Velameestra Windrunner (Level 17 Elf Wizard)

Ancestry: Quel'dorei (Elf)Culture: Mixed Culture (High Elf / Collegiate)Background: ScholarDestiny: Metamorphosis / Knowledge (Current)
StrengthDexterityConstitutionIntelligenceWisdomCharisma
8 (-1)18 (+4)14 (+2)22 (+6)14 (+2)8 (-1)
Hit Points 104Proficiency Bonus +6Size MediumMovement 30 ft., 30 ft. climb (including walls and ceilings)

Languages Culture: Common, Thalassian | Background: Draconic, Zandali | Linguist: Orcish, Darnassian, Titanic | Downtime/Other: Arathi, Draenic, Dwarvish, Eredun, Gnim, Goblin, Kalimag, Pandaren (Ancient), Quietish, Sign Language, Sylvan, Taur-ahe, Thieves' Cant, Yaungol
Senses darkvision 150 ft., passive Perception 23, passive Investigation 33, passive Insight 29
Damage Resistances cold, poison, necrotic, shadow; bludgeoning, piercing, and slashing from nonmagic weapons

Ancestry Features

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Arcane Mind. You have Advantage on saving throws you make to avoid or end the Charmed condition on yourself.
Cantrip. You know mage hand. Your spellcasting ability score for this cantrip is Intelligence.
Keen Senses. You have proficiency in the Perception skill.
Paragon Trait: Prophetic Instincts. Your ability to detect danger is supernatural, and sometimes see divergent possibilities by seeing a few moments into the future. You gain the following benefits:
  • You can’t be Surprised except when Incapacitated by something other than nonmagical sleep.
  • When you finish a long rest, roll a d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll. Your foretelling roll can be used only once. When you finish a long rest, you lose your foretelling roll if it is unused.

Culture Features

Elder Knowledge. Whenever you make an Intelligence check related to spells or magic items, you are considered proficient in the chosen skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Studied Discipline (Biology). You gain proficiency with harvesting kits. You have Advantage on Intelligence checks to appraise and identify plants and living creatures.
High Elf Cultural Training. You have proficiency with the spear, shortbow, and longbow as well as with calligraphy supplies.

Background Feature

Researcher

Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

You have a working knowledge of your organization's personnel and bureaucracy, and you know how to navigate those connections with some ease. When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.

Additionally, you are likely to gain preferential treatment at other libraries across the realm, as professional courtesy to a fellow scholar.

Destiny Features

Source of Inspiration

Unburdening. You gain inspiration whenever you make sacrifices to attain new lore, contacts, or items to aid your transformation. Examples include sever earthly attachments such as wealth or comfort, behave appropriately akin to your pursued form, spend inordinate time in your transformation’s pursuit.

Learning. You draw inspiration from research, understanding, and gaining new insights and data. You gain inspiration whenever you make an arcane, divine, scholastic, or scientific discovery. Examples include closely examine a previously unknown or rare creature or phenomenon, discover something thought to be a myth or impossible, learn new information after at least 8 hours studying from a source of knowledge such as a library, book, or powerful artifact.

Inspiration Features

Unearthly Diplomacy. Your unearthly aspirations grant you insights into the minds of even utterly alien beings. As an Action, you may spend your Inspiration to form a connection with a non-humanoid creature you can see that has a CR equal to or less than your level. You communicate freely, even if you do not share a language or the creature would be normally unable to speak. You have no control over a creature you connect with in this way. The knowledge and awareness of a creature is limited by its intellect or perceptions, but most give you information about nearby locations, monsters in the area, and knowledge of whatever it perceived within the past day. This connection lasts for up to 1 hour or until you use an Action to end it.

Critical Evaluation. Drawing upon a lifetime of study, you leap to accurate conclusions with only preliminary findings. As a Bonus Action you may spend your inspiration to quickly evaluate a creature or item you can see and accurately determine one objective attribute of your choice. When evaluating a creature in this way, you may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its Armor Class. When evaluating an item in this way, you may determine if it is magical, poisonous, cursed, trapped, or its approximate value.

Fulfillment Feature: Eye for an Eye

When a creature reduces an ally to 0 hit points or scores a critical hit on you or an ally within 30 feet of you, you may use your Reaction to do one of the following:

  • If you have not acted this round, you may act immediately after the current turn.
  • If you have already acted this round, you may act immediately before the creature on the next round. If you roll a higher initiative than they do, you gain inspiration instead.

