| Charname the Bounden |
“You’ve been attacking my afterimage this entire time.”
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.
Medium Humanoid (High Elf), Neutral Good
Armor Class 19 (Genie’s Splendor and Bracers of Defense), 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 Athletics +5, Intimidation +9, Perception +3, Performance +9, Persuasion +9, Survival +3; Glassblower’s Tools
Gear Backpack, Bedroll, Boots of Elvenkind, Cloak of Elvenkind, Component Pouch, Fine Clothes of Mending, Holy Symbol, Pouch with 50 Gold Pieces, Rapier, Rations (10 days), Rope, Tinderbox, Waterskin
Senses Darkvision 60 feet, Passive Perception 13, Passive Investigation 10, Passive Insight 9
Languages Common, Elvish, Orc
TRAITS
Boots of Elvenkind. While Charname wears these boots, his steps make no sound, regardless of the surface he is moving across. He also has Advantage on Dexterity (Stealth) checks.
Channel Divinity (2/Long Rest). Charname can channel divine energy directly from the Outer Planes, using it to fuel Channel Divinity effect options.
Cloak of Elvenkind. While Charname wears this cloak, Wisdom (Perception) checks made to perceive him have Disadvantage, and he has Advantage on Dexterity (Stealth) checks.
Elemental Smite. Immediately after Charname 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 Charname’s Divine Smite. The target has the Grappled condition (escape DC 17). While Grappled, the target has the Restrained condition.
- Djinni’s Escape. Charname 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, Charname 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 Charname’s Divine Smite takes an extra 5 (2d4) Fire damage, and fire jumps from the target to another creature Charname can see within 30 feet of himself. The second creature also takes 5 (2d4) Fire damage.
- Marid’s Surge. The target of Charname’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 Charname and has the Prone condition.
Fey Ancestry. Charname has Advantage on saving throws he makes to avoid or end the Charmed condition.
Lay On Hands (15 Hit Points/Long Rest). Charname has a pool of healing power with a total of 15 Hit Points.
Steps of the Fey. Whenever Charname casts the Misty Step spell, he can choose one of the following additional effects.
- Refreshing Step. Immediately after Charname teleports, he or one creature Charname can see within 10 feet of himself gains 5 (1d10) Temporary Hit Points.
- Taunting Step. Creatures within 5 feet of the space Charname left must succeed on a Wisdom saving throw (DC 17) or have Disadvantage on attack rolls against creatures other than Charname until the start of Charname’s next turn.
- Disappearing Step. Charname 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 Charname left or the space he appears in (his choice) must succeed on a Wisdom saving throw (DC 17) or take 11 (2d10) Psychic damage.
ACTIONS
Thirsting Blade. Charname 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 Charname hits a creature with this weapon and deals damage to the creature, Charname 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. Charname can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Magical Cunning (1/Long Rest). Charname can perform an esoteric rite for 1 minute, regaining up to 1 expended Pact Magic spell slots.
Pact of the Chain. When Charname 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.
Innate Magic. Charname is a 12th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 17, +9 to hit with spell attacks). Charname can also cast the spells using any spell slots he has.
At Will: Blade Ward, Find Familiar, Prestidigitation, True Strike
1/Long Rest Each: Contact Other Plane, Detect Magic, Divine Smite BA, Hex, Shield R
7/Long Rest: Misty Step BA
Pact Magic. Charname 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, Mage Hand, Minor Illusion
5th level (2/Short Rest): Armor of Agathys BA, Banishment, Blink, Calm Emotions, Dimension Door, Dominate Beast, Dominate Person, Faerie Fire, Fly, Greater Invisibility, Hypnotic Pattern, Invisibility, Major Image, Phantasmal Force, Plant Growth, Seeming, Sleep, Suggestion, Synaptic Static
Spellcasting. Charname 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): Chromatic Orb, Command, 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 Charname 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, Charname also detect the presence of any place/object that has been consecrated or desecrated, as with the Hallow spell.
Heal. Charname 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.
Investment of the Chain Master. Charname commands his familiar to take the Attack action.
Pact of the Blade. Charname conjures a pact weapon in his hand. The pact weapon disappears if Charname 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. Charname 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
Investment of the Chain Master. Trigger: Charname’s familiar takes damage. Response: Charname can grant it Resistance against that damage.
Misty Escape. Trigger: Charname takes damage. Response: Charname can cast the Misty Step spell.
| Familiar of the Bounden |
“Take care lest my Master learns to dislike you.”
Charname’s familiar is a sprite named Fami. She is an ally to Charname and his allies. Fami rolls her own Initiative and acts on her own turn. Fami 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 (-4) | 18 (+4) | 10 (+0) | 14 (+2) | 13 (+1) | 11 (+0) |
Skills Perception +3, Stealth +8
Senses Passive Perception 13
Languages Common, Elvish, Sylvan
Challenge None (XP 0; Proficiency Bonus +2)
TRAITS
Familiar. When Charname drops to 0 Hit Points, she disappears. Fami reappears after Charname casts the Find Familiar spell again. As a Magic action, Charname can temporarily dismiss Fami to a pocket dimension. As a Magic action while Fami is temporarily dismissed, Charname can cause her to reappear in an unoccupied space within 30 feet of Charname. Whenever Fami drops to 0 Hit Points or disappears into the pocket dimension, Fami leaves behind in her space anything she was wearing or carrying.
Telepathic Connection. While Fami is within 100 feet of Charname, 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 Fami’s next turn.
Heart Sight. Charisma Saving Throw: DC 16, one creature within 5 feet Fami can see. Celestials, Fiends, and Undead automatically fail the save. Failure: Fami knows the target’s emotions and alignment.
