Nyxxa Moonthorn (Level 19 Elf Adept/Rogue)

Ancestry: Kal'dorei (Elf)Culture: Wood Elf / WildBackground: Faction AgentDestiny: Enlightenment / Cursed (Current)

Strength
8
-1
Dexterity
22
+6
Constitution
14
+2
Intelligence
8
-1
Wisdom
18
+4
Charisma
14
+2
Proficiency
+6
Bonus
Initiative
+6
Bonus
Max HP
136
Creature Type:: ???Size MediumMovement 55 ft. (walking and climbing), 85 ft. swimming (item)

Languages: Culture: Common, Darnassian | Background: Orcish | Rogue/Seeker: Draconic, Eredun, Thieves' Cant, Sign Language
Senses: Darkvision 240 ft., True Sight 30 ft., Passive Perception 26
Resistances: Radiant
Immunities: Poison

Ancestry Features

Speed. 30 ft. (+25 ft.)
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.
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.
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.
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

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.
Hunter's Lore (Major)
You have proficiency in one of the following skills of your choice: Deception
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:

Inoculation Through Perseverance. By overcoming your Curse one way or another, you have ensured you cannot be affected by similar imprecations in the future. You are immune to curses and diseases. Additionally, your DM may remove, exchange, or alter any Dark Gift, Ancestry, or other feature that representative of your Curse.

Supernatural Gifts

Satyr's Curse (REMOVED)

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.

Proficiencies

Proficiency Sources
Ancestry: Perception
Culture: Resilience, Deception, Woodcarver Tools, Harvesting Kit
Background: Insight, Instruments
Adept Class: All Saving Throws, Athletics, Stealth, Smith Tools
Wilderness Training: Animal Handling
Dance of the White Tiger: Dance
Acquired Knowledge: Calligrapher Supplies, Brewer Supplies, Cook Utensils
Rogue Class: Convince, Precision, Thieves' Tools, Convince, Perception
Feats: Athletics (Skilled Expert), Streetwise (Skilled Expert), Nature (Wilderness Adept), Herbalism Kit (Discipline Training/Wilderness Adept), Stealth (Stealthy), Poisoner Kit (Covert Training, Poisoner)
Downtime/Other: Dance
Saving Throws
Strength+5
Dexterity+12
Charisma+8
Constitution+8
Intelligence+5
Wisdom+10
Skills
Animal HandlingInsightPrecision
ArcanaInvestigationReligion
AthleticsLeadershipResilience
ConvinceMedicineSociety
DeceptionNatureStealth
DrivePerceptionStreetwise
Tools & Arts
Artisan: Smith Tools, Brewer Supplies, Woodcarver Tools, Calligraphy Tools, Cook Utensils
Frontier: Herbalism Kit, Harvesting Kit
Roguish: Poisoner Kit, Thieves Tools
Performing: Dance, Instruments
Weapons: Simple weapons, light martial weapons, shortswords, longswords (glaives)


Class Features

!!! Adept (Way of Shadow) 15

Agile Defense

While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. (AC: 20)

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 Shadow

Shadow Arts. You can use your focus to duplicate the effects of certain spells. As an Action, you can spend 2 focus to cast darkness, mirror image, pass without trace, or silence, without providing material components. Additionally, you learn the minor illusion cantrip if you don't already know it. While Darkness or Silence persist, you can move the area of Darkness or Silence to a space within 60 feet of yourself at the start of each of your turns.

You may cast these spells at a higher level by spending 1 additional focus per level. You may cast them at 2nd level when you reach 5th level, 3rd level when you reach 9th level, 4th when you reach 13th level, and 5th when you reach 17th level. Your Discipline ability is your spellcasting ability for these spells.

Eyes of Shadow You have trained your eyesight to work in even the darkest shadows. You gain darkvision to a range of 120 feet. If you already have darkvision from another source, its range increases by 90 feet. You can see normally in darkness, both magical and nonmagical, in your darkvision.

