Lucan’s family:

Theirastra: Bi gender (Female body),127 years old, Alive but doing poorly, Laborer, LE

Ielenia: Female, 147 years old, Alive, but doing poorly, Sailor, NG

Fivin: Trans Male, 157 years old, Alive and well, Farmer, TN

Immeral: Male, 178 years old, Alive and well, Merchant, TN

Theriatis: Bi Gender (Male body), 142 years old, Alive and well, Herder, NE

Dara: Trans Female Body, 231 years old, Alive, but doing poorly, Entertainer, NE

Lord Berrian: Male, 259 years old, Alive and infamous, Soldier, NG

        Oda Carlin Ankle Slicer Shortstack Loofollue Holimon: Female, Gnome, 246 years old, Alive and Quite successful, Soldier, NG

Felosial: Female, 244 years old, Missing, Farmer, NE

Silaqui: Female, 145 years old, Alive, but doing poorly, Criminal, LE

Aerdeth: Male, 149 years old, Alive, but doing poorly, Laborer, N

Elama: Nonbinary (Female body), 252 years old, Alive and well, Hunter, NG

Friends:

Hugh Hubert Thomas: Trans Male, Human, 32 years old, Alive but doing poorly due to injury, financial trouble, or relationship difficulties, Rogue, Neutral


Theirastra Holimon

Wood Elf (LE)

Medium Humanoid

Armor Class: 11

Hit Points: 4 (1d8)

Speed 35ft

Strength 10 (0)

Dexterity 12 (+1)

Constitution 10 (0)

Intelligence 10 (0)

Wisdom 11 (0)

Charisma 10 (0)

Skills: Athletics +2, Survival +2

Senses: Darkvision 60ft, Passive Perception 10

Languages: Common and Elvish

Challenge: 0 (10 XP)

Fey Ancestry: You have advantage on saving throws you make to avoid or end the Charmed condition.

Trance: You don’t need to sleep and magic can’t put you to sleep.

Druidcraft: Transmutation, Action, Range 30ft, Instantaneous, V, S

You create one of the following effects within range.

Weather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or a campfire.

Actions:

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 2 (1d4) Bludgeoning damage

Alignment: Lawful Evil creatures methodically take what they want within the limits of a code of tradition, loyalty, or order.


Theriatis Holimon

Wood Elf (NE)

Medium Humanoid

Armor Class: 11

Hit Points: 4 (1d8)

Speed 35ft

Strength 10 (0)

Dexterity 12 (+1)

Constitution 10 (0)

Intelligence 10 (0)

Wisdom 11 (0)

Charisma 10 (0)

Skills: Athletics +2, Animal Handling + 2, Survival +2

Senses: Darkvision 60ft, Passive Perception 10

Languages: Common and Elvish

Challenge: 0 (10 XP)

Fey Ancestry: You have advantage on saving throws you make to avoid or end the Charmed condition.

Trance: You don’t need to sleep and magic can’t put you to sleep.

Druidcraft: Transmutation, Action, Range 30ft, Instantaneous, V, S

You create one of the following effects within range.

Weather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or a campfire.

Actions:

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 2 (1d4) Bludgeoning damage

Alignment: Neutral Evil is the alignment of those who are untroubled by the harm they cause as they pursue their desires.


Fivin Holimon

Wood Elf (TN)

Medium Humanoid

Armor Class: 10

Hit Points: 4 (1d8)

Speed 35ft

Strength 10 (0)

Dexterity 10 (0)

Constitution 11 (0)

Intelligence 10 (0)

Wisdom 12 (+1)

Charisma 10 (0)

Skills: Animal Handling + 3, Nature + 2, Survival +3

Senses: Darkvision 60ft, Passive Perception 11

Languages: Common and Elvish

Challenge: 0 (10 XP)

Fey Ancestry: You have advantage on saving throws you make to avoid or end the Charmed condition.

Trance: You don’t need to sleep and magic can’t put you to sleep.

Druidcraft: Transmutation, Action, Range 30ft, Instantaneous, V, S

You create one of the following effects within range.

Weather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or a campfire.

Actions:

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 2 (1d4) Bludgeoning damage

Alignment: Neutral is the alignment of those who prefer to avoid moral questions and don’t take sides, doing what seems best at the time.


