Nyxxa Murkthorn (Level 16 Satyr Adept/Rogue)

Ancestry: Mixed Ancestry (Kal'dorei (Elf)/ Satyr/ Tiefling)Culture: Wood ElfBackground: Faction AgentDestiny: Enlightenment / Cursed (Current)
StrengthDexterityConstitutionIntelligenceWisdomCharisma
8 (-1)20 (+5)14 (+2)8 (-1)16 (+3)14 (+2)

Size: Medium
Speed: 65 ft. (walking, climbing and flying), 85 ft. swimming (item)
Languages: Culture: Common, Darnassian | Background: Orcish | Way of the Illidari: Eredun| Rogue/Arcane Trickster: Draconic, Thieves' Cant, Sign Language
Proficiency Bonus: +5
Hit Points: 108
Senses: Spectral Sight 240 ft., True Sight 30 ft., Passive Perception 23
Resistances: Fire, Cold, Psychic
Immunities: Poison

Ancestry Features

Speed. 40 ft. (+25 ft.)
Shadowmeld. When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
Keen Senses. Proficiency in the Perception skill.
Reveler. Proficiency in the Woodwinds, Performance, Persuasion skills.
Paragon Trait:
  • Infernal Constitution Fire and Cold Resistance.
  • Deep Legacy-Legacy of the Fall. You have bat-like wings sprouting from your shoulder blades. You have a flying speed equal to your walking speed. (Ancestral Exemplar)

Culture Features

Canopy Stride (Major)
You gain a climb speed equal to your walking speed. If you already have a climb speed, your movement speed increases by 10 feet.
Mask of the Wild (Major)
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Wood Elf Cultural Training (Minor)
  • You have proficiency with harvesting kits.
  • You have proficiency with woodworking kits.

Background Feature

Safe Haven

As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

Destiny Features: Enlightenment and Cursed

Source of Inspiration:

Shedding Burdens. The path to Enlightenment is difficult, and often the death of one's Ego and desire. You gain inspiration whenever you sacrifice comfort, convenience, or desire for the purposes of reaching Enlightenment. Examples include sparing a creature who killing would be simpler, abstaining from vices at great sacrifice, refusing to lie, cheat, or steal when doing so would offer great wealth or success, or sacrificing a large amount of wealth or assistance to those in need.

Spite the Malediction. Some curses compel creatures to act a certain way, while others are the product of those same patterns. You gain inspiration whenever you take a significant step towards lifting your Curse, act contrary to negative behaviors inspired by your Curse, or make a sacrifice to your own detriment in spite of your Curse. Examples include suppressing an dangerous urge provoked by your Curse, inflict pain or sever inconvenience on yourself by defying your Curse, or learning about and securing something or someone which may aid you in lifting or mastering your Curse.

Inspiration Feature:

Mantra. You have developed a phrase or action which, by repeating, allows you to center yourself. At the beginning of your turn, you may spend inspiration to make a saving throw against any spell or ability which allows you to save at the end of your turn to end early, or any spell or ability which is causing you to be charmed, frightened, or turned. If the saving throw is a success, the spell or effect is removed before any negative consequences happen on your turn.

Accursed. Your curse can sometimes manifest in unexpected ways at the worst times, engendering fear and pity from those around you. When you fail at a Charisma check using a skill, you may spend your inspiration to succeed instead. When you use this ability, the nature of your curse manifests in some profound way; you might partially transform, lose control, or flare up in a way defined by your DM. Creatures who can see you become aware of your curse if they were not already, potentially changing the context of the original Charisma check

Fulfillment Feature:

Nirvana. By shedding mortal burdens, you have transformed your mind into an unassailable fortress. You are resistant to psychic damage, and you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

