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Bladesinger

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Faelwen looked at her sword- walls still stood, there was little
brother Arandur, standing on the wind and all the more garbage.
rising platform. To anyone but her,
he looked utterly calm but she saw With her left hand Faelwen
his eyes moving around in wonder absently used the thumb to ever so
and the tiny twitches of his pointed slightly push her Songblade a
ears told her he was intrigued and fraction out of its scabbard,
appalled at the same time. She unconsciously checking it was free
knew how he felt. The first time she of obstruction. As all Bladesingers,
went up to Kiva, the Floating City, she permanently carried her blade,
she had also gone through all kinds sitting in its reinforced scabbard, in
of wonder. her left hand, ready to spring out in
a heartbeat. That, too, would draw
Wonder at the marvel of magic gazes or even the occasional
that kept the entire city floating, unfriendly questioning by the city
result of a great ritual during the guards, but a few polite words were
Liberation wars, when the rebels usually enough to remedy that.
saved the city from the conquerors.
Wonder at the ingenuity of the She saw Arandur look up and
humans and other races that kept her ears too picked up the growing
the magically floating platforms din of the overcrowded city above.
moving up and down. Wonder at She sighed inwardly. Just a few
the surrounding landscape, visible more minutes and they would have
for miles around. to endure, besides the assault of
scents, the hidden and not-so-
It was a flat land, with remote hidden gazes of the humans,
cloud capped mountains to the dwarves and other races that
north and east, and a single wandered the streets. They would
meandering river that had once be gawking at them with curiosity,
gone through Kiva but had now envy or outright resentment. As she
filled the hole left by the rupturing and her sword-kin were wont to do,
city, making Lake Kiva a fact. they wore as little as possible, for
Around the lake, mirroring where anything could interfere with the
once the city walls had been, a Bladesong and even the tiniest of
number of buildings had sprung up, hindrances could disturb the utter
harboring refugees from the wars to focus and concentration that was
the east, but also stables, needed to weave magic and
alehouses, markets, and more. It movement into the execution.
was a second-city-below-a-city.
Arandur wore just his pants of
For a second the wind subsided course, refusing even to don the
and she wrinkled her nose at the cloak that some Bladesingers would
smell of the unwashed humans that wear outside Aelfin lands. His chest
surrounded her. Blessedly, it lasted and arms showed the intricate
only a few counts before the rising tattoos that indicated where is
platform caught a new breeze and specialties would lie in the
the air was once again clean. She Bladesong. The Roses, the Crane
knew it wouldn’t last though, for in and the Bull in his case. Her sword-
the streets of Kiva, where the old brother’s looks would perhaps raise

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an eyebrow or incite the shake of a renowned Jaegers, mounted on


head. It was worse for her, she their Drakes, take off and speed
would be judged differently. She into the distance on some unknown
would have to endure the stares, errand.
the whispers, the disdain, or worst
of all - the leery remarks. A final moment before they
would dock and their quest would
Faelwen had covered as best resume. Their quest for the Harp of
she could, with wraps around her Jihaer had only just begun, and the
chest and having picked the longer cold trail had led them to the Kiva
of the two pleated skirts she took Library. There should be books
with her on her travels. But it was there, histories, or studies of magic
still a fair margin away from the items of the past, and hopefully
way the women in the human lands from there they could learn
would dress, unless they were of a something to let them continue out
certain profession. Even after all of the city. It might be days, months
these years, she could not get her or years before the Harp would
head around the need to cover what return home, and they expected to
would be aesthetically pleasing to encounter all kinds of resistance.
the senses. Statues, poetry, a song,
a painting or a perfectly trained Some quests were very easy in their
body, all should be reveled in. efforts for the Aelfin race, some
were not. So they would continue,
A shadow fell over the rising traveling far and wide, for they
plateau, carried upwards by were the best the Aelfin had to
unseen forces, as the huge lump of offer, the scouts, the protectors, the
earth blocked the sun when they information gatherers. The
neared the anchorpoint above them. defenders of the Aelfin ways. They
Looking op, she saw a flight of the were Bladesingers.

