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# For honor NPC blocks In a distant continent war raged between 4 clans, a war that consumed everything they fought to protect. Tearing their homes down to their last fibers, the following cataclysm of both natural and man made disasters ensured that every bit of their history and culture of these clans only survived in the refugees that left. These warriors, now coming from practically alien cultures, struggle to make names within the kingdoms of magic and mythical might. ## Mundane Knowledge Any chance of legitimate and organized research within their clans was snuffed out due to the war, the people of these 4 clans have never seen magic nor any type of technology higher than crossbows and weighted pulley systems. Either no magical creatures could make their homes within the warring lands or they were all slaughtered by ancient warriors of mythology. So for these refugees to make the shift from one completely different world to another one, it can be taxing if not outright kill them off. Those that do adapt become paragons of survival. Being raised in a no magic society it might be hard, if not impossible, to learn magic themselves, but seeing how comfortable it can make others lives those that do focus their time on the study of the arcane do it with an enthusiasm never seen before. ## Tactical Superiority Years of warring against each other, masterful tacticians rising to their destinies, new plans and combat techniques have given these warriors an extra edge above regular soldiers not from the 4 clans. Expect an organized army of these clans to grab every advantage they can, whenever they can. Pride and honor might get in the way from time to time, but pride differentiates from culture to culture. A warrior from 4 of the clans will lose pride in running from a bloodbath that can still be won, but will have no problem running from a losing battle. A warrior will lose their honor when disrespecting a senior officer, but will gain reputation for brutalizing an abusive or just generally bad one. This unofficial "doctrine" keeps their armies top shape, but they can also be vulnerable with how little authoritative figures they have or from brutal this way of life can be. Its not lethal to disregard their indoctrinations, but expect to be in the long fight against a ruthless enemy. Try to grab as many advantages as they do, be as ruthless as them. \columnbreak ## Clans of War It is not known, even by the original refugees and roaming armies, whether the four clans had actual names according to their languages of origin. They have regarded themselves as Knights, Vikings, Samurai, and the Wu-Lin. The names Iron-Legion, War Born, or the Dawn Empire also pop up as major factions, but they have long since been disbanded. The **Knights** were a faction that had unification troubles, with multiple legions having shaky relations between them all. They served with the best metal weaponry and armor, that smiths could provide, to defend the weak and frail. They attest that they would even use their own flesh if it came to it. To a knight honor and duty go hand in hand but accepting imprisonment isn't seen as desertion, rather it is a mercy they extend outwards. Their oaths are not likely broken, even when they have no magical or divine consequences behind them. Knight warlords would find themselves serving masters they don't hold in high esteem because of their oath, yet that does not mean you can try and bribe one into giving you the upper hand simply because they hate their master. The **Vikings** originated from the cold north on their old continent, weathered by the storms and blizzards. They are the most populated of the clans, but arguably the most primitive. Unable to make the standard plate armor that most knights have, they settle for small sheets of chainmail and boiled leather to cover them. Most just go into battle armorless as well as fearless, believing their time of death to have been long since carved into the pillars of fate. Their mythology, religion, festivals, and stories all revolve around glorious death by combat, where they are most free. As such they are violent in every way, except imprisonment. They would never take away the freedom of a sentient creature, although that can be seen as even more cruel as they just kill surrendering soldiers or send them to fight in gladiatorial pits. The **Samurai** are seen as the most unified among the 4 clans, yet the smallest. They had only survived up until now through sheer determination, skill, cunning, and intelligence. As such that reflects in their battle style, they prefer elegance and skill to brute strength and will take great pains in training to perfect that skill. Not all samurai follow masters so it is hard to gauge how they value personal freedoms or loyalty. It is more according to the individual. One thing is sure about all of them, to test their will is to throw your fist against pure steel. They are indomitable and carry an unbreakable confidence into battle that inspires all around them. The **Wu-Lin** were latecomers to the cataclysmic wars of the 4 clans, but for good reason. They had been trying to put down years worth of civil disputes and civil wars. Corruption grew like weeds within cracked pavement. The warriors that did come to participate in the cataclysmic wars did so on the promise of revenge, glory, peace, or pay. Despite how much hardship they have faced they continue to flow like water, letting no amount of trouble break them down. Even when their greatest heroes went against their freedoms they still stood strong and never gave up. They reflect that quite plainly within their battle styles. a beautiful but deadly dance. \pagebreakNum # Knights ### ## Warden The Wardens are all thats left of an order that has long since crumbled into dust, even some of the present Wardens don't even know the true purpose of their order. They merely recollect the ideal of protecting the frail donning shields, armor, and wills of steel. With longsword in hand, Wardens are master duelists and even better warlords. They embody the virtues of the Knights, following their oaths to a higher degree than any other warrior. Although some outliers can and have spoiled the entire order, so they take great caution who they train. ___ > ## Warden >*Medium humanoid (Human), any lawful alignment* > ___ > - **Armor Class** 18 (Plate) > - **Hit Points** 90 (12d8+36) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16(+3)|14(+2)|16(+3)|13(+1)|14(+2)|17(+3)| >___ > - **Saving Throws** Strength +6, Dexterity +5 > - **Skills** Persuasion +6, Athletics +6 > - **Senses** passive perception 12 > - **Languages** Common > - **Challenge** 4 (1,100 XP) > ___ > > > ***Duelist's Cunning.*** When wielding it's longsword, the Warden can use it's reaction to parry an incoming attack and add +2 to its AC until the end of it's next turn. The Warden can use this feature 2 times before it must take a short or long rest before being able to use this feature again. > > > ### Actions > ***Multiattack.*** The Warden makes two attacks with its longsword and can optionally use it's Summon Courage action > > ***Longsword.*** *Melee Attack:* +6 to hit, Reach 5ft, one target. *Hit* 8 (1d10+3) slashing damage > > ***Summon Courage.*** The Warden can choose up to three creatures, and itself, and give them immunity to the frightened condition for 1 minute as well as 15 temporary hit points. The Warden can do this as many times equal to its Charisma modifier (3 for this template). > > ***Second Wind.