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© Evil DM. All Rights Reserved William Avrit (Order #14358040) I Bladesinger DUNGEONS & DRAGONS, D&D, Wizards

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© Evil DM. All Rights Reserved William Avrit (Order #14358040)

I





Bladesinger

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 980570707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Evil DM is a brand of Air Productions, registered in The Netherlands. All original characters, artwork and their distinctive likenesses are property of Evil DM. Any reproduction or unauthorizeduse of the material or artwork contained herein is prohibited without the express written permission of Evil DM/Air Productions. You do have permission to print this product for personal use. Artwork by Yorsy Hernandez: https://www.instagram.com/yorsy_hernandez/

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II

Faelwen looked at her swordbrother Arandur, standing on the rising platform. To anyone but her, he looked utterly calm but she saw his eyes moving around in wonder and the tiny twitches of his pointed ears told her he was intrigued and appalled at the same time. She knew how he felt. The first time she went up to Kiva, the Floating City, she had also gone through all kinds of wonder. Wonder at the marvel of magic that kept the entire city floating, result of a great ritual during the Liberation wars, when the rebels saved the city from the conquerors. Wonder at the ingenuity of the humans and other races that kept the magically floating platforms moving up and down. Wonder at the surrounding landscape, visible for miles around. It was a flat land, with remote cloud capped mountains to the north and east, and a single meandering river that had once gone through Kiva but had now filled the hole left by the rupturing city, making Lake Kiva a fact. Around the lake, mirroring where once the city walls had been, a number of buildings had sprung up, harboring refugees from the wars to the east, but also stables, alehouses, markets, and more. It was a second-city-below-a-city. For a second the wind subsided and she wrinkled her nose at the smell of the unwashed humans that surrounded her. Blessedly, it lasted only a few counts before the rising platform caught a new breeze and the air was once again clean. She knew it wouldn’t last though, for in the streets of Kiva, where the old

walls still stood, there was little wind and all the more garbage. With her left hand Faelwen absently used the thumb to ever so slightly push her Songblade a fraction out of its scabbard, unconsciously checking it was free of obstruction. As all Bladesingers, she permanently carried her blade, sitting in its reinforced scabbard, in her left hand, ready to spring out in a heartbeat. That, too, would draw gazes or even the occasional unfriendly questioning by the city guards, but a few polite words were usually enough to remedy that. She saw Arandur look up and her ears too picked up the growing din of the overcrowded city above. She sighed inwardly. Just a few more minutes and they would have to endure, besides the assault of scents, the hidden and not-sohidden gazes of the humans, dwarves and other races that wandered the streets. They would be gawking at them with curiosity, envy or outright resentment. As she and her sword-kin were wont to do, they wore as little as possible, for anything could interfere with the Bladesong and even the tiniest of hindrances could disturb the utter focus and concentration that was needed to weave magic and movement into the execution. Arandur wore just his pants of course, refusing even to don the cloak that some Bladesingers would wear outside Aelfin lands. His chest and arms showed the intricate tattoos that indicated where is specialties would lie in the Bladesong. The Roses, the Crane and the Bull in his case. Her swordbrother’s looks would perhaps raise

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an eyebrow or incite the shake of a head. It was worse for her, she would be judged differently. She would have to endure the stares, the whispers, the disdain, or worst of all - the leery remarks. Faelwen had covered as best she could, with wraps around her chest and having picked the longer of the two pleated skirts she took with her on her travels. But it was still a fair margin away from the way the women in the human lands would dress, unless they were of a certain profession. Even after all these years, she could not get her head around the need to cover what would be aesthetically pleasing to the senses. Statues, poetry, a song, a painting or a perfectly trained body, all should be reveled in. A shadow fell over the rising plateau, carried upwards by unseen forces, as the huge lump of earth blocked the sun when they neared the anchorpoint above them. Looking op, she saw a flight of the



renowned Jaegers, mounted on their Drakes, take off and speed into the distance on some unknown errand. A final moment before they would dock and their quest would resume. Their quest for the Harp of Jihaer had only just begun, and the cold trail had led them to the Kiva Library. There should be books there, histories, or studies of magic items of the past, and hopefully from there they could learn something to let them continue out of the city. It might be days, months or years before the Harp would return home, and they expected to encounter all kinds of resistance. Some quests were very easy in their efforts for the Aelfin race, some were not. So they would continue, traveling far and wide, for they were the best the Aelfin had to offer, the scouts, the protectors, the information gatherers. The defenders of the Aelfin ways. They were Bladesingers.



