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Shinare the Omenblade

Shinare the Omenblade

“Words cannot sway you, that much is clear. Thus blood shall spill, until no ichor can be spilt.”

Shinare was a war orphan adopted by itinerant traders who travel the world. During his formative years the caravan ventured through mountainous forest nations, where he learnt swordsmanship ubiquitous to the region. Shinare later came into possession of an ancient blade that imprisoned entities who promised incalculable power in exchange for freedom. Deals were struck, an extinct legacy was bequeathed to a new progenitor, and eldritch horrors were released unto the world. In time Shinare realized the overwhelming magnitude of his mistake. Nonetheless, though he does not worship Those Who Were Imprisoned, Shinare is not above aiding such cultists in exchange for greater wealth and might.

Medium Humanoid (Human), Lawful Evil


Armor Class 17 (Half Plate); Initiative +8 (18)
Hit Points 156 (18d8 + 72)
Speed 30 feet


STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 8 (-1) 20 (+5)

Saving Throws Wisdom +5, Charisma +12
Skills Animal Handling +5, Arcana +6, Athletics +8, Deception +11, Persuasion +11; Navigator’s Tools
Resistances Psychic
Senses Devil’s Sight 120 feet, True Sight 30 feet, Passive Perception 9
Languages Common, Draconic, Giant
Challenge 12 (8,400 XP; Proficiency Bonus +6)


Alert. Immediately after Shinare rolls Initiative, he can swap his Initiative with the Initiative of one willing ally in the same combat. Shinare can’t make this swap if he or the ally has the Incapacitated condition.

Clairvoyant Combatant. Wisdom Saving Throw: DC 19, when Shinare forms a telepathic bond with a creature using his Awakened Mind. Failure: The creature has Disadvantage on attack rolls against Shinare, and Shinare has Advantage on attack rolls against that creature for the duration of the bond. Once Shinare uses this feature, he can’t use it again until he finishes a Short or Long Rest unless he expends a Pact Magic spell slot (no action required) to restore his use of it.

Contact Patron. Shinare can cast Contact Other Plane without expending a spell slot to contact his patron, and he automatically succeeds on the spell’s saving throw. Once he casts the spell with this feature, Shinare can’t do so in this way again until he finishes a Long Rest.

Create Thrall. When Shinare casts Summon Aberration, he can modify it so that it doesn’t require Concentration. If Shinare does so, the spell’s duration becomes 1 minute for that casting.

Thrall of the Omenblade

Shinare calls forth an aberrant spirit. It manifests in an unoccupied space that Shinare can see within 90 feet. The creature disappears when it drops to 0 Hit Points or after 1 minute. The creature is an ally to Shinare and his allies. In combat, it shares Shinare’s Initiative count, but it takes its turn immediately after Shinare. It obeys Shinare’s verbal commands (no action required by Shinare). If Shinare doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Medium Aberration, Neutral


Armor Class 16
Hit Points 50 plus 23 Temporary Hit Points
Speed 30 feet


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (-2)

Immunities Psychic
Senses Darkvision 60 feet, Passive Perception 10
Languages Common, Deep Speech, Draconic, Giant
Challenge None (XP 0; Proficiency Bonus +6)


TRAITS

Thrall. The first time each turn the spirit hits a creature under the effect of Shinare’s Hex, the spirit deals an extra 3 (1d6) Psychic damage to the target.

Whispering Aura. At the start of each of the spirit’s turns, the spirit emits psionic energy if it doesn’t have the Incapacitated condition. Wisdom Saving Throw: 19 DC, each creature (other than Shinare) within 5 feet of the spirit. Failure: 7 (2d6) Psychic damage.


ACTIONS

Multiattack. The spirit makes two Psychic Slam attacks.

Psychic Slam. Melee Attack Roll: +11 to hit, reach 5 feet. Hit: 12 (1d8 + 8) Psychic damage.

Eldritch Hex. When Shinare casts Hex and chooses an ability, the target also has Disadvantage on saving throws of the chosen ability for the duration of the spell.

