20 for an attack roll against him, Shinare can spend 1 Luck Point to impose Disadvantage on that roll.

Magical Cunning. Shinare can perform an esoteric rite for 1 minute. At the end of it, he regains 2 expended Pact Magic spell slots. Once he uses this feature, Shinare can’t do so again until he finishes a Long Rest.

Master of Myriad Forms. Shinare can cast Alter Self without expending a spell slot.

Mystic Arcanum: Shinare is a 18th level spellcaster. His spellcasting ability is Charisma (spell save DC 19, +11 to hit with Spell Attack Rolls). He regains all expended Mystic Arcanum spells when he finishes a Long Rest. Shinare knows the following Warlock spells:
6th level (1): Eyebite
7th level (1): Forcecage
8th level (1): Befuddlement
9th level (1): Foresight

Pact Magic. Shinare is a 18th level spellcaster. His spellcasting ability is Charisma (spell save DC 19, +11 to hit with Spell Attack Rolls). He regains all expended spell slots when he finishes a Short or Long Rest. Shinare knows the following Warlock spells:
Cantrips (at will): Eldritch Blast, Mage Hand, Minor Illusion, Prestidigitation
5th level (4 slots): Armor of Agathys, Banishment, Clairvoyance, Confusion, Contact Other Plane, Counterspell, Darkness, Detect Thoughts, Dimension Door, Dispel Magic, Dissonant Whispers, Fly, Hex, Hunger of Hadar, Major Image, Invisibility, Misty Step, Modify Memory, Phantasmal Force, Suggestion, Summon Aberration, Synaptic Static, Tasha’s Hidenous Laughter, Telekinesis, Tongues, Vampiric Touch

Pact of the Blade. As a Bonus Action, Shinare can conjure a pact weapon in his hand – a Simple or Martial Melee weapon of his choice with which he bonds – or create a bond with a magic weapon he touches; he can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, he has proficiency with the weapon, and he can use it as a Spellcasting Focus. Shinare’s bond with the weapon ends if he uses this feature’s Bonus Action again, if the weapon is more than 5 feet away from him for 1 minute or more, or if he dies. A conjured weapon disappears when the bond ends.

Psychic Spells. When Shinare casts a Warlock spell that deals damage, he can change its damage type to Psychic. In addition, when Shinare casts a Warlock spell that is an Enchantment or Illusion, he can do so without Verbal or Somatic components.

Resourceful. Shinare gains Heroic Inspiration whenever he finishes a Long Rest.

Thought Shield. Shinare’s thoughts can’t be read by telepathy or other means unless he allows it. Whenever a creature deals Psychic damage to Shinare, that creature takes the same amount of damage that Shinare takes.

War Caster. Shinare has Advantage on Constitution saving throws that he makes to maintain Concentration. Shinare can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands.


ACTIONS

Devouring Blade. Shinare gains the Extra Attack feature for his pact weapon. With that feature, he can attack thrice with the weapon instead of once when he takes the Attack action on his turn.

Eldritch Blast. Spell Attack Roll: +11 to hit, range 120 feet. Hit: 10 (1d10 + 5) Force damage. The spell creates four beams. Shinare can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Greatsword Pact Weapon. Melee Attack Roll: +11 to hit, reach 5 feet. Hit: 18 (2d6 + 11) Necrotic, Psychic, Radiant, or Slashing damage.


BONUS ACTIONS

Awakened Mind. Choose one creature Shinare can see within 30 of himself. Shinare and the chosen creature can communicate telepathically with each other while the two of them are within 5 miles of each other. To understand each other, both must mentally use a language the other knows. The telepathic connection lasts for 5 minutes. It ends early if Shinare uses this feature to connect with a different creature.

Great Weapon Master. Immediately after Shinare scores a Critical Hit with a Melee weapon or reduces a creature to 0 Hit Points with one, he can make one attack with the same weapon.