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Introduction - the Songblade, the preferred


weapon of choice of many a
“The Bladesinger” is written with Bladesinger
generic D&D settings in mind and can - the spell list
be adapted to near any other - unique artwork
campaign setting. Though meant to be
a purely Aelfin class, it could also be Enjoy, and be sure to visit
open to half-elves, trusted friends, or www.partikles.net to download the
just a generic swordmage class with full size artwork for free.
some adjustments.
Any advise, tips, feedback, advise for
In this booklet you will find: tweaking or balancing, please send it
- the Bladesinger class to info@partikles.net, it is appreciated.
- the Co’she, the Aelfin hound

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Protectors of the Aelfin Ways listening, observing the ways of the


Bladesingers are the protectors of the other races, trying to find meaning
Aelfin ways, interests and their and greater powers that may help
treasures. The Bladesinger is a master predict the future of the land over the
of sword and magic and is expected to coming decades.
be self-sufficient on long travels
beyond the borders of the Aelfin A Bladesinger’s life may be spent
realms. wandering across the lands, gathering
lore and tales, visiting cities and
Their training in magic and swordplay festivals, and generally learning about
make them versatile and able to adapt the ways and politics of the folk
to near any situation, on or off the beyond the borders.
battlefield. But it is always the interest
of the Aelfin they protect, be it to find Sword and Magic
a missing dignitary, locate a long lost Every Bladesinger is both a competent
song or retrieve an ancient instrument warrior and a wizard it it’s own right,
lost in a war. Or, they travel the lands, but becomes a formidable foe when
combining the two in the Bladesong.
The Bladesong is an ancient Aelfin
tradition, taught only to the most
promising and trustworthy of the
Aelfinkind. Even half-elves are not
trusted with this lore. A common
misconception is that Bladesingers
actually sing; it is the sound the
Songblade makes when being in
constant motion. Looking at a
bladesong is a mesmerizing occasion.
The Bladesinger who is doing the
Bladesing is always moving, as in a
dance, and even when not attacking or
defending, his blade is making slow
circles, whistling softly, threateningly.

Most bladesingers detest being


hindered in their movements, and
wear as little as possible. Whatever
they need, they conjure or buy it, or
trade it. Any adventuring gear sits in a
large sack or backpack easily thrown
off should a fight be needed.

Male Bladesingers usually wear only


pants and boots, sometimes with a
sash or a girdle. Female blade singers
favor loose skirts and wraps around

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their chest, usually knotted or braided Intelligence should be your highest


in an intricate way so it will neither score, followed by Dexterity or
hinder nor fall off during a battle. Strength. Second, choose the
Traveller1 background. Third, choose
Most blade singers carry their the cantrips True Strike and Blade
Songblade, in it’s scabbard, in their Ward, along with the following first
off-hand, making sure it is always near level spells: Disguise Self, Shield, Charm
and ready to spring into violent action Person and Sleep.
at a moment’s notice.

Quick build 1
The Traveller background is unique to the
You can make a Bladesinger quickly upcoming Partikles Campaign Setting
by following these suggestions. First,

