shadow

The Necromancer

The Necromancer

“Death is a curse from the so-called gods. They knew given enough time, we would surpass them. Undeath is a key to the shackle. Yet do not be fooled. Undeath is a prism to look through; not the true apotheosis for eternal life.”

The Necromancer masquerades as a soothsayer who is the unwilling prisoner of a nascent undead mage. This ruse serves the Necromancer well, facilitating a “rescue” if his unliving entourage is defeated. Though eccentric, he is not malicious, so if deception fails the Necromancer will seek escape via Misty Step and attempt a subsequent Invisibility or Fly.

Medium Humanoid (Human), Neutral


Armor Class 15 (Mage Armor), Initiative +2 (12)
Hit Points 50 (6d6 + 24) and 9 (2d4 + 4; False Life) Temporary HP
Speed 30 feet


STR DEX CON INT WIS CHA
8 14 14 18 12 10
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
-1 -1 +2 +2 +2 +2 +4 +7 +1 +4 +0 +0

Skills Arcana +7, Deception +3, Insight +4, Investigation +7, Perception +7, Performance +3, Religion +7, Stealth +5; Calligrapher’s Supplies
Resistances Necrotic
Gear Arcane Focus (tarot deck), Backpack, Bedroll, Calligrapher’s Supplies, Component Pouch, Dagger, Gilded Skull (worth 300 GP), Hooded Lantern, Oil (2 flasks), Rations (10 days), Ring of Mind Shielding, Spellbook, Traveler’s Clothes, 2 Waterskins
Senses Passive Perception 17, Passive Investigation 17, Passive Insight 14
Languages Common, Draconic, Elvish
Challenge 4 (XP 1,100; Proficiency Bonus +3)


TRAITS

Arcane Recovery (1/Short Rest). The Necromancer can recover expended spell slots. The spell slots can have a combined level equal to no more than 3, and none of the slots can be level 6 or higher.

Concentration. The Necromancer has Advantage on Constitution saving throws that he makes to maintain Concentration.

Grave Resilience. While holding his spellbook, when the Necromancer uses Arcane Recovery, his Exhaustion level, if any, decreases by 1.

Memorize Spell (1/Short Rest). The Necromancer can study his spellbook and replace one of the level 1+ Wizard spells he has prepared for his Spellcasting feature with another level 1+ spell from the book.

Overwhelming Necrosis. While holding his spellbook, damage from the Necromancer’s Wizard spells and Wizard features ignores Resistance to Necrotic damage.

Resourceful. The Necromancer gains Heroic Inspiration whenever he finishes a Long Rest.

Ritual Adept. The Necromancer can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in his spellbook. He needn’t have the spell prepared, but he must read from the book to cast a spell in this way.

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

Telepathic Connection. While the familiar is within 100 feet of the Necromancer, the Necromancer can communicate with it telepathically.

Undead Thralls. Whenever the Necromancer starts casting the Animate Dead spell, he can modify it so that the spell’s effective level is increased by 1. In addition, whenever he casts a Necromancy spell using a spell slot that creates or summons an Undead, the Undead gains the benefits below.

  • Undead Fortitude. The Undead’s Hit Point maximum and current Hit points increase by a number equal to the level of the spell slot used plus 4 for the duration of the spell.
  • Withering Strike. Whenever the Undead hits a creature with an attack roll, the Undead deals an extra 4 Necrotic damage.

MAGIC ITEMS

Ring of Mind Shielding. While wearing this ring, the Necromancer is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type. Creatures can telepathically communicate with him only if he allows it. If the Necromancer dies while wearing the ring, his soul enters it, unless it already houses a soul. He can remain in the ring or depart for the afterlife. As long as his soul is in the ring, he can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.


ACTIONS

Dagger. Melee or Ranged Attack Roll: +5 to hit, reach 5 feet or range 20/60 feet. Hit: 4 (1d4 + 2) Piercing damage.

Ring of Mind Shielding. The Necromancer can take a Magic action to cause the ring to become imperceptible until he takes another Magic action to make it perceptible, until he removes the ring, or until he dies.

