The Trials of Tyre

The Trials of Tyre

The adventurers that stood up against the unraveling of all known creation
and walked the path of the Seven.


Character and Art Book
First Edition

Goal of this Book:

Although this book may seem to act as a resource for those seeking knowledge about the Trials of Tyre, is it actually a slice in time for the adventurers involved. It is already likely that much of this information has already changed, or even in the case of violet death, been forgotten entirely. What this book truly aims to do is give a perspective of a time when things were perhaps simpler and definitely less lethal.

This book takes a look back at when three groups came together to tackle a mega-dungeon, the Arcane Labyrinth of the Sickened Sea. It was there that they were missioned to find weapons and secrets to fight back the Enemy of creation.

Lastly, this book was created as a fun project with fun in mind. Enjoy the story woven by our glorious Dungeon Master as well as the stories created by the players and enjoy the art created by the artists.

Credits

Dungeon Master

Arcadum

Players

Surefour
Saitken
Ster
Miss Universe
Ronnie
Strippin
Tate
Criken
woops
Alex
Scott Jund
Snake
Russ Money
Naomi
Summer

Editors

Russ Money
Saitken
Pyrrhos
Karretch
chinh96
PensAndEndorsement

Artists

Burdrehnar
yeselleyes
Anonius_
Ronnie
kinsparkion
Manda_AMSBT
Sea_bayer
DeemeeArt
kinsparkion
4hnyu
DonnieDurdunkle
Sanji_chwan
wwarara
Liasis_D
MilkyTiddyBoy
aishasoup

Camp Last Stand


Avadecci

An ex-prisoner of Tyre, released by the Gamblers when Ahst had detected a portal within the Arcane Labyrinth. Avadecci is a follower of Oloken'hai, the god of chaos, knowledge, trickery and madness. He would offer the adventurers a choice to increase the difficulty of the Arcane Labyrinth and in return be rewarded with treasure.

Immortalized in Stone. During a seance between Moe Kowbull and Neve, Oloken'hai was summoned and held the adventurers in place, spreading like a corruption to other party members. Azolon Cal'telonis dismissed Oloken'hai's presence and encased Avadecci in stone. As a statue, Avadecci's cries have been put to rest, for now.

Azolon Cal'telonis

A powerful arch-mage of the arcane and a master illusionist. Azolon is a high elf who speaks with purpose and is the reason the heroes were brought to Camp Last Stand - to explore the Arcane Labyrinth.

Erin

The prophet of the deep-one, Erin is a creature with a squid-like appearance. A high-level caster with psionic abilities. Erin plays advisor to the groups of the Trials of Tyre.

Igor

A self-proclaimed "mutant" with a strange face and humped back. Igor's disposition to strangers, and potential customers, has been described as 'prickly.' He will shut his shop's doors and hide behind his counter, hoping not to be noticed. However, despite his deformities, lies a brilliant mind for the alchemical.

Stillborn. Igor's appearance, and perhaps as well as his mind, is attributed to his birth. Igor was a stillborn, however he was returned to life by his father with Necromancy. This act inadvertently killed Igor's mother and beset with grief, his father destroyed himself.

Alchemy Master. Igor is a master of the mortar, astute with an alembic. As long as you have the ingredients, Igor can create nearly any potion imaginable.

Lorian the Blinded

An undead ████████ , a floating orb-like creature with a slow, mellow voice. Though his wisdom has been stolen from him, he can recall that in his past life he was a tyrannical lord. He escaped the Arcane Labyrinth, once kept as a prisoner.


Shing

This woman is quite the drama queen, at least that is what others who have met her would say.

Tartarus

Another one of Tyre's prisoners that was rescued during the Shadow of Tyre's trials.

Theodore Tyne

The blacksmith of Camp Last Stand. A master craftsman.

Yojimbo Yazakuri

Erin's personal bodyguard. A mysterious and hooded fighter who wields a katana. He is stoic and serious about his job, a true professional of his trade.

Soul of Tyre

Gailen's Gate

"Our story begins in the harsh environment of the Badlands, where it meets the Ordean border.

A wealthy patron - eccentric, and with a bit of wanderlust - by the name of Gailen Gustavo, has decided to found a new settlement. One where he may write his own laws, and a place he hopes to be a utopia, and a ward against the sickness of the wastes of the badlands. A rather brave proposition, and one that does not come easily - for such a venture will require not only the aid of skilled masons, carpenters, farmers and such - but something else.

It will require those that can safeguard the people, help to build the town, and those that will take its place as nobles among the elite. It is on one carriage of mercenaries meant to guard the caravan on its long trek which - in defiance of all odds - has been three solid weeks of easy roads, clear skies and warm food. And now, up ahead, the large expanse of land previously scouted and prospected rises up from the flat desert wastes.

A slight scrubland can be seen growing up from beneath the carriage - and here the mercenaries sit, and where our story begins."

Growing Pains. Braktor - a Dwarven Forgemaster seeking to reclaim the honor of his clan, Ozzie - an Aarakokran Druid seeking to turn away from the life of a criminal, Belanovan - a Tiefling Rogue from the badlands who seeks to use his words to find his family a safe home, Hackne - a svirfneblin wizard from Majital expertise in lore and seeking a lost nephew, and Gruff - the human, the myth, the legendary noodling champion - who decided to fish the Twilight Bay after his divorce.

While on the trail to the future Gailen's Gate, our heroes were assaulted by enraged Kuo-Toa - earning the eye of Gailen himself. Despite setbacks, the group defended the fledgling city from the fish-men, aided the leaders of their civil infrastructure, explored the ancient ruins within the badlands, defended their camp from Orcs, and defeated the final dregs of the Kuo-Toa raiders.

Among their greatest accomplishments were the creation of a Druidic Grove through the efforts of Ozzie, Hackne and Braktor, and a creation of a city hall adorned with the crown jewel taken from the kuo-toa.

As the party set off to begin having their town recognized as a true city, Belanovan met with an agent of the Matron of Fate and gained a mysterious star map which would lead him to his destiny.


Acorn's Omens. While in Khao to establish diplomatic relations with suppliers of goods and services, the Gailen's Gate crew were offered a rare parcel of knowledge from a strange man named Acorn. Claiming that the party would soon find their fates within the depths of the badlands, he bestowed upon them a golden arc filled with scrolls - scrolls that radiated violet energies and were sealed with the symbol of the Seven - claiming that these heirlooms of Tyre would resolve a great crime.

Danger struck immediately as the group was warped by violet energy - Braktors holy symbol began to blow, the natural creatures warped before being destroyed, and Gruff had his arm become a tentacle - an omen of his eventual transformation into a fish. Bellanovan was distraught to find that his star map was indecipherable, Braktor confided in Hackne his fears he could never live up to his purpose, and Ozzie became a buxom Grippli woman. They went forward, concealing the scrolls for now, but still troubled by Acorn's promise that they will eventually face the wizard Tyre.

Birth of the Godfondler. The party ventured onto an airship, acting on behest of a captain of the Khaoan Sky Knights - a promise of safe harbor for trade between Gailens Gate and Khao if they quietly resolved some traitors among the Knights.

While posing as drug smugglers to infiltrate the knights, their airship came under assault from shadows and they barely survived the crash. The destruction revealed the existence of a wendigo cult about to lay siege against the badlands - as well as a strange book labeled with 3, holding stories of antiquity and a purple vial. Braktor's faith allowed him to tap into the power of the book, changing his left iris into a even pointed star.

Working with hillbillies and creatures of the badlands, the party conquered gnolls and hazards to find their way to the traitorous sky knights. Surviving the onslaught of meteor strikes, they uncovered a dangerous ritual to call Lorn's avatar of wrath and destruction upon the world. Despite Bellanovan uncovering a dagger to open and close gates, the cultists forced the Gailen's Gate crew to flee. In a last ditch effort, Gruff and Belanovan worked together to noodle the godly avatar to the ground while Braktor ferried Hackne and Ozzie to safety.

Pleased with their deeds, Lorn restored Ozzie to his form, provided Belanovan a cure for his dying sister's plague, and granted Gruff a steadfast and loyal mount. Braktor and Hackne sought knowledge - seeking the location of Hackne's nephew and the location of Tyre. Lorn dismissed them with his blessing and tasking them to preserve the realm.

As they returned to the civilized world, a Goblin delivered them a violet prophecy before being destroyed. Braktor recognized that he had a different path ahead of him, so he bequeathed the violet tome to the Arch-mage.

One City, Two Families. The Gailen's Gate crew assumed their noble titles, created a Guild Hall for adventurers, and began the process of finishing their city for it's true ascension.

During this year, Belanovan saved his sister from a wasting illness that would have caused her to perish - saving the town that sheltered her as well.

Hackne traveled to the tower of a Beholder and rescued her nephew.

Gruff succumbed to his corruption caused by the tentacle and became a deep one - a grasping, mawed beast with a renewed destiny.

The Re-Lit Forge. After the grand re-opening of the newly completed Gailen's Gate, Braktor receives a family member fresh from battle. Learning that his father lies dead and his family suffers a Dwarven grudge, Braktor - with the aid of his allies - ventured to Krazax to clear his family name.

While working towards vindicating his clan's name and providing long lost evidence that Braktor's family was falsely accused, the nobles of Gailen's Gate united lovers, reconciled friends and aided the local commerce. Aided by the powerful and mysterious Valloween, she provided the group with the means to rob and shame the villainous Blackbriar - the Dwarf attempting to steal Braktor's history.