Invisibility. Fami casts Invisibility on herself, requiring no spell components and using Charisma as the spellcasting ability.
REACTIONS
Telepathic Connection. Trigger: Charname casts a spell with a range of touch within 100 feet of Fami. Response: Fami can deliver the touch when Charname casts the spell.
Read More

“I could provide guaranteed safe passage through the forgotten lands; of course such perilous wayfinding would not be done out of mere generosity.”
“There are many who consider the club to be a crude weapon. An inelegant instrument only paleolithic savages would utilize on the battlefield. Those are the combatants I find most enjoyable to educate.”
“I shall resurrect you as a new creature. A better creature. A perfect creature.”
“Command? Confirm. Executing!”
“Please. Kill. Me.”
“Celerity. Accuracy. Lethality.”
Sneak Attack. Once per turn Kaizen can deal an extra 27 (5d6) damage to one creature he hits with an attack if Kaizen has Advantage on the roll and the attack uses a Finesse or Ranged weapon. The extra damage’s type is the same as the weapon’s type. Kaizen doesn’t need Advantage on the attack if at least one of his allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and Kaizen doesn’t have Disadvantage on the attack roll.


Mass: 80 tons
Tech Base: Inner Sphere [E/X-X-F-E]
Role: Scout
Battle Value: 1,884
Cost: 30,641,370 C-Bills
Equipment Mass
Internal Structure: 8
Engine: 400 XL 26.5
Walking MP: 5
Running MP: 8 [10]
Jumping MP: 3
Heat Sinks: 16 [32] 6
Gyro: 4
Cockpit: 3
Armor Factor (Stealth): 160 10
Internal Armor
Structure Value
Head 3 9
Center Torso 25 25
Center Torso (rear) 6
L/R Torso 17 20
L/R Torso (rear) 5
L/R Arm 13 15
L/R Leg 17 20
Weapons and Ammo Location Critical Mass
Light PPC RA 2 3
Light PPC RT 2 3
Bloodhound Active Probe RT 3 2
Jump Jet RT 1 1
Small Laser HD 1 0.5
Supercharger CT 2 3
Jump Jet CT 1 1
Light PPC LT 2 3
Angel ECM Suite LT 2 2
Jump Jet LT 1 1
Light PPC LA 2 3
Stealth Armor RA/RT/RL/LT/LA/LL 2/2/2/2/2/2 -
Mass: 80 tons
Tech Base: Inner Sphere [E/X-X-F-F]
Role: Scout
Battle Value: 2,193
Cost: 28,630,200 C-Bills
Equipment Mass
Internal Structure: 8
Engine: 320 XL 11.5
Walking MP: 4
Running MP: 6 [8]
Jumping MP: 6
Heat Sinks: 10 [20] 0
Gyro: 4
Cockpit (Torso-Mounted): 4
Armor Factor (Light Ferro): 203 12
Internal Armor
Structure Value
Head 3 9
Center Torso 25 30
Center Torso (rear) 12
L/R Torso 17 20
L/R Torso (rear) 8
L/R Arm 13 20
L/R Leg 17 28
Weapons and Ammo Location Critical Mass
PPC RA 3 7
Supercharger RT 1 1.5
3 Improved Jump Jets RT 6 6
Bloodhound Active Probe HD 3 2
Ammo (Gauss Rifle) 8 LT 1 1
3 Improved Jump Jets LT 6 6
Gauss Rifle LA 7 15
Ammo (Gauss Rifle) 8 LA 1 1
CASE II LA 1 1
Chameleon LPS RA/RT/RL/LT/LA/LL 1/1/1/1/1/1 -
Mass: 35 tons
Tech Base: Inner Sphere [E/X-X-F-F]
Role: Sniper
Battle Value: 1,042
Cost: 4,174,988 C-Bills
Equipment Mass
Internal Structure: 3.5
Engine: 175 7
Walking MP: 5
Running MP: 8
Jumping MP: 0
Heat Sinks: 10 [20] 0
Gyro (Compact): 3
Cockpit (Torso-Mounted): 4
Armor Factor (Heavy Ferro): 119 6
Internal Armor
Structure Value
Head 3 9
Center Torso 11 14
Center Torso (rear) 8
L/R Torso 8 12
L/R Torso (rear) 4
L/R Front Leg 8 14
L/R Rear Leg 8 14
Weapons and Ammo Location Critical Mass
Small Laser CT 1 0.5
Turret CT 1 0
Heavy PPC HD 4 10
Mass: 75 tons
Tech Base: Inner Sphere [E/X-X-E-D]
Role: Skirmisher
Battle Value: 2,121
Cost: 16,045,750 C-Bills
Equipment Mass
Internal Structure: 7.5
Engine: 300 XL 9.5
Walking MP: 4
Running MP: 6
Jumping MP: 4
Heat Sinks: 19 [38] 9
Gyro: 3
Cockpit: 3
Armor Factor: 208 13
Internal Armor
Structure Value
Head 3 9
Center Torso 23 35
Center Torso (rear) 10
L/R Torso 16 24
L/R Torso (rear) 8
L/R Arm 12 24
L/R Leg 16 21
Weapons and Ammo Location Critical Mass
Plasma Rifle RA 2 6
ER Medium Laser RA 1 1
Ammo (Plasma Rifle) 20 RA 2 2
Ammo (Plasma Rifle) 20 RT 2 2
Plasma Rifle CT 2 6
Plasma Rifle LA 2 6
ER Medium Laser LA 1 1
Ammo (Plasma Rifle) 20 LA 2 2
Jump Jets RL 2 2
Jump Jets LL 2 2