If you take this Reaction, you must take hostile action against the creature on your next turn, regardless of which option you choose.

Proficiencies

Strength Saving Throw-1
Athletics-1
Dexterity Saving Throw+10
Acrobatics+10
Sleight of Hand+4
Stealth+10
Charisma Saving Throw-1
Deception-1
Intimidation-1
Performance+5
Persuasion-1
Constitution Saving Throw+2
Intelligence Saving Throw+12
Arcana+12 (+18)
History+12 (+18)
Investigation+18
Medicine+18
Nature+6 (+18)
Religion+12 (+18)
Wisdom Saving Throw+8
Animal Handling+2
Insight+14
Perception+8
Survival+2
Artisan: Alchemist's Supplies
Artisan: Calligraphy Supplies
Frontier: Harvesting Kit
Gaming: Strategy Games
Roguish: Thieves' Tools
 Light Armor (Bladesinger)
 Daggers, darts, slings, quarterstaffs, light crossbows, spears, shortbows, longbows, longswords (Bladesinger)
Proficiency Sources:
Ancestry: Perception
Culture: Arcana, Calligraphy Supplies, Harvesting Kit
Background: History
Wizard Class: Intelligence Saving Throws, Wisdom Saving Throws, Insight, Investigation, Religion, Performance (Bladesinger), Alchemist Supplies
Intelligence Bonus: Acrobatics, Stealth
Feats: Dexterity Saving Throws, Medicine
Downtime/Other: Thieves' Tools, Strategy Games


Class Features

Wizard (Bladesinging) 17

Arcane Recovery

You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you may recover mana equal to 6 + half your Wizard levels, rounded up.

Bladesinging: Bladesong (6/LR)

You can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a Bonus Action to start the Bladesong, which lasts for 1 minute. It ends early if you are Incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required). While your bladesong is active, you gain the following benefits:

  • You gain a +6 bonus to your AC.
  • Your walking speed increases by 10 feet.
  • You have Advantage on Acrobatics checks.
  • You gain a +6 bonus to any Constitution saving throws you make to maintain concentration on a spell.

Song of Defense

You can direct your magic to absorb damage while your bladesong is active. When you take damage, you can use your Reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell's slot level.

Song of Victory

You add +6 to the damage of your melee weapon attacks while your bladesong is active.

Scholarly Excellence

  • Ritual Efficiency. When you cast a spell as a ritual, it only takes you a number of minutes equal to the level of the spell to cast it.
  • Academic: Religion (Summa Cum Laude). You gain proficiency in the Religion skill. In addition, by relying on facts and logic, you can use Intelligence when making Intimidation or Persuasion checks. The GM is the final arbiter on whether or not this ability would work on a particular creature.

Signature Spells

You always have these spells prepared, they don't count toward your maximum prepared spells, and you can cast these spells at their lowest level without expending a spell slot. If you want to cast them at a higher level, you must expend a spell slot as normal. Once you have cast a Signature Spell in this way, you must finish a short or long rest before you can do so again.

1st-Level: Shield2nd-Level: Misty Step3rd-Level: Blood Sight

Bladesinging: Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Spell Study: Mystic Psychometry

When you touch a magic item, either willingly or when hit by it, you are immediately aware that it’s magical. If you hold such an item in your hand, you can cast identify on it as an Action without spending a spell slot, even if you don’t have the spell prepared. In addition, when you cast identify using a spell slot or as a ritual, you also learn if the item is cursed, and the GM will give you a hint as to the curse’s effects (which may be cryptic and vague, but must not be a lie).

Wizard's Flair

You have created a flair that you use when casting spells. Choose a flair from the options below. When you finish a long rest, you may replace your flair with another. Whenever you cast a spell of 1st level or higher, you can choose to cast it with your flair. You can do so again when you finish a short or long rest.

  • Awe and Wonder. Choose one creature affected by the spell. It must succeed on a DC 20 Wisdom saving throw or be Charmed by you until the end of its next turn. While Charmed in this way, it is Incapacitated, has a movement speed of 0, and does nothing but stare blankly at the dazzling effects of your magic. If it takes any damage or is forced to make another saving throw, the charm effect ends.
  • Brilliance. Choose one creature within 30 feet that can see you when you cast the spell. It must succeed on a DC 20 Constitution saving throw or be Blinded until the end of its next turn.
  • Terror. Choose one creature within 30 feet that can see you when you cast the spell. It must succeed on a DC 20 Wisdom saving throw or become Frightened of you until the end of its next turn. While Frightened in this way, it starts its turn by using its full movement to get away from you in the most direct manner possible, avoiding obvious hazards along the way.
  • Warding. After casting the spell, until the start of your next turn, a creature who attempts to attack you must make a DC 20 Wisdom saving throw. On a failure, it must choose a new target or waste its attack.