While Braktor and Hackne successfully proved the honor of the Ironbellows true in court, Gruff returned to Valloween and was transformed into a gravity defying humanoid and given the invitation to visit the Empress Doe, queen of the Shadowfel. Fear of the shadowfel was eclipsed by the fear of it's queens ire, the crew visited the Shadowfel and were told that a great herald of the end was coming, and with no Seven to stop it this time - it would fall to them to do so, by uncovering the mysteries of the ruins of Kazahuil.

These words proved half true, However. With All but Braktor sent away, she revealed to him his refracted soul - the Soul of a Seven. Honor bound to accept such a duty even without it's full understanding, he chose to bear the burden and face the herald. The crew recovered the lost knowledge of the Sharkai, awoke an ancient translator, and defeated the violet storm - though not without cost to body or mind.

Nosfret, the translator, instructed them to resolve their outstanding business to accompany him to the Arcane Labyrinth to face Tyre.


Soul of Tyre. The Gailen's Gate crew entered the labyrinth after the sevenic knowledge of Braktor, the refractions of Bellanovan, Gruff and Ozzie and the eldritch knowledge of Hackne revealed much about the past, present and possible future. Though initially successful, the crew unintentionally summoned a beast with mastery over soul collection and magic destruction.

Bloodied, beaten, and even dying in some cases, Belanovans heroic gamble revealed the true nature of his songblade. Two of their lot having become practitioners of the ancient and mighty power of the Lifestream, the group now attempts to connect the lost pieces of the past to free the souls from Tyre's domain. There have been revelations, transformations, victories, and even the blossoming of romance among the Gailen's Gate team - and the future lies waiting in the continent of Elda'Sharkai.

Belanovan Eguardo Luciabell


Credit: yeselleyes & Burdrehnar



Belanovan Eguardo Luciabell

Medium humanoid (tiefling, mastermind/guardian), neutral good


  • Armor Class 19 (leather armor)
  • Hit Points 96
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 11 (+0) 11 (+0) 14 (+2) 18 (+4)

  • Saving Throws Dex +9, Int +4
  • Skills Deception +12, Insight +6, Intimidation +8, Investigation +8, Persuasion +12, Sleight of Hand +9, Stealth +9
  • Senses passive Perception 12
  • Languages Common, Draconic, Dwarvish, Elvish, Gnomish, Infernal, Orc, Sharkai, Thieves' Cant
  • Challenge 10 (5,900 XP)

Astral Veil (1/Day). While wearing this armor Belanovan gains +2 Dexterity score and deals +2 Force damage with weapons.
    Additionally, Belanovan can assume an astral form for 1 minute, while in this form he has a movement speed of 100ft. and every attack against him has disadvantage. Whenever Belanovan makes an attack in this form, he may make one additional attack.

Sneak Attack (1/Turn). Belanovan deals an extra 17 (5d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of Belanovan that isn't incapacitated and he doesn't have disadvantage on the attack roll.

Cunning Action. On each of his turns, Belenovan can use a bonus action to take the Dash, Disengage, or Hide action.

Master of Intrigue. Belenovan can unerringly mimic the speech patterns and accent of a creature that he hears speak for at least 1 minute, enabling him to pass himself off as a native speaker of a particular land, provided that he knows the language.
    Additionally, Belenovan is proficient with the disguise kit, the forgery kit, and dice.

Master of Tactics. Belenovan can use the Help action as a bonus action. Additionally, when he uses the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of him, rather than within 5 feet of him, if the target can see or hear him.

Evasion. If Belenovan is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Belenovan instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Insightful Manipulator. If Belenovan spends at least 1 minute observing or interacting with another creature outside combat, he can learn certain information about its capabilities compared to his own.

Strands of Life. While Belenovan wields Al'derok, Blade of Harmony, he may interact with life wells and the strands of life.
    Belenovan may have up to 3 strands of life at any one time. He gains 1 strand at the start of their turn.

Constellation Stance. As a bonus action, Belenovan spends 1 strand of life to enter this stance. The stance lasts until combat ends or he changes stances.
    The River. While in this stance, Belenovan gains 20ft of additional movement. In addition when Belenovan moves to an enemy at least 15ft away from an enemy that he just damaged with his weapon, he may attack them as a triggered action. If Belenovan hits, he may repeat this process, but each creature can only be struck in this way once per round.

Actions

Al'derok, Blade of Harmony. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

Reactions

Uncanny Dodge. When an attacker that Belenovan can see hits him with an attack, Belenovan can use his reaction to halve the attack's damage against him.

Braktor Ironbellows

Braktor was born to the clan Ironbellows and grew up during the shadow of the Reckoning, during which Krazax was under attack by deceit and mistrust. His family came under fire for suspected treachery and was banished to the lowlands, only keeping the barest shadow of their nobility.

While his father adapted to the change and even found a simple happiness for the work. Braktor, however, was unpleased. He craved fame and glory, and recognition for his growing talent at the forge - a skill never to be recognized by his tarnished name.

He departed his family with anger in his heart. His faith in the Seven burned like a forge inside of him, and he sought out tutelage.

An aging mage in Orde took him in as an apprentice to his magic shop, teaching him the basics of wizardry. A strict and crabby taskmaster, Braktor's iron will and tireless resilience made him suitable to the work and he excelled. All things must end, and when the mage began to soften and tire of his work, Braktor began to seek a way out.

Knowing that he would not be happy as a simple wonder maker, he stumbled upon Gailen's call for mercenaries by sheer happenstance. Knowing that he could get on the ground floor of something great, Braktor melted down every single piece of metal he had to make himself sturdy weapons and armor and departed for the caravan to the Gate.

Braktor is a Dwarf through and through, though he's noted that he tried to make his voice deeper to sound more like a Dwarf. He believes in fairness and benevolence - raising his shield to defend the innocent and giving his time freely even when he would gain nothing from it - such as helping an infirmary matron with the sick simply because there are people who need aid. He stands on the front line as a guardian, bolstered by his faith and his arms - and refuses to fall while his friends are in danger.

Having spent most of his childhood resentful of his family accepting and even growing comfortable in their lives as simple farmers and miners, this has left him emotionally stunted and prone to bouts of severe melancholy or furious anger. He has told multiple people he greatly cares for his companions, and is often playfully teased about his mild crush on Hackne and his foolishness for not just simply asking her about it.

In the brief periods between his sleep inducing yapping and angry screams as his comrades zany schemes, he has been known to attempt to raise his comrades spirits with genuine praise and assurance of his confidence in their abilities.

Through the course of his adventures, Braktor had his nature as a Seven revealed to him. Since, he has been conflicted - he believes that the catastrophe that will befall the world can only be averted by his sacrifice, but does not wish to leave his friends behind.

Accepting the role of Weaver, protector and curator of the Lifestream, he knows his destiny approaches sooner rather than later. Standing at a crossroads of his faith, Braktor has resolved to bring as much hope and life to others as he can, should the worst happen.


Credit: Burdrehnar



Braktor Ironbellows

Medium humanoid (dwarf, cleric/wizard), lawful good


  • Armor Class 24 (plate, shield)
  • Hit Points 124
  • Speed 25 ft.

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 14 (+2) 16 (+3) 10 (+0)

  • Saving Throws Wis +7, Cha +4
  • Skills Arcana +6, Athletics +7, History +6, Religion +6, Survival +7
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Dwarvish
  • Challenge 10 (5,900 XP)

Gatelord. This +2 Adamantine Platemail grants Braktor the choice of either hammer or shield.
    Hammer. Braktor gains +2 to his Strength Score and summons 2 spiritual hammer weapons.
    Shield. Braktor gains +2 to his Constitution Score and resistance to physical damage.
    The above affects last for 1 minute.

Dwarven Resilience. Braktor has advantage on saving throws against poison, and he has resistance against poison damage

Blessing of the Forge (1/Day). Braktor has the ability to imbue magic into a simple or martial weapon or armor. The object becomes a magic item, granting +1 bonus AC if it's an armor or a +1 bonus to attack and damage rolls if it's a weapon until the end of his next long rest or until he dies.
    Additionally, Braktor gains resistance to Fire damage and while wearing heavy armor, he gains +1 bonus AC.

Channel Divinity: Artisan's Blessing. Braktor can use his Channel Divinity to create simple items.

Shield Master. If Braktor takes the Attack action on his turn, he can use a bonus action to try to shove a creature within 5 feet of him with his shield. If Braktor isn't incapacitated, he can add his shield's AC bonus to any Dexterity saving throw he makes against a spell or other harmful effect that targets only him. If Braktor is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he can use his reaction to take no damage if he succeeds on the saving throw, interposing his shield between himself and the source of the effect.

War Caster. Braktor has advantage on Constitution saving throws that he makes to maintain his concentration on a spell when he takes damage. Braktor can perform the somatic components of spells even when he has weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from Braktor, he can use his reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Turn Undead. As an action, Braktor presents his holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear Braktor within 30 feet of him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
    Additionally, when an undead of CR 1/2 or lower fails its saving throw against Braktor's Turn Undead feature, the creature is instantly destroyed.

