| Vesper the Sellsword |
“Gods will ignore. Kings will discard. Men will betray. Gold? Always trust in gold.”
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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) 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 Antitoxin, Backpack, Blanket, Bedroll, Calligrapher’s Supplies, Chalk (10 pieces), Club +1, Component Pouch, Crowbar, 10 Darts, Half-Plate, Handaxe, Hooded Lantern, Jade Ring (Arcane Focus worth 50 GP), Iron Pot, Light Hammer, Manacles, Mirror, Oil (2 flasks), 2 Pouches, Rations (10 days), Rope (50 feet), Ruby of the War Mage, Sack, Scroll Case, Shield, Shovel, Spellbook, Tinderbox, Traveler’s Clothes, 2 Vials, 2 Waterskins, and a rank insignia from a lost legionnaire.
Senses Passive Perception 14, Passive Investigation 15, Passive Insight 11
Languages Common, Elvish, Gnomish
Challenge 4 (XP 1,100; Proficiency Bonus +3)
TRAITS
Concentration. Vesper has Advantage on Constitution saving throws that he makes to maintain Concentration.
Resourceful. Vesper gains Heroic Inspiration whenever he finishes a Long Rest.
Somatic Components. Vesper can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands.
Tactical Mind. When Vesper 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 Vesper, he can communicate with it telepathically.
War Bond. Vesper can’t be disarmed of a bonded weapon unless he has the Incapacitated condition. Vesper 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. Vesper 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 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.

ACTIONS
Extra Attack. Vesper can attack twice instead of once whenever he takes the Attack action on his turn.
War Magic. When he takes the Attack action, Vesper 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 Vesper hits a creature with this weapon and deals damage to it, he can reduce its Speed by 10 feet until the start of Vesper’s next turn. He can use the weapon as a Spellcasting Focus.
Dart. Ranged Attack Roll: +5, range 20/60 feet. Hit: 4 (1d4 + 2) Piercing damage. If Vesper hits a creature with this weapon and deals damage to the creature, he has Advantage on his next attack roll against that creature before the end of Vesper’s next turn.
Shillelagh. Melee Attack Roll: +9, reach 5 feet. Hit: 13 (1d10 + 8) Bludgeoning or Force damage. If Vesper hits a creature with this weapon and deals damage to it, he can reduce its Speed by 10 feet until the start of Vesper’s next turn.
True Strike (Club +1). Melee Attack Roll: +9, reach 5 feet. Hit: 10 (1d4 + 8) Bludgeoning or Radiant damage plus 3 (1d6) Radiant damage. If Vesper hits a creature with this weapon and deals damage to it, he can reduce its Speed by 10 feet until the start of Vesper’s next turn.
True Strike (Dart). Ranged Attack Roll: +8, range 20/60 feet. Hit: 7 (1d4 + 5) Piercing or Radiant damage plus 3 (1d6) Radiant damage. If Vesper hits a creature with this weapon and deals damage to the creature, he has Advantage on his next attack roll against that creature before the end of Vesper’s next turn.
True Strike (Shillelagh). Melee Attack Roll: +9, reach 5 feet. Hit: 13 (1d10 + 8) Bludgeoning or Radiant damage plus 3 (1d6) Radiant damage. If Vesper hits a creature with this weapon and deals damage to it, he can reduce its Speed by 10 feet until the start of Vesper’s next turn.
Spellcasting. Vesper 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, Protection from Evil and Good, Shield ᴿ, Sleep
2nd level (2/Short Rest): Invisibility, Mirror Image, Misty Step ᴮᴬ, Phantasmal Force, Web
BONUS ACTIONS
Second Wind (3/Long Rest). Vesper regains 13 Hit Points (1d10 + 8) and can move up to half his Speed without provoking Opportunity Attacks.
Telepathic Connection. Vesper can see through his familiar’s eyes and hear what it hears until the start of the Vesper’s next turn, gaining the benefits of any special senses it has.
War Bond. Vesper can summon a bonded weapon to his hand as long as its on the same plane of existence as him. Vesper 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 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.
| 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 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 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.