Arcane Defenses: Superior Countermagic

When you cast an abjuration spell that requires you to make an ability check as a part of casting that spell, you add +6 to the roll. In addition, when you cast counterspell or dispel magic, treat the spell slot level of the spell as one level higher than the actual slot you spent.

Supernatural Gifts

Vampyrism

Afflicted with the curse of vampirism, you have taken the dreadful steps toward becoming a true vampire. You gain the following benefits:

Darkvision. The range of your darkvision increases by 90 feet. (Modified by True Vampire)

Undead Nature. You do not age and cannot die of natural causes. You do not need to breathe air, and eating normal food no longer sates your hunger. However, you do not need to eat or drink as long as you have dealt damage to a living creature with your bite attack within the last day.

Spider Climb. You gain a climbing speed equal to your walking speed, and you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Anima Vampyr. If you deal necrotic or shadow damage with a spell or magical ability, you do not need to drink blood for a week. (Added by Dark Adaptation)

Claws. You can spontaneously grow monstrous claws to ensnare your foes and make unarmed strikes. When you hit with them, the strike deals 2d4 + 4 slashing damage, instead of the bludgeoning damage normal for an unarmed strike. (Added by Child of the Night)

Bite. You gain a fanged bite attack, which is a special melee weapon attack with the finesse quality that may be used on a willing creature, or on a creature who is Incapacitated, Restrained, or that you are Grappling. If you hit with it, you deal 1d6 + 4 piercing damage plus 3d6 necrotic damage. If the target is not a construct or undead, its hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. A creature dies if this effect reduces its hit point maximum to 0. You can only make one bite attack per turn.

Undead Resistance. You have resistance to poison, necrotic damage and shadow damage, and to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Natural Armor. When you are not wearing armor, your AC is equal to 16.

Regeneration. At the beginning of your turn, you regain 17 hit points if you have at least 1 hit point and aren't in sunlight or running water. If you take radiant or holy damage, you don't restore hit points at the start of your next turn. (Added by Child of the Night)

Misty Escape. When you drop to 0 hit points outside of your resting place, you transform into your cloud of mist form, provided you aren't in sunlight or running water. While at 0 hit points, you can't revert to your vampiric form, and you must reach your resting place within 2 hours or die. Once in your resting place, you revert to your vampiric form and are Paralyzed until you regain 1 hit point after spending 1 hour there. (Added by True Vampire)

Children of the Night. Provided the sun is not up, you can cast the conjure animals spell without mana or components, but the beasts must be creatures you can speak to using your Night Speech ability. The spell does not require you to maintain concentration, and it always lasts for 1 hour, unless you die or you dismiss the creatures with a Bonus Action. This magical effect cannot be dispelled. After using this ability, you may not do so again until you finish a Long Rest. (Added by True Vampire)

Night Speech. You can speak to bats, rats, wolves, and other creatures of the night as if you shared a common language. If you know the find familiar spell, your familiar can take the form of a Medium or Large beast of CR 1/4th or less as long as you can speak to it with this ability. (Added by Child of the Night)

Charm. You may attempt to charm and beguile others. You may target one humanoid, fiend, or beast you can speak with using your Night Speech ability that you can see within 30 feet. If the target can see you, the target must succeed on a DC 13 Wisdom saving throw against this magic or be Charmed by you. The Charmed target regards you as a trusted friend to be heeded and protected. Although the target isn't under your control, it takes your requests or actions in the most favorable way it can, and it is a willing target for your bite attack. Each time you or your allies do something harmful to the target, it can repeat the saving throw, ending the effect on itself as a success. Otherwise, it lasts 24 hours or until you are killed, travel to a different plane of existence, or take a Bonus Action to end the effect. (Added by True Vampire)