Spellcasting (Wis). Braktor is a 5th-level spellcaster. Braktor's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Braktor has the following Cleric spells prepared:
    Cantrips (at will): mending, sacred flame, guidance, toll of the dead
    1st level (4 slots): identify, searing smite, cure wounds, healing word
    2nd level (3 slots): heat metal, magic weapon, spiritual weapon, lessor restoration
    3rd level (3 slots): elemental weapon, protection from energy, mass healing word, revivify, spirit guardians
    4th level (3 slots): fabricate, wall of fire, freedom of movement
    5th level (1 slot): none

Arcane Recovery (1/Day). Braktor has learned to regain some of his magical energy by studying his spellbook. Once per day when he finishes a short rest, Braktor can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half his wizard level (rounded up), and none of the slots can be 6th level or higher.

Arcane Deflection. Braktor has learned to weave his magic to fortify himself against harm. When Braktor is hit by an attack or he fails a saving throw, he can use his reaction to gain a +2 bonus to his AC against that attack or a +4 bonus to that saving throw. When Braktor uses this feature, he can't cast spells other than cantrips until the end of his next turn.

Tactical Wit. Braktor can give himself a bonus to his initiative rolls equal to his Intelligence modifier.

Spellcasting (Int). Braktor is a 1st-level spellcaster. Braktor's spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Braktor has the following Wizard spells prepared:
    Cantrips (at will): green flame blade, control flame, mold earth
    1st level (3 slots): thunderwave, magic missile, shield, feather fall

Actions

Thender, Giantbane. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) Thunder damage. Whenever Braktor would cast a cleric spell, he his healed for his Constitution modifier.

Gruff



Gruff

Medium humanoid (human, zealot), neutral


  • Armor Class 18 (unarmored)
  • Hit Points 165
  • Speed 40 ft., swim 150 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

  • Saving Throws Str +9, Con +6
  • Skills Animal Handling +5, Athletics +9, Investigation +4, Survival +5
  • Senses passive Perception 11
  • Languages Common
  • Challenge 10 (5,900 XP)

Rage. In battle, Gruff fights with primal ferocity. On Gruff's turn, he can enter a rage as a bonus action. While raging, Gruff gains the following benefits if he isn't wearing heavy armor:
    Gruff has advantage on Strength checks and Strength saving throws.
    When Gruff makes a melee weapon attack using Strength, he gains a +3 bonus to the damage roll.
    Gruff has resistance to bludgeoning, piercing, and slashing damage.

Danger Sense. Gruff has an uncanny sense of when things nearby aren't as they should be, giving him an edge when he dodges away from danger. Gruff has advantage on Dexterity saving throws against effects that he can see, such as traps and spells. To gain this benefit, Gruff can't be blinded, deafened, or incapacitated.

Reckless Attack. Gruff can throw aside all concern for defense to attack with fierce desperation. When Gruff makes his first attack on his turn, he can decide to attack recklessly. Doing so gives Gruff advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.

Divine Fury. Gruff can channel divine fury into his weapon strikes. While Gruff is raging, the first creature he hits on each of his turns with a weapon attack takes extra damage equal to 13 (1d6 + 10). The extra damage is necrotic or radiant; Gruff choose the type of damage when he gained this feature.

Warrior of the Gods. Gruff's soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring Gruff to life (but not undeath), the caster doesn't need material components to cast the spell on him.

Feral Instinct. Gruff's instincts are so honed that he has advantage on initiative rolls.
    Additionally, if Gruff is surprised at the beginning of combat and isn't incapacitated, he can act normally on his first turn, but only if he enters his rage before doing anything else on that turn.

Brutal Critical (1 Die). Gruff can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

Zealous Presence. Gruff learned to channel divine power to inspire zealotry in others. As a bonus action, Gruff unleashes a battle cry infused with divine energy. Up to ten other creatures of Gruff's choice within 60 feet of him that can hear him gain advantage on attack rolls and saving throws until the start of his next turn.

Aphotic Lure. In combat this lure may be used as a weapon and if it hits, an enemy must make a DC 16 Strength check or be restrained.
Additionally, while Gruff is using this lure with his fishing pole, he may use the follow effects:
    It may be used to fish for magical beasts.
    It may be used to fish for souls from trenches between the lifestream.
    It may effect phantasmal or incorporeal creatures.

Adrenal Chain. While Gruff is wearing this belt, he has Fast Healing 3 while he is conscious. Fire or acid damage disables this for the duration of the combat.
This belt also provides the following benefits:
    While Gruff is below half his hit points, he gains a +2 to his Strength.
    While Gruff is below 1/4 his hit points, his previous bonus changes to +4 to his Strength.
    If Gruff's hit points should be reduced to 0, he does not fall unconscious for 1 round. During this time, his previous bonus changes to +8 to Strength.

Athlete. Gruff had undergone extensive physical training to gain the following benefits:
    Standing from prone uses only 5ft. of movement.
    Climbing cost no additional movement.
    Gruff can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Great Weapon Master. On Gruff's turn, when he scores a critical hit with a melee weapon or reduce a creature to 0 hit points with one, he can make one melee weapon attack as a bonus action.
    Before Gruff makes a melee attack with a heavy weapon that he is proficient with, he can choose to take a -5 penalty to the attack roll. If the attack hits, Gruff adds +10 to the attack's damage.

Actions

Extra Attack. Gruff attacks twice, instead of once, whenever he takes the Attack action on his turn.

Spellrender. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (1d12 + 7) slashing damage.
    Whenever Gruff succeeds a saving throw against a spell that deals elemental damage, for 3 rounds he deals 10 (3d6) of that damage with attacks made with this weapon.
    Additionally, when Gruff scores a critical hit on an enemy, any applicable magical effect they benefit than can be dispelled or suppressed, he can choose one such effect and the target must succeed a DC 20 Wisdom saving throw or have that magic effect dispelled or suppressed for 1 minute.

Hackne Mitra Silvermask




Hackne Mitra Silvermask

Small humanoid (deep gnome, wizard/cleric), neutral good


  • Armor Class 18 (robemail, shield)
  • Hit Points 57
  • Speed 25 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 20 (+5) 13 (+1) 10 (+0)

  • Saving Throws Int +9, Wis +5
  • Skills Arcana +13, History +13, Nature +13, Religion +13
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Common, Gnomish, Undercommon
  • Challenge 10 (5,900 XP)

Gnome Cunning. Hackne has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Stone Camouflage. Hackne has advantage on Dexterity (Stealth) checks to hide in rocky terrain.

Spirelord Robemail. While Hackne wears this robemail it provides an AC of 16 and does not interfere with spellcasting. At the start of combat, Hackne can choose a single elemental damage type and gains resistance to that damage type for the encounter.
    Additionally, whenever Hackne would suffer a critical hit, she may sacrifice a spell slot to reduce that damage by 10 times the spell slot level sacrificed.

Burning Visage. While Hackne is wearing this mask, she gains resistance to fire. Additionally, all fire damage spells cast by Hackne deals additional damage and all fire spells are as if they were on her spell list.

Observant. Hackne is quick to notice details of her environment, she gains the following benefits:
    If Hackne can see a creature's mouth while it is speaking a language she understands, she can interpret what it's saying by reading its lips.
    Hackne has a +5 bonus to her passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

War Caster. Hackne has advantage on Constitution saving throws that she makes to maintain her concentration on a spell when she takes damage. Hackne can perform the somatic components of spells even when she has weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from Hackne, she can use her reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Arcane Recovery (1/Day). Hackne has learned to regain some of her magical energy by studying her spellbook. Once per day when she finishes a short rest, Hackne can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half her wizard level (rounded up), and none of the slots can be 6th level or higher.

Spellcasting. Hackne is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Hackne has the following spells prepared:

Cantrips (at will): chill touch, prestidigitation, mending, minor illusion, guidance, spare the dying, thaumaturgy, druidcraft
1st level (4 slots): identify, detect magic, comprehend languages, expeditious retreat, feather fall, magic missile, shield, silent image, sleep, find familiar, inflict wounds, cure wounds, guiding bolt
2nd level (3 slots): hold person, mirror image, misty step, detect thoughts, feelin' good
3rd level (3 slots): slow, fireball, counter spell, dispel magic
4th level (3 slots): wall of fire, banishment, polymorph
5th level (1 slot): wall of force

Actions

Staff of Undulating Sight. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.
    Additionally, this staff provides immunity to sneak attacks unless the attack is a critical hit.
    Also, Hackne can use one of the following attacks:
    charm ray, paralyzing ray, fear ray, slow ray, enervation ray, sleep ray, petrification ray, disintergration ray, death ray

Ozzie

An elderly aarakocra that traveled with those who established Gailen's Gate. Ozzie has quite the beak that he uses to try and get what he wants, but sometimes that leads to unforeseen consequences.

Shapeshifted. During his travels before
the Trials of Tyre, Ozzie had once been a crow type
aarakocra with a black beak instead of his now white beak.
Additionally, before his most current form, Ozzie was once
transformed into a female grippli - a mishap with some magical scrolls.

Shepherd. Before the Trials of Tyre, Ozzie was
a caretaker of an orphanage.