REACTIONS

War Caster. When a creature provokes an Opportunity Attack from Shinare by leaving his reach, Shinare can cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.

Ladies ‘n’ Tentacles

Ladies ‘n’ Tentacles
The Rashaar in Carnevale have two things in common with Japanese hentai: sexy ladies and lots of tentacles! I am therefore compelled to design Rashaar gangs themed upon such supremacy. My prime choices for the task are Flame That Burns Underwater and Sirena. To accompany these tentacled arcane ladies are two Lesser Rhyll, whose Fear ability benefits from Sirena’s Hypnotic Aura.
Leader The Flame That Burns Underwater 30 dt
Heroes Sirena 18 dt
Henchmen Lesser Rhyll (2) 26 dt
Equipment Flashbang Grenade 1 dt

Action Life Will Command Size
3 22 5 3 50
MOV DEX ATK PRO MND
3 3 4 5 5
Brawling Tentacles Range Evasion Damage Penetration
Stun 0″ +1
Ordinate Trident
Aquatic 2″ +1

Character Abilities:
Bulky, Fast Swimmer (3), Limited Movement, Mage (2), Water Creature

Command Abilities:
Hydra’s Gifts (PULSE Command Ability): Mutating tentacles emerge from flesh nearby. Every other character (friendly and enemy, not including this one) within 2″ loses 2 Life Points and gains +2 DEXTERITY until the end of the round.

Soul Drain (PULSE Command Ability): Make a Basic MIND Roll. The number of Aces is the number of Life Points lost by any one character (friendly or enemy) in base contact. Replenish that many Will Points.

Unique Abilities:
Brawling Tentacles: The Flame’s tentacles thrash around, hitting anyone that gets close! When making a Combat action with this weapon, roll once, and apply the roll to every character (friendly and enemy) in base contact.

Dragging Down: This character may re-roll failed dice rolls when making Drown actions.

Keywords:
Faction (Rashaar), Leader, Monster, Unique, Discipline (Blood Rites, Wild Magic)


Action Life Will Command Size
2 12 5 1 30
MOV DEX ATK PRO MND
3 5 3 1 5
Unarmed Range Evasion Damage Penetration
0″ +1

Character Abilities:
Engage, Fast Swimmer (4), Mage (2), Water Creature

Command Abilities:
Hypnotic Aura (AURA Command Ability): Until the end of the round any enemy characters within 6″ of this character have -2 MIND.

Soul Drain (PULSE Command Ability): Make a Basic MIND Roll. The number of Aces is the number of Life Points lost by any one character (friendly or enemy) in base contact. Replenish that many Will Points.

Unique Abilities:
Dragging Down: This character may re-roll failed dice rolls when making Drown actions.

Keywords:
Faction (Rashaar), Hero, Monster, Discipline (Blood Rites, Runes of Sovereignity)


Action Life Will Command Size
2 11 4 0 30
MOV DEX ATK PRO MND
4 4 3 3 5
Dementing Tentacles Range Evasion Damage Penetration
Aquatic, Stun 0″ -1

Character Abilities:
Fast Swimmer (1), Fear (0), Water Creature

Keywords:
Faction (Rashaar), Henchman, Monster

Satyr Witch

Willowsong

Willowsong is a beautiful satyr who prefers seclusion from other humanoids. After experiencing betrayal, lies, and theft from those she thought close allies, Willowsong determined she could only rely on herself. Nevertheless, she is unable to resist a satyr’s innate desire to entertain, and on occasion aids those lost in her woods. These individuals, who Willowsong initially monitors from afar to confirm no hostility, are regaled extraordinary tales as she leads them out. If belligerent actions are made against her, Willowsong immediately flees, cursing herself for the mistake of socializing.

To befriend Willowsong requires extraordinary patience and selfless sacrifice. She has been used and cast aside by many, even shackled into slavery by a previous lover, and Willowsong is confident this will continue to happen again (and again, and again) if she is foolish enough to let it. Those with altruistic values are considered the most suspicious, as Willowsong was hurt the most by one.