Spellcasting. The Necromancer is a 6th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks). The Necromancer has the following wizard spells prepared:
Cantrips (at will): Mage Hand, Mind Sliver, Minor Illusion, Toll the Dead
1st level (4/Short Rest): False Life, Find Familiar, Mage Armor, Ray of Sickness, Shield ᴿ
2nd level (3/Short Rest): Invisibility, Mirror Image, Misty Step ᴮᴬ
3rd level (3/Short Rest): Animate Dead, Fireball, Fly, Summon Undead

Undead Thralls (1/Long Rest). The Necromancer casts the Animate Dead spell without expending a spell slot.


BONUS ACTIONS

Animate Dead. The Necromancer controls six Skeletons. He can mentally command any creature he made with the Animate Dead spell if the creature is within 60 feet of him (if the Necromancer controls multiple creatures, he can command any of them at the same time, issuing the same command to each one). The Necromancer decides what action the creature will take and where it will move on its next turn, or he can issue a general command, such as to guard a chamber or corridor. If the Necromancer issues no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.

Telepathic Connection. The Necromancer can see through his familiar’s eyes and hear what it hears until the start of the Necromancer’s next turn, gaining the benefits of any special senses it has.


REACTIONS

Reactive Spell. Trigger: When a creature provokes an Opportunity Attack from the Necromancer by leaving his reach. Response: The Necromancer casts 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.


Zombie Familiar

Humanoid zombies usually serve as guardians, servants, or soldiers for evil magic-users. In rare cases, foul magic might result in widespread reanimation of the dead, unleashing hordes of zombies to terrorize the living.

Medium Undead, Neutral Evil


Armor Class 16 (Chain Mail), Initiative -2 (8)
Hit Points 15 (2d8 + 6)
Speed 20 feet


STR DEX CON INT WIS CHA
13 6 16 3 6 5
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+1 +1 -2 -2 +3 +3 -4 -4 -2 +0 -3 -3

Immunities Poison; Exhaustion, Poisoned
Gear Arcane Focus (bead necklace), Book (fake spellbook), Chain Mail, Component Pouch, Fine Clothes, Gilded Skull (worth 1 GP)
Senses Darkvision 60 feet, Passive Perception 8
Languages Understands Common plus one other language but can’t speak
Challenge None (XP 0; Proficiency Bonus +2)


TRAITS

No Armor Training: The familiar has disadvantage on all Strength and Dexterity checks, and can not cast spells while wearing armor.

Telepathic Connection. While the familiar is within 100 feet of the Necromancer, the Necromancer can communicate with it telepathically.

Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful save, the zombie drops to 1 Hit Point instead.


ACTIONS

Familiar. The familiar rolls its own Initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.


REACTIONS

Telepathic Connection. Trigger: The Necromancer casts a spell with a range of touch and his familiar is within 100 feet of him. Response: The familiar can deliver the touch.


Skeleton

Skeletons are reanimated Humanoid bones bearing the equipment they had in life. They have rudimentary faculties and greater agility than zombies and similar shambling corpses. While they aren’t capable of creating plans of their own, they avoid obvious barriers and self-destructive situations.

Medium Undead, Lawful Evil


Armor Class 14, Initiative +3 (13)
Hit Points 21 (2d8 + 12)
Speed 30 feet


STR DEX CON INT WIS CHA
10 16 15 6 8 5
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +0 +3 +3 +2 +2 -2 -2 -1 -1 -3 -3

Vulnerabilities Bludgeoning
Immunities Poison; Exhaustion, Poisoned
Gear Backpack, Bedroll, Rations (10 days), Sack, Shortbow, Shortsword, Traveler’s Clothes, 2 Waterskins
Senses Darkvision 60 feet, Passive Perception 9
Languages Understands Common plus one other language but can’t speak
Challenge ¼ (XP 50; Proficiency Bonus +2)


ACTIONS

Shortsword. Melee Attack Roll: +5, reach 5 feet. Hit: 6 (1d6 + 3) Piercing damage plus 4 Necrotic damage.

