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Savalan of the Guard

Savalan Hezar

“There are many who consider the club to be a crude weapon. An inelegant instrument only paleolithic savages would utilize on the battlefield. Those are the combatants I find most enjoyable to educate.”

The eldest sons of the Hezar bloodline served as guardsmen to an immortal archmage who dwelt among humanity for millennia. This debt ended when an adolescent Savalan manifested innate talent in magecraft hereto unknown to the wizard: Savalan could channel an unseen tactile force and manipulate objects in his surroundings without arcane energies. The delighted archmage departed the realm to unravel this newfound mystery, declaring the Hezar Vow as repaid and implored Savalan to develop his incredible ability.

Medium Humanoid (Human), Chaotic Good


Armor Class 19 (Half Plate and Shield); Initiative +2 (12)
Hit Points 92 (8d10 + 40; Tough)
Speed 30 feet


STR DEX CON INT WIS CHA
10 14 16 20 12 8
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +3 +2 +2 +3 +6 +5 +5 +1 +1 -1 -1

Skills Athletics +3, Investigation +8, Perception +4, Stealth +5, Survival +4; Cartographer’s Tools
Gear Backpack, Bedroll, Cartographer’s Tools, Club, Half Plate, Rations (10 days), Scimitar, Shield, Tinderbox, 5 Torches, Traveler’s Clothes, Waterskin
Senses Passive Perception 14, Passive Investigation 18, Passive Insight 11
Languages Common, Draconic, Elvish


TRAITS

Minor Telekinesis. Savalan casts Mage Hand without Verbal or Somatic components, can make the spectral hand Invisible, and its range increases by 30 feet when he casts it.

Psionic Energy Dice (6/Long Rest). Savalan has d8 Psionic Energy Dice, which are expended when used. He regains one expended Psionic Energy Die when he finishes a Short Rest, and regains all of them when he finishes a Long Rest.

Psionic Strike. Once on each of his turns, immediately after Savalan hits a target within 30 feet of himself with an attack and deals damage to it with a weapon, he can expend one Psionic Energy Die, dealing 9 (1d8 + 5) Force damage to the target. When Savalan deals damage to a target with his Psionic Strike, he can force the target to make a Strength saving throw (DC 16). On a failed save, Savalan can give the target the Prone condition or transport it up to 10 feet horizontally.

Resourceful. Savalan gains Heroic Inspiration whenever he finishes a Long Rest.

Tactical Mind. When Savalan fails an ability check, he can expend a use of his Second Wind. Rather than regaining Hit Points, he adds 5 (1d10) to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.


ACTIONS

Extra Attack. Savalan can attack twice instead of once whenever he takes the Attack action on his turn.

Rapier. Melee Attack Roll: +5, reach 5 feet. Hit: 8 (1d8 + 4) Piercing damage. If Savalan hits a creature with this weapon and deals damage to it, he has Advantage on his next attack roll against that creature before the end of Savalan’s next turn.

Club. Melee Attack Roll: +3, reach 5 feet. Hit: 4 (1d4 + 2) Bludgeoning damage. If Savalan hits a creature with this weapon and deals damage to it, he can reduce its Speed by 10 feet until the start of Savalan’s next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Shillelagh. Melee Attack Roll: +8, reach 5 feet. Hit: 12 (1d10 + 7) Bludgeoning damage. If Savalan hits a creature with this weapon and deals damage to it, he can reduce its Speed by 10 feet until the start of Savalan’s next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Magic Initiate. Savalan is a 8th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks).
Cantrips (at will): Guidance, Mage Hand, Shillelagh BA
1/Long Rest: Detect Magic

Telekinetic Movement (1/Short Rest). As a Magic action, choose one target Savalan can see within 30 feet of himself; the target must be a loose object that is Large or smaller or one willing creature other than Savalan. Savalan transports the target up to 30 feet to an unoccupied space he can see. Alternatively, if the target is a Tiny object, he can transport it to or from his hand. Savalan can expend a Psionic Energy Die (no action required) to restore his use of Telekinetic Movement.


BONUS ACTIONS

Psi-Powered Leap (1/Short Rest). Savalan gains a Fly Speed equal to twice his Speed until the end of his current turn. Savalan can expend a Psionic Energy Die (no action required) to restore his use of Psi-Powered Leap.

Second Wind (3/Long Rest). Savalan regains 13 Hit Points (1d10 + 8) and can move up to half his Speed without provoking Opportunity Attacks.

Telekinetic Shove. Savalan telekinetically shoves one creature he can see within 30 feet of himself. When he does so, the target must succeed on a Strength saving throw (DC 16) or be moved 5 feet toward or away from Savalan.


REACTION

Protective Field. Trigger: When Savalan or another creature he can see within 30 feet of himself takes damage. Response: Savalan can expend one Psionic Energy Die and reduce the damage taken by 9 (1d8 + 5).


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