Medium fey, neutral


Armor Class 15 (studded leather)
Hit Points 54 (12d8)
Speed 40 feet


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 16 (+3)

Saving Throws Wisdom +3
Skills Perception +3, Performance +9, Persuasion +6, Stealth +6, Survival +3
Senses passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 2 (450 XP)


Magic Resistance. Willowsong has advantage on saving throws against spells and other magical effects.

Sidekick. Whenever a group’s average level goes up, Willowsong gains a level. It doesn’t matter how much of the group’s recent adventures Willowsong experienced; she levels up because of a combination of the adventures she shared with the group and her own training.

Spellcasting. Willowsong is a 5th level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She regains expended spell slots when she finishes a long rest. Willowsong knows the following bard spells:
Cantrips (at will): minor illusion, prestidigitation, vicious mockery
1st level (4 slots): disguise self, healing word
2nd level (2 slots): enhance ability, invisibility


ACTIONS

Ram. Melee Weapon Attack: +4 to hit, reach 5 feet, one target. Hit: 6 (2d4 + 1) bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 feet or range 20/60 feet, one target. Hit: 5 (1d4 + 3) piercing damage.

Hobgoblin Adjutant

Grimgar

“Your orders will be relayed to the troops.”

Hobgoblins are large goblinoids with dark orange or red-orange skin. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except skill and cunning in battle.

Medium humanoid (goblinoid), lawful neutral


Armor Class 13 (studded leather)
Hit Points 52 (8d8 + 16)
Speed 30 feet


STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Saving Throws Dexterity +4
Skills Athletics +5, History +3, Insight +3, Perception +6, Persuasion +6; calligrapher’s supplies, cartographer’s tools,
Senses darkvision 60 feet, passive Perception 16
Languages Common, Goblin
Challenge 2 (450 XP)


Coordinated Strike. When Grimgar uses his Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from Grimgar, and Grimgar can deal an extra 7 (2d6) damage to it the next time Grimgar hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.

Martial Advantage. Once per turn, Grimgar can deal an extra 7 (2d6) damage to a creature he hits with a weapon attack if that creature is within 5 feet of an ally of Grimgar that isn’t incapacitated.

Sidekick. Whenever a group’s average level goes up, Grimgar gains a level. It doesn’t matter how much of the group’s recent adventures Grimgar experienced; Grimgar levels up because of a combination of the adventures he shared with the group and his own training.


ACTIONS

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 feet, one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands to make a melee attack.

Dart. Ranged Weapon Attack: +5 to hit, range 20/60 feet, one target. Hit: 4 (1d4 + 2) piercing damage.


BONUS ACTIONS

Cunning Action. Grimgar can take the Dash, Disengage, or Hide action.

Helpful. Grimgar can take the Help action.

Occult Mercenary

Ionoah the Ebonblade

“Greater the gold, harder I fight.”

Ionoah is the bastard son between a strong bandit queen and a charismatic cult leader. His childhood was unusually cruel, which lead Ionoah to aid adventurers in murdering both parents. Freed from unwanted responsibilities, Ionoah then became a mercenary marauder. While an exceptional battlefield veteran, his loyalty is to coin alone. Those who pay lavishly have nothing to fear, those who pay little might find he shifts allegiance to a wealthier opposition.

Medium humanoid (human), neutral


Armor Class 12 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 feet


STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 12 (+1)

Saving Throws Wisdom +3
Skills Arcana +3, Insight +3, Intimidation +4
Senses passive Perception 10
Languages Common
Challenge 2 (450 XP)


Pack Tactics. Ionoah has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn’t incapacitated.

Sidekick. Whenever a group’s average level goes up, Ionoah gains a level. It doesn’t matter how much of the group’s recent adventures Ionoah experienced; Ionoah levels up because of a combination of the adventures he shared with the group and his own training.