Shortbow. Ranged Attack Roll: +5, range 80/320 feet. Hit: 6 (1d6 + 3) Piercing damage plus 4 Necrotic damage.


Summon Undead

The spirit resembles an Undead creature with a chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to the Necromancer and his allies. In combat, the creature shares the Necromancer’s Initiative count, but it takes its turn immediately after his. It obeys the Necromancer’s verbal commands (no action required by him). If he doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Medium Undead, Neutral


Armor Class 15
Hit Points 48 (Ghostly and Putrid only) or 38 (Skeletal only)
Speed 30 feet; Fly 40 feet (hover; Ghostly only)


STR DEX CON INT WIS CHA
12 16 15 4 10 9
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+1 +1 +3 +3 +2 +2 -3 -3 +0 +0 -1 -1

Immunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 feet, Passive Perception 10
Languages Understands the languages that the Necromancer knows
Challenge None (XP 0; Proficiency Bonus +3)


TRAITS

Festering Aura (Putrid Only). Constitution saving throw (15 DC), any creature (other than the Necromancer) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.

Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 5 (1d10) Force damage for every 5 feet traveled.


ACTIONS

Multiattack. The spirit makes two attacks.

Deathly Touch (Ghostly Only). Melee Attack Roll: +7, reach 5 feet. Hit: 15 (1d8 + 11) Necrotic damage, and the target has the Frightened condition until the end of its next turn.

Grave Bolt (Skeletal Only). Ranged Attack Roll: +7, range 150 feet. Hit: 16 (2d4 + 11) Necrotic damage.

Rotting Claw (Putrid Only). Melee Attack Roll: +7, reach 5 feet. Hit: 14 (1d6 + 11) Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.


Izan’thir the Exile

Izan’thir the Exile

“No matter how horrendous the crime or terrible the tragedy, once enough time has passed, the short-lived relegate it into forgotten legend. Lost remembrance that can be exploited over and over, centuries after centuries, until repeated ignorance destroys them.”

Izan’thir was born a peasant and rose in recognition through exemplary battlefield action. Elevated into the clandestine House Sele’nara, he serves as an operator for the royal court: an individual dispatched to resolve affairs and neutralize threats through saboteur. Such operations are disavowed by the Crown, therefore necessitating equal amounts of loyalty and discretion. In such secrecy he bears the identity of Izan Selara: a nomad unable to return home until the short lived have forget his nefarious deed.

Medium Humanoid (High Elf), Neutral


Armor Class 19 (Bracers of Defense, Genie’s Splendor), Initiative +2 (12)
Hit Points 103 (9d8 + 3d10 + 36)
Speed 30 feet


STR DEX CON INT WIS CHA
13 15 12 10 8 20
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+1 +1 +2 +2 +1 +1 +0 +0 -1 +3 +5 +9

Skills Deception +9, Insight +3, Intimidation +9, Persuasion +9, Stealth +6, Survival +3; Thieves’ Tools
Gear Backpack, Bedroll, Book (personal journal), Bracers of Defense, Caltrops, Chalk (10 pieces), Component Pouch, Fine Clothes, Gilded Flower (worth 300 GP), Holy Symbol, Ink (1-ounce bottle), Ink Pens (3 quills), Jewelry (worth 500 GP), Manacles, Mirror, Perfume (4-ounce vial), 5 Pouches, Rapier, Rations (10 days), Ring of Spell Storing, Sack, Scroll Case, Thieves’ Tools, Tinderbox, Traveler’s Clothes, 10 Vials, 2 Waterskins
Senses Darkvision 60 feet, Passive Perception 9, Passive Investigation 10, Passive Insight 13
Languages Common, Elvish, Orc
Challenge 7 (XP 2,900; Proficiency Bonus +4)


TRAITS

Channel Divinity (2/Long Rest). Izan’thir can channel divine energy directly from the Outer Planes, using it to fuel Channel Divinity effect options.

