Jump to content

Edit History

Falon

Falon

token_1(7).png.3fb5e9933d53107d522d933d16a4540c.pngRakath-El

Silvanesti Knight of Solamnia Samurai Fighter


AC: 18 (12 studded leather + 4 Dex) | HP: 44/44 (5d10+10) | Speed: 30 ft.
Senses: passive Perception 15, Insight 15, Investigation 10, Darkvision 60 ft.
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 10 (+0) | Wis: 14 (+2) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese


My words, Rakath-El said. | My thoughts, Rakath-El thought. | My actions . . .


 
 
 
Statblock

Medium humanoid (elf), Neutral Good
Age: 73 years old | Height: 6′ (183 cm) | Weight: 138 lbs. (62 kg)
Armor Class: 14 (12 studded leather + 4 Dex) | Max HP: 44 (5d10 + 10)
Speed: 30 ft.
Proficiency Bonus: +3

STR
8 (-1)

Save: +2
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
18 (+4)

Save: +4
Acrobatics: +7
Slight-of-Hand: +4
Stealth: +7

 

CON
14 (+2)

Save: +5





 

INT
10 (+0)
Save: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +0
Religion: +0
WIS
14 (+2)
Save: +2
Animal Handling: +2
Insight: +5
Medicine: +2
Perception: +5
Survival: +5
CHA
12 (+1)
Save: +1
Deception: +1
Intimidation: +1
Performance: +1
Persuasion: +4

 

Damage Resistances: necrotic
Damage Immunities: —
Senses: passive Perception 15, passive Insight 15, passive Investigation 10, Darkvision 60 ft.
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese
Proficiencies: heavy armor, light armor, martial weapons, medium armor, shields, and simple weapons
Tool Proficiencies: thieves' tools, woodcarver's tools

Actions

Rapier (finesse). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Longbow (heavy, two-handed). Ranged Weapon Attack: +9 to hit, ranged 150/600 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
 

Bonus Actions

Dagger (finesse, light, thrown 20/60). Melee/Ranged Weapon Off-hand Attack: +7 |+9 to hit, reach 5 ft. | range 20/60 one target.
Hit: 3 (1d4) slashing damage.
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 5. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting Spirit. Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see and gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll.

You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Free Actions

Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll.

You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

 

spacer.pngQuint - Spirit Familiar (raven form)

Tiny fey, Unaligned

Armor Class: 12 | HP: 1 (1d4-1) | Speed: 10 ft., fly 50 ft.
Senses: passive Perception 11, Insight 11, Investigation 6
Str: 2 (-4) | Dex: 14 (+2) | Con: 8 (-1)

Int: 2 (-4) | Wis: 12 (+1) | Cha: 6 (-2)

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Familiar. While Rakath-El is within 100 feet of Quinth, he can communicate with it telepathically. Additionally, as an action, he can see through Quint’s eyes and hear what it hears until the start of his next turn, gaining the benefits of any special senses that the familiar has. During this time, Rakath is deaf and blind with regard to his own senses.

 

Falon

Falon

token_1(7).png.3fb5e9933d53107d522d933d16a4540c.pngRakath-El

Silvanesti Knight of Solamnia Samurai Fighter


AC: 18 (12 studded leather + 4 Dex) | HP: 44/44 (5d10+10) | Speed: 30 ft.
Senses: passive Perception 15, Insight 15, Investigation 10, Darkvision 60 ft.
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 10 (+0) | Wis: 14 (+2) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese


My words, Rakath-El said. | My thoughts, Rakath-El thought. | My actions . . .