Silaqui Holimon

Wood Elf (LE)

Medium Humanoid

Armor Class: 16

Hit Points: 84 (13d8 + 26)

Speed 35ft

Strength 11 (0)

Dexterity 18 (+4)

Constitution 14 (+2)

Intelligence 11 (0)

Wisdom 11 (0)

Charisma 12 (1)

Saving Throws: Dex +7, Int +3

Skills: Acrobatics +7, Athletics +3, Perception +3, Sleight of Hand +7, Stealth +7

Senses: Darkvision 60ft, Passive Perception 13

Languages: Common, Elvish, Thieves’ cant

Challenge: 5 (1,800 XP)

Fey Ancestry: You have advantage on saving throws you make to avoid or end the Charmed condition.

Trance: You don’t need to sleep and magic can’t put you to sleep.

Evasion: If the Thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw and only half damage if it fails, provided the thief isn’t incapacitated.

Druidcraft: Transmutation, Action, Range 30ft, Instantaneous, V, S

You create one of the following effects within range.

Weather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or a campfire.

Actions:

Multiattack. The thief makes three Shortsword or shortbow attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 +4) piercing damage plus 3 (1d6) poison damage.

Shortbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 +4) piercing damage plus 3 (1d6) poison damage.

Bonus Actions:

Cunning Actions: The thief takes the Dash, Disengage, or Hide action.

Reaction:

Uncanny Dodge: The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.

Master Thieves are known for perpetrating daring heists. They tend to develop a romanticized reputation. A master thief might “retire” from hands-on work to run a thieves’ guild, spearhead some covert enterprise, or enjoy a quiet life of luxury.

When a master thief completes a challenging heist, they often leave behind a calling card to taunt their victims. A red bird feather.

Alignment: Lawful Evil creatures methodically take what they want within the limits of a code of tradition, loyalty, or order.


Ielenia Holimon

Wood Elf (NG)

Medium Humanoid

Armor Class: 17 (Leather armor, Suave Defense)

Hit Points: 66 (12d8 +12)

Speed 35ft

Strength 12 (+1)

Dexterity 18 (+4)

Constitution 12 (+1)

Intelligence 14 (+2)

Wisdom 11 (+0)

Charisma 15 (+2)

Skills: Acrobatics +8, Athletics +5, Persuasion +6

Senses: Darkvision 60ft, Passive Perception 10

Languages: Common and Elvish

Challenge: 3 (700 XP)

Fey Ancestry: You have advantage on saving throws you make to avoid or end the Charmed condition.

Trance: You don’t need to sleep and magic can’t put you to sleep.

Suave Defense. While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.

Druidcraft: Transmutation, Action, Range 30ft, Instantaneous, V, S

You create one of the following effects within range.

Weather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or a campfire.

Actions:

Multiattack. The swashbuckler makes one Dagger attack and two Rapier attacks.

Dagger. Melee or Range Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) Piercing damage.

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) Piercing damage.

Bonus Actions:

Lightfooted. The swashbuckler takes the Dash or Disengage action.

Swashbucklers are charming ne’er-do-wells who live by their own codes of honor. They crave notoriety, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long.

Many swashbucklers have a signature flourish with which they embellish their actions to make themselves more memorable. Ielenia adds showy embellishments to rapier strokes.

Alignment: Neutral Good creatures do the best they can, working within rules but not feeling best they can, working within rules but not feeling bound by them.


Aerdeth Holimon

Wood Elf (TN)

Medium Humanoid

Armor Class: 10

Hit Points: 4 (1d8)

Speed 35ft

Strength 10 (0)

Dexterity 10 (0)

Constitution 11 (0)

Intelligence 10 (0)

Wisdom 12 (+1)

Charisma 10 (0)

Skills: Animal Handling +3, Nature +3, Survival +3,

Senses: Darkvision 60ft, Passive Perception 11

Languages: Common and Elvish

Challenge: 0 (10 XP)

Fey Ancestry: You have advantage on saving throws you make to avoid or end the Charmed condition.

Trance: You don’t need to sleep and magic can’t put you to sleep.

Druidcraft: Transmutation, Action, Range 30ft, Instantaneous, V, S

You create one of the following effects within range.

Weather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or a campfire.

Actions:

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 2 (1d4) Bludgeoning damage

Alignment: Neutral is the alignment of those who prefer to avoid moral questions and don’t take sides, doing what seems best at the time.


