Idisir Volunteer Corps
A faction of female barbarian warriors loyal to Odin through veneration of the Valkyries. They discovered the Valkyries after their tribe was exiled southward by competing tribes, and they negotiated non-aggression pacts with local settlements and help defend them from wild animals and raiders in exchange for food, trade, and a fallback position. These warriors are volunteers to be the bridge between the tribe and each settlement. In my game, I run Faerun (DnD) and they are from the Reghed barbarian Tribe of the Elk, who were pushed southward by the Tribe of the Wolf, and the settlements they negotiated with are from the region of the North. The leader of the entire corps, Ingrid, and her group are stationed in Neverwinter.
Can Teleport 9 to Interpose for Wynra once per Round. It gains Advantage vs Wynra's Quarry.
Healed instead of damaged by Lightning.
- Storm Fang.3d6 Lightning.
(or Storm Strike, Range 3).
Wynra's Quarry is the creature that she's marked with Hunter's Quarry.
Increase Primary die rolls by 1. On Crit, Move 3 for free.
- •Fury Blade (3x).1d6+4.
Each time the same target is attacked again by this in a Turn, the roll gains Advantage +1.
- •Earth Spike.
(Line 3) DC13 DEX save or 3d6+10. Squares in the Line become Difficult Terrain.
She has Heavy Armor the first time she takes damage. The attacker takes 5 damage.
She takes no FALL damage.
- •Death Slash (2x).1d6+5.
(Reach 3) +5 damage vs Bloodied Creatures.
- •Crashing Blade.
Jump 6, then (Reach 3) 4d6+10. On Damage: Prone.
Choose a target to gain Advantage against until it's defeated. Hunter's Quarry then resets.
- •Air Blade.
(Reach 6) 3d6v.
- •Sacred Beast (1 use).
Summon Thunder Fang. It takes its turns immediately after Wynra's.
- •Wind Dance Strike (1 use).
Move 12, passing through Creatures and ignoring Opportunity Attacks, then 2d6 once against all Creatures she passed through.
Wynra is considered level 6 after her level 1 summon is taken into account. She is otherwise level 5.
Eira can freely change between half-Elf, Raven, Wolf, and Giant Raven forms, which can deal Radiant damage.
- •Twin Fang Daggers.2d6+20.
Vicious.
- •Disappearing Raven (Fly 12).
Ignore Opportunity Attacks, then Hide (Spot DC 14).
- •Giant Raven's Swoop (Fly 12).2d6+5.
Grappled, then Fly up and let go for FALL damage.
- •Wolf's Bite (Speed 8).5d6+10.
Grappled and Prone (Escape DC 14).
One per Round, an attacker within Reach 6 that damages her takes 2d6 Lightning.
- •Stormingstar (2x).
(Reach 2) 2d6+5 Lightning.
- •Repelling Burst.
(Reach 2, AoE) 4d6+5 Thunder, Knockback 2.
- •Lightning Strike.
(Range 6, 2x2 Area) DC14 DEX save or 4d6+5 Lightning, half on save.
She can see Invisible/Ethereal creatures and if an object/creature contains magic.
- •Abjuring Blade (2x).2d6+5.
+10 damage vs Extraplanar entities.
- •Sharpshooter's Bow.2d6+10 ADV.
(Range 12) If she doesn't move on her Turn, +10 damage.
Size becomes Large at the start of combat.
Once per Round, force an attacker to make a DC14 DEX save or attack the target she has Grappled instead.
- •You ain't goin' nowhere!1d6+5.
(Reach 2) Grappled (Escape DC 14).
- •You're up!
(If Grappling) Give an ally 1 Free attack vs her Grappled target.
- •Go to sleep!
(If Grappling) 5 Psychic, Ignores Defense, Dazed.
Falling Asleep. Creatures Dazed by Hjordis remain so for 10 minutes. Dazed 3 times by her = Unconscious.
Within Reach 2, Enemies that enter or start their turn there are Dazed, and Lightning Spirit minions have Advantage.
- •Striking Charge.
Fly 4, then 2d6a+5 Lightning, Knockback 2.
- •Lightning Bomb.
(Reach 2, AoE) 1d6+5 Lightning, Knockback 1.