Spellcasting. Ionoah is a 5th level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He regains all expended spell slots when he finishes a short or long rest. Ionoah knows the following warlock spells:
Cantrips (at will): blade ward, eldritch blast, prestidigitation
1st level (4 slots): armor of agathys, hex
2nd level (2 slots): misty step, shadow blade


ACTIONS

Multiattack. Ionoah makes two melee attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 feet, one target. Hit: 4 bludgeoning damage.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 feet or range 20/60 feet, one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Shadow Blade. Melee or Ranged Weapon Attack: +6 to hit, reach 5 feet or range 20/60 feet, one target. Hit: 12 (2d8 + 3) psychic damage.

Eldritch Blast. Ranged Spell Attack: +4 to hit, range 120 feet, one target. Hit: 5 (1d10) force damage. The spell creates two beams. Ionoah can direct the beams at the same target or at different ones. He makes a separate attack roll for each beam.

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Fu’un-Ken Master

Sho Hayate

“Uoooooooh!!!”

Sho Hayate is a dedicated warrior who is a bit behind on the times. His loud voice makes him unintentionally rude to others, which unfortunately gets him into a lot of fights. As the lone practitioner of his fighting style, he is determined to show its might to anyone who bears witness. He hopes to one day become a true master, training non-stop and vigorously.

Medium humanoid (human), neutral good


Armor Class 16 (breast plate)
Hit Points 56 (6d12 + 12)
Speed 30 feet


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1)

Saving Throws Strength +7, Constitution +5
Skills Acrobatics +5, Athletics +7, Perception +4, Survival +4; vehicles (land), woodcarver’s tools
Senses passive Perception 14
Languages Common, Draconic, Giant, Primordial
Challenge 4 (1,100 XP)


Crusher. Once per turn, when Hayate hits a creature with an attack that deals bludgeoning damage, Hayate can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than him. When Hayate scores a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of Hayate’s next turn.

Danger Sense. Hayate has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, Hayate can’t be blinded, deafened, or incapacitated.

Echoes of Victory. Hayate has attracted admiration among spectators, fellow athletes, and trainers in the region that hosted his past athletic victories. When visiting any settlement within 100 miles of where Hayate grew up, there is a 50 percent chance he can find someone there who admires him and is willing to provide information and temporary shelter.

Elemental Cleaver. When Hayate enters his rage, he can choose one weapon that he is holding and infuse it with one of the following damage types: acid, cold, fire, thunder, or lightning. While Hayate wields the infused weapon during his rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d6 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If Hayate throws the weapon, it reappears in his hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than Hayate wields it. While raging and holding the infused weapon, Hayate can use a bonus action to change the infused weapon’s current damage type to another one from the damage type options above.

Giant’s Power. Hayate can innately cast druidcraft at will, requiring no material components. Hayate’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).

Reckless Attack. When Hayate makes his first attack on his turn, Hayate can decide to attack recklessly. Doing so gives Hayate advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.


ACTIONS

Extra Attack. Hayate can attack twice, instead of once, whenever he takes the Attack action on his turn.

Storm Boomerang. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 6 (1d4 + 4) bludgeoning damage. Improvised weapon.

Storm Boomerang. Ranged Weapon Attack: +5 to hit, range 60/120 feet, one target. Hit: 6 (1d4 + 4) bludgeoning damage plus 7 (3d4) thunder damage. The target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. On a miss, a boomerang returns to the thrower’s hand.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 6 (1d4 + 4) bludgeoning damage.


