Blackthorn Company - Junior Recruits

By order of General Blackthorn, a special operations unit under his command was created called Blackthorn Company. Within that company, he created a junior division for promising recruits to give his son some leadership experience and prove his worth.

Lvl 5 neverwinter military - Melee
M545
Elemental Heritage.

Heavy Armor vs Fire.

Mighty Leap.

Brakk can exchange any amount of his Speed for Jump on his Turn.

Warrior's High.

When dropped to 0 HP for the first time in an encounter, drop to 1 HP instead.

Choose one.
  • Flaming Halberd.

    (Reach 2) 5d10+5 Slashing or Fire, Primary die reduced by 2. On Hit: Can Knockback up to 5.

  • Firebolt.

    (Range 8) 2d10 Fire. When Defended against and deals no damage, attack is reflected back against Brakk.

  • Blazing Crash.

    Fly 2, then 2d10+5 Fire, Brakk falls. On damage: Aerial targets fall, Brakk ignores FALL damage.

  • Meteor Kick.

    Move or Fall 5, then 3d10+5 Fire. On damage: Knockback 4, Brakk ignores FALL damage.

If I did my math right, Flaming Halberd is swingier, but should still average around 23.5 damage, making it on par for level 5.

Lvl 5 neverwinter military - Ranged
40
Ice Shield.

Heavy Armor vs Cold. When attacked, she can sacrifice her attack on her Turn to gain Heavy Armor until her next Turn (Fire damage ends it early).

Whisper Walker.

Cadence does not speak when casting her "spells." Can Teleport 6 once per encounter.

Choose one.
  • Exploding Ice Shard (2x).

    (Range 8) 2d8 Cold. On Crit: Adjacent Creatures must make a DC12 STR save or take the same damage.

  • Blow a Freezing Kiss.

    (Cone 3) DC13 STR save or 5d8 Cold, half on save. On damage: Slowed.

  • Refracting Crystals.

    (Range 6, 4x4 Area, Concentration) DC13 DEX save or can't benefit from Invisible and attacks against them have Advantage.

Lvl 5 neverwinter military - Striker
M830
Deflecting Stance.

Attacks against him miss on a 1 or 2. FALL damage is reduced by 25.

Choose one.
  • Toxic Claws (2x). Acid or Poison..

    On Crit: Dazed and Slowed.

  • Acid Breath (2 uses).

    (Cone 3 or Line 6) DC13 DEX save or 5d6 Acid, half on save.

Lvl 5 neverwinter military - Controller
M35
Animal Familiars.

Choose 1 Familiar:

  • Hawk. Grants Advantage on attacks against a chosen target.
  • Squirrel. Grants ability to see through its eyes and cast "spells" through its space as if it was yours. Herman can spend his action to swap familiars.
Choose one.
  • Black Bear Strike.

    Shapeshift into a bear and gain Heavy Armor, then 2d6+3 (2x). Herman shapeshifts back to humanoid when he uses a different action.

  • Thorny Vines.

    (Range 6) 3d6. On damage: Pull 2.

  • Sharp Brambles.

    (Range 6, 6x6 Area, Concentration) Area is Difficult Terrain. For each space moved within the area, a Creature takes 1d6 damage.

  • Face Change.

    Hide (if possible) and shift into a humanoid Herman has seen before, and his clothes are worn to show the reverse side. A DC13 Perception check is needed to identify the new face as Herman.

Lvl 5 neverwinter military - Support
40
Celestial Light.

Advantage on all saves. In combat, she sheds light to Reach 4. Enemies take 5 Radiant damage and allies heal 5 HP when they Start their Turn in the light or first enter it on their Turn.

Illusory Copies.

Three illusory copies encompass your space. Attacks miss on a 3 or less. AoE attacks ignore this.

Choose one.
  • Mind Muddle.

    (Range 6, Concentration, up to 3 Creatures) DC13 WIL save or have all Primary dice reduced by 1 face while active.

  • Guided Strike. Piercing or Randiant.
Lvl 6 neverwinter military - Melee
M850
Adrenaline Rush.

Advantage on STR and DEX saves and attacks have Advantage against her.

Choose one.
  • Heavy Mace (2x)..

    On damage: Target has Disadvantage on next attack.

  • Charging Slam.

    Move 4, then 5d6+4, Knockback 2 (Large or smaller).

Lvl 7 neverwinter military - Defender
H40
Champion's Aura.

(Reach 4, AoE). Creatures that attack an ally in the area must make a DC14 WILL save or attack Blackthorn instead. Allies in the area have Advantage on saves.

Choose one.
  • Longsword Smite (2x). Slashing and Radiant.
  • Warding Bond (1 use).

    (Reach 1) When the chosen target takes damage, half of it is transferred to Zane, which can't be reduced.

BLOODIED: Turn the Tide! Zane and Bloodied allies have Advantage on attacks from within Champion's Aura.