| Thorne the Battlemage |
“The greater the coin, the greater the heroism.”
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Medium Humanoid (Human), Neutral
Armor Class 19 (Half-Plate, Shield), Initiative +2 (12)
Hit Points 68 (8d10 + 16) plus 9 (2d4 + 4; False Life) Temporary HP
Speed 30 feet
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 10 | 14 | 14 | 20 | 12 | 8 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| +0 | +3 | +2 | +2 | +3 | +5 | +5 | +5 | +1 | +1 | -1 | -1 |
Skills Acrobatics +5, Arcana +8, History +8, Perception +4, Stealth +5; Calligrapher’s Supplies
Gear Backpack, Bedroll, Calligrapher’s Supplies, Club +1, Component Pouch, Half-Plate, Hooded Lantern, Oil (2 flasks), Rations (10 days), Ruby of the War Mage, Sack, Shield, Spellbook, Tinderbox, Traveler’s Clothes, 2 Waterskins
Senses Passive Perception 14, Passive Investigation 15, Passive Insight 11
Languages Common, Elvish, Gnomish
Challenge 4 (XP 1,100; Proficiency Bonus +3)
TRAITS
Concentration. Thorne has Advantage on Constitution saving throws that he makes to maintain Concentration.
Resourceful. Thorne gains Heroic Inspiration whenever he finishes a Long Rest.
Somatic Components. Thorne can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands.
Tactical Mind. When Thorne 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.
Telepathic Connection. While the familiar is within 100 feet of Thorne, he can communicate with it telepathically.
War Bond. Thorne can’t be disarmed of a bonded weapon unless he has the Incapacitated condition. Thorne can have up to 2 bonded weapons. If he tries to bond with a 3rd weapon, he must break the bond with one of the other two.
MAGIC ITEMS
Club +1. Thorne has a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Ruby of the War Mage. Etched with eldritch runes, this 1-inch-diameter ruby allows Thorne 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 Thorne detaches it as a Magic action, the weapon is destroyed, or his Attunement to the ruby ends.
ACTIONS
Extra Attack. Thorne can attack twice instead of once whenever he takes the Attack action on his turn.
War Magic. When he takes the Attack action, Thorne can replace one of the attacks with a casting of one of his Wizard cantrips that has a casting time of an action.
Club +1. Melee Attack Roll: +4, reach 5 feet. Hit: 3 (1d4 + 1) Bludgeoning damage. If Thorne hits a creature with this weapon and deals damage to it, he can reduce its Speed by 10 feet until the start of Thorne’s next turn. He can use the weapon as a Spellcasting Focus.
Shillelagh. Melee Attack Roll: +9, reach 5 feet. Hit: 13 (1d10 + 8) Bludgeoning or Force damage. If Thorne hits a creature with this weapon and deals damage to it, he can reduce its Speed by 10 feet until the start of Thorne’s next turn.
Spellcasting. Thorne is an 8th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks).
1/Long Rest Each: False Life, Healing Word ᴮᴬ, Hex, Invisibility, Misty Step ᴮᴬ, Shield ᴿ
Cantrips (at will): Guidance, Mage Hand, Mind Sliver, Minor Illusion, Shillelagh, True Strike
1st level (4/Short Rest): False Life, Find Familiar, Healing Word ᴮᴬ, Hex, Magic Missile, Shield ᴿ, Sleep
2nd level (2/Short Rest): Darkvision, Invisibility, Mirror Image, Misty Step ᴮᴬ, Web
BONUS ACTIONS
Second Wind (3/Long Rest). Thorne regains 13 Hit Points (1d10 + 8) and can move up to half his Speed without provoking Opportunity Attacks.
Telepathic Connection. Thorne can see through his familiar’s eyes and hear what it hears until the start of the Thorne’s next turn, gaining the benefits of any special senses it has.
War Bond. Thorne can summon a bonded weapon to his hand as long as its on the same plane of existence as him. Thorne can have up to 2 bonded weapons, but he can only summon one at a time.
REACTIONS
Reactive Spell. Trigger: When a creature provokes an Opportunity Attack from Thorne by leaving his reach. Response: Thorne 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.
| Parrot Familiar |

A bird, often vividly colored, with a short down-curved hooked bill, grasping feet, and a raucous voice, found especially in the tropics and feeding on fruits and seeds. Many are popular as cage birds, and some are able to mimic the human voice.
Tiny Fey, Unaligned
Armor Class 12, Initiative +2 (12)
Hit Points 2 (1d4)
Speed 10 feet, Fly 50 feet
| STR | DEX | CON | INT | WIS | CHA | ||||||
| 2 | 14 | 10 | 5 | 13 | 6 | ||||||
| MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV | MOD | SAV |
| -4 | -4 | +2 | +2 | +0 | +0 | -3 | -3 | +1 | +1 | -2 | -2 |
Skills Perception +3
Senses Passive Perception 13
Languages None
Challenge None (XP 0; Proficiency Bonus +2)
TRAITS
Mimicry. The parrot can mimic simple sounds it has heard, such as a whisper or chitter. A hearer can discern the sounds are imitations with a successful DC 10 Wisdom (Insight) check.
Telepathic Connection. While the familiar is within 100 feet of Thorne, 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: Thorne casts a spell with a range of touch and his familiar is within 100 feet of him. Response: The familiar can deliver the touch.
