preferential-lite
shadow

Cursed Champion

Cursed Champion

“Please. Kill. Me.”

Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.

Medium Humanoid (Dwarf), Chaotic Neutral


Armor Class 22; Initiative +0 (10)
Hit Points 274 (18d10 + 162; Berserker Battleaxe, Dwarven Toughness, Tough)
Speed 30 feet


STR DEX CON INT WIS CHA
20 10 20 10 12 10
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+5 +11 +0 +0 +5 +11 +0 +0 +1 +7 +0 +0

Skills Animal Handling +7, Athletics +11, Nature +6, Perception +7; Carpenter’s Tools
Gear Backpack (Rations (10 days), Tinderbox), Bedroll, Berserker Battleaxe, Demon Plate, Shield of Missile Attraction, Traveler’s Clothes, 2 Waterskins; Weight Carried 100 pounds
Senses Darkvision 120 feet, Passive Perception 17, Passive Investigation 10, Passive Insight 11
Languages Abyssal, Common, Dwarven, Elvish


TRAITS

Damage Reduction. When hit by an attack while wearing Heavy armor, any Bludgeoning, Piercing, and Slashing damage dealt to Kharhaz by that attack is reduced by 6.

Defense. Kharhaz gains +1 to AC when wearing Light, Medium, or Heavy armor.

Dueling. While holding a Melee weapon in one hand and no other weapons, Kharhaz gains a +2 bonus to damage rolls with that weapon.

Dwarven Resilience. Kharhaz has Resistance to Poison damage. He also has Advantage on saving throws you make to avoid or end the Poisoned condition.

Dwarven Toughness. Kharhaz’s HP maximum increases by 18.

Enhanced Critical. When Kharhaz scores a Critical Hit that deals Slashing damage to a creature, it has Disadvantage on attack rolls until the start of Kharhaz’s next turn.

Expanded Critical. Kharhaz’s attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a d20 roll of 18, 19, and 20.

Hamstring. Once per turn when Kharhaz hits a creature with an attack that deals Slashing damage, he can reduce the Speed of that creature by 10 feet until the start of Kharhaz’s next turn.

Heroic Warrior. During combat, Kharhaz can give himself Heroic Inspiration whenever he starts his turn without it.

Indomitable (3/Long Rest). If Kharhaz fails a saving throw, he can reroll it with a +18 bonus. Kharhaz must use the new roll.

Remarkable Athlete. Kharhaz has Advantage on Initiative and Strength (Athletic) checks. Immediately after he scores a Critical Hit, he can move up to half your Speed without provoking Opportunity Attacks.

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

Shield Bash. If Kharhaz attacks a creature within 5 feet of him as part of the Attack action with a Melee weapon, Kharhaz can immediately bash the target with his Shield if it’s equipped. The target must make a DC 19 Strength saving throw. On a failed save, Kharhaz either pushes the target 5 feet from himself or cause it to have the Prone condition (his choice). Kharhaz can use this once per turn.

Studied Attacks. If Kharhaz makes an attack roll against a creature and miss, he has Advantage on his next attack roll against that creature before the end of his turn.

Survivor. Kharhaz gains the following benefits:

  • Kharhaz has Advantage on Death Saving Throws, and whenever he rolls 18, 19, or 20 on a Death Saving Throw, he gains the benefit of rolling a 20 on it.
  • At the start of each of his turns, if Kharhaz has less than 137 HP and at least 1 Hit Point, he regains 10 HP.

Tactical Master. When Kharhaz attacks with a weapon whose mastery property he can use, he can replace that property with the Push, Sap, or Slow property for that attack.

Tactical Mind. When Kharhaz fails an ability check, he can expend a use of his Second Wind. Rather than regaining Hit Points, he adds 5 (1d10) to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

Tough. Kharhaz’s Hit Point maximum increases by 36. Whenever he gains a character level thereafter, his Hit Point maximum increases an additional 2 HP.


ACTIONS

Extra Attack. Kharhaz can attack thrice instead of once whenever he takes the Attack action on his turn.

Berserker Battleaxe. Melee Attack Roll: +12, reach 5 feet. Hit: 12 (1d8 + 8) Slashing damage. Kharhaz hits a creature with this weapon, he can force the creature to make a Constitution saving throw (DC 19). On a failed save, the creature has the Prone condition.

Action Surge (2/Long Rest). On his turn Kharhaz can take one additional action, except the Magic action.


BONUS ACTIONS

Second Wind (4/Long Rest). Kharhaz regains 23 Hit Points (1d10 + 18) and can move up to half his Speed without provoking Opportunity Attacks.

Tremorsense (6/Long Rest). Kharhaz gains Tremorsense with a range of 60 feet for 10 minutes. He must be on or touching a natural or worked stone surface to use this Tremorsense.


REACTION

Interpose Shield. Trigger: When subjected to an effect that allows Kharhaz to make a Dexterity saving throw to take only half damage. Response: Kharhaz can take a Reaction to take no damage if he succeeds on the saving throw and are holding a Shield.

Blakthörn Fulgür

Blakthörn Fulgür

“Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.”

Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.

Medium Humanoid (Human), Neutral


Armor Class 23 (+1 Plate and +2 Shield); Initiative +6 (16)
Hit Points 220 (18d10 + 108)
Speed 30 feet, Climb 30 feet, Swim 30 feet


STR DEX CON INT WIS CHA
20 8 13 / 19 12 20 10
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+5 +11 -1 -1 +1 +10 +1 +1 +5 +5 +0 +0

Skills Animal Handling +11, Athletics ᴱ +17, Insight ᴱ +17, Nature +6, Perception ᴱ +17, Survival ᴱ +11; Carpenter’s Tools
Gear Amulet of Health, Backpack (Decanter of Endless Water, Rations (10 days), Tinderbox, Traveler’s Clothes), Bedroll, Druidic Focus, Goggles of Night, Greater Returning Handaxe, Healer’s Kit, Iron Pot, +1 Plate, Ring of Water Walking, Rope, +2 Shield, Shovel, Traveler’s Clothes, Vial with Diamond Dust worth 1000 GP, Winged Boots
Senses Darkvision 60 feet, Passive Perception 27, Passive Investigation 11, Passive Insight 27
Languages Common, Elvish, Orc, Sylvan, Undercommon
Challenge 15 (XP 13,000; Proficiency Bonus +6)


TRAITS

Precise Hunter. Blakthörn has Advantage on attack rolls against the creature currently marked by his Hunter’s Mark.

Primal Companion. Whenever Blakthörn finishes a Long Rest, he can summon a different primal beast, which appears in an unoccupied space within 5 feet of him. Blakthörn chooses its stat block: Beast of the Land, Beast of the Sea or Beast of the Sky. He also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast he choose, it bears primal markings indicating its supernatural origin. If Blakthörn already has a beast from this feature, the old one vanishes when the new one appears.

Relentless Hunter. Taking damage can’t break Blakthörn’s Concentration on Hunter’s Mark.

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

Tireless. Whenever Blakthörn finishes a Short Rest, his Exhaustion level, if any, decreases by 1.


