| Ryu’jinn the Twinblade |
“Those who seek power for the sake of power are inevitably enslaves to power.”
Upon his birth, Ryu’jinn was meant to host the presence of an immortal creature beyond mortal ken. He was the finale to an ancient cult’s apocalyptic prophecy spanning 2 millenia. This cataclysm was narrowly averted by the opposition of heroes who learnt the vision, slew its dark masterminds, and rescued the uncorrupt infant laying upon a sacrificial altar. In honor of those who saved him, Ryu’jinn grew to become a great adventurer in his own right.
Medium Humanoid (Elf), Neutral Good
Armor Class 18 (Cloak of Protection, Studded Leather Armor); Initiative +5 (15)
Hit Points 76 (9d10 + 18)
Speed 30 feet
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 10 | 20 | 14 | 10 | 10 | 15 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +0 | +5 | +5 | +6 | +2 | +7 | +0 | +1 | +0 | +1 | +2 | +3 |
Skills Acrobatics +9, Deception +6, Insight +4, Intimidation +6, Perception +4, Persuasion +6; Glassblower’s Tools, Smith’s Tools
Gear Antitoxin, Backpack (Bedroll, Perfume, Rations (5 days), Tinderbox, 2 Torches, 2 Waterskins), Cloak of Protection, Clothes of Mending, Component Pouch, Healer’s Kit, Scimitar, Shortsword, Studded Leather Armor; Weight Carried 62 pounds
Senses Darkvision 60 feet, Passive Perception 14, Passive Investigation 10, Passive Insight 14
Languages Common, Draconic, Elvish
Challenge 6 (XP 2,300; Proficiency Bonus +4)
TRAITS
Combat Superiority (5d8/Long Rest). Ryu’jinn 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.
- Commanding Presence. When Ryu’jinn makes a Charisma (Intimidation, Performance, or Persuasion) check, he can expend one Superiority Die and add that die to the roll.
- Menacing Attack. When Ryu’jinn 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 Ryu’jinn’s next turn.
- Precision Attack. When Ryu’jinn misses with an attack roll, he can expend one Superiority Die and add the die to the attack roll.
Curse Magic. When a creature that Ryu’jinn 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. Ryu’jinn has Advantage on saving throws he makes to avoid or end the Charmed condition.
Indomitable (1/Long Rest). If Ryu’jinn fails a saving throw, he can reroll it with a +9 bonus. Ryu’jinn must use the new roll.
Quick Draw. Ryu’jinn 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 Master. When Ryu’jinn attacks with a weapon whose mastery property he can use, Ryu’jinn can replace that property with the Push, Sap, or Slow property for that attack.
Tactical Mind. When Ryu’jinn fails an ability check, he can expend a use of Second Wind, and instead of regaining Hit Point, Ryu’jinn adds 5 (1d10) to the ability check. If the check still fails, this use of Second Wind isn’t expended.
Trance. Ryu’jinn 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.
MAGIC ITEMS
Cloak of Protection. Ryu’jinn gains a +1 bonus to Armor Class and saving throws while he wears this cloak.
Clothes of Mending. This elegant outfit magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.

ACTIONS
Extra Attack. Ryu’jinn can attack twice instead of once whenever he takes the Attack action on his turn.
Scimitar. Melee Attack Roll: +9, reach 5 feet. Hit: 8 (1d6 + 5) Slashing. When he makes the extra attack of the Light property, Ryu’jinn 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.
Shortsword. Melee Attack Roll: +9, reach 5 feet. Hit: 8 (1d6 + 5) Piercing. If he hits a creature with a Shortsword and deals damage to it, Ryu’jinn has Advantage on his next attack roll against that creature before the end of Ryu’jinn’s next turn.
Action Surge (1/Short Rest). On his turn Ryu’jinn can take one additional action, except the Magic action.
Innate Magic. Ryu’jinn is an 9th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 14, +6 to hit with spell attacks).
At Will: Blade Ward
2/Long Rest Each: Hex, Misty Step ᴮᴬ
1/Long Rest: Detect Magic
BONUS ACTIONS
Enhanced Dual Wielding. When he uses his Attack action with a weapon that has the Light property, Ryu’jinn can make one extra attack later on the same turn with a different weapon, as long as it is a Melee weapon that lacks the Two-Handed property.
Evasive Footwork. Ryu’jinn can expend one Superiority Die to take the Disengage action, rolling the die and adding the result to his AC until the start of his next turn.
Know Your Enemy (1/Long Rest). Ryu’jinn can discern certain strengths and weaknesses of a creature he can see within 30 feet of himself; Ryu’jinn knows whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, he knows what they are. Ryu’jinn can also restore a use of the feature by expending one Superiority Die (no action required).
Second Wind (3/Long Rest). Ryu’jinn regains 13 (1d10 + 8) Hit Points and can also move up to half his Speed without provoking Opportunity Attacks.
REACTION
Riposte. Trigger: When a creature misses Ryu’jinn with a melee attack roll. Response: Ryu’jinn expends one Superiority die to make a melee attack roll with a weapon against that creature. If Ryu’jinn hits, add the Superiority die to the attack’s damage.
