shadow

Arecales

Arecales

Arecales is the soul of an ancient lich, reborn and diminish into an Awakened Shrub (small plant, unaligned) as divine punishment for blasphemous hubris. Arecales seeks a means to undo the curse, though reversing the wrath of the gods is no easy feat.

An “out of the box” idea is to ally with an individual who possesses the potential to become an archimage and freed via wish. Yet there in lies the danger of becoming enslaved, or worst, to someone with unscrupulous designs. For this plan, Arecales patiently monitors the closest backwater villages for someone to nurture into a hero, and more importantly, set into motion pathways to freedom.

Arecales serves as an excellent sidekick to fill the mentorship role. It can be higher level than the apprentice, and provide the source for learnt spells. While an invaluable ally, Arecales avoids winning the PC’s battles for them, as doing so limits growth and potential. If an apprentice were to die, a more worthy candidate should be found. Eventually the PC will surpass the mentor, bring Arecales’ end goal into closer reach.


Armor Class 9
Hit Points 10 (3d6)
Speed 20 ft.


STR DEX CON INT WIS CHA
3 (-4) 8 (-1) 11 (+0) 10 (+0) 10 (+0) 6 (-2)

Skills Arcana +2, History +2
Damage Vulnerabilities fire
Damage Resistances piercing
Senses passive Perception 10
Languages Common


False Appearance. While the shrub remains motionless, it is indistinguishable from a normal shrub.

ACTIONS

Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) slashing damage.

Level Class Bonus Features
1 Spellcaster +2 Bonus Proficiencies (Intelligence; Arcana, History)
2 Spellcaster +2
3 Spellcaster +2
4 Spellcaster +2 Ability Score Improvement: +2 Intelligence
5 Spellcaster +3
6 Spellcaster +3 Potent Cantrips
7 Spellcaster +3
8 Spellcaster +3 Ability Score Improvement: +2 Intelligence
9 Spellcaster +4
10 Spellcaster +4
11 Spellcaster +4
12 Spellcaster +4 Ability Score Improvement: +2 Intelligence
13 Spellcaster +5
14 Spellcaster +5 Empowered Spells
15 Spellcaster +5
16 Spellcaster +5 Ability Score Improvement: +2 Intelligence
17 Spellcaster +6
18 Spellcaster +6 Ability Score Improvement: +2 Intelligence
19 Spellcaster +6
20 Spellcaster +6 Focused Casting

Jaguar Warrior

Jaguar Warrior

The temple priest proclaimed your birth occurred under the most fortuitous celestial alignment. That prophetic claim proved true during adolescence; when unworked timber became deadlier than sharpen obsidian in your hands. You inevitably sought to hone the talent, at the exclusion of all else, to become a warrior worthy of the gods’ blessings.

This build utilizes player options from Tasha’s Cauldron of Everything and Xanathar’s Guide to Everything. The build also uses standard array for ability scores, and acquires starting equipment via starting wealth by class (5d4 x 10 gp).

Human (Variant): Ability Score Increase: +1 Constitution, Ability Score Increase: +1 Wisdom, Feat: Magic Initiate (guidance, shillelagh, healing word), Language: Sylvan

Alignment: Lawful Evil

Background: Hermit; Medicine, Religion, Herbalism Kit, Language: Celestial

Personality Traits I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
Ideal Self-Knowledge. If you know yourself, there’s nothing left to know.
Bond I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
Flaw I like keeping secrets and won’t share them with anyone.

Starting Equipment: macuahuitl (club), chimalli (shield), ichcahuipilli (scale mail), explorer’s pack, herbalism kit, traveler’s clothes, and a pouch containing 42 gp.

Trinket: A dead sprite inside a clear glass bottle.