Bonus Focus

Your self-awareness and discipline allow you draw upon deeper reserves of willpower than other warriors. Your focus pool increases by the amount equal to half your Adept level (Included in the Adept table).

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Way of Shadow: Shadow Step

You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Way of Shadow: Greater Shadow Arts

You may spend 2 focus to cast invisibility on yourself without providing material components. You may also cast shadow blade at 2nd level for 2 focus, or at 3rd level for 3 focus. When you reach 17th level, you can cast it at 5th level for 5 focus. Your Discipline ability is your spellcasting ability for these spells.

Additionally, when you use your Shadow Step, you can spend 1 focus to remove the requirement that you must start and end in Dim Light or Darkness for that use of the feature. As part of this Bonus Action, you can make an Unarmed Strike immediately after the teleportation.

Perfect Discipline

At the beginning of your turn during combat, you regain 1 focus.

Martial Disciplines (14)

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.

Diamond Soul

Prerequisite: 14th level, Empty Mind or Steel Body
Your mastery of your inner and outer focus grants you proficiency in all saving throws.

Rogue (Seeker) 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 6 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.

Seeker: Divine Foe

Your dedication to your faith manifests in your ability to strike at the enemies of your beliefs. Choose two types of creatures to be enemies of your faith: aberrations & fiends.

Whenever you deal sneak attack damage to an enemy of your faith, you deal radiant damage or necrotic damage (your choice, cannot change once this decision is made) with your sneak attack instead of the damage type of your weapon, and the damage dice of your sneak attack becomes d8 instead of d6.

Additionally, you have Advantage on Wisdom checks to detect and track enemies of your faith, as well as on Intelligence checks to recall information about them. You learn 2 languages, typically one spoken by the enemies of your faith or creatures associated with it: Eredun & Sign Language

Roguish Expertise

Double Take You gain expertise in Perception. When you make a Perception check, or your Passive Perception is used, you may apply your result or Passive Perception score to a creature of your choice within 30 feet. Once you've used this feature, you can't use it again until you finish a short or Long Rest.
Persuasion: Roguish Charm. You gain expertise with Convince. 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 (Convince) 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.

Feats

Talents

Practiced Techniques (Adept/Discipline Training): 9Tricks (Rogue/Covert Training): 4Eldritch Invocations (Skilled Expert/Eldritch Adept): 3Secrets of Nature (Wilderness Adept): 2Signs of Faith (Discipline Training): 1

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.

Gale Walk

Prerequisite: Adept Speed, 11th level, Focus
You can spend 1 focus to gain a flying speed of 60 feet as a bonus action until the end of your turn. This flying speed benefits from any bonuses that increase your speed (+25 feet). You fall if you end your turn in the air and nothing else is holding you aloft.

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.

Wilderness Training

You are proficient with the Animal Handling 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.

Forest Friend

The starting attitude of beasts, fey, plants, and natural monstrosities with an Intelligence score of 3 or less is one step higher; hostile creatures treat you with indifference, indifferent creatures treat you as friendly, and so on. The DM can ignore this trait during an encounter; if they do, you gain inspiration.

Herbal Apothecary

You gain proficiency with the herbalism kit. If you are already proficient in it, you gain expertise instead. Whenever you obtain a medicinal or rare herb using an herbalism kit, you gain twice as many.

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.

Voice of God

You gain proficiency in the Leadership skill. If you are already proficient in it, you may instead always use Wisdom when making Leadership checks.

Maneuvers

Total Focus: 15Maneuver Stat: DexterityManeuver DC: 20Adept 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.

5th Degree Maneuvers

Burning Embers of Faith3 focus5th degree Templar free action
When you are reduced to 0 hit points, you can instead drop to a number of hit points equal to your proficiency bonus. If you were reduced to 0 hit points by a spell, you instead drop to a number of hit points equal to your level. In addition, for the next minute you gain Advantage on attack rolls made against the creature that reduced you to 0 hit points, and your weapon attacks against it deal extra damage equal to your proficiency bonus. You cannot use this maneuver again until the creature who reduced you to 0 hit points is reduced to 0 hit points, or until you finish a Long Rest.