*** The Warden can use its bonus action to regain hit points equal to 1d10 + it's Con modifier. The Warden must take a short or long rest to use this feature again. \columnbreak ## Lawbringer Stalwart dispensers of justice and cruel executioners on the field, Lawbringers embody the law in a domain where chaos reigns as the master. Armed with the most versatile weapon the knights have ever created, the poleaxe, and armored in plate of ancestral making, they charge into battle mercilessly slaughtering all in their way, be it criminal or the foolish innocent. There is nowhere to run when you have accepted chaos into your ranks. ___ > ## Lawbringer >*Medium humanoid (Human), any lawful alignment* > ___ > - **Armor Class** 20 (Ancestral Plate) > - **Hit Points** 105 (14d8+42) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19(+4)|11(+0)|17(+3)|12(+1)|11(+0)|14(+2)| >___ > - **Saving Throws** Strength +7, Constitution +6 > - **Skills** Athletics +7, Intimidation +5, Persuasion +5 > - **Senses** passive perception 10 > - **Languages** Common > - **Challenge** 6 (2,300 XP) > ___ > > ***Impale*** If the Lawbringer moves at least 15ft the Lawbringer can choose to have the target make a Strength saving throw or be pushed back 5ft to 15ft, the Lawbringer always goes with the target. (If the Lawbringer reaches an edge the target must make a Dexterity or Strength saving throw to not fall off) > > ### Actions > ***Multiattack.*** The Lawbringer makes three poleaxe attacks, switching between jabs and crushes as it chooses. > > ***Poleaxe Jab.*** *Melee Attack:* +7 to hit, 10ft Reach, one target. *Hit:* 9 (1d10+4) piercing damage. > > ***Poleaxe Crush.*** *Melee Attack:* +7 to hit, 5ft Reach, one target. *Hit:* 10 (1d12+4) slashing damage and, on a hit, the target must make a Con save or be blinded and deafened until the end of the Lawbringer's next turn. *(if the effect is already applied then future attacks will not extend the time spent until it clears).* > > ***Justice Comes.*** The Lawbringer can place a mark upon a target if they have committed a crime, broken an oath, or twisted the law and will always know by natural means of where they are. The Lawbringer always knows if someone has committed one of these acts. \pagebreakNum ## Conqueror Criminals fighting for freedom and the promise of a full belly fill the ranks constantly, filling the majority of soldiers that fight for the Knights. Some go a step further, becoming diamonds in the rough. Wielding the chained flail in one hand and a sturdy shield in the other, Conquerors are the most elite of their kind. They embody the strength of a battering ram, useless alone but thriving on combat in company. A Conqueror is only a knight by association, they have no inclination to cling to any oath. Their personal freedoms are what they fight for now. ___ > ## Conqueror >*Medium humanoid (Human), any non-lawful alignment* > ___ > - **Armor Class** 18 (chain and shield) > - **Hit Points** 128 (15d8+60) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|18 (+4)|10 (+0)|11 (+0)|10 (+0)| >___ > - **Saving Throws** Strength +6, Constitution +6 > - **Skills** Athletics +6, Intimidation +2 > - **Damage Resistances** non-magical bludgeoning, piercing, and slashing damage dealt by lawful attackers > - **Senses** passive perception 10 > - **Languages** Common > - **Challenge** 7 (2,900) > ___ > > ***Delinquent's Spite*** Types of damage dealt by lawful enemies are resisted (see above) as well as when subjected to an effect, by a lawful creature, that requires a saving throw it is made at advantage. > > ***Shield Master.*** If the Conqueror is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it can use it's reaction to take no damage if it succeeds on the saving throw, interposing it's shield between itself and the source of the effect. > > ***Siege Knight.*** The Conqueror deals double damage to structures, on a scale nearest to it's size. (Wooden Walls, Columns, ect.) > > ### Actions > ***Multiattack.*** The Conqueror makes three flail attacks > > ***Flail.*** *Melee Attack:* +6 to hit, 5ft Reach, one target. *Hit:* 8 (1d8+4) bludgeoning damage > > ***Steel Repulse.*** If a melee attack against the Conqueror is missed then the Conqueror can use its reaction to make an attack against that creature. \columnbreak ## Peacekeeper In quiet times of war the knights kept the peace through a silent blade. The Peacekeeper's deadly dance can kill an enemy before they even know they are there. When sent into the chaotic and loud battlefield they rarely choose to become ghosts, rather visible dancers of death. Their path can be plainly seen, slick with blood and paved with the bodies of the fallen. They may follow an oath of peace, but both the oath and the Peacekeeper show no fealty to pacifism. More often than not, Peacekeepers are female. An abstract or metaphorical reason for this is not known ___ > ## Peacekeeper >*Medium humanoid (Human), any alignment* > ___ > - **Armor Class** 16 (Studded Leather) > - **Hit Points** 65 (10d8+20) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11(+0)|20(+5)|14(+2)|13(+1)|15(+2)|15 (+2)| >___ > - **Saving Throws** Dexterity +7, Charisma +5 > - **Skills** Acrobatics +7, Stealth +10, Deception +8, Perception +5 > - **Senses** passive perception 15 > - **Languages** Common > - **Challenge** 5 (1,800 XP) > ___ > > ***Evasion.*** When subjected to an effect that requires a Dexterity saving throw, the Peacekeeper takes no damage on a success or half as much on a failure. > > ***Cunning Action.*** On each of its turns, the Peacekeeper can use its bonus action to take the Dash, Disengage, or Hide action. > > ***Sneak Attack (1/Turn).*** The Peacekeeper deals an extra 15 (5d6) damage when it hits the target with a weapon attack and has advantage on the roll, or an ally within 5ft of it that isn't incapacitated. > > ***Assasination.*** When attacking an enemy that hasn't taken it's turn yet the Peacekeeper gains advantage. In addition, any hits against a creature that is surprised are critical hits. > > ### Actions > ***Multiattack.*** The Peacekeeper makes two shortsword attacks, and one dagger attack. > > ***Shortsword.*** *Melee Attack:* +8 to hit, 5ft Reach, one target. *Hit:* 8 (1d6+5) slashing damage > > ***Dagger.*** *Melee or Ranged Attack:* +8 to hit, 5ft reach or range 20/60 ft., one target. *Hit:* 9 (1d4+5) piercing damage. \pagebreakNum ## Centurion Where most fought for warlords or to honor an oath, Centurion fought for an empire. They see the battlefield as a game of chess, sacrifices must be made to win and gain advantages. They bring a wave of unwavering confidence to the field that is felt by all, ally or enemy. Where its called unwavering confidence by most Knights, it is thought of as unwavering arrogance by the other factions, arrogance being sparked by unchecked egomania. That is thought to be the reason why they care little about their shields, others say they don't carry them anymore so they can tear those that call them egomaniacs apart with their bare fists. ___ > ## Centurion >*Medium humanoid (Human), any alignment* > ___ > - **Armor Class** 17 (Half Plate) > - **Hit Points** 85 (13d8+22) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18(+4)|15(+2)|15(+2)|12(+1)|10(+0)|14 (+2)| >___ > - **Saving Throws** Strength +6, Dexterity +3 > - **Skills** Athletics +6, Intimidation +4 > - **Senses** passive perception 10 > - **Languages** Common > - **Challenge** 4 (1,100 XP) > ___ > > > ### Actions > ***Multiattack.*** The Centurion makes two gladius attacks and one unarmed attack > > ***Gladius.