MAGIC ITEMS

Amulet of Health. Blakthörn’s Constitution is 19 while he wears this amulet. It has no effect on him if his Constitution is 19 or higher without it.

Decanter of Endless Water. This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. Blakthörn can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (his choice) pours out of the flask. The water stops pouring out at the start of Blakthörn’s next turn. Choose from the following command words:

  • Splash. The decanter produces 1 gallon of water.
  • Fountain. The decanter produces 5 gallons of water.
  • Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If Blakthörn is holding the decanter, he can aim the geyser in one direction (no action required). One creature of his choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, Blakthörn can target one object in the Line that isn’t being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser.

Goggles of Night. While wearing these dark lenses, Blakthörn has Darkvision out to 60 feet. If he already has Darkvision, wearing the goggles increases its range by 60 feet.

Greater Returning Handaxe. This magic weapon grants a +3 bonus to attack and damage rolls made with it, and it returns to Blakthörn’s hand immediately after he uses it to make a ranged attack roll.

+1 Plate. Blakthörn has a +1 bonus to Armor Class while wearing this armor.

Ring of Water Walking. While wearing this ring, Blakthörn casts Water Walk from it, targeting only himself.

+2 Shield. While holding this Shield, Blakthörn has a +2 bonus to Armor Class, in addition to the Shield’s normal bonus to AC.

Winged Boots. These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, Blakthörn can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If he is flying when the duration expires, he descends at a rate of 30 feet per round until he lands.


ACTIONS

Extra Attack. Blakthörn can attack twice instead of once whenever he takes the Attack action on his turn. Blakthörn can sacrifice one of his attacks when he takes the Attack action to command the beast to take the Beast’s Strike action.

Greater Returning Handaxe. Melee or Ranged Attack Roll: +14 to hit, reach 5 feet or range 20/60 feet. Hit: 13 (1d6 + 10) Slashing damage or 15 (1d6 + 12) Slashing damage when thrown. The weapon returns to Blakthörn’s hand immediately after he uses it to make a ranged attack roll.

Favored Enemy (6/Long Rest). Blakthörn can cast the Hunter’s Mark spell without expending a spell slot.

Primal Companion. If Blakthörn’s Primal Companion beast has died within the last hour, Blakthörn can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.

Spellcasting. Blakthörn is an 18th level spellcaster. He casts spells using Wisdom as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks). He can use a Druidic Focus as a Spellcasting Focus for his Ranger spells.
1st level (4/Long Rest): Cure Wounds, Detect Magic, Ensnaring Strike, Hunter’s Mark, Longstrider
2nd level (3/Long Rest): Aid, Darkvision, Enhance Ability, Silence
3rd level (3/Long Rest): Dispel Magic, Elemental Weapon, Protection from Energy
4th level (3/Long Rest): Freedom of Movement, Stoneskin
5th level (1/Long Rest): Steel Wind Strike

Tireless (5/Long Rest). As a Magic Action, Blakthörn can give himself 9 (1d8 + 5) Temporary Hit Points.


BONUS ACTIONS

Beast’s Strike. Blakthörn commands his Primal Companion beast to take the Beast’s Strike action.

Nature’s Veil (5/Long Rest). Blakthörn gives himself the Invisible condition until the end of his next turn.


Primal Companion

“SCREEEE!”

In Combat, the beast acts during Blakthörn’s turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless Blakthörn takes a Bonus Action to command it to take an action in its stat block or some other action. Blakthörn can also sacrifice one of his attacks when he takes the Attack action to command the beast to take the Beast’s Strike action. If Blakthörn has the Incapacitated condition, the beast acts on its own and isn’t limited to the dodge action.

Medium Beast (Beast of the Land and Beast of the Sea) or Small Beast (Beast of the Sky), Neutral


Armor Class 17; Initiative +2 (12)
Hit Points 90 (Beast of the Land and Beast of the Sea) or 72 (Beast of the Sky)
Speed 40 feet, Climb 40 feet (Beast of the Land) or 5 feet, Swim 60 feet (Beast of the Sea) or 10 feet, Fly 60 feet (Beast of the Sky)


STR DEX CON INT WIS CHA
14 14 15 8 14 11
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+8 +8 +8 +8 +8 +8 +5 +5 +8 +8 +6 +6

(Beast of the Sky)

STR DEX CON INT WIS CHA
6 16 13 8 14 11
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+4 +4 +9 +9 +7 +7 +5 +5 +8 +8 +6 +6

Senses Darkvision 60 feet (Beast of the Land and Beast of the Sky) or Darkvision 90 feet (Beast of the Sea), Passive Perception 12
Languages Understands the languages that Blakthörn knows
Challenge None (XP 0; Proficiency Bonus +6)


TRAITS

Amphibious (Beast of the Sea). The beast can breathe air and water

Bestial Fury. The first time each turn it hits a creature under the effect of Blakthörn’s Hunter’s Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.

Flyby (Beast of the Sky). The beast doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.

Share Spells. When Blakthörn casts a spell targeting himself, he can also affect his Primal Companion beast with the spell if the beast is within 30 feet of him.


ACTIONS

Bestial Fury. When Blakthörn commands his Primal Companion beast to take the Beast’s Strike action, the beast can use it twice.

Beast’s Strike (Beast of the Land). Melee Attack Roll: +11, reach 5 feet. Hit: 11 (1d8 + 7) Force or Slashing damage. If the beast moved at least 20 feet straight toward the target before the hit, the target takes an extra 3 (1d6) damage of the same type, and the target has the Prone condition if it is a Large or smaller creature.

Beast’s Strike (Beast of the Sea). Melee Attack Roll: +11, reach 5 feet. Hit: 10 (1d6 + 7) Force or Piercing damage, and the target has the Grappled condition (escape DC 19).

Beast’s Strike (Beast of the Sky). Melee Attack Roll: +11, reach 5 feet. Hit: 10 (1d4 + 8) Force or Slashing damage.


BONUS ACTIONS

Exceptional Training. When Blakthörn commands his Primal Companion beast to take an action, he can also command it to take the Dash, Disengage, Dodge, or Help action.


Savalan of the Guard

Savalan Hezar

“There are many who consider the club to be crude. An inelegant instrument only paleolithic savages would utilize in battle. Those are who I find most enjoyable to enlighten.”

The eldest sons of the Hezar bloodline served as guardsmen to an immortal archmage who dwelt among humanity for millennia. This debt ended when an adolescent Savalan manifested innate talent in magecraft hereto unknown to the wizard: Savalan could channel an unseen tactile force and manipulate objects in his surroundings without arcane energies. The delighted archmage departed the realm to unravel this newfound mystery, declaring the Hezar Vow as repaid and implored Savalan to develop his incredible ability.

