shadow

My Vampire Academia

My Vampire Academia
Blood in the Water introduced a paradigm shift to the mechanics and lore of Carnevale: vampires who do not belong to the Strigoi, and thus not bound to Dracula’s will. It also made a retcon on the Brides that removed Mage from Ceres and Miriam. This monumental nerf makes multiple vampire spellcasters the unique domain of the Doctors, since all remaining Strigoi mages are Romani.

At the time of this post, I would argue Doctor vampires are in danger of a nerf. With comparatively better Protection than Strigoi vampires, and multiple methods to restore Life, they enjoy the abusable benefits of Frenzied without lasting repercussions. Its easy to create a “medical team” who heals the gang every turn for the entire scenario.

Leader Master Of Necromantic Studies 23 dt
Heroes Doctor of Blood 16 dt
Henchmen Doctor Of Venesection (2), Nurse (2) 34 dt
Equipment Bottled Courage 2 dt

Action Life Will Command Size
3 11 0 4 30
MOV DEX ATK PRO MND
4 4 4 4 5
Surgical Tools Range Evasion Damage Penetration
0″ -1

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

Command Abilities:
Unliving Curse (PULSE Command Ability): One friendly character within 1″ gains Vampiric Attack (2) until the end of the game.

Unique Abilities:
Elixer Of Death: Every friendly character who starts the game with Will Points loses all of their Will Points and gains Frenzied. This change remains in play even if this character is killed. Note that characters with the Nexus ability may still use their Life Points as Will Points, even for other characters!

Keywords:
Faction (The Doctors), Leader, Discipline (Blood Rites, Divinity), Doctor


Action Life Will Command Size
2 12 0 30
MOV DEX ATK PRO MND
4 4 3 4 4
Knife Range Evasion Damage Penetration
0″

Character Abilities:
Frenzied, Mage (2), Vampiric Attack (2)

Unique Abilities:
Sanguine Sorcery: This character’s Vampiric Attack also activates when making a Cast Spell action.

Keywords:
Faction (The Doctors), Hero, Doctor, Discipline (Blood Rites)


Action Life Will Command Size
2 9 0 30
MOV DEX ATK PRO MND
4 5 3 3 2
Fangs Range Evasion Damage Penetration
0″

Character Abilities:
Frenzied, Limited Movement, Primitive, Vampire Attack (1)

Keywords:
Faction (The Doctor), Henchman


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

Character Abilities:
Frenzied, Primitive

Unique Abilities:
Healer -1 AP: Pick a character within 3″. That character replenishes 3 Life Points.

Keywords:
Faction (The Doctor), Henchman

Hobgoblin Adjutant

Hobgoblin Adjutant

“I shall relay your command to the troops immediately, sir.”

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. Adjutant is a military appointment given to an officer who assists the commanding officer with unit administration, mostly the management of resources in an army unit.

Medium humanoid (human), lawful evil


Armor Class 14 (studded leather)
Hit Points 44 (8d8 + 8)
Speed 30 feet


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 9 (-1)

Saving Throws Dexterity +5
Skills Animal Handing +3, Insight +6, Perception +3, Persuasion +6, Survival +3; calligrapher’s supplies, cartographer’s tools
Senses darkvision 60 feet, passive Perception 13
Languages Common, Goblin
Challenge 2 (450 XP)


Coordinated Strike. When the Adjutant uses its Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from the Adjutant , and the Adjutant can deal an extra 7 (2d6) damage to it the next time the Adjutant 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, the Adjutant can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the Adjutant that isn’t incapacitated.

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


ACTIONS

Rapier. Melee Weapon Attack: +2 to hit, reach 5 feet, one target. Hit: 6 (1d8 + 2) piercing damage.

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


BONUS ACTIONS

Cunning Action. On its turn in combat, the Adjutant can take the Dash, Disengage, or Hide action.

Helpful. The Adjutant can take the Help action.

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Occult Mercenary

Ionoah the Ebonblade

“Greater the gold, harder I fight.”

