| Omenblade Inheritor |
“I could provide guaranteed safe passage through the Porcelain Forest. Of course such perilous wayfinding would not be done out of mere generosity.”
Zaisetsu was an orphan raised by itinerant mercenaries known as the Shadowfrost Clan. Throughout his youth, as the regiment fought across lucrative battlefield after lucrative battlefield, Zaisetsu learnt to master the swordsmanship ubiquitous in opposing armies. 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 Zaisetsu realized the magnitude of his mistake, he adheres to his end of the bargain so long as the sword maintains its role in kind.
Medium Humanoid (Human), Lawful Evil
Armor Class 20; Initiative +6 (16)
Hit Points 167 (17d8 + 1d10 + 36 + 36)
Speed 30 feet; Water Walk
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 15 | 10 | 14 | 8 | 13 | 22 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +2 | +10 | +0 | +2 | +2 | +10 | -1 | +1 | +1 | +9 | +6 | +8 |
Skills Athletics +8, Intimidation +12, Perception +13, Stealth +6, Survival +7; Cartographer’s Tools
Gear Worn Bandolier with 6 Potions of Greater Healing, Mithral-Thread Raiment, Ōdachi of the Heavenly Demon, Pouch with Ruby Dust worth 3000 GP, Pouch with 272 GP coins, Saya of the Heavenly Demon, Shadowfrost Haori, Shadowfrost Signet Ring, Traveler’s Clothes, Waterstrider Technique; Weight Worn 130 pounds
Gear Carried Backpack, Bedroll, Cartographer’s Tools, Gilded Ladle worth 500 GP, Ink, Ink Pen, Locking Spellbook, Map Case with 5 Parchment Maps, Mirror worth 1000 GP, Perfume, Rations (5 days), Scroll Case with 2 Scrolls of Prestidigitation, Ten Thousand Precepts, Traveler’s Clothes, 2 Waterskins; Weight Carried 57 pounds
Senses Blindsight 10 feet, Truesight 30 feet, Passive Perception 23, Passive Investigation 9, Passive Insight 11
Languages Common, Draconic, Giant
Challenge 15 (XP 13,000; Proficiency Bonus +6)
TRAITS
Curse Magic. When a creature that Zaisetsu cursed with the Hex spell hits him with an attack roll, the creature takes 6 Psychic damage. A creature takes this damage only once per turn.
Exploit Opening. When Zaisetsu rolls damage for an Opportunity Attack, he can roll the damage dice twice and use either roll against the target.
Family First. If Zaisetsu has Heroic Inspiration when he rolls Initiative, he can expend it to give himself and his allies Advantage on that Initiative roll.
Hex Restoration. Zaisetsu regains one expended use of Hexblade’s Curse when he finish a Short Rest or uses his Magical Cunning feature.
Initiative Swap. Immediately after Zaisetsu rolls Initiative, he can swap his Initiative with the Initiative of one willing ally in the same combat. Zaisetsu can’t make this swap if he or the ally has the Incapacitated condition.
Lifedrinker. Once per turn when Zaisetsu hits a creature with his pact weapon, Zaisetsu 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). Zaisetsu has 6 Luck Points that he can spend on the benefits below.
- Advantage. When Zaisetsu 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 Zaisetsu, Zaisetsu can spend 1 Luck Point to impose Disadvantage on that roll.
Resourceful. Zaisetsu gains Heroic Inspiration whenever he finishes a Long Rest.
Tough. Zaisetsu’s Hit Point maximum increases by 36.
Unyielding Will. When he succeeds on a saving throw to maintain Concentration, each creature of Zaisetsu’s choice in a 10-foot Emanation originating from Zaisetsu takes 7 (2d6) Necrotic damage. Once Zaisetsu uses this benefit, he can’t do so again until the start of his next turn.
Unyielding Will (1/Long Rest). When Zaisetsu fails a saving throw to maintain Concentration, he can choose to succeed instead, and Zaisetsu gains 22 (1d10 + 17) Temporary Hit Points.
Versatile Merc. When Zaisetsu finishes a Long Rest, choose a skill in which he has proficiency. Zaisetsu has Expertise in that skill until he finishes his next Long Rest.
MAGIC ITEMS
Mithral-Thread Raiment. This Mithral Plate Armor does not impose Disadvantage on Dexterity (Stealth) checks or have a Strength requirement.
Ōdachi of the Heavenly Demon. This Adamantine Greatsword grants a +2 bonus to attack and damage rolls made with it. In addition, when it hits an object, the hit is a Critical Hit.
Potion of Greater Healing (6). Zaisetsu can drink this potion or administer it to another creature within 5 feet of himself. The creature that drinks this potion regains 14 (4d4 + 4) Hit Points. When Zaisetsu casts the Tasha’s Bubbling Cauldron spell again, the potion disappears if not consumed.
Saya of the Heavenly Demon. While holding this Rod of the Pact Keeper, Zaisetsu gains a +2 bonus to spell attack rolls and to the saving throw DCs of his Warlock spells. In addition, Zaisetsu can regain one spell slot as a Magic action while holding the rod. He can’t use this property again until he finishes a Long Rest.
