Neverwinter Army
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.
Three illusory copies encompass your space. Attacks miss on a 3 or less. AoE attacks ignore this.
- •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.2d8+4 ADV Piercing or Randiant.
Heavy Armor vs Fire.
Brakk can exchange any amount of his Speed for Jump on his Turn.
When dropped to 0 HP for the first time in an encounter, drop to 1 HP instead.
- •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.
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).
Cadence does not speak when casting her "spells." Can Teleport 6 once per encounter.
- •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.
Attacks against him miss on a 1 or 2. FALL damage is reduced by 25.
- •Toxic Claws (2x).2d6+4 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.
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.
- •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.
Advantage on STR and DEX saves and attacks have Advantage against her.
- •Heavy Mace (2x).2d6+4 ADV.
On damage: Target has Disadvantage on next attack.
- •Charging Slam.
Move 4, then 5d6+4, Knockback 2 (Large or smaller).
(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.
- •Longsword Smite (2x).2d8+4 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.
Whenever Flailina doesn't attack on her turn, she grants Full Cover to herself and one adjacent ally. The ally can spend a Reaction to move when she does.
- •Armor Pack.
(Range 3) Grant an ally Plated.
- •Flail (2x).2d6+4.
(Reach 2) 2d6+4. On Crit: Dazed.
- •Shield Dash.
Move 3, then 3d6+10, Knockback 2.
Plated. Armor/Defense is raised by +5. (ends when damaged) [Reminder: Like most conditions, this does not stack]
When hit by weapon, Thunder, or Force damage, her next attack raises its Primary die by 1.
- •Force Charge.6d6+10.
Teleport 6, then 6d6+10 Force. On Crit: Disadvantage on next save.
- •Ground Slam.
(Reach 2, AoE) DC17 STR save or 3d6 Force and Dazed. Half damage only on save.
- •Launching Shockwave.
(Cone 4) DC17 DEX save or 3d6 Force, Knockback to the end of the Cone, and Prone. Half damage only on save.
Whenever Axton doesn't attack on his turn, he grants Full Cover to himself and allies in Reach 1. Allies can spend a Reaction to move when he does.
- •Wide Slash (2x).
(Reach 2, up to 3 contiguous targets) 3d12, Knockback 1.
- •Far Slash.
(Line 6) DC17 DEX save. This targets the closest Creature in the Line, continuing to target the next Creature until one fails its save. The first Creature that fails the save takes 5d12+5 Force damage.
- •Chaaarge! (1 use).
Choose a target and Move 8 towards them. They must make a DC17 DEX save or be force moved with Axton the remaining squares of the 8 and then Knockback 2. If an object/wall ends the Move early, the target takes 2d12+30 damage instead. Recharges on any die roll of 12.
I AM YOUR SHIELD! is written with the lack of facing rules in mind. If using facing rules, then Axton and allies are only protected from the front and allies must be behind or to the side of Axton to be protected.
When a Creature attacks an ally within Range 6, they must make a DC18 WIL save or attack Blackthorn instead. All Creatures that hit Blackthorn with a melee weapon take 1d8 damage per hit.
- •Longsword Strike (2x).3d8+5
- •Charge!
Blackthorn and up to 3 allies within Range 3 move up to their speed and make 1 attack. Blackthorn uses Longsword Strike once instead of twice.
- •Rally to me!
Up to 3 allies within Range 3 move up to their speed towards Blackthorn. They have Advantage on all rolls during their next Turn.
- •Fall back and regroup!
Blackthorn and all allies can move up to their speed away from the battlefield towards a central point.