*** *Melee Attack:* +6 to hit, 5ft reach, one target. *Hit:* 8 (1d8+4) piercing damage > > ***Unarmed.*** *Melee Attack:* +6 to hit, reach 5ft, one target. *Hit:* 7 (1d6+4) bludgeoning damage > > ***Jab.*** The Centurion can choose to charge their unarmed attack at the cost of being slower. The attack subtracts 5 from its *to hit* bonus but adds 10 damage and the target must make a Strength saving throw or be knocked 5ft back and prone. > > ***Sprit of the Phalanx.*** The Centurion can use its action and choose 3 creatures, including itself, and grant each one 15 temporary hit points and a +1 to their AC as long as they are within 30ft, for 5 minutes. The Centurion can do this once per long rest. > \columnbreak ## Gladiator They spent their days fighting in the grueling gladiator pits, training to be the most elite of their kind. Using the roar of the bloodthirsty crowd to further themselves beyond the point of control, if there is no crowd to cheer them on then the pained screams of the battlefield will do. They have long since run out of challengers, so don't confuse yourself as to why they fought in a war of ideals. They merely wanted to fight. Trident in hand and a customized buckler in the other, this kit might be seen suicidal by most but in the hands of a gladiator it might as well be a tower shield and a pike in hand. ___ > ## Gladiator >*Medium humanoid (Human), any alignment* > ___ > - **Armor Class** 16 (Leather and Buckler) > - **Hit Points** 71 (11d8+22) > - **Speed** 35ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17(+3)|18(+4)|15(+2)|11(+0)|10(+0)|13(+1)| >___ > - **Saving Throws** Strength +6, Dexterity +7, Charisma +4 > - **Skills** Athletics +6, Acrobatics +7, Performance +4 > - **Senses** passive perception 10 > - **Languages** Common > - **Challenge** 5 (1,800 XP) > ___ > > ***Custom Made.*** The Gladiator's buckler only provides a +1 to it's AC, but it's training allows it to use versatile weapons with both hands as well as having the buckler equipped. > > ***Natural Athlete.*** The Gladiator makes any Strength (Athletics) and Dexterity (Acrobatics) check with advantage. > > ### Actions > ***Multiattack.*** The Gladiator makes three trident attacks. > > ***Trident.*** *Melee or Ranged Weapon Attack:* +6 to hit, reach 5ft. or range 20/60, one target. *Hit:* (1d6+3) piercing damage, or (1d8+3) when using both hands. > > ***Beyond the Edge.*** The Gladiator can use its bonus action on each of its turns, as long as it is taking damage or being cheered on by a large crowd, to gain resistance to non magical bludgeoning, piercing, and slashing damage. \pagebreakNum ## Harbinger of Misfortune , The Black Prior Free from the code of chivalry the Black Priors charge into the front lines of battle, culling all with a sick sense of cruelty and glee. The fresh chaos they bring to the battlefield cannot be replicated elsewhere, only they can produce such misfortune. True darkness follows them at their footsteps like a loyal hound, ready to blot out the light of hope and peace. All in the name of the Knights. Some Priors have rejected this path. They themselves don't give up killing nor their ultra violent tendencies altogether, for most warfare and bloodshed is all they know, but rather they give up their part in the constant renewal of cruel acts towards those who have no choice to do what they do. They don't carry names nor titles, as they have given them up. Under their leather cloaks they don black iron plate and chain, if it wasn't for its constant noise they would make great assassins. They are armed with spiked and serrated kite shields and vicious longswords to make sure the wounds they inflict have a permanent scarring should healing magic not arrive in time. They want the memory of their battle to stay a nightmare, not an occasion to be prideful. ___ > ## Black Prior >*Medium humanoid (Human), 90% chance of being any evil alignment, 10% chance of being any neutral alignment* > ___ > - **Armor Class** 20 (Plate and Shield) > - **Hit Points** 105 (14d8+42) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18(+4)|13(+1)|17(+3)|13(+1)|18(+4)|15(+2)| >___ > - **Saving Throws** Strength +7, Constitution +6 > - **Skills** Intimidation +8, Athletics +7, Perception +7, Survival +7 > - **Condition Immunities** Frightened > - **Senses** passive perception 17 > - **Languages** Common > - **Challenge** 6 (2,300 XP) > ___ > > ***Dark Bulawark.*** Whenever a creature within its line of sight goes below half its hitpoints the Black Prior regains 1d10 hitpoints at the start of its turn, the effect ending if the creature is healed back up above half hitpoints. > > ***Malo ultro asdunt.*** Any critical hit scored by the Black Prior deals three times the damage dice rather than two. Additionally, this attack leaves permanent scarring unless magical healing is administered before the next long rest. The scar has no negative effect on the target other than an underlying sense of dread. > > ### Actions > ***Multiattack.*** The Black Prior makes 2 longword attacks and one with its serrated shield > > ***Longsword.*** *Melee Attack:* +7 to hit, reach 5ft., one target. *Hit* 8 (1d8+4) slashing damage > > ***Serrated Shield.*** *Melee Attack:* +7 to hit, reach 5ft, one target. *Hit* 7 (1d6+4) bludgeoning damage plus 2 (1d4) piercing damage. > > ***To the Abyss.*** Should an attacker miss against the Black Prior it can use its reaction to try and flip the attacker with its shield. The attacker must make a contested athletics check versus the Black Prior. On a failure the attacker is flipped over the Black Prior onto the other side of it, and is knocked prone as well as taking an automatic hit from the *Serrated Shield* attack. \pagebreakNum # Vikings ### ## Raider Carrying the spark of their old forgotten gods, they summon entire armies with merely their name. Raiders are as ruthless as they are fearless, showing no need to go into battle with armor on, their flesh being hardened by scarring and bruising. You will always find them at the head of a horde, hacking and slashing at anyone foolish enough to get in between them and *their* plunder. Wielding a great dane axe, the largest of its kind, they will gladly follow the call of their destiny bringing down as many as they can with them. ___ > ## Raider >*Medium humanoid (Human), any alignment* > ___ > - **Armor Class** 16 (Unarmored Defense) > - **Hit Points** 102 (12d8+48) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19(+4)|15(+2)|19(+4)|9(-1)|13(+1)|12(+1)| >___ > - **Saving Throws** Strength +6, Dexterity +4, Constitution +6 > - **Skills** Athletics +6, Intimidation +3, Survival +3, Perception +3 > - **Senses** passive perception 13 > - **Languages** Common > - **Challenge** 5 (1,800 XP) > ___ > > ***Grappler*** The Raider has advantage on grapple checks and can make the on opportunity attacks. Additionally carrying a target no longer halves it's movement. > > ***Unarmored Defense.*** The Raider's AC equals 10 + its Dexterity and Constitution modifiers. > > ### Actions > ***Multiattack.*** The Raider makes three greataxe attacks > > ***Greataxe.*** *Melee Attack:* +7 to hit, reach 5ft, one target. *Hit:* 10 (1d12+4) slashing damage > > ***Stampede Charge.*** After a successful grapple check, the Raider can carry the target its full movement without needing to halve it. If the Raider runs into a wall it will then slam the target in the head with it's knee blinding and deafening it until the end of the Raider's next turn as well as dealing 15 bludgeoning damage. > >***Second Wind.