BONUS ACTIONS

Rage (4/Long). Hayate’s rage lasts for 1 minute. It ends early if he is knocked unconscious or if Hayate’s turn ends and he hasn’t attacked a hostile creature since his last turn or taken damage since then. Hayate can also end his rage on his turn as a bonus action. While raging, Hayate gains the following benefits if he isn’t wearing heavy armor:

  • Advantage on Strength checks and Strength saving throws.
  • When Hayate makes a melee weapon attack using Strength, he gains a +2 bonus to the damage.
  • Resistance to bludgeoning, piercing, and slashing damage.
  • Can’t cast spells or concentrate on them while raging.
  • When Hayate makes a ranged attack with a thrown weapon using Strength, he gains a +2 bonus to the damage.
  • Hayate’s reach increases by 5 feet and he becomes Large, along with anything Hayate is wearing. If there isn’t enough room for Hayate to increase size, his size doesn’t change.

Tavern Brawler. When he hits a creature with an unarmed strike or an improvised weapon on his turn, Hayate can attempt to grapple the target.

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Lost Style Enthusiast

Lost Style Enthusiast

For reasons difficult to put into words, I have a fondness for the Archaeologist archetype. Its a bard whose hippie music abilities were torn out and substituted with chad rogue features, yet retains access to spells for versatility. Archaeologist’s Luck is even more wonderous after Lingering Performance. However from a mechanics prospective, Archaeologist offers nothing beyond 18th level. I suggest starting two levels as an Aldori Defender for dueling sword and armor accessibility to ease the first chapter.

Starting Ability Scores
Strength 10 Intelligence 12
Dexterity 18 Wisdom 10
Constitution 17 Charisma 10
Skills
Knowledge (Arcana) 1, Knowledge (World), Lore (Nature) 1, Lore (Religion) 1, Mobility 3, Perception, Persuasion, Trickery, Use Magic Device
Level Class Bonus Class Features Selected Options
1 Aldori Defender +1 Fighter Proficiency, Weapon Proficiency (Dueling Sword) Feat: Weapon Focus (Dueling Sword), Human Racial Feat: Slashing Grace (Dueling Sword), Bonus Combat Feat: Weapon Finesse
2 Aldori Defender +2 Bravery +1 Bonus Combat Feat: Aldori Dueling Mastery
3 Archaeologist +2 Bard Proficiency, Archaeologist’s Luck +1, Cantrips, Detect Magic Feat: Dodge; cure light wounds, remove fear
4 Archaeologist +3 Clever Explorer, Uncanny Dodge +1 Constitution; Bard Talent: Improved Unarmed Strike; unbreakable heart
5 Archaeologist +4 Danger Sense +1, Inspire Competence Feat: Crane Style; expeditious retreat
6 Archaeologist +5 heroism, mirror image
7 Archaeologist +5 Archaeologist’s Luck +2 Feat: Lingering Performance; cure moderate wounds
8 Archaeologist +6 Confident Explorer, Danger Sense +2, Evasion +1 Dexterity; Bard Talent: Combat Trick (Crane Wing); blur
9 Archaeologist +7 Feat: Combat Reflexes; vanish, displacement, haste
10 Archaeologist +8 communal delay poison
11 Archaeologist +8 Danger Sense +3 Feat: Crane Riposte; cure serious wounds
12 Archaeologist +9 Jack of All Trades +1 Dexterity; Bard Talent: Opportunist; sense vitals, dimension door, echolocation
13 Archaeologist +10 Archaeologist’s Luck +3 Feat: Piranha Strike; feather step, greater invisibility
14 Archaeologist +11 Danger Sense +4 freedom of movement
15 Archaeologist +11 Feat: Improved Critical (Dueling Sword); good hope, greater dispel magic, greater heroism
16 Archaeologist +12 +1 Dexterity; Bard Talent: Blinding Strike; rage, mass cure light wounds
17 Archaeologist +13 Danger Sense +5 Feat: Critical Focus; joyful rapture
18 Archaeologist +14 shield of dawn, brilliant inspiration, mass cure moderate wounds
19 Archaeologist +14 Archaeologist’s Luck +4 Feat: Toughness; remove curse, eyebite
20 Archaeologist +15 Danger Sense +6 +1 Dexterity; Bard Talent: Improved Evasion; summon monster vi
Equipment
bloodhound, singing steel breastplate, headband of alluring charisma +6, cloak of resistance +6, ring of protection +5, amulet of natural armor +5, belt of incredible dexterity +6, gloves of elvenkind, boots of elvenkind

Legerdemain Aristocrat

Izan Wintergate

“Which sibling sent you? The twins? The misanthrope? The eldest? It matters not… thy hunt ends.”