Shapechanger. If you aren't in sunlight or running water, you can polymorph into a CR 0 creature, such as a bat or a spider, or a Medium cloud of mist or back into your true form as an Action. While in this form, you can't speak, your speed becomes that of the beast, and you gain the senses of the new form. Your other statistics are unchanged. Anything you are wearing or carrying transforms with you. You revert to your true form if you die. While in mist form, you can't take any actions, speak, or manipulate objects. You are weightless, have a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, but you can't pass through water. You have Advantage on Strength, Dexterity, and Constitution saving throws, and you are immune to all nonmagical damage, except the damage it takes from sunlight. (Added by Child of the Night)

Vampiric Progeny. Living creatures killed by your vampiric bite and then buried in the ground rise the following night as vampire spawn under your control. Vampire spawn who feed from you are no longer under your control. (Added by True Vampire)

You are an undead creature. As such, you gain the following weaknesses:

Forbiddance. You can't enter a residence without an invitation from one of the occupants. If you are forced to enter against your will, or if your invitation is revoked while inside, you have Disadvantage on attack rolls, ability checks, and saving throws while you remain in the residence.

Harmed by Water. You take 20 acid damage if you end your turn in running water.

Sunlight Sensitivity. You have Disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight. (Alleviated by Dark Adaptation)

Stake to the Heart. If a piercing weapon made of wood is driven into your heart while you are Incapacitated in your resting place, you are Paralyzed until the stake is removed. (Alleviated by True Vampire)

Resting Place. You normally cannot sleep and gain no benefit from a long rest unless you spend it in your own grave. A grave can be designated as your resting place by mixing a large amount of grave dirt with the local soil, or by transporting your casket there.

Echoes of the Past. You have expanded what constitutes your resting place to include things that were significant to you in life. Any location with strong ties to your experiences in life, such as your childhood residence or a room decorated with several works of art you created while alive, can count as a resting place. Once a week, any location can be designated as a resting place as long as you keep a single item of significance there, be it a plank of wood from your coffin, a satchel of dirt from your grave, or your favorite doll. This ritual takes one hour, and when you designate a new resting place with this ability, the old one becomes inert. (Added by Dark Adaptation)

Shadow of Winter

Extended contact to the chilling effects of cryomancy has caused your body to reflect symptoms of exposure and emit a frozen chill. Your skin is cold to the touch and liquids freeze if in contact for too long, you radiate an ambient chill that causes the temperatures around you to drop by several degrees, and your heart-rate has become sluggish.

Cold Adaptation. Your body is uniquely adapted for freezing temperatures, and you are only affected by the most extreme chills. You do not need to make saves to resist exhaustion when exposed to Extreme Cold unless the temperatures are below -50 degrees Fahrenheit.

Season of Death. Beasts recognize you as an unnatural embodiment of winter that acts as a shadow of death even in the warmest months. A beast's opinion of you is automatically one step lower than it otherwise would be, thus trained mounts and animal companions become nervous and skittish, and wild beasts automatically respond in a hostile manner. This does not affect the opinion of creatures that you can communicate with via the Child of the Night vampyrism feat.

Cold Snap. The echo of a winter storm swirls within you and constantly waits for an opportunity for release in what is known as a Cold Snap. Whenever you cast a spell that freezes liquids or deals cold damage, you may choose to release a cold snap. Cold Snap can only trigger once until you complete a Short or Long Rest. While under the effects of a Cold Snap, you are immune to cold damage but become vulnerable to fire damage and take 1d4 necrotic damage each turn as your heartbeat slows to critical levels.

During a Cold Snap, creatures in the area within 10 feet of you become Chilled unless they are acclimated to cold weather conditions or have resistance or immunity to cold damage. Additionally, any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d8 cold damage.

Finally, any spell you cast that deals cold damage is cast as if it were one level higher.

A Cold Snap lasts for 1 minute, until you take fire damage, or until you end it with an Action and a successful Wisdom saving throw. When a Cold Snap ends, you must make a Constitution saving throw or gain 1 level of Exhaustion. You have Advantage on this save if you have cold resistance or immunity, but Disadvantage if you took fire damage.