*** The Raider can use its bonus action to regain hit points equal to 1d10 + it's Con modifier. The Raider must take a short or long rest to use this feature again. \columnbreak ## Valkyrie Warriors who have made deals with the gods, earning a place in the halls of their afterlife for the deserving and those who fail to die a worthy death in battle. Trackers, scouts, warlords, pray and they will come but only they alone choose for whom they fight, hope that you have not invited death into your ranks. Masters of the spear and shield, they were the vikings last hope at true salvation. Leaping into battle they find grace in a land of rage, skill in a war of brutality. ___ > ## Valkyrie >*Medium humanoid (human), any alignment* > ___ > - **Armor Class** 18 (Studded Leather and shield) > - **Hit Points** 90 (12d8+36) > - **Speed** 35ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16(+3)|18(+4)|16(+3)|10(+0)|15(+2)|11(+0)| >___ > - **Saving Throws** Strength +5, Dexterity +7 > - **Skills** Athletics +5, Acrobatics +7, Perception +8, Stealth +7 > - **Senses** passive perception 18 > - **Languages** Common > - **Challenge** 5 (1,800 XP) > ___ > > ***Tracker*** The Valkyrie has advantage on survival checks to specifically track a person they have met, heard of, or have a good description of. Additionally, when inspecting tracks, the Valkyrie can tell what creature left them if they are from a natural beast or something it has seen. > > ### Actions > ***Multiattack.*** The Valkyrie makes three attacks with its spear > > ***Spear.*** *Melee or Ranged Attack:* +5 to hit, reach 5ft. range 20/60ft, one target. *Hit:* 6 (1d6+3) piercing damage > > ***Sweep the Leg.*** After making one or more attacks, the Valkyrie can attempt to sweep the target's legs, knocking them prone, and jab their spear into the target for extra damage. The attack subtracts 5 from the Valkyrie's to hit bonus but adds 10 to the damage, additionally the target needs to make a contested athletics check or fall prone. \pagebreakNum ## Berserker These vicious warriors are said to harbor the soul of a beast and the mind of vengeful gods, all within the limiting yet very adaptable and capable human body. Unconcerned with their own safety they care little to set up their own defenses and charge into battle vanquishing foes before they themselves can set up proper defenses. They charge into battle fully knowing and accepting that they could die, instead of dwelling on this they simply focus on killing as many soldiers as possible and as quickly as possible. They wield only what they need, and a two handaxes are perfect for a multi use tool. They can be used to collect wood and scalps. As well as for skinning animals if one is fine with getting creative. ___ > ## Berserker >*Medium humanoid (Human), any alignment* > ___ > - **Armor Class** 17 (Unarmored Defense) > - **Hit Points** 97 (11d8+48) > - **Speed** 40ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17(+3)|16(+3)|19(+4)|9(-1)|12(+1)|10(+0)| >___ > - **Saving Throws** Strength +5, Dexterity +5, Constitution +6 > - **Skills** Stealth +5, Perception +3, Intimidation +2, Survival +3 > - **Condition Immunities** Frightened > - **Senses** passive perception 13 > - **Languages** Common > - **Challenge** 5 (1,800 XP) > ___ > > ***Fearless.*** Not only is the Berserker immune to the frightened condition, but additionally anyone within the radius of its "Fear Me" feature loses the frightened condition and becomes immune to fear for 1 minute. > > ***Unarmored Defense.*** The Jörmungandr's AC equals 10 plus its Dexterity and Constitution modifiers. > > ### Actions > ***Multiattack.*** The Berserker makes 4 handaxe attacks > > ***Handaxe.*** *Melee or Ranged Attack:* +5 to hit, reach 5ft range 20/60, one target. *Hit:* 6 (1d6+3) slashing damage > > ***Fear Me.*** Using its action, the Berserker can let out a ferocious roar from the depths of its heart. Every creature in a 30ft radius must succeed a Wisdom saving throw (DC 12) or be frightened of the Berserker for 1 minute. The creature can make a another saving throw at the end of their turn as long as the Berserker is not engaging them directly. The Berserker regains this trait after a long or short rest. \columnbreak ## Warlord The shield of their people, Warlords are chieftans and jarls who have gained their title through pain and suffering, rather than by blood and birth. They are always at the head of the charge even pushing in front of raiders, but they do often stay behind only to protect those that cannot fight. Should anyone dare cause their people harm they shall meet the brutal strength of their blade and shield. These traditions run as deep as stone, you would be a fool to test them. Their simple pelt covered chain armor, and rounded shields, are nothing to laugh at. A Warlord can easily punish the fast and cunning as well as withstand the strong and stalwart. ___ > ## Warlord >*Medium humanoid (Human), any alignment* > ___ > - **Armor Class** 18 (Chain Mail and Shield) > - **Hit Points** 119 (14d8+56) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18(+4)|13(+1)|19(+4)|12(+1)|10(+0)|14(+2)| >___ > - **Saving Throws** Strength +6, Constitution +6 > - **Skills** Athletics +6, Persuasion +4 > - **Senses** passive perception 10 > - **Languages** Common > - **Challenge** 6 (2,300 XP) > ___ > > ***Protection*** When a creature the Warlord can see attacks a target it is within 5ft of, it can use its reaction to impose disadvantage on the attack roll. The Warlord mus be holding a shield. > > ***Jarl's Might*** The Warlord gains an extra weapon damage dice per hit (included in the attack) > > > ### Actions > ***Multiattack.*** The Warlord makes three ulfberht attacks > > ***Ulfberht.*** *Melee Attack:* +6 to hit, reach 5ft, one target. *Hit:* 12 (2d8+4) slashing damage > > ***Inner Beast.*** Using its bonus action, the Warlord can land critical hits on 18s and 19s ,as well as gaining immunity to the frightened condition, for 1 minute. The Warlord must take a short or long rest to regain this feature. \pagebreakNum ## Highlander Unlike most hard headed Vikings, who would jump at the chance to be the first in a horde, the Highlanders would have rather stayed in their homeland, guarding it against the outside conflict. Ancient obligations have changed that, and brought them to the Viking's aid. They can stay in a defensive posture and stand toe to toe with the fiercest of warriors, weathering the flurry of blows with their claymore until they see a momentary weakness and then they pounce, displaying their true strength and speed revealed with sweeping strikes and heavy blows. \columnbreak ___ > ## Highlander >*Medium humanoid (Human), any alignment* > ___ > - **Armor Class** 16 (Scale Mail) or 18 (Defensive Form) > - **Hit Points** 119 (14d8+56) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19(+4)|17(+3)|19(+4)|12(+1)|14(+2)|10(+0)| >___ > - **Saving Throws** Strength +6, Dexterity +5 > - **Skills** Athletics +6, Survival +4, Perception +4, Insight +4 > - **Senses** passive perception 14 > - **Languages** Common > - **Challenge** 6 (2,300 XP) > ___ > > > ### Actions > ***Multiattack.*** The Highlander makes two greatsword attacks, or three in offensive stance > > ***Greatsword.*** *Melee Attack:* +6 to hit, reach 5ft, one target. *Hit:* 9 (2d6+4) or 14 (4d6+4) slashing damage when in offensive form > > ***Defensive Parry (Defensive Form only).*** When attacked by a melee attack, as a reaction, the Highlander can increase its AC by two until the end of it's turn. It can do this three times before needing to take a short or long rest before using it again. > > ***Form Change.