Immeral Holimon

Wood Elf (TN)

Medium Humanoid

Armor Class: 10

Hit Points: 4 (1d8)

Speed 35ft

Strength 10 (0)

Dexterity 10 (0)

Constitution 11 (0)

Intelligence 10 (0)

Wisdom 11 (0)

Charisma 12 (+1)

Skills: Animal Handling + 2, Insight +2, Persuasion +3

Senses: Darkvision 60ft, Passive Perception 10

Languages: Common and Elvish

Challenge: 0 (10 XP)

Fey Ancestry: You have advantage on saving throws you make to avoid or end the Charmed condition.

Trance: You don’t need to sleep and magic can’t put you to sleep.

Druidcraft: Transmutation, Action, Range 30ft, Instantaneous, V, S

You create one of the following effects within range.

Weather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or a campfire.

Actions:

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 2 (1d4) Bludgeoning damage

Alignment: Neutral is the alignment of those who prefer to avoid moral questions and don’t take sides, doing what seems best at the time.


Dara Holimon

Wood Elf (NE)

Medium Humanoid

Armor Class: 15 Chain Shirt

Hit Points: 44 (8d8 +8)

Speed 35ft

Strength 11 (0)

Dexterity 14 (+2)

Constitution 12 (+1)

Intelligence 10 (0)

Wisdom 13 (+1)

Charisma 14 (+2)

Saving Throws: Dex +4, Wis +3

Skills: Acrobatics +4, Perception +5, Performance +6

Senses: Darkvision 60ft, Passive Perception 15

Languages: Common and Elvish

Challenge: 2 (450 XP)

Fey Ancestry: You have advantage on saving throws you make to avoid or end the Charmed condition.

Trance: You don’t need to sleep and magic can’t put you to sleep.

Druidcraft: Transmutation, Action, Range 30ft, Instantaneous, V, S

You create one of the following effects within range.

Weather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or a campfire.

Actions:

Multiattack. The bard makes two Shortsword or Shortbow attacks. It can replace one attack with a use of Spellcasting.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 +2) piercing damage.

Cacophony (Recharge 4-6). Each creature in a 15-foot cube originating from the bard must make a DC 12 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed up to 10 feet away from the bard. On a successful save, a creature takes half as much damage and isn’t pushed.

Spellcasting. The bard casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):

At will: Minor Illusion, mage hand, prestidigitation

1/day each: charm person, Puppet (UA), sleep

Bonus Actions:

Taunt (2/Day). The bard targets one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on d20 rolls until the start of the bard’s next turn.

Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons.

Dara does Puppetry.

Alignment: Neutral Evil is the alignment of those who are untroubled by the harm they cause as they pursue their desires.


Felosial Holimon

Wood Elf (NE)

Medium Humanoid

Armor Class: 10

Hit Points: 4 (1d8)

Speed 35ft

Strength 10 (0)

Dexterity 10 (0)

Constitution 11 (0)

Intelligence 10 (0)

Wisdom 12 (+1)

Charisma 10 (0)

Skills: Animal Handling + 3, Nature + 2, Survival +3

Senses: Darkvision 60ft, Passive Perception 11

Languages: Common and Elvish

Challenge: 0 (10 XP)

Fey Ancestry: You have advantage on saving throws you make to avoid or end the Charmed condition.

Trance: You don’t need to sleep and magic can’t put you to sleep.

Druidcraft: Transmutation, Action, Range 30ft, Instantaneous, V, S

You create one of the following effects within range.

Weather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or a campfire.

Actions:

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.

Hit: 2 (1d4) Bludgeoning damage

Alignment: Neutral Evil is the alignment of those who are untroubled by the harm they cause as they pursue their desires.


Elama Holimon

Wood Elf (NG)

Medium Humanoid

Armor Class: 16 (Studded Leather)

Hit Points: 75 (10d8 + 30)

Speed 35ft

Strength 11 (0)

Dexterity 18 (+4)

Constitution 16 (+3)

Intelligence 11 (0)

Wisdom 13 (+1)

Charisma 10 (0)

Skills: Acrobatics +6, Perception +5

Senses: Darkvision 60ft, Passive Perception 15

Languages: Common and Elvish

Challenge: 3 (700 XP)

Fey Ancestry: You have advantage on saving throws you make to avoid or end the Charmed condition.