Feats & Ability Score Increases

  • Dark Adaptation (Level 3)
    • Sunlight Sensitivity
    • Echoes of the Past
    • Anima Vampyr (Special)
  • Blood Magic—Wither and Bloom (Level 6)
    • Life Channel. You can channel your lifeforce into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can add an additional number of d6s to the damage. You have 6 d6s that can be spent, and you can expend Hit Dice to add additional d6s equal to the number of Hit Dice expended. The total number of d6s that can be added is equal to the level of the spell. Roll the expended d6s and add them together. The damage that the creature takes increases by an amount equal to that total. If any of the dice have a result of 1 or 2, the number of Hit Dice or uses are refunded equal to the number of dice with a result of 1 or 2. Your free uses are regained at the end of a Long Rest.
  • Child of the Night (Level 9)
  • True Vampire (Level 12)
  • Resilient (Dexterity)—Cold (Level 15)
  • Natural Weapon Master (Level 18)
  • Twinblade Mastery (Level 21)
  • (Level 24)
  • (Level 27)
  • (Level 30)
  • Observant (Emblem Feat 1)
    • Lip Reader. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
  • Prodigy—Early Riser (Emblem Feat 2)
  • Linguist (Emblem Feat 3)
    • Learning new languages takes half the time (rounded down).
    • You immediately recognize any language you hear or see written, and you can communicate simple ideas with creatures who can speak at least one language even if you don't share one with them.
    • You can invent ciphers and are able to teach a cipher to others. Anyone who knows a cipher can encode and read hidden messages made with it; the apparent text must be at least four times longer than the hidden message unless it is obviously encrypted. The DC to detect your ciphers is 20. If a creature’s passive Investigation (Intelligence) score matches or exceeds this DC, they may try to decipher it, but unless they exceed your cipher DC by 5, they learn only basic information hidden by the cipher.
  • Skeptic (Emblem Feat 4)
    • You have Advantage on Insight checks to determine if creatures are lying.
    • When you make an Insight check, you can choose to learn what the creature's bonus to Charisma (Deception) checks is. You can use this ability 6 times. Once you have, you can't do so again until you finish a Long Rest.
  • Level 4 Wizard: +2 Int
  • Level 8 Wizard: +2 Int
  • Level 12 Wizard: +2 Dex
  • Level 16 Wizard: +2 Dex
  • Level 19 Wizard: +2 Dex (20)
  • Level 21 Wizard: +2 Dex (22)
  • Level 25 Wizard: +2 Int (24)
  • Level 29 Wizard: +2 Int (26)
  • Meitre Scrolls: +2 Int

Talents

Elective Studies (Wizard): 5Feats: 1

Wizard

Case Study (Wizard)

  • By spending 1 minute studying a living creature you can see, you can learn one of the following chosen by the GM: One part of the creature's alignment (good/evil or law/chaos, not both), one of the creature's bonds, or one of its flaws.
  • Whenever you make a successful Intelligence check, you gain a +2 bonus on subsequent Intelligence checks you make that relate to the same topic. These bonuses stack with multiple successes (to a maximum equal to your proficiency bonus), but a failed check reverts this bonus back to 0.

Eidetic Memory (Wizard)

Your memory is nearly perfect. You can perfectly recall anything you’ve read or seen in the past month, and have Advantage on Intelligence checks made to recall anything older than a month.

Loremaster of Creatures: Undead (Wizard)

When you encounter a creature of the undead creature type, you automatically know the creature’s CR (if it has one) and what the creature is, and you have Advantage on Intelligence checks to recall information, myths, and legends that are related to that creature.

Summa Cum Laude (Wizard)

Choose a second option from the Scholarly Excellence class feature. You gain the benefits from it.

Thanatologist (Wizard)

  • By spending 1 minute examining a corpse that has been dead for no longer than one month, you can automatically determine the cause of death which reveals the damage type that killed them, the creature type that killed them (if applicable), and how long ago they died.
  • You automatically recognize the tools, hallmarks, and sites of funerary practice. You have Advantage on Intelligence checks about these practices, and on any check to perform activities pertaining to them.

Feats

Early Riser (Prodigy: Druid)

You gain the full benefit of taking a long rest in only 4 hours, and you gain the full benefit of taking a short rest in only 30 minutes.

Spellbook

Total Mana: 107Casting Stat: IntelligenceSpell Attack: +12Spell DC: 20Prepared Spells: 23Spell List: Wizard

Cantrips

1st-Level Spells

2nd-Level Spells

3rd-Level Spells

4th-Level Spells

5th-Level Spells

6th-Level Spells (1)

7th-Level Spells (1)

8th-Level Spells (1)

9th-Level Spells (1)

Companions / Familiars

Arkha'din (Familiar)

Tiny Elemental, Unaligned

Armor Class 13 (natural armor)
Hit Points 7 (2d4 + 2)
Speed 15 ft., fly 60 ft.

