North Star
Once per Round when a Primary die is rolled, you can adjust the result by 1 face. If it is odd, the Primary die is raised, but if it is even, it is lowered.
When a Creature ends their Turn in melee, Efania can Move 3 for free without provoking Opportunity Attacks.
- •Embedding Thorns.
(Range 8, 4x4 Area) DC13 DEX save or 1d8, Embedded. Embedded. Take 1d8 damage for each space Moved.
- •Vine Trail.
(Line 8) DC13 STR save or 1d8+5. On damage: Pull 4.
- •Leaf Storm (1 use).
(Cone 8) DC13 DEX save or 2d8, Push 4. Regain use on Hero Crit Fail against her attacks.
Efania is an Elf (Wood-Copper)
When first dropped to 0 HP, drop to 1 HP instead.
- •Mana Bow.2d8+10.
(Range 12) On damage: Marked. Attacks have Advantage against them.
- •Pinning Shot.1d8+4.
On damage: Slowed. On crit: Speed = 0.
Bolivar is a Human.
Starts combat Hidden (Spot DC13). If Obscured at the end of his Turn, Dale becomes Hidden.
- •Hunter's Strike.3d8+10
- •Pollen Bomb.
(Range 4, 3x3 Area) DC13 STR save or Dazed and Poisoned from sneezing fits (healing ends).
Dale is a Halfling (Lightfoot).
Attacks miss her on a 1 or 2 and she has Advantage on DEX saves.
- •Shooting "Stars".1d8+5 (Vicious).
(Range 12). Targets up to a number of Creatures equal to the Primary die, including crit explosion dice. The same roll as the primary target is used for all remaining targets.
- •Oracle Bow.2d8+10.
(Range 12) On damage: Valwin always knows their location and has Advantage on attacks against them until Oracle Bow is used again.
- •Moon Cloak.
(in shadow or moonlight) Become Invisible until she attacks.
Valwin is an Elf (Wood-Copper).
The Advantage from Oracle Bow means that if that Creature is targeted by Shooting "Stars" after being affected by it, Shooting "Stars" has Advantage against every target.
Choose a target to gain Advantage against until it's defeated. Hunter's Quarry then resets.
All Ranged attacks are Vicious.
- •Stalk Prey.
Gain the Invisible condition until she attacks. While Invisible, she always knows the location of her Hunter's Quarry and crits on a 7 or 8 against them.
- •Skinning Knife (3x).1d8+2
- •Meat Cleaver (2x).1d8+5
- •Hunter's Bow.3d8+10.
(Range 12)
Gurda is a red half-Orc.
When fighting against armored enemies, Dain Crits on a 7 or 8 on the Primary die.
- •Forge Strike (2x).1d8+5 Fire.
- •Heat Metal.
(Concentration, Range 8, target has Metal Armor) Choose a target that has metal armor. At the start of each of their Turns, they take 2d8 Fire and make a Concentration save in Concentrating.
Dain is a Dwarf (Gold).
All Ranged attacks are Vicious.
- •Radiant Bolt (3x).2d8 Radiant.
(Range 12)
- •Summon Starmites (1 use).
Summon 1d8 Starmite minions (size: d8, Radiant damage) and they have a special boon based on the result:
- (1) North Star. The minion gains the benefit of Weal or Woe, but only to itself or its attacker.
- (2-3) The Forge. The minions ignore Defense.
- (4-5) The Chalice. The minions can Interpose.
- (6-7) The Archer. The minions have Range 8.
- (8) The Dragon. The minions are combined into a single 8d8 minion with Fly 8 and Range 8.
Regains use when all Starmite minions are destroyed.
Egbor is a Tiefling and "father." It's complicated.
Whenever Almara would cause damage, she can change it to healing instead.
- •Big 'ol Hug.
2d8, Grappled. vs Creatures she's Grappled: +20 damage.
- •Let me tell you a story...
(Range 8) DC14 WIL save or Incapacitated. Creatures Grappled by her have Disadvantage on the save. While Incapacitated this way, they are Warded. Warded: +5 to Armor.
- •Rise and Shine!
Cure a Creature of Incapacitated or Asleep. They regain all limited use abilities and if a Hero, they regain all Hit Dice.
Almara is a Firbolg.
All Ranged attacks are Vicious.
- •Celestial Arrows (2x).2d8+10.
(Range 12)
- •Summon Zephra.
Summon a Celestial Hawk minion (size: d8, Fly 8, Radiant damage). The Hawk can use Help instead of its Turn. Ranged attacks have Disadvantage 2 against it.
- •Moon Step Strike.
Swap spaces with Zephra by Teleporting, then 2d8a+20 Radiant. On damage: Knockback a number of spaces equal to the Primary die.
Zaishara is a half-Elf with human lineage.
Advantage on Int, Wil, and Concentration saves.
- •Time Slip.2d8+10 Force.
On damage: No Reactions until the start of their next Turn and they become Prone at the end of their next Turn.
- •Befuddlement of the Ancient.
(Range 4) DC15 WIL save or Dazed, Slowed, and Poisoned for 1 minute. While a Creature is Dazed in this way, Time Slip becomes (2x) and Mupp's Speed becomes 8.
- •Dreamer's Trance (1 use).
(Concentration) Advantage on attacks and enemies suffer Disadvantage against his attacks that trigger saves. When Crit, the attacker must reroll the Primary die.
Mupp is an ancient Firbolg, the oldest sage in the clan after . When in his rejuvenated state after Befuddlement of the Ancient, he is able to remember that Velluvia was Archdruid of the Clan even before he was born, despite her ageless appearance.
Sulara's damage type changes based on the current season:
- Winter. Cold or Necrotic
- Spring. Lightning or Radiant
- Summer. Fire or Radiant
- Autumn. Poison or Necrotic
- •Weather Wisp (2x).1d8+10.
(Range 12) On damage: Push 2 in any direction.
- •Seasonal Storm.
(Range 8, 8x8 Area) DC15 STR save or 8d8 and Push 4 clockwise, remaining the same distance from the center point. Half damage only on save.
- •Elemental Form (1 use).
(Concentration, Reach 2, AoE) Sulara envelops herself in a current damage type. Creatures that enter on or start their Turn in the Area take 2d8 damage. Weather Wisp changes from Range to Reach and her forced movement effects double.
Sulara is an Eladrin (Seasonal Fey Elf).