Despite the best efforts of those who have encountered him, Quilo’s true origin remains an unsolved mystery. Nonetheless, that he is a master of ice sorcery is unquestioned. Even creatures innately resilient to extreme temperatures cannot resist the absolute zero might of Quilo’s magic.
Medium Humanoid (Goliath), Neutral
Armor Class 17; Initiative +3 (13) Hit Points 58 (8d6 + 24) Speed 35 feet
Draconic Resilience. Quilo’s Hit Point maximum increases by 8.
Elemental Affinity. Quilo is resistant to Cold damage and when he casts spells that deal Cold damage, he adds 4 to one damage roll.
Energy Mastery. Spells Quilo casts ignore Resistance to Cold damage. In addition, when he rolls damage for a spell he casts that deals Cold damage, he can treat any 1 on a damage die as a 2.
Frost’s Chill (3/Long Rest). When Quilo hits a target with an attack roll and deals damage to it, he can also deal 3 (1d6) Cold damage to it and reduce its Speed by 10 feet until the start of Quilo’s next turn.
Metamagic (8 Sorcery Points/Long Rest). Quilo can tap into a wellspring of magic represented by Sorcery Points, which allows him to create a variety of magical effects. He uses a chosen option to temporarily modify spells he casts. To use an option, Quilo must spend the number of Sorcery Points that it costs. He can use only one Metamagic option on a spell when he casts it unless otherwise noted in one of those options.
Empowered Spell. When Quilo rolls damage for a spell, he can spend 1 Sorcery Point to reroll up to 4 damage dice, and he must use the new rolls.
Heightened Spell. When Quilo casts a spell that forces a creature to make a saving throw, he can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.
Powerful Build. Quilo has Advantage on any ability check he makes to end the Grappled condition. He also count as one size larger when determining his carrying capacity.
Sorcerous Restoration (1/Long Rest). When he finishes a Short Rest, Quilo can regain 3 expended Sorcery Points.
MAGIC ITEMS
Cryocentrism. If Quilo places a Tiny object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of this Staff of Adornment while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in his possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, Quilo can make one or more of the objects slowly spin or turn in place.
Winter’s Embrace. If Quilo takes Cold damage while wearing this Ring of Warmth, the ring reduces the damage he takes by 9 (2d8). In addition, while wearing this ring, he and everything he wears and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.
ACTIONS
Cryocentrism.Melee Attack Roll: +3 to hit, reach 5 feet. Hit: 3 (1d6) Bludgeoning damage, or 4 (1d8) Bludgeoning damage when used with two hands to make a melee attack.
Ray of Frost.Spell Attack Roll: +7 to hit, range 60 feet. Hit: 13 (2d8 + 4) Cold damage. On a hit, the target’s Speed is reduced by 10 feet until the start of Quilo next turn.
Spellcasting. Quilo is a 8th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Quilo can use an Arcane Focus as a Spellcasting Focus for his Sorcerer spells.
Cantrips (at will): Mage Hand, Minor Illusion, Prestidigitation, Ray of Frost, Sorcerous Burst
1st level (4/Long Rest): Chromatic Orb, Command, Feather Fallᴿ, Ice Knife, Shieldᴿ
2nd level (3/Long Rest): Alter Self, Dragon’s Breath, Mirror Image, Misty Stepᴮᴬ, Suggestion
3rd level (3/Long Rest): Counterspellᴿ, Fear, Fly, Protection from Energy, Sleet Storm
4th level (2/Long Rest): Arcane Eye, Charm Monster, Greater Invisibility, Ice Storm, Polymorph
BONUS ACTIONS
Font of Magic. Quilo can transform unexpended Sorcerous Points into one spell slot, creating a spell slot no higher than level 4. Any spell slot he creates with this feature vanishes when he finishes a Long Rest.
2 Sorcerous Points create a 1st level spell slot.
3 Sorcerous Points create a 2nd level spell slot.
5 Sorcerous Points create a 3rd level spell slot.
6 Sorcerous Points create a 4th level spell slot.
Innate Sorcery (2/Long Rest). For 1 minute Quilo gains the following benefits:
The spell save DC of his Sorcerer spells increases by 1.
He has Advantage on the attack rolls of Sorcerer spells he casts.
Large Form (1/Long Rest). Quilo changes his size to Large for 10 minutes or until he ends it (no action required).
“I was denied my birthright, but I will not be denied your life.”
Ryu’jinn Feixue conceals the knowledge that he descends from an extinct vampire bloodline. Under commandment of the Jade Emperor, the Third and Fifth Imperial Legions brought ruin and destruction to the thrice accursed Ryu’jinn lineage and their Ebon Mountain strongholds. As an illegitimate dhampir, Feixue’s birth was omitted from the clan register and this exclusion kept his heritage secret from the inquisition.