Eldritch Smite. Once per turn when Shinare hits a creature with his pact weapon, he can expend a Pact Magic spell slot to deal an extra 27 (6d8) Force damage to the target, and Shinare can give the target the Prone condition if it is Huge or smaller.

Lifedrinker. Once per turn when Shinare hits a creature with his pact weapon, Shinare can deal an extra 3 (1d6) Necrotic, Psychic, or Radiant damage (his choice) to the creature, and Shinare can expend one of his Hit Point Dice to roll it and regain 6 Hit Points.

Lucky. Shinare has 6 Luck Points and can spend the points on the benefits below. He regains his expended Luck Points when he finishes a Long Rest.

  • When Shinare rolls a d20 for a D20 Test, he can spend 1 Luck Point to give himself Advantage on the roll.
  • When a creature rolls a d20 for an attack roll against him, Shinare can spend 1 Luck Point to impose Disadvantage on that roll.

Magical Cunning. Shinare can perform an esoteric rite for 1 minute. At the end of it, he regains 2 expended Pact Magic spell slots. Once he uses this feature, Shinare can’t do so again until he finishes a Long Rest.

Master of Myriad Forms. Shinare can cast Alter Self without expending a spell slot.

Mystic Arcanum: Shinare is a 18th level spellcaster. His spellcasting ability is Charisma (spell save DC 19, +11 to hit with Spell Attack Rolls). He regains all expended Mystic Arcanum spells when he finishes a Long Rest. Shinare knows the following Warlock spells:
6th level (1): Eyebite
7th level (1): Forcecage
8th level (1): Befuddlement
9th level (1): Foresight

Pact Magic. Shinare is a 18th level spellcaster. His spellcasting ability is Charisma (spell save DC 19, +11 to hit with Spell Attack Rolls). He regains all expended spell slots when he finishes a Short or Long Rest. Shinare knows the following Warlock spells:
Cantrips (at will): Eldritch Blast, Mage Hand, Minor Illusion, Prestidigitation
5th level (4 slots): Armor of Agathys, Banishment, Clairvoyance, Confusion, Contact Other Plane, Counterspell, Darkness, Detect Thoughts, Dimension Door, Dispel Magic, Dissonant Whispers, Fly, Hex, Hunger of Hadar, Major Image, Invisibility, Misty Step, Modify Memory, Phantasmal Force, Suggestion, Summon Aberration, Synaptic Static, Tasha’s Hidenous Laughter, Telekinesis, Tongues, Vampiric Touch

Pact of the Blade. As a Bonus Action, Shinare 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; he 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, he has proficiency with the weapon, and he can use it as a Spellcasting Focus. Shinare’s bond with the weapon ends if he uses this feature’s Bonus Action 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.

Psychic Spells. When Shinare casts a Warlock spell that deals damage, he can change its damage type to Psychic. In addition, when Shinare casts a Warlock spell that is an Enchantment or Illusion, he can do so without Verbal or Somatic components.

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

Thought Shield. Shinare’s thoughts can’t be read by telepathy or other means unless he allows it. Whenever a creature deals Psychic damage to Shinare, that creature takes the same amount of damage that Shinare takes.

War Caster. Shinare has Advantage on Constitution saving throws that he makes to maintain Concentration. Shinare can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands.


ACTIONS

Devouring Blade. Shinare 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.

Eldritch Blast. Spell Attack Roll: +11 to hit, range 120 feet. Hit: 10 (1d10 + 5) Force damage. The spell creates four beams. Shinare can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

Greatsword Pact Weapon. Melee Attack Roll: +11 to hit, reach 5 feet. Hit: 18 (2d6 + 11) Necrotic, Psychic, Radiant, or Slashing damage.


BONUS ACTIONS

Awakened Mind. Choose one creature Shinare can see within 30 of himself. Shinare and the chosen creature can communicate telepathically with each other while the two of them are within 5 miles of each other. To understand each other, both must mentally use a language the other knows. The telepathic connection lasts for 5 minutes. It ends early if Shinare uses this feature to connect with a different creature.

Great Weapon Master. Immediately after Shinare 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.


REACTIONS

War Caster. When a creature provokes an Opportunity Attack from Shinare by leaving his reach, Shinare can cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.

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