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Blakthörn Fulgür

Blakthörn Fulgür

“There are many who consider the club to be a crude weapon. An inelegant instrument only paleolithic savages would utilize on the battlefield. Those are the combatants I find most enjoyable to educate.”

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Medium Humanoid (Human), Neutral


Armor Class 18 (Breastplate and Shield); Initiative +2 (12)
Hit Points 54 (5d10 + 20)
Speed 30 feet


STR DEX CON INT WIS CHA
10 14 14 10 18 10
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +3 +2 +5 +2 +2 +0 +0 +4 +4 +0 +0

Skills Animal Handling +7, Athletics +3, Nature +3, Perception +7, Stealth +8, Survival +7; Cartographer’s Tools
Gear Backpack, Bedroll, Breastplate, Cartographer’s Tools, Chalk (10 pieces), Club, Hooded Lantern, Ink (1 ounce bottle), Ink Pens (3 quills), Map Case with 5 Parchment Maps, Oil (3 flasks), Pouch with 50 Gold Pieces, 5 Pouches, Rations (10 days), Rope (50 feet), Sack, Shield, Tinderbox, Traveler’s Clothes, 2 Waterskins, Willow Bush Sprig (Druidic Focus)
Senses Passive Perception 17, Passive Investigation 11, Passive Insight 14
Languages Common, Elvish, Goblin, Sylvan, Undercommon


TRAITS

Primal Companion. Whenever Blakthörn finishes a Long Rest, he can summon a different primal beast, which appears in an unoccupied space within 5 feet of him. Blakthörn chooses its stat block: Beast of the Land, Beast of the Sea or Beast of the Sky. He also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast he choose, it bears primal markings indicating its supernatural origin. If Blakthörn already has a beast from this feature, the old one vanishes when the new one appears.

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

Telepathic Utterance. Blakthörn can speak telepathically to any creature he can see within 60 feet of himself. Blakthörn’s telepathic utterances are in a language he knows, and the creature understands him only if it knows that language. His communication doesn’t give the creature the ability to respond to him telepathically.


ACTIONS

Magic Initiate. Blakthörn is an 5th level spellcaster. He casts spells using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks).
Cantrips (at will): Guidance, Shillelagh BA
1/Long Rest Each: Charm Person, Detect Thoughts
2/Long Rest: Hunter’s Mark

Primal Companion. If Blakthörn’s Primal Companion beast has died within the last hour, Blakthörn can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.

Club. Melee Attack Roll: +3, reach 5 feet. Hit: 6 (1d8 + 2) Bludgeoning. If Blakthörn hits a creature with this weapon and deals damage to it, he can reduce its Speed by 10 feet until the start of Blakthörn’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: +7, reach 5 feet. Hit: 10 (1d8 + 6) Bludgeoning or Force damage. If Blakthörn hits a creature with this weapon and deals damage to it, he can reduce its Speed by 10 feet until the start of Blakthörn’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. Blakthörn is an 5th level spellcaster. He casts spells using Wisdom as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks). He can use a Druidic Focus as a Spellcasting Focus for his Ranger spells.
1st level (4/Long Rest): Cure Wounds, Detect Magic, Ensnaring Strike, Hunter’s Mark, Longstrider
2nd level (2/Long Rest): Darkvision, Magic Weapon


BONUS ACTIONS

Bestial Fury. Blakthörn commands his Primal Companion beast to take the Beast’s Strike action.


Primal Companion

“SCREEEE!”

In Combat, the beast acts during Blakthörn’s turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless Blakthörn takes a Bonus Action to command it to take an action in its stat block or some other action. Blakthörn can also sacrifice one of his attacks when he takes the Attack action to command the beast to take the Beast’s Strike action. If Blakthörn has the Incapacitated condition, the beast acts on its own and isn’t limited to the dodge action.

Medium Beast (Beast of the Land and Beast of the Sea) or Small Beast (Beast of the Sky), Neutral


Armor Class 17; Initiative +2 (12)
Hit Points 30 (Beast of the Land and Beast of the Sea) or 24 (Beast of the Sky)
Speed 40 feet, Climb 40 feet (Beast of the Land) or 5 feet, Swim 60 feet (Beast of the Sea) or 10 feet, Fly 60 feet (Beast of the Sky)


STR DEX CON INT WIS CHA
14 14 15 8 14 11
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+2 +2 +2 +2 +2 +2 -1 -1 +2 +2 +0 +0

(Beast of the Sky)

STR DEX CON INT WIS CHA
6 16 13 8 14 11
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
-2 -2 +3 +3 +1 +1 -1 -1 +2 +2 +0 +0

Senses Darkvision 60 feet (Darkvision 90 feet; Beast of the Sea), Passive Perception 12
Languages Understands the languages that Blakthörn knows
Challenge None (XP 0; Proficiency Bonus +3)


TRAITS

Amphibious (Beast of the Sea). The beast can breathe air and water

Flyby (Beast of the Sky). The beast doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.