*** The Highlander can use its bonus action to switch between Offensive Stance and Defensive Stance. \pagebreakNum ## Shaman Seeing divination through cuts and wounds and communing with her gods in rituals only she knows. Her erratic and insane behavior betrays the skill of one of the deadliest warriors alive. Feasting on animal and man alike, her blood lust is unrivaled and will ensure the death of every man and woman on the battlefield. The squabbles of countries and factions concerns her little, but she believes she has seen her destiny in war and bloodshed. With a hatchet and dagger equally as thirsty for blood as she is, she flies at her prey with unnatural speed wearing little but a leather tunic and pants draped with the skulls and bones of her prey, be it man or beast. ___ > ## Shaman >*Medium humanoid (Human), Chaotic Neutral* > ___ > - **Armor Class** 14 (Leather) > - **Hit Points** 85 (10d8+40) > - **Speed** 40ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14(+2)|17(+3)|18(+4)|9(-1)|13(+1)|7(-2)| >___ > - **Saving Throws** Strength +4, Dexterity +5, Constitution +6 > - **Skills** Stealth +5, Survival +3, Acrobatics +5, Perception +3 > - **Senses** passive perception 13 > - **Languages** Common > - **Challenge** 3 (700 XP) > ___ > > ***Blood Trance.*** When attacking a bleeding creature, the Shaman heals for half of the damage it rolled on it's damage die. In addition the Shaman heals for 1d10 every time a creature drops to or below 0 hitpoints. > > ***Bloodhound.*** The Shaman has advantage on Wisdom (Perception) checks made to smell bleeding creatures, and Wisdom (Survival) checks to track bleeding creatures even if they are healed during the trip or their wounds close up. > > ### Actions > ***Multiattack.*** The Shaman makes two hatchet attacks and one dagger attack > > ***Hatchet.*** *Melee or Ranged Attack:* +4 to hit, reach 5ft range 20/60, one target. *Hit:* 5 (1d6+2) slashing damage > > ***Dagger.*** *Melee or Ranged Attack:* +5 to hit, 5ft reach or range 20/60 ft., one target. *Hit:* 5 (1d4+3) piercing damage plus the creature must make a Constitution saving throw (DC 14) or take an extra 1d4 damage per turn due to excessive bleeding, this ends once the creature is healed or until the end of the creature's next turn. This effect does not stack, but a critical hit will change the bleeding damage to a 2d4. This has no effect on creatures without blood. > > ***Predator's Mercy.*** Sacrificing her dagger attack at the end of her multiattack, the Shaman can target a bleeding creature within 10ft of itself and attempt to bite at it's neck. The creature that is targeted must make a DEX saving throw, or take 15 piercing damage. The shaman then heals for the same amount. \pagebreakNum ## Harbinger of War, the Jörmungandr Donning the name of a ferocious and ravenous serpent from their worship, the Jörmungandr live to cull the weak in preparation for a cataclysm larger than that which scorched their lands. Their origins start from excluded warriors and peasants carrying skin deformities, they bonded with their shared afflictions which resembled serpent scales, of which soon becoming the basis for their beliefs. Their initiation is brutal and coincides with their painful origins, there is a very little chance actually surviving it, so as to stop the weak from joining. It includes the shattering of all four limbs, with the very hamarr (Hammer) they will come to wield, and their skin to be burned with acid to form scales that of a serpent. Wielding little to no armor, so that the world may look upon their devotion, they charge into battle with a mighty hamarr. Smashing the skulls of any foolish enough to stand in their way. It is even said what little clothing they wear is of human leather and bone, and their face paint be that of dried blood. \columnbreak ___ > ## Jörmungandr >*Medium humanoid (Human), 80% chance of being chaotic evil, 20% chance of being chaotic neutral* > ___ > - **Armor Class** 15 (Unarmored Defense) > - **Hit Points** 128 (15d8+60) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19(+4)|13(+1)|19(+4)|10(+0)|13(+1)|8(-1)| >___ > - **Saving Throws** Strength +6, Constitution +6 > - **Skills** Athletics +6 > - **Condition Immunities** Frightened > - **Senses** passive perception 11 > - **Languages** Common, Draconic > - **Challenge** 4 (1,100 XP) > ___ > > ***Serpent's Fervor.*** The Jörmungandr gains an additional weapon damage dice per hit (included in attack) > > ***Unarmored Defense.*** The Jörmungandr's AC equals 10 plus its Dexterity and Constitution modifiers. > > ***Jotunn's Strength*** Any *Serpent's Vulgarity* attack made and landed against a creature that has a level of exhaustion knocks it prone. > > > ### Actions > ***Multiattack.*** The Jörmungandr makes two maul attacks > > ***Warhammer.*** *Melee Attack:* +6 to hit, reach 5ft, one target. *Hit:* 14 (2d10+4) bludgeoning damage > > ***Serpent's Vulgarity.*** The Jörmungandr can use it's action to shove it's hammer into a creature in spot that would cause agonizing pain, usually at the groin and stomach area. The creature targeted must make a Constitution save of 15 or be stunned until the end of the Jörmungandr's next turn. > \pagebreakNum # Samurai ### ## Kensei Sword-saints, guardians of their people and paragons of perfection. They strive to be unparalleled in their skill, to be living incarnations of the Bushidō code. They are trained from infancy, gaining mastery over multiple martial arts and weapon techniques, to fight and die for their emperor, or anyone they consider their liege, ever since the fall of their empire. A Kensei's usual kit includes lamellar plating under a thin decorative coating, and they can always be recognized for their signature sode (shoulder plating). Most Samurai once wore wooden plating, as their land gave little iron output, but now they replace it for much more effective steel or iron. They charge into battle with an incredibly large and long blade known as the nodachi. ___ > ## Kensei >*Medium humanoid (Human), any lawful alignment* > ___ > - **Armor Class** 16 (Breastplate) > - **Hit Points** 90 (12d8+36) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17(+3)|14(+2)|16(+3)|12(+1)|11(+0)|14(+2)| >___ > - **Saving Throws** Strength +6, Dexterity +5, Charisma +5 > - **Skills** Athletics +6, Acrobatics +5, Persuasion +5 > - **Condition Immunities** Frightened > - **Senses** passive perception 10 > - **Languages** Common > - **Challenge** 4 (1,100 XP) > ___ > > ***Utter Perfection.*** Both the Kensei's Dexterity and Strength modifiers can be added when rolling to hit and damage for it's nodachi (included in attack) > > ***Flawless Warrior.*** The Kensei can land a critical hit on a natural 19. > > > ### Actions > ***Multiattack.*** The Kensei makes three attacks with it's nodachi or longbow > > ***Nodachi.*** *Melee Attack:* +8 to hit, reach 5ft, one target. *Hit:* 10 (1d10+5) slashing damage > > ***Longbow.*** *Ranged Attack:* +5 to hit, range 150/600, one target. *Hit:* 6 (1d8+2) piercing damage > > ***Second Wind.