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-

Introduction “The Bladesinger” is written with generic D&D settings in mind and can be adapted to near any other campaign setting. Though meant to be a purely Aelfin class, it could also be open to half-elves, trusted friends, or just a generic swordmage class with some adjustments. In this booklet you will find: - the Bladesinger class - the Co’she, the Aelfin hound

-

the Songblade, the preferred weapon of choice of many a Bladesinger the spell list unique artwork

Enjoy, and be sure to visit www.partikles.net to download the full size artwork for free. Any advise, tips, feedback, advise for tweaking or balancing, please send it to [email protected], it is appreciated.

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Protectors of the Aelfin Ways Bladesingers are the protectors of the Aelfin ways, interests and their treasures. The Bladesinger is a master of sword and magic and is expected to be self-sufficient on long travels beyond the borders of the Aelfin realms. Their training in magic and swordplay make them versatile and able to adapt to near any situation, on or off the battlefield. But it is always the interest of the Aelfin they protect, be it to find a missing dignitary, locate a long lost song or retrieve an ancient instrument lost in a war. Or, they travel the lands,

listening, observing the ways of the other races, trying to find meaning and greater powers that may help predict the future of the land over the coming decades. A Bladesinger’s life may be spent wandering across the lands, gathering lore and tales, visiting cities and festivals, and generally learning about the ways and politics of the folk beyond the borders. Sword and Magic Every Bladesinger is both a competent warrior and a wizard it it’s own right, but becomes a formidable foe when combining the two in the Bladesong. The Bladesong is an ancient Aelfin tradition, taught only to the most promising and trustworthy of the Aelfinkind. Even half-elves are not trusted with this lore. A common misconception is that Bladesingers actually sing; it is the sound the Songblade makes when being in constant motion. Looking at a bladesong is a mesmerizing occasion. The Bladesinger who is doing the Bladesing is always moving, as in a dance, and even when not attacking or defending, his blade is making slow circles, whistling softly, threateningly. Most bladesingers detest being hindered in their movements, and wear as little as possible. Whatever they need, they conjure or buy it, or trade it. Any adventuring gear sits in a large sack or backpack easily thrown off should a fight be needed. Male Bladesingers usually wear only pants and boots, sometimes with a sash or a girdle. Female blade singers favor loose skirts and wraps around

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their chest, usually knotted or braided in an intricate way so it will neither hinder nor fall off during a battle. Most blade singers carry their Songblade, in it’s scabbard, in their off-hand, making sure it is always near and ready to spring into violent action at a moment’s notice. Quick build You can make a Bladesinger quickly by following these suggestions. First,

Intelligence should be your highest score, followed by Dexterity or Strength. Second, choose the Traveller1 background. Third, choose the cantrips True Strike and Blade Ward, along with the following first level spells: Disguise Self, Shield, Charm Person and Sleep. 1