Medium Humanoid (Human), Lawful Neutral


Armor Class 19 (Half Plate and Shield); Initiative +2 (12)
Hit Points 92 (8d10 + 40; Tough)
Speed 30 feet


STR DEX CON INT WIS CHA
10 14 16 20 10 10
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +3 +2 +2 +3 +6 +5 +5 +0 +0 +0 +0

Skills Athletics +3, Investigation +8, Perception +3, Stealth +5, Survival +3; Cartographer’s Tools
Gear Backpack (Cartographer’s Tools, Desert Clothing, Rations (10 days), Tinderbox), Bedroll, Club, Half Plate, Scimitar, Shield, Traveler’s Clothes, 2 Waterskins; Weight Carried 104 pounds
Senses Passive Perception 13, Passive Investigation 18, Passive Insight 10
Languages Common, Draconic, Elvish


TRAITS

Minor Telekinesis. Savalan casts Mage Hand without Verbal or Somatic components, can make the spectral hand Invisible, and its range increases by 30 feet when he casts it.

Psionic Energy Dice (6/Long Rest). Savalan has d8 Psionic Energy Dice, which are expended when used. He regains one expended Psionic Energy Die when he finishes a Short Rest, and regains all of them when he finishes a Long Rest.

Psionic Strike. Once on each of his turns, immediately after Savalan hits a target within 30 feet of himself with an attack and deals damage to it with a weapon, he can expend one Psionic Energy Die, dealing 9 (1d8 + 5) Force damage to the target. When Savalan deals damage to a target with his Psionic Strike, he can force the target to make a Strength saving throw (DC 16). On a failed save, Savalan can give the target the Prone condition or transport it up to 10 feet horizontally.

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

Tactical Mind. When Savalan fails an ability check, he can expend a use of his Second Wind. Rather than regaining Hit Points, he adds 5 (1d10) to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.


ACTIONS

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

Rapier. Melee Attack Roll: +5, reach 5 feet. Hit: 8 (1d8 + 4) Piercing damage. If Savalan hits a creature with this weapon and deals damage to it, he has Advantage on his next attack roll against that creature before the end of Savalan’s next turn.

Club. Melee Attack Roll: +3, reach 5 feet. Hit: 4 (1d4 + 2) Bludgeoning damage. If Savalan hits a creature with this weapon and deals damage to it, he can reduce its Speed by 10 feet until the start of Savalan’s next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Shillelagh. Melee Attack Roll: +8, reach 5 feet. Hit: 12 (1d10 + 7) Bludgeoning damage. If Savalan hits a creature with this weapon and deals damage to it, he can reduce its Speed by 10 feet until the start of Savalan’s next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Magic Initiate. Savalan is a 8th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks).
Cantrips (at will): Guidance, Mage Hand, Shillelagh BA
1/Long Rest: Detect Magic

Telekinetic Movement (1/Short Rest). As a Magic action, choose one target Savalan can see within 30 feet of himself; the target must be a loose object that is Large or smaller or one willing creature other than Savalan. Savalan transports the target up to 30 feet to an unoccupied space he can see. Alternatively, if the target is a Tiny object, he can transport it to or from his hand. Savalan can expend a Psionic Energy Die (no action required) to restore his use of Telekinetic Movement.


BONUS ACTIONS

Psi-Powered Leap (1/Short Rest). Savalan gains a Fly Speed equal to twice his Speed until the end of his current turn. Savalan can expend a Psionic Energy Die (no action required) to restore his use of Psi-Powered Leap.

Second Wind (3/Long Rest). Savalan regains 13 Hit Points (1d10 + 8) and can move up to half his Speed without provoking Opportunity Attacks.

Telekinetic Shove. Savalan telekinetically shoves one creature he can see within 30 feet of himself. When he does so, the target must succeed on a Strength saving throw (DC 16) or be moved 5 feet toward or away from Savalan.


REACTION

Protective Field. Trigger: When Savalan or another creature he can see within 30 feet of himself takes damage. Response: Savalan can expend one Psionic Energy Die and reduce the damage taken by 9 (1d8 + 5).


Ryu’jinn the Twinblade

Ryu’jinn the Twinblade

“Those who seek power for the sake of power are inevitably enslaves to power.”

Upon his birth, Ryu’jinn was meant to host the presence of an immortal creature beyond mortal ken. He was the finale to an ancient cult’s apocalyptic prophecy spanning 2 millenia. This cataclysm was narrowly averted by the opposition of heroes who learnt the vision, slew its dark masterminds, and rescued the uncorrupt infant laying upon a sacrificial altar. In honor of those who saved him, Ryu’jinn grew to become a great adventurer in his own right.

Medium Humanoid (Elf), Neutral Good


Armor Class 18 (Cloak of Protection, Studded Leather); Initiative +5 (15)
Hit Points 76 (9d10 + 18)
Speed 30 feet


STR DEX CON INT WIS CHA
10 20 14 10 10 15
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +5 +5 +6 +2 +7 +0 +1 +0 +1 +2 +3

Skills Acrobatics +9, Deception +6, Insight +4, Intimidation +6, Perception +4, Persuasion +6; Glassblower’s Tools, Smith’s Tools
Gear Antitoxin, Backpack (Perfume, Rations (10 days), Tinderbox), Bedroll, Cloak of Protection, Clothes of Mending, Component Pouch, Healer’s Kit, Iron Pot, Scimitar, Shortsword, Studded Leather, 2 Waterskins; Weight Carried 80 pounds
Senses Darkvision 60 feet, Passive Perception 14, Passive Investigation 10, Passive Insight 14
Languages Common, Draconic, Elvish
Challenge 6 (XP 2,300; Proficiency Bonus +4)


TRAITS

Combat Superiority (5d8/Long Rest). Ryu’jinn learns maneuvers that are fueled by special dice called Superiority Dice. Many maneuvers enhance an attack in some way. He can use only one maneuver per attack.

  • Commanding Presence. When Ryu’jinn makes a Charisma (Intimidation, Performance, or Persuasion) check, he can expend one Superiority Die and add that die to the roll.
  • Menacing Attack. When Ryu’jinn hits a creature with an attack roll, he can expend one Superiority Die and add the die to the attack’s damage roll. The target must succeed on a Wisdom saving throw (DC 16), or have the Frightened condition until the end of Ryu’jinn’s next turn.
  • Precision Attack. When Ryu’jinn misses with an attack roll, he can expend one Superiority Die and add the die to the attack roll.

Curse Magic. When a creature that Ryu’jinn cursed with the Hex spell hits him with an attack roll, the creature takes 3 Psychic damage. A creature takes this damage only once per turn.

Fey Ancestry. Ryu’jinn has Advantage on saving throws he makes to avoid or end the Charmed condition.

Indomitable (1/Long Rest). If Ryu’jinn fails a saving throw, he can reroll it with a +9 bonus. Ryu’jinn must use the new roll.

Quick Draw. Ryu’jinn can draw or stow two weapons that lack the Two-Handed property when he would normally be able to draw or stow only one.

Tactical Master. When Ryu’jinn attacks with a weapon whose mastery property he can use, Ryu’jinn can replace that property with the Push, Sap, or Slow property for that attack.

Tactical Mind. When Ryu’jinn fails an ability check, he can expend a use of Second Wind, and instead of regaining Hit Point, Ryu’jinn adds 5 (1d10) to the ability check. If the check still fails, this use of Second Wind isn’t expended.

Trance. Ryu’jinn doesn’t need to sleep, and magic can’t put him to sleep. He can finish a Long Rest in 4 hours if he spends those hours in a trancelike meditation, during which he retains consciousness.