Ozzie

Medium humanoid (aarakocra, shepherd), neutral good


  • Armor Class 16 (studded leather, shield)
  • Hit Points 67
  • Speed 25 ft., fly 50 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 11 (+0) 10 (+0) 19 (+4) 12 (+1)

  • Saving Throws Int +4, Wis +8
  • Skills Animal Handling +8, Athletics +4, Insight +8, Perception +8
  • Senses passive Perception 18
  • Languages Aarakokran, Auran, Common, Druidic, Grippli, Sharkai, Sylvan
  • Challenge 10 (5,900 XP)

Spirit Totem (1/Day). As a bonus action, Ozzie summons a totem within 60 ft. and has an aura of a 30 ft. radius. The aura can be moved up to 60 ft. as a bonus action on his turn.
    Bear Spirit. Each creature of Ozzie's choice within the aura when the spirit appears gains 15 temporary hit points. In addition, Ozzie and his allies gain advantage on Strength checks and Strength saving throws while inside the aura.

Wild Shape. Ozzie can use his action to magically assume the shape of a beast that he has seen before.

Lucky (3/Day). Ozzie has inexplicable luck that seems to kick in at just the right moment. Ozzie can spend one Luck point to roll a d20 for attack rolls, ability checks, saving throws he has made, as well as attack rolls made against him, and must use that new dice roll.

Dark Howler. Ozzie has a Scent range of 60ft. and advantage on Scent (Perception) checks. In additional, Ozzie receives double damage from silver or blessed weapons and triple damage from combined silver and blessed weapons.

War Caster. Ozzie has advantage on Constitution saving throws that he makes to maintain his concentration on a spell when he takes damage. Ozzie can perform the somatic components of spells even when he has weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from Ozzie, he can use his reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Spellcasting. Ozzie is a 5th-level spellcaster. Ozzie's spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Ozzie has the following druid spells prepared:

Cantrips (at will): magic pebble, guidance, create bonfire, druidcraft
1st level (5 slots): cure wounds, entangle, faerie fire, healing word
2nd level (4 slots): healing spirit, pass without trace, hold person, heat metal
3rd level (4 slots): conjure animal, dispel magic
4th level (3 slots): conjure woodland beings, blight
5th level (2 slots): greater restoration, conjure elemental

Actions

Wasting Warden. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.
    While Ozzie wields this staff, all spells that deal damage deal an additional 7 (2d6) poison damage, this only applies once per spell but, it may apply to cantrips. Whenever Ozzie would deal damage to a creature affected by a fear effect, they are dealt an additional 11 (2d10) necrotic damage and Ozzie is healed equal to that amount dealt.
    In additional, Ozzie has advantage on saving throws against fear.

Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Magic Stone. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 7 (1d6 + 4) magical damage.

Shadow of Tyre

Gambler's Delight

More commonly referred to as simply 'The Gamblers,' these adventurers are a ragtag group of pirates, bound for riches however, they found purpose instead.

Fresh Faces. Off the coast of Dolten, five pirates boarded The Black Lion in search of riches and adventure. After saving a young cabin boy from Ordean Knights, The Gamblers were welcomed aboard by first mate Forktail and greeted by Captain Oliver Barrows III, soon making headway toward Bloodwave Bay. Little did they know this band of rambunctious scouts would end up being the catalyst for a worldwide defense against The Enemy.
    Upon reaching an unventured island, Barrows ordered the new crew to scout the island for a safe place for shelter and to anchor the ship. After scouring the island, the Gamblers discovered the lost ruins of Ang’golosh, a series of buildings made by Cyclops, an ancient race of intelligent giant-kin lost to time as well as the Vega, a forgotten variant of humans that lived in service of the Cyclops.
    Throughout their exploration the party discovered that amber, which was found adorning various items in the ruins, was capable of creating magical locks to preserve whatever was encased through time.
    In addition they found a library of Cyclopean literature. Among the books in that library was also a series of maps, which when layered on top of one another created a key, revealing other lost isles along Bloodwave Bay.

Xetor. The crew notified The Black Lion of their findings, and Captain Barrows III took great interest in the potential of uncovering a lost civilization, allowing Moe to study, and become the first person in likely centuries to speak Cyclopean. They traversed further into the temple ruins, finding a Cyclops encased in amber.
    Using the Cyclops’ ancient magics to break the amber seal, the Gamblers released Xetor, a blind Cyclops, who greeted the party with all seeing knowledge, seeing both the past, present, and future even through his ailed eye. Xetor warned the party of a great danger, an Enemy, that threatened the ancient civilization, and that said presence was on its way back to Kalkatesh.
    Wanting to reestablish the Vega to the modern world, Xetor requested The Black Lion to travel to the other Lost Isles, seeking those left of his people.

Cursed Island. Upon the first isle they reached, a dangerous mist befell the crew, putting everyone but Eustace to sleep. Eustace swam to the nearby island in search for help, coming along a wise, shrouded man in a hut who offered a potion effective against the mist wraiths that befallen the boat.
    Eustace returns, applying the potion to everyone on board. The party took to the island again in search for more information and potential Vega, and came across a journal written in scribbles of the Kenku, Toot’s race that he could read, but not speak.
    Toot attempted to rewrite the words in Common, but froze midway, violently convulsing out of his own accord, the ink creating a symbol of many eyes, the mark of Oloken’hai, God of Madness and the being who cursed the Kenku out of wing and voice.
    Eustace touched the symbol and became blessed with the god’s true sight, capable of seeing the world as it really appears, all the world’s secrets apparent to him, most notably multiple doors to other parts of the island. He curiously checked one, and was suddenly underwater, where he found yet another portal.
    He took this portal and then ended up in the Dream Realm, to where he touched a body of water, transporting him to the dream of all Dragons, where he met Rochelle, a kind Guardian of the Dream known as one of the Silent Knights.
    She cures Eustace of his newfound sight, and transports him back to the Gamblers outside the shrouded man’s hut. The party is asked by him to kill a demon so that he can leave this home, but then quickly backtracks realizing the party is not capable.
    They then attempt to free the man from his home by brute force, attempting to pull him out despite his cries, to which he dies from the magical seal, and is revealed to be another Vega.

Powerful Knowledge. The party, regretful of their decisions, travel further onward to a verdant isle blessed with Fey flora as well as a dryad, who chooses only to speak to them behind a mask. She warns them of the danger on the island, a faceless demon who steals the faces of those who stay there.
    Upon this warning being stated, Ahst, Moe, and Toot were captured by the demon and transported to its lair. Eustace and Raost then sneak into the lair, greeting them to a horrendous display of stolen faces, and see Moe & Toot’s faces being melted off their bodies, while Ahst herself was being melted entirely.
    They save their party from the curse, then defeat the demon, using its own vanity against it. They free the dryad, revealing her to really be a Vega woman, and take her aboard to the next island. As a way of thanks, Xetor trains Moe in the art of Cyclopean Power Words, but warns him that these words are extremely taxing on a mere mortal, and one, Zatar (Open), is powerful enough to outright kill him out of exhaustion.

Credit: Burdrehnar


Shadow of Tyre. Upon the last island they come across, the party finds the lost Vega city of Ghels Talar, a utopia cityscape, but now quiet with the city’s citizens frozen in amber. They find the temple of the city’s Oracle, a young girl gifted with the same sight that the Cyclops are capable of, however she is entrapped by an unnerving shadow with eyes of Violet light.
    Toot in an attempt to help the Oracle cast Remove Curse on the shadow, and did something no mortal had done in multiple lifetimes: make a stand against the Enemy, but in doing so harnessed the wrongness of the Violet into his own eye. The shadow dissipated and the Oracle freed, the Gamblers are warned of a large confrontation of The Violet Reflection, a champion of the Enemy.
    With the help of the deity The Seven against their mortal enemy, Gambler’s Delight stood against the Violet Threat. They fought bravely, and nearly stood defeated. On their last breaths, the party discovered the Violet was being empowered through a portal. With a bold smile, kneeling on the ground, Moe looked up to the sky and yelled at the top of his lungs, “ZATAR!”
    The word destroyed the portal and The Violet Reflection in tow as well as freeing all the Vega entrapped in their prisons, but at the cost of Moe’s life, his body crumpled in on himself at the exertion of the word.
    Xetor revived Moe back to life, and the Gambler’s celebrated with the Vega, but for a short time. They knew of a new threat on the horizon, an Arcane Labyrinth of the wizard Tyre, below the Sickened Sea. The Shadow of Tyre beckons, and the Gamblers answered the call.

Ahst

The cold foam envelopes her toes. As it fades the wet sand is a canvas. Stick in hand she hurriedly draws a boat before it is claimed by the tide.

Mother expects another human today. Such was the deal all the children on the island undertook upon their birth. Those she brings to Mother do not return.

Oftentimes the distress of a child could coerce the sailor or the fishermen. On a lucky day blind courage would lead men astray into the mists to crash upon the rocks. Today was not a lucky day.

Her wails were loud and convincing. Once but a lure in this moment re-purposed. The next boat... The next boat she shall escape this place.

A young squire fletches arrows for his lord, the occasional whinny of stabled horses at his back. Carefully he stows some arrows under the hay beside a worn old short bow. Her eyes are not like that of a human - she will practice by moonlight.

An elderly hand places a leather tome upon a shelf, before reaching for another dusty volume. This wise woman's face has served her well - an assistant in the great library. A wrinkled smile accompanies closed eyes as she imagines daring adventures where these old languages will be of use one day.

