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Feixue of the Ryu’jinn

Feixue of the Ryu’jinn

“I was denied my birthright, but I will not be denied your life.”

Feixue is the sole remnant of an extinct vampire bloodline. Under commandment of the Imperial Throne, an entire legion of the Empire brought ruin and destruction to the thrice acursed Ryu’jinn lineage across the Ebon Mountains. An illegitimate dhampir to a minor noble, Feixue’s birth was denied record in the clan register and this exclusion kept his heritage secret from the Inquisition.

Medium Humanoid (Dhampir), Neutral


Armor Class 18 (Defense Fighting Style, Splint Armor); Initiative +1 (11)
Hit Points 68 (8d10 + 16) plus 9 (2d4 + 4; False Life) Temporary HP
Speed 35 feet, Climb 35 feet


STR DEX CON INT WIS CHA
20 12 15 8 14 10
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+5 +8 +1 +1 +2 +5 -1 -1 +2 +2 +0 +0

Skills Athletics +8, Perception +5, Persuasion +3, Stealth +4; Cook’s Utensils
Resistances Necrotic
Gear Backpack (Bedroll, Cook’s Utensils, Flask, Incense worth 10 GP, Rations (2 days), 2 Waterskins), Component Pouch, 2 Handaxes, Healer’s Kit, Potion of Healing, Pouch (3 Onyx worth 50 GP each and 43 GP coins), Splint Armor, Traveler’s Clothes, Vicious Greatsword; Weight Carried 110 pounds
Senses Darkvision 60 feet, Passive Perception 15, Passive Investigation 9, Passive Insight 12
Languages Common, Draconic, Orc
Challenge 6 (XP 2,300; Proficiency Bonus +3)


TRAITS

Decanting. When Feixue finishes a Long Rest, he can create one Potion of Healing or an Antitoxin, as long as he has an empty vial or flask. These liquids evaporate when he finishes another Long Rest.

Spider Climb. Feixue can move up, down, and across vertical surfaces and along ceilings while leaving his hands free.

Tactical Mind. When Feixue fails an ability check, he can expend a use of Second Wind, and instead of regaining Hit Point, Feixue adds 5 (1d10) to the ability check. If the check still fails, this use of Second Wind isn’t expended.

Vampiric Bite (3/Long Rest). When Feixue deals Vampiric Bite damage to a creature that isn’t a Construct or an Undead, he can empower himself in one of the following ways:

  • Drain. Feixue regains Hit Points equal to the Piercing damage dealt.
  • Strengthen. Feixue gains a bonus to the next ability check or attack roll he makes within the next minute; the bonus is equal to the Piercing damage dealt.

War Bond. Feixue can create a magical bond between himself and a weapon. He performs the ritual over the course of 1 hour, which can be done during a Short Rest. The ritual fails if another Fighter is bonded to the weapon or if the weapon is a magic item that someone else has attuned to. Once bonded, Feixue can’t be disarmed of that weapon unless he has the Incapacitated condition. He can have up to 2 bonded weapons. If he tries to bond with a 3rd weapon, he must break the bond with one of the other two.


MAGIC ITEMS

Potion of Healing. Feixue can drink this potion or administer it to another creature within 5 feet of himself. The creature that drinks this potion regains 7 (2d4 + 2) Hit Points. These liquids evaporate when he finishes a Long Rest if not consumed.

Vicious Greatsword. This magic greatsword deals an extra 2d6 Slashing damage to any creature it hits.


ACTIONS

Action Surge (1/Short Rest). On his turn Feixue can take one additional action, except the Magic action.

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

War Magic. When Feixue takes the Attack action, he can replace one of the attacks with a casting of one of his Wizard cantrips that has a casting time of an action.

Vicious Greatsword. Melee Attack Roll: +8 to hit, reach 5 feet. Hit: 22 (4d6 + 8) Slashing damage. If Feixue’s attack roll misses a creature with this weapon, he deals 5 Slashing damage.

Handaxe. Melee or Ranged Attack Roll: +8 to hit, reach 5 feet or range 20/60 feet. Hit: 8 (1d6 + 5) Slashing damage. If he hits a creature with this weapon and deals damage to the creature, Feixue has Advantage on his next attack roll against that creature before the end of Feixue’s next turn.

Vampiric Bite. Melee Attack Roll: +8 to hit, reach 5 feet. Hit: 4 (1d4 + 2) Piercing damage.

Spellcasting. Feixue is an 8th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 11, +3 to hit with spell attacks).
Cantrips (at will): Blade Ward, Prestidigitation
1st level (4/Long Rest): False Life, Find Familiar, Hex ᴮᴬ, Shield ᴿ
2nd level (2/Long Rest): Death Armor, Invisibility, Mirror Image, Misty Step ᴮᴬ


BONUS ACTIONS

Fey Magic (1/Long Rest). Feixue casts the Hex spell without expending a spell slot.

Fey Magic (1/Long Rest). Feixue casts the Misty Step spell without expending a spell slot.

Second Wind (3/Long Rest). Feixue regains 13 (1d10 + 8) Hit Points and can also move up to half his Speed without provoking Opportunity Attacks.

Telepathic Connection. Feixue can see through his familiar’s eyes and hear what it hears until the start of his next turn, gaining the benefits of any special senses it has.

Timely Retreat (3/Long Rest). Feixue can take the Dash action or the Disengage action.

War Bond. Feixue can summon a bonded weapon to his hand as long as its on the same plane of existence as him. He can have up to 2 bonded weapons, but can only summon one at a time with a Bonus Action.


Bat Familiar

“Kee-Kee-Kee!”

Bats are winged mammals; the only mammals capable of true and sustained flight. Bats are more agile in flight than most birds, flying with their long spread-out digits covered with a thin membrane or patagium.

Tiny Fey, Unaligned


Armor Class 12; Initiative +2 (12)
Hit Points 1 (1d4 – 1)
Speed 5 feet, Fly 30 feet


STR DEX CON INT WIS CHA
2 15 8 2 12 4
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
-4 -4 +2 +2 -1 -1 -4 -4 +1 +1 -3 -3

Senses Blindsight 60 feet, Passive Perception 11
Languages Understands the languages that Feixue knows
Challenge None (XP 0; Proficiency Bonus +2)


TRAITS

Disappearance of the Familiar. When the familiar drops to 0 Hit Points, it disappears. It reappears after Feixue casts the Find Familiar spell again. As a Magic action, Feixue can temporarily dismiss the familiar to a pocket dimension. Alternatively, he can dismiss it forever. As a Magic action while it is temporarily dismissed, Feixue can cause it to reappear in an unoccupied space within 30 feet of him. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

One Familiar Only. Feixue can’t have more than one familiar at a time. If he casts the Find Familiar spell while he has a familiar, Feixue instead causes it to adopt a new eligible form.

Telepathic Connection. While Feixue’s familiar is within 100 feet of him, he can communicate with it telepathically.


ACTIONS

Combat. The familiar is an ally to Feixue and his allies. It rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.


REACTIONS

Telepathic Connection. Trigger: Feixue casts a spell with a range of touch within 100 feet of his familiar. Response: His familiar delivers the touch.