The Traveller background is unique to the upcoming Partikles Campaign Setting



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The Bladesinger Class Level

Prof. Bonus

Cantrips Spells 1st Known Known

2nd

3rd

4th

1st

+2

2

4

2nd 3nd 4th

+2 +2 +2

2 2 3

5th 6th 7th 8th

+3 +3 +3 +3

9th 10th 11th 12th

5th Features

2

-

-

-

-

5 6 7

2 3 3

-

-

-

-

3 3 3 3

8 9 10 11

4 4 4 4

2 2 3 3

-

-

-

+4 +4 +4 +4

3 4 4 4

12 13 14 15

4 4 4 4

3 3 3 3

2 2 3 3

-

-

13th 14th 15th 16th

+5 +5 +5 +5

4 4 4 4

16 17 18 19

4 4 4 4

3 3 3 3

3 3 3 3

1 1 2 2

-

17th 18th 19th

+6 +6 +6

4 4 4

20 21 22

4 4 4

3 3 3

3 3 3

3 3 3

1 1 2

20th

+6

4

23

4

3

3

3

2

Spellcasting, Bladesong 1x/day, Bladesong Manouvres Insightful Movement +1 Blessing of the Ancients Ability Score Improvement, Bladesong Battlecasting (Cantrip) Bladesong Manouvre Insightful Movement +2, Extra Attack Blessing, Bladesong 2x/day Ability Score Improvement, Bladesong Battlecasting (1’st level spells) Bladesong Manouvre Insightful Movement +3 Blessing Ability Score Improvement, Bladesong Battlecasting (2’nd level spells) Bladesong Manouvre Insightful Movement +4, Bladesong 3x/day Blessing Ability Score Improvement, Bladesong Battlecasting (3’rd level spells) Bladesong Manouvre Insightful Movement +5 Ability Score Improvement, Bladesong Battlecasting (4’th level spells) Superior Bladesong, Bladesong 4x/day



CLASS FEATURES As a bladesinger, you gain the following class features. Hit Points Hit Dice: 1d8 per bladesinger level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bladesinger level after 1st. Proficiencies Armor: -
 Weapons: You are proficient with simple weapons, the Songblade and a one-handed martial weapon of choice. 
 Tools: -

Saving Throws: Dexterity, Intelligence
 Skills: Performance, and choose one from Acrobatics, Arcana, History, Investigation, Perception and Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: • A onehanded simple or martial weapon of choice, or a Songblade • An explorers pack • A dagger SPELLCASTING You have learned to dance with the flow of creation as the twirling threads of reality

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listen to your wishes and move with the waves of the bladesong. Cantrips You know two cantrips of your choice from the bladesinger spell list. You learn additional bladesinger cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bladesinger table. Spell Slots The Bladesinger table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell True Strike and have a 1st-level and a 2nd-level spell slot available, you can cast True Strike using either slot. Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the Bladesinger spell list. 
The Spells Known column of the Bladesinger table shows when you learn more Bladesinger spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. 
 Additionally, when you gain a level in this class, you can choose one of the Bladesinger spells you know and replace it with another spell from the Bladesinger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your Bladesinger spells. Your magic comes from years of practice in an academy, controlling the strand of reality through dance and force of mind, or with an Aelfen master of the Bladesong. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence

modifier when setting the saving throw DC for a Bladesinger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use a Songblade as a spellcasting focus for your Bladesinger spells. BLADESONG Your years of training has given you access to the Bladesong, a perfect fusion of dance, combat and magic. The ‘bladesong’ refers to the sound a weapon makes when wielded by a bladesinger; it is always in motion, in thrusts, circles, spins, fluidly moving from form to form, whistling as it cleaves the air… and the enemies of Aelfinkind. To be able to use the Bladesong, you must wield a one-handed weapon. During the Bladesong, you use both hands for feints, parries, acrobatics, switching hands to confuse the opponent, and for casting spells. Hence, for the Bladesong to function, your off-hand must be free unless noted otherwise. Several Bladesong Forms use two hands (see below), and can thus not be combined with spells that have a Somatic component (and such form requires a Versatile weapon). Also, while Bladesinging, your movement is reduced by 10 feet (unless where noted otherwise). You can only take the following actions while you are Bladesinging: Attack, Cast a Spell, Dash and Ready. Once you take any other action (or no action at all, for whatever reason) your Bladesong is interrupted. The Bladesong lasts for 1 minute, or until it is interrupted, whichever happens first. You can start a Bladesong 1x per day, until you have taken a short rest. At 7’th, 14’th and 20’th