 
 
 
Statblock

Medium humanoid (elf), Neutral Good
Age: 73 years old | Height: 6′ (183 cm) | Weight: 138 lbs. (62 kg)
Armor Class: 14 (12 studded leather + 4 Dex) | Max HP: 44 (5d10 + 10)
Speed: 30 ft.
Proficiency Bonus: +3

STR
8 (-1)

Save: +2
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
18 (+4)

Save: +4
Acrobatics: +7
Slight-of-Hand: +4
Stealth: +7

 

CON
14 (+2)

Save: +5





 

INT
10 (+0)
Save: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +0
Religion: +0
WIS
14 (+2)
Save: +2
Animal Handling: +2
Insight: +5
Medicine: +2
Perception: +5
Survival: +5
CHA
12 (+1)
Save: +1
Deception: +1
Intimidation: +1
Performance: +1
Persuasion: +4

 

Damage Resistances: necrotic
Damage Immunities: —
Senses: passive Perception 15, passive Insight 15, passive Investigation 10, Darkvision 60 ft.
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese
Proficiencies: heavy armor, light armor, martial weapons, medium armor, shields, and simple weapons
Tool Proficiencies: thieves' tools, woodcarver's tools

Actions

Rapier (finesse). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Longbow (heavy, two-handed). Ranged Weapon Attack: +9 to hit, ranged 150/600 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
 

Bonus Actions

Dagger (finesse, light, thrown 20/60). Melee/Ranged Weapon Off-hand Attack: +7 to hit, reach 5 ft. one target.
Hit: 3 (1d4) slashing damage.
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 5. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting Spirit. Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see and gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll.

You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Free Actions

Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll.

You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

 

spacer.pngQuint - Spirit Familiar (raven form)

Tiny fey, Unaligned

Armor Class: 12 | HP: 1 (1d4-1) | Speed: 10 ft., fly 50 ft.
Senses: passive Perception 11, Insight 11, Investigation 6
Str: 2 (-4) | Dex: 14 (+2) | Con: 8 (-1)

Int: 2 (-4) | Wis: 12 (+1) | Cha: 6 (-2)

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Familiar. While Rakath-El is within 100 feet of Quinth, he can communicate with it telepathically. Additionally, as an action, he can see through Quint’s eyes and hear what it hears until the start of his next turn, gaining the benefits of any special senses that the familiar has. During this time, Rakath is deaf and blind with regard to his own senses.

 

Falon

Falon

token_1(7).png.3fb5e9933d53107d522d933d16a4540c.pngRakath-El

Silvanesti Knight of Solamnia Samurai Fighter


AC: 18 (12 studded leather + 4 Dex) | HP: 44/44 (5d10+10) | Speed: 30 ft.
Senses: passive Perception 15, Insight 15, Investigation 10, Darkvision 60 ft.
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 10 (+0) | Wis: 14 (+2) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese


My words, Rakath-El said. | My thoughts, Rakath-El thought. | My actions . . .


 
 
 
Statblock

Medium humanoid (elf), Neutral Good
Age: 73 years old | Height: 6′ (183 cm) | Weight: 138 lbs. (62 kg)
Armor Class: 14 (12 studded leather + 4 Dex) | Max HP: 44 (5d10 + 10)
Speed: 30 ft.
Proficiency Bonus: +3

STR
8 (-1)

Save: +2
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
18 (+4)

Save: +4
Acrobatics: +7
Slight-of-Hand: +4
Stealth: +7

 

CON
14 (+2)

Save: +5





 

INT
10 (+0)
Save: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +0
Religion: +0
WIS
14 (+2)
Save: +2
Animal Handling: +2
Insight: +5
Medicine: +2
Perception: +5
Survival: +5
CHA
12 (+1)
Save: +1
Deception: +1
Intimidation: +1
Performance: +1
Persuasion: +4

 

Damage Resistances: necrotic
Damage Immunities: —
Senses: passive Perception 15, passive Insight 15, passive Investigation 10, Darkvision 60 ft.
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese
Proficiencies: heavy armor, light armor, martial weapons, medium armor, shields, and simple weapons
Tool Proficiencies: thieves' tools, woodcarver's tools

Actions

Rapier (finesse). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Longbow (heavy, two-handed). Ranged Weapon Attack: +9 to hit, ranged 150/600 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
 

Bonus Actions

Dagger (finesse, light, thrown 20/60). Melee Weapon Off-hand Attack: +7 to hit, reach 5 ft. one target.
Hit: 3 (1d4) slashing damage.
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 5. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting Spirit. Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see and gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll.

You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Free Actions

Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll.