Ionoah is the bastard son between a bandit queen and a cult leader. His misbegotten childhood was unusually cruel, which lead him to aid adventurers who murdered both parents. Freed from unwanted responsibilities, Ionoah 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 evil


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: Toughness; 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: Improved Critical (Dueling Sword); joyful rapture
18 Archaeologist +14 shield of dawn, brilliant inspiration, mass cure moderate wounds
19 Archaeologist +14 Archaeologist’s Luck +4 Feat: Critical Focus; 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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Hexblade Inheritor

Shinare

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

Shinare was a war orphan adopted by itinerant nomads 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, which spurns him to reluctantly aid strangers as restitution when a situation causes remembrance.

Medium humanoid (human), lawful evil


Armor Class 18 (half plate, ring of protection)
Hit Points 165 (19d8 + 76)
Speed 30 feet, swim 40 feet (ring of swimming)


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 12 (+1) 8 (-1) 22 (+6)

Saving Throws Constitution +9, Wisdom +6, Charisma +13
Skills Arcana +7, Athletics +6, Intimidation +12, Investigation +7, Survival +5
Senses darkvision 120 feet, passive Perception 9
Languages Abyssal, Common, Draconic, Infernal
Challenge 12 (8,400 XP)


Accursed Specter (1/Long). When Shinare slays a humanoid, he can cause its spirit to rise from its corpse as an accursed specter. Roll initiative for the accursed specter, which has its own turns and obeys Shinare’s verbal commands. The accursed specter remains in Shinare’s service until the end of his next long rest, at which point it vanishes to the afterlife.

Accursed Specter

An accursed specter is the angry, bound spirit of a humanoid that has been prevented from passing to the afterlife.

Medium undead, chaotic evil


Armor Class 12
Hit Points 22 (5d8) plus 9 temporary
Speed 0 feet, fly 50 feet (hover)


STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)

Damage Resistance acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Conditional Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 feet, passive Perception 10
Languages Understands all languages it knew in life but can’t speak
Challenge 1 (200 XP)


Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


ACTIONS

Life Drain. Melee Spell Attack: +10 to hit, reach 5 feet, one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Devil’s Sight. Magical darkness doesn’t impede Shinare’s darkvision.

Eldritch Smite. Once per turn when he hits a creature with his Hexblade, Shinare can expend a warlock spell slot to deal an extra 22 (5d8) force damage to the target, and can knock the target prone if it is Huge or smaller.

Heart of Darkness. Those who look into Shinare’s eyes can see he has faced unimaginable horror and no stranger to darkness. Though they might fear him, commoners will extend Shinare every courtesy and do their utmost to help him. Unless Shinare has shown himself to be a danger to them, they will even take up arms to fight alongside Shinare, should he find himself facing an enemy alone.

Hex Warrior (1/Long). Shinare can touch one weapon that he is proficient with and that lacks the two-handed property. When he attacks with that weapon, he can use his Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until Shinare finishes a long rest.

Pact Magic. Shinare is a 19th level spellcaster. His spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He regains all expended spell slots when he finishes a short or long rest. He regains all expended Arcanum spells when he finishes a 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, counterspell, darkness, dimension door, dispel magic, fly, hex, major image, misty step, sickening radiance, suggestion, synaptic static, tongues, vampiric touch
Arcanum (1 each): forcecage, foresight, maddening darkness, mental prison

Pact of the Blade. Shinare has transformed a vorpal greatsword into his pact weapon. The weapon ceases being his pact weapon if he dies. He gains the following benefits:

  • Shinare can use his action to summon the pact weapon in his empty hand.
  • The pact weapon disappears into an extradimensional space if it is more than 5 feet away from him for 1 minute or more. It also disappears if he dismisses the weapon (no action required). The weapon appears at his feet if it is in the extradimensional space if he dies.
  • When Shinare attacks with the pact weapon, he can use his Charisma modifier for the attack and damage rolls.
  • Shinare can use his pact weapon as a spellcasting focus for his warlock spells.
  • Shinare can attack with his pact weapon twice, instead of once, whenever he takes the Attack action on his turn.

