“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 (Genie’s Splendor and Bracers of Defense), 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, Ball Bearings, Bedroll, Book (personal journal), Boots of Elvenkind, Caltrops, Chalk (10 pieces), Cloak of Elvenkind, Clothes of Mending, Component Pouch, Crowbar, Gilded Flower worth 300 GP, Grappling Hook, Holy Symbol, Hooded Lantern, Ink (1-ounce bottle), Ink Pens (3 quills), Jewelry worth 100 GP, Manacles, Mirror, Oil (8 flasks), Perfume (4-ounce vial), 5 Pouches, Rapier, Rations (10 days), Rope (50 feet), Sack, 2 Scroll Cases, Thieves’ Tools, Tinderbox, 5 Vials, Waterskin
Senses Darkvision 60 feet, Passive Perception 9, Passive Investigation 10, Passive Insight 9
Languages Common, Elvish, Orc
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.
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.
GEAR
Boots of Elvenkind. While Izan’thir wears these boots, his steps make no sound, regardless of the surface he is moving across. He also has Advantage on Dexterity (Stealth) checks.
Cloak of Elvenkind. While Izan’thir wears this cloak, Wisdom (Perception) checks made to perceive him have Disadvantage, and he has Advantage on Dexterity (Stealth) checks.
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.
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.
Magical Cunning (1/Long Rest). Izan’thir can perform an esoteric rite for 1 minute, regaining up to 1 expended Pact Magic spell slots.
Pact of the Chain. When Izan’thir 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.
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: Find Familiar, 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.
Investment of the Chain Master. Izan’thir commands his familiar to take the Attack action.
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
Investment of the Chain Master. Trigger: Izan’thir’s familiar takes damage. Response: Izan’thir can grant it Resistance against that damage.
Misty Escape. Trigger: Izan’thir takes damage. Response: Izan’thir can cast the Misty Step spell.
“Take care lest my Master learns to dislike you.”
Izan’thir’s familiar is a sprite named Fami. She is an ally to Izan’thir and his allies. Fami rolls her own Initiative and acts on her own turn. Fami 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 Izan’thir drops to 0 Hit Points, she disappears. Fami reappears after Izan’thir casts the Find Familiar spell again. As a Magic action, Izan’thir can temporarily dismiss Fami to a pocket dimension. As a Magic action while Fami is temporarily dismissed, Izan’thir can cause her to reappear in an unoccupied space within 30 feet of Izan’thir. Whenever Fami drops to 0 Hit Points or disappears into the pocket dimension, Fami leaves behind in her space anything she was wearing or carrying.
Telepathic Connection. While Fami is within 100 feet of Izan’thir, 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 Fami’s next turn.
Heart Sight. Charisma Saving Throw: DC 17, one creature within 5 feet Fami can see. Celestials, Fiends, and Undead automatically fail the save. Failure: Fami knows the target’s emotions and alignment.
Invisibility. Fami casts Invisibility on herself, requiring no spell components and using Charisma as the spellcasting ability.
REACTIONS
Telepathic Connection. Trigger: Izan’thir casts a spell with a range of touch within 100 feet of Fami. Response: Fami can deliver the touch when Izan’thir casts the spell.
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.
Read More
Wayfarer: Dexterity, Wisdom, Charisma, Lucky, Insight and Stealth, Thieves’ Tools
High Elf: Darkvision, Elven Lineage, Fey Ancestry, Keen Senses (Survival), Trance
| Strength |
13 |
Intelligence |
10 |
| Dexterity |
14 (+1) |
Wisdom |
8 |
| Constitution |
12 |
Charisma |
15 (+2) |
| Level |
Class |
Features |
Spell Slots |
Spell Level |
Spell Slots |
| 1 |
Warlock |
Deception, Intimidation, Pact Magic, Agonizing Blast; Armor of Agathys, Eldritch Blast, Hex, Minor Illusion |
1 |
1st |
|
| 2 |
Paladin |
Lay On Hands, Spellcasting, Weapon Mastery |
1 |
1st |
2 |
| 3 |
Warlock |
Lessons of the First Ones: Tough, Pact of the Chain, Magical Cunning; Tasha’s Hideous Laughter |
2 |
1st |
2 |
| 4 |
Warlock |
Archfey Patron, Archfey Spells, Steps of the Fey; Calm Emotions, Faerie Fire, Misty Step, Phantasmal Force, Sleep, Spider Climb |
2 |
2nd |
2 |
| 5 |
Warlock |
Feat: Fey Touched (+1 Charisma); Hex, Darkness, Hex, Invisibility, Mind Sliver |
2 |
2nd |
2 |
| 6 |
Warlock |
Agonizing Blast, Investment of the Chain Master, Pact of the Blade, Thirsting Blade; Spider Climb, Blink, Fly, Plant Growth, Summon Fey |
2 |
3rd |
2 |
| 7 |
Warlock |
Misty Escape; Darkness, Hunger of Hadar, Major Image |
2 |
3rd |
2 |
| 8 |
Warlock |
One With Shadows; Invisibility, Counterspell, Dispel Magic, Dominate Beast, Greater Invisibility |
2 |
4th |
2 |
| 9 |
Warlock |
Ability Score Improvement (+2 Charisma); Banishment |
2 |
4th |
2 |
| 10 |
Paladin |
Fighting Style: Dueling, Paladin’s Smite |
2 |
4th |
2 |
| 11 |
Paladin |
Channel Divinity, Elemental Smite, Genie Spells, Genie’s Splendor, Persuasion |
2 |
4th |
3 |
| 12 |
Warlock |
Contact Patron, Agonizing Blast; Dominate Person, Seeming, Synaptic Static |
2 |
5th |
3 |
| 13 |
Warlock |
Beguiling Defenses; Mage Hand |
2 |
5th |
3 |
| 14 |
Warlock |
Dimension Door, Tasha’s Bubbling Cauldron |
3 |
5th |
3 |
| 15 |
Warlock |
Defensive Duelist (+1 Dexterity), Devouring Blade |
3 |
5th |
3 |
| 16 |
Warlock |
Forcecage, Scrying |
3 |
5th |
3 |
| 17 |
Warlock |
Bewitching Magic |
3 |
5th |
3 |
| 18 |
Warlock |
Witch Sight; Misty Waltz, Suggestion |
3 |
5th |
3 |
| 19 |
Warlock |
Boon of Dimensional Travel (+1 Charisma) |
3 |
5th |
3 |
| 20 |
Paladin |
Boon of Fluid Forms (+1 Charisma) |
3 |
5th |
3 |