Medium Humanoid (Dhampir), Neutral
Armor Class 18; Initiative +1 (11) Hit Points 68 (8d10 + 16) plus 9 (2d4 + 4; False Life) Temporary HP Speed 35 feet, Climb 35 feet
Combat Superiority (5/Long Rest). Feixue learns maneuvers that are fueled by special dice called Superiority Dice. Many maneuvers enhance an attack in some way. He can use only one maneuver per attack.
Ambush. When Feixue makes a Dexterity (Stealth) check or an Initiative roll, he can expend one Superiority Die and add 4 (1d8) to the roll.
Menacing Attack. When Feixue hits a creature with an attack roll, he can expend one Superiority Die and add 4 (1d8) to the attack’s damage roll. The target must succeed on a Wisdom saving throw (DC 16), or have the Frightened condition until the end of Feixue’s next turn.
Precision Attack. When Feixue misses with an attack roll, he can expend one Superiority Die and add 4 (1d8) die to the attack roll.
Decanting. When Feixue finishes a Long Rest, he can create one Potion of Healing or an Antitoxin, as long as he has an empty vial or flask. These liquids evaporate when he finishes another Long Rest.
Spider Climb. Feixue can move up, down, and across vertical surfaces and along ceilings while leaving his hands free.
Tactical Mind. When Feixue fails an ability check, he can expend a use of Second Wind, and instead of regaining Hit Point, Feixue adds 5 (1d10) to the ability check. If the check still fails, this use of Second Wind isn’t expended.
Vampiric Bite (3/Long Rest). When Feixue deals Vampiric Bite damage to a creature that isn’t a Construct or an Undead, he can empower himself in one of the following ways:
Drain. Feixue regains Hit Points equal to the Piercing damage dealt.
Strengthen. Feixue gains a bonus to the next ability check or attack roll he makes within the next minute; the bonus is equal to the Piercing damage dealt.
MAGIC ITEMS
Assassin’s Veil. While wearing this Hat of Disguise, Feixue can cast the Disguise Self spell. The spell ends if the hat is removed.
Blood Lineage. While this Greatsword is on Feixue’s person, he understands the nonwritten communication of all Vampires, and they understand his. As a Magic action, he can use the weapon to cast the Message cantrip; once this property is used, it can’t be used again until the next sunset.
Potion of Healing. Feixue can drink this potion or administer it to another creature within 5 feet of himself. The creature that drinks this potion regains 7 (2d4 + 2) Hit Points. These liquids evaporate when he finishes a Long Rest if not consumed.
ACTIONS
Action Surge (1/Short Rest). On his turn Feixue can take one additional action, except the Magic action.
Extra Attack. Feixue can attack twice instead of once whenever he takes the Attack action on his turn.
Blood Lineage.Melee Attack Roll: +8 to hit, reach 5 feet. Hit: 15 (2d6 + 8) Slashing damage. If Feixue’s attack roll misses a creature with this weapon, he deals 5 Slashing damage.
Dart.Ranged Attack Roll: +8 to hit, range 20/60 feet. Hit: 7 (1d4 + 5) Piercing damage. If he hits a creature with this weapon and deals damage to the creature, Feixue has Advantage on his next attack roll against that creature before the end of Feixue’s next turn.
Fey Magic (1/Long Rest). Feixue casts the Hex spell without expending a spell slot.
Fey Magic (1/Long Rest). Feixue casts the Misty Step spell without expending a spell slot.
Know Your Enemy (1/Long Rest). Feixue can discern certain strengths and weaknesses of a creature he can see within 30 feet of himself; Feixue knows whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, he knows what they are. He can also restore a use of the feature by expending one Superiority Die (no action required).
Second Wind (3/Long Rest). Feixue regains 13 (1d10 + 8) Hit Points and can also move up to half his Speed without provoking Opportunity Attacks.
Timely Retreat (3/Long Rest). Feixue can take the Dash action or the Disengage action.
REACTION
Parry.Trigger: When another creature damages Feixue with a melee attack roll. Response: Feixue expends one Superiority die to reduce the damage by 9 (1d8 + 5).
Riposte.Trigger: When a creature misses Feixue with a melee attack roll. Response: Feixue expends one Superiority die to make a melee attack roll with a weapon against that creature. If he hits, add 4 (1d8) to the attack’s damage.
“You can have influence and lose money, but you will never lose influence when you have money.”