Proficiencies

Strength Saving Throw+4
Athletics-1
Dexterity Saving Throw+10
Acrobatics+15
Sleight of Hand+10
Stealth+15
Constitution Saving Throw+2
Charisma Saving Throw+2
Deception+7
Intimidation+2
Performance+7
Persuasion+12
Intelligence Saving Throw-1
Arcana-1
History-1
Investigation-1
Nature+4
Religion-1
Wisdom Saving Throw+1 (-2)
Medicine+3
Animal Handling+8
Insight+8
Perception+13
Survival+8
Artisan: Blacksmithing Tools
Artisan: Brewer's Supplies
Artisan: Woodworking Kit
Artisan: Calligraphy Tools
Artisan: Cook Utensils
Frontier: Herbalism Kit
Frontier: Harvesting Kit
Roguish: Thieves Tools
Roguish: Poisoner Kit
Instrument: Woodwinds
Instrument: Plucked Strings
Instrument: Vocals
 Simple weapons, shortswords, longswords (glaives)
Proficiency Sources:
Ancestry: Perception, Persuasion, Performance, Woodwinds
Culture: Nature, Woodworking, Harvesting
Background: Insight, Plucked Strings
Adept Class: Dex Saving Throws, Str Saving Throws, Acrobatics, Stealth, Blacksmithing, Survival, Calligraphy Tools, Brewer's Supplies, Cook Utensils
Rogue Class: Deception, Slight of Hand, Thieves Tools
Trained: Vocals
Feats: Animal Handling, Herbalism, Poisoner Kit, Perception Expertise, Stealth Expertise


Class Features

!!! Adept (Way of the Illidari) 12

Agile Defense

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. (AC: 18)

Martial Arts

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and adept weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or adept weapon. This die changes as you gain adept levels, as shown in the Martial Arts column of the adept table.
When you use the Attack action with an unarmed strike or an adept weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Inner focus

Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 focus to make two unarmed strikes as a bonus action.
Focused Attack: If you spend 1 focus or more as part of your action on your turn, you can make one attack with an unarmed strike or an adept weapon as a bonus action before the end of the turn.
Patient Defense: You can spend 1 focus to take the Dodge action as a bonus action on your turn.
Step of the Wind: You can spend 1 focus to take both Disengage and Dash actions as a bonus action on your turn, and your jump distance is doubled for the turn.

Way of the Illidari: Arts of Azzinoth

Warglaive Mastery. You can draw or stow two monk weapons when you would normally be able to draw or stow only one. As long as you are wielding a monk weapon in each hand, you gain the following benefits:

  • Whenever you use Flurry of Blows, you may reduce the number of attacks you make by 1 to make them with a monk weapon you are wielding instead. If you hit a creature with one of these attacks, that creature cannot make opportunity attacks against you for the rest of your turn.
  • Monk weapons you wield deal damage one step higher than the die granted by your Martial Arts ability, to a maximum of d12
  • You may use a hand wielding a monk weapon to perform somatic components of spells that you cast using focus.

Spectral Sight. You have sacrificed your eyes in favor of a unique spectral sight. You are immune to the blinded condition, and you can see normally in darkness, both magical and non-magical, to a distance of 120 feet, but are blind beyond this range. However, this sight does not function in anti-magic fields; you are blinded when in such a place, and creatures protected from perception through Divination magic (such as with nondetection) are invisible to you. You may spend 2 focus to cast detect evil and good, detect magic, hunter's mark, or see invisibility without providing material components.

Way of the Illidari: Demon Hunter

Hated Enemy. You have gained significant experience studying, tracking, and hunting demons. You gain a +2 bonus on damage rolls against fiends, and you have advantage on Wisdom (Survival) checks to track fiends, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn to speak and read Eredun. If you already speak this language, you may select another.

Magic Warglaives. Your attacks with warglaives count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage as long as you are wielding two of them.

Disrupt Mana. You may spend 3 focus to cast the mana burn spell. At 9th level, you may cast mana break by spending 4 focus. You may cast these spells at a higher level by spending 1 additional focus per level. You may cast them at 3rd level when you reach 9th level, 4th when you reach 13th level, and 5th when you reach 17th level. Wisdom is your spellcasting ability for these spells.

Way of the Illidari: Demon Slayer

At 11th level, you have begun to take on aspects of the demons you hunt. You have advantage on saving throws against spells and abilities used by fiends, and your bonus on damage rolls against fiends increases to +4.

Way of the Illidari: Fel Secrets

Dark Metamorphosis
You may spend 7 focus to cast metamorphosis without material components, but only attuned to Chaos. You can't do so again until you finish a long rest. If cast in this way and you are already immune to poison and the poisoned condition, you are immune to shadow and the frightened condition instead.
Spectral Sight Mastery
You may spend 9 focus to cast enhance vision at 8th-level on yourself without material components. You can't do so again until you finish a long rest.