A maiden young and buxom places mead upon a table. There are customers waiting but she lingers a moment to catch conversation. She lingers still as the warrior speaks slurringly of his recent triumph. She lingers still to be noticed by him, that she might coax another tale of adventure from his lips.

She is well traveled and good with a bow. Hiding among them is no longer necessary. A moonlight complexion framed by cascading white hair stares back in the mirrored iron of the blade.

She slides the noble sword of a lord she has long forgotten elegantly into the scabbard. Glancing to the dock, a Minotaur can be seen clearly among others. From her pocket parchment is produced - crumpled yet valued in her hand. It reads 'sea daring adventurers wanted'.

Horizon Walker. Ahst has always had an almost super-natural attunement with the ethereal, even having the ability to locate portals and step into the ethereal at will. With this, Ahst was able to pinpoint the location of a hidden location within their wing of the Labyrinth and rescue the prisoners held captive.

Lifestream Guardian. Although Ahst's quick wit and perceptive nature has often led to a turn in the tide of battle it was Inu, Guardian of the Shattered Gate who first recognized her potential. Appointed as a Guardian of the Life Stream, she now wields one of the three fabled Songblades.




Ahst

Medium humanoid (changling, horizon walker/guardian), neutral


  • Armor Class 17 (studded leather)
  • Hit Points 96
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 10 (+0) 11 (+0) 18 (+4) 11 (+0)

  • Saving Throws Str +5, Dex +7
  • Skills Acrobatics +7, Athletics +5, Deception +3, Insight +7, Perception +7, Stealth +10
  • Senses passive Perception 17
  • Languages Celestial, Common, Sylvan, Undercommon, Unseelie
  • Challenge 8 (3,900 XP)

Amber Sash. While Ahst wears this sash, her total hit points are increased by 10.

Shapechanger. Ahst can use an action to shapeshift into any Humanoid of her size that she has seen, or back into her true form. Purely cosmetic.

Adaptive Physiology. Ahst has advantage on any Strength (Athletics) or Dexterity (Acrobatics) check to escape from grapple or restraint.

Favored Enemy. Ahst has significant experience studying, tracking, hunting, and even talking to the following enemies: aberrations, fey.
    Ahst is granted +4 Damage to Attack rolls. In addition, Ahst has advantage on Wisdom (Survival) checks to track her favored enemies, as well as on Intelligence checks to recall information about them.

Sharpshooter. This ranger has mastered ranged weapons and can make shots that others find impossible. Attacking at long range doesn't impose disadvantage on Ahst's ranged weapon attack rolls. Her ranged weapon attacks ignore half cover and three-quarters cover. Before Ahst makes an attack with a ranged weapon that she is proficient with, Ahst can choose to take a -5 penalty to the attack roll. If the attack hits, she adds +10 to the attack's damage.

Horizon Walker Magic. Ahst learns additional spells when she reaches certain levels as a Ranger. The spell counts as a ranger spell, but it doesn't count against the number of ranger spells Ahst knows.
    Ahst has learned the spells: protection from good and evil, misty step

Detect Portal (1/Day). Ahst has the ability to magically sense the presence of a planar portal. As an action, Ahst can detect the distance and direction to the closest planar portal within 1 mile of her.

Planar Warrior. Ahst has learned to draw on the energy of the multiverse to augment her attacks.
    As a bonus action, Ahst chooses one creature she can see within 30 feet of her. The next time Ahst hits that creature on their turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 4 (1d8) Force damage from the attack.

Ethereal Step. Ahst has learned to step through the Ethereal Plane.
    As a bonus action, Ahst can cast the etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of the current turn.

Primeval Awareness. Ahst can use her action and expend one ranger spell slot to focus all awareness on the region around her. For 1 minute per level of the spell slot Ahst expends, she can sense whether the following types of creatures are present within 1 mile of her (or within up to 6 miles if she is in her favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

Shift of The Wisp (1/Day). As an action, Ahst may become invisible that lasts for up to 1 hour.

Spellcasting. Ahst is a 2nd-level spellcaster. Ahst's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Ahst has the following spells prepared:

1st level (4 slots): hunters mark, jump, cure wounds, protection from good and evil
2nd level (3 slots): pass without trace, silence, misty step

Actions

Extra Attack. Ahst attacks twice, instead of once, whenever she takes the Attack action on her turn.

Zamdeus, Blade of Vibrato. Melee or Ranged Weapon Attack: Strength +8 or Dexterity +10 to hit, reach 5 ft. or range 30 ft., one target. Hit: Strength 10 (1d10 + 5) or Dexterity 12 (1d10 + 7) Thunder damage.
    This blade sends out sonic waves that deals damage as if struck by a melee attack, adjacent enemies take 5 (1d10) Thunder damage.

Eustace Bellbawls

A happy-go-lucky water genasi monk with a strong will and heart of gold. He holds a strong bond with Raost, his fellow party member - referring to one another as "Babbybros."

Humble Beginnings. Eustace was raised by his adoptive parents from before he could even remember. Growing up into his teens he wanted to please those who took him in and raised him, however lacked any real skills in the society around him.

Frustration. No one looked to Eustace as a prospect for work, he began to take for himself. Never from those who didn't deserve it, of course. Taking what he could to get by from those who he saw unworthy of their personal belongings, he supported his house under the guise that he'd found a job outside of town. Eustace never really was a good liar, though.

Busted. After his parents found out everything he'd brought them was ill gained, they shunned him from the house, leaving him to fend for himself. Not quite out of hate, but to help the boy learn a lesson.

Gambler's Fortune. From here on, Eustace wandered around taking whatever odd jobs he could find, honing the skills he never really had back home and attempting to make honest work. Thanks to this, he'd never really found himself a new home, he was always wandering around the region just trying to get by.

This brings us to the beginning of Gambler's Delight, where he'd heard of what sounded like a fairly grand adventure and the prospect of great riches.


Credit: Burdrehnar & 4hnyu



Eustace Bellbawls

Medium humanoid (water genasi, monk), chaotic good


  • Armor Class 18 (unarmored)
  • Hit Points 93
  • Speed 45 ft., swim 60 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 20 (+5) 11 (+0) 17 (+3) 10 (+0)

  • Saving Throws Str +3, Dex +7
  • Skills Acrobatics +7, Athletics +3, History +3, Perception +6
  • Damage Resistances cold
  • Senses passive Perception 16
  • Languages Aquan, Common
  • Challenge 8 (3,900 XP)

Amphibious. Eustace can breathe air and water.

Robes of the Closed Fist. These robes may only be worn by monks, grants a +1 AC and +1 Damage to Unarmed Strikes.

Seal of Water. Eustace's cold damage is increased by 2, once per source.

Patient Defense. Eustace can spend 1 ki point to take the Dodge action as a bonus action on his turn.

Step of the Wind. Eustace can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn. His jump distance is double for this turn.

Stunning Strike. On a successful melee attack, Eustace can spend 1 ki point to attempt a stunning strike. The target must succeed a DC 16 Constitution saving throw or be stunned until the end of Eustace's next turn.

Slow Fall. When falling, Eustace can reduce falling damage he takes by 40.

Ki-Empowered Strikes. Eustace's Unarmed Strike counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks for damage.

Evasion. If Eustace is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, he instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Flurry of Blows. Immediately after Eustace takes the Attack action on his turn, he can spend 1 ki point to make two unarmed strikes as a bonus action. On successful attacks, he can impose one of the following effects on a target:
The target must succeed a DC 16 Dexterity saving throw or be knocked prone.
The target must succeed a DC 16 Strength saving throw or be knocked back 15-feet.
The target is unable to make reactions until Eustace's next turn.

Wholeness of Body (1/Day). Eustace regains 24 hit points.

Stillness of Mind. Eustace can enter a trance to remove one effect on himself that is causing charmed or frightened.

Dreaming Fist Stance. As a bonus action, Eustace may enter this stance for 1 minute. During this stance, if an enemy misses a melee attack, Eustace teleports to the opposite side of them and strikes as a triggered action once per round. Should he perform this action 3 times in 1 round, he is teleported back to his original position and deals 10 (3d6) Force damage to all enemies within 20ft. through the dream realm.

Ice Breath. As an addition to Eustace's action, he can exhale cold air in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 16 (4d6 + 2) cold damage on a failed save, or half as much damage on a successful one.

Actions

Extra Attack. Eustace attacks twice, instead of once, whenever he takes the Attack action on his turn.

Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.

Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Reactions

Deflect Missiles. When attacked by a ranged weapon attack, Eustace can react to deflect or catch the missile. Damage is reduced by 17 (1d10 + 12). If the damage is reduced to 0, he can catch the missile if small enough for one hand. If caught, Eustace can spend 1 ki point to make a ranged attack (20/60ft.) with the missile as part of the same reaction. He makes this attack with a +4 bonus, regardless of weapon proficiency and the missile is a monk weapon.

Ward of Waves (1/Day). As a reaction to an attack, Eustace can conjure moisture around him in a ward of magical water. Until the start of his next turn, attacks against him have disadvantage. At the start of his next turn, Eustace can use his action to release the watery ward in a direction of his choice in a 20ft. line. Each creature affected must make a DC 16 Strength saving throw or be pushed backed 10ft. directly from Eustace. If he chooses not to release the water, it falls harmlessly to the floor.
    Additionally, Eustace may use echolocation underwater, giving blind-sight up to 30ft. This cannot be used while deafened.