*** The Kensei can use its bonus action to regain hit points equal to 1d10 + it's Con modifier. The Kensei must take a short or long rest to use this feature again. \columnbreak ## Nobushi Once the defenders of the villages too far from the Samurai's Imperial City for the army to reach. They are elegant fighters with a curious weapon. They have the lightest armor that allows them to move like the wind but would not allow them to take much punishment. But don’t let their appearance fool you, they are one of the most effective fighters the Samurai have. Mostly they are female fighters, either volunteers from villages but mostly nobility that have training in weaponry. They wear leather armor with some bits of wooden plating or metal sode, but not enough to add any extra protection. Their curious naginata, a glaive-like weapon, requires much more dexterity than strength to use fighting of the Nobushi's fighting style. ___ > ## Nobushi >*Medium humanoid (Human), any lawful alignment* > ___ > - **Armor Class** 15 (Leather) > - **Hit Points** 72 (11d8+22) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12(+1)|19(+4)|15(+2)|13(+1)|14(+2)|11(+0)| >___ > - **Saving Throws** Dexterity +7, Wisdom +5 > - **Skills** Acrobatics +7, Insight +5, Perception +5 > - **Senses** passive perception 15 > - **Languages** Common > - **Challenge** 4 (1,100 XP) > ___ > > ***Cat's Grace.*** On each of it's turns, the Nobushi can use it's bonus action to take the dodge, dash, or disengage action. > > ***Polearm Adept.*** Creatures provoke an opportunity attack when they enter the Nobushi's range. > > ### Actions > ***Multiattack.*** The Nobushi makes three naginata attacks. > > ***Naginata.*** *Melee Attacked:* +7 to hit, reach 10ft, one target. *Hit:* 10 (1d12+4) slashing damage > \pagebreakNum ## Shugoki The Shugoki appear slow and cumbersome. Don’t let that fool you -- they possess the strength of a giant and an indomitable will. It takes incredible fortitude to be the guardians of your people. You must defend them at all costs and put their needs above your own. This has never been an issue for the Shugoki. Their weapon of choice seems unwieldy. But in their hands, it is as deadly and precise as any blade. The Shugoki wears massive wooden or lamellar plates protecting their torso and arms. On their face they usually wear a mask portraying a demon of their own mythology, it covers their entire face, and is reminiscent of an actual Oni. ___ > ## Shugoki >*Medium humanoid (Human), any lawful alignment* > ___ > - **Armor Class** 18 (Plate) > - **Hit Points** 137 (16d8+65) > - **Speed** 25ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20(+5)|7(-2)|19(+4)|11(+0)|10(+0)|14(+2)| >___ > - **Saving Throws** Strength +7, Constitution +6 > - **Skills** Athletics +7 > - **Senses** passive perception 10 > - **Languages** Common > - **Challenge** 5 (1,800 XP) > ___ > > ***Throw Down.*** Any critical hit against a creature knocks it prone. > > ### Actions > ***Multiattack.*** The Shugoki makes two kanabo attacks > > ***Kanabo.*** *Melee Attack:* +7 to hit, reach 5ft, one target. *Hit:* 11 (2d6+5) bludgeoning damage > > ***Demon's Embrace.*** The Shugoki can use it's action to attempt to grapple a creature and, should that succeed, in that same turn crush that creature for 13 (2d8+5) bludgeoning damage. The Shugoki heals for half the amount of damage dealt. The Shugoki then let's go of the creature. \columnbreak ## Orochi The Imperial assassins of the Samurai. They roam the battlefield like ghosts, terrorizing and slaughtering those unfortunate enough to cross their path. Lightly armored and trained in the arts of stealth and deception, the Orochi dispatches enemies with a katana. Usually loyal beyond reproach, the Orochi holds the darker samurai secrets of dealing death in myriad ways, from throwing deadly knives to using a poisoned blade. For the sake of flexibility and their line of work as an assassin, they rarely wear full metal or lamellar armor. When off the battlefield they can even be seen, if they aren't doing their job correctly, wearing simple black rags and shadowed leather to blend in with the night. ___ > ## Orochi >*Medium humanoid (Human), any lawful alignment* > ___ > - **Armor Class** 17 (Studded Leather/Wooden Plate) > - **Hit Points** 72 (11d8+22) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11(+0)|20(+5)|14(+2)|16(+3)|16(+3)|14(+2)| >___ > - **Saving Throws** Dexterity +8, Charisma +5 > - **Skills** Acrobatics +8, Stealth +8, Perception +6, Deception +5, Persuasion +5 > - **Senses** passive perception 16 > - **Languages** Common > - **Challenge** 5 (1,800 XP) > ___ > > ***Extra Equipment.*** The Orochi has 10 kunai and 3 poison vials that deal an extra 8 (2d8) poison damage (3 kunai per vial, one weapon per vial). It takes an action to poison a weapon. > > ***Cunning Action.*** On each of its turns, the Orochi can use its bonus action to take the Dash, Disengage, or Hide action. > > ***Sneak Attack (1/Turn).*** The Orochi deals an extra 9 (3d6) damage when it hits the target with a weapon attack and has advantage on the roll, or an ally within 5ft of it that isn't incapacitated. > > ***Assasination.*** When attacking an enemy that hasn't taken it's turn yet the Orochi gains advantage. In addition, any hits against a creature that is surprised are critical hits. > > ### Actions > ***Multiattack.*** The Orochi makes three katana attacks or three kunai attacks. > > ***Katana.*** *Meleee Attack:* +8 to hit, reach 5ft, one target. *Hit:* 8 (1d6+5) slashing damage, or 9 (1d8+5) when using both hands. > > ***Kunai.*** *Ranged Attack:* +8 to hit, 5ft reach or range 20/60 ft., one target. *Hit:* (1d4+4) piercing damage. > \columnbreak \pagebreakNum ## Aramusha The Aramusha is a Samurai fallen from grace. They are not silent nor elegant but they move with the precision of a predatory cat and waste no movements. Their dual blades make short work of any who stand before them. There is no air of mystery about them. They are simply elite warriors who wield dual katana with deadly grace. No longer wearing body armor, the Aramusha wear Shitagi shirts with Hakama pants tied off at the end by greaves. They wield duel katanas, most likely taken off the body of a dead samurai. ___ > ## Aramusha >*Medium humanoid (Human), any chaotic alignment* > ___ > - **Armor Class** 15 (Unarmored Defense) > - **Hit Points** 98 (15d8+30) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13(+1)|17(+3)|15(+2)|11(+0)|10(+0)|15(+2)| >___ > - **Saving Throws** Dexterity +6, Charisma +6 > - **Skills** Acrobatics +6, Athletics +4, Intimidation +5 > - **Senses** passive perception 10 > - **Condition Immunities.** Prone > - **Languages** Common > - **Challenge** 4 (1,100 XP) > ___ > > ***Rocksteady.*** The Aramusha is immune to the prone condition, and has advantage on any check made to move it against it's will. > > ***Waste No Time.*** The Aramusha can make a running leap 10ft towards a creature, and gain advantage on that round of attacks on that creature. The Aramusha takes no opportunity attacks for the distance leaped. > > ***Unarmored Defense.*** The Aramusha's AC equals 10 + its Dexterity and Constitution modifiers. > > ### Actions > ***Multiattack.*** The Aramusha makes three attacks with it's dual katanas. > > ***Katana.*** *Melee Attack:* +6 to hit, reach 5ft, one target. *Hit:* 6 (1d6+3) slashing damage. > > ***Action Surge (Recharges per short or long rest).*** The Aramusha can take one additional action. > > ***Fear Itself (Recharges per short or long rest).