Martial Disciplines (12)

Additional Attack

You can attack three times, instead of twice, when you take the Attack action.

Dance of the White Tiger

As a bonus action, you can spend 2 focus to begin the Dance of the White Tiger. Until the end of your next turn, if you hit a target with two or more melee weapon attacks in the same turn, the target takes additional damage equal to your martial arts die. The dance ends early if your movement speed becomes 0.

Deflect Missiles

You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your adept level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 focus to make a ranged attack with a range of 20/60 using the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as an adept weapon for the attack.

Evasion

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Empty Mind

As an action, you can spend 1 focus to end one effect on yourself that is causing you to be charmed or frightened, and then enter a meditative state that lasts 1 hour. While in this state, Insight checks against you have disadvantage, you have advantage on saving throws made against enchantment spells, and resistance to psychic damage.

Focused Aim

When you miss with an attack roll, you can spend 1 to 3 focus to increase your attack roll by 2 for each of the focus you spend, potentially turning the miss into a hit.

Heightened Metabolism

If you spend at least 1 minute focusing or resting, you can give yourself all the benefits of a Short Rest. Once you use this feature, you can't use it again until you finish a Long Rest.

Purity of Body

Your mastery of the energy flowing through your body makes you immune to disease and poison.

Quickened Healing

You can spend 2 focus and roll a Martial Arts die. You regain a number of hit points equal to the number rolled plus your proficiency bonus.

Steel Body

Whenever you make a saving throw and fail, you can spend 1 focus to reroll it and take the second result.

Stunning Strike

When you hit another creature with a melee weapon attack, you can spend 1 focus to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Undefeated

Prerequisite: 11th level, Quickened Healing
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. If you were reduced to 0 hit points by a creature in your reach, you may use your reaction and spend 2 focus to make a single unarmed strike against them. On a hit, you regain hit points equal to a roll of your Martial Arts die plus your proficiency bonus. Once you use this ability, you can't do so again again until you finish a long rest.

Rogue (Arcane Trickster) 3

Sneak Attack

You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 4d6 damage to one creature you hit with an attack if you have Advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need Advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have Disadvantage on the attack roll.

Combat Tactic: Ravager. When you hit a creature while using two-weapon fighting, you can deal your Sneak Attack damage to it, even if you don't meet the normal prerequisites for doing so. If you already do, you flourish instead. You can use this feature 5 times, and you regain all expended uses of it when you finish a long rest.

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

One additional language: Draconic

Cunning Action

Your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Cunning Action: Steady Aim. As a Bonus Action, you can give yourself Advantage on your next attack roll on the current turn. You can use this Bonus Action only if you haven't moved during this turn, and after you use the Bonus Action, your speed is 0 until the end of the current turn.

Arcane Trickster: Bonus Proficiency (Sign Language)

Arcane Trickster: Mage Hand Legerdemain

When you cast mage hand, you can make the spectral hand Invisible, and you can perform the following additional tasks with it:

  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.
  • You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the Bonus Action granted by your Cunning Action to control the hand.

Roguish Expertise

Acrobatics You gain expertise in Acrobatics. Opportunity attacks made against you by a creature whose space you move through have disadvantage. Additionally, when you take the Tumble bonus action and exceed the DC by 5 or more, you may get your Bonus Action back. When you do, you cannot do so again until you finish a short or long rest.
Persuasion: Roguish Charm. You gain expertise with Persuasion. If you spend 1 minute talking to a creature who can understand what you say, and if that creature is not hostile, you may make a Charisma (Persuasion) with a DC equal to the creature’s passive Wisdom (Insight) score. On a success, the creature is non magically charmed by you for 1 hour. The charm ends early if you or your allies harm the creature. Once you’ve used this feature successfully, you can’t use it again until you finish a long rest.