Sold to mercenaries as a child soldier, Boreäs Blakthörn would survive impossible odds to become a renown veteran. His campaigns are tales of legends: he fought in the throne room of the Naga King during the Fall of the Serpent Kingdoms, he stood alongside the Silver Crusade against the lycanthropes of the Lunar Requiem, and his axe delivered the final strike that ended the Desolation of the Greatwyrm Sunscar. Yet for all his might, it was not until Blakthörn was presumed lost at sea in the Forbidden Expanse that he gained freedom.
Precise Hunter. Blakthörn has Advantage on attack rolls against the creature currently marked by his Hunter’s Mark.
Primal Companion. Whenever Blakthörn finishes a Long Rest, he can summon a primal beast, which appears in an unoccupied space within 5 feet of him. Blakthörn chooses its stat block: Beast of the Land, Beast of the Sea or Beast of the Sky. If Blakthörn already has a beast from this feature, the old one vanishes when the new one appears.
Resourceful. Blakthörn gains Heroic Inspiration whenever he finishes a Long Rest.
Tireless. Whenever Blakthörn finishes a Short Rest, his Exhaustion level, if any, decreases by 1.
Tough. Blakthörn’s Hit Point maximum increases by 36.
MAGIC ITEMS
Arcane Battery. While holding the battery, Blakthörn can take a Magic action to touch the battery to one magic item. If that magic item normally regains expended charges daily, it immediately regains 1d4 + 1 expended charges, and the battery loses its magic.
Journey Home. This Helm of Teleportation has 3 charges. While wearing it, Blakthörn can expend 1 charge to cast the Teleport spell from it. The helm regains 1d3 expended charges daily at dawn.
Loyalty. This Returning Handaxe grants a +3 bonus to attack and damage rolls made with it, and it returns to Blakthörn’s hand immediately after he uses it to make a ranged attack roll.
Meteoric Iron Armour. Blakthörn has a +1 bonus to Armor Class while wearing this Plate Armor.
Meteoric Iron Shield. While holding this Shield, Blakthörn has a +2 bonus to Armor Class, in addition to the Shield’s normal bonus to Armor Class.
Owl’s Sight. While wearing these Goggles of Night, Blakthörn has Darkvision out to 60 feet. If he already has Darkvision, wearing the goggles increases its range by 60 feet.
Skyward Bound. These Winged Boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, Blakthörn can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If Blakthörn is flying when the duration expires, he descends at a rate of 30 feet per round until he lands.
ACTIONS
Extra Attack. Blakthörn can attack twice instead of once whenever he takes the Attack action on his turn. Blakthörn can sacrifice one of his attacks when he takes the Attack action to command the beast to take the Beast’s Strike action.
Loyalty.Melee or Ranged Attack Roll: +14 to hit, reach 5 feet or range 20/60 feet. Hit: 13 (1d6 + 10) Slashing damage or 15 (1d6 + 12) Slashing damage when thrown. The weapon returns to Blakthörn’s hand immediately after he uses it to make a ranged attack roll. If he hits a creature with this weapon and deals damage to the creature, Blakthörn has Advantage on his next attack roll against that creature before the end of Blakthörn’s next turn.
Favored Enemy (6/Long Rest). Blakthörn can cast the Hunter’s Mark spell without expending a spell slot.
Primal Companion. If Blakthörn’s Primal Companion beast has died within the last hour, Blakthörn can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.
Spellcasting. Blakthörn is an 18th level spellcaster. He casts spells using Wisdom as the spellcasting ability (spell save DC 19, +11 to hit with spell attacks). He can use a Druidic Focus as a Spellcasting Focus for his Ranger spells.
1st level (4/Long Rest): Cure Wounds, Detect Magic, Hunter’s Mark, Longstrider
2nd level (3/Long Rest): Aid, Darkvision, Enhance Ability, Lesser Restoration, Silence
3rd level (3/Long Rest): Dispel Magic, Meld into Stone, Protection from Energy, Revivify
4th level (3/Long Rest): Freedom of Movement
5th level (1/Long Rest): Steel Wind Strike
Tireless (5/Long Rest). As a Magic Action, Blakthörn can give himself 9 (1d8 + 5) Temporary Hit Points.
BONUS ACTIONS
Beast’s Strike. Blakthörn commands his Primal Companion beast to take the Beast’s Strike action.
Nature’s Veil (5/Long Rest). Blakthörn gives himself the Invisible condition until the end of his next turn.
Second Wind (2/Long Rest). Shen regains 6 (1d10 + 1) Hit Points.
Primal Companion
“SCREEEE!”
Blakthörn’s bloodthirsty Primal Companion is Malevolence: an amalgamation of creatures Blakthörn reguarded his greatest challenges. It combines the deadliest traits of these beasts into his vision of an apex predator. For this reason, Malevolence retains a similar appearance in its incarnations of Land, Sea, and Sky. Malevolence has a violent and untamed temperament that solely obeys Blakthörn because it instinctively acknowledges him as its alpha.