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The Bladesinger Class


Level Prof. Cantrips Spells 1st 2nd 3rd 4th 5th Features
Bonus Known Known
1st +2 2 4 2 - - - - Spellcasting, Bladesong 1x/day, Bladesong
Manouvres
2nd +2 2 5 2 - - - - Insightful Movement +1
3nd +2 2 6 3 - - - - Blessing of the Ancients
4th +2 3 7 3 - - - - Ability Score Improvement, Bladesong
Battlecasting (Cantrip)
5th +3 3 8 4 2 - - - Bladesong Manouvre
6th +3 3 9 4 2 - - - Insightful Movement +2, Extra Attack
7th +3 3 10 4 3 - - - Blessing, Bladesong 2x/day
8th +3 3 11 4 3 - - - Ability Score Improvement, Bladesong
Battlecasting (1’st level spells)
9th +4 3 12 4 3 2 - - Bladesong Manouvre
10th +4 4 13 4 3 2 - - Insightful Movement +3
11th +4 4 14 4 3 3 - - Blessing
12th +4 4 15 4 3 3 - - Ability Score Improvement, Bladesong
Battlecasting (2’nd level spells)
13th +5 4 16 4 3 3 1 - Bladesong Manouvre
14th +5 4 17 4 3 3 1 - Insightful Movement +4, Bladesong 3x/day
15th +5 4 18 4 3 3 2 - Blessing
16th +5 4 19 4 3 3 2 - Ability Score Improvement, Bladesong
Battlecasting (3’rd level spells)
17th +6 4 20 4 3 3 3 1 Bladesong Manouvre
18th +6 4 21 4 3 3 3 1 Insightful Movement +5
19th +6 4 22 4 3 3 3 2 Ability Score Improvement, Bladesong
Battlecasting (4’th level spells)
20th +6 4 23 4 3 3 3 2 Superior Bladesong, Bladesong 4x/day

CLASS FEATURES Saving Throws: Dexterity, Intelligence

As a bladesinger, you gain the following class
features. Skills: Performance, and choose one from
Hit Points Acrobatics, Arcana, History, Investigation,
Hit Dice: 1d8 per bladesinger level
Hit Perception and Survival.
Points at 1st Level: 8 + your Constitution Equipment
modifier
Hit Points at Higher Levels: 1d8 (or You start with the following equipment, in
5) + your Constitution modifier per addition to the equipment granted by your
bladesinger level after 1st. background:
• A onehanded simple or martial weapon of
Proficiencies choice, or a Songblade
Armor: -
 • An explorers pack
Weapons: You are proficient with simple • A dagger
weapons, the Songblade and a one-handed
martial weapon of choice. 

SPELLCASTING
Tools: -
You have learned to dance with the flow of
creation as the twirling threads of reality
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listen to your wishes and move with the waves modifier when setting the saving throw DC
of the bladesong. for a Bladesinger spell you cast and when
making an attack roll with one.
Cantrips
You know two cantrips of your choice from Spell save DC = 8 + your proficiency bonus +
the bladesinger spell list. You learn additional your Intelligence modifier
bladesinger cantrips of your choice at higher Spell attack modifier = your proficiency
levels, as shown in the Cantrips Known bonus + your Intelligence modifier
column of the Bladesinger table.
Spellcasting Focus
Spell Slots You can use a Songblade as a spellcasting
The Bladesinger table shows how many spell focus for your Bladesinger spells.
slots you have to cast your spells of 1st level
and higher. To cast one of these spells, you BLADESONG
must expend a slot of the spell’s level or Your years of training has given you access to
higher. You regain all expended spell slots the Bladesong, a perfect fusion of dance,
when you finish a long rest.
For example, if combat and magic. The ‘bladesong’ refers to
you know the 1st-level spell True Strike and the sound a weapon makes when wielded by
have a 1st-level and a 2nd-level spell slot a bladesinger; it is always in motion, in
available, you can cast True Strike using either thrusts, circles, spins, fluidly moving from
slot. form to form, whistling as it cleaves the air…
and the enemies of Aelfinkind.
Spells Known of 1st Level and Higher
You know four 1st-level spells of your choice To be able to use the Bladesong, you must
from the Bladesinger spell list. 
The Spells wield a one-handed weapon. During the
Known column of the Bladesinger table Bladesong, you use both hands for feints,
shows when you learn more Bladesinger parries, acrobatics, switching hands to
spells of your choice. Each of these spells confuse the opponent, and for casting spells.
must be of a level for which you have spell Hence, for the Bladesong to function, your
slots, as shown on the table. For instance, off-hand must be free unless noted otherwise.
when you reach 3rd level in this class, you can Several Bladesong Forms use two hands (see
learn one new spell of 1st or 2nd level. 
 below), and can thus not be combined with
spells that have a Somatic component (and