War Caster. Shinare has advantage on Constitution saving throws that he makes to maintain his concentration on a spell when he takes damage. He can perform the somatic components of spells even when he has weapons or a shield in one or both hands.


SPECIAL EQUIPMENT

Cap of Water Breathing. While wearing this cap underwater, Shinare can speak its command word as an action to create a bubble of air around his head. It allows him to breathe normally underwater. This bubble stays with Shinare until he speaks the command word again, the cap is removed, or no longer underwater.

Potion of Supreme Healing. Shinare regains 45 (10d4 + 20) hit points when he drinks this potion.

Ring of Spell Storing. This ring can store up to 5 levels worth of spells at a time. Any creature can cast a spell of 1st through 5th level 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, Shinare 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 Shinare cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Vorpal Greatsword. Shinare’s vorpal greatsword has a +5 bonus to attack and damage rolls (already factored into his attacks). The weapon ignores resistance to slashing damage. When Shinare attacks a creature that has at least one head and rolls a 20 on the attack roll, he cuts off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 27 (6d8) slashing damage from the hit.


ACTIONS

Eldritch Blast. Ranged Spell Attack: +12 to hit, range 120 feet, one target. Hit: 11 (1d10 + 6) force damage. The spell creates four beams. Shinare can direct the beams at the same target or at different ones. He makes a separate attack roll for each beam.

Thirsting Blade. Shinare makes two vorpal greatsword attacks.

Vorpal Greatsword. Melee Weapon Attack: +15 to hit, reach 5 feet, one target. Hit: 16 (2d6 + 9) slashing damage plus 6 necrotic damage.

Vorpal Greatsword. Melee Weapon Attack: +10 to hit, reach 5 feet, one target. Hit: 26 (2d6 + 19) slashing damage plus 6 necrotic damage.


BONUS ACTIONS

Great Weapon Master. When Shinare scores a critical hit with a melee weapon or reduce a creature to 0 hit points with one, he can make one melee weapon attack.

Hexblade’s Curse (1/Short). Choose one creature Shinare can see within 30 feet. The target is cursed for 1 minute. Until the curse ends, Shinare gains a +6 bonus to damage rolls against the cursed target and any attack roll he makes against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies:

  • Shinare regains 26 hit points and Hexblade’s Curse ends.
  • Shinare can spread it to another creature he sees within 30 feet, provided Shinare isn’t incapacitated. When Shinare applies the curse in this way, he doesn’t regain hit points from the death of the previously cursed creature.

Maddening Hex. Shinare cause a psychic disturbance around the target cursed by his hex spell or by a warlock feature of his, such as Hexblade’s Curse. When he does so, he deals 6 psychic damage to the cursed target and each creature of his choice that he can see within 5 feet of it. To use this invocation, Shinare must be able to see the cursed target, and it must be within 30 feet of him.

Relentless Hex. Shinare can magically teleport up to 30 feet to an unoccupied space he can see within 5 feet of the target cursed by his hex spell or by a warlock feature of his, such as Hexblade’s Curse. To teleport in this way, he must be able to see the cursed target.


REACTIONS

Armor of Hexes. If the target cursed by his Hexblade’s Curse hits Shinare with an attack roll, he can roll a d6. On a 4 or higher, the attack instead misses him, regardless of its roll.

War Caster. When a hostile creature’s movement provokes an opportunity attack from him, Shinare can cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

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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
Jump Jets: Lexington Ltd. Lifters
    Jump Capacity: 120 meters
Armor: New Samarkand Kage Stealth
Armament:
    5 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

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 and 160% destructive output to a CGR-1A1.

