| Shinare the Omenblade |
“I could provide guaranteed safe passage through the forgotten lands; of course such perilous wayfinding would not be done out of mere generosity.”
Shinare was an orphan raised by itinerant mercenaries. Throughout his youth the regiment fought across mountainous territories where Shinare learnt swordsmanship ubiquitous to the region. He would later come into possession of an ancient blade that promised incalculable power in exchange for slaughter in its name. The deal was struck, and though in time Shinare realized the magnitude of his mistake, he adheres to his end of the bargain so long as the entity maintains its role in kind.
Medium Humanoid (Human), Neutral
Armor Class 18 (Adamantine Plate Armor), Initiative +6 (16)
Hit Points 167 (17d8 + 1d10 + 72)
Speed 30 feet, Swim 30 feet
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 15 | 10 | 14 | 19 | 13 | 26 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +2 | +8 | +0 | +0 | +2 | +8 | +4 | +4 | +1 | +7 | +8 | +8 |
Skills Athletics +8, Perception +13, Intimidation +14, Stealth +6, Survival +7; Cartographer’s Tools
Gear Adamantine Greatsword, Adamantine Plate Armor, Backpack, Bedroll, Book (personal journal), Cartographer’s Tools, Component Pouch, Headband of Intellect, Hooded Lantern, Ink (1 ounce bottle), Ink Pens (3 quills), 2 Longswords, Map Case with 5 Maps, Oil (3 flasks), Pouch with 500 PP in precious gemstones, Rations (10 days), Rope, Tinderbox, Tome of Leadership and Influence (3 volumes), Traveler’s Clothes of Mending, Waterskin
Senses Blindsight 10 feet, Truesight 30 feet, Passive Perception 23, Passive Investigation 14, Passive Insight 11
Languages Common, Draconic, Giant
TRAITS
Adamantine Plate Armor. While wearing this armor, any Critical Hit against Shinare becomes a normal hit.
Exploit Opening. When Shinare rolls damage for an Opportunity Attack, he can roll the damage dice twice and use either roll against the target.
Family First. If Shinare has Heroic Inspiration when he rolls Initiative, he can expend it to give himself and his allies Advantage on that Initiative roll.
Gift of the Depths. Shinare can breathe underwater.
Hex Restoration. Shinare regains one expended use of Hexblade’s Curse when he finish a Short Rest or uses his Magical Cunning feature.
Initiative Swap. 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.
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 to the creature, and expend one of his Hit Point Dice to roll it and regain 6 (1d8 + 2) Hit Points.
Luck Points (6/Long Rest). Shinare has 6 Luck Points that he can spend on the benefits below.
- Advantage. When Shinare rolls a d20 for a D20 Test, he can spend 1 Luck Point to give himself Advantage on the roll.
- Disadvantage. When a creature rolls a d20 for an attack roll against Shinare, Shinare can spend 1 Luck Point to impose Disadvantage on that roll.
Resourceful. Shinare gains Heroic Inspiration whenever he finishes a Long Rest.
Unyielding Will. When he succeeds on a saving throw to maintain Concentration, each creature of Shinare’s choice in a 10-foot Emanation originating from Shinare takes 7 (2d6) Necrotic damage. Once Shinare uses this benefit, he can’t do so again until the start of his next turn.
Unyielding Will (1/Long Rest). When Shinare fails a saving throw to maintain Concentration, he can choose to succeed instead, and Shinare gains 22 (1d10 + 17) Temporary Hit Points.
Versatile Merc (1/Long Rest). Choose a skill in which Shinare has proficiency. He has Expertise in that skill until he finishes his next Long Rest.
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.
Pact Weapon: Adamantine Greatsword. Melee Attack Roll: +14 to hit, reach 5 feet. Hit: 21 (2d6 + 14) Necrotic, Psychic, Radiant, or Slashing damage. If Shinare’s attack roll misses a creature with his pact weapon, he can deal 8 Necrotic, Psychic, Radiant, or Slashing damage. Whenever this weapon hits an object, the hit is a Critical Hit.
Eldritch Blast. Spell Attack Roll: +14 to hit, range 120 feet. Hit: 13 (1d10 + 8) 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.
Contact Patron (1/Long Rest). Shinare can cast the Contact Other Plane spell without expending a spell slot to contact his patron, and Shinare automatically succeeds on the spell’s saving throw.
Gift of the Depths (1/Long Rest). Shinare can cast the Water Breathing spell without expending a spell slot.
