| Izan’thir the Exile |
“No matter how horrendous the crime or terrible the tragedy, once enough time has passed, the short-lived relegate it into forgotten legend. Lost remembrance that can be exploited over and over, centuries after centuries, until repeated ignorance destroys them.”
Izan’thir was born a peasant and rose in recognition through exemplary battlefield action. Elevated into the clandestine House Sele’nara, he serves as an operator for the royal court: an individual dispatched to resolve affairs and neutralize threats through saboteur. Such operations are disavowed by the Crown, therefore necessitating equal amounts of loyalty and discretion. In such secrecy he bears the identity of Izan Selara: a nomad unable to return home until the short lived have forget his nefarious deed.
Medium Humanoid (High Elf), Neutral
Armor Class 19 (Bracers of Defense, Genie’s Splendor), Initiative +2 (12)
Hit Points 103 (9d8 + 3d10 + 36)
Speed 30 feet
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 13 | 15 | 12 | 10 | 8 | 20 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +1 | +1 | +2 | +2 | +1 | +1 | +0 | +0 | -1 | +3 | +5 | +9 |
Skills Deception +9, Insight +3, Intimidation +9, Persuasion +9, Stealth +6, Survival +3; Thieves’ Tools
Gear Backpack, Bedroll, Book (personal journal), Bracers of Defense, Caltrops, Chalk (10 pieces), Component Pouch, Fine Clothes, Gilded Flower (worth 300 GP), Holy Symbol, Ink (1-ounce bottle), Ink Pens (3 quills), Jewelry (worth 500 GP), Manacles, Mirror, Perfume (4-ounce vial), 5 Pouches, Rapier, Rations (10 days), Ring of Spell Storing, Sack, Scroll Case, Thieves’ Tools, Tinderbox, Traveler’s Clothes, 10 Vials, 2 Waterskins
Senses Darkvision 60 feet, Passive Perception 9, Passive Investigation 10, Passive Insight 13
Languages Common, Elvish, Orc
Challenge 7 (XP 2,900; Proficiency Bonus +4)
TRAITS
Channel Divinity (2/Long Rest). Izan’thir can channel divine energy directly from the Outer Planes, using it to fuel Channel Divinity effect options.
Elemental Smite. Immediately after Izan’thir casts the Divine Smite spell, he can expend one use of his Channel Divinity and invoke one of the following effects.
- Dao’s Crush. Earth rises up around the target of Izan’thir’s Divine Smite. The target has the Grappled condition (escape DC 17). While Grappled, the target has the Restrained condition.
- Djinni’s Escape. Izan’thir teleports to an unoccupied space he can see within 30 feet of himself and take on a semi-incorporeal form, which lasts until the end of his next turn. While in this form, Izan’thir has Resistance to Bludgeoning, Piercing, and Slashing damage, and he has Immunity to the Grappled, Prone, and Restrained conditions.
- Efreeti’s Fury. The target of Izan’thir’s Divine Smite takes an extra 5 (2d4) Fire damage, and fire jumps from the target to another creature Izan’thir can see within 30 feet of himself. The second creature also takes 5 (2d4) Fire damage.
- Marid’s Surge. The target of Izan’thir’s Divine Smite and each creature of your choice in a 10-foot Emanation originating from you make a Strength saving throw (DC 17). On a failed save, a creature is pushed 15 feet straight away from Izan’thir and has the Prone condition.
Fey Ancestry. Izan’thir has Advantage on saving throws he makes to avoid or end the Charmed condition.
Genie’s Splendor. When Izan’thir isn’t wearing any armor, his base Armor Class equals 17. He can use a Shield and still gain this benefit.
Lay On Hands (15 Hit Points/Long Rest). Izan’thir has a pool of healing power with a total of 15 Hit Points.
Luck Points (4/Long Rest). Izan’thir has 4 Luck Points that he can spend on the benefits below.
- Advantage. When Izan’thir 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 Izan’thir, Izan’thir can spend 1 Luck Point to impose Disadvantage on that roll.
Steps of the Fey. Whenever Izan’thir casts the Misty Step spell, he can choose one of the following additional effects.
- Refreshing Step. Immediately after Izan’thir teleports, he or one creature Izan’thir can see within 10 feet of himself gains 5 (1d10) Temporary Hit Points.
- Taunting Step. Creatures within 5 feet of the space Izan’thir left must succeed on a Wisdom saving throw (DC 17) or have Disadvantage on attack rolls against creatures other than Izan’thir until the start of Izan’thir’s next turn.
