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.

Lvl 1 lightning spirit
9925
Sacred Bond.

Can Teleport 9 to Interpose for Wynra once per Round. It gains Advantage vs Wynra's Quarry.

Lightning Spirit.

Healed instead of damaged by Lightning.

  • Storm Fang. Lightning.

    (or Storm Strike, Range 3).

Wynra's Quarry is the creature that she's marked with Hunter's Quarry.

Lvl 3 bronze dragonling - Striker
M8840
Drakewarden's Bond.

Eirvaengr can Interpose for Roza. Has Resistance to Lightning damage, and shares it with Roza in Reach 3.

  • Shocking Bite. Lightning.

Eirvaengr's level is included with Roza.

Lvl 6 idisir volunteer - Melee
60
Champion of the Wilds.

Increase Primary die rolls by 1. On Crit, Move 3 for free.

Choose one.
  • Fury Blade (3x)..

    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.

Lvl 6 idisir volunteer - Melee
M50
Armor of Blades.

She has Heavy Armor the first time she takes damage. The attacker takes 5 damage.

Otherworldly Leap.

She takes no FALL damage.

Choose one.
  • Death Slash (2x)..

    (Reach 3) +5 damage vs Bloodied Creatures.

  • Crashing Blade.

    Jump 6, then (Reach 3) 4d6+10. On Damage: Prone.

Lvl 6 idisir volunteer - Summoner
M40
Hunter's Quarry.

Choose a target to gain Advantage against until it's defeated. Hunter's Quarry then resets.

Choose one.
  • 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.

Lvl 8 idisir volunteer - Support
M75
Second Wind.

When Bloodied, her next successful attack deals maximum damage.

  • Rally Forces!

    (Reach 6, AoE) Allies raise the Primary die of their next attack by 1. THEN:

  • Lunging Spear..

    Move 3, then 4d6+10 (or Throw Spear, Range 4).

Lvl 8 idisir volunteer - Striker
75
Lunar Beast.

Eira can freely change between half-Elf, Raven, Wolf, and Giant Raven forms, which can deal Radiant damage.

Choose one.
  • Twin Fang Daggers..

    Vicious.

  • Disappearing Raven (Fly 12).

    Ignore Opportunity Attacks, then Hide (Spot DC 14).

  • Giant Raven's Swoop (Fly 12)..

    Grappled, then Fly up and let go for FALL damage.

  • Wolf's Bite (Speed 8)..

    Grappled and Prone (Escape DC 14).

Lvl 8 idisir volunteer - Controller
M70
Giant's Rune.

Size becomes Large at the start of combat.

Choose one.
  • Rune Blade (2x).

    (Reach 2) 2d6+5, can Knockback 1.

  • Fire Rune.

    (Reach 4) 4d6+5 Fire, Restrained (escape DC14).

  • Storm Rune.

    (Range 4) 4d6+5 Lightning, Dazed.

Lvl 8 idisir volunteer - Aoe
M75
Shocking Rebuke.

One per Round, an attacker within Reach 6 that damages her takes 2d6 Lightning.

Choose one.
  • 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.

Lvl 8 idisir volunteer - Ranged
M76
Watcher's Eye.

She can see Invisible/Ethereal creatures and if an object/creature contains magic.

Choose one.
  • Abjuring Blade (2x)..

    +10 damage vs Extraplanar entities.

  • Sharpshooter's Bow..

    (Range 12) If she doesn't move on her Turn, +10 damage.

Lvl 8 idisir volunteer - Controller
M85
Giant's Rune.

Size becomes Large at the start of combat.

Meat Shield.

Once per Round, force an attacker to make a DC14 DEX save or attack the target she has Grappled instead.

Choose twice.
  • You ain't goin' nowhere!.

    (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.

Lvl 8 idisir volunteer - Melee
8895
Crackling Fury.

Within Reach 2, Enemies that enter or start their turn there are Dazed, and Lightning Spirit minions have Advantage.

Summon 2 Lightning Spirit minions (d6), then choose one.
  • 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.

Lvl 8 idisir volunteer - Striker
M965
Vexing Blade.

When she deals damage, her next attack has Advantage.

Choose twice.
  • 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..

    On Damage: Dazed.

Lvl 8 idisir volunteer - Striker
M60
Ethereal Step.

Immune to Opportunity Attacks.

Choose one.
  • Phase Strike (2x)..

    Ignores Defense.

  • Precision Shot.
  • 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.

Lvl 8 idisir volunteer - Controller
80
Doubting Whispers.

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).

Lvl 8 idisir volunteer - Aoe
M80
Hunter's Quarry.

Choose a target to gain Advantage against until it's defeated. Hunter's Quarry then resets.

Choose one.
  • Stone Strike..

    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.

Lvl 8 idisir volunteer - Support
90
Unyielding.

If Empowered when dropped to 0 HP, regain 2d6 HP and Empowered ends.

Choose one.
  • 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).

Lvl 8 idisir volunteer - Aoe
90
Glory to All in Battle!

On Crit, allies gain Advantage and Nyx gains Heavy Armor until the start of her next Turn.

  • Whirling Scythe..

    Ignores Defense. Make one attack for all enemies in Reach 2.

Lvl 8 idisir volunteer - Striker
880
Redirect Attacks.

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). Necrotic.

    THEN:

  • Stunning Strike.

    (A Creature she damaged this Turn) DC14 WIL save or Dazed.

Lvl 8 idisir volunteer - Striker
M65
Reaper.

Her Necrotic damage ignores Resistance.

Choose one.
  • 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.

Lvl 8 idisir volunteer - Melee
890
Of One Mind.

Can't be Charmed or Frightened.

  • Raging Fury (2x).
Lvl 8 idisir volunteer - Melee
H60
Guided Strikes.

Once per Round, she can raise her Primary die by 1.

  • Divine Hammer (2x)..

    THEN.

  • Spirit Weapon.

    (Reach 6) 2d6 Radiant. THEN:

  • Spirit Swarm.

    (Reach 3, AoE) DC14 WIL save or 3d6 Radiant, half on save.

Lvl 8 idisir volunteer - Summoner
M60
Dragonsense.

Roza can target Creatures that Eirvaengr