Medium Beast (Beast of the Land, Beast of the Sea) or Small Beast (Beast of the Sky), Neutral
Armor Class 17; Initiative +2 (12) Hit Points 90 (Beast of the Land, Beast of the Sea) or 72 (Beast of the Sky) Speed 40 feet, Climb 40 feet (Beast of the Land) or 5 feet, Swim 60 feet (Beast of the Sea) or 10 feet, Fly 60 feet (Beast of the Sky)
STR
DEX
CON
INT
WIS
CHA
14
14
15
8
14
11
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
+8
+8
+8
+8
+8
+8
+5
+5
+8
+8
+6
+6
(Beast of the Sky)
STR
DEX
CON
INT
WIS
CHA
6
16
13
8
14
11
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
+4
+4
+9
+9
+7
+7
+5
+5
+8
+8
+6
+6
Senses Darkvision 60 feet (Beast of the Land, Beast of the Sky) or Darkvision 90 feet (Beast of the Sea), Passive Perception 12 Languages Understands the languages that Blakthörn knows Challenge None (XP 0; Proficiency Bonus +6)
TRAITS
Amphibious (Beast of the Sea). The beast can breathe air and water
Bestial Fury. The first time each turn it hits a creature under the effect of Blakthörn’s Hunter’s Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.
Flyby (Beast of the Sky). The beast doesn’t provoke Opportunity Attacks when it flies out of an enemy’s reach.
Primal Companion. In Combat, the beast acts during Blakthörn’s turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless Blakthörn takes a Bonus Action to command it to take an action in its stat block or some other action. Blakthörn can also sacrifice one of his attacks when he takes the Attack action to command the beast to take the Beast’s Strike action. If Blakthörn has the Incapacitated condition, the beast acts on its own and isn’t limited to the dodge action.
Share Spells. When Blakthörn casts a spell targeting himself, he can also affect his Primal Companion beast with the spell if the beast is within 30 feet of him.
ACTIONS
Bestial Fury. When Blakthörn commands his Primal Companion beast to take the Beast’s Strike action, the beast can use it twice.
Beast’s Strike (Beast of the Land).Melee Attack Roll: +11, reach 5 feet. Hit: 11 (1d8 + 7) Force or Slashing damage. If the beast moved at least 20 feet straight toward the target before the hit, the target takes an extra 3 (1d6) damage of the same type, and the target has the Prone condition if it is a Large or smaller creature.
Beast’s Strike (Beast of the Sea).Melee Attack Roll: +11, reach 5 feet. Hit: 10 (1d6 + 7) Force or Piercing damage, and the target has the Grappled condition (escape DC 19).
Beast’s Strike (Beast of the Sky).Melee Attack Roll: +11, reach 5 feet. Hit: 10 (1d4 + 8) Force or Slashing damage.
BONUS ACTIONS
Exceptional Training. When Blakthörn commands his Primal Companion beast to take an action, he can also command it to take the Dash, Disengage, Dodge, or Help action.
“Many contemporaries would deem the club an inelegant weapon best fit for crude paleolithic savages. Such unimaginative combatants are those I find most delightful to enlighten.”
The sons of the Hezar bloodline served as guardsmen to an elf archmage who dwelt among humanity for half a 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 arcana. The delighted archmage departed the realm to further unravel this newfound mystery, declaring the Hezar Vow as repaid and implored Savalan to develop his incredible abilities.
Medium Humanoid (Human), Chaotic Good
Armor Class 18; Initiative +2 (12) Hit Points 136 (12d10 + 36 + 24) Speed 30 feet
STR
DEX
CON
INT
WIS
CHA
10
14
17
20
12
8
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
+0
+4
+2
+2
+3
+7
+5
+5
+1
+1
-1
-1
Skills Athletics +4, Investigation +9, Perception +5, Stealth +6, Survival +5; Cartographer’s Tools Gear Worn Breastplate, Clothes of Mending, Component Pouch, Corrective Lenses, Ironwood Katana, Pouch with 21 Pearls worth 100 GP each, Pouch with 69 GP coins, Retribution, Spyglass; Weight Worn 38 pounds Gear Carried Backpack, Bedroll, Cartographer’s Tools, Grappling Hook, Ink, Ink Pen, Iron Pot, Map Case with 5 Parchment Maps, Potion of Comprehension, Rations (5 days), Rope, Scroll Case with 5 Parchment Scrolls, Tinderbox, 2 Waterskins; Weight Carried 60 pounds Senses Darkvision 60 feet, Passive Perception 15, Passive Investigation 19, Passive Insight 11 Languages Common, Elvish, Orc Challenge 10 (XP 5,900; Proficiency Bonus +4)
TRAITS
Enhanced Critical. When Savalan scores a Critical Hit that deals Bludgeoning damage to a creature, attack rolls against that creature have Advantage until the start of his next turn.