*** Using it's action, every creature within 30ft of the Aramusha can must make a Wisdom saving throw (DC 14) or be frightened of the Aramusha for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \columnbreak ## Shinobi The Shinobi are silent warriors who move with a dancer's grace and kill with the precision that can only come from a lifetime of disciplined training. While their brethren Aramusha are brash enforcers, the Shinobi are tasked with undercover work. Not much else is known about the Shinobi than their agility, their ninja arts and their skill that lets them dispatch enemies quickly with the kusarigama they hold in hand. They wear very little armor, but don't seem to actually engage in melee combat all the time. Using the chains, or rope, attached to their weapons to throw them from long range. These can also make for great climbing gear. ___ > ## Shinobi >*Medium humanoid (Human), any alignment* > ___ > - **Armor Class** 16 (Unarmored Defense) > - **Hit Points** 66 (12d8+12) > - **Speed** 30ft, climb 20ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10(+0)|20(+5)|13(+1)|17(+3)|13(+1)|11(+0)| >___ > - **Saving Throws** Dexterity +8, Intelligence +6 > - **Skills** Stealth +11, Acrobatics +11 > - **Senses** passive perception 10 > - **Languages** Common > - **Challenge** 4 (1,100 XP) > ___ > > > ***Evasion.*** When subjected to an effect that requires a Dexterity saving throw, the Shinobi takes no damage on a success or half as much on a failure. > > ***Like a Shadow.*** The Shinobi can make a stealth check even when only lightly obscured, and has advantage on Dexterity (Stealth) when heavily obscured, in dim light, or in darkness. > > ***Extra Equipment.*** The Shinobi has three smoke bombs, which heavily obscure the area in a 20ft sphere for 1 minute or until dispersed by wind of moderate or greater speed (at least 10 miles per hour). They can make 3 per week, at the cost of 10gp per bomb. > > ***Assasination.*** When attacking an enemy that hasn't taken it's turn yet the Shinobi gains advantage. In addition, any hits against a creature that is surprised are critical hits. > > ### Actions > ***Multiattack.*** The Shinobi makes three attacks, either with it's kusarigama or it's unarmed (If in range). > > ***Kusarigama.*** *Melee Attack:* +8 to hit, reach 15ft ,one target. *Hit:* 8 (1d6+5) slashing damage. > > ***Unarmed*** *Melee Attack:* +8 to hit, reach 5ft ,one target. *Hit:* (1d8+5) bludgeoning damage \pagebreakNum ## Harbinger of Death, the Hitokiri The Samurai have a name for former executioners – Hitokiri, a word that means “manslayers” with no heart. These ghostly warriors have lost all faith in humanity. They wander the land clutching their masakari, the mighty axes they used to sentence criminals. Their presence on the battlefield spreads a dark cloud of death that can terrify all enemies. It's hard to believe their powers are mundane, but they follow no god nor entity that can foster power in their acolytes. Although their constant ebb on the edge of life and death has allowed them to sense the unnatural since they came to this land of myth and magic. They can be seen in battle wearing ceremonial garb, made of linen, silk, and cotton. They also sew small doll heads into their garb for either religious or ceremonial purposes. They wear simple white masks on their faces that show little to no emotion, or sometimes they bare their naked face to show their scars which appear to be a forgotten script. \columnbreak ___ > ## Hitokiri >*Medium humanoid (Human), any non-good alignment* > ___ > - **Armor Class** 16 (Ghastly Devotion) > - **Hit Points** 122 (16d8+50) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18(+4)|13(+1)|16(+3)|11(+0)|17(+3)|12(+1)| >___ > - **Saving Throws** Strength +7, Wisdom +6 > - **Skills** Athletics +7, Perception +6, Religion +3 > - **Condition Immunities** Frightened > - **Senses** passive perception 16 > - **Languages** Common > - **Challenge** 6 (2,300 XP) > ___ > > ***Ghastly Devotion.*** The Hitokiri's AC equals 10 + it's Wisdom and Constitution modifiers > > ***Ghastly Sight.*** The Hitokiri can sense the presence of any undead within 60ft > > ***Soul Harvest.*** Whenever the Hitokiri drops a creature below 0 hitpoints, it heals for 10 hitpoints, or for 25 hitpoints when they are marked by the Hitokiri's *Hollow Fear* trait. > > ### Actions > ***Multiattack.*** The Hitokiri makes three greataxe attacks > > ***Greataxe.*** *Melee Attack:* +7 to hit, reach 5ft, one target. *Hit:* 10 (1d12+4) slashing damage. > > ***Hollow Fear.*** As an action, the Hitokiri marks a creature for death, within 30ft of it, and chants in a hollow and emotionless voice. The target must make a DC 15 Wisdom saving throw or take an extra (3d8) psychic damage from each of the Hitokiri's attacks, due to the psychological torture that creature faces while in combat with the Hitokiri. The mark is only moved to another when the first creature is dropped below 0 hitpoints or the Greater Restoration spell is casted. The mark lasts for 1 minute. \pagebreakNum # Wu-Lin ### ## Tiandi The Tiandi are loyal protectors to kings, queens, and emperors. Their name, which means “heaven and earth,” represents their lifelong dedication. They are masters of the dao blade, the weapon of choice for this Royal Guard. The Tiandi take an oath of loyalty to their ruler. It is an oath that binds them to their ruler for life. They are renowned for their courage and dignity in battle. When a Tiandi’s ruler loses their life, the Tiandi becomes a terrifying warrior free of constraints. They fight with the same dedication, but their cause is known only to them. ___ > ## Tiandi >*Medium humanoid (Human), any lawful alignment* > ___ > - **Armor Class** 16 (Breastplate) > - **Hit Points** 98 (13d8+39) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12(+1)|19(+4)|16(+3)|11(+0)|16(+3)|13(+1)| >___ > - **Saving Throws** Dexterity +6, Wisdom +5 > - **Skills** Acrobatics +6, Athletics +3, Perception +5 > - **Senses** passive perception 15 > - **Languages** Common > - **Challenge** 4 (1,100 XP) > ___ > > ***Flow Like Water.*** The Tiandi can move it's movement from one enemy to another, and provoke no opportunity attacks. > > ***Defensive Duelist.*** When wielding a finesse weapon with which the Tiandi is proficient in and another creature hits it with a melee attack, it can use it's reaction to add it's proficiency bonus (+2) to it's AC for that attack, potentially causing the attack to miss you. > > ### Actions > ***Multiattack.*** The Tiandi makes two dao attacks. > > ***Dao.*** *Melee Attack:* +6 to hit, reach 5ft, one target. *Hit:* 8 (1d8+4) slashing damage > > ***Second Wind.*** The Tiandi can use its bonus action to regain hit points equal to 1d10 + it's Con modifier. The Tiandi must take a short or long rest to use this feature again. \columnbreak ## Shaolin The Shaolin are fierce warrior monks known for their fluid fighting style, their prowess with the staff, and their monkey-like energy and grace. They spend their days praying, training, and fighting. They hold their prayers close to them at all times and deliver their message with a spiritual force that’s unmatched. After the cataclysmic wars that destroyed their old continent, civil war enveloped their Empire, and the monks honed their warrior skills to preserve a spirituality that was quickly disappearing from the world. If that meant a clenched fist, then these warrior monks would be ready. ___ > ## Shaolin >*Medium humanoid (Human), any lawful alignment* > ___ > - **Armor Class** 18 (Unarmored Defense) > - **Hit Points** 91 (14d8+28) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16(+3)|18(+4)|14(+2)|12(+1)|18(+4)|10(+0)| >___ > - **Saving Throws** Dexterity +5, Wisdom +6 > - **Skills** Athletics +4, Acrobatics +5, Religion +2 > - **Senses** passive perception 14 > - **Languages** Common > - **Challenge** 4 (1,100 XP) > ___ > > ***Unarmored Defense.*** The Shaolin's AC equals 10 + it's Wisdom and Dexterity modifiers > > ***Qi Stance.*** When on solid ground the Shaolin deals an extra weapon damage die (included in attack). > > ***Qi Sense.*** The Shaolin can sense the presence of any living creature within 30ft, as a faint sixth sense. > > ### Actions > ***Multiattack.