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One of the main information brokers of the Guild of the Blade. Her specialty is in assassinations and intel.
Inconspicuous. While the haunted puppet remains motionless and out of combat, it gains a +5 to Stealth rolls, and is indistinguishable from a normal puppet.
Evasion. When the haunted puppet 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.
Head on a Swivel. The haunted puppet cannot be surprised.
Magical Puppetry. The weapon attacks made by the haunted puppet are considered magical for the purpose of overcoming resistance.
Multiattack. The haunted puppet makes three Blade Fury or Ranged Bolt attacks.
Blade Fury. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d10 + 4 slashing damage.
Ranged Bolt. Ranged Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 1d8 + 4 necrotic damage.
Web of Strings (3/day). The haunted puppet shoots a web of strings at any number of creatures within a 15 foot radius. Creatures within range must succeed on a Dexterity saving throw or be restrained until the end of the haunted puppet's next turn. While a creature is restrained in this way the haunted puppet's movement speed is reduced by 10 feet.
Scurry. When a creature misses an attack against the haunted puppet, it can move half its movement speed in any direction without provoking attacks of opportunity.
Centaurs gallop throughout the multiverse and trace their origins to many different realms. The centaurs presented here hail from the Feywild and mystically resonate with the natural world. From the waist up, they resemble elves, displaying all the elf varieties of skin tone. From the waist down, they have the bodies of horses.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Centaur Traits
As a centaur, you have the following racial traits.
Creature Type
You are a Fey.
Size
Your size is Medium.
Speed
Your walking speed is 40 feet.
Charge
If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
Equine Build
You count as one size larger when determining your carrying capacity and the weight you can push or drag.
In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.
Hooves
You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Natural Affinity
Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
Your exposure to the Feywild’s magic has changed you, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
- Instigator
- Chef
Your son, the last thing you have is gone. All that remains are pieces of clay fragments from the destruction. However, that's all that remains. You know that with those fragments should have been the core.
This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.
You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.
Face | Charges | Effect |
---|---|---|
1 | 1 | Gases, wind, and fog can't pass through the barrier. |
2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |
3 | 3 | Living matter can't pass through the barrier. |
4 | 4 | Spell effects can't pass through the barrier. |
5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |
6 | 0 | The barrier deactivates. |
The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.
Spell or item | Charges Lost |
---|---|
Disintegrate | 1d12 |
Horn of blasting | 1d10 |
Passwall | 1d6 |
Prismatic spray | 1d20 |
Wall of fire | 1d4 |
Hunters from The Hunter's Guild were tasked to investigate the killings happening on a farm. They were not seen since they left the guild.