Indomitable (1/Long Rest). If he fails a saving throw, Savalan can reroll it with a +12 bonus. He must use the new roll.
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 (8/Long Rest). Savalan has d10 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 10 (1d10 + 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 17). On a failed save, Savalan can give the target the Prone condition or transport it up to 10 feet horizontally.
Push. Once per turn, when Savalan hits a creature with an attack that deals Bludgeoning damage, he can move it 5 feet to an unoccupied space if the target is no more than one size larger than Savalan.
Resourceful. Savalan gains Heroic Inspiration whenever he finishes a Long Rest.
Tactical Master. When Savalan attacks with a weapon whose mastery property he can use, he can replace that property with the Push, Sap, or Slow property for that attack.
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.
Tough. Savalan’s Hit Point maximum increases by 24.
MAGIC ITEMS
Clothes of Mending. This elegant outfit magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.
Corrective Lenses. While wearing these Goggles of Night, Savalan has Darkvision out to 60 feet. If he already has Darkvision, wearing the goggles increases his range by 60 feet.
Ironwood Katana. This Adamantine Club grants a +2 bonus to attack and damage rolls made with it. Whenever this weapon hits an object, the hit is a Critical Hit.
Potion of Comprehension. When Savalan drinks this potion, he gains the effect of the Comprehend Languages spell for 1 hour.
Retribution. Savalan gains a +1 bonus to Armor Class while wielding this Repulsion Shield. The shield has 4 charges. While holding it, when a Large or smaller creature within 5 feet of Savalan hits him with a melee attack roll, he can take a Reaction to expend 1 of the shield’s charges and push the attacker up to 15 feet straight away. The shield regains 1d4 expended charges daily at dawn.
ACTIONS
Extra Attack. Savalan can attack thrice instead of once whenever he takes the Attack action on his turn.
Ironwood Katana.Melee Attack Roll: +6, reach 5 feet. Hit: 4 (1d4 + 2) Bludgeoning damage. Whenever this weapon hits an object, the hit is a Critical Hit. 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: +11, reach 5 feet. Hit: 15 (1d12 + 9) Bludgeoning damage. Whenever this weapon hits an object, the hit is a Critical Hit. 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 12th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks).
Cantrips (at will): Shillelaghᴮᴬ, Thorn Whip
1st level (1/Long Rest): Healing Wordᴮᴬ
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 (4/Long Rest). Savalan regains 17 Hit Points (1d10 + 12) 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 17) 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 10 (1d10 + 5).
Retribution (4/Day).Trigger: When a Large or smaller creature within 5 feet of Savalan hits him with a melee attack roll. Response: Savalan can expend 1 charge and push the attacker up to 15 feet straight away.
“Surrender peacefully and I vow you will remain dead.”
Professor Nikolaos Vesper the Third ranks among the foremost archaeologist on the lost knowledge of fallen civilizations. Though his methods are macabre, his academic accomplishments are not lightly questioned. Vesper’s unorthodox expeditions provide an effective means to retrieve ancient treasures that would otherwise be outside the reach of academia. He is therefore granted substantial funding and unprecedented leeway by his colleagues to acquire them, so long as the ventures do not attract attention.
Medium Humanoid (Human), Neutral Evil
Armor Class 18; Initiative +2 (12) Hit Points 76 (8d6 + 1d8 + 18 + 18) plus 9 (2d4 + 4; False Life) Temporary HP Speed 30 feet
Arcane Recovery (1/Short Rest). Vesper can recover expended spell slots. The spell slots can have a combined level equal to no more than 4, and none of the slots can be level 6 or higher.
Concentration. Vesper has Advantage on Constitution saving throws that he makes to maintain Concentration.
Grave Resilience. While holding his spellbook, when Vesper uses Arcane Recovery, his Exhaustion level, if any, decreases by 1.
Memorize Spell (1/Short Rest). Vesper 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 Vesper’s Wizard spells and Wizard features ignores Resistance to Necrotic damage.
Resourceful. Vesper gains Heroic Inspiration whenever he finishes a Long Rest.
Ritual Adept. Vesper 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. Vesper 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 Vesper, he can communicate with it telepathically.
Tough. Vesper’s Hit Point maximum increases by 18.
Undead Thralls. Whenever Vesper 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 5 for the duration of the spell.
Withering Strike. Whenever the Undead hits a creature with an attack roll, the Undead deals an extra 5 Necrotic damage.