Primal Bond. Add a +3 Proficiency Bonus to any ability check or saving throw the beast makes.


ACTIONS

Extra Attack. Blakthörn can attack twice instead of once whenever he takes the Attack action on his turn. Blakthörn can sacrifice one of his attacks when he takes the Attack action to command the beast to take the Beast’s Strike action.

Beast’s Strike (Beast of the Land). Melee Attack Roll: +7, reach 5 feet. Hit: 10 (1d8 + 6) Force or Slashing damage. If the beast moved at least 20 feet straight toward the target before the hit, the target takes an extra 3 (1d6) damage of the same type, and the target has the Prone condition if it is a Large or smaller creature.

Beast’s Strike (Beast of the Sea). Melee Attack Roll: +7, reach 5 feet. Hit: 9 (1d6 + 6) Force or Piercing damage, and the target has the Grappled condition (escape DC 15).

Beast’s Strike (Beast of the Sky). Melee Attack Roll: +7, reach 5 feet. Hit: 9 (1d4 + 7) Force or Slashing damage.


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Izan’thir the Exile

Izan’thir the Exile

“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.


Familiar of the Bounden

“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.


Misty Waltz

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.


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Shinare the Omenblade

Shinare the Omenblade

“I could provide guaranteed safe passage through the forgotten lands; of course such perilous wayfinding would not be done out of mere generosity.”

Shinare was an orphan raised by itinerant mercenaries. Throughout his youth the regiment fought across mountainous territories where Shinare learnt swordsmanship ubiquitous to the region. He would later come into possession of an ancient blade that promised incalculable power in exchange for slaughter in its name. The deal was struck, and though in time Shinare realized the magnitude of his mistake, he adheres to his end of the bargain so long as the entity maintains its role in kind.

Medium Humanoid (Human), Lawful Evil


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


STR DEX CON INT WIS CHA
15 10 14 8 13 26
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+2 +8 +0 +0 +2 +8 -1 -1 +1 +7 +8 +8

Skills Athletics +8, Perception +7, Intimidation +20, Stealth +6, Survival +7; Cartographer’s Tools
Gear Adamantine Greatsword, Adamantine Plate Armor, Backpack, Bedroll, Book (personal journal), Cartographer’s Tools, Component Pouch, Chalk (10 pieces), Crowbar, Gilded Ladle worth 500 GP, 3 Gold Trade Bars, Grappling Hook, Hooded Lantern, Ink (1 ounce bottle), Ink Pens (3 quills), 2 Longswords, Map Case with 5 Parchment Maps, Mirror, Oil (4 flasks), 3 Pouches, 3 Pouches with 1500 GP each in Ruby Dust, Rations (10 days), Rope (50 feet), Sack, Spyglass, Tinderbox, Tome of Leadership and Influence (3 volumes), Traveler’s Clothes (2 sets), 3 Vials, Waterskin
Senses Blindsight 10 feet, Truesight 30 feet, Passive Perception 17, Passive Investigation 9, Passive Insight 9
Languages Common, Draconic, Giant


TRAITS

Exploit Opening. When Shinare rolls damage for an Opportunity Attack, he can roll the damage dice twice and use either roll against the target.

Family First. If Shinare has Heroic Inspiration when he rolls Initiative, he can expend it to give himself and his allies Advantage on that Initiative roll.

Gift of the Depths. Shinare can breathe underwater.

Hex Restoration. Shinare regains one expended use of Hexblade’s Curse when he finish a Short Rest or uses his Magical Cunning feature.

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.

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 6 (1d8 + 2) Hit Points.

Luck Points (6/Long Rest). Shinare has 6 Luck Points that he can spend on the benefits below.

  • Advantage. When Shinare 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 Shinare, Shinare can spend 1 Luck Point to impose Disadvantage on that roll.

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

Unyielding Will. When he succeeds on a saving throw to maintain Concentration, each creature of Shinare’s choice in a 10-foot Emanation originating from Shinare takes 7 (2d6) Necrotic damage. Once Shinare uses this benefit, he can’t do so again until the start of his next turn.

Unyielding Will (1/Long Rest). When Shinare fails a saving throw to maintain Concentration, he can choose to succeed instead, and Shinare gains 22 (1d10 + 17) Temporary Hit Points.

Versatile Merc (1/Long Rest). Choose a skill in which Shinare has proficiency. He has Expertise in that skill until he finishes his next Long Rest.


GEAR

Adamantine Greatsword. Whenever this weapon hits an object, the hit is a Critical Hit.

Adamantine Plate Armor. While wearing this armor, any Critical Hit against Shinare becomes a normal hit.

Tome of Leadership and Influence (3). Shinare’s Charisma has increased by 6, to a maximum of 26.


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.