STRDEXCONINTWISCHA
6 (-2)15 (+2)13 (+1)8 (-1)12 (+1)10 (+0)

Skills Perception +3, Stealth +4
Condition Immunities Paralyzed, Petrified, Poisoned
Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 13
Languages -

Traits

Magic Resistance. The mana wyrm has Advantage on saving throws against spells and other magical effects.

Mana Construct. As a creature bourne of magic, a mana wyrm may be the target of the mana tap ability, even though it does not have spellcasting, suffering arcane damage equal to the mana restored. The mana wyrm must be willing (though rarely for more than half of its total hit points) or Grappled, Restrained, or Incapacitated in order to be the target of a mana tap. If being mana tapped brings a mana wyrm to 0 hit points, it is destroyed instantly, leaving nothing behind but ash.

Sense Magic. The mana wyrm senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, plus 1 arcane damage.

Sehaar (Steward)

Tiny Construct, Neutral

Armor Class 13 (natural armor)
Hit Points 24 (17d4)
Speed 20 ft., fly 40 ft.

STRDEXCONINTWISCHA
4 (-3)15 (+2)12 (+1)14 (+2)14 (+2)14 (+2)

Saving Throws Dex +8
Skills Perception +14, Stealth +8
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses darkvision 60 ft., passive Perception 24
Languages all the languages of its creator

Traits

Evasion. If the steward is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's Incapacitated.

Telepathic Bond. While the steward is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Actions

Force Strike. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 30ft., one target you can see. Hit: 1d4 + 6 force damage.

Reactions

Channel Magic. The steward delivers a spell you cast that has a range of touch. The steward must be within 120 feet of you.

Notable Items

Weapons & Armor

Finesse Longsword, +1

Attack: +11Damage: 1d8 + 5 slashing damage

You have a +1 bonus to the attack rolls and damage rolls you make with this magic weapon. As a Bonus Action, makes light.

Claw Jewelry, +1

While wearing this jewelry, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.

Glamoured Studded Leather, +1

While wearing this armor, you gain a +1 bonus to AC. You can also use a Bonus Action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Jewelry & Accessories

Nirenn's Engagement Ring (Attunement I)

You gain a +1 bonus to AC and saving throws while wearing this ring. While wearing this ring, 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.

This ring also contains the spirit of Kel'Thuzad, who can communicate freely with the wearer telepathically.

Ring of Fire Resistance (Attunement I)

You have resistance to fire damage while wearing this garnet ring.

Ring of Water Walking

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

Periapt of Health

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.

Sending Stone

While you touch the stone, you can use an Action to cast the sending spell from it. The target is the bearer of one of the other attuned stones. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. Once sending is cast through the stone, it can't be used again until the next dawn.

Gilveradin WindrunnerLirath WindrunnerSylvanas WindrunnerArator WindrunnerRhonin WindrunnerVereesa Windrunner
Alleria WindrunnerTuralyon WindrunnerGiramar WindrunnerGaladin WindrunnerLinore WindrunnerTalath Dawnsworn
RemniiKilnar GoldenswornWynnAstalor BloodswornTae'shara SunwatcherSamaara
Tol'vas MoonshadowUther MenethilSeriaMaraadElissa CrossAramar Thorne
Jarod ShadowsongHalford RamseyRommath PyrewingKael'thas SunstriderWrathionMedivh
Meryl Winterstorm

Other

Enduring Spellbook

This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.

Lantern of Revealing

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an Action to lower the hood, reducing the light to dim light in a 5-foot radius.

Pearl of Power (Attunement I)

While this pearl is on your person, you can use an action to speak its command word and regain 5 mana. Once you use the pearl, it can't be used again until the next dawn.

Until Dispelled Spells

  • Comprehend Languages (9th-Level)
    • You understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
  • Protective Penumbra (9th-Level)
    • You ignore qualities from sunlight sensitivity or sunlight hypersensitivity and you have Advantage on saving throws against nonmagical hazards related to bright light, such as glare or sunburn.
  • Wristpocket (9th-Level)
    • You have a small extradimensional space which a single object you are holding that weighs no more than 40 pounds can be dismissed to. You can use your Action to summon the object to your free hand, and you can use your Action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.
  • Nondetection (9th-Level)
    • You can't be targeted by any divination magic or perceived through magical scrying sensors.