Elemental Smite. Immediately after Izan’thir casts the Divine Smite spell, he can expend one use of his Channel Divinity and invoke one of the following effects.

  • Dao’s Crush. Earth rises up around the target of Izan’thir’s Divine Smite. The target has the Grappled condition (escape DC 17). While Grappled, the target has the Restrained condition.
  • Djinni’s Escape. Izan’thir teleports to an unoccupied space he can see within 30 feet of himself and take on a semi-incorporeal form, which lasts until the end of his next turn. While in this form, Izan’thir has Resistance to Bludgeoning, Piercing, and Slashing damage, and he has Immunity to the Grappled, Prone, and Restrained conditions.
  • Efreeti’s Fury. The target of Izan’thir’s Divine Smite takes an extra 5 (2d4) Fire damage, and fire jumps from the target to another creature Izan’thir can see within 30 feet of himself. The second creature also takes 5 (2d4) Fire damage.
  • Marid’s Surge. The target of Izan’thir’s Divine Smite and each creature of your choice in a 10-foot Emanation originating from you make a Strength saving throw (DC 17). On a failed save, a creature is pushed 15 feet straight away from Izan’thir and has the Prone condition.

Fey Ancestry. Izan’thir has Advantage on saving throws he makes to avoid or end the Charmed condition.

Genie’s Splendor. When Izan’thir isn’t wearing any armor, his base Armor Class equals 17. He can use a Shield and still gain this benefit.

Lay On Hands (15 Hit Points/Long Rest). Izan’thir has a pool of healing power with a total of 15 Hit Points.

Luck Points (4/Long Rest). Izan’thir has 4 Luck Points that he can spend on the benefits below.

  • Advantage. When Izan’thir 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 Izan’thir, Izan’thir can spend 1 Luck Point to impose Disadvantage on that roll.

Steps of the Fey. Whenever Izan’thir casts the Misty Step spell, he can choose one of the following additional effects.

  • Refreshing Step. Immediately after Izan’thir teleports, he or one creature Izan’thir can see within 10 feet of himself gains 5 (1d10) Temporary Hit Points.
  • Taunting Step. Creatures within 5 feet of the space Izan’thir left must succeed on a Wisdom saving throw (DC 17) or have Disadvantage on attack rolls against creatures other than Izan’thir until the start of Izan’thir’s next turn.
  • Disappearing Step. Izan’thir has the Invisible condition until the start of his next turn or until immediately after he makes an attack roll, deal damage, or casts a spell.
  • Dreadful Step. Creatures within 5 feet of the space Izan’thir left or the space he appears in (his choice) must succeed on a Wisdom saving throw (DC 17) or take 11 (2d10) Psychic damage.

MAGIC ITEMS

Bracers of Defense. While wearing these bracers, Izan’thir gains a +2 bonus to Armor Class if he is wearing no armor and using no Shield.

Ring of Spell Storing. This ring stores spells cast into it, holding them until Izan’thir uses them. The ring can store up to 5 levels worth of spells at a time. Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, Izan’thir can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if Izan’thir cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.


ACTIONS

Thirsting Blade. Izan’thir gains the Extra Attack feature for his pact weapon. With that feature, he can attack twice with the weapon instead of once when he takes the Attack action on his turn.

Pact Weapon: Rapier. Melee Attack Roll: +9 to hit, reach 5 feet. Hit: 11 (1d8 + 7) Necrotic, Piercing, Psychic, or Radiant damage. If Izan’thir hits a creature with this weapon and deals damage to the creature, Izan’thir has Advantage on his next attack roll against that creature before the end of his next turn.

Eldritch Blast. Spell Attack Roll: +9 to hit, range 120 feet. Hit: 10 (1d10 + 5) Force damage. The spell creates three beams. Izan’thir can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. When Izan’thir hits a Large or smaller creature, each beam can push the creature up to 10 feet straight away from Izan’thir.

Magical Cunning (1/Long Rest). Izan’thir can perform an esoteric rite for 1 minute, regaining up to 1 expended Pact Magic spell slots.