MAGIC ITEMS

Cloak of Protection. Ryu’jinn gains a +1 bonus to Armor Class and saving throws while he wears this cloak.

Clothes of Mending. This elegant outfit magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.


ACTIONS

Extra Attack. Ryu’jinn can attack twice instead of once whenever he takes the Attack action on his turn.

Scimitar. Melee Attack Roll: +9, reach 5 feet. Hit: 8 (1d6 + 5) Slashing. When he makes the extra attack of the Light property, Ryu’jinn can make it as part of the Attack action instead of as a Bonus Action. He can make this extra attack only once per turn.

Shortsword. Melee Attack Roll: +9, reach 5 feet. Hit: 8 (1d6 + 5) Piercing. If he hits a creature with a Shortsword and deals damage to it, Ryu’jinn has Advantage on his next attack roll against that creature before the end of Ryu’jinn’s next turn.

Action Surge (1/Short Rest). On his turn Ryu’jinn can take one additional action, except the Magic action.

Innate Magic. Ryu’jinn is an 9th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks).
At Will: Blade Ward
2/Long Rest Each: Hex, Misty Step ᴮᴬ
1/Long Rest: Detect Magic


BONUS ACTIONS

Enhanced Dual Wielding. When he uses his Attack action with a weapon that has the Light property, Ryu’jinn can make one extra attack later on the same turn with a different weapon, as long as it is a Melee weapon that lacks the Two-Handed property.

Evasive Footwork. Ryu’jinn can expend one Superiority Die to take the Disengage action, rolling the die and adding the result to his AC until the start of his next turn.

Know Your Enemy (1/Long Rest). Ryu’jinn can discern certain strengths and weaknesses of a creature he can see within 30 feet of himself; Ryu’jinn knows whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, he knows what they are. Ryu’jinn can also restore a use of the feature by expending one Superiority Die (no action required).

Second Wind (3/Long Rest). Ryu’jinn regains 13 (1d10 + 8) Hit Points and can also move up to half his Speed without provoking Opportunity Attacks.


REACTION

Riposte. Trigger: When a creature misses Ryu’jinn with a melee attack roll. Response: Ryu’jinn expends one Superiority die to make a melee attack roll with a weapon against that creature. If Ryu’jinn hits, add the Superiority die to the attack’s damage.

Vesper the Necrosage

Vesper the Necrosage

“Surrender peacefully and I vow you will remain dead.”

Professor Vesper ranks among the foremost archaeologist on the lost knowledge of fallen civilizations. Though his methods are macabre, his academic accomplishments are not lightly questioned. Vesper’s unorthodox expeditions provide an effective means to retrieve ancient treasures that would otherwise be outside the reach of academia. He is therefore granted substantial funding and unprecedented leeway by his colleagues to acquire them, so long as the ventures do not attract attention.

Medium Humanoid (Human), Neutral Evil


Armor Class 19 (Half Plate, Shield); Initiative +2 (12)
Hit Points 76 (8d6 + 1d8 + 36; Tough) plus 9 (2d4 + 4; False Life) Temporary HP
Speed 30 feet


STR DEX CON INT WIS CHA
10 14 14 20 10 10
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +0 +2 +2 +2 +6 +5 +9 +0 +0 +0 +0

Skills Arcana +9, History +9, Investigation +9, Perception +8, Religion +9; Alchemist’s Supplies, Calligrapher’s Supplies, Thieves’ Tools, Tinker’s Tools
Resistances Necrotic
Gear Antitoxin, Backpack (Incense worth 30 GP, Ink, Ink Pen, Rations (5 days), Thieves’ Tools, Tinderbox), Bedroll, Gilded Skull worth 300 GP, Half Plate, Iron Pot, Returning Handaxe, Ruby of the War Mage, Shield, Spellbook (Blight, Death Armor, Detect Magic, Dispel Magic, Protection from Evil and Good, Ray of Enfeeblement, Ray of Sickness, Sleep, Vampiric Touch, plus all prepared spells), Tinker’s Tools, Traveler’s Clothes, Waterskin; Weight Carried 108 pounds
Senses Passive Perception 18, Passive Investigation 19, Passive Insight 10
Languages Common, Elvish, Giant
Challenge 6 (XP 2,300; Proficiency Bonus +4)


TRAITS

Arcane Recovery (1/Short Rest). Vesper can recover expended spell slots. The spell slots can have a combined level equal to no more than 4, and none of the slots can be level 6 or higher.

Concentration. Vesper has Advantage on Constitution saving throws that he makes to maintain Concentration.

Grave Resilience. While holding his spellbook, when Vesper uses Arcane Recovery, his Exhaustion level, if any, decreases by 1.

Memorize Spell (1/Short Rest). Vesper can study his spellbook and replace one of the level 1+ Wizard spells he has prepared for his Spellcasting feature with another level 1+ spell from the book.

Overwhelming Necrosis. While holding his spellbook, damage from Vesper’s Wizard spells and Wizard features ignores Resistance to Necrotic damage.

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

Ritual Adept. Vesper can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in his spellbook. He needn’t have the spell prepared, but he must read from the book to cast a spell in this way.

Somatic Components. Vesper can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands.

Telepathic Connection. While the familiar is within 100 feet of Vesper, he can communicate with it telepathically.

Undead Thralls. Whenever Vesper starts casting the Animate Dead spell, he can modify it so that the spell’s effective level is increased by 1. In addition, whenever he casts a Necromancy spell using a spell slot that creates or summons an Undead, the Undead gains the benefits below.

  • Undead Fortitude. The Undead’s Hit Point maximum and current Hit points increase by a number equal to the level of the spell slot used plus 5 for the duration of the spell.
  • Withering Strike. Whenever the Undead hits a creature with an attack roll, the Undead deals an extra 5 Necrotic damage.

MAGIC ITEMS

Returning Handaxe. This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to Vesper’s hand immediately after he uses it to make a ranged attack roll.

Ruby of the War Mage. This 1-inch-diameter ruby allows Vesper to use a Simple or Martial weapon as a Spellcasting Focus for his spells. For this property to work, he must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless Vesper detaches it as a Magic action, the weapon is destroyed, or his Attunement to the ruby ends.


ACTIONS

Returning Handaxe of the War Mage. Melee or Ranged Attack Roll: +4 to hit, reach 5 feet or range 20/60 feet. Hit: 3 (1d6) Slashing damage. The weapon returns to Vesper’s hand immediately after he uses it to make a ranged attack roll. He can use the weapon as a Spellcasting Focus for his spells.

True Strike: Returning Handaxe of the War Mage. Melee or Ranged Attack Roll: +9 to hit, reach 5 feet or range 20/60 feet. Hit: 8 (1d6 + 5) Slashing or Radiant damage plus 3 (1d6) Radiant damage. The weapon returns to Vesper’s hand immediately after he uses it to make a ranged attack roll. He can use the weapon as a Spellcasting Focus for his spells.

Magic Initiate (1/Long Rest). Vesper can cast the False Life spell without expending a spell slot.