Moe Kowbull

Credit: Sea_bayer



Moe Kowbull

Medium humanoid & monstrosity (minotaur, pirate/shaper), neutral


  • Armor Class 15 (leather)
  • Hit Points 79
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 16 (+3) 11 (+0) 10 (+0) 11 (+0)

  • Saving Throws Dex +5, Int +3
  • Skills Athletics +7, Intimidation +3, Perception +3, Stealth +5
  • Senses passive Perception 13
  • Languages Common, Cyclopean, Giant, Thieves' Cant
  • Challenge 8 (3,900 XP)

The Labyrinth. Moe has advantage on Wisdom (Survival) checks made to avoid getting lost and is immune to the Maze spell.

The Sin of Tyre. Moe has a deep hatred of arcane magic, he rages against it whenever possible. Moe can add his Strength modifier to Intelligence and Charisma saving throws.

Astaroth's Chosen. The god Astaroth in a rare moment of compassion, with assistance from Cassius, released the Minotaurs from the terrors of the wizard Tyre. In return Moe is blessed with some of the two deities divinity. Moe automatically succeed on non-contested Strength checks with a DC of 20 or below to break his chains or the chains of others. Moe has advantage on all other Strength checks.

Sorrow's Bell (1/Day). Moe can ring this bell as an action, if he does all allies within 30ft, receive advantage on all attack rolls for their next turn.

Sentinel. Moe has mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
    When Moe hits a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
    Creatures provoke opportunity attacks from Moe even if they take the Disengage action before leaving his reach.
    When a creature within 5 feet of Moe makes an attack against a target other than him (and that target doesn't have this feat), Moe can use his reaction to make a melee weapon attack against the attacking creature.

Badlander. Moe Kowbull is haughty and resilient. Moe gains a +10 to his maximum hit points.

Woeful Warrior. Whenever Moe kills an enemy, he is healed for a number of hit points equal to the killed enemy's Constitution modifier (minimum one). Additionally, Moe gains a +2 bonus to all saving throws.

Plunder and Thunder (1/Day). As a bonus action, Moe can mark an enemy for death. For 1 minute, he deals sneak attack damage to that creature regardless of circumstances. However, the creature has advantage on attack rolls against Moe. If this creature is defeated within the minute of this ability, Kaheeli rewards Moe's audacity - he gains a +1 bonus to attack rolls for the remainder of the combat encounter. Moe can use this ability multiple times in the same combat encounter. However, each time the bonus stacks while benefiting from this bonus, each creature Moe marks has this bonus to attack him as well.
    Additionally, Moe gains an additional 10% wealth when he finds a treasure hoard. This stacks with other hoard modifiers.

Thunder Hands. Whenever Moe makes a successful melee attack, he deals an additional 3 (1d6) Thunder damage.

Bloodmark Charm. Moe deals +1 damage against enemies with half hit points or lower.

Sneak Attack. Moe deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of Moe that isn't incapacitated and he doesn't have disadvantage on the attack roll.

Evasion. If Moe is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Moe instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Actions

Chime and Rhyme. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
    Whenever Chime would deal damage to an enemy, Moe may deal 3 (1d6) thunder damage to one other adjacent enemy.
    Whenever Rhyme would deal damage to an enemy whose last source of damage was thunder, that enemy is knocked prone, unless they succeed a DC 18 Strength check.

    As an action, Moe may raise both weapons in the air and summon a phantasmal bell, this bell performs a healing song and counts as a bardic performance.
    This bell must be summoned within 20ft, it is 10ft in size, it lasts for 1 minute and can be dispelled.
    At the beginning of each of Moe's turns, the bell chimes a haunting melody, this deals 7 (2d6) psychic damage to all enemies within 15ft of the bell and restores that many hit points to any allies in the area.

Reactions

Uncanny Dodge. When an attacker that Moe can see hits him with an attack, Moe can use his reaction to halve the attack's damage against him.

Raost Tredder


Credit: Deemee

Credit: DonnieDurdunkle


Toot



toot

Medium humanoid (kenku, trickery cleric), neutral


  • Armor Class 18 (breastplate)
  • Hit Points 59
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 10 (+0) 17 (+3) 16 (+3)

  • Saving Throws Wis +6, Cha +6
  • Skills Acrobatics +5, Deception +6, Insight +6, Performance +6, Persuasion +6
  • Senses passive Perception 13
  • Languages understands Aquan and Common but can only speak through mimicry
  • Challenge 8 (3,900 XP)

Mimicry. Toot can mimic sounds he has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by Toot's Charisma (Deception) check.

Stolen Incantation. Toot's mimicry teaches him not only how to mimic the words of others but, their incantations and spellcasting too.

Blessing of the Trickster. Toot can use his action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until Toot uses this feature again.

Turn Undead. As an action, Toot presents his holy symbol and speaks a prayer censuring the undead. Each undead that can see or hear Toot within 30 feet of him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
    Additionally, when an undead of CR 1 or lower fails its saving throw against Toot's Turn Undead feature, the creature is instantly destroyed.

Channel Divinity: Invoke Duplicity. Toot can use his Channel Divinity to create an illusory duplicate of himself.
    As an action, Toot creates a perfect illusion of himself that lasts for 1 minute, or until he loses his concentration. The illusion appears in an unoccupied space that Toot can see within 30 feet of him. As a bonus action on Toot's turn, he can move the illusion up to 30 feet to a space he can see, but it must remain within 120 feet of Toot.
    For the duration, Toot can cast spells as though he were in the illusion's space, but Toot must use his own senses. Additionally, when both Toot and his illusion are within 5 feet of a creature that can see the illusion, Toot has advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Channel Divinity: Cloak of Shadows. Toot can use his Channel Divinity to vanish.
    As an action, Toot becomes invisible until the end of his next turn. Toot becomes visible if he attacks or casts a spell.

Divine Strike. Toot has the ability to infuse his weapon strikes with poison—a gift from his deity. Once on each of Toot's turns when he hits a creature with a weapon attack, he can cause the attack to deal an extra 4 (1d8) Poison damage to the target.

Spellcasting. Toot is a 4th-level spellcaster. Toot's spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). Toot has the following cleric spells prepared:

Cantrips (at will): sacred flame, message, light_
1st level (4 slots): cure wounds, healing word, guiding bolt, charm person, disguise self
2nd level (3 slots): enhance ability, mirror image, pass without trace
3rd level (3 slots): mass healing word, remove curse, revivify
4th level (2 slots): banishment, death ward

Actions

Fist of Glint. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage.
    Whenever this weapon would critically hit, it deals an additional 17 (5d6) Radiant damage.

Heart of Tyre

The Tops

What started as a label for a gang of top hat wearing adventurers, soon became a name uttered around the world. Their deeds, accidental or not, have left many foot-prints upon Kalkatesh. They have traveled the depths of Abbadon and back, come face-to-face with a black dragon and have clashed with the violet enemy more than once.

Deals in the Dark. The group of misfits initially met with a hobgoblin named Mr. Knuckles who employed them for work on behalf of a halfling known as The Half Father. During a mission to retrieve a book titled "The Call of Abbadon," it was soon revealed that the sorcerer, Rivitah, had ties to Abbadon. The Tops were eventually tasked with defeating the White Widow, and doing so freed the Creeping Death of his tyrannical grasp.

Maw of Abbadon. Rivitah's wild magic effects were of much concern to himself and the well being of his party. This lead The Tops to travel to the Rift. Upon entering a portal to Abbadon and lead to Tadakaar Volnaris, it was explained to the sorcerer that his actual identity was known as Antonius Volnaris, a demonic lord and the Voice of Abbadon. Antonius took his place among the other demonic lords and was granted a floating island - the Bastion of Unity. In order to grant the island the ability to fly, The Tops sought the council of Crovux, a linnorm lord.

Duality of Dragons. Having met with the linnorm lord, Crovux, The Tops agree to defeat the black dragon, Osirian, in exchange for the power to pilot the Bastion of Unity at their will. Their battle was accompanied by a grippli named Wadu Heck, and were victorious over the terrible lizard.

Meaning of Maddness. Nearing the end of their stint in Abbadon, Madd Morc was contacted by his deity and urged to return to the Badlands. Morc's kin were plagued by the curse of the wendigos. Using their newly attained flying fortress, the team made way to the Badlands. After learning that the source of the wendigos was within The Dream, Seren sends word to Lanzu Lutfi, a gnome arch-druid, who is able to send the party into The Dream. Along side with a protector of The Dream named Nox, The Tops clashed with the Wendigo's Ambition however, they were intercepted by the violet enemy. The adventurers stood against the Cataclysmic Parable and ended up rescuing the Oracle, a being who could view time differently than most.

Heart of Tyre. The heroics of The Tops did not go unnoticed. The group was approached by Rezekaro Redsun, a translator. The translator informed the party of the Herald's approach and that it means to unravel all creation. Warning the group that another violet enemy would soon be approaching within a week, The Tops decided to walk the path of the Seven in hopes to undo the looming threat of the Herald. The Tops would vanquish their enemy once again and soon be recruited by Azolon to plunder the Arcane Labyrinth of it's secrets on how to defeat the Herald.


The Tenants of The Tops:

Wear your hats proudly.
Show no weakness.
Be family for those who have none.


