| Errant Mercenary |
“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), Lawful Neutral
Armor Class 18 (Breastplate, Shield); 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 Backpack (Bedroll, Cartographer’s Tools, Rations (3 days), Tinderbox, 2 Waterskins), Breastplate, Component Pouch, Efreeti’s Femur, Pouch (9 Black Pearls worth 500 GP each, 17 GP coins), Ring of Feather Falling , Shield, Traveler’s Clothes; Weight Carried 70 pounds
Senses Passive Perception 15, Passive Investigation 19, Passive Insight 11
Languages Common, Giant, Goblin
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
Efreeti’s Femur. While holding this Flame Tongue Club, Savalan can take a Bonus Action and use the command word, “immolate,” to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40 foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until Savalan takes a Bonus Action to issue the command again or until he drops, stow, or sheathes the weapon.
Ring of Feather Falling . When Savalan falls while wearing this ring, he descends 60 feet per round and takes no damage from falling.
ACTIONS
Extra Attack. Savalan can attack thrice instead of once whenever he takes the Attack action on his turn.
Efreeti’s Femur. Melee Attack Roll: +4, reach 5 feet. Hit: 4 (1d4 + 2) Bludgeoning damage plus 7 (2d6) Fire damage. 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: +9, reach 5 feet. Hit: 13 (1d12 + 7) Bludgeoning damage plus 7 (2d6) Fire damage. 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.
Thorn Whip. Melee Attack Roll: +9, range 30 feet. Hit: 10 (3d6) Piercing damage. On a hit, if the target is Large or smaller, Savalan can pull it up to 10 feet closer to himself.
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): Mage Hand, Shillelagh BA, Thorn Whip
1/Long Rest: Entangle
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).