The illegitimate offspring of affluent aristocrats, Izan is often the target of Machiavellian half-siblings who fear his threat to their inheritance. Thus he is forever on the trail, always ahead of assassins and bounty hunters seeking to collect the substantial reward for his corpse. Fortunately, Izan is an arcane prodigy whose repertoire of illusions and enchantments have evaded capture for almost a decade. Yet each encounter becomes harder to avoid, and no matter how many times he succeeds, Izan knows he will only fail once.

Medium humanoid (human), chaotic neutral


Armor Class 19 (bracers of defense, mage armor)
Hit Points 53 (9d8 + 9)
Speed 30 feet


STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 13 (+1) 16 (+3) 12 (+1) 10 (+0)

Saving Throws Dexterity +8, Intelligence +7
Skills Arcana +7, Athletics +7, History +7, Perception +9, Persuasion +4, Sleight of Hand +12, Stealth +12; gaming set (playing card), thieves’ tools
Senses passive Perception 19
Languages Common, Elvish, Thieves’ Cant, Undercommon
Challenge 7 (2,900 XP)


Evasion. If Izan is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Izan instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Familiar. Izan has the service of a familiar named Aves, a spirit that takes an owl form. Aves acts independently of Izan, but she always obeys his commands. In combat, she rolls her own initiative and acts on her own turn. Aves can’t attack, but she can take other actions as normal.

  • When Aves drops to 0 hit points, she disappears, leaving behind no physical form. She reappears after Izan casts find familiar again. Izan can’t have more than one familiar at a time.
  • While Aves is within 100 feet of Izan, he can communicate with her telepathically. Additionally, as an action, Izan can see through Aves’ eyes and hear what she hears until the start of Izan’s next turn, gaining the benefits of any special senses that Aves has. During this time, Izan is deaf and blind with regard to his own senses.
  • As an action, Izan can temporarily dismiss Aves. She disappears into a pocket dimension where she awaits Izan’s summons. As an action while Aves is temporarily dismissed, Izan can cause her to reappear in any unoccupied space within 30 feet of Izan.
  • When Izan casts a spell with a range of touch, Aves can deliver the spell as if she had cast the spell. Aves must be within 100 feet of Izan, and she must use her reaction to deliver the spell when Izan casts it. If the spell requires an attack roll, Izan use his attack modifier for the roll.
Aves

The polar owl is native to arctic regions, breeding mostly on the tundra. It has a number of unique adaptations to its habitat and lifestyle, which are quite distinct from other owls. Most owls sleep during the day and hunt at night, but the polar owl is often active during the day, especially in the summertime. It is the only owl with mainly white plumage.

Tiny fey (owl), unaligned


Armor Class 11
Hit Points 1 (1d4 – 1)
Speed 5 feet, fly 60 feet


STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

Skills Perception +3, Stealth +3
Senses darkvision 120 feet, passive Perception 13
Languages
Challenge 0 (10 XP)


Flyby. Aves doesn’t provoke opportunity attacks when she flies out of an enemy’s reach.

Keen Hearing and Sight. Aves has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Mage Hand Legerdemain. When Izan casts mage hand, he can make the spectral hand invisible, and he can perform the following additional tasks with it. Izan can perform these tasks without being noticed by a creature if he succeeds on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

  • Izan can stow one object the hand is holding in a container worn or carried by another creature.
  • Izan can retrieve an object in a container worn or carried by another creature.
  • Izan can use thieves’ tools to pick locks and disarm traps at range.