You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

 

spacer.pngQuint - Spirit Familiar (raven form)

Tiny fey, Unaligned

Armor Class: 12 | HP: 1 (1d4-1) | Speed: 10 ft., fly 50 ft.
Senses: passive Perception 11, Insight 11, Investigation 6
Str: 2 (-4) | Dex: 14 (+2) | Con: 8 (-1)

Int: 2 (-4) | Wis: 12 (+1) | Cha: 6 (-2)

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Familiar. While Rakath-El is within 100 feet of Quinth, he can communicate with it telepathically. Additionally, as an action, he can see through Quint’s eyes and hear what it hears until the start of his next turn, gaining the benefits of any special senses that the familiar has. During this time, Rakath is deaf and blind with regard to his own senses.

 

Falon

Falon

token_1(7).png.3fb5e9933d53107d522d933d16a4540c.pngRakath-El

Silvanesti Knight of Solamnia Samurai Fighter


AC: 18 (12 studded leather + 4 Dex) | HP: 44/44 (5d10+10) | Speed: 30 ft.
Senses: passive Perception 15, Insight 15, Investigation 10, Darkvision 60 ft.
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 10 (+0) | Wis: 14 (+2) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese


My words, Rakath-El said. | My thoughts, Rakath-El thought. | My actions . . .


 
 
 
Statblock

Medium humanoid (elf), Neutral Good
Age: 73 years old | Height: 6′ (183 cm) | Weight: 138 lbs. (62 kg)
Armor Class: 14 (12 studded leather + 4 Dex) | Max HP: 44 (5d10 + 10)
Speed: 30 ft.
Proficiency Bonus: +3

STR
8 (-1)

Save: +2
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
18 (+4)

Save: +4
Acrobatics: +7
Slight-of-Hand: +4
Stealth: +7

 

CON
14 (+2)

Save: +5





 

INT
10 (+0)
Save: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +0
Religion: +0
WIS
14 (+2)
Save: +2
Animal Handling: +2
Insight: +5
Medicine: +2
Perception: +5
Survival: +5
CHA
12 (+1)
Save: +1
Deception: +1
Intimidation: +1
Performance: +1
Persuasion: +4

 

Damage Resistances: necrotic
Damage Immunities: —
Senses: passive Perception 15, passive Insight 15, passive Investigation 10, Darkvision 60 ft.
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese
Proficiencies: heavy armor, light armor, martial weapons, medium armor, shields, and simple weapons
Tool Proficiencies: thieves' tools, woodcarver's tools

Actions

Rapier (finesse). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Longbow (heavy, two-handed). Ranged Weapon Attack: +9 to hit, ranged 150/600 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
 

Bonus Actions

Handaxe (finesse, light, thrown 20/60). Melee Weapon Off-hand Attack: +7 to hit, reach 5 ft. one target.
Hit: 3 (1d6) slashing damage.
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 5. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting Spirit. Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see and gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll.

You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Free Actions

Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll.

You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

 

spacer.pngQuint - Spirit Familiar (raven form)

Tiny fey, Unaligned

Armor Class: 12 | HP: 1 (1d4-1) | Speed: 10 ft., fly 50 ft.
Senses: passive Perception 11, Insight 11, Investigation 6
Str: 2 (-4) | Dex: 14 (+2) | Con: 8 (-1)

Int: 2 (-4) | Wis: 12 (+1) | Cha: 6 (-2)

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Familiar. While Rakath-El is within 100 feet of Quinth, he can communicate with it telepathically. Additionally, as an action, he can see through Quint’s eyes and hear what it hears until the start of his next turn, gaining the benefits of any special senses that the familiar has. During this time, Rakath is deaf and blind with regard to his own senses.

 

Falon

Falon

token_1(7).png.3fb5e9933d53107d522d933d16a4540c.pngRakath-El

Silvanesti Knight of Solamnia Samurai Fighter


AC: 18 (12 studded leather + 4 Dex) | HP: 44/44 (5d10+10) | Speed: 30 ft.
Senses: passive Perception 15, Insight 15, Investigation 10, Darkvision 60 ft.
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 10 (+0) | Wis: 14 (+2) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese


My words, Rakath-El said. | My thoughts, Rakath-El thought. | My actions . . .


