Shinare the Omenblade |
“You have no idea how insignificant all of us are.”
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 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 trust or worship Those Who Were Imprisoned, Shinare is not above aiding such cults for 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
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 (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. Shinare can breathe underwater. Once per Long Rest, he can cast Water Breathing without expending a spell slot.
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.
Magical Cunning (1/Long Rest). Shinare can perform an esoteric rite for 1 minute, regaining up to 2 expended Pact Magic spell slots.
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
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.
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.
Resourceful. Shinare gains Heroic Inspiration whenever he finishes a Long Rest.
Spellcasting. 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). Shinare can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands. 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, Major Image, Misty Step BA, Shield R, Staggering Smite BA, Steel Wind Strike, Suggestion, Synaptic Static, Tasha’s Hideous Laughter, Wrathful Smite
6th level (1/Long Rest): Eyebite
7th level (1/Long Rest): Forcecage
8th level (1/Long Rest): Befuddlement
9th level (1/Long Rest): Foresight
Tome of Leadership and Influence (3). Shinare’s Charisma score increases by 2, as does his maximum for that score.
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. In addition, when Shinare fails a saving throw to maintain Concentration, he can choose to succeed instead, and Shinare gains 22 (1d10 + 17) Temporary Hit Points. Once Shinare uses this feature, he can’t do so again until he finishes a 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 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.
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.
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.
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 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 (2/Long Rest). Shinare regains 6 (1d10 + 1) Hit Points.
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
Armor of Hexes. Trigger: Shinare takes damage from the target cursed by his Hexblade’s Curse. Response: Shinare can reduce the damage taken by 17.
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