Ability Scores
Strength 8 Intelligence 12
Dexterity 14 Wisdom 16
Constitution 14 Charisma 10
Level Class Damage Features
1 Fighter 9 Acrobatics, Perception, Fighting Style: Dueling, Second Wind
2 Fighter 9 Action Surge
3 Fighter 13 Martial Archetype: Eldritch Knight, Spellcasting, Weapon Bond; booming blade, prestidigitation, absorb elements, protection from evil and good, shield
4 Fighter 13 Feat: War Caster; magic missile
5 Fighter 19 Extra Attack
6 Fighter 21 Ability Score Improvement: +2 Wisdom
7 Fighter 21 War Magic; warding wind
8 Fighter 28 Ability Score Improvement: +2 Wisdom; enlarge/reduce
9 Fighter 28 Indomitable
10 Fighter 28 Eldritch Strike; green-flame blade, darkness
11 Fighter 41 Extra Attack II; shatter
12 Fighter 41 Ability Score Improvement: +2 Intelligence
13 Fighter 52 Indomitable II; shatter, fireball, haste
14 Fighter 52 Ability Score Improvement: +2 Intelligence; protection from evil and good, fly, rime’s binding ice
15 Fighter 52 Arcane Charge
16 Fighter 52 Ability Score Improvement: +2 Intelligence; counterspell
17 Fighter 66 Action Surge II, Indomitable III
18 Fighter 66 Improved War Magic
19 Fighter 66 Ability Score Improvement: +2 Intelligence; darkness, banishment, fire shield
20 Fighter 66 Extra Attack III; polymorph

Tenebrae

Tenebrae

Tenebrae is an anomalous Shadow (medium undead, chaotic evil) who develops nonlethal attachment towards a PC. The chosen adventurer sparks memories of someone she adored in life; and inexplicably believes said person to be. Tenebrae then stalks and assists the individual with her own unfathomable reasoning.

Tenebrae is a potential sidekick who provides aid as the DM requires. She is content to remain in a person’s shadow, quite literally, with blissful silence. The inability to communicate with Tenebrae means she acts independent of the party, though behavior that upsets her beloved is often avoided (at least when in sight), as she tries tasks to earn acceptance.

Nonetheless, one should never forget Tenebrae remains driven by undead instinct and vague memories. Her actions are borne from selfish satisfaction, not altruism, and becomes irrational when upset. Those who harm the shadow’s beloved suffer inconsolable retribution. More concerning, if Tenebrae believes someone else has acquired her beloved’s affection, the perceived rival could suffer unprovoked violence.


Armor Class 12
Hit Points 16 (3d8+3)
Speed 40 ft.


STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)

Skills Acrobatics +4, Perception +2, Stealth +4
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 10
Languages


Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

ACTIONS

Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target’s Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

Level Class Bonus Features
1 Warrior +2 Bonus Proficiencies (Dexterity; Acrobatics, Perception), Martial Role (Attacker)
2 Warrior +2 Second Wind
3 Warrior +2 Improved Critical
4 Warrior +2 Feat: Skill Expert (+1 Constitution, Performance, Stealth)
5 Warrior +3
6 Warrior +3 Extra Attack
7 Warrior +3 Battle Readiness
8 Warrior +3 Ability Score Improvement: +2 Dexterity
9 Warrior +4
10 Warrior +4 Improved Defense
11 Warrior +4 Indomitable
12 Warrior +4 Ability Score Improvement: +2 Dexterity
13 Warrior +5
14 Warrior +5 Ability Score Improvement: +2 Dexterity
15 Warrior +5 Extra Attack Improvement
16 Warrior +5 Ability Score Improvement: +2 Constitution
17 Warrior +6
18 Warrior +6 Indomitable Improvement
19 Warrior +6 Ability Score Improvement: +2 Constitution
20 Warrior +6 Second Wind Improvement

Orc Horde Emissary

Orc Horde Emissary

In contrast to your kinsmen, you do not find sedentary culture contemptuous. When the Orc Horde withdrew for conquest elsewhere, you chose to remain behind as the Khan’s emissary to indulge your unslaked curiosity for civilization.

This build utilizes player options from Tasha’s Cauldron of Everything and Xanathar’s Guide to Everything. The build also uses standard array for ability scores, and acquires starting equipment via starting wealth by class (5d4 x 10 gp).

Half-Orc: Ability Score Increase: +2 Strength, Ability Score Increase: +1 Constitution, Darkvision, Language: Orc, Menacing, Relentless Endurance, Savage Attacks

Alignment: Chaotic Neutral

Background: Outlander (tribal marauder); Athletics, Language: Giant, Musical Instrument: Horn, Survival

Personality Traits I’m driven by a wanderlust that led me away from home.
I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
Ideal Might. The strongest are meant to rule.
Bond My tribe is the most important thing in my life, even when they are far from me.
Flaw Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.

Starting Equipment: handaxe (4), studded leather, bukkehorn (horn), explorer’s pack, thieves’ tools, traveler’s clothes, and a pouch containing 14 gp.

Trinket: A scrap of cloth from an old banner.