 
 
 
Statblock

Medium humanoid (elf), Neutral Good
Age: 73 years old | Height: 6′ (183 cm) | Weight: 138 lbs. (62 kg)
Armor Class: 14 (12 studded leather + 4 Dex) | Max HP: 44 (5d10 + 10)
Speed: 30 ft.
Proficiency Bonus: +3

STR
8 (-1)

Save: +2
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
18 (+4)

Save: +4
Acrobatics: +7
Slight-of-Hand: +4
Stealth: +7

 

CON
14 (+2)

Save: +5





 

INT
10 (+0)
Save: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +0
Religion: +0
WIS
14 (+2)
Save: +2
Animal Handling: +2
Insight: +5
Medicine: +2
Perception: +5
Survival: +5
CHA
12 (+1)
Save: +1
Deception: +1
Intimidation: +1
Performance: +1
Persuasion: +4

 

Damage Resistances: necrotic
Damage Immunities: —
Senses: passive Perception 15, passive Insight 15, passive Investigation 10, Darkvision 60 ft.
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese
Proficiencies: heavy armor, light armor, martial weapons, medium armor, shields, and simple weapons
Tool Proficiencies: thieves' tools, woodcarver's tools

Actions

Rapier (finesse). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Longbow (heavy, two-handed). Ranged Weapon Attack: +9 to hit, ranged 150/600 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
 

Bonus Actions

Handaxe (finesse, light, thrown 20/60). Melee Weapon Off-hand Attack: +7 to hit, reach 5 ft. one target.
Hit: 3 (1d6) slashing damage.
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 5. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting Spirit. Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see and gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll.

You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Free Actions

Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll.

You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

 

spacer.pngQuint - Spirit Familiar (raven form)

Tiny fey, Unaligned

Armor Class: 12 | HP: 1 (1d4-1) | Speed: 10 ft., fly 50 ft.
Senses: passive Perception 13, Insight 12, Investigation 10
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2)

Int: 10 (+0) | Wis: 14 (+2) | Cha: 12 (+1)

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Familiar. While Rakath-El is within 100 feet of Quinth, he can communicate with it telepathically. Additionally, as an action, he can see through Quint’s eyes and hear what it hears until the start of his next turn, gaining the benefits of any special senses that the familiar has. During this time, Rakath is deaf and blind with regard to his own senses.

 

Falon

Falon

token_1(7).png.3fb5e9933d53107d522d933d16a4540c.pngRakath-El

Silvanesti Knight of Solamnia Samurai Fighter


AC: 18 (12 studded leather + 4 Dex) | HP: 44/44 (5d10+10) | Speed: 30 ft.
Senses: passive Perception 15, Insight 15, Investigation 10, Darkvision 60 ft.
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 10 (+0) | Wis: 14 (+2) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese


My words, Rakath-El said. | My thoughts, Rakath-El thought. | My actions . . .


 
 
 
Statblock

Medium humanoid (elf), Neutral Good
Age: 73 years old | Height: 6′ (183 cm) | Weight: 138 lbs. (62 kg)
Armor Class: 14 (12 studded leather + 4 Dex) | Max HP: 44 (5d10 + 10)
Speed: 30 ft.
Proficiency Bonus: +3

STR
8 (-1)

Save: +2
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
18 (+4)

Save: +4
Acrobatics: +7
Slight-of-Hand: +4
Stealth: +7

 

CON
14 (+2)

Save: +5





 

INT
10 (+0)
Save: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +0
Religion: +0
WIS
14 (+2)
Save: +2
Animal Handling: +2
Insight: +5
Medicine: +2
Perception: +5
Survival: +5
CHA
12 (+1)
Save: +1
Deception: +1
Intimidation: +1
Performance: +1
Persuasion: +4

 

Damage Resistances: necrotic
Damage Immunities: —
Senses: passive Perception 15, passive Insight 15, passive Investigation 10, Darkvision 60 ft.
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese
Proficiencies: heavy armor, light armor, martial weapons, medium armor, shields, and simple weapons
Tool Proficiencies: thieves' tools, woodcarver's tools

Actions

Rapier (finesse). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Longbow (heavy, two-handed). Ranged Weapon Attack: +9 to hit, ranged 150/600 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
 

Bonus Actions

Handaxe (finesse, light, thrown 20/60). Melee Weapon Off-hand Attack: +7 to hit, reach 5 ft. one target.
Hit: 3 (1d6) slashing damage.
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 5. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting Spirit. Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see and gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll.

