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Battlefield Cartographer

Battlefield Cartographer

“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.”

The sons of the Hezar bloodline served as guardsmen to an elf archmage who dwelt among humanity for half a 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 arcana. The delighted archmage departed the realm to further unravel this newfound mystery, declaring the Hezar Vow as repaid and implored Savalan to develop his incredible abilities.

Medium Humanoid (Human), Chaotic Good


Armor Class 18; Initiative +2 (12)
Hit Points 136 (12d10 + 36 + 24)
Speed 30 feet


STR DEX CON INT WIS CHA
10 14 17 20 12 8
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +4 +2 +2 +3 +7 +5 +5 +1 +1 -1 -1

Skills Athletics +4, Investigation +9, Perception +5, Stealth +6, Survival +5; Cartographer’s Tools
Gear Worn Breastplate, Clothes of Mending, Component Pouch, Corrective Lenses, Ironwood Katana, Pouch with 21 Pearls worth 100 GP each, Pouch with 69 GP coins, Retribution, Spyglass; Weight Worn 38 pounds
Gear Carried Backpack, Bedroll, Cartographer’s Tools, Grappling Hook, Ink, Ink Pen, Iron Pot, Map Case with 5 Parchment Maps, Potion of Comprehension, Rations (5 days), Rope, Scroll Case with 5 Parchment Scrolls, Tinderbox, 2 Waterskins; Weight Carried 60 pounds
Senses Darkvision 60 feet, Passive Perception 15, Passive Investigation 19, Passive Insight 11
Languages Common, Elvish, Orc
Challenge 10 (XP 5,900; Proficiency Bonus +4)


TRAITS

Enhanced Critical. When Savalan scores a Critical Hit that deals Bludgeoning damage to a creature, attack rolls against that creature have Advantage until the start of his next turn.

Indomitable (1/Long Rest). If he fails a saving throw, Savalan can reroll it with a +12 bonus. He must use the new roll.

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 (8/Long Rest). Savalan has d10 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 10 (1d10 + 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 17). On a failed save, Savalan can give the target the Prone condition or transport it up to 10 feet horizontally.

Push. Once per turn, when Savalan hits a creature with an attack that deals Bludgeoning damage, he can move it 5 feet to an unoccupied space if the target is no more than one size larger than Savalan.

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

Tactical Master. When Savalan 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 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 24.


MAGIC ITEMS

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.

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. This Adamantine Club grants a +2 bonus to attack and damage rolls made with it. Whenever this weapon hits an object, the hit is a Critical Hit.

Potion of Comprehension. When Savalan drinks this potion, he gains the effect of the Comprehend Languages spell for 1 hour.

Retribution. Savalan gains a +1 bonus to Armor Class while wielding this Repulsion Shield. The shield has 4 charges. While holding it, when a Large or smaller creature within 5 feet of Savalan hits him with a melee attack roll, he can take a Reaction to expend 1 of the shield’s charges and push the attacker up to 15 feet straight away. The shield regains 1d4 expended charges daily at dawn.


ACTIONS

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

Ironwood Katana. Melee Attack Roll: +6, reach 5 feet. Hit: 4 (1d4 + 2) 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.

Shillelagh. Melee Attack Roll: +11, reach 5 feet. Hit: 15 (1d12 + 9) 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.

Magic Initiate. Savalan is a 12th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks).
Cantrips (at will): Shillelagh ᴮᴬ, Thorn Whip
1st level (1/Long Rest): Healing Word ᴮᴬ

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 (4/Long Rest). Savalan regains 17 Hit Points (1d10 + 12) 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 17) 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 10 (1d10 + 5).

Retribution (4/Day). Trigger: When a Large or smaller creature within 5 feet of Savalan hits him with a melee attack roll. Response: Savalan can expend 1 charge and push the attacker up to 15 feet straight away.