Spellcasting. Vesper is a 9th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks). Vesper has the following wizard spells prepared:
Cantrips (at will): Guidance, Mage Hand, Mending, Mind Sliver, Minor Illusion, Prestidigitation, Spare the Dying, Thunderclap, True Strike
1st level (4/Long Rest): Cure Wounds, False Life, Feather Fall ᴿ, Find Familiar, Sanctuary ᴮᴬ, Shield ᴿ
2nd level (3/Long Rest): Darkvision, Mirror Image, Misty Step ᴮᴬ, Suggestion
3rd level (3/Long Rest): Animate Dead, Fireball, Fly, Speak with Dead, Summon Undead
4th level (3/Long Rest): Arcane Eye, Banishment, Polymorph, Stone Shape
5th level (1/Long Rest):

Tinker’s Magic (5/Long Rest). As a Magic action while holding Tinker’s Tools, Vesper can create one item in an unoccupied space within 5 feet of himself, from the provided list: Ball Bearings, Basket, Bedroll, Bell, Blanket, Block and Tackle, Bucket, Caltrops, Candle, Crowbar, Flask, Glass Bottle, Grappling Hook, Hunting Trap, Iron Spikes, Jug, Lamp, Manacles, Net, Oil, Paper, Parchment, Pole, Pouch, Rope, Sack, Shovel, String, Tinderbox, Torch, Vial. The item lasts until you finish a Long Rest, at which point it vanishes.

Undead Thralls (1/Long Rest). Vesper can cast the Animate Dead spell without expending a spell slot.


BONUS ACTIONS

Animate Dead. Vesper controls six Skeletons. He can mentally command any creature he made with the Animate Dead spell if the creature is within 60 feet of him (if Vesper controls multiple creatures, he can command any of them at the same time, issuing the same command to each one). Vesper decides what action the creature will take and where it will move on its next turn, or he can issue a general command, such as to guard a chamber or corridor. If Vesper issues no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.

Telepathic Connection. Vesper can see through his familiar’s eyes and hear what it hears until the start of Vesper’s next turn, gaining the benefits of any special senses it has.


REACTIONS

Reactive Spell. Trigger: When a creature provokes an Opportunity Attack from Vesper by leaving his reach. Response: Vesper casts 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.


Skeleton Familiar

Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.

Medium Undead, Lawful Evil


Armor Class 14; Initiative +3 (13)
Hit Points 13 (2d8 + 4)
Speed 30 feet


STR DEX CON INT WIS CHA
10 16 15 6 8 5
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +0 +3 +3 +2 +2 -2 -2 -1 -1 -3 -3

Vulnerabilities Bludgeoning
Immunities Poison; Exhaustion, Poisoned
Gear Alchemist’s Supplies, Crowbar, Backpack (Calligrapher’s Supplies, Rations (10 days), Sack, Traveler’s Clothes), Handaxe, Healer’s Kit, Hooded Lantern, Light Hammer, Oil (3 flasks), Rope, 2 Waterskins; Weight Carried 77.5 pounds
Senses Darkvision 60 feet, Passive Perception 9
Languages Understands Common plus one other language but can’t speak
Challenge ¼ (XP 50; Proficiency Bonus +2)


TRAITS

Telepathic Connection. While the familiar is within 100 feet of Vesper, he can communicate with it telepathically.


ACTIONS

Familiar. The familiar rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.


REACTIONS

Telepathic Connection. Trigger: Vesper casts a spell with a range of touch and his familiar is within 100 feet of him. Response: The familiar can deliver the touch.


Skeleton Thrall (3rd Level)

Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.

Medium Undead, Lawful Evil


Armor Class 14; Initiative +3 (13)
Hit Points 22 (2d8 + 13)
Speed 30 feet


STR DEX CON INT WIS CHA
10 16 15 6 8 5
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +0 +3 +3 +2 +2 -2 -2 -1 -1 -3 -3

Vulnerabilities Bludgeoning
Immunities Poison; Exhaustion, Poisoned
Gear Backpack (Block and Tackle, Crowbar, 10 Iron Spikes, Light Hammer, Rope, Sack, Shovel), Shortbow, Shortsword, Waterskin; Weight Carried 41.5 pounds
Senses Darkvision 60 feet, Passive Perception 9
Languages Understands Common plus one other language but can’t speak
Challenge ¼ (XP 50; Proficiency Bonus +2)


ACTIONS

Shortsword. Melee Attack Roll: +5, reach 5 feet. Hit: 6 (1d6 + 3) Piercing damage plus 5 Necrotic damage.

Shortbow. Ranged Attack Roll: +5, range 80/320 feet. Hit: 6 (1d6 + 3) Piercing damage plus 5 Necrotic damage.


Undead Thrall (5th Level)

The spirit resembles an Undead creature with a chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to Vesper and his allies. In combat, the creature shares Vesper’s Initiative count, but it takes its turn immediately after his. It obeys Vesper’s verbal commands (no action required by him). If he doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Medium Undead, Neutral


Armor Class 17
Hit Points 70 (Ghostly and Putrid only) or 60 (Skeletal only)
Speed 30 feet; Fly 40 feet (hover; Ghostly only)


STR DEX CON INT WIS CHA
12 16 15 4 10 9
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+1 +1 +3 +3 +2 +2 -3 -3 +0 +0 -1 -1

Immunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 feet, Passive Perception 10
Languages Understands the languages that Vesper knows
Challenge None (XP 0; Proficiency Bonus +4)


TRAITS

Festering Aura (Putrid Only). Constitution saving throw (17 DC), any creature (other than Vesper) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.

Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 5 (1d10) Force damage for every 5 feet traveled.


ACTIONS

Multiattack. The spirit makes three attacks.

Deathly Touch (Ghostly Only). Melee Attack Roll: +9, reach 5 feet. Hit: 18 (1d8 + 14) Necrotic damage, and the target has the Frightened condition until the end of its next turn.

Grave Bolt (Skeletal Only). Ranged Attack Roll: +9, range 150 feet. Hit: 19 (2d4 + 14) Necrotic damage.

Rotting Claw (Putrid Only). Melee Attack Roll: +9, reach 5 feet. Hit: 17 (1d6 + 14) Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.


FFL-LAM Firefly

FFL-LAM Firefly

Mass: 30 tons
Chassis: Earthwerks FFL
Power Plant: General Motors 150 Fusion Engine
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: Lexington Lifters
    Jump Capacity: 120 meters
Armor: StarSlab/1 with CASE
Armament:
    3 Martell Medium Lasers
    1 Coventry Five-Tube LRM 5
Manufacturer: Coventry/Earthwerks Combine
    Primary Factory: Terra
Communications System: Datacom 18
Targeting and Tracking System: RadCom TXX

* FFL-LAM_FILE_NOT_FOUND *
Up in the sky!
* DATA_ACCESS_FAILURE *
It’s an Aerospace Fighter!
* FILE_INTEGRITY_ERROR *
It’s a BattleMech!
* CORRUPTED_DATA_BACKUP *
No, it’s a Land-Air BattleMech!