2 Focus

Seeker Spells

Total Mana: 4Casting Stat: WisdomSpell DC: 18

Cantrips

1st-Level Spells

2nd-Level Spells

Notable Items

Alara'Shinu (Attunement II)

Carved from the satyr horns of Nyxxa, these moon-blessed blades were created by the Goddess Elune for Her smiling champion, that she might defend the beauty of Azeroth.

Properties. If attuned to both warglaives (uses two attunement slots), they have the following additional properties:

  • You gain a +3 bonus to attack and damge rolls made with these magic weapons. These attacks deal additional radiant damage equal to a roll of your your Martial Arts die on a hit.
  • Alara'shinu counts as a Druidic Focus and a Holy Symbol.
  • Your speed increases by 10 feet.
  • You gain proficiency in Religion. If you are already proficient, you gain Expertise.
  • You gain the following Bond: "Spreading and protecting Elune's joy and beauty to Her children is my life's work." If you act in direct opposition to this bond, you immediately take 5d10 psychic damage and become unattuned to Alara'shinu, and become unable to reattune to it until you atone.

Blooming Blades. Alara'shinu has two forms: Sleeping and Blooming. While Blooming, they work as typical Warglaives. While Sleeping, they gain the thrown (20/60) property, and it immediately flies back to your hand after the attack. However, your Martial Arts dice count as one die smaller while attacking with this weapon while it is Sleeping. Whenever you take any type of action while holding the glaives, you can swap between these forms with no additional actions.

Petal Dance. When you take the Dash action, reduce a creature to 0 hit points, spend focus, or by expending a flourish, Alara'shinu can cause flowers to sprout around you or your target for 1 minute, so long as they are on the ground. The flora flourishes in a 10-foot radius circle centered on the target.

While standing on one of these circles, you gain the following benefits:

  • You can deal your Sneak Attack damage to the target as long as they are also standing on a flower circle, even if you don't meet the normal prerequisites.,
  • Your unarmed strikes gain a +3 bonus to attack and damage rolls, count as magic silver, and deal additional radiant damage equal to a roll of your Martial Arts die on a hit.

Additionally, you can draw in the energy of one of these circles and end it early to cause one of the following effects:

  • Dreamleaf. When you start your turn in a circle, you can expend it to double your movement speed until the end of your turn. If you are in combat, you regain 1d4 focus with Perfect Discipline.,
  • Shadowbloom. When a creature in a circle succeeds on a saving throw you forced them to make, you can expend the circle to make them reroll with disadvantage.,
  • Moonthorn. When you deal Sneak Attack damage to a creature in a circle, you can expend it to count half of your Adept levels as Rogue levels when determining the damage dice.

Once you expend the energy of a number of circles equal to your Adept ability modifier, you cannot do so again until you finish a short or long rest.

Huntress of the Crossroads. As these weapons were formed from a part of Nyxxa's satyr self, they retain a trace of the power from her time as Illidari. You can cast the following spells by spending focus using Shadow Arts:

  • Detect Evil and Good (1 focus)
  • Detect Magic (1 focus)
  • Hunter's Mark (1 focus)
  • Enhance Vision (2 focus)
  • Mana Burn (2 focus)
  • Mana break (3 focus)

Additionally, when you use Master of Shadow, you may spend 6 additional focus to gain the following additional benefits:

  • Your speed increases by 20 feet and you can fly.,
  • You have a +2 bonus to AC,
  • You are immune to Necrotic and Radiant damage, and are immune to the Unconscious condition,
  • Your weapon attacks deal additional Radiant damage equal to your Adept ability modifier.,
  • Master of Shadows does not end early if you end your turn in Bright Light.,

Once you activate this improved Master of Shadow ability, you cannot do so again until you finish a Long Rest.

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.