- Disappearing Step. Izan’thir has the Invisible condition until the start of his next turn or until immediately after he makes an attack roll, deal damage, or casts a spell.
- Dreadful Step. Creatures within 5 feet of the space Izan’thir left or the space he appears in (his choice) must succeed on a Wisdom saving throw (DC 17) or take 11 (2d10) Psychic damage.
MAGIC ITEMS
Bracers of Defense. While wearing these bracers, Izan’thir gains a +2 bonus to Armor Class if he is wearing no armor and using no Shield.
Ring of Spell Storing. This ring stores spells cast into it, holding them until Izan’thir uses them. The ring can store up to 5 levels worth of spells at a time. Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, Izan’thir can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if Izan’thir cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

ACTIONS
Thirsting Blade. Izan’thir gains the Extra Attack feature for his pact weapon. With that feature, he can attack twice with the weapon instead of once when he takes the Attack action on his turn.
Pact Weapon: Rapier. Melee Attack Roll: +9 to hit, reach 5 feet. Hit: 11 (1d8 + 7) Necrotic, Piercing, Psychic, or Radiant damage. If Izan’thir hits a creature with this weapon and deals damage to the creature, Izan’thir has Advantage on his next attack roll against that creature before the end of his next turn.
Eldritch Blast. Spell Attack Roll: +9 to hit, range 120 feet. Hit: 10 (1d10 + 5) Force damage. The spell creates three beams. Izan’thir can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. When Izan’thir hits a Large or smaller creature, each beam can push the creature up to 10 feet straight away from Izan’thir.
Magical Cunning (1/Long Rest). Izan’thir can perform an esoteric rite for 1 minute, regaining up to 1 expended Pact Magic spell slots.
One with Shadows. While in an area of Dim Light or Darkness, Izan’thir can cast the Invisibility spell on himself without expending a spell slot.
Innate Magic. Izan’thir is a 12th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks). Izan’thir can also cast the spells using any spell slots he has.
At Will: Alter Self, Prestidigitation
1/Long Rest Each: Contact Other Plane, Detect Magic, Divine Smite ᴮᴬ, Hex
7/Long Rest: Misty Step ᴮᴬ
Pact Magic. Izan’thir is a 12th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks). He can use his pact weapon as a Spellcasting Focus.
Cantrips (at will): Eldritch Blast, Mind Sliver, Minor Illusion
5th level (2/Short Rest): Armor of Agathys ᴮᴬ, Banishment, Blink, Calm Emotions, Counterspell, Dispel Magic, Dominate Beast, Dominate Person, Faerie Fire, Fly, Greater Invisibility, Hunger of Hadar, Major Image, Phantasmal Force, Plant Growth, Seeming, Sleep, Summon Fey, Synaptic Static, Tasha’s Hideous Laughter
Spellcasting. Izan’thir is a 12th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks). He can use a Holy Symbol as a Spellcasting Focus.
1st level (2/Long Rest): Bless, Chromatic Orb, Compelled Duel ᴮᴬ, Elementalism, Protection from Evil and Good, Shield of Faith, Thunderous Smite ᴮᴬ
BONUS ACTIONS
Divine Sense. For the next 10 minutes or until Izan’thir has the Incapacitated condition, he knows the location of any Celestials, Fiends, and Undead within 60 feet, and he knows its creature type. In the same radius, Izan’thir also detect the presence of any place/object that has been consecrated or desecrated, as with the Hallow spell.
Heal. Izan’thir touches a creature (which could be himself) and restores a number Hit Points to that creature, up to the maximum amount remaining in the Lay On Hands pool.
Pact of the Blade. Izan’thir conjures a pact weapon in his hand. The pact weapon disappears if Izan’thir use this Bonus Action again, if the weapon is more than 5 feet away from him for more than 1 minute, or if he dies.
Purify Poison. Izan’thir expends 5 Hit Points from the Lay On Hands pool to remove the Poisoned condition from the creature; those points don’t also restore HP to the creature.
REACTIONS
Misty Escape. Trigger: Izan’thir takes damage. Response: Izan’thir can cast the Misty Step spell.
| Misty Waltz |
Source: Homebrew inspired by the Misty Step spell, the Boon of Dimensional Travel feat, and the Misty Escape class feature.
Level 8 Conjuration (Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The apex of Misty Step magecraft. For the duration, you are surrounded by silvery mist. Until the spell ends: immediately after you take the Magic action, you can teleport up to 30 feet to an unoccupied space you can see; as a Bonus Action, you can teleport up to 30 feet to an unoccupied space you can see; and you can teleport up to 30 feet to an unoccupied space you can see as a Reaction in response to taking damage.