Current Headquarters: The Bastion of Unity

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THE TOPS

Derok Dranf

Rivitah, Antonius Volnaris and finally, Derok Dranf. Little is known about this sorcerer, his origins are shrouded with mystery. Titled as a Cardinal of the Seven, his duties in life are still unknown to him however, Derok continues to follow the breadcrumbs of his past life - hoping to piece together who he was and who he will become.

Shattered Memory. Derok was once known as Rivitah, an amnesia stricken aasimar, who found himself in the coastal town of Bleak. It was there that he would learn from a tome that part of his origins were from Abbadon.

Voice of Abbadon. After Derok and his party went to Abbadon, it was made clear that Derok was also known as Antonius Volnaris, a demon lord. He transformed into his true appearance, a thin, dark-skinned, red-eyed demon with sharp features. Though his feelings were mixed, he took up his duties as the Voice of Abbadon.

Timeless Being. Derok has existed before the most current reckoning upon Verum. It is possible he has existed before many other reckonings, as well.



Derok Dranf

Medium humanoid (outsider, wild sorcerer), lawful good


  • Armor Class 11 (17 with mage armor)
  • Hit Points 73
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 12 (+1) 11 (+0) 22 (+6)

  • Saving Throws Con +6, Cha +9
  • Skills Arcana +4, Persuasion +9
  • Senses passive Perception 10
  • Languages Common
  • Challenge 8 (3,900 XP)

Onyx Armor. Derok summons Mage Armor with the AC of 17.

Harlot. Whenever Derok would damage an enemy, he can move away from them without provoking an attack of opportunity.

Wings of Burden. Grants 60 ft. of flight. This also activates an aura that deals 7 (2d6) Poison damage to enemies within 15 ft.

Scepter of the Silent Watchman. While wielding this scepter, Derok may use any spell with the silent meta magic. Derok also gains advantage on Perception checks and +1 AC.

Mind Blank Signet. This amulet provides advantage against saving throws that affect Derok's mind with compulsion, madness or control.

Daemonic Blast. Derok may use Eldritch Blast as a cantrip.

Aphotic Armaments. Derok's Eldritch Blasts now resemble black spears, it deals 13 (2d12) Necrotic damage instead of 11 (2d10) Force damage.

Metamagic. Derok has the ability to twist his spells to suit his needs. Derok can use only one Metamagic option on a spell when he casts it, unless otherwise noted.
    Quickened Spell. When Derok casts a spell that has a casting time of 1 action, he can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
    Twinned Spell. When Derok casts a spell that targets only one creature and doesn't have a range of self, he can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Spellcasting. Derok Dranf is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Derok Dranf has the following spells prepared:

Cantrips (at will): fire bolt, message, prestidigitation, light, daemonic blast
1st level (4 slots): magic missile, chaos bolt, shield, jump
2nd level (3 slots): phantasmal force, misty step
3rd level (3 slots): fireball, haste
4th level (2 slots): dimension door, blight

Actions

Aphotic Crown (1/Day). When activated, at the start of Derok's turn, all enemies within 15ft take 7 (2d6) necrotic damage. All allies in this aura are healed 7 (2d6) hit points. This lasts of 1 minute.

Doom Herald. Derok may pick a single enemy he can see, that enemy has disadvantage on all rolls for the next 3 rounds, if they should fail a Wisdom Saving Throw DC of 20.

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THE TOPS | Derok Dranf

Ives Brightburn

A courier in over his head. A man of humble beginnings, the Daborakian does his best to leave as little a footprint as possible, but usually finds himself in the service of people or ideals much larger than himself.

Unheard, Unseen. Through his work, Ives learned early on the importance of furtiveness, and has since made it second-nature to minimize his presence whenever possible. Subterfuge, sleight of hand, and disguise are no strangers to him; where his military training would demand one to employ the sword, he would challenge that there’s always more than one way to slay a beast.

The Brightburns. The middle child of a household of five, his bloodline has lived in service of a noble house with tight ties to the Daborakian government for generations. The complete nature of the arrangement has all but been lost to time, but it is an open secret that the Brightburns have long since been an unofficial (albeit limited) extension of someone else’s might. Whether ‘they’ need soldiers or spies, the Brightburns are obligated to answer the call. Like many in Daborak, family is only second to tradition for them, and they live and die by those two tenets with no hesitation.

Indigo. As part of their service agreement, the Brightburn family (extended and otherwise) is to have no less than seven of its members active as servants of their masters, the identity of which is unknown. Orders are disseminated via dead-drop, and each active member is assigned a code name that correlates to single facet of the color spectrum—Red, Orange, Yellow, Green, Blue, Indigo, Violet.

Should one agent perish or retire, another must seamlessly take their place; it was only after the retirement of Ives’ father, Hoppe, from active military service that he himself was activated. Inheriting the code name ‘Indigo,’ Ives’ first and only assignment thus far was to do what Hoppe could not in his advanced age—ascertain the whereabouts of his older sister Irina, code named ‘Violet,’ who disappeared while on assignment in Bleak. If possible, he was to bring her home—dead or alive.

Trail of Blood. For months, Ives found himself chasing lead after lead through the shadows and smog of the port city, all to no avail. It was only after hearing of the Half-Father that he found hope in Bleak; through the appropriation of his skills gained both as a courier and through his brief stint as a soldier, Ives molded himself into an ideal cutthroat just to bend his ear.

Much to his own surprise, he wound up being exceptionally good at the job. Using his rising status as a cover, he spent most of his time digging for information on Irina, ultimately finding a broker that claimed to have exactly what he sought—for a price.

The Tops. 5,000gp—that’s what it would cost him, and it was far more than he had ever seen in his lifetime. To acquire that much money, he’d very quickly resigned himself to doing all sorts of unspeakable things. What he couldn’t have foreseen was tour guide being one of them. The Half-Father himself assigned him to lead a motley crew of misfits—a fledgling and apparently flourishing gang called The Tops-through the wilderness and back.

Little did he know that what should have been a simple escort job would lead him to the gaping maw of hell itself. The man that went into that portal was hardly the one that came out.

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THE TOPS | Ives Brightburn



Ives Brightburn

Medium humanoid (human, assassin), chaotic good


  • Armor Class 18 (studded leather)
  • Hit Points 69
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 12 (+1) 12 (+1) 15 (+2) 16 (+3)

  • Saving Throws Dex +8, Int +4
  • Skills Acrobatics +8, Athletics +4, Deception +9, Perception +8, Persuasion +6, Sleight of Hand +11, Stealth +11
  • Senses passive Perception 18
  • Languages Canter, Common, Dwarvish, Elvish, Halfling, Thieves' Cant
  • Challenge 8 (3,900 XP)

Sneak Attack (1/Turn). Ives deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of Ives that isn't incapacitated and he doesn't have disadvantage on the attack roll.

Cunning Action. On each of his turns, Ives can use a bonus action to take the Dash, Disengage, or Hide action.

Assassinate. Ives has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Ives scores against a surprised creature is a critical hit.

Assassin Proficiency. Ives has proficiency with the disguise kit and the poisoner's kit.

Evasion. If Ives is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Ives instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Sharpshooter. This assassin has mastered ranged weapons and can make shots that others find impossible. Attacking at long range doesn't impose disadvantage on Ives' ranged weapon attack rolls. His ranged weapon attacks ignore half cover and three-quarters cover. Before Ives makes an attack with a ranged weapon that he is proficient with, Ives can choose to take a -5 penalty to the attack roll. If the attack hits, he adds +10 to the attack's damage.

Quickshot Quiver (3/Day). With this quiver, Ives may attack as a bonus action with his bow.

Quiver of The Tops. When Ives applies poisons to an arrow, this quiver applies that poison to a total of 15 arrows.

Boots of Flight (1/Day). While activated, Ives gains 30ft. of flight for 1 hour.

Actions

Painter's Quill. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 11 (1d8 + 7) piercing damage.
    Whenever Ives would damage an enemy with this box, it suffers -40 to stealth for 1 round.
    Additionally, whenever this bow would score a critical hit, an explosion of paint deals 17 (5d6) slashing damage to all enemies within 15ft. of the target.

Shortbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Flaming Longsword +1. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.
    This weapon deals an additional 5 (1d10) fire damage.

Reactions

Uncanny Dodge. When an attacker that Ives can see hits him with an attack, Ives can use his reaction to halve the attack's damage against him.

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THE TOPS | Ives Brightburn

Madd Morc

A towering hunk of metal and muscle wielding a blade nearly as tall as himself. Madd Morc is a half-orc prone to great ambition and fueled by guidance from his deity - Iass.

Strength in Faith. Morc has only heard stories of his mother - his human heritage. Hearing of her battle prowess and tales of bravery, he took up faith in the Goddess Iass to feel closer to his absent mother. Through battle and struggle, Morc hopes to gain Iass' blessings and become her champion.

Guided by Visions. When Morc was young, he would receive glimpses of visions and heard whispers but, thought nothing of it. In his adulthood, the visions became clearer and the voice of his deity began to guide him towards his destiny.

Dire Straits. When things seem their bleakest, Morc is ready to charge. Be it by true heroism, bountiful luck or lack of sense, Morc has come out victorious in the face of danger many times.

Marked by Violet. During a fight against the violet enemy, Morc was permanently blinded. The party restored his sight with a Regeneration Potion while enveloped in violet light. What returned to his right eye was a shattered iris that glowed with mysterious violet light.