MAGIC ITEMS
Failed Philosopher’s Stone. This 1-inch-diameter Ruby of the War Mage allows Vesper to use a Simple or Martial weapon as a Spellcasting Focus for his spells. For this property to work, he must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless Vesper detaches it as a Magic action, the weapon is destroyed, or his Attunement to the ruby ends.
Recompense. This Returning Handaxe grants a +1 bonus to attack and damage rolls made with it, and it returns to Vesper’s hand immediately after he uses it to make a ranged attack roll.
ACTIONS
Recompense.Melee or Ranged Attack Roll: +4 to hit, reach 5 feet or range 20/60 feet. Hit: 3 (1d6) Slashing damage. The weapon returns to Vesper’s hand immediately after he uses it to make a ranged attack roll. He can use the weapon as a Spellcasting Focus for his spells.
True Strike with Recompense.Melee or Ranged Attack Roll: +9 to hit, reach 5 feet or range 20/60 feet. Hit: 8 (1d6 + 5) Slashing or Radiant damage plus 3 (1d6) Radiant damage. The weapon returns to Vesper’s hand immediately after he uses it to make a ranged attack roll. He can use the weapon as a Spellcasting Focus for his spells.
Magic Initiate (1/Long Rest). Vesper can cast the False Life spell without expending a spell slot.
Spellcasting. Vesper is a 9th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks). Vesper has the following spells prepared:
Cantrips (at will): Acid Splash, Guidance, Mage Hand, Mending, Mind Sliver, Minor Illusion, Prestidigitation, Spare the Dying, True Strike
1st level (4/Long Rest): Cure Wounds, False Life, Feather Fallᴿ, Find Familiar, Sanctuaryᴮᴬ, Shieldᴿ
2nd level (3/Long Rest): Darkvision, Mirror Image, Misty Stepᴮᴬ, Suggestion
3rd level (3/Long Rest): Animate Dead, Fireball, Fly, Speak with Dead, Summon Undead
4th level (3/Long Rest): Arcane Eye, Banishment, Polymorph, Stone Shape
5th level (1/Long Rest): –
Tinker’s Magic (5/Long Rest). As a Magic action while holding Tinker’s Tools, Vesper can create one item in an unoccupied space within 5 feet of himself, from the provided list: Ball Bearings, Basket, Bedroll, Bell, Blanket, Block and Tackle, Bucket, Caltrops, Candle, Crowbar, Flask, Glass Bottle, Grappling Hook, Hunting Trap, Iron Spikes, Jug, Lamp, Manacles, Net, Oil, Paper, Parchment, Pole, Pouch, Rope, Sack, Shovel, String, Tinderbox, Torch, Vial. The item lasts until you finish a Long Rest, at which point it vanishes.
Undead Thralls (1/Long Rest). Vesper can cast the Animate Dead spell without expending a spell slot.
BONUS ACTIONS
Animate Dead. Vesper 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 Vesper controls multiple creatures, he can command any of them at the same time, issuing the same command to each one). Vesper 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 Vesper 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. Vesper can see through his familiar’s eyes and hear what it hears until the start of Vesper’s next turn, gaining the benefits of any special senses it has.
REACTIONS
Reactive Spell.Trigger: When a creature provokes an Opportunity Attack from Vesper by leaving his reach. Response: Vesper 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.
Skeleton Familiar
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 13 (2d8 + 4) 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 (Handaxe, Light Hammer, Oil (3 flasks), Rations (5 days), Rope, Shovel, Tinderbox), Healer’s Kit, Hooded Lantern, Pouch, Traveler’s Clothes, 2 Waterskins; Weight Carried 49 pounds 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)
TRAITS
Telepathic Connection. While the familiar is within 100 feet of Vesper, he can communicate with it telepathically.
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: Vesper 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 Thrall (3rd Level)
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 22 (2d8 + 13) 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 Shortbow, Shortsword; Weight Carried 4 pounds 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)
Shortbow.Ranged Attack Roll: +5, range 80/320 feet. Hit: 6 (1d6 + 3) Piercing damage plus 5 Necrotic damage.
Undead Thrall (5th Level)
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 Vesper and his allies. In combat, the creature shares Vesper’s Initiative count, but it takes its turn immediately after his. It obeys Vesper’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 17 Hit Points 70 (Ghostly and Putrid only) or 60 (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 Vesper knows Challenge None (XP 0; Proficiency Bonus +4)
TRAITS
Festering Aura (Putrid Only). Constitution saving throw (17 DC), any creature (other than Vesper) 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 three attacks.
Deathly Touch (Ghostly Only).Melee Attack Roll: +9, reach 5 feet. Hit: 18 (1d8 + 14) Necrotic damage, and the target has the Frightened condition until the end of its next turn.
