| Ryu’jinn the Twinblade |
“The Echoes promise power. The Echoes promises knowledge. Its obvious, too obvious, the Echoes are liars; so I have learned to lie to the Echoes in return.”
Ryu’jinn was born to host an immortal creature beyond mortal ken. He was the finale to an insidious cult’s apocalyptic prophecy spanning 2000 years. This cataclysm was averted by the opposition of heroes who learned of the plot, slew its dark masterminds, and removed the infant laying upon a sacrificial altar. It was an event that occurred over a century ago, and in honor of those who saved him, Ryu’jinn journeys to become a great adventurer in his own right.
Medium Humanoid (Elf), Chaotic Good
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, Iron Pot, Perfume, Rations (10 days), +1 Scimitar, +1 Shortsword, Studded Leather, Tinderbox, 2 Traveler’s Clothes, and 2 Waterskins. Gear Weight 81 pounds
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). 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.
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.
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.
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 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.

ACTIONS
Extra Attack. Ryu’jinn 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, Ryu’jinn 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.
+1 Shortsword. Melee Attack Roll: +9, reach 5 feet. Hit: 9 (1d6 + 6) 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 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
+1 Scimitar. Melee Attack Roll: +9, reach 5 feet. Hit: 9 (1d6 + 6) 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.
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).
Lunging Attack. Ryu’jinn 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, Ryu’jinn can add the Superiority Die to the attack’s damage roll.
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
Parry. Trigger: When another creature damages Ryu’jinn with a melee attack. Response: Ryu’jinn expends one Superiority die to reduce the damage by the number rolled plus 5.
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.
