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Hexblade Inheritor

Shinare

“Words cannot sway you, that much is clear. Thus blood shall spill, until no more can be spilt.”

Shinare was a war orphan adopted by itinerant nomads who travel the world. During his formative years the caravan ventured through mountainous forest nations, where he learnt swordsmanship ubiquitous to the region. Shinare 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, which spurns him to reluctantly aid strangers as restitution when a situation causes remembrance.

Medium humanoid (human), lawful evil


Armor Class 18 (half plate, ring of protection)
Hit Points 165 (19d8 + 76)
Speed 30 feet, swim 40 feet (ring of swimming)


STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 12 (+1) 8 (-1) 22 (+6)

Saving Throws Constitution +9, Wisdom +6, Charisma +13
Skills Arcana +7, Athletics +6, Intimidation +12, Investigation +7, Survival +5
Senses darkvision 120 feet, passive Perception 9
Languages Abyssal, Common, Draconic, Infernal
Challenge 12 (8,400 XP)


Accursed Specter (1/Long). When Shinare slays a humanoid, he can cause its spirit to rise from its corpse as an accursed specter. Roll initiative for the accursed specter, which has its own turns and obeys Shinare’s verbal commands. The accursed specter remains in Shinare’s service until the end of his next long rest, at which point it vanishes to the afterlife.

Accursed Specter

An accursed specter is the angry, bound spirit of a humanoid that has been prevented from passing to the afterlife.

Medium undead, chaotic evil


Armor Class 12
Hit Points 22 (5d8) plus 9 temporary
Speed 0 feet, fly 50 feet (hover)


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

Damage Resistance acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Conditional Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 feet, passive Perception 10
Languages Understands all languages it knew in life but can’t speak
Challenge 1 (200 XP)


Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


ACTIONS

Life Drain. Melee Spell Attack: +10 to hit, reach 5 feet, one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Devil’s Sight. Magical darkness doesn’t impede Shinare’s darkvision.

Eldritch Smite. Once per turn when he hits a creature with his Hexblade, Shinare can expend a warlock spell slot to deal an extra 22 (5d8) force damage to the target, and can knock the target prone if it is Huge or smaller.

Heart of Darkness. Those who look into Shinare’s eyes can see he has faced unimaginable horror and no stranger to darkness. Though they might fear him, commoners will extend Shinare every courtesy and do their utmost to help him. Unless Shinare has shown himself to be a danger to them, they will even take up arms to fight alongside Shinare, should he find himself facing an enemy alone.

Hex Warrior (1/Long). Shinare can touch one weapon that he is proficient with and that lacks the two-handed property. When he attacks with that weapon, he can use his Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until Shinare finishes a long rest.

Pact Magic. Shinare is a 19th level spellcaster. His spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). He regains all expended spell slots when he finishes a short or long rest. He regains all expended Arcanum spells when he finishes a 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, counterspell, darkness, dimension door, dispel magic, fly, hex, major image, misty step, sickening radiance, suggestion, synaptic static, tongues, vampiric touch
Arcanum (1 each): forcecage, foresight, maddening darkness, mental prison

Pact of the Blade. Shinare has transformed a vorpal greatsword into his pact weapon. The weapon ceases being his pact weapon if he dies. He gains the following benefits:

  • Shinare can use his action to summon the pact weapon in his empty hand.
  • The pact weapon disappears into an extradimensional space if it is more than 5 feet away from him for 1 minute or more. It also disappears if he dismisses the weapon (no action required). The weapon appears at his feet if it is in the extradimensional space if he dies.
  • When Shinare attacks with the pact weapon, he can use his Charisma modifier for the attack and damage rolls.
  • Shinare can use his pact weapon as a spellcasting focus for his warlock spells.
  • Shinare can attack with his pact weapon twice, instead of once, whenever he takes the Attack action on his turn.

War Caster. Shinare has advantage on Constitution saving throws that he makes to maintain his concentration on a spell when he takes damage. He can perform the somatic components of spells even when he has weapons or a shield in one or both hands.


SPECIAL EQUIPMENT

Cap of Water Breathing. While wearing this cap underwater, Shinare can speak its command word as an action to create a bubble of air around his head. It allows him to breathe normally underwater. This bubble stays with Shinare until he speaks the command word again, the cap is removed, or no longer underwater.

Potion of Supreme Healing. Shinare regains 45 (10d4 + 20) hit points when he drinks this potion.

Ring of Spell Storing. This ring can store up to 5 levels worth of spells at a time. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, Shinare can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if Shinare cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Vorpal Greatsword. Shinare’s vorpal greatsword has a +5 bonus to attack and damage rolls (already factored into his attacks). The weapon ignores resistance to slashing damage. When Shinare attacks a creature that has at least one head and rolls a 20 on the attack roll, he cuts off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 27 (6d8) slashing damage from the hit.


ACTIONS

Eldritch Blast. Ranged Spell Attack: +12 to hit, range 120 feet, one target. Hit: 11 (1d10 + 6) force damage. The spell creates four beams. Shinare can direct the beams at the same target or at different ones. He makes a separate attack roll for each beam.

Thirsting Blade. Shinare makes two vorpal greatsword attacks.

Vorpal Greatsword. Melee Weapon Attack: +15 to hit, reach 5 feet, one target. Hit: 16 (2d6 + 9) slashing damage plus 6 necrotic damage.

Vorpal Greatsword. Melee Weapon Attack: +10 to hit, reach 5 feet, one target. Hit: 26 (2d6 + 19) slashing damage plus 6 necrotic damage.


BONUS ACTIONS

Great Weapon Master. When Shinare scores a critical hit with a melee weapon or reduce a creature to 0 hit points with one, he can make one melee weapon attack.

Hexblade’s Curse (1/Short). Choose one creature Shinare can see within 30 feet. The target is cursed for 1 minute. Until the curse ends, Shinare gains a +6 bonus to damage rolls against the cursed target and any attack roll he makes against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies:

  • Shinare regains 26 hit points and Hexblade’s Curse ends.
  • Shinare can spread it to another creature he sees within 30 feet, provided Shinare isn’t incapacitated. When Shinare applies the curse in this way, he doesn’t regain hit points from the death of the previously cursed creature.

Maddening Hex. Shinare cause a psychic disturbance around the target cursed by his hex spell or by a warlock feature of his, such as Hexblade’s Curse. When he does so, he deals 6 psychic damage to the cursed target and each creature of his choice that he can see within 5 feet of it. To use this invocation, Shinare must be able to see the cursed target, and it must be within 30 feet of him.

Relentless Hex. Shinare can magically teleport up to 30 feet to an unoccupied space he can see within 5 feet of the target cursed by his hex spell or by a warlock feature of his, such as Hexblade’s Curse. To teleport in this way, he must be able to see the cursed target.


REACTIONS

Armor of Hexes. If the target cursed by his Hexblade’s Curse hits Shinare with an attack roll, he can roll a d6. On a 4 or higher, the attack instead misses him, regardless of its roll.

War Caster. When a hostile creature’s movement provokes an opportunity attack from him, Shinare can cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

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