| Rajin the Hex Twinblade |
“Excepteur sint occaecat cupidatat non proident.”
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Medium Humanoid (Elf), Neutral
Armor Class 17 (Studded Leather); Initiative +5 (15)
Hit Points 68 (8d10 + 16)
Speed 30 feet
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 8 | 20 | 14 | 10 | 12 | 15 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| -1 | +2 | +5 | +5 | +2 | +5 | +0 | +0 | +1 | +1 | +2 | +2 |
Skills Acrobatics +8, Deception +5, Insight +4, Intimidation +5, Perception +4, Persuasion +5; Glassblower’s Tools, Smith’s Tools
Gear Backpack, Bedroll, Component Pouch, Rations (10 days), Rope, Scimitar, Shortsword, Studded Leather, Tinderbox, Traveler’s Clothes, 2 Waterskins
Senses Darkvision 60 feet, Passive Perception 14, Passive Investigation 10, Passive Insight 14
Languages Common, Draconic, Elvish
Challenge 4 (XP 1,100; Proficiency Bonus +3)
TRAITS
Combat Superiority (5d8/Long Rest). Rajin learns maneuvers that are fueled by special dice called Superiority Dice. Many maneuvers enhance an attack in some way. He can use only one maneuver per attack.
Curse Magic. When a creature that Rajin cursed with the Hex spell hits him with an attack roll, the creature takes 3 Psychic damage. A creature takes this damage only once per turn.
Fey Ancestry. Rajin has Advantage on saving throws he makes to avoid or end the Charmed condition.
Menacing Attack. When Rajin hits a creature with an attack roll, he can expend one Superiority Die and add the die to the attack’s damage roll. The target must succeed on a Wisdom saving throw (DC 16), or have the Frightened condition until the end of Rajin’s next turn.
Precision Attack. When Rajin misses with an attack roll, he can expend one Superiority Die and add the die to the attack roll.
Quick Draw. Rajin can draw or stow two weapons that lack the Two-Handed property when he would normally be able to draw or stow only one.
Tactical Mind. When Rajin fails an ability check, he can expend a use of Second Wind, and instead of regaining Hit Point, Rajin adds 5 (1d10) to the ability check. If the check still fails, this use of Second Wind isn’t expended.
Trance. Rajin doesn’t need to sleep, and magic can’t put him to sleep. He can finish a Long Rest in 4 hours if he spends those hours in a trancelike meditation, during which he retains consciousness.

ACTIONS
Extra Attack. Rajin can attack twice instead of once whenever he takes the Attack action on his turn.
Enhanced Dual Wielding. When he uses his Attack action with a weapon that has the Light property, Rajin can make one extra attack as a Bonus Action later on the same turn with a different weapon, as long as it is a Melee weapon that lacks the Two-Handed property.
Shortsword. Melee Attack Roll: +8, reach 5 feet. Hit: 8 (1d6 + 5) Piercing. If he hits a creature with a Shortsword and deals damage to it, Rajin has Advantage on his next attack roll against that creature before the end of Rajin’s next turn.
Action Surge (1/Short Rest). On his turn Rajin can take one additional action, except the Magic action.
Innate Magic. Rajin is an 8th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks).
At Will: Blade Ward
2/Long Rest Each: Hex, Misty Step ᴮᴬ
1/Long Rest: Detect Magic
BONUS ACTIONS
Scimitar. Melee Attack Roll: +8, reach 5 feet. Hit: 8 (1d6 + 5) Slashing. When he makes the extra attack of the Light property, Rajin can make it as part of the Attack action instead of as a Bonus Action. He can make this extra attack only once per turn.
Know Your Enemy (1/Long Rest). Rajin can discern certain strengths and weaknesses of a creature he can see within 30 feet of himself; Rajin knows whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, he knows what they are. Rajin can also restore a use of the feature by expending one Superiority Die (no action required).
Lunging Attack. Rajin can expend one Superiority Die and take the Dash action. If he moves at least 5 feet in a straight line before hitting with a melee attack as part of the Attack action this turn, Rajin can add the Superiority Die to the attack’s damage roll.
Second Wind (3/Long Rest). Rajin regains 13 (1d10 + 8) Hit Points and can also move up to half his Speed without provoking Opportunity Attacks.
REACTION
Parry. Trigger: When another creature damages Rajin with a melee attack. Response: Rajin expends one Superiority die to reduce the damage by the number rolled plus 5.
Riposte. Trigger: When a creature misses you with a melee attack roll. Response: Rajin expends one Superiority die to make a melee attack roll with a weapon against that creature. If Rajin hits, add the Superiority die to the attack’s damage.