such form requires a Versatile weapon).
Additionally, when you gain a level in this
class, you can choose one of the Bladesinger
Also, while Bladesinging, your movement is
spells you know and replace it with another
reduced by 10 feet (unless where noted
spell from the Bladesinger spell list, which
otherwise).
also must be of a level for which you have
spell slots.
You can only take the following actions while
you are Bladesinging: Attack, Cast a Spell,
Spellcasting Ability
Dash and Ready. Once you take any other
Intelligence is your spellcasting ability for
action (or no action at all, for whatever
your Bladesinger spells. Your magic comes
reason) your Bladesong is interrupted.
from years of practice in an academy,
controlling the strand of reality through dance
The Bladesong lasts for 1 minute, or until it is
and force of mind, or with an Aelfen master of
interrupted, whichever happens first. You can
the Bladesong. You use your Intelligence
start a Bladesong 1x per day, until you have
whenever a spell refers to your spellcasting
taken a short rest. At 7’th, 14’th and 20’th
ability. In addition, you use your Intelligence
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level, you can start a Bladesong one additional movement. You may move up to 30 feet
time. this round without penalties from
Difficult Terrain.
Bladesong Battlecasting - Reed on the Storm (Ranged Manouvre):
Bladesingers have learned to combine their You can throw your weapon with a range
innate magical aptitude with their racial grace of 10/40, at your full attack. If you have
and combine swordplay and weaving spells multiple attacks, you can choose which
into a lethal dance. During the Bladesong, attack to throw. This will leave you, of
starting at 4’th level, when you use an action course, unarmed.
to cast a cantrip, you may make one weapon - Branch of the Oak King (Protective
attack as a bonus action. Manouvre, Two Handed): you can add
half your Proficiency bonus to the AC of
At 4’th level, and again at 8’th, 12’th, 16’th and a creature no larger than size M within 5'
19’th level, you can make this attack when of you
casting a cantrip, 1’st, 2’nd, 3’rd or 4’th level
spells, respectively. Insightful Movement
Starting at 2nd level, if you are not wearing
Bladesong Manouvre armor, you can add the indicated number to
A Bladesong Manouvre grants you certain your AC and to Dexterity (Acrobatics)
additional benefits as described below, but checks, up to a maximum equal to your
never more than one benefit at a time. You Intelligence bonus. These stack with any
can switch Bladesong Manouvre once per bonus from a Bladesong Manouvre.
round, at the beginning of your turn, as a free
action. At 1’st level, you can choose 2 Extra Attack
Manouvres with which you are proficient. As Starting at 6’th level, you can attack twice,
you gain experience, your knowledge of instead of once, whenever you take the Attack
Bladesong Manouvres evolves and expands. action on your turn.

When you reach 5’th, 9’th, 13’th and 17’th Blessing of the Ancients
level, you can choose an additional Bladesong When you reach 3rd level, the spirits of the
Manouvre you are proficient in. At level 20, Aelfin Elders notice you and your plight, and
you know all Bladesong Manouvres. grant you a boon. Choose if you will accept a
- The Bull Rushes Down The Hill Blessing of Companionship or a Blessing of
(Damaging Manouvre, Two Handed): Guidance. Your choice grants you features at
you add your Proficiency bonus to your 3rd level and again at 7th, 11th, and 15th
damage. level. See below for further description of the
- Dust in the Wind (Defensive Manouvre): Blessings.
you add half your proficiency bonus to
your AC, but your speed is reduced to 5 Ability Score Improvement
feet. When you reach 4th level, and again at 6th,
- The One Legged Crane (Casting 8th, 12th, 14th, 16th, and 19th level, you can
Manouvre): you add your Intelligence increase one ability score of your choice by 2,
modifier (minimum of +1) to your or you can increase two ability scores of your
Concentration check choice by 1. As normal, you can't increase an
- The Meandering River (Nimble ability score above 20 using this feature.
Manouvre): you have advantage on
Dexterity (Acrobatics) checks Superior Bladesong
- Cat on a Hot Stone (Dashing Manouvre): When you reach level 20, your Bladesong has
Difficult terrain has no effect on your been perfected. You have learned all
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Manouvres (add the ones you did not know increase one ability score of your choice by 2,
yet to your repertoire) and you may now or it can increase two ability scores of your
combine any 2 Bladesong Manouvres during choice by 1. Your Co’she can’t increase an
a round, changing one or both at the ability score above 20 using this feature.
beginning of the round as a free action as per
the normal Bladesong. Your Co’she shares your alignment, and has a
personality trait and a flaw that you can roll
BLESSING OF COMPANIONSHIP for or select from the tables below. Your
At 3rd level, a Co’she appears to you and will companion shares your ideal, and its bond is
travel and fight with you. Your Co’she has always, “The Bladesinger who travels with me
abilities and game statistics determined in part is a beloved companion for whom I would
by your level. gladly give my life.”