Magical Cunning (1/Long Rest). Shinare can perform an esoteric rite for 1 minute, regaining up to 2 expended Pact Magic spell slots.
Pact Magic. Shinare is an 18th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks). He can use his pact weapon as a Spellcasting Focus.
Cantrips (at will): Blade Ward, Eldritch Blast, Mage Hand, True Strike
5th level (4/Short Rest): Animate Objects, Arcane Vigor BA, Armor of Agathys BA, Banishment, Bestow Curse, Conjure Barrage, Contact Other Plane, Counterspell R, Darkness, Dimension Door, Dispel Magic, Fly, Freedom of Movement, Gaseous Form, Hex BA, Invisibility, Major Image, Shield R, Staggering Smite BA, Steel Wind Strike, Suggestion, Synaptic Static, Wrathful Smite
6th level (1/Long Rest): Tasha’s Bubbling Cauldron
7th level (1/Long Rest): Forcecage
8th level (1/Long Rest): Befuddlement
9th level (1/Long Rest): Adamantine Wind Strike
BONUS ACTIONS
Harrowing Hex. After Shinare casts a level 1+ spell that has a casting time of an action, he can make one attack with a weapon.
Hexblade’s Curse (8/Long Rest). Choose one creature Shinare can see within 30 feet of himself. The target is cursed for 1 minute, during which Shinare gains the benefits below. The curse ends early if Shinare uses this feature again, if he dismiss it (no action required), or dies. When he casts a spell using a spell slot that curses a target, Shinare can use his Hexblade’s Curse as a part of casting that spell instead of taking a Bonus Action. When he does so, the target of the spell is the target of Shinare’s Hexblade’s Curse, and Hexblade’s Curse’s duration is either 1 minute or the spell’s duration, whichever is longer.
- When the target cursed by his Hexblade’s Curse drops to 0 Hit Points, Shinare regains 12 (1d8 + 8) Hit Points.
- While Shinare isn’t wearing armor or wielding a Shield, he gains a +2 bonus to Armor Class while he is within 10 feet of the target cursed by his Hexblade’s Curse.
- When Shinare hits the target cursed by his Hexblade’s Curse with an attack roll, the target has Disadvantage on the next saving throw it makes before the start of Shinare’s next turn.
- When the target of his Hexblade’s Curse ends its turn 30 feet or further from Shinare, Shinare can move up to 30 feet straight toward the target.
- Any attack roll Shinare makes against the target cursed by his Hexblade’s Curse scores a Critical Hit on a roll of a 19 or 20 on the d20.
- When he deals damage to the target cursed by his Hexblade’s Curse, Shinare can cause his curse to explode with sinister energy. The target and each creature of Shinare’s choice in a 30-foot Emanation originating from the target takes 10 (3d6) Necrotic, Psychic, or Radiant damage (Shinare’s choice), and their Speed is reduced by 10 feet until the start of Shinare’s next turn. Once he uses this benefit, Shinare can’t use it again until he finishes a Long Rest or expends a Pact Magic slot (no action required) to restore his use of it.
Hew. 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.
Pact of the Blade. Shinare conjures a pact weapon in his hand. The pact weapon disappears if Shinare use this Bonus Action again, if the weapon is more than 5 feet away from him for more than 1 minute, or if he dies.
Second Wind (2/Long Rest). Shinare regains 6 (1d10 + 1) Hit Points.
REACTIONS
Armor of Hexes. Trigger: Shinare takes damage from the target cursed by his Hexblade’s Curse. Response: Shinare reduces the damage taken by 17.
Retaliate. Trigger: A creature within 5 feet of Shinare hits him with a melee attack. Response: Immediately after Shinare makes an Opportunity Attack against that creature.
| Adamantine Wind Strike |
Source: Homebrew inspired by the canonical Steel Wind Strike spell, and the Sever Space feat from Pathfinder #168: King of the Mountain
Level 9 Conjuration (Ranger, Warlock, Wizard)
Casting Time: Action
Range: 60 feet
Components: S, M (a Melee weapon worth 1+ PP)
Duration: Instantaneous
You destroy the space between you and your target, allowing you to strike with your melee weapon at great range. Make a melee spell attack against one creature you can see within range. On a hit, the target takes 30d10 Force damage. You can then choose to teleport to an unoccupied space within 5 feet of the target; or attempt to teleport the target to an unoccupied space you choose within 5 feet of yourself. If you choose to teleport the target, an unwilling creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the pull of the spacial collapse.
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