Rotting Claw (Putrid Only).Melee Attack Roll: +9, reach 5 feet. Hit: 17 (1d6 + 14) Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.
Spellcasting, Ritual Adept, Arcane Recovery; Mage Hand, Mind Sliver, Prestidigitation, Magic Missile, Protection from Evil and Good, Ray of Sickness, Silent Image, Shield, Sleep
3
3
Wizard
Scholar (Perception); Detect Magic, Feather Fall
4/2
4
Wizard
Necromancy Savant, Necromancy Spellbook; Death Armor, Mirror Image, Misty Step, Ray of Enfeeblement
“I could provide guaranteed safe passage through the Porcelain Forest. Of course such perilous wayfinding would not be done out of mere generosity.”
Shen Zaisetsu was an orphan raised by itinerant mercenaries. Throughout his youth the regiment fought across mountainous territories where Shen 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 Shen realized the magnitude of his mistake, he adheres to his end of the bargain so long as the sword maintains its role in kind.
Medium Humanoid (Human), Lawful Evil
Armor Class 20; Initiative +6 (16) Hit Points 167 (17d8 + 1d10 + 36 + 36) Speed 30 feet
STR
DEX
CON
INT
WIS
CHA
15
10
14
8
13
22
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
MOD
SAV
+2
+10
+0
+2
+2
+10
-1
+1
+1
+9
+6
+8
Skills Athletics +8, Intimidation +12, Perceptionᴱ +13, Stealth +6, Survival +7; Cartographer’s Tools Gear Worn Bandolier with 6 Potions of Greater Healing, Ōdachi of the Heavenly Demon, Pouch with Ruby Dust worth 3000 GP, Pouch with 272 GP coins, Saya of the Heavenly Demon, Sect Grandmaster’s Raiment, Shadowfrost Birthright, Sword Saint’s Haori, Traveler’s Clothes, Waterstrider Technique; Weight Worn 130 pounds Gear Carried Backpack, Bedroll, Cartographer’s Tools, Gilded Ladle worth 500 GP, Ink, Ink Pen, Locking Spellbook, Map Case with 5 Parchment Maps, Mirror worth 1000 GP, Perfume, Rations (5 days), Scroll Case with 2 Scrolls of Prestidigitation, Ten Thousand Precepts, Traveler’s Clothes, 2 Waterskins; Weight Carried 57 pounds Senses Blindsight 10 feet, Truesight 30 feet, Passive Perception 23, Passive Investigation 9, Passive Insight 11 Languages Common, Draconic, Giant Challenge 15 (XP 13,000; Proficiency Bonus +6)
TRAITS
Curse Magic. When a creature that Shen 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 Shen rolls damage for an Opportunity Attack, he can roll the damage dice twice and use either roll against the target.
Family First. If Shen has Heroic Inspiration when he rolls Initiative, he can expend it to give himself and his allies Advantage on that Initiative roll.
Hex Restoration. Shen regains one expended use of Hexblade’s Curse when he finish a Short Rest or uses his Magical Cunning feature.
Initiative Swap. Immediately after Shen rolls Initiative, he can swap his Initiative with the Initiative of one willing ally in the same combat. Shen can’t make this swap if he or the ally has the Incapacitated condition.
Lifedrinker. Once per turn when Shen hits a creature with his pact weapon, Shen 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). Shen has 6 Luck Points that he can spend on the benefits below.
Advantage. When Shen 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 Shen, Shen can spend 1 Luck Point to impose Disadvantage on that roll.
Resourceful. Shen gains Heroic Inspiration whenever he finishes a Long Rest.
Tough. Shen’s Hit Point maximum increases by 36.
Unyielding Will. When he succeeds on a saving throw to maintain Concentration, each creature of Shen’s choice in a 10-foot Emanation originating from Shen takes 7 (2d6) Necrotic damage. Once Shen uses this benefit, he can’t do so again until the start of his next turn.
Unyielding Will (1/Long Rest). When Shen fails a saving throw to maintain Concentration, he can choose to succeed instead, and Shen gains 22 (1d10 + 17) Temporary Hit Points.
Versatile Merc. When Shen finishes a Long Rest, choose a skill in which he has proficiency. Shen has Expertise in that skill until he finishes his next Long Rest.
MAGIC ITEMS
Ōdachi of the Heavenly Demon. This Adamantine Greatsword grants a +2 bonus to attack and damage rolls made with it. In addition, when it hits an object, the hit is a Critical Hit.
Potion of Greater Healing (6). Shen 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 Shen casts the Tasha’s Bubbling Cauldron spell again, the potion disappears if not consumed.
Saya of the Heavenly Demon. While holding this Rod of the Pact Keeper, Shen gains a +2 bonus to spell attack rolls and to the saving throw DCs of his Warlock spells. In addition, Shen can regain one spell slot as a Magic action while holding the rod. He can’t use this property again until he finishes a Long Rest.