Founder of The Tops. The Tops started with four members, all of them drunk at the time. They chanted their name into the night. What followed was Madd Morc attempting to recruit those he deemed valuable to Topism.


Credit: Burdrehnar & wwarara

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THE TOPS | Madd Morc



Madd Morc

Medium humanoid (half-orc, champion), chaotic neutral


  • Armor Class 19 (plate)
  • Hit Points 81
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 12 (+1) 16 (+3) 10 (+0) 11 (+0) 10 (+0)

  • Saving Throws Str +10, Con +6
  • Skills Acrobatics +4, Athletics +10, Intimidation +3, Perception +4, Stealth +4, Survival +4
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Orc
  • Challenge 8 (3,900 XP)

Bandit of the Rolling Wastes. Morc has advantage on initiative checks.

White Webbed Cloak. While wearing this cloak, Morc is granted Spider Climb and advantage on Athletic checks.

Spider Climb. Morc can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Crimson Madness Regalia (1/Day). Morc's armor allows him to Rage as a Barbarian of equal level for 3 rounds.

Jade Golem Brace. While wearing this belt, Morc has advantage on saving throws that would force movement on him.

Fighting Style (Great Weapon Fighting). When Morc rolls a 1 or 2 on a damage die for an attack made with a melee weapon that he is wielding with two hands, re roll the die and use the new roll, even if the new roll is a 1 or a 2.

Improved Critical. Morc's weapon attacks score a critical hit on a roll of 19 or 20.

Savage Attacks. When Morc scores a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Black Blade. When Morc makes a successful two-handed weapon attacks, the target takes 3 (1d6) additional Bleed damage.

Action Surge (1/Day). Morc can take one additional action on top of a regular action and a possible bonus action.

Second Wind (1/Day). As a bonus action, Morc regains 13 (1d10 + 8) hit points.

Remarkable Athlete. Morc can add half proficiency bonus to any Strength, Dexterity, or Constitution check that doesn't already use that proficiency bonus.
    Additionally, when making a running long jump, distance covered is increased by a number of feet equal to +7.

Initiate Spellcasting. Morc is a Magic Initiate spellcaster. Morc has the following cleric spells prepared:

Cantrips (at will): spare the dying, guidance
1st level (1 slot): healing word

Actions

Extra Attack. Morc attacks twice, instead of once, whenever he takes the Attack action on his turn.

Nodachi. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Warhammer. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) bludgeoning damage, or 12 (1d10 + 7) bludgeoning damage if used with two hands.

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Reactions

Relentless Endurance (1/Day). When reduced to 0 hit points but not killed outright, Morc can drop to 1 hit point instead.

Orcish Fury (1/Day). When Morc successfully hits with an attack using a simple or martial weapon, roll one of the weapon's damage dice an additional time and add it as extra damage of the weapon's damage type.
    Immediately after Morc uses Relentless Endurance, he can use a reaction to make one weapon attack.

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THE TOPS | Madd Morc

Neve


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THE TOPS | Neve



Neve

Medium humanoid (changling, arcane trickster), chaotic neutral


  • Armor Class 17 (studded leather)
  • Hit Points 49
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 10 (+0) 16 (+3) 11 (+0) 17 (+3)

  • Skills Acrobatics +7, Arcana +9, Deception +9, Insight +3, Intimidation +6, Investigation +6, Perception +3, Persuasion +9, Sleight of Hand +7, Stealth +10
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Deep Speech, Elvish, Thieves' Cant
  • Challenge 8 (3,900 XP)

Mask of Shades. While Neve wears this mask, she gains advantage to Dexterity (Stealth) checks.

Breathless Amulet. While Neve wears this amulet, it removes the need to breathe, this also works in the Astral Sea.

Shapechanger. Neve can use an action to shapeshift into any Humanoid of her size that she has seen, or back into her true form. Purely cosmetic.

Adaptive Physiology. Neve has advantage on any Strength (Athletics) or Dexterity (Acrobatics) check to escape from grapple or restraint.

Soul Bearance. For every enemy Neve deals damage to with her off-hand weapon, she regains 1 hit point.

Harlot. Whenever Neve would damage an enemy, she can move away from them without provoking an attack of opportunity.

Sneak Attack. Neve deals an extra 14 (4d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of Neve that isn't incapacitated and she doesn't have disadvantage on the attack roll.

Cunning Action. On each of her turns, Neve can use a bonus action to take the Dash, Disengage, or Hide action.

Evasion. If Neve is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Neve instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Mage Hand Ledgermain. When Neve casts mage hand, she can make the spectral hand invisible, and she can perform the following additional tasks with it:
    Neve can stow one object the hand is holding in a container worn or carried by another creature. Neve can retrieve an object in a container worn or carried by another creature. Neve can use thieves' tools to pick lock and disarm traps at range. Neve can perform one of these tasks without being noticed by a creature if she succeeds on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
    In addition, Neve can use the bonus action granted by her Cunning Action to control the hand.

Spellcasting. Neve is a 2nd-level spellcaster. Neve's spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Neve has the following wizards spells prepared:

Cantrips (at will): mage hand, mending, chill touch, green flame blade
1st level (4 slots): charm person, silent image, comprehend languages, sleep
2nd level (2 slots): shadow blade, cloud of daggers

Actions

Mother's Last Breath. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
    For each enemy Neve kills, it will cause her mother to suffer a phantom sense of pain and death.

Dragon Handaxe. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 5) slashing damage.
    Attacks with this weapon deal 7 (2d6) additional damage to Dragons.

Crowley's Daggers. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.

Fangs of the Fell. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
    These daggers apply 2 (1d4) poison damage when Neve deals Sneak Attack damage.

Reactions

Uncanny Dodge. When an attacker that Neve can see hits her with an attack, Neve can use her reaction to halve the attack's damage against her.

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THE TOPS | Neve

Seren

A masked satyr with an affinity for nature. This druid met and joined The Tops as a supportive role employed by the Half Father. She wears her emotions on her sleeve, yet wears a mask which hides a soft complexion.

Born Vulnerable. When Seren was born, some may say that she was smaller than average but with it came constant illness through out her childhood. Seren's family did not give up on the small satyr and she grew stronger in constitution and moral.


Tragedy Struck. As Seren had recovered from her illnesses, she went to explore the mountains one snowy night. Time passed and Seren soon found herself lost within the woods. A kind traveler found her and took her into his care. When Seren awoke the next morning, all evidence of the man even existing was gone except for a blue crystal necklace. Unfortunately, when Seren returned home, her home was razed to the ground and no sight of her family. Seren had become an orphan.

Family Honor. Seren became a druid, like her mother before her, as a way to remember and honor her family. Seren does not particularly enjoy her duties or abilities as a druid but feels it is all she knows. She yearns to break free of that bond and live her life freely once and for all.

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THE TOPS | Seren



Seren

Medium humanoid (satyr, dreams druid), neutral


  • Armor Class 17 (studded leather, shield)
  • Hit Points 56
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 11 (+0) 20 (+5) 12 (+1)

  • Saving Throws Int +3, Wis +8
  • Skills Insight +8, Medicine +8, Nature +3, Religion +3
  • Damage Immunities fire
  • Senses passive Perception 15
  • Languages Common, Druidic, Seelie
  • Challenge 8 (3,900 XP)

Solar Solaris. While wielding this shield, Seren absorbs fire damage healing up to 10 hit points. Additionally, whenever Seren would start combat while exposed to the sun, she gains 10 temporary hit points.

Harlot. Whenever Seren would damage an enemy, she can move away from them without provoking an attack of opportunity.

Laughing Mad. Seren is immune to the confusion spell and forms of madness that are not fey in origin.

Antlers. Whenever Seren spends a Hit Dice during a short rest, she can heal other allies for 3 (1d6) additional hit points per die spent.

Wild Shape. Seren can use her action to magically assume the shape of a beast that she has seen before.

Balm of the Summer Court. Seren is a font of energy that offers respite from injuries. She has a pool of fey energy represented by a number of d6s equal to her druid level.
    As a bonus action, Seren can choose one creature she can see within 120 feet of her and spend a number of those dice equal to half her druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.

Hearth of Moonlight and Shadow. For Seren, home can be wherever she is. During a short or long rest, Seren can invoke the shadowy power of the Gloaming Court to help guard her respite. At the start of the rest, Seren touches a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.
    While within the sphere, Seren and her allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.

Spellcasting. Seren is a 4th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). Seren has the following spells prepared:

Cantrips (at will): druidcraft, frostbite, produce flames, guidance, ray of frost, prestidigitation
1st level (4 slots): healing word, ice knife, cure wounds
2nd level (3 slots): enhance ability, healing spirit, lessor restoration, pass without trace
3rd level (3 slots): conjure animals, dispel magic, sleet storm
4th level (2 slots): blight, freedom of movement, polymorph

Actions

Snow Blossom Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.
    This staff provides +3 to Cold damage, applied once per source.
    Also, whenever Seren would heal an ally with a spell, she gains 3 temporary hit points. This does not stack.
    Additionally, once per long rest, Seren may summon a tree of heal, planting her staff in the ground. All allies with 30ft. heal 5 hit points at the start of their turns. This lasts for 1 minute.

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THE TOPS | Seren