One with Shadows. While in an area of Dim Light or Darkness, Izan’thir can cast the Invisibility spell on himself without expending a spell slot.

Innate Magic. Izan’thir is a 12th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks). Izan’thir can also cast the spells using any spell slots he has.
At Will: Alter Self, Prestidigitation
1/Long Rest Each: Contact Other Plane, Detect Magic, Divine Smite ᴮᴬ, Hex
7/Long Rest: Misty Step ᴮᴬ

Pact Magic. Izan’thir is a 12th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks). He can use his pact weapon as a Spellcasting Focus.
Cantrips (at will): Eldritch Blast, Mind Sliver, Minor Illusion
5th level (2/Short Rest): Armor of Agathys ᴮᴬ, Banishment, Blink, Calm Emotions, Counterspell, Dispel Magic, Dominate Beast, Dominate Person, Faerie Fire, Fly, Greater Invisibility, Hunger of Hadar, Major Image, Phantasmal Force, Plant Growth, Seeming, Sleep, Summon Fey, Synaptic Static, Tasha’s Hideous Laughter

Spellcasting. Izan’thir is a 12th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks). He can use a Holy Symbol as a Spellcasting Focus.
1st level (2/Long Rest): Bless, Chromatic Orb, Compelled Duel ᴮᴬ, Elementalism, Protection from Evil and Good, Shield of Faith, Thunderous Smite ᴮᴬ


BONUS ACTIONS

Divine Sense. For the next 10 minutes or until Izan’thir has the Incapacitated condition, he knows the location of any Celestials, Fiends, and Undead within 60 feet, and he knows its creature type. In the same radius, Izan’thir also detect the presence of any place/object that has been consecrated or desecrated, as with the Hallow spell.

Heal. Izan’thir touches a creature (which could be himself) and restores a number Hit Points to that creature, up to the maximum amount remaining in the Lay On Hands pool.

Pact of the Blade. Izan’thir conjures a pact weapon in his hand. The pact weapon disappears if Izan’thir 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.

Purify Poison. Izan’thir expends 5 Hit Points from the Lay On Hands pool to remove the Poisoned condition from the creature; those points don’t also restore HP to the creature.


REACTIONS

Misty Escape. Trigger: Izan’thir takes damage. Response: Izan’thir can cast the Misty Step spell.


Misty Waltz

Source: Homebrew inspired by the Misty Step spell, the Boon of Dimensional Travel feat, and the Misty Escape class feature.

Level 8 Conjuration (Sorcerer, Warlock, Wizard)

Casting Time: Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

The apex of Misty Step magecraft. For the duration, you are surrounded by silvery mist. Until the spell ends: immediately after you take the Magic action, you can teleport up to 30 feet to an unoccupied space you can see; as a Bonus Action, you can teleport up to 30 feet to an unoccupied space you can see; and you can teleport up to 30 feet to an unoccupied space you can see as a Reaction in response to taking damage.


Shinare the Omenblade

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), Lawful Evil


Armor Class 20 (Adamantine Plate, Cloak of Protection, Ring of Protection), Initiative +6 (16)
Hit Points 167 (17d8 + 1d10 + 72)
Speed 30 feet


STR DEX CON INT WIS CHA
15 10 14 8 13 26
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+2 +10 +0 +2 +2 +10 -1 +1 +1 +9 +8 +10

Skills Athletics +8, Intimidation +14, Perception +13, Stealth +6, Survival +7; Cartographer’s Tools
Gear Adamantine Greatsword, Adamantine Plate, Backpack, Bedroll, Book (personal journal), Cartographer’s Tools, Cloak of Protection, Component Pouch, Chalk (10 pieces), Crowbar, Gilded Ladle (worth 500 GP), Grappling Hook, Mirror, Potion of Climbing, Potion of Comprehension, Potion of Giant Strength, 3 Potions of Greater Healing, Potion of Growth, Potion of Water Breathing, 3 Pouches, 3 Pouches with Ruby Dust (worth 1500 GP each), Rations (10 days), Ring of Protection, Rope (50 feet), Sack, Spyglass, Tinderbox, Tome of Leadership and Influence (3 volumes), Traveler’s Clothes (2 sets), 8 Vials, 2 Waterskins
Senses Blindsight 10 feet, Truesight 30 feet, Passive Perception 23, Passive Investigation 9, Passive Insight 11
Languages Common, Draconic, Giant
Challenge 16 (XP 15,000; Proficiency Bonus +6)


TRAITS

Curse Magic. When a creature that Shinare cursed with the Hex spell hits him with an attack roll, the creature takes 6 Psychic damage. A creature takes this damage only once per turn.