Trance: You don’t need to sleep and magic can’t put you to sleep.

Druidcraft: Transmutation, Action, Range 30ft, Instantaneous, V, S

You create one of the following effects within range.

Weather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or a campfire.

Actions:

Multiattack. The archer makes two Shortsword or Longbow attacks.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 +4) piercing damage.

Longbow. Ranged Weapons Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 +4) piercing damage.

Bonus Action:

Archer’s Eye (3/day). Immediately after making an attack roll or a damage roll with a ranged weapon, the archer can roll a d10 and add the number rolled to the total.

Alignment: Neutral Good creatures do the best they can, working within rules but not feeling best they can, working within rules but not feeling bound by them.


Berrian Holimon

Wood Elf (NG)

Medium Humanoid

Armor Class: 18 (Plate)

Hit Points: 143 (22d8 + 44)

Speed 35ft

Strength 20 (+5)

Dexterity 15 (+2)

Constitution 14 (+2)

Intelligence 10 (0)

Wisdom 14 (+2)

Charisma 12 (+1)

Saving Throws: Str +9, Con +6

Skills: Athletics +9, Intimidation +5, Perception +6

Senses: Darkvision 60ft, Passive Perception 16

Languages: Common and Elvish

Challenge: 9 (5,000 XP)

Fey Ancestry: You have advantage on saving throws you make to avoid or end the Charmed condition.

Trance: You don’t need to sleep and magic can’t put you to sleep.

Druidcraft: Transmutation, Action, Range 30ft, Instantaneous, V, S

You create one of the following effects within range.

Weather Sensor: You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.

Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.

Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot Cube.

Fire Play. You light or snuff out a candle, a torch, or a campfire.

Indomitable (2/Day). The champion rerolls a failed saving throw.

Actions:

Multiattack. The champion makes three Greatsword or Shortbow attacks.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.

Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.

Bonus Actions:

Second Wind (Recharges after a Short or Long Rest). The champion regains 20 hit points.

Champions are mighty warriors who have honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers.

A typical champion bears a coat of arms, heraldry that is associated with the champion far and wide. (The coat of arms for the House of Tariat)

Alignment: Neutral Good creatures do the best they can, working within rules but not feeling best they can, working within rules but not feeling bound by them.


Oda Holimon

Forest Gnome (NG)

Small Humanoid

Armor Class: 18 (plate)

Hit Points: 52 (8d8 + 16)

Speed 30ft

Strength 16 (+3)

Dexterity 11 (0)

Constitution 14 (+2)

Intelligence 11 (0)

Wisdom 11 (0)

Charisma 15 (+2)

Saving Throws: Con +4, Wis +2

Senses: Darkvision 60ft, Passive Perception 10

Languages: Common and Elvish

Challenge: 3 (700 XP)

Gnomish Cunning. You have Advantage on intelligence, Wisdom, and Charisma saving throws.

Forest Gnome. You know the Minor Illusion cantrip. You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus (2), and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.

Brave. The knight has advantage on saving throws against being frightened.

Actions:

Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 oft., one target. Hit: 5 (1d10) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute the knight can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.

Reactions:

Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.

Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.

Alignment: Neutral Good creatures do the best they can, working within rules but not feeling best they can, working within rules but not feeling bound by them.


Hugh Thomas

Human (TN)

Medium Humanoid

Armor Class: 12

Hit Points: 27 (6d8)

Speed 30ft

Strength 10 (0)

Dexterity 15 (+2)

Constitution 10 (0)

Intelligence 12 (+1)

Wisdom 14 (+2)

Charisma 16 (+3)

Skills: Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4

Senses: Passive Perception 16

Languages: Common, Elvish, Thieves’ Cant

Challenge: 1 (200 XP)

Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.

Skillful. You gain proficiency in one skill of your choice.

Alert. When you roll Initiative, you can add your Proficiency Bonus to the roll. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t male this swap if you or the ally has the Incapacitated condition.

Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack. Once per turn, the spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll.

Actions:

Multiattack. The spy makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 +2) piercing damage.

Rulers, nobles, merchants, guild masters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.

Alignment: Neutral is the alignment of those who prefer to avoid moral questions and don’t take sides, doing what seems best at the time.