Supernatural Gifts

Satyr's Curse (Modified Fiend-Touched)

Darkvision. Range of Spectral Sight increases by 30 feet.
Demon Soul. Your creature type is fiend, rather than humanoid.
Mirthful Leaps. Whenever you make a long or high jump, you can roll a d8 and add the number to the number of feet you cover, even when making a standing jump. This extra distance costs movement as normal.
Dark Urges. You touch a creature and magically knows the creature's current emotional state. If the target fails a Charisma saving throw DC 15 (DC 8 + your proficiency bonus + your Charisma modifier), you learn the creature's alignment, and its flaw. The creature must repeat the saving throw at the end of its next turn. On a failure, you magically influence the creature to indulge in its flaw, with no regard for consequences. Creatures that can’t be charmed are immune to this effect. The target pursues the course of action suggested to the best of its ability for 1 day. If you or your allies damage the target, the effect ends. If the target successfully saves against the effect, the target is immune to your Dark Urges for the next 24 hours.

  • When you use the Dark Urges ability, if you are not evil, you must make a Wisdom saving throw with a DC equal to the creature's Charisma score (minimum 10) or you must reduce your Charisma score by 1d4 + half the creature's CR (minimum 1). If you don't, or if this would bring your Charisma score to 0 or lower, your inner demon gains control of your body for a number of hours equal to how much you failed the saving throw by (minimum 1 hour). If you do not have an inner demon, it just reduces your Charisma. Every time you finish a long rest, the reduction to your Charisma score is reduced by 1 until it disappears.

Devour Soul

The demon hunters of the Illidari have perfected a means by which they can devour the souls of their victims, restoring their vigor and granting them strength to perform supernatural feats at great personal risk to their sanity.

When you slay a creature, or when a creature affected by one of your spells is slain, you may, as a reaction, devour a portion of that creature's soul (if they have one). You gain a number of Soul Points equal to half the creature's CR or level (minimum 1). Soul Points may be used interchangably with Focus Points, but unlike Focus Points, they do not recharge - you keep them until they are used. You may hold a number of Soul Points equal to half your monk levels.

If you use this ability on a creature whose CR or level is equal to or less than half your character levels, you may choose to devour their soul completely. Until you are slain, nothing short of a wish spell can restore that creature to life. If that creature is an aberration, celestial, elemental, fey, fiend, or undead, their spirits are bound within you and do not reform within their home planes if they normally would. On such creatures, in addition to gaining Soul Points, your maximum number of Focus points permanently increases by 1, but you get a cumulative -1 penalty to Wisdom saving throws, as the creature's voice added to the chorus of your mind wears upon your sanity.

When you devour a soul, if you are not evil, you must make a Wisdom saving throw with a DC equal to the creature's Charisma score (minimum 10) or you must reduce your Charisma score by 1d4 + half the creature's CR (minimum 1). If you don't, or if this would bring your Charisma score to 0 or lower, your inner demon gains control of your body for a number of hours equal to how much you failed the saving throw by (minimum 1 hour). If you do not have an inner demon, the soul you just devoured takes over your body instead. Every time you finish a long rest, the reduction to your Charisma score is reduced by 1 until it disappears.

Deal with Vaerux

For every three souls consumed, 1 immortal and 2 mortal, Vaerux will teach Shadow Monk techniques: Minor Illusion for the first set, Darkness and Mirror Image for the second, and Pass Without Trace and Silence for the third. These spells can be cast with 2 focus.

Shatter was also taught.

  • Immortal Souls Devoured: 2
  • Mortal Souls Devoured: 6
  • Abilities Taught: Minor Illusion

Feats

Talents

Practiced Techniques (Adept/Discipline Training): 8Tricks (Rogue/Covert Training): 4Eldritch Invocations (Skilled Expert and Eldritch Adapt): 3

Adept

Adept Speed

Your speed increases by 10 feet while you are not wearing armor or wielding a shield. You can choose this technique more than once. Its effects stack.

Acquired Knowledge

Choose any combination of three languages or tools you are not proficient with. You become proficient with all three. Cook Utensils, Calligraphy and Brewery Tools

Battlefield Etiquette

After you have fought beside a martial artist for an encounter, battled against them, or observed them for at least 10 minutes, you gain advantage on Charisma checks against them. Any creature proficient in at least one combat maneuver tradition is considered to be a martial artist.

Insightful Intuition

As an action, you can spend 1 focus to study a creature you have watched speak for at least 1 minute. You can ask the DM one of the following questions:

  • Is the creature hiding any strong emotions?
  • Does the creature have a secret agenda?
  • Did the creature lie in the last minute?
  • Is the creature hiding their true heritage and/or culture?