Ability Scores
Strength 17 Intelligence 8
Dexterity 14 Wisdom 12
Constitution 14 Charisma 10
Level Class Damage Features
1 Rogue 13 Insight, Perception, Persuasion, Stealth, Thieves’ Tools, Expertise (Perception, Stealth), Sneak Attack 1d6, Thieves’ Cant
2 Rogue 13 Cunning Action
3 Rogue 17 Roguish Archetype: Scout, Skirmisher, Sneak Attack 2d6, Survivalist (Nature, Survival)
4 Rogue 21 Feat: Fighting Initiate (Thrown Weapon Fighting)
5 Rogue 24 Sneak Attack 3d6, Uncanny Dodge
6 Rogue 24 Expertise (Insight, Persuasion)
7 Rogue 28 Evasion, Sneak Attack 4d6
8 Rogue 28 Feat: Moderately Armored
9 Rogue 31 Sneak Attack 5d6, Superior Mobility
10 Rogue 32 Feat: Slasher (+1 Strength)
11 Rogue 36 Reliable Talent, Sneak Attack 6d6
12 Rogue 37 Ability Score Improvement: +2 Strength
13 Rogue 40 Ambush Master, Sneak Attack 7d6
14 Rogue 40 Blindsense
15 Rogue 44 Slippery Mind, Sneak Attack 8d6
16 Rogue 44 Feat: Mobile
17 Rogue 47 Sneak Attack 9d6, Sudden Strike
18 Rogue 47 Elusive
19 Rogue 51 Feat: Dual Wielder, Sneak Attack 10d6
20 Rogue 51 Stroke of Luck

Nomadic Bladesmith

Nomadic Bladesmith

You drift from battlefield to battlefield, seeking martial challenges to perfect your unique swordsmanship. Firsthand knowledge gleaned from each conflict is applied in the forge, guiding you closer to crafting a peerless blade and become immortalized as a legendary weaponsmith.

This build utilizes player options from Eberron: Rising from the Last War and Tasha’s Cauldron of Everything. The build also uses standard array for ability scores, and acquires starting equipment via starting wealth by class (5d4 x 10 gp).

Variant Human (Mark of Making): Ability Score Increase: +1 Dexterity, Ability Score Increase: +2 Intelligence, Artisan’s Gift: Woodcarver’s Tools, Artisan’s Intuition, Language: Draconic, Spellsmith (mending, magic weapon), Spells of the Mark

Alignment: Lawful Evil

Background: Guild Artisan (smiths and metal-forgers); Artisan’s Tools: Smith’s Tools, Insight, Language: Dwarvish, Persuasion

Personality Traits I believe that anything worth doing is worth doing right. I can’t help it – I’m a perfectionist.
I like to talk at length about my profession.
Ideal Aspiration. I work hard to be the best there is at my craft.
Bond One day I will return to my guild and prove that I am the greatest artisan of them all.
Flaw I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.

Starting Equipment: shikomizue (rapier), o-kote (shield), gyorin kozane (scale mail), explorer’s pack, traveler’s clothes, smith’s tools, woodcarver’s tools, and a pouch containing 15 sp.

Trinket: A hilt from a broken sword.

Ability Scores
Strength 10 Intelligence 15
Dexterity 16 Wisdom 12
Constitution 14 Charisma 8
Level Class Damage Features
1 Fighter 10 Acrobatics, Perception, Fighting Style: Dueling, Second Wind
2 Fighter 10 Action Surge
3 Fighter 15 Martial Archetype: Psi Warrior, Psionic Energy d6, Psionic Power (Protective Field, Psionic Strike, Telekinetic Movement)
4 Fighter 16 Feat: Telekinetic (+1 Intelligence)
5 Fighter 28 Extra Attack, Psionic Energy d8
6 Fighter 30 Ability Score Improvement: +2 Dexterity
7 Fighter 30 Telekinetic Adept (Psi-Powered Leap, Telekinetic Thrust)
8 Fighter 32 Ability Score Improvement: +2 Dexterity
9 Fighter 32 Indomitable
10 Fighter 32 Guarded Mind
11 Fighter 45 Extra Attack II, Psionic Energy d10
12 Fighter 46 Ability Score Improvement: +2 Intelligence
13 Fighter 46 Indomitable II
14 Fighter 47 Ability Score Improvement: +2 Intelligence
15 Fighter 47 Bulwark of Force
16 Fighter 47 Feat: Alert
17 Fighter 48 Action Surge II, Indomitable III, Psionic Energy d12
18 Fighter 60 Telekinetic Master
19 Fighter 60 Feat: Fighting Initiate (Blind Fighting)
20 Fighter 73 Extra Attack III