Scroll of Prestidigitation (2). Zaisetsu can read the scroll and cast the Prestidigitation spell. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost.
Shadowfrost Haori. Zaisetsu gains a +1 bonus to Armor Class and saving throws while he wears this Cloak of Protection.
Shadowfrost Signet Ring. Zaisetsu gains a +1 bonus to Armor Class and saving throws while he wears this Ring of Protection.
Ten Thousand Precepts. Zaisetsu studied this Tome of Leadership and Influence contents and practiced its guidelines, increasing his Charisma by 2.
Waterstrider Technique. While wearing this Ring of Water Walking, Zaisetsu casts the Water Walk spell from it, targeting only himself.

ACTIONS
Devouring Blade. Zaisetsu 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: Ōdachi of the Heavenly Demon. Melee Attack Roll: +14 to hit, reach 5 feet. Hit: 21 (2d6 + 14) Necrotic, Psychic, Radiant, or Slashing damage. Whenever this weapon hits an object, the hit is a Critical Hit. If Zaisetsu’s attack roll misses a creature with this weapon, he deals 6 Necrotic, Psychic, Radiant, or Slashing damage.
Eldritch Blast. Spell Attack Roll: +14 to hit, range 120 feet. Hit: 11 (1d10 + 6) Force damage. The spell creates four beams. Zaisetsu can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Contact Patron (1/Long Rest). Zaisetsu casts the Contact Other Plane spell without expending a spell slot to contact his patron, and Zaisetsu automatically succeeds on the spell’s saving throw.
Hex (1/Long Rest). Zaisetsu casts the Hex spell without expending a spell slot.
Magical Cunning (1/Long Rest). Zaisetsu performs an esoteric rite for 1 minute, regaining up to 2 expended Pact Magic spell slots.
Pact Magic. Zaisetsu 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): Chill Touch, Eldritch Blast, Mage Hand, Minor Illusion
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, Misty Step ᴮᴬ, Remove Curse, Scrying, Shield ᴿ, Staggering Smite ᴮᴬ, Steel Wind Strike, Suggestion, Synaptic Static, 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): Foresight
Saya of the Heavenly Demon (1/Long Rest). Zaisetsu regains one spell slot as a Magic action.
BONUS ACTIONS
Harrowing Hex. After Zaisetsu casts a level 1+ spell that has a casting time of an action, he can make one attack with a weapon.
Hexblade’s Curse (6/Long Rest). Choose one creature Zaisetsu can see within 30 feet of himself. The target is cursed for 1 minute, during which Zaisetsu gains the benefits below. The curse ends early if Zaisetsu 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, Zaisetsu 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 Zaisetsu’s Hexblade’s Curse, and Hexblade’s Curse’s duration is either 1 minute or the spell’s duration, whichever is longer. In addition, Zaisetsu gains the benefits below:
- Hungering Hex. When the target cursed by his Hexblade’s Curse drops to 0 Hit Points, Zaisetsu regains 12 (1d8 + 8) Hit Points.
- Accursed Shield. While Zaisetsu 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.
- Hindering Curse. When Zaisetsu 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 Zaisetsu’s next turn.
- Inescapable Hex. When the target of his Hexblade’s Curse ends its turn 30 feet or further from Zaisetsu, Zaisetsu can move up to 30 feet straight toward the target.
- Accursed Critical. Any attack roll Zaisetsu 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.
- Explosive Hex (1/Long Rest). When he deals damage to the target cursed by his Hexblade’s Curse, Zaisetsu can cause his curse to explode with sinister energy. The target and each creature of Zaisetsu’s choice in a 30-foot Emanation originating from the target takes 10 (3d6) Necrotic, Psychic, or Radiant damage (Zaisetsu’s choice), and their Speed is reduced by 10 feet until the start of Zaisetsu’s next turn.
Hew. Immediately after Zaisetsu 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. Zaisetsu can conjure a pact weapon in his hand – a Simple or Martial Melee weapon of his choice with which he bonds – or create a bond with a magic weapon he touches. Zaisetsu can’t bond with a magic weapon if someone else is attuned to it or another Warlock is bonded with it. Until the bond ends, Zaisetsu has proficiency with the weapon, and he can use it as a Spellcasting Focus. Zaisetsu’s bond with the weapon ends if he uses this feature again, if the weapon is more than 5 feet away from him for 1 minute or more, or if he dies. A conjured weapon disappears when the bond ends.
Second Wind (2/Long Rest). Zaisetsu regains 6 (1d10 + 1) Hit Points.
REACTIONS
Armor of Hexes. Trigger: Zaisetsu takes damage from the target cursed by his Hexblade’s Curse. Response: Zaisetsu reduces the damage taken by 17.
Retaliate. Trigger: A creature within 5 feet of Zaisetsu hits him with a melee attack. Response: Immediately after Zaisetsu makes an Opportunity Attack against that creature.