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level, you can start a Bladesong one additional time. Bladesong Battlecasting Bladesingers have learned to combine their innate magical aptitude with their racial grace and combine swordplay and weaving spells into a lethal dance. During the Bladesong, starting at 4’th level, when you use an action to cast a cantrip, you may make one weapon attack as a bonus action. At 4’th level, and again at 8’th, 12’th, 16’th and 19’th level, you can make this attack when casting a cantrip, 1’st, 2’nd, 3’rd or 4’th level spells, respectively. Bladesong Manouvre A Bladesong Manouvre grants you certain additional benefits as described below, but never more than one benefit at a time. You can switch Bladesong Manouvre once per round, at the beginning of your turn, as a free action. At 1’st level, you can choose 2 Manouvres with which you are proficient. As you gain experience, your knowledge of Bladesong Manouvres evolves and expands. When you reach 5’th, 9’th, 13’th and 17’th level, you can choose an additional Bladesong Manouvre you are proficient in. At level 20, you know all Bladesong Manouvres. - The Bull Rushes Down The Hill (Damaging Manouvre, Two Handed): you add your Proficiency bonus to your damage. - Dust in the Wind (Defensive Manouvre): you add half your proficiency bonus to your AC, but your speed is reduced to 5 feet. - The One Legged Crane (Casting Manouvre): you add your Intelligence modifier (minimum of +1) to your Concentration check - The Meandering River (Nimble Manouvre): you have advantage on Dexterity (Acrobatics) checks - Cat on a Hot Stone (Dashing Manouvre): Difficult terrain has no effect on your

movement. You may move up to 30 feet this round without penalties from Difficult Terrain. - Reed on the Storm (Ranged Manouvre): You can throw your weapon with a range of 10/40, at your full attack. If you have multiple attacks, you can choose which attack to throw. This will leave you, of course, unarmed. - Branch of the Oak King (Protective Manouvre, Two Handed): you can add half your Proficiency bonus to the AC of a creature no larger than size M within 5' of you Insightful Movement Starting at 2nd level, if you are not wearing armor, you can add the indicated number to your AC and to Dexterity (Acrobatics) checks, up to a maximum equal to your Intelligence bonus. These stack with any bonus from a Bladesong Manouvre. Extra Attack Starting at 6’th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Blessing of the Ancients When you reach 3rd level, the spirits of the Aelfin Elders notice you and your plight, and grant you a boon. Choose if you will accept a Blessing of Companionship or a Blessing of Guidance. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. See below for further description of the Blessings. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Superior Bladesong When you reach level 20, your Bladesong has been perfected. You have learned all

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Manouvres (add the ones you did not know yet to your repertoire) and you may now combine any 2 Bladesong Manouvres during a round, changing one or both at the beginning of the round as a free action as per the normal Bladesong. BLESSING OF COMPANIONSHIP At 3rd level, a Co’she appears to you and will travel and fight with you. Your Co’she has abilities and game statistics determined in part by your level.

increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. Your Co’she can’t increase an ability score above 20 using this feature. Your Co’she shares your alignment, and has a personality trait and a flaw that you can roll for or select from the tables below. Your companion shares your ideal, and its bond is always, “The Bladesinger who travels with me is a beloved companion for whom I would gladly give my life.”

Your Co’she uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus (attack and skills), a Co’she also adds your proficiency bonus to its AC, Saving Throws and to its damage rolls. Take the Young Co’she beast stats and add your proficiency bonus instead of its own to the beast’s AC, attack rolls, and damage rolls, as well as to saving throws and skills it is proficient in. It’s hitpoints equal it’s normal maximum, or four times your Bladesinger level, whichever is higher.

If the Co’she dies, you can request the aid of a new one a week later by beseeching the Aelfin Elders with proper humility and offerings during an 8 hour ritual.

The saving throw to resist a Co’she’s attack (being knocked prone or being restrained) equals 8 plus it’s Strength modifier plus it’s (your) proficiency bonus.

Agressive Instincts Starting at 11th level, you and your Co’she form a more potent fighting team. When you use the Attack action on your turn, if your companion can see you and is within 30 feet of you, it can use its reaction to make a melee attack.

Your Co’she gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your Co’she gains an additional hit die and increases its hit points accordingly. The Co’she obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your Co’she will act on its own and usually try to protect you from further harm. Whenever you gain the Ability Score Improvement class feature, your Co’she’s abilities also improve. Your Co’she can

Capture, not kill At 3’th level, you can order your Co’she to restrain an enemy, instead of kill it. See the Co’she for a description of this. Bonded Resilience At 7th level, while your Co’she can see you, it has advantage on all saving throws.

