shadow

Shinare the Omenblade

Shinare the Omenblade

“You have no idea how insignificant you truly are.”

Shinare was an orphan raised by itinerant mercenaries. Through his young adulthood the regiment ventured through mountain forests where Shinare learnt swordsmanship ubiquitous to the region. He would later come 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 for monetary compensation.

Medium Humanoid (Human), Lawful Neutral


Armor Class 18, Initiative +6 (16)
Hit Points 167 (1d10 + 17d8 + 72)
Speed 30 feet, Swim 30 feet


STR DEX CON INT WIS CHA
15 10 14 10 11 26
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+2 +8 +0 +0 +2 +8 +0 +0 +0 +6 +8 +8

Skills Arcana +6, Athletics +8, History +6, Perception +6, Persuasion +14; Cartographer’s Tools
Gear Arcane Focus (medallion), Book (occult lore), Greatsword, Plate Armor, Traveler’s Clothes
Resistances Psychic
Senses Blindsight 10 feet, Truesight 30 feet, Passive Perception 16
Languages Common, Draconic, Giant
Challenge 12 (7,200 XP; Proficiency Bonus +6)


TRAITS

Concentration. Shinare has Advantage on Constitution saving throws to maintain Concentration.

Contact Patron. Once per 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.

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 24 Temporary Hit Points
Speed 30 feet


STR DEX CON INT WIS CHA
16 10 15 16 10 6
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+3 +3 +0 +0 +2 +2 +3 +3 +0 +0 -2 -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: 22 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: +14 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.

Gift of the Depths. Shinare can breathe underwater. Once per Long Rest, he can cast Water Breathing without expending a spell slot.

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.

Magical Cunning. Once per Long Rest, Shinare can perform an esoteric rite for 1 minute, regaining up to 2 expended Pact Magic spell slots.

Mystic Arcanum: Shinare’s spellcasting ability is Charisma (spell save DC 22, +14 to hit). 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): True Polymorph

Pact Magic. Shinare’s spellcasting ability is Charisma (spell save DC 22, +14 to hit). He regains all expended spell slots when he finishes a Short or Long Rest. Shinare knows the following Warlock spells:
Cantrips (at will): Blade Ward, Eldritch Blast, Mage Hand, True Strike
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, Mirror Image, Misty Step, Modify Memory, Phantasmal Force, Suggestion, Summon Aberration, Synaptic Static, Tasha’s Hidenous Laughter, Telekinesis, Tongues, Vampiric Touch

Pact of the Chain. Shinare knows the Find Familiar spell and can cast it as a Magic action without expending a spell slot.

Familiar of the Omenblade

“Take care to be truthful, lest my Master learns to dislike you.”

Shinare’s familiar is a sprite named Chiyabi. She is an ally to Shinare and his allies. Chiyabi rolls her own Initiative and acts on her own turn. Chiyabi can’t attack, but she can take other actions as normal.

Tiny Fey, Neutral Good


Armor Class 15; Initiative +4 (14)
Hit Points 10 (4d4)
Speed 10 feet, Fly 40 feet, Swim 40 feet


STR DEX CON INT WIS CHA
3 18 10 14 13 11
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
-4 -4 +4 +4 +0 +0 +2 +2 +1 +1 +0 +0

Skills Perception +3, Stealth +8
Senses Passive Perception 13
Languages Common, Elvish, Sylvan
Challenge None (XP 0; Proficiency Bonus +2)


TRAITS

Familiar. When Chiyabi drops to 0 Hit Points, she disappears. Chiyabi reappears after Shinare casts the Find Familiar spell again. As a Magic action, Shinare can temporarily dismiss Chiyabi to a pocket dimension. As a Magic action while Chiyabi is temporarily dismissed, Shinare can cause her to reappear in an unoccupied space within 30 feet of Shinare. Whenever Chiyabi drops to 0 Hit Points or disappears into the pocket dimension, Chiyabi leaves behind in her space anything she was wearing or carrying.

Telepathic Connection. While Chiyabi is within 100 feet of Shinare, he can communicate with her telepathically.


ACTIONS

Needle Sword. Melee Attack Roll: +6 to hit, reach 5 feet. Hit: 6 (1d4 + 4) Necrotic, Piercing, or Radiant damage.

Enchanting Bow. Ranged Attack Roll: +6 to hit, range 40/160 feet. Hit: 1 Necrotic, Piercing, or Radiant damage, and the target has the Charmed condition until the start of Chiyabi’s next turn.

Heart Sight. Charisma Saving Throw: DC 22, one creature within 5 feet Chiyabi can see. Celestials, Fiends, and Undead automatically fail the save. Failure: Chiyabi knows the target’s emotions and alignment.

Invisibility. Chiyabi casts Invisibility on herself, requiring no spell components and using Charisma as the spellcasting ability.


REACTIONS

Telepathic Connection. Trigger: Shinare casts a spell with a range of touch within 100 feet of Chiyabi. Response: Chiyabi can deliver the touch when Shinare casts the spell.

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.

Somatic Components. Shinare can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands.

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, it takes the same amount of damage that Shinare takes.

Tome of Leadership and Influence (3). Shinare’s Charisma score increases by 2, as does his maximum for that score.


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.

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 5 (1d8 + 2) Hit Points.

Pact Blade. 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, he can deal 5 Necrotic, Psychic, Radiant, or Slashing damage. Shinare can use the pact weapon as a Spellcasting Focus.

Pact of the Chain. When Shinare takes the Attack action, he can forgo one of his own attacks to allow his familiar to make one attack of its own with its Reaction.

Eldritch Blast. Spell Attack Roll: +14 to hit, range 120 feet. Hit: 13 (1d10 + 8) Force or Psychic 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.

True Strike. Spell Attack Roll: +14 to hit, reach 5 feet. Hit: 21 (2d6 + 14) Radiant or Slashing damage plus 10 (3d6) Radiant damage.

Vampiric Touch. Spell Attack Roll: +14 to hit, reach 5 feet. Hit: 27 (5d6) Necrotic or Psychic damage. Shinare regains 13 Hit Points. Until the spell ends, Shinare can make the attack again on each of his turns as a Magic action, targeting the same creature or a different one.


BONUS ACTIONS

Awakened Mind. Choose one creature Shinare can see within 30 feet. Shinare and the chosen creature can communicate telepathically with each other while Shinare is within 8 miles. To understand each other, Shinare must mentally share a language. The telepathic connection lasts for 18 minutes and ends early if Shinare uses this ability to form a connection with another creature.

Clairvoyant Combatant. Wisdom Saving Throw: DC 22, 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.

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 can conjure 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.

Pact of the Chain. Shinare can command his familiar to take the Attack action.

Second Wind. Shinare regains 6 (1d10 + 1) Hit Points. He can use this two times per Long Rest, and can regain one expended use when he finishes a Short Rest.

Telepathic Connection. While his familiar is within 100 feet of him, Shinare can see through the familiar’s eyes and hear what it hears until the start of Shinare’s next turn, gaining the benefits of any special senses it has.


REACTIONS

Pact of the Chain. Trigger: Shinare’s familiar takes damage. Response: Shinare can grant it Resistance against that damage.

Reactive Spell. Trigger: A creature provokes an Opportunity Attack from Shinare. Response: 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.

Read More

Leave a Reply

Your email address will not be published. Required fields are marked *