Pact Weapon: Adamantine Greatsword. Melee Attack Roll: +14 to hit, reach 5 feet. Hit: 21 (2d6 + 14) Necrotic, Psychic, Radiant, or Slashing damage. If Shinare’s attack roll misses a creature with his pact weapon, he can deal 8 Necrotic, Psychic, Radiant, or Slashing damage. Whenever this weapon hits an object, the hit is a Critical Hit.

Eldritch Blast. Spell Attack Roll: +14 to hit, range 120 feet. Hit: 13 (1d10 + 8) Force 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.

Longsword. Melee Attack Roll: +8 to hit, reach 5 feet. Hit: 7 (1d10 + 2) Slashing damage. If Shinare hits a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of Shinare’s next turn.

Contact Patron (1/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.

Gift of the Depths (1/Long Rest). Shinare can cast the Water Breathing spell without expending a spell slot.

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

Pact Magic. Shinare is an 18th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks). He can use his pact weapon as a Spellcasting Focus.
Cantrips (at will): Blade Ward, Eldritch Blast, Mage Hand, Mind Sliver
5th level (4/Short Rest): Animate Objects, Arcane Vigor BA, Armor of Agathys BA, Banishment, Bestow Curse, Conjure Barrage, Contact Other Plane, Counterspell R, Dimension Door, Dispel Magic, Fly, Freedom of Movement, Hex BA, Hunger of Hadar, Invisibility, Major Image, Shield R, Staggering Smite BA, Steel Wind Strike, Suggestion, Synaptic Static, Tongues, Wrathful Smite
6th level (1/Long Rest): Tasha’s Bubbling Cauldron
7th level (1/Long Rest): Forcecage
8th level (1/Long Rest): Befuddlement
9th level (1/Long Rest): Adamantine Wind Strike


BONUS ACTIONS

Harrowing Hex. After Shinare casts a level 1+ spell that has a casting time of an action, he can make one attack with a weapon.

Hexblade’s Curse (8/Long Rest). Choose one creature Shinare can see within 30 feet of himself. The target is cursed for 1 minute, during which Shinare gains the benefits below. The curse ends early if Shinare uses this feature again, if he dismiss it (no action required), or dies. When he casts a spell using a spell slot that curses a target, Shinare can use his Hexblade’s Curse as a part of casting that spell instead of taking a Bonus Action. When he does so, the target of the spell is the target of Shinare’s Hexblade’s Curse, and Hexblade’s Curse’s duration is either 1 minute or the spell’s duration, whichever is longer.

  • When the target cursed by his Hexblade’s Curse drops to 0 Hit Points, Shinare regains 12 (1d8 + 8) Hit Points.
  • While Shinare isn’t wearing armor or wielding a Shield, he gains a +2 bonus to Armor Class while he is within 10 feet of the target cursed by his Hexblade’s Curse.
  • When Shinare hits the target cursed by his Hexblade’s Curse with an attack roll, the target has Disadvantage on the next saving throw it makes before the start of Shinare’s next turn.
  • When the target of his Hexblade’s Curse ends its turn 30 feet or further from Shinare, Shinare can move up to 30 feet straight toward the target.
  • Any attack roll Shinare makes against the target cursed by his Hexblade’s Curse scores a Critical Hit on a roll of a 19 or 20 on the d20.
  • When he deals damage to the target cursed by his Hexblade’s Curse, Shinare can cause his curse to explode with sinister energy. The target and each creature of Shinare’s choice in a 30-foot Emanation originating from the target takes 10 (3d6) Necrotic, Psychic, or Radiant damage (Shinare’s choice), and their Speed is reduced by 10 feet until the start of Shinare’s next turn. Once he uses this benefit, Shinare can’t use it again until he finishes a Long Rest or expends a Pact Magic 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. Shinare conjures 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.

Second Wind (2/Long Rest). Shinare regains 6 (1d10 + 1) Hit Points.


REACTIONS

Armor of Hexes. Trigger: Shinare takes damage from the target cursed by his Hexblade’s Curse. Response: Shinare reduces the damage taken by 17.

Retaliate. Trigger: A creature within 5 feet of Shinare hits him with a melee attack. Response: Immediately after Shinare makes an Opportunity Attack against that creature.


Adamantine Wind Strike

Source: Homebrew inspired by the Steel Wind Strike spell.

Level 9 Conjuration (Ranger, Warlock, Wizard)

Casting Time: Action
Range: 30 feet
Components: S, M (a Melee weapon worth 1+ PP)
Duration: Instantaneous

The original, undiluted arcana which the Steel Wind Strike spell was derived. You flourish the weapon used in the casting and then vanish to strike the target in five simultaneous directions with a single stroke. Make five melee spell attacks against one creature you can see within range. On each hit, the target takes 6d10 Force damage.

You can then choose to teleport to an unoccupied space within 5 feet of the target.


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