Share Spells Beginning at 15th level, when you cast a spell targeting yourself, you can also affect your the Co’she with the spell if it is adjacent you. If you do so, the duration of the spell is divided over both of you (effectively halving the duration). d6 Trait 1 I love to play hide and seek. 2 Threaten my friends, threaten me. 3 I stay on alert so others can rest. 4 I prefer bodywarmth and will cuddle up on anybody for the night, no matter how big I

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am. 5 I have a knack for showing up in the nick of time. 6 I put my friends’ needs before my own in all things. d6 Flaw 1 If there’s food left unattended, I’ll eat it. 2 I chase after anything that runs away from mee 3 Any time is a good time for a belly rub. 4 I utterly hate water. 5 My idea of hello is a flurry of licks to the face. 6 I jump on creatures to tell them how much I love them. BLESSING OF GUIDANCE At 3rd level, the Aelfin Elders imbue your weapon with a slight sliver of their presence and it is henceforth bound to you, to guide and protect you. You graft this connection with a one-handed melee weapon. You cannot be disarmed of that weapon unless you are incapacitated, and the weapon grants you extra resilience. Should you wish to bond a new weapon you can beseech the Aelfin Elders for it. You can do so no more than once a week, during a ritual that lasts one hour and which can be done over the course of a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The weapon you present to be imbued with Guidance is expected to be of fine quality and make, well cared for and of exceptional craftsmanship.

that damage type while wielding your bonded weapon for the remainder of that Bladesong. Enemy of the Aelfin Beginning at 7th level, you can designate a creature within line of sight and within 30 feet as an Enemy of the Aelfin. Your bonded weapon will grant you Advantage on all to hit rolls against that creature. You can only have one such sworn enemy at a time and it will remain a sworn enemy until it dies, or until you have taken a long rest. Slayer Starting at 11th level, your bonded weapon does an additional 2d6 damage against your sworn enemy. Animated Soul Beginning at 15th level, once per day, or until you finish a short rest, you can let go of your bonded weapon as a bonus action and it will animate, flying in your space, moving with you and taking actions as if you are wielding it, leaving both your hands free. It will continue performing the Bladesong Manouvre you have set it as long as you spend a bonus action each round to direct it towards an enemy target, or until you once again take hold of it (a free acton) and fight with it for at least one round with a Bladesong Manouvre. Then, you can again let go of it as above. If you do not take a bonus action to direct it, it will not take actions, but still follow you around. You can animate your bonded weapon for the duration of your Bladesong. If the time expires and you are not holding the weapon, it drops to the ground.

Protective Guidance Starting at 3’rd level, at the beginning of your round as a free action, you can choose one damage type from the following list: Acid, Cold, Fire, Force, Lightning, Necrotic, Radiant or Thunder. You gain Resistance to © Evil DM. All Rights Reserved William Avrit (Order #14358040)

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Bladesinger Spell list Cantrips (0 Level) • Acid Splash • Blade Ward • Chill Touch • Fire Bolt • Friends: • Light: • Message: • Prestidigitation: • Ray of Frost • True Strike: 1st Level • • • • • • • • • • • • •

Bane: Charm Person: Comprehend Languages: Disguise Self: Feather Fall Heroism: Illusory Script Longstrider: Shield Silent Image: Sleep: Thunderwave: Unseen Servant:

2nd Level ▪ Alter Self ▪ Blur

▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪

Calm Emotions: Cloud of Daggers: Detect Thoughts Enhance Ability: Enthrall: Hold Person: Invisibility: Knock: Lesser Restoration: Levitate: Locate Object: Magic Mouth: Misty Step; Nystul’s Magic Aura: Silence: Suggestion:

4th Level ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪

Compulsion: Confusion: Dimension Door: Fire Shield: Freedom of Movement: Greater Invisibility: Locate Creature: Mordenkainen’s Faithful Houd: ▪ Stoneskin:

3rd Level

5th Level

▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪

▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪ ▪

Bestow Curse: Clairvoyance: Dispel Magic: Fear: Glyph of Warding: Haste: Major Image: Nondetection: Phantom Steed: Sending: Slow: Speak with Dead: Speak with Plants:

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▪ Stinking Cloud: ▪ Tongues: ▪ Water Breathing:

Cloudkill Dominate Person: Geas: Greater Restoration: Hold Monster: Legend Lore: Mislead: Modify Memory: Scrying: Seeming: Telekinesis: Teleportation Circle Wall of Force

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New Equipment AELFIN EQUIPMENT Name

Cost

Damage

Weight

50 GP

1d6 slashing

3 lb.