Your Co’she uses your proficiency bonus If the Co’she dies, you can request the aid of a
rather than its own. In addition to the areas new one a week later by beseeching the Aelfin
where it normally uses its proficiency bonus Elders with proper humility and offerings
(attack and skills), a Co’she also adds your during an 8 hour ritual.
proficiency bonus to its AC, Saving Throws
and to its damage rolls. Take the Young Capture, not kill
Co’she beast stats and add your proficiency At 3’th level, you can order your Co’she to
bonus instead of its own to the beast’s AC, restrain an enemy, instead of kill it. See the
attack rolls, and damage rolls, as well as to Co’she for a description of this.
saving throws and skills it is proficient in. It’s
hitpoints equal it’s normal maximum, or four Bonded Resilience
times your Bladesinger level, whichever is At 7th level, while your Co’she can see you, it
higher. has advantage on all saving throws.

The saving throw to resist a Co’she’s attack Agressive Instincts


(being knocked prone or being restrained) Starting at 11th level, you and your Co’she
equals 8 plus it’s Strength modifier plus it’s form a more potent fighting team. When you
(your) proficiency bonus. use the Attack action on your turn, if your
companion can see you and is within 30 feet
Your Co’she gains proficiency in two skills of of you, it can use its reaction to make a melee
your choice. It also becomes proficient with attack.
all saving throws. For each level you gain
after 3rd, your Co’she gains an additional hit Share Spells
die and increases its hit points accordingly. Beginning at 15th level, when you cast a spell
targeting yourself, you can also affect your the
The Co’she obeys your commands as best it Co’she with the spell if it is adjacent you. If
can. It rolls for initiative like any other you do so, the duration of the spell is divided
creature, but you determine its actions, over both of you (effectively halving the
decisions, attitudes, and so on. If you are duration).
incapacitated or absent, your Co’she will act
on its own and usually try to protect you from d6 Trait
further harm. 1 I love to play hide and seek.
2 Threaten my friends, threaten me.
Whenever you gain the Ability Score 3 I stay on alert so others can rest.
Improvement class feature, your Co’she’s 4 I prefer bodywarmth and will cuddle up on
abilities also improve. Your Co’she can anybody for the night, no matter how big I
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am. that damage type while wielding your bonded
5 I have a knack for showing up in the nick of weapon for the remainder of that Bladesong.
time.
6 I put my friends’ needs before my own in all Enemy of the Aelfin
things. Beginning at 7th level, you can designate a
creature within line of sight and within 30 feet
d6 Flaw as an Enemy of the Aelfin. Your bonded
1 If there’s food left unattended, I’ll eat it. weapon will grant you Advantage on all to hit
2 I chase after anything that runs away from rolls against that creature. You can only have
mee one such sworn enemy at a time and it will
3 Any time is a good time for a belly rub. remain a sworn enemy until it dies, or until
4 I utterly hate water. you have taken a long rest.
5 My idea of hello is a flurry of licks to the
face. Slayer
6 I jump on creatures to tell them how much I Starting at 11th level, your bonded weapon
love them. does an additional 2d6 damage against your
sworn enemy.