Tech Base: Inner Sphere  [E/X-X-E-D]
Role: Scout
Battle Value: 1,736
Cost: 22,114,320 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                         8
Engine:                              400 XL                               26.5
    Walking MP:                        5
    Running MP:                        8
    Jumping MP:                        4
Heat Sinks:                         18 [36]                                 8
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
2 Light PPCs                          RA                  4                 6
Light PPC                             RT                  2                 3
2 Jump Jets                           RT                  2                 2
Guardian ECM Suite                    CT                  2                1.5
Light PPC                             LT                  2                 3
2 Jump Jets                           LT                  2                 2
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: 75 tons
Chassis: Foundation 128A
Power Plant: GM 300 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 Rattenfanger was envisioned to be an assault class ‘Mech with superior detection, high mobility, and long range weapons to exterminate scout BattleMechs, thereby denying the opposition vital reconnaissance. Incidentally it could perform the same mission it would remove. Despite thousands of man-hours and millions of C-Bills spent on development, the design was denied factory production. Not for capability failure, but for achieving them without meeting a predetermined weight class of 80 tons.

Tech Base: Inner Sphere [E/X-X-F-E]
Role: Scout
Battle Value: 2,230
Cost: 26,997,600 C-Bills

Equipment                                                                 Mass
Internal Structure:                Endo Steel                               4
Engine:                              300 XL                                9.5
    Walking MP:                        4
    Running MP:                        6 [8]
    Jumping MP:                        6
Heat Sinks:                         10 [20]                                 0
Gyro:                                                                       3
Cockpit:                                                                    3
Armor Factor:                         224                                  14
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      23                 31
    Center Torso (rear)                                  12
    L/R Torso                         16                 22
    L/R Torso (rear)                                     10
    L/R Arm                           12                 24
    L/R Leg                           16                 30

Weapons and Ammo                   Location           Critical            Mass
Gauss Rifle                           RA                  7                15
CASE II                               RA                  1                 1
Ammo (Gauss Rifle) 24                 RT                  3                 3
3 Improved Jump Jets                  RT                  6                 6
Searchlight                           HD                  1                0.5
Supercharger                          CT                  1                1.5
Bloodhound Active Probe               LT                  3                 2
3 Improved Jump Jets                  LT                  6                 6
ER PPC                                LA                  3                 7

GOR-1A Gorilla

GOR-1A Gorilla

Mass: 50 tons
Chassis: GM Marauder
Power Plant: Magna 250 Fusion Engine
Cruising Speed: 54 kph
Maximum Speed: 86 kph
Jump Jets: None
    Jump Capacity: None
Armor: Aldis Heavy Ferro-Fibrous
Armament:
    3 ChisComp 2000 Extended Range Small Lasers
    1 Fusigon Strongtooth Heavy Particle Projector Cannon with Turret
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Garret 500A
Targeting and Tracking System: Garret GRNDTRK 9

* CRITICAL_DATA_FAILURE *
Reject Humanity. Return to Monke.
* FILE_INTEGRITY_ERROR *
Reject Humanity. Return to Monke.
* MISSING_DATA_BACKUP *
Reject Humanity. Return to Monke.

Tech Base: Inner Sphere [E/X-X-F-F]
Role: Brawler
Battle Value: 1,413
Cost: 7,277,375 C-Bills

Equipment                                                                 Mass
Internal Structure:                                                         5
Engine:                               250                                 12.5
    Walking MP:                        5
    Running MP:                        8
    Jumping MP:                        0
Heat Sinks:                         12 [24]                                 2
Gyro (Compact):                                                            4.5
Cockpit (Torso):                                                            4
Armor Factor (Heavy Ferro):           185                                  9.5
                                   Internal             Armor
                                   Structure            Value
    Head                               3                  9
    Center Torso                      16                 24
    Center Torso (rear)                                   8
    L/R Torso                         12                 18
    L/R Torso (rear)                                      6
    L/R Front Leg                     12                 24
    L/R Rear Leg                      12                 24

Weapons and Ammo                   Location           Critical            Mass
ER Small Laser                        RT                  1                0.5
Heavy PPC                             HD                  4                10
Turret                                CT                  1                 0
ER Small Laser                        CT                  1                0.5
ER Small Laser                        LT                  1                0.5