Tech Base: Inner Sphere [D/D-E-F-F]
Role: Striker
Battle Value: 1,031
Cost: 2,440,100 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                         3
Engine:                               150                                  5.5
    Walking MP:                        5
    Running MP:                        8
    Jumping MP:                        4
    AirMech Waking MP:                 2
    AirMech Running MP:                3
    AirMech Cruising MP:              12
    AirMech Flanking MP:              18
    Safe Thrust:                       4
    Max Thrust:                        6

Heat Sinks:                         10 [20]                                 0
Gyro:                                                                       2
Cockpit:                                                                    3
Fuel:                                  80                                   0
Structural Integrity:                  10
Armor Factor:                          80                                   5
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  8
    Center Torso                      10                 12
    Center Torso (rear)                                   4
    L/R Torso                          7                  8
    L/R Torso (rear)                                      3
    L/R Arm                            5                  7
    L/R Leg                            7                 10

Weapons and Ammo                   Location           Critical            Mass
Medium Laser                          RT                  1                 1
Medium Laser                          CT                  1                 1
Medium Laser                          LT                  1                 1
LRM-5                                 LT                  1                 1
Ammo (LRM-5) 24                       LT                  1                 1
CASE                                  LT                  1                0.5
2 Jump Jets                           RL                  2                 1
2 Jump Jets                           LL                  2                 1

Beauty and the Beast

Beauty and the Beast

In a desperate bid to increase her social standing within Dracula’s Court, a Noble Strigoi has agreed to supervise the destructive rampage of a Monstrous Stryx. Aware of the lethal jeopardy if control was lost, the Noble Strigoi has chosen replaceable resources, such as Starved Dhampir, to assist with guiding the creature without endangering herself. Thus far results have proven satisfactory and if the raid of an enemy stronghold proves successful, the Noble Strigoi hopes to impress Lord Dracula with her diligence.

Leader Noble Strigoi 21 dt
Heroes Monstrous Stryx 40 dt
Henchmen Starved Dhampir, Starved Dhampir 14 dt

Noble Strigoi

Action Life Will Command Size
3 13 0 4 30mm
MOV DEX ATK PRO MND
5 5 4 4 4
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Expert Offence (3), Frenzied, Vampiric Attack (2)

Command Abilities:
Blood Frenzy (AURA Command Ability): Until the end of the round, any friendly characters with the Vampire keyword within Line of Sight increase their Vampiric Attack by 1 to a maximum of 2.

Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Unique Abilities:
Bloodline: All friendly characters with the Vampire keyword in line of sight to this character gain Companion (Noble Strigoi).

Sanguine Sabotage: The Noble Strigoi has infiltrated the opponent’s gang to take them down from within. Whenever an enemy character uses a Command within 6″ of this character, roll a dice. On a 7+ the Command costs an extra Command Point if possible.

Keywords:
Faction (Strigoi), Leader, Vampire


Monstrous Stryx

Action Life Will Command Size
2 30 75mm
MOV DEX ATK PRO MND
6 3 5 2 2
Monstrous Claws Range Evasion Damage Penetration
0″ +2 -2
Baleful Screech Range Evasion Damage Penetration
Blast, Harmless, Stun 6″ -2

Character Abilities:
Bulky, Flight, Frenzied, Mindless, Slippery, Vampiric Attack (2)

Unique Abilities:
Aerial Aggression: When this character moves into base contact with an enemy character that is either 3″ above or 3″ below it at the start of the action, that enemy character skips their Protection roll for this character’s Attack of Opportunity.

Rip and Tear: When this character makes a Combat action with Monstrous Claws against an enemy character with full Life Points, for the rest of this character’s activation, it may re-roll any failed dice for Combat actions against that enemy character.

Serpentine: This character is able to move through spaces smaller than its base to a minimum of 2″. It must be able to fit where it ends its turn.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire


Starved Dhampir

Action Life Will Command Size
2 10 0 0 30mm
MOV DEX ATK PRO MND
4 3 3 2 1
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Frenzied, Vampiric Attack (2)

Unique Abilities:
Rejuvenated: This character starts the game with only 5 Life Points remaining. However, if they start any turn with 6 or more Life Points, they increase their MOVEMENT, DEXTERITY, ATTACK, and MIND by 1 until the start of their next turn.

Keywords:
Faction (Strigoi), Henchman, Vampire

Strigoi True Ancestors

Strigoi True Ancestors

Rule updates since the release of Blood in the Water made it possible to field Vlad Dracula, Ceres, Cibele, and Miriam — the sovereigns of the Strigoi faction — at a mere 100 Ducats. Though the Strigoi faction has suffered significant nerfs since their initial debut, the Vampire King and his Brides continue to maintain deadly melee supremacy. This gang intends for Vlad Dracula to punch through enemy lines, obliterate opposition, and create opportunities the Brides can exploit for further havoc. Keep in mind that African Bewitching, Eastern Swiftness, and Romani Fury do not need contact or line of sight to function. The progenitor vampires are attended by a Highborn Servant to provide ranged support and increased Equipment usage.

Leader Vlad Dracula 27 dt
Heroes Highborn Servant 13 dt
Henchmen Ceres, Cibele, Miriam 57 dt
Equipment Bottled Courage, Flashbang 3 dt

Vlad Dracula

Action Life Will Command Size
3 15 0 5 30
MOV DEX ATK PRO MND
4 5 5 5 5
Wallachian Halberd Range Evasion Damage Penetration
Two-handed 2″ +1 -2

Character Abilities:
Expert Offence (2), Expert Protection (2), Frenzied

Command Abilities:
Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Transformation (PULSE Command Ability): Remove this character and place it anywhere on solid ground within 8″. This placement cannot be in base contact with an enemy character, and does not count as disengaging.

Unique Abilities:
Connoisseur: Vlad will not drink the blood of just anyone. When attacking a character with the Hero keyword, he gains Vampiric Attack (1). When attacking a character with the Leader keyword, he gains Vampiric Attack (3).

Master Bloodline: All friendly characters with the Vampire keyword in line of sight to this character gain Bodyguard (Vlad Dracula) and Companion (Vlad Dracula).

Keywords:
Faction (Strigoi), Leader, Unique, Vampire


Cebele

Action Life Will Command Size
2 12 0 1 30
MOV DEX ATK PRO MND
5 5 4 2 5
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Concealment (+2), Frenzied, Infiltration, Slippery, Vampiric Attack (2)

Command Abilities:
Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Romani Fury (PULSE Command Ability): Every friendly character with the Bride Keyword gains Expert Offence (3) until the end of the round.

Unique Abilities:
Procession of Brides: While building your Gang, if it contains Vlad Dracula, this character counts as having the Henchman keyword instead of the Hero keyword for the purposes of Frequency.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire, Bride


Ceres

Action Life Will Command Size
2 12 0 1 30
MOV DEX ATK PRO MND
5 5 4 2 5
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Expert Sorcerer (1), Frenzied, Mage (2), Vampiric Attack (1)

Command Abilities:
African Bewitching (PULSE Command Ability): Every friendly character with the Bride keyword gains Stunned on their weapons until the end of the round.

Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Unique Abilities:
Procession of Brides: While building your Gang, if it contains Vlad Dracula, this character counts as having the Henchman keyword instead of the Hero keyword for the purposes of Frequency.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire, Bride, Discipline (Runes of Sovereignity, Blood Rites, Fateweaving)


Miriam

Action Life Will Command Size
2 12 0 4 30
MOV DEX ATK PRO MND
5 5 4 2 5
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Frenzied, Vampiric Attack (1)

Command Abilities:
Eastern Swiftness (PULSE Command Ability): Every friendly character with the Bride keyword gains 1 AP until the end of the round.

Necrotic Mist (PULSE Command Ability): All friendly characters with the Vampire keyword within 6″ receive a Hidden counter.

Unique Abilities:
Procession of Brides: While building your Gang, if it contains Vlad Dracula, this character counts as having the Henchman keyword instead of the Hero keyword for the purposes of Frequency.

Sisters of Gelo: This character replenishes 1 Command Point at the start of each character turn if it has line of sight to any other friendly character with the Bride Keyword.

Keywords:
Faction (Strigoi), Hero, Unique, Vampire, Bride


Highborn Servant

Action Life Will Command Size
2 12 2 30
MOV DEX ATK PRO MND
4 4 4 3 1
Pistol Range Evasion Damage Penetration
Black Powder, Reload (2) 8″ +1 -1
Sword Range Evasion Damage Penetration
0″ +1 -1

Character Abilities:
Companion (Vampire), Parry (1)

Unique Abilities:
Bankroll: For every character with this ability in your gang at the start of the round, select a different piece of Equipment that you have already used. You may use this piece of Equipment once more this round.

Keywords:
Faction (Strigoi), Hero

Shinare the Omenblade

Shinare the Omenblade

“I could provide guaranteed safe passage through the forgotten lands. Of course such perilous wayfinding would not be done out of mere generosity.”

Shinare was an orphan raised by itinerant mercenaries. Throughout his youth the regiment fought across mountainous territories where Shinare learnt swordsmanship ubiquitous to the region. He would later come into possession of an ancient blade that promised incalculable power in exchange for slaughter in its name. The deal was struck, and though in time Shinare realized the magnitude of his mistake, he adheres to his end of the bargain so long as the sword maintains its role in kind.

Medium Humanoid (Human), Lawful Evil


Armor Class 18 (Plate); Initiative +6 (16)
Hit Points 167 (17d8 + 1d10 + 72; Tough)
Speed 30 feet


STR DEX CON INT WIS CHA
15 10 14 10 11 26
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+2 +8 +0 +0 +2 +8 +0 +0 +0 +6 +8 +8

Skills Athletics +8, Intimidation +14, Perception +12, Stealth +6, Survival +6; Cartographer’s Tools
Gear 2 Antitoxins, Backpack (Book, Cartographer’s Tools, Gilded Ladle worth 500 GP, Ink, 2 Ink Pens, Rations (7 days), Tinderbox, Traveler’s Clothes), Bedroll, Greatsword, Healer’s Kit, Iron Pot, Plate, 8 Potions of Greater Healing, Rope, Shovel, Traveler’s Clothes, Vial with Ruby Dust worth 4500 GP, 2 Waterskins; Weight Carried 155 pounds
Senses Blindsight 10 feet, Truesight 30 feet, Passive Perception 22, Passive Investigation 10, Passive Insight 10
Languages Common, Draconic, Giant
Challenge 15 (XP 13,000; Proficiency Bonus +6)


TRAITS

Curse Magic. When a creature that Shinare cursed with the Hex spell hits him with an attack roll, the creature takes 6 Psychic damage. A creature takes this damage only once per turn.

Exploit Opening. When Shinare rolls damage for an Opportunity Attack, he can roll the damage dice twice and use either roll against the target.

Family First. If Shinare has Heroic Inspiration when he rolls Initiative, he can expend it to give himself and his allies Advantage on that Initiative roll.

Hex Restoration. Shinare regains one expended use of Hexblade’s Curse when he finish a Short Rest or uses his Magical Cunning feature.

Initiative Swap. 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.

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 to the creature, and expend one of his Hit Point Dice to roll it and regain 6 (1d8 + 2) Hit Points.

Luck Points (6/Long Rest). Shinare has 6 Luck Points that he can spend on the benefits below.

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

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

Unyielding Will. When he succeeds on a saving throw to maintain Concentration, each creature of Shinare’s choice in a 10-foot Emanation originating from Shinare takes 7 (2d6) Necrotic damage. Once Shinare uses this benefit, he can’t do so again until the start of his next turn.

Unyielding Will (1/Long Rest). When Shinare fails a saving throw to maintain Concentration, he can choose to succeed instead, and Shinare gains 22 (1d10 + 17) Temporary Hit Points.

Versatile Merc (1/Long Rest). Choose a skill in which Shinare has proficiency. He has Expertise in that skill until he finishes his next Long Rest.


MAGIC ITEMS

Potion of Greater Healing (8). Shinare can drink this potion or administer it to another creature within 5 feet of himself. The creature that drinks this potion regains 14 (4d4 + 4) Hit Points. When Shinare casts the Tasha’s Bubbling Cauldron spell again, the potion disappears if not consumed.

Tome of Leadership and Influence (3). Shinare’s Charisma has increased by 6.


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.

Pact Weapon: Greatsword. Melee Attack Roll: +14 to hit, reach 5 feet. Hit: 21 (2d6 + 14) Necrotic, Psychic, Radiant, or Slashing damage. If Shinare’s attack roll misses a creature with his pact weapon, he deals 8 Necrotic, Psychic, Radiant, or Slashing damage.

Eldritch Blast. Spell Attack Roll: +14 to hit, range 120 feet. Hit: 13 (1d10 + 8) 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.

Contact Patron (1/Long Rest). Shinare can cast the Contact Other Plane spell without expending a spell slot to contact his patron, and Shinare automatically succeeds on the spell’s saving throw.

Hex (1/Long Rest). Shinare can cast the Hex spell without expending a spell slot.

Magical Cunning (1/Long Rest). Shinare can perform an esoteric rite for 1 minute, regaining up to 2 expended Pact Magic spell slots.

Pact Magic. Shinare is an 18th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks). He can use his pact weapon as a Spellcasting Focus.
Cantrips (at will): Eldritch Blast, Mage Hand, Mind Sliver, Minor Illusion
5th level (4/Short Rest): Animate Objects, Arcane Vigor ᴮᴬ, Armor of Agathys ᴮᴬ, Banishment, Bestow Curse, Conjure Barrage, Contact Other Plane, Counterspell ᴿ, Dimension Door, Dispel Magic, Fly, Freedom of Movement, Hex ᴮᴬ, Hunger of Hadar, Invisibility, Major Image, Shield ᴿ, Staggering Smite ᴮᴬ, Steel Wind Strike, Suggestion, Synaptic Static, Tongues, Wrathful Smite
6th level (1/Long Rest): Tasha’s Bubbling Cauldron
7th level (1/Long Rest): Forcecage
8th level (1/Long Rest): Befuddlement
9th level (1/Long Rest): Sever Thread


BONUS ACTIONS

Harrowing Hex. After Shinare casts a level 1+ spell that has a casting time of an action, he can make one attack with a weapon.