BLESSING OF GUIDANCE Animated Soul


At 3rd level, the Aelfin Elders imbue your Beginning at 15th level, once per day, or until
weapon with a slight sliver of their presence you finish a short rest, you can let go of your
and it is henceforth bound to you, to guide bonded weapon as a bonus action and it will
and protect you. You graft this connection animate, flying in your space, moving with
with a one-handed melee weapon. You cannot you and taking actions as if you are wielding
be disarmed of that weapon unless you are it, leaving both your hands free. It will
incapacitated, and the weapon grants you continue performing the Bladesong
extra resilience. Manouvre you have set it as long as you spend
a bonus action each round to direct it towards
Should you wish to bond a new weapon you an enemy target, or until you once again take
can beseech the Aelfin Elders for it. You can hold of it (a free acton) and fight with it for at
do so no more than once a week, during a least one round with a Bladesong Manouvre.
ritual that lasts one hour and which can be Then, you can again let go of it as above. If
done over the course of a short rest. The you do not take a bonus action to direct it, it
weapon must be within your reach will not take actions, but still follow you
throughout the ritual, at the conclusion of around.
which you touch the weapon and forge the
bond. You can animate your bonded weapon for the
duration of your Bladesong. If the time
The weapon you present to be imbued with expires and you are not holding the weapon,
Guidance is expected to be of fine quality and it drops to the ground.
make, well cared for and of exceptional
craftsmanship.

Protective Guidance
Starting at 3’rd level, at the beginning of your
round as a free action, you can choose one
damage type from the following list: Acid,
Cold, Fire, Force, Lightning, Necrotic,
Radiant or Thunder. You gain Resistance to
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Bladesinger Spell list


Cantrips (0 Level) ▪ Calm Emotions: ▪ Stinking Cloud:
• Acid Splash ▪ Cloud of Daggers: ▪ Tongues:
• Blade Ward ▪ Detect Thoughts ▪ Water Breathing:
• Chill Touch ▪ Enhance Ability:
• Fire Bolt ▪ Enthrall: 4th Level
• Friends: ▪ Hold Person:
• Light: ▪ Invisibility: ▪ Compulsion:
• Message: ▪ Knock: ▪ Confusion:
• Prestidigitation: ▪ Lesser Restoration: ▪ Dimension Door:
• Ray of Frost ▪ Levitate: ▪ Fire Shield:
• True Strike: ▪ Locate Object: ▪ Freedom of Movement:
▪ Magic Mouth: ▪ Greater Invisibility:
1st Level ▪ Misty Step; ▪ Locate Creature:
▪ Nystul’s Magic Aura: ▪ Mordenkainen’s Faithful
• Bane: ▪ Silence: Houd:
• Charm Person: ▪ Suggestion: ▪ Stoneskin:
• Comprehend Languages:
• Disguise Self: 3rd Level 5th Level
• Feather Fall
• Heroism: ▪ Bestow Curse: ▪ Cloudkill
• Illusory Script ▪ Clairvoyance: ▪ Dominate Person:
• Longstrider: ▪ Dispel Magic: ▪ Geas:
• Shield ▪ Fear: ▪ Greater Restoration:
• Silent Image: ▪ Glyph of Warding: ▪ Hold Monster:
• Sleep: ▪ Haste: ▪ Legend Lore:
• Thunderwave: ▪ Major Image: ▪ Mislead:
• Unseen Servant: ▪ Nondetection: ▪ Modify Memory:
▪ Phantom Steed: ▪ Scrying:
2nd Level ▪ Sending: ▪ Seeming:
▪ Slow: ▪ Telekinesis:
▪ Alter Self ▪ Speak with Dead: ▪ Teleportation Circle
▪ Blur ▪ Speak with Plants: ▪ Wall of Force

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New Equipment
AELFIN EQUIPMENT
Name Cost Damage Weight
Martial Melee Weapon
Songblade 50 GP 1d6 slashing 3 lb. Finesse, Versatile (1d8)

Songblade with an overly long grip and cutouts in the


Weapon (sword), common (uncommon blade to reduce weight. It is a one-handed
outside Aelfin lands) weapon, that can be used two-handed. When
A Songblade is a light double-edged sword, swung, it produces a whistling sound.

