| Arcane Strategist |
“Many contemporaries would deem the club an inelegant weapon best fit for crude paleolithic savages. Such unimaginative combatants are those I find most delightful to enlighten.”
Savalan is a valedictorian graduate from the prestigious Royal Battlefield Academy. Though evaluated as too arrogant for command leadership, his sharp intellect and ingenious cartography made him an exceptional strategist. Savalan has fought in two major campaigns and two border incursions. The troops assigned to him acknowledge his egotistical nature, but Savalan’s sincere care for the conditions and morale of his subordinates led them to trust his victorious tactical acumen.
Medium Humanoid (Human), Chaotic Good
Armor Class 18; Initiative +2 (12)
Hit Points 92 (8d10 + 24 + 16)
Speed 30 feet
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 10 | 14 | 16 | 20 | 12 | 8 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +0 | +3 | +2 | +2 | +3 | +6 | +5 | +5 | +1 | +1 | -1 | -1 |
Skills Athletics +3, Investigation +8, Perception +4, Stealth +5, Survival +4; Cartographer’s Tools
Gear Worn Breastplate, Component Pouch, Corrective Lenses, Ironwood Katana, Pouch with 32 GP coins, Shield; Weight Worn 35 pounds
Gear Carried Backpack, Bedroll, Cartographer’s Tools, Grappling Hook, Ink, Ink Pen, Iron Pot, Map Case with 5 Parchment Maps, Rations (5 days), Rope, Tinderbox, 2 Waterskins; Weight Carried 60 pounds
Senses Darkvision 60 feet, Passive Perception 14, Passive Investigation 18, Passive Insight 11
Languages Common, Giant, Goblin
Challenge 6 (XP 2,300; Proficiency Bonus +3)
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.
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.
Tough. Savalan’s Hit Point maximum increases by 16.
War Bond. Savalan can perform a ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within his reach throughout the ritual, at the conclusion of which he touches the weapon and forges the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned. Savalan can’t be disarmed of a bonded weapon unless he has the Incapacitated condition. Savalan can have up to two bonded weapons. If he attempts to bond with a third weapon, he must break the bond with one of the other two.
MAGIC ITEMS
Corrective Lenses. While wearing these Goggles of Night, Savalan has Darkvision out to 60 feet. If he already has Darkvision, wearing the goggles increases his range by 60 feet.
Ironwood Katana. Whenever this Adamantine Club hits an object, the hit is a Critical Hit.
ACTIONS
Extra Attack. Savalan can attack twice instead of once whenever he takes the Attack action on his turn.
War Magic. When Savalan takes the Attack action on his turn, he can replace one of the attacks with a casting of one of his Wizard cantrips that has a casting time of an action.
Shillelagh. Melee Attack Roll: +8, reach 5 feet. Hit: 12 (1d10 + 7) Bludgeoning damage. Whenever this weapon hits an object, the hit is a Critical Hit. 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.
Spellcasting. 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, Mind Sliver, Shillelagh ᴮᴬ, True Strike
1st level (4/Long Rest): Find Familiar, Healing Word ᴮᴬ, Protection from Evil and Good, Sleep
2nd level (2/Long Rest): Magic Weapon, Phantasmal Force, Suggestion
BONUS ACTIONS
Magic Initiate (1/Long Rest). Savalan casts the Healing Word spell without expending a spell slot.
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.
War Bond. Savalan summons a bonded weapon, causing it to teleport instantly to his hand.