Scroll of Prestidigitation (2). Shen can read the scroll and cast the Prestidigitation spell. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost.
Sect Grandmaster’s Raiment. This Mithral Plate Armor does not impose Disadvantage on Dexterity (Stealth) checks or have a Strength requirement.
Shadowfrost Birthright. Shen gains a +1 bonus to Armor Class and saving throws while he wears this Ring of Protection.
Sword Saint’s Haori. Shen gains a +1 bonus to Armor Class and saving throws while he wears this Cloak of Protection.
Ten Thousand Precepts. Shen studied this Tome of Leadership and Influence contents and practiced its guidelines, increasing his Charisma by 2.
Waterstrider Technique. While wearing this Ring of Water Walking, Shen casts the Water Walk spell from it, targeting only himself.
ACTIONS
Devouring Blade. Shen 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: Ōdachi of the Heavenly Demon.Melee Attack Roll: +14 to hit, reach 5 feet. Hit: 21 (2d6 + 14) Necrotic, Psychic, Radiant, or Slashing damage. Whenever this weapon hits an object, the hit is a Critical Hit. If Shen’s attack roll misses a creature with this weapon, he deals 6 Necrotic, Psychic, Radiant, or Slashing damage.
Eldritch Blast.Spell Attack Roll: +14 to hit, range 120 feet. Hit: 11 (1d10 + 6) Force damage. The spell creates four beams. Shen 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). Shen casts the Contact Other Plane spell without expending a spell slot to contact his patron, and Shen automatically succeeds on the spell’s saving throw.
Hex (1/Long Rest). Shen casts the Hex spell without expending a spell slot.
Magical Cunning (1/Long Rest). Shen performs an esoteric rite for 1 minute, regaining up to 2 expended Pact Magic spell slots.
Pact Magic. Shen 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): Chill Touch, Eldritch Blast, Mage Hand, Minor Illusion
5th level (4/Short Rest): Animate Objects, Arcane Vigorᴮᴬ, Armor of Agathysᴮᴬ, Banishment, Bestow Curse, Conjure Barrage, Contact Other Plane, Counterspellᴿ, Dimension Door, Dispel Magic, Fly, Freedom of Movement, Hexᴮᴬ, Hunger of Hadar, Invisibility, Major Image, Scrying, Shieldᴿ, Staggering Smiteᴮᴬ, Steel Wind Strike, 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): Foresight
Saya of the Heavenly Demon (1/Long Rest). Shen regains one spell slot as a Magic action.
BONUS ACTIONS
Harrowing Hex. After Shen casts a level 1+ spell that has a casting time of an action, he can make one attack with a weapon.
Hexblade’s Curse (6/Long Rest). Choose one creature Shen can see within 30 feet of himself. The target is cursed for 1 minute, during which Shen gains the benefits below. The curse ends early if Shen 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, Shen 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 Shen’s Hexblade’s Curse, and Hexblade’s Curse’s duration is either 1 minute or the spell’s duration, whichever is longer. In addition, Shen gains the benefits below:
Hungering Hex. When the target cursed by his Hexblade’s Curse drops to 0 Hit Points, Shen regains 12 (1d8 + 8) Hit Points.
Accursed Shield. While Shen 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 Shen 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 Shen’s next turn.
Inescapable Hex. When the target of his Hexblade’s Curse ends its turn 30 feet or further from Shen, Shen can move up to 30 feet straight toward the target.
Accursed Critical. Any attack roll Shen 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 (1/Long Rest). When he deals damage to the target cursed by his Hexblade’s Curse, Shen can cause his curse to explode with sinister energy. The target and each creature of Shen’s choice in a 30-foot Emanation originating from the target takes 10 (3d6) Necrotic, Psychic, or Radiant damage (Shen’s choice), and their Speed is reduced by 10 feet until the start of Shen’s next turn.
Hew. Immediately after Shen 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. Shen 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. Shen 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, Shen has proficiency with the weapon, and he can use it as a Spellcasting Focus. Shen’s bond with the weapon ends if he uses this feature 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.
Second Wind (2/Long Rest). Shen regains 6 (1d10 + 1) Hit Points.
REACTIONS
Armor of Hexes.Trigger: Shen takes damage from the target cursed by his Hexblade’s Curse. Response: Shen reduces the damage taken by 17.
Retaliate.Trigger: A creature within 5 feet of Shen hits him with a melee attack. Response: Immediately after Shen makes an Opportunity Attack against that creature.
Background
Wanderer: Strength, Constitution, Charisma, Tough, Intimidation and Perception, Cartographer’s Tools