Martial Melee Weapon Songblade

Songblade Weapon (sword), common (uncommon outside Aelfin lands) A Songblade is a light double-edged sword,

Name

Finesse, Versatile (1d8)

with an overly long grip and cutouts in the blade to reduce weight. It is a one-handed weapon, that can be used two-handed. When swung, it produces a whistling sound.

Cost

Armor Class (AC)

Strength

Stealth

Weight

rare

12 + Dex modifier

-

-

8 lbs

Medium Armor Elven chain shirt

Elven Chain Armor (chain shirt), rare This is an extremely light chain shirt, made of thousands of tiny metal rings. You are considered proficient with this armor even if you lack proficiency with light armor.

Additionally, you count as being unarmored for all purposes such as the Bladesong, spells and class abilities that require you to wear no armor. If a spell or item gives you a fixed AC, use the better of the two.

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New Creature Co’she

Aelfin hound (Co’she)

Medium beast, unaligned

A strange creature is barely visible in the high grass. At first sight, it resembles a huge dog, but it is unlike any you have seen before. It’s fur is an indistinguishable hue of greenish grey with some irregular stripes of brown. Its green eyes look at you intently, making you think of one of the aloof Aelves. As you look closer, you make out a pair of sharp ears, standing upright and twisting a bit whenever they hear a sound. Its tail is curled upwards. Without warning, it lets out a deafening bark, making your ears ring and a few moments later, as you shake your head to clear your hearing, a slim silhouette with a bow in hand appears beside the hound, laying a calming hand on its head. Co’she’s are large, 150-pound hounds that are 3 foot tall at she shoulder. They are also know as elven dogs outside the Aelfin lands, both because they are sometimes found in the company of the Aelfin, and because their features are reminiscent of their masters. They bark only rarely, but when they do, it is to warn their companions or pack mates, and it can be deafening; the bark can be heard up to a mile away. Co’she’s attack by biting and tripping their foes, then keeping them down. A Co’she trained as a guard, or the companion to a Bladesinger, can hold an enemy down until help comes; Co’she’s encountered in the wild and cornered prefer to simply kill their attackers.

Armor Class 13 Hit Points 30 (5d8+5) Speed 40 ft. STR 14 (+2), DEX 16 (+3), CON 12 (+1), INT 4 (–3), WIS 12 (+1), CHA 8 (–1) Skills Perception +3, Stealth +5 Senses Passive perception 13 Languages None, but understands basic Aelfin Challenge 1 (200 XP) Sprint. Once per hour, a Co’she can move ten times its normal speed (up to 400 ft.) for one round. Restrain. If a Co’she knocks a target prone with it’s Bite or Pounce attack, it can take a bonus action to try and restrain the target. The target makes a DC 12 Dexterity Saving throw, or will be restrained. Pounce. If the Co’ she moves at least 20 feet straight towards a target right before hitting it with a bite attack, theDC of the Saving throw to resist being knocked prone increases by 2. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. On a hit, if the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

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Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 2) piercing damage. On a hit, if the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.

Co’she, Young

Medium beast, unaligned Armor Class 13 Hit Points 13 (3d8) Speed 40 ft. STR 12 (+1), DEX 14 (+2), CON 10 (+0), INT 4 (–3), WIS 12 (+1), CHA 7 (–2) Skills Wisdom(Perception) +3, Dexterity(Stealth) +4 Senses Passive perception 13 Languages None, but understands basic Aelfin Challenge ¼ (50 XP) Sprint. Once per hour, a Co’she can move ten times its normal speed (up to 400 ft.) for one round. Pounce. if the Co’ she moves at least 20 feet straight towards a target right before hitting it with a bite attack, the DC of the Saving throw to resist being knocked prone increases by 2.



© Evil DM. All Rights Reserved William Avrit (Order #14358040)

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© Evil DM. All Rights Reserved William Avrit (Order #14358040)

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