Magical Ambush. If Izan is hidden from a creature when he casts a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Position of Privilege. Thanks to Izan’s noble birth, people are inclined to think the best of him. He is welcome in high society, and people assume Izan has the right to be wherever he is. The common folk make every effort to accommodate Izan and avoid his displeasure, and other people of high birth treat Izan as a member of the same social sphere. He can secure an audience with a local noble if he needs to.

Sneak Attack. Izan deals an extra 17 (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Izan that isn’t incapacitated and Izan doesn’t have disadvantage on the attack roll.

Spellcasting. Izan is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He regains his expended spell slots when he finishes a long rest. Izan has the following wizard spells prepared:
Cantrips (at will): booming blade, fire bolt, mage hand, mending, minor illusion
1st level (4 slots): charm person, disguise self, find familiar, mage armor, silent image
2nd level (2 slots): invisibility, misty step

Telekinetic. Izan can cast mage hand without verbal or somatic components, he can make the spectral hand invisible, and its range increases by 30 feet when he casts it.


SPECIAL EQUIPMENT

Potion of Advantage. When Izan drinks this potion, he gains advantage on one ability check, attack roll, or saving throw of his choice that he makes within the next hour.


ACTIONS

Rapier +1. Melee Weapon Attack: +9 to hit, reach 5 feet, one target. Hit: 9 (1d8 + 5) piercing damage.

Booming Blade. Melee Weapon Attack: +9 to hit, reach 5 feet, one target. Hit: 9 (1d8 + 5) piercing damage plus 4 (1d8) thunder damage. If the target willingly moves 5 feet or more before the start of Izan’s next turn, the target takes 9 (2d8) thunder damage and the spell ends.

Fire Bolt. Ranged Spell Attack: +7 to hit, range 120 feet, one target. Hit: 11 (2d10) fire damage.


BONUS ACTIONS

Cunning Action. Izan can take a bonus action on each of his turns in combat. This action can be used only to take the Dash, Disengage, Hide, or Mage Hand Legerdemain action.

Telekinetic. Izan can try to telekinetically shove one creature he can see within 30 feet of him. When he does so, the target must succeed on a DC 15 Strength save or be moved 5 feet toward Izan or away from Izan. A creature can willingly fail this save.


REACTIONS

Uncanny Dodge. When an attacker that Izan can see hits him with an attack, Izan can halve the attack’s damage against himself.

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CGR-5A Charger

CGR-5A Charger

Mass: 80 tons
Chassis: Alshain Class 92
Power Plant: Hermes 400 Extralight Fusion Engine
Cruising Speed: 54 kph
Maximum Speed: 86 kph (108 kph with Supercharger)
Jump Jets: Lexington Ltd. Lifters
    Jump Capacity: 90 meters
Armor: New Samarkand Kage Stealth
Armament:
    4 Lord’s Light 4 Light Particle Projector Cannons
Manufacturer: Luthien Armor Works
    Primary Factory: Luthien
Communications System: Tek BattleCom with Guardian ECM Suite
Targeting and Tracking System: Dalban HiRez with Bloodhound Active Probe and C3 Slave Computer

The pursuit to redeem the much maligned Charger is an endeavor that continues to challenge the greatest military manufacturers of the Inner Sphere. An experimental concept from Luthien Armor Works, the CGR-5A retains the scout role of its original incarnation, with significant modifications for new stealth and added maneuverability. The design remains under gunned when compared to contemporary assault ‘Mechs, but its revised weapon payload enjoys six times greater range to a CGR-1A1.