You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Free Actions

Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll.

You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

 

spacer.pngQuint - Spirit Familiar (raven form)

Tiny fey, Unaligned

Armor Class: 12 | HP: 1 (1d4-1) | Speed: 10 ft., fly 50 ft.
Senses: passive Perception 13, Insight 12, Investigation 10
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2)

Int: 10 (+0) | Wis: 14 (+2) | Cha: 12 (+1)

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Familiar. While Quint is within 100 feet Rakath, he can communicate with it telepathically. Additionally, as an action, he can see through Quint’s eyes and hear what it hears until the start of his next turn, gaining the benefits of any special senses that the familiar has. During this time, Rakath is deaf and blind with regard to his own senses.

 

Falon

Falon

token_1(7).png.3fb5e9933d53107d522d933d16a4540c.pngRakath-El

Silvanesti Knight of Solamnia Samurai Fighter


AC: 18 (12 studded leather + 4 Dex) | HP: 44/44 (5d10+10) | Speed: 30 ft.
Senses: passive Perception 15, Insight 15, Investigation 10, Darkvision 60 ft.
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 10 (+0) | Wis: 14 (+2) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese


My words, Rakath-El said. | My thoughts, Rakath-El thought. | My actions . . .


 
 
 
Statblock

Medium humanoid (elf), Neutral Good
Age: 73 years old | Height: 6′ (183 cm) | Weight: 138 lbs. (62 kg)
Armor Class: 14 (12 studded leather + 4 Dex) | Max HP: 44 (5d10 + 10)
Speed: 30 ft.
Proficiency Bonus: +3

STR
8 (-1)

Save: +2
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
18 (+4)

Save: +4
Acrobatics: +7
Slight-of-Hand: +4
Stealth: +7

 

CON
14 (+2)

Save: +5





 

INT
10 (+0)
Save: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +0
Religion: +0
WIS
14 (+2)
Save: +2
Animal Handling: +2
Insight: +5
Medicine: +2
Perception: +5
Survival: +5
CHA
12 (+1)
Save: +1
Deception: +1
Intimidation: +1
Performance: +1
Persuasion: +4

 

Damage Resistances: necrotic
Damage Immunities: —
Senses: passive Perception 15, passive Insight 15, passive Investigation 10, Darkvision 60 ft.
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese
Proficiencies: heavy armor, light armor, martial weapons, medium armor, shields, and simple weapons
Tool Proficiencies: thieves' tools, woodcarver's tools

Actions

Rapier (finesse). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Longbow (heavy, two-handed). Ranged Weapon Attack: +9 to hit, ranged 150/600 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
 

Bonus Actions

Handaxe (finesse, light, thrown 20/60). Melee Weapon Off-hand Attack: +7 to hit, reach 5 ft. one target.
Hit: 3 (1d6) slashing damage.
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 5. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting Spirit. Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see and gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.

You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Commanding Rally. As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll.

You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Free Actions

Action Surge. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Precise Strike. Once per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll.

You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.

 

spacer.pngQuint - Spirit Familiar (raven form)

Tiny fey, Unaligned

Armor Class: 12 | HP: 1 (1d4-1) | Speed: 10 ft., fly 50 ft.
Senses: passive Perception 13, Insight 12, Investigation 10, Darkvision 60 ft.
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2)

Int: 10 (+0) | Wis: 14 (+2) | Cha: 12 (+1)

Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Familiar. While Quint is within 100 feet Rakath, he can communicate with it telepathically. Additionally, as an action, he can see through Quint’s eyes and hear what it hears until the start of his next turn, gaining the benefits of any special senses that the familiar has. During this time, Rakath is deaf and blind with regard to his own senses.

 

Falon

Falon

token_1(7).png.3fb5e9933d53107d522d933d16a4540c.pngRakath-El

Silvanesti Knight of Solamnia Samurai Fighter


AC: 18 (12 studded leather + 4 Dex) | HP: 44/44 (5d10+10) | Speed: 30 ft.
Senses: passive Perception 15, Insight 15, Investigation 10, Darkvision 60 ft.
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 10 (+0) | Wis: 14 (+2) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese


My words, Rakath-El said. | My thoughts, Rakath-El thought. | My actions . . .