The DM must give you a truthful answer. Once you have used this ability on a creature, you cannot use it on that creature again until you finish a short or long rest.

Instant Transmission

You can move so fast you seem to teleport. You can use an action to spend 6 focus and choose an unoccupied space you can see within 500 feet. You teleport and arrive at exactly the spot desired. You can bring along your gear, carried items smaller than your arm, and a single willing creature of your size category or smaller and objects they are wearing or carrying.

Slow Fall

Prerequisite: 5th level
You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your adept level.

Tongue of the Sun and Moon

Prerequisite: 13th level
You understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Warrior's Awareness

Prerequisite: Proficiency with Perception
You cannot be surprised while you are conscious.

Wilderness Training

You are proficient with the Survival skill. If you have the Battlefield Etiquette talent, you consider beasts to be martial artists.

Rogue

Scout Leader

Prerequisite: proficiency in Stealth
When your party makes a group Stealth check, you may apply your result to yourself and one ally after seeing the results of all rolls. Additionally, when you are traveling, you and a number of allies equal to your proficiency bonus (or twice your proficiency bonus if you have expertise in Stealth) can move stealthily at a normal pace.

Loot Runner

Your speed increases by 5 feet, and you can carry 2 extra bulky items.

Cat Eyes

You gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet.

Second Story Work

You gain a climbing speed equal to your movement speed. In addition, you use your Dexterity score when determining your jump distance or when taking the Jump action.

Feats

Beast Speech

You are under the constant effects of the speak with animals spell. This magical effect cannot be dispelled.

Mask of Many Faces

You can cast disguise self without spending mana.

Witch Sight

Prerequisite: 15th level
You have truesight with a range of 30 feet.

Maneuvers

Total Focus: 15Maneuver Stat: DexterityManeuver DC: 18Adept Maneuvers: 7Rogue Maneuvers: 3Traditions Known: Skulduggery, Skirmisher, Templar, Determination

1st Degree Maneuvers

Skulk1 focus1st degree Skulduggery free action
When you make a Dexterity (Stealth) check, you can gauge how effective your concealment is. You immediately learn what your result was if you didn’t know it, and you learn if any creatures you are aware of can still sense you. If they can, you can spend an additional focus to reroll the Dexterity (Stealth) check. If you do this, you must take the new result. From Stealthy:You learn the Skulk maneuver, and can use its initial ability without spending focus. You can reroll the stealth check once without spending focus. Once you do, you can't do so again until you finish a long rest.
Swift Stance1 focus1st degree Skirmisher bonus action (stance)
While you maintain this stance, your Speed increases by 5 feet. If you have access to 3rd degree maneuvers, it increases by 10 feet instead.
Undermine1 focus1st degree Skulduggery action (attack)
Take the Attack action. As long as all of your attacks on your turn are melee weapon attacks that target the same creature, that creature has disadvantage on attack rolls against you until the start of your next turn.

2nd Degree Maneuvers

Grenadier2 focus2nd degree Skirmisher bonus action
You use a consumable item, like a potion, bomb, or alchemist fire. The item must take 1 action to use, and cannot cast a spell. Alternatively, you may draw a weapon with the thrown quality and make a ranged weapon attack with it.
Ignore Pain2 focus2nd degree Determination bonus action (stance)
While you maintain this stance, bludgeoning, piercing, and slashing damage you take from non-magical weapons is reduced by 2.
Perfect Concentration3 focus2nd degree Determination free action
When you fail a Constitution saving throw to maintain concentration, you can choose to succeed instead.

3rd Degree Maneuvers

Disarm2 focus3rd degree Skirmisher action (attack)
Take the Attack action. Until the end of your turn, when you hit a creature with a melee weapon attack, it must make a Strength saving throw. On a failed save, it drops the creature or object you choose. The object lands within 5 feet of it.
Dispelling Strikes3 focus3rd degree Templar action (attack)
Take the Attack action. Until the start of your next turn, your weapon attacks score a critical hit on a roll of 19–20 against creatures concentrating on spells, under the effect of a spell, or created by a spell. If these attacks flourish, you can use it to try to dispel a magical effect on the creature. Make an ability check using your maneuver ability score. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
Whirlwind Attack2 focus3rd degree Skirmisher action
Make melee attacks against any number of creatures within your reach, with a separate attack roll for each target. If you have the Extra Attack feature, you may instead take the Attack action, replacing two of your attacks with this maneuver. If you don't, it costs 1 focus instead of 2.