Tech Base: Inner Sphere  [E/X-X-F-E]
Role: Scout
Battle Value: 1,804
Cost: 30,081,120 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                         8
Engine:                              400 XL                               26.5
    Walking MP:                        5
    Running MP:                        8 [10]
    Jumping MP:                        3
Heat Sinks:                         16 [32]                                 6
Gyro:                                                                       4
Cockpit:                                                                    3
Armor Factor (Stealth):               160                                  10

                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      25                 25
    Center Torso (rear)                                   6
    L/R Torso                         17                 20
    L/R Torso (rear)                                      5
    L/R Arm                           13                 15
    L/R Leg                           17                 20

Weapons and Ammo                   Location           Critical            Mass
Light PPC                             RA                  2                 3
Light PPC                             RT                  2                 3
Bloodhound Active Probe               RT                  3                 2
Jump Jet                              RT                  1                 1
Supercharger                          CT                  2                 3
Jump Jet                              CT                  1                 1
Light PPC                             LT                  2                 3
C3 Slave Computer                     LT                  1                 1
Guardian ECM Suite                    LT                  2                1.5
Jump Jet                              LT                  1                 1
Light PPC                             LA                  2                 3
Stealth Armor                  RA/RT/RL/LT/LA/LL     2/2/2/2/2/2            -

RFR-2A Rattenfanger

RFR-2A Rattenfanger

Mass: 80 tons
Chassis: Foundation 128A
Power Plant: Pitban 320 Extralight Fusion Engine
Cruising Speed: 43 kph
Maximum Speed: 64 kph (86 kph with Supercharger)
Jump Jets: Dynamo Improved
    Jump Capacity: 180 meters
Armor: Valiant Lamellor with CASE II
Armament:
    1 Poland Main Model A Gauss Rifle
    1 Defiance 1001 Extended Range Particle Projector Cannon
Manufacturer: Defiance Industries
    Primary Factory: Hesperus II
Communications System: TharHes Crystal Flower RG-2
Targeting and Tracking System: TharHes Star Shark with Bloodhound Active Probe

The Lyran notion of an 80-ton scout ‘Mech is often belittled as an unrealistic pipedream by Inner Sphere militaries. Thus initial reports of the Rattenfanger were ignored as erroneous intelligence. An assault BattleMech with a dedicated long-range sensor suite, 86 kph top speed, and 180 meter leap distance were too fanciful to accept at face value. The truth became irrefutable when opposition scout ‘Mechs were consistently lost to a Lyran reconnaissance design neigh invulnerable to other BattleMechs of the same role. Mounting an Extended Range Particle Projector Cannon and a Gauss Rifle with plentiful ammunition, the Rattenfanger outran whatever it could not outgun. At an eye watering 28 million C-Bills per unit, only the overwhelming industrial might of the Lyran Commonwealth would consider large scale procurement of such a design.

Tech Base: Inner Sphere [E/X-X-F-F]
Role: Scout
Battle Value: 2,332
Cost: 27,849,000 C-Bills

Equipment                                                                 Mass
Internal Structure:                Endo Steel                               4
Engine:                              320 XL                               11.5
    Walking MP:                        4
    Running MP:                        6 [8]
    Jumping MP:                        6
Heat Sinks:                         10 [20]                                 0
Gyro:                                                                       4
Cockpit (Torso-Mounted):                                                    4
Armor Factor:                         240                                  15
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      23                 32
    Center Torso (rear)                                  15
    L/R Torso                         16                 22
    L/R Torso (rear)                                     12
    L/R Arm                           12                 26
    L/R Leg                           16                 32

Weapons and Ammo                   Location           Critical            Mass
ER PPC                                RA                  3                 7
Supercharger                          RT                  1                1.5
Ammo (Gauss Rifle) 8                  RT                  1                 1
3 Improved Jump Jets                  RT                  6                 6
Bloodhound Active Probe               HD                  3                 2
Ammo (Gauss Rifle) 16                 LT                  2                 2
3 Improved Jump Jets                  LT                  6                 6
Gauss Rifle                           LA                  7                15
CASE II                               LA                  1                 1