*** The Shalin makes two quarterstaff attacks and one unarmed attack > > ***Quarterstaff.*** *Melee Attack:* +5 to hit, reach 5ft, one target. *Hit:* 7 (2d8+3) bludgeoning damage > > ***Unarmed.*** *Melee Attack:* +5 to hit, reach 5ft, one target. *Hit:* 7 (2d8+4) bludgeoning damage > \pagebreakNum ## Jiang Jun Only the most experienced Wu Lin leaders become a Jiang Jun, once generals of their Empire. Their loyalty and their sense of righteousness are unmatched. They teach harsh lessons to their enemies while wielding the guandao, the crescent halberd. Revered as the best strategists of the Empire, they are the living embodiment of the art of war. They inspire thousands to fight and die for them in the greatest battles. They don lamellar half plate covered by a linen garb, with various metal buckles holding it all together. ___ > ## Jiang Jun >*Medium humanoid (Human), any alignment* > ___ > - **Armor Class** 17 (Half Plate) > - **Hit Points** 112 (15d8+45) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18(+4)|14(+2)|16(+3)|17(+3)|11(+0)|10(+0)| >___ > - **Saving Throws** Strength +6, Intelligence +5 > - **Skills** Athletics +6, Perception +2 > - **Senses** passive perception 12 > - **Languages** Common > - **Challenge** 5 (1,800 XP) > ___ > > ***Equipment.*** The Jiang Jun has 3 chains of fireworks, using one per *Fireworks* feature. > > ***Imperial Might.*** Every ally of the Jiang Jun within 20ft of it is immune to the Frightened condition. > > ### Actions > ***Multiattack.*** The Jiang Jun makes two halberd attacks > > ***Halberd.*** *Melee Attack:* +6 to hit, reach 10ft, one target. *Hit:* 10 (1d12+4) slashing damage > > ***Soothing Mist.*** The Jiang Jun uses it's bonus action to spread a soothing mist that heals each of it's allies, within a 20ft sphere, for 15 hitpoints. The Jiang Jun can do this twice before needing to take a long rest. > > ***Increase Fervor (Recharges after a long rest).*** The Jiang Jun uses it's action to inspire it's allies within 30ft of it and grant them advantage on all attack rolls for 1 minute, until the Jiang Jun is incapacitated, or until *Soothing Mist* is used. > > ***Fireworks.*** The Jiang Jun can use it's bonus action to throw blinding fireworks that blow up with a deafening explosion at a creature 15ft from the Jiang Jun, which must make a Constitution saving throw or be blinded and deafened until the end of the Jiang Jun's next turn. \columnbreak ## Nuxia Nuxia was the name given to female bodyguards during their civil war, within their old continent. These skilled slayers usually roam the battlefield on their own terms, clawing and gutting prey with their hook swords. They are also quite skilled at using their hooks to break their opponent's guard. ___ > ## Nuxia >*Medium humanoid (Human), any chaotic alignment* > ___ > - **Armor Class** 16 (Breastplate) > - **Hit Points** 85 (13d8+26) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10(+0)|18(+4)|15(+2)|11(+0)|16(+3)|15(+2)| >___ > - **Saving Throws** Dexterity +6, Charisma +4 > - **Skills** Acrobatics +6, Stealth +6, Perception +5, Insight +5, Intimidation +4 > - **Senses** passive perception 15 > - **Languages** Common > - **Challenge** 4 (1,100 XP) > ___ > > ***Evasion.*** When subjected to an effect that requires a Dexterity saving throw, the Shinobi takes no damage on a success or half as much on a failure. > > ***Cunning Action.*** On each of its turns, the Peacekeeper can use its bonus action to take the Dash, Disengage, or Hide action. > > ### Actions > ***Multiattack.*** The Nuxia makes three attacks with it's hookswords. > > ***Hookswords.*** *Melee Attack:* +6 to hit, reach 5ft, one target. *Hit:* 7 (1d6+4) slashing damage > > ***Hook and Sinker.*** The Nuxia can forgo it's multiattack to make one attack on a creature in an attempt to hook it's blade in the creatures arm. The attack takes a -5 *to hit* but deals 15 piercing damage and whichever arm was hit is now grappled away and unusable, until the Nuxia let's go or the creature succeeds on a contested grapple check. A hooked arm cannot be used, meaning that a weapon is pulled back, a shield can no longer help guard someone, and the creature cannot move. If the Nuxia has done this twice (which it can only do to the same creature) she cannot attack with her arms. \pagebreakNum ## Harbinger of Flame, the Zhanhu Always highly respected and powerful, the Zhanhu were once the right hands of powerful rulers. As key representatives of the Wu Lin Emperors, the Zhanhu would consider their lives forfeit, subservient to the will of their leaders. They were duty-bound to execute the Emperors' decrees at any cost. All other considerations were secondary. A Zhanhu is a master commander of artillery, using them at the most opportune time, and most have experience with alchemical fire, as shown by their prominent burn scars on their faces. If told otherwise, they would have any settlement or township they cross that was in enemy hands burnt to the ground, the only trace left being the embers and very few survivors. As protectors of powerful rulers, the Zhanhu do not go unnoticed on the battlefield. Wearing silk garments with embroidered patterns, they do not need heavy armor to protect themselves. These skilled swordmasters prefer light cuirasses or lamellar armors that do not hinder their mobility. Their Changdao looks quite elegant, but is much more akin to a greatsword in it's size and weight distribution. > ##### Imperial Equipment and Tactics > Imperial Fire is an secret alchemical mix meant to be coated on blades for an additional 2d4 fire damage, or on people for the same amount per turn, for 1 minute. Submerging oneself in water nullifies the effect but once the creature comes back into open air the flames ignite again (in water the duration is halved, as the oil is washed off). > > A Zhanhu must spend 2 days and 35gp to make one vial, during this time the Zhanhu can choose the color of the flame and oil in the vial. A vial of Imperial Flame sets aflame the moment it touches the air. > > ***Rain Fire!*** If a Zhanhu is near a city with sufficient military equipment, or is in a traveling army, it will have access to it's *Rain Fire!* feature. Every creature within 50ft of the Zhanhu must make a Dexterity saving throw. A target takes 30 (10d6) fire damage, or half as much on a successful save. The ground left behind is scorched for 1d4 turns and deals 5 fire damage to any creature standing on it. > \columnbreak ___ > ## Zhanhu >*Medium humanoid (Human), any lawful alignment* > ___ > - **Armor Class** 16 (Breastplate) > - **Hit Points** 91 (14d8+28) > - **Speed** 30ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17(+3)|14(+2)|15(+2)|12(+1)|18(+4)|13(+1)| >___ > - **Saving Throws** Strength +5, Dexterity +4, Wisdom +6 > - **Skills** Athletics +5, Persuasion +3, Perception +8, Insight +6 > - **Senses** passive perception 18 > - **Languages** Common > - **Challenge** 6 (2,300 XP) > ___ > > ***Extra Equipment.*** The Zhanhu has 5 vials of *Imperial Fire*, and 1 flask of oil. > ### Actions > ***Multiattack.*** The Zhanhu makes three greatsword attacks. > > ***Greatsword.*** *Melee Attack:* +5 to hit, reach 5ft, one target. *Hit:* 9 (2d6+3) slashing damage > > ***Drench in Flame.*** The Zhanhu can use it's bonus action to coat it's blade in Imperial Fire, and deal an additional 2d4 fire damage for 1 minute. > > ***Imperial Command.*** When attacked, the Zhanhu can use it's reaction to set that creature aflame with Imperial Flame. To hit with the vial itself is an improvised attack using the Zhanhu's Dexterity.