Name Cost Armor Class (AC) Strength Stealth Weight


Medium Armor
Elven chain shirt rare 12 + Dex modifier - - 8 lbs

Elven Chain Additionally, you count as being unarmored


Armor (chain shirt), rare for all purposes such as the Bladesong, spells
This is an extremely light chain shirt, made and class abilities that require you to wear no
of thousands of tiny metal rings. You are armor. If a spell or item gives you a fixed
considered proficient with this armor even if AC, use the better of the two.
you lack proficiency with light armor.

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New Creature
Co’she
Aelfin hound (Co’she) Medium beast, unaligned

A strange creature is barely visible in


the high grass. At first sight, it Armor Class 13
resembles a huge dog, but it is unlike Hit Points 30 (5d8+5)
any you have seen before. It’s fur is an Speed 40 ft.
indistinguishable hue of greenish grey
with some irregular stripes of brown.
Its green eyes look at you intently, STR 14 (+2), DEX 16 (+3), CON 12 (+1),
making you think of one of the aloof INT 4 (–3), WIS 12 (+1), CHA 8 (–1)
Aelves. As you look closer, you make
out a pair of sharp ears, standing
upright and twisting a bit whenever Skills Perception +3, Stealth +5
they hear a sound. Its tail is curled Senses Passive perception 13
upwards. Without warning, it lets out Languages None, but understands basic
a deafening bark, making your ears Aelfin
ring and a few moments later, as you Challenge 1 (200 XP)
shake your head to clear your hearing,
a slim silhouette with a bow in hand
appears beside the hound, laying a Sprint. Once per hour, a Co’she can move
calming hand on its head. ten times its normal speed (up to 400 ft.) for
one round.
Co’she’s are large, 150-pound hounds that
are 3 foot tall at she shoulder. They are also Restrain. If a Co’she knocks a target prone
know as elven dogs outside the Aelfin lands, with it’s Bite or Pounce attack, it can take a
both because they are sometimes found in bonus action to try and restrain the target.
the company of the Aelfin, and because their The target makes a DC 12 Dexterity Saving
features are reminiscent of their masters. throw, or will be restrained.
They bark only rarely, but when they do, it is Pounce. If the Co’ she moves at least 20 feet
to warn their companions or pack mates, and straight towards a target right before hitting
it can be deafening; the bark can be heard up it with a bite attack, theDC of the Saving
to a mile away. throw to resist being knocked prone
increases by 2.
Co’she’s attack by biting and tripping their
foes, then keeping them down. A Co’she Actions
trained as a guard, or the companion to a Bite. Melee Weapon Attack: +5 to hit, reach
Bladesinger, can hold an enemy down until 5 ft., one target. Hit: 6 (1d8 + 2) piercing
help comes; Co’she’s encountered in the wild damage. On a hit, if the target is a creature,
and cornered prefer to simply kill their it must succeed on a DC 12 Strength saving
attackers. throw or be knocked prone.

© Evil DM. All Rights Reserved 15

William Avrit (Order #14358040)



Co’she, Young Actions
Medium beast, unaligned Bite. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 6 (2d4 + 2) piercing
damage. On a hit, if the target is a creature,
Armor Class 13 it must succeed on a DC 12 Strength saving
Hit Points 13 (3d8) throw or be knocked prone.
Speed 40 ft.

STR 12 (+1), DEX 14 (+2), CON 10 (+0),


INT 4 (–3), WIS 12 (+1), CHA 7 (–2)

Skills Wisdom(Perception) +3,


Dexterity(Stealth) +4
Senses Passive perception 13
Languages None, but understands basic
Aelfin
Challenge ¼ (50 XP)

Sprint. Once per hour, a Co’she can move


ten times its normal speed (up to 400 ft.) for
one round.

Pounce. if the Co’ she moves at least 20 feet


straight towards a target right before hitting
it with a bite attack, the DC of the Saving
throw to resist being knocked prone
increases by 2.

© Evil DM. All Rights Reserved 16

William Avrit (Order #14358040)



© Evil DM. All Rights Reserved 17

William Avrit (Order #14358040)

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