 
 
 
Statblock

Medium humanoid (elf), Neutral Good
Age: 73 years old | Height: 6′ (183 cm) | Weight: 138 lbs. (62 kg)
Armor Class: 14 (12 studded leather + 4 Dex) | Max HP: 44 (5d10 + 10)
Speed: 30 ft.
Proficiency Bonus: +3

STR
8 (-1)

Save: +2
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
18 (+4)

Save: +4
Acrobatics: +7
Slight-of-Hand: +4
Stealth: +7

 

CON
14 (+2)

Save: +5





 

INT
10 (+0)
Save: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +0
Religion: +0
WIS
14 (+2)
Save: +2
Animal Handling: +2
Insight: +5
Medicine: +2
Perception: +5
Survival: +5
CHA
12 (+1)
Save: +1
Deception: +1
Intimidation: +1
Performance: +1
Persuasion: +4

 

Damage Resistances: necrotic
Damage Immunities: —
Senses: passive Perception 15, passive Insight 15, passive Investigation 10, Darkvision 60 ft.
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese
Proficiencies: heavy armor, light armor, martial weapons, medium armor, shields, and simple weapons
Tool Proficiencies: thieves' tools, woodcarver's tools

Actions

Rapier (finesse). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Longbow (heavy, two-handed). Ranged Weapon Attack: +9 to hit, ranged 150/600 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.

Bonus Actions

Handaxe (finesse, light, thrown 20/60). Melee Weapon Off-hand Attack: +7 to hit, reach 5 ft. one target.
Hit: 3 (1d6) slashing damage.
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 5. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting Spirit. Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see and gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Falon

Falon

token_1(7).png.3fb5e9933d53107d522d933d16a4540c.pngRakath-El

Silvanesti Knight of Solamnia Samurai Fighter


AC: 18 (12 studded leather + 4 Dex) | HP: 44/44 (5d10+10) | Speed: 30 ft.
Senses: passive Perception 15, Insight 15, Investigation 10, Darkvision 60 ft.
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 10 (+0) | Wis: 14 (+2) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese


My words, Rakath-El said. | My thoughts, Rakath-El thought. | My actions . . .


Statblock

Medium humanoid (elf), Neutral Good
Age: 73 years old | Height: 6′ (183 cm) | Weight: 138 lbs. (62 kg)
Armor Class: 14 (12 studded leather + 4 Dex) | Max HP: 44 (5d10 + 10)
Speed: 30 ft.
Proficiency Bonus: +3

STR
8 (-1)

Save: +2
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.

 

DEX
18 (+4)

Save: +4
Acrobatics: +7
Slight-of-Hand: +4
Stealth: +7

 

CON
14 (+2)

Save: +5





 

INT
10 (+0)
Save: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +0
Religion: +0
WIS
14 (+2)
Save: +2
Animal Handling: +2
Insight: +5
Medicine: +2
Perception: +5
Survival: +5
CHA
12 (+1)
Save: +1
Deception: +1
Intimidation: +1
Performance: +1
Persuasion: +4

 

Damage Resistances: necrotic
Damage Immunities: —
Senses: passive Perception 15, passive Insight 15, passive Investigation 10, Darkvision 60 ft.
Languages: You can speak, read, and write Common, Solamnic, Elven, and
Nerakese
Proficiencies: heavy armor, light armor, martial weapons, medium armor, shields, and simple weapons
Tool Proficiencies: thieves' tools, woodcarver's tools

Actions

Rapier (finesse). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.
Longbow (heavy, two-handed). Ranged Weapon Attack: +9 to hit, ranged 150/600 ft., one target.
Hit: 8 (1d8 + 4) piercing damage.

Bonus Actions

Handaxe (finesse, light, thrown 20/60). Melee Weapon Off-hand Attack: +7 to hit, reach 5 ft. one target.
Hit: 3 (1d6) slashing damage.
Second Wind. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 5. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting Spirit. Your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.

Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see and gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

×
×
  • Create New...