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.

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.


MAGIC ITEMS

Adamantine Greatsword. Whenever this weapon hits an object, the hit is a Critical Hit.

Adamantine Plate. While wearing this armor, any Critical Hit against Shinare becomes a normal hit.

Cloak of Protection. Shinare gains a +1 bonus to Armor Class and saving throws while he wears this cloak.

Potion of Climbing. When he drinks this potion, Shinare gains a Climb Speed equal to his Speed for 1 hour. During this time, he has Advantage on Strength (Athletics) checks to climb. When Shinare casts the Tasha’s Bubbling Cauldron spell again, the potion disappears if not consumed.

Potion of Comprehension. When he drinks this potion, Shinare gains the effect of the Comprehend Languages spell for 1 hour. When Shinare casts the Tasha’s Bubbling Cauldron spell again, the potion disappears if not consumed.

Potion of Giant Strength. When Shinare drinks this potion, his Strength score changes to 21 for 1 hour. The potion has no effect on Shinare if his Strength is equal to or greater than 21. When Shinare casts the Tasha’s Bubbling Cauldron spell again, the potion disappears if not consumed.

Potion of Greater Healing (3). Shinare can drink this potion or administer it to another creature within 5 feet of himself. The creature that drinks this potion regains 14 (4d4 + 4) Hit Points. When Shinare casts the Tasha’s Bubbling Cauldron spell again, the potion disappears if not consumed.

Potion of Growth. When he drinks this potion, Shinare gains the “enlarge” effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required). When Shinare casts the Tasha’s Bubbling Cauldron spell again, the potion disappears if not consumed.

Potion of Water Breathing. Shinare can breathe underwater for 24 hours after drinking this potion.

Ring of Protection. Shinare gains a +1 bonus to Armor Class and saving throws while wearing this ring.

Tome of Leadership and Influence (3). Shinare’s Charisma has increased by 6.


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.

Hex (1/Long Rest). Shinare can cast the Hex 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, Mind Sliver
5th level (4/Short Rest): Animate Objects, Arcane Vigor ᴮᴬ, Armor of Agathys ᴮᴬ, Banishment, Bestow Curse, Conjure Barrage, Contact Other Plane, Counterspell ᴿ, Dimension Door, Dispel Magic, Fly, Freedom of Movement, Hex ᴮᴬ, Hunger of Hadar, Invisibility, Major Image, Shield ᴿ, Staggering Smite ᴮᴬ, Steel Wind Strike, Suggestion, Synaptic Static, Tongues, 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. In addition, Shinare gains the benefits below:

  • Hungering Hex. When the target cursed by his Hexblade’s Curse drops to 0 Hit Points, Shinare regains 12 (1d8 + 8) Hit Points.
  • Accursed Shield. 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.
  • Hindering 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.
  • Inescapable Hex. 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.
  • Accursed Critical. 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.
  • Explosive Hex. 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 uses 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 Steel Wind Strike spell.

Level 9 Conjuration (Warlock, Wizard)

Casting Time: Action
Range: 30 feet
Components: S, M (a Melee weapon worth 1+ PP)
Duration: Instantaneous

The original, undiluted arcana which the Steel Wind Strike spell was derived. You flourish the weapon used in the casting and then vanish to strike the target in five simultaneous directions with a single stroke. Make five melee spell attacks against one creature you can see within range. On each hit, the target takes 3d10 Force damage.

You can then choose to teleport to an unoccupied space within 30 feet of the target.