shadow

Izan Wintergate

Izan Wintergate

“Can you hear the Voices too!?”

The Commonwealth is offering a reward of up to 1,000 gold coins for information leading directly to the arrest of Izan Wintergate. Wintergate was last known to be in the Free Territories and may have traveled to the Dominion or the Imperium. Izan Wintergate is wanted for his alleged involvement in the murder of several magistrates in the Commonwealth Palace of Law. Guards discovered the bodies of the victims covered with multiple stab and slash wounds. If you have any information concerning this person, please contact the nearest Commonwealth Garrison.

Medium Humanoid (Human), Chaotic Neutral


Armor Class 15 (Unarmored Defense), Initiative +4 (14)
Hit Points 53 (4d12 + 20)
Speed 30 feet


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 8 (-1) 10 (+0) 8 (-1)

Saving Throws Strength +6, Constitution +5
Skills Animal Handling +1, Athletics +6, Intimidation +1, Nature +1, Perception +2, Stealth +4; Carpenter’s Tools
Senses Blindsight 10 feet; Passive Perception 12
Languages Common, Elvish, Orc
Challenge 4 (1,100 XP; Proficiency Bonus +2)


TRAITS

Danger Sense. Izan has Advantage on Dexterity saving throws unless he has the Incapacitated condition.

Frenzy. If Izan uses Reckless Attack while his Rage is active, he deals 7 (2d6) additional damage (the same damage type as the weapon or Unarmed Strike used) to the first target he hits on his turn with a Strength-based attack.

Initiative Swap. Immediately after Izan rolls Initiative, he can swap his Initiative with the Initiative of one willing ally in the same combat. Izan can’t make this swap if he or the ally has the Incapacitated condition.

Primal Knowledge. While Raging, whenever Izan makes an ability check using one of the following skills, he can make it as a Strength check even if it normally uses a different ability: Acrobatics, Intimidation, Perception, Stealth, or Survival.

Reckless Attack. When Izan makes his first attack roll on his turn, he can decide to attack recklessly, giving him Advantage on attack rolls using Strength until the start of his next turn, but attacks against Izan have Advantage during that time.

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

Unarmored Defense. While not wearing armor, Izan’s base AC equals 15 plus any Shield bonus.


ACTIONS

Greatsword. Melee Attack Roll: +6 to hit, reach 5 feet. Hit: 13 (2d6 + 6) Slashing damage. If Izan’s attack roll misses a creature, he deals 4 Slashing damage to that creature.

Handaxe. Melee or Ranged Attack Roll: +6 to hit, reach 5 feet or range 20/60 feet. Hit: 7 (1d6 + 4) Slashing damage. If Izan hits a creature, he has Advantage on his next attack roll against that creature before the end of Izan’s next turn.


BONUS ACTIONS

Hew. Immediately after Izan 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.

Rage. Izan can enter Rage three times. He regains one expended use when he finishes a Short Rest, and regains all expended uses when he finishes a Long Rest. The Rage lasts until the end of Izan’s next turn, and it ends early if he dons Heavy armor or has the Incapacitated condition. If Izan’s Rage is still active on his next turn, he can extend the Rage for another round by doing one of the following: make an attack roll against an enemy, force an enemy to make a saving throw, or takes a Bonus Action to extend his Rage. Each time the Rage is extended, it lasts until the end of Izan’s next turn. He can maintain a Rage for up to 10 minutes. While active, his Rage follows the rules below.

  • Izan has Resistance to Bludgeoning, Piercing, and Slashing damage.
  • When Izan makes an attack using Strength – with either a weapon or an Unarmed Strike – and deals damage to the target, he gains a +2 damage bonus.
  • Izan has Advantage on Strength checks and Strength saving throws.
  • Izan can’t maintain Concentration, and can’t cast spells.
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Kaizen the Iaidomaster

Kaizen the Iaidomaster

“Speed. Accuracy. Lethality.”

Kaizen never sought to be an assassin… it just happened his swordsmanship suited assassination. As a practitioner of iaido his technique relies on first strike. Kaizen’s pragmatic methodology to exploit blindspots, inflict inhumane wounds, and withdraw from reach during duels lead to accusation of dishonor. Yet the core deterministic factor could be Kaizen’s distain for the katana and overwhelming perference for the wakizashi. Thus his options for employment fell into the influence of criminal syndicates and unscrupulous nobles.

Medium Humanoid (Human), Neutral


Armor Class 17 (Studded Leather); Initiative +9 (19)
Hit Points 103 (10d8 + 50)
Speed 40 feet


STR DEX CON INT WIS CHA
10 (+0) 20 (+5) 16 (+3) 10 (+0) 11 (+0) 10 (+0)

Saving Throws Dexterity +9, Intelligence +4
Skills Acrobatics +9, Deception +8, Insight +8, Perception +8, Persuasion +4, Sleight of Hand +9, Stealth +13; Disguise Kit, Poisoner’s Kit, Smith’s Tools, Thieves’ Tools
Senses Blindsight 10 feet, Passive Perception 18
Languages Common, Draconic, Giant, Thieves’ Cant, Undercommon
Challenge 8 (3,900 XP; Proficiency Bonus +4)


TRAITS

Agile Movement. Opportunity Attacks have Disadvantage against Kaizen.

Dash over Difficult Terrain. When Kaizen takes the Dash action on his turn, Difficult Terrain doesn’t cost him extra movement for the rest of that turn.

Evasion. When Kaizen is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Kaizen instead takes no damage if he succeeds on the saving throw and only half damage if he fails. Kaizen can’t use this feature if he has the Incapacitated condition.

Fog of War. Kaizen gains Advantage on any Dexterity (Stealth) check he makes as part of the Hide action during combat.

Initiative. Kaizen has Advantage on Initiative rolls.

Initiative Swap. Immediately after Kaizen rolls Initiative, he can swap his Initiative with the Initiative of one willing ally in the same combat. Kaizen can’t make this swap if he or the ally has the Incapacitated condition.

Masterful Mimicry. Kaizen can unerringly mimic another person’s speech, handwriting or both if Kaizen has spent at least 1 hour studying them.

Reliable Talent. Whenever Kaizen makes an ability check that uses one of his skills or tool proficiencies, he can treat a d20 roll of 9 or lower as a 10.

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

Sniper. If Kaizen makes an attack roll while hidden and the roll misses, making the attack roll doesn’t reveal his location.


ACTIONS

Sneak Attack. Once per turn Kaizen can deal an extra 27 (5d6) damage to one creature he hits with an attack if Kaizen has Advantage on the roll and the attack uses a Finesse or Ranged weapon. The extra damage’s type is the same as the weapon’s type. Kaizen doesn’t need Advantage on the attack if at least one of his allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and Kaizen doesn’t have Disadvantage on the attack roll.

Surprising Strikes. During the first round of each combat, Kaizen has Advantage on attack rolls against any creature that hasn’t taken a turn. If Kaizen’s Sneak Attack hits any target during that round, the target takes an additional 10 damage of the weapon’s type.

Cunning Strike. When Kaizen deals Sneak Attack damage, he can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack dice Kaizen must forgo to add the effect. Kaizen removes the die before rolling, and the effect occurs immediately after the attack’s damage is dealt.

  • Poison (-1d6). To use this effect, Kaizen must have a Poisoner’s Kit on his person. Constitution Saving Throw: DC 17. Failure: The target has the Poisoned condition for 1 minute. At the end of each of its turns, the poisoned target repeats the save, ending the effect on a success.
  • Trip (-1d6). To use this effect, the target must be Large or smaller. Dexterity Saving Throw: DC 17. Failure: The target has the Prone condition.
  • Withdraw (-1d6). Immediately after the attack, Kaizen moves up to half his speed without provoking Opportunity Attacks.

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

Shuriken. Ranged Attack Roll: +9 to hit, range 20/60 feet. Hit: 7 (1d4 + 5) Piercing damage. If Kaizen hits a creature and deals damage to the creature, Kaizen has Advantage on his next attack roll against that creature before the end of Kaizen’s next turn.


BONUS ACTIONS

Cunning Action. On his turn, Kaizen can take one of the following actions: Dash, Disengage, or Hide.

Roving Aim. Kaizen gives himself Advantage on his next attack roll on the current turn, provided that he hasn’t moved during this turn.


REACTIONS

Parry. If another creature hits Kaizen with a melee attack, Kaizen can take a Reaction to add 4 to his Armor Class, potentially causing the attack to miss Kaizen. Kaizen gains this bonus to his Armor Class against melee attacks until the start of his next turn.

Uncanny Dodge. When an attacker that Kaizen can see hits him with an attack roll, Kaizen can take a Reaction to halve the attack’s damage against himself (round down).

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Shinare the Omenblade

Shinare the Omenblade

“You have no idea how insignificant you truly are.”

Shinare was an orphan raised by itinerant mercenaries. Upon adulthood the soldiers of fortune ventured through uncharted mountain forests where Shinare learnt swordsmanship ubiquitous to the region. He 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. Nonetheless, though he does not worship Those Who Were Imprisoned, Shinare is not above aiding such cultists in exchange for wealth and might.

Medium Humanoid (Human), Neutral


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


STR DEX CON INT WIS CHA
15 (+2) 10 (+1) 14 (+2) 10 (+0) 11 (+0) 20 (+5)

Saving Throws Strength +8, Constitution +8, Wisdom +6
Skills Animal Handling +6, Arcana +6, Athletics +8, Perception +6, Persuasion +11; Navigator’s Tools
Resistances Psychic
Senses Blindsight 10 feet, Truesight 30 feet, Passive Perception 16
Languages Common, Draconic, Giant
Challenge 14 (11,500 XP; Proficiency Bonus +6)


TRAITS

Concentration. Shinare has Advantage on Constitution saving throws to maintain Concentration.

Contact Patron. Once per 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.

Create Thrall. When Shinare casts Summon Aberration, he can modify it so that it doesn’t require Concentration. If Shinare does so, the spell’s duration becomes 1 minute for that casting.

Thrall of the Omenblade

Shinare calls forth an aberrant spirit. It manifests in an unoccupied space that Shinare can see within 90 feet. The creature disappears when it drops to 0 Hit Points or after 1 minute. The creature is an ally to Shinare and his allies. In combat, it shares Shinare’s Initiative count, but it takes its turn immediately after Shinare. It obeys Shinare’s verbal commands (no action required by Shinare). If Shinare doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Medium Aberration, Neutral


Armor Class 16
Hit Points 50 plus 22 Temporary Hit Points
Speed 30 feet


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (-2)

Immunities Psychic
Senses Darkvision 60 feet, Passive Perception 10
Languages Common, Deep Speech, Draconic, Giant
Challenge None (XP 0; Proficiency Bonus +6)


TRAITS

Thrall. The first time each turn the spirit hits a creature under the effect of Shinare’s Hex, the spirit deals an extra 3 (1d6) Psychic damage to the target.

Whispering Aura. At the start of each of the spirit’s turns, the spirit emits psionic energy if it doesn’t have the Incapacitated condition. Wisdom Saving Throw: 19 DC, each creature (other than Shinare) within 5 feet of the spirit. Failure: 7 (2d6) Psychic damage.


ACTIONS

Multiattack. The spirit makes two Psychic Slam attacks.

Psychic Slam. Melee Attack Roll: +11 to hit, reach 5 feet. Hit: 12 (1d8 + 8) Psychic damage.

Eldritch Hex. When Shinare casts Hex and chooses an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.

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.

Luck Points. Shinare has 6 Luck Points that he can spend on the benefits below. Shinare regains expended Luck Points after a Long Rest.

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

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

Mystic Arcanum: Shinare is an 18th level spellcaster. His spellcasting ability is Charisma (spell save DC 19, +11 to hit with Spell Attack Rolls). He regains all expended Mystic Arcanum spells when he finishes a Long Rest. Shinare knows the following Warlock spells:
6th level (1): Eyebite
7th level (1): Forcecage
8th level (1): Befuddlement
9th level (1): True Polymorph

Pact Magic. Shinare is an 18th level spellcaster. His spellcasting ability is Charisma (spell save DC 19, +11 to hit with Spell Attack Rolls). He regains all expended spell slots when he finishes a Short or 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, Clairvoyance, Confusion, Contact Other Plane, Counterspell, Darkness, Detect Thoughts, Dimension Door, Dispel Magic, Dissonant Whispers, Fly, Hex, Hunger of Hadar, Jallarzi’s Storm of Radiance, Major Image, Misty Step, Modify Memory, Phantasmal Force, Suggestion, Summon Aberration, Synaptic Static, Tasha’s Hidenous Laughter, Telekinesis, Tongues, Vampiric Touch

Pact of the Chain. Shinare knows the Find Familiar spell and can cast it as a Magic action without expending a spell slot.

Familiar of the Omenblade

“Take care lest my Master learns to dislike you.”

Shinare’s familiar is a sprite named Chiyabi. She is an ally to Shinare and his allies. Chiyabi rolls her own Initiative and acts on her own turn. Chiyabi can’t attack, but she can take other actions as normal.

Tiny Fey, Neutral Good


Armor Class 15; Initiative +4 (14)
Hit Points 10 (4d4)
Speed 10 feet, Fly 40 feet, Swim 40 feet


STR DEX CON INT WIS CHA
3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)

Skills Perception +3, Stealth +8
Senses Passive Perception 13
Languages Common, Elvish, Sylvan
Challenge None (XP 0; Proficiency Bonus +2)


TRAITS

Familiar. When Chiyabi drops to 0 Hit Points, she disappears. Chiyabi reappears after Shinare casts the Find Familiar spell again. As a Magic action, Shinare can temporarily dismiss Chiyabi to a pocket dimension. As a Magic action while Chiyabi is temporarily dismissed, Shinare can cause her to reappear in an unoccupied space within 30 feet of Shinare. Whenever Chiyabi drops to 0 Hit Points or disappears into the pocket dimension, Chiyabi leaves behind in her space anything she was wearing or carrying.

Telepathic Connection. While Chiyabi is within 100 feet of Shinare, he can communicate with her telepathically.


ACTIONS

Needle Sword. Melee Attack Roll: +6 to hit, reach 5 feet. Hit: 6 (1d4 + 4) Necrotic, Piercing, or Radiant damage.

Enchanting Bow. Ranged Attack Roll: +6 to hit, range 40/160 feet. Hit: 1 Necrotic, Piercing, or Radiant damage, and the target has the Charmed condition until the start of Chiyabi’s next turn.

Heart Sight. Charisma Saving Throw: DC 19, one creature within 5 feet Chiyabi can see. Celestials, Fiends, and Undead automatically fail the save. Failure: Chiyabi knows the target’s emotions and alignment.

Invisibility. Chiyabi casts Invisibility on herself, requiring no spell components and using Charisma as the spellcasting ability.


REACTIONS

Telepathic Connection. Trigger: Shinare casts a spell with a range of touch within 100 feet of Chiyabi. Response: Chiyabi can deliver the touch when Shinare casts the spell.

Psychic Spells. When Shinare casts a Warlock spell that deals damage, he can change its damage type to Psychic. In addition, when Shinare casts a Warlock spell that is an Enchantment or Illusion, he can do so without Verbal or Somatic components.

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

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

Thought Shield. Shinare’s thoughts can’t be read by telepathy or other means unless he allows it. Whenever a creature deals Psychic damage to Shinare, it takes the same amount of damage that Shinare takes.


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.

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 5 (1d8 + 2) Hit Points.

Pact Weapon. Melee Attack Roll: +11 to hit, reach 5 feet. Hit: 18 (2d6 + 11) Necrotic, Psychic, Radiant, or Slashing damage. If Shinare’s attack roll misses a creature, he can deal 5 Necrotic, Psychic, Radiant, or Slashing damage. Shinare can use the pact weapon as a Spellcasting Focus.

Pact of the Chain: Attack. When Shinare takes the Attack action, he can forgo one of his own attacks to allow his familiar to make one attack of its own with its Reaction.

Eldritch Blast. Spell Attack Roll: +11 to hit, range 120 feet. Hit: 10 (1d10 + 5) Force or Psychic 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.

Vampiric Touch. Spell Attack Roll: +11 to hit, reach 5 feet. Hit: 27 (5d6) Necrotic or Psychic damage. Shinare regains 13 Hit Points. Until the spell ends, Shinare can make the attack again on each of his turns as a Magic action, targeting the same creature or a different one.


BONUS ACTIONS

Awakened Mind. Choose one creature Shinare can see within 30 feet. Shinare and the chosen creature can communicate telepathically with each other while Shinare is within 5 miles. To understand each other, Shinare must mentally share a language. The telepathic connection lasts for 16 minutes and ends early if Shinare uses this ability to form a connection with another creature.

Clairvoyant Combatant. Wisdom Saving Throw: DC 19, when Shinare forms a telepathic bond with a creature using his Awakened Mind. Failure: The creature has Disadvantage on attack rolls against Shinare, and Shinare has Advantage on attack rolls against that creature for the duration of the bond. Once Shinare uses this feature, he can’t use it again until he finishes a Short or Long Rest unless he expends a Pact Magic spell slot (no action required) to restore his use of it.

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: Conjure. Shinare can conjure a pact weapon in his hand. The pact weapon disappears if Shinare 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.

Pact of the Chain: Quick Attack. Shinare can command his familiar to take the Attack action.

Second Wind. Shinare regains 6 (1d10 + 1) Hit Points. He can use this two times per Long Rest, and can regain one expended use when he finishes a Short Rest.

Telepathic Connection. While his familiar is within 100 feet of him, Shinare can see through the familiar’s eyes and hear what it hears until the start of Shinare’s next turn, gaining the benefits of any special senses it has.


REACTIONS

Pact of the Chain: Resistance. Trigger: Shinare’s familiar takes damage. Response: Shinare can grant it Resistance against that damage.

Reactive Spell. Trigger: A creature provokes an Opportunity Attack from Shinare. Response: Shinare can cast 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.

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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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