4th Degree Maneuvers

Steal Momentum2 focus4th degree Skulduggery reaction
When you roll initiative, you can use your reaction to steal the momentum of another creature you can see within 30 feet of you. Make a Dexterity (Sleight of Hand) check with a DC equal to the creature’s initiative (minimum 15). If you succeed, reduce the target’s initiative by the amount your check exceeded the DC, and add the same amount to your own initiative roll.
Twist the Blade3 focus4th degree Determination free action
When you flourish with a melee weapon attack, you can spend it to try to try to impale your foe. If the next melee weapon attack you make this turn hits the same target, the attack is a critical hit that does not flourish. If the attack would be a flourish, it can flourish, and if it would have been a critical hit, it deals maximum damage.
Shatter Spell3 focus4th degree Templar reaction
When a creature you can see casts a spell, you can use your reaction to move up to half your speed. If you end your movement adjacent to that creature, you can make a melee weapon attack against it. On a hit, the creature must make a Constitution saving throw against your Maneuver DC. On a failure, the creature’s concentration is broken and the spell is lost.

2 Focus

3 Focus

4 Focus

7 Focus

Arcane Trickster Spells

Total Mana: 4Casting Stat: CharismaSpell DC: 15
Adept/Shadow Touched/Eldritch Adept:Casting Stat: WisdomSpell DC: 16

Cantrips

1st-Level Spells

2nd-Level Spells

Notable Items

Torah'Nal | The Aldratchi Warblades (Attunement II)

Attack: +13Damage: 1d8 + 8 slashing damage

The Aldratchi people were one of many to stand against the Burning Legion, but one of the few to nearly succeed. The Warblades were the weapons wielded by their king and his elite warriors. While a small number survived the annihilation of their world, those that had been tempered in the souls of thousands of demons, including the pair wielded by King Toranaar himself, endured.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

  • Flames of War. You can use a bonus action to speak this magic blade's command word, causing the edge of this blade and all other warblades within 60 feet that are wielded by friendly creatures to glow white-hot and flicker with fire. The blades shed bright light in a 10-foot radius, and dim light for an additional 10 feet. While the edges burn, the blade deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the blade.
  • Soul Carver. Every strike of the warblades carves a piece of their victim's soul and absorbs it, honing the blade's edge and the wielder's resolve both. When you hit a creature with this weapon, it takes 1 force damage, and an additional 1 force damage for every time you have struck the target with a Warblade this turn. You then gain temporary hit points equal to the total force damage dealt by Warblades that you are wielding this turn. Creatures that have no souls, like most constructs, undead, and oozes, are immune to this damage.

Any force damage dealt by this weapon can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Additionally, when you deal force damage with a Warblade you are wielding, you may activate Flames of War on any Warblades you are wielding as if you had used the command word with no actions required.

Scrim of the Slayer (Attunement II)

A reminder of purpose, this black cloth is laced with invisible demonic runes which center's one's mind and thoughts towards their final, uncompromising purpose, and gives them the foresight to see the path to victory, no matter the cost. While wearing this headband, you are blinded unless you are attuned to it. While wearing it, you gain a +2 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.

Bracers of Defense (Attunement I)

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Glamerweave

Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth.

Uncommon glamerweave can have the pattern rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies fluttering around it.

When you make a Charisma (Performance) or Charisma (Persuasion) check while wearing the uncommon version of glamerweave, you can roll a d4 and add the number rolled to the check. Once you use this property, it can't be used again until the next dawn

Cloak of the Manta Ray

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. (60 feet becomes 85 feet with movement speed improvements)

Dream Snare

This intricate ornament made of wood and silk and adorned with feathers and beads is blessed by Asibikaashi, the Spider Woman – one of the many aspects of Mu'sha, the Shu-halo goddess of the moon.

While the snare is suspended, unconscious creatures within 30 feet of the snare, they gain the following benefits:

  • Immunity to psychic damage.
  • They cannot have nightmares.
  • Creatures can only telepathically communicate with them if the creature allows it, including via the Dream spell.