Hexblade’s Curse (8/Long Rest). Choose one creature Shinare can see within 30 feet of himself. The target is cursed for 1 minute, during which Shinare gains the benefits below. The curse ends early if Shinare uses this feature again, if he dismiss it (no action required), or dies. When he casts a spell using a spell slot that curses a target, Shinare can use his Hexblade’s Curse as a part of casting that spell instead of taking a Bonus Action. When he does so, the target of the spell is the target of Shinare’s Hexblade’s Curse, and Hexblade’s Curse’s duration is either 1 minute or the spell’s duration, whichever is longer. In addition, Shinare gains the benefits below:

  • Hungering Hex. When the target cursed by his Hexblade’s Curse drops to 0 Hit Points, Shinare regains 12 (1d8 + 8) Hit Points.
  • Accursed Shield. While Shinare isn’t wearing armor or wielding a Shield, he gains a +2 bonus to Armor Class while he is within 10 feet of the target cursed by his Hexblade’s Curse.
  • Hindering Curse. When Shinare hits the target cursed by his Hexblade’s Curse with an attack roll, the target has Disadvantage on the next saving throw it makes before the start of Shinare’s next turn.
  • Inescapable Hex. When the target of his Hexblade’s Curse ends its turn 30 feet or further from Shinare, Shinare can move up to 30 feet straight toward the target.
  • Accursed Critical. Any attack roll Shinare makes against the target cursed by his Hexblade’s Curse scores a Critical Hit on a roll of a 19 or 20 on the d20.
  • Explosive Hex (1/Long Rest). When he deals damage to the target cursed by his Hexblade’s Curse, Shinare can cause his curse to explode with sinister energy. The target and each creature of Shinare’s choice in a 30-foot Emanation originating from the target takes 10 (3d6) Necrotic, Psychic, or Radiant damage (Shinare’s choice), and their Speed is reduced by 10 feet until the start of Shinare’s next turn.

Hew. 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.

Pact of the Blade. 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. Shinare 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, Shinare 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 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.

Second Wind (2/Long Rest). Shinare regains 6 (1d10 + 1) Hit Points.


REACTIONS

Armor of Hexes. Trigger: Shinare takes damage from the target cursed by his Hexblade’s Curse. Response: Shinare reduces the damage taken by 17.

Retaliate. Trigger: A creature within 5 feet of Shinare hits him with a melee attack. Response: Immediately after Shinare makes an Opportunity Attack against that creature.


Sever Thread

Level 9 Necromancy (Warlock)

Casting Time: Action
Range: Self
Components: S, M (a Melee weapon that deals Slash damage)
Duration: Instantaneous

You make an attack with the weapon used in the spell’s casting to slash the Threads that bind a creature to the Tapestry of Creation. Though a mortal blade cannot cleave every strand to erase it from existence, the creature still suffers existential wounds. Make a melee spell attack against one creature you can see within reach. On a hit, the creature rolls it’s maximum amount of Hit Point Dice and expends them. The creature makes a Charisma saving throw. On a failed save, the creature takes Necrotic damage equal to the total of those dice plus it’s Constitution modifier per die roll (minimum 0), and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.

The weapon used in the spell’s casting is destroyed by the spell if the weapon used in the spell’s casting made a successful hit and not an Artifact.


Elven Curve Blademaster

Elven Curve Blademaster

Sasaki Kojirō and Sephiroth fans rejoice: the elven curve blade is Kingmaker’s equivalent of a nodachi. Powerful versions are readily acquirable throughout the campaign, with Bane of the Living as the ultimate option if you can defeat the hidden Astradaemon. While categorized as Finesse Wielding, elven curve blades are also two-handed weapons and benefit from the 50% bonus damage of Power Attack.

This build combines Power Attack, sneak attack, and critical hits to inflict effective damage. It obtains the Iron Will feat at level 5 to mitigate dangerous mental failure, and the Blind Fight feat at level 15 to negate invisible enemy shenanigans. All remaining feat choices are dedicated towards the elven curve blade, Shatter Defenses, and late game dual wielding for Allslayer. While the obvious endgame weapon is Bane of the Living, inclusion of two-weapon fighting for an Allslayer in each hand provide attacks that devastate enemies immune or regenerative to Harm.

Initial Ability Scores
Strength 13 Intelligence 10
Dexterity 18 Wisdom 10
Constitution 14 Charisma 15
Skills
Athletics 1, Knowledge (World) 1, Mobility 19, Perception 20, Persuasion 20, Stealth 19, Trickery 20, Use Magic Device 20
Level Class Bonus Class Features Chosen Options
1 Thug +0 Feat: Weapon Finesse, Frightening, Rogue Proficiency, Sneak Attack +1d6 Lawful Evil Human, Feat: Improved Initiative, Human Racial Feat: Power Attack
2 Thug +1 Evasion Rogue Talent: Combat Trick (Exotic Weapon Proficiency [Elven Curve Blade])
3 Thug +2 Brutal Beating, Sneak Attack +2d6 Feat: Weapon Focus (Elven Curve Blade), Finesse Training: Elven Curve Blade
4 Thug +3 Bewildering Injury, Debilitating Injury, Disorienting Injury, Hampering Injury, Uncanny Dodge +1 Charisma, Rogue Talent: Skill Focus (Persuasion)
5 Thug +3 Sneak Attack +3d6 Feat: Iron Will
6 Thug +4 Rogue Talent: Combat Trick (Cornugon Smash)
7 Thug +5 Sneak Attack +4d6 Feat: Dazzling Display
8 Thug +6 Improved Uncanny Dodge +1 Dexterity, Rogue Talent: Combat Trick (Shatter Defenses)
9 Thug +6 Sneak Attack +5d6 Feat: Combat Reflexes
10 Thug +7 Rogue Advanced Talent: Crippling Strike
11 Thug +8 Sneak Attack +6d6 Feat: Improved Critical (Elven Curve Blade), Finesse Training: Short Sword
12 Thug +9 +1 Dexterity, Rogue Advanced Talent: Opportunist
13 Thug +9 Sneak Attack +7d6 Feat: Blind Fight
14 Thug +10 Rogue Advanced Talent: Double Debilitation
15 Thug +11 Sneak Attack +8d6 Feat: Improved Blind Fight
16 Thug +12 +1 Dexterity, Rogue Advanced Talent: Blinding Strike
17 Thug +12 Sneak Attack +9d6 Feat: Greater Blind Fight
18 Thug +13 Rogue Advanced Talent: Combat Trick (Two-Weapon Fighting)
19 Thug +14 Sneak Attack +10d6 Feat: Improved Two-Weapon Fighting, Finesse Training: Dagger
20 Thug +15 Master Strike +1 Dexterity, Rogue Advanced Talent: Combat (Greater Two-Weapon Fighting)
Equipment
bane of the living, allslayer + allslayer, dark master’s robe, headband of inspired wisdom +6, castigator’s cloak, bracers of armor +8, river fox’s memento pendant, belt of physical perfection +8, daring duelist, ring of circumstances, gloves of the scribe, manticore skin boots