Lightning Spirit minions are immune to Lightning damge.
When she deals damage, her next attack has Advantage.
- •Warping Blade.
(Reach 4) 2d6+5 Lightning, then Teleport to a free square adjacent to the target.
- •Seeking Strike.
(Reach 4) 2d6+5 Lightning, any die is Primary.
- •Seizing Shock.2d6+5.
On Damage: Dazed.
Immune to Opportunity Attacks.
- •Phase Strike (2x).2d6+5.
Ignores Defense.
- •Precision Shot.2d6+20 ADV
- •Planar Rebuke (1 use).
DC14 WIL save or 4d6+10 and the target's summons are dismissed. If the target is an extraplanar entity, they are sent back to their plane of origin.
All enemies in Reach 4 have Disadvantage on rolls.
- •I Know Your Thoughts.
(Range 8) DC14 WIL save or Frightened. THEN:
- •Cutting Remark.
(Range 8) DC14 WIL save or 2d6+5 Psychic and their next attack has Disadvantage. Frightened Creatures automatically fail this save. THEN:
- •Needling Daggers.
(Reach 4) 2d6+5, Poisoned (healing ends).
Choose a target to gain Advantage against until it's defeated. Hunter's Quarry then resets.
- •Stone Strike.4d6+10.
Knockback 3.
- •Earth Spikes.
(Cone 4) DC14 DEX save or 4d6, half damage on save. Area becomes Difficult Terrain.
- •Earthquake (1 use).
(Reach 6, AoE) DC14 DEX save or 4d6+10 and Prone, half damage only on save.
If Empowered when dropped to 0 HP, regain 2d6 HP and Empowered ends.
- •Lifesteal.
(Reach 4, AoE) DC14 STR save or 2d6+5 Necrotic. On Damage: Skulda is Empowered.
- •Draining Bolt.
(Reach 4) 3d6+5 Necrotic, Dazed (healing ends). If Empowered: +15 damage.
Empowered. Empowered does nothing on its own, but as long as the condition is active, abilities utilizing it will trigger their conditional effects. Empowered ends when Crit (Skulda purposefully wears no armor to trick opponents into not fishing for Crits).
Attacks miss on a 1 or 2 against her and are redirected to a Creature within the attack's original range as if she were the source.
- •Heal.
Heal 1d6 or clear one Condition for one Creature. THEN:
- •Harm (3x).1d6+4 Necrotic.
THEN:
- •Stunning Strike.
(A Creature she damaged this Turn) DC14 WIL save or Dazed.
Her Necrotic damage ignores Resistance.
- •Glaive of the Grave.
(Reach 2) 2d6+20 Necrotic.
- •Death Calls.
(Range 6, 2 Creatures, 2x2 Area) DC14 WIL save or 4d6+5 Necrotic. Bloodied Creatures automatically fail this save.
If a Hero that is targeted by Death Calls also Interposes for the other Hero targeted by Death Calls, the Hero that Interposed takes both attacks and makes a second WIL save and takes damage for each instance accordingly.
Roza can target Creatures that Eirvaengr can see, even if not visible to her.
- •Dancing Fang (2x).1d6+4
- •Arc Shot.
(Range 12) 3d6+4.
- •Dragoncall (1 use).
Resummon Eirvaenger if they've been defeated.
Roza is considered lvl 8 when combined with Eirvaengr. Otherwise, she is effectively lvl 5.
Runa can Interpose for allies and do so from Range 6.
- •Rhime Blade (2x).2d6+5 Cold, Slowed (Fire damage ends).
- •Frost Rune.
(Range 6) 4d6+10 Cold, Slowed (Fire damage ends).
- •Ice Prison.
(Reach 3, AoE, Concentration) Area is Difficult Terrain. Enemies that enter or start their Turn in the Area must make a DC14 STR save or take 2d6 Cold and become Slowed.
Frozen. Creatures Slowed 4 times by Runa become Petrified and encased in ice (Fire/Crit damage ends).
Armor increases to Heavy when Bloodied.
- •Vampiric Drain (2x).
(Reach 2) 2d6+4 Necrotic. On Damage: +1d6 on next attack.
