Descendants of Varis
Before being forced to settle down in the Lathellas Court, Varis adventured far and wide, seducing women with his flamboyant heroism. Unbeknownst to him, he left behind many ill-begotten children in his wake.
Rolls WIL saves with Advantage (WIL+)
Can communicate with Neri without speaking within Range 12, gaining Advantage on attacks while within this range.
When she defeats an enemy, her next Reaping Blade adds +2d6.
- Reaping Blade (2x).2d6+3 ADV.
When causing Wounds, +1 additional Wound.
Rolls WIL saves with Advantage (WIL+)
Can communicate with Neri without speaking within Range 12, gaining Advantage on attacks while within this range.
Can Jump equal to Speed as her Move. Immune from the first four d6s of FALL damage.
- •Swift Strike (2x).2d6+3
- •Telekinetic Shove.1d6+3 Force.
(Reach 3) On Damage: Knockback spaces = Primary die.
Rolls WIL saves with Advantage (WIL+)
Melee attacks have Disadvantage against her.
- •Dagger.2d4+5 (Vicious).
(or Throw, Range 4)
- •Whip.2d4+4.
(Reach 2) Can Grapple, and can Pull 1 if Medium or smaller.
Reminder: Grappling larger targets gives you the Riding condition.
Rolls WIL saves with Advantage (WIL+)
Has Cold Resistance. Within Reach 2, an enemy's Primary die is lowered one step.
- •Frost Axe (2x).1d12+4 Cold, Dazed.
- •Icicle Skewers.
(Reach 2, AoE) DC13 DEX save or 2d12+4 Cold, Slowed.
Slippery. When a Creature enters or tries to Move while within the area, they must make a DEX save (DC13) or fall Prone.
Rolls WIL saves with Advantage (WIL+)
Attacks miss him on a 1 or 2.
- •Saber (2x).1d10+3
- •Everblack Burst (3x).
(Range 10) 1d10+3 Cold, Blinded for 1 Round.
- •Summon Tentacles.
Within Reach 2, summon 1/Hero Water Tentacle minions (d10) with Reach 2. They can Interpose and can Grapple (Escape DC 13) instead of deal damage on a hit.
Damage types can be Acid, Cold, Fire, Lightning, or Thunder
Takes no damage on successful DEX saves and reduces FALL damage by 40.
- •Flurry of Blows.1d8+4.
(Reach 3) 1d8+4, can Knockback 1. On Damage: Dazed.
- •Elemental Burst.
(Range 6, 4x4 Area) DC14 DEX save or 3d8+4, half on save.
Rolls WIL saves with Advantage (WIL+)
Within Reach 3, Allies have Advantage on Saving Throws.
- •Shield Bash.
Move 3, then 4d6+5, Prone. On Crit: Knockback 2.
- •Shield Throw.
(Range 3) 2d6+5 Force. On Hit: Ricochets to target a new Creature within 2 spaces.
- •Divine Barrier.
(Concentration) Ranged attacks can't pass through the boundary of Divine Aura from either direction.
Shield Throw Note: As long as there is a valid target, the ricochet will continue to trigger if the rolls don't miss.
Rolls WIL saves with Advantage (WIL+)
Once per Round when he takes damage, the attacker takes 2d10 Fire.
When Crit or Dazed, he loses his Armor until his next Turn, on which he does nothing.
- Sunblade (2x).1d10+5.
(or Sunbolt, Range 12).
Lightspeed is effectively the Haste spell from DnD 5e.
Rolls WIL saves with Advantage (WIL+)
The Primary die of his attacks is raised by one step, including his minions.
- •Arcane Bolt-Gun (2x).
(Range 8) 2d8+10, Dazed.
- •Ground Slam.4d8+10.
Knockback 2 or Prone.
- •Drone Strike (1 use).
Summon 2/Hero Arcane Drones (d8) with Fly 8 and Range 4.
Raising the Primary die by one step for minions means add 1 to each die. Though they can't Crit, his minions can't miss and deal 1 damage more than the die rolled.
Rolls WIL saves with Advantage (WIL+)
Enemies within Reach 4 are Taunted for their next Turn. When damaged while having Heavy Armor, a target within Reach 2 takes 10 damage.
- •Stone Fist (2x).2d4+10.
Can Knockback spaces = Primary die.
- •Stone Bullets.
(Cone 4) DC15 DEX save or 2d4+20, half on save.
Rolls WIL saves with Advantage (WIL+)
Viconia can Interpose from Reach 12, swapping places and then taking halving the damage.
- •This is not your fight!
(Range 6) DC16 WIL save or take no Actions on their next Turn except to move away from the battlefield.
- •Savior's Strike (2x).1d10+10 non-lethal Radiant.
Lethal to Undead.
- •Holy Ray.
(Range 6) 3d10+10 non-lethal Radiant. Lethal to Undead.
Rolls WIL saves with Advantage (WIL+)
Can Interpose. Fenbalar can sacrifice one of his Shadow Blade attacks to Defend to reduce the damage by 4d8.
- Shadow Blade (2x).
(Reach 3) 4d8 Psychic.