- •Death Comes for All!
(Range 8) 3d6+4 Necrotic, all dice can Explode vs Bloodied.
- •RISE! (1 use).
Heal 2d6 to a Creature that dropped to 0 HP since your last Turn.
If using RISE! on a Hero, it becomes usable on last Wound instead.
Attacks have Disadvantage against her. When missed, she becomes Invisible and Teleports 6.
- •Fey Blast.
(Reach 8) 2d6 Radiant. On Damage: Movement Force has Advantage against them this Turn. THEN:
- •Movement Force (2x).
(Range 8) 2d6 Radiant, Pull or Knockback 2.
Narrating Afterimage: The fantasy of Afterimage is that when the Creature misses Lellalia, it is revealed that they attacked an illusion, and that she is actually somewhere else.
Allies increase their Primary die by 1 vs Creatures Taunted by Sannl.
- •Threatening Might.
(Reach 4, AoE) DC15 WIL save or Taunted.
- •Crashing Maul.2d6+20.
Can Knockback 2.
Invisible until she attacks and becomes Invisible at the end of her Turns.
- •Fear of Death.
(Cone 4) DC15 WIL save or 2d6 Psychic, Frightened until Vadania is defeated.
- •Dread Ambush.3d6+20.
Vicious vs Frightened or Taunted Creatures (or Dread Shot, Range 8).
Ignore Opportunity Attacks. Once per Round, Move 4 when an enemy ends its Turn in Melee.
- •Hampering Slash.2d6+5.
On Damage: Slowed (healing ends).
- •Aimed Shot.2d6+5.
with Advantage, +20 damage vs Taunted.
Immune to Lightning. When hit by Lightning, she gains Amplified.
When Amplified, she has Speed 12 and her next successful ability deals max value, then Amplified ends.
- •Resuscitate.
1d8 healing to a Creature at 0 HP, or Brunhild gains Amplified.
- •Crackling Smite (2x).1d8+10 Lightning.
On Miss: gain Amplified.
- •Lightning Jolt.
(Amplified, Line 6) DC15 DEX save or 4d8+10 Lightning.
Creatures Frightened by Skalmold and within Reach 4 can't Move.
- •Kneel! (1 use).
(Cone 6) DC15 WIL save or spend an Action to drop Prone. On Crit Fail (Nat 1): Frightened.
- •Unerring Strike (2x).2d12 (Vicious).
Raise Primary die by 1. On Crit: Frightened.
- •Doom Blade.3d12+5.
On Hit vs Frightened: +1 Wound.
On Round 1, Skalmold acts first in NPC initiative and opens with Kneel! On Round two and beyond, she falls back to last in initiative to let her foes wallow in their impending doom.
While in Melee against only 1 enemy, the enemy is Taunted.
- •Flyting Retort.
(Range 6) DC15 WIL save or 1d6 Psychic. Taunted Creatures automatically fail this save. THEN:
- •Dancing Blade (2x).2d6+4.
+1d6 vs Taunted.
Example Retorts:
"Ha! Dead men tell no tales, you soggy, fish-eyed halfwit!" - vs Bloodied
"May the mermaids lure you to your doom, you vile, crow-hearted cheat!" - vs the Cheat
"You've got the charm of a barnacle and the wit to match, you caterwauling screech-wailer!" - vs Songweaver
The Primary die is reduced by one for all follow-up attacks against her.
- •Colossus Slayer.1d8 per Size category (Tiny=1).
On Damage: Prone. THEN:
- •Ruthless Strike.1d8+5.
Any Hit vs Prone is turned into a Crit.
Sylvi deal on par damage for her level against Medium Creatures that get knocked Prone. She becomes more effective the larger the Creature she's fighting.
Enemies have Disadvantage +1 within Reach 4.
Is not defeated at 0 HP. Only a Crit while at 0 HP can defeat her.
- •Thornblood (2x).1d10+10.
Poisoned (healing ends).
- •Wrathful Vines.
(Reach 3, AoE) DC16 STR save or 1d10+10 and Restrained (Escape DC 16).
- •Heartburst.4d10+10 Force.
Ignores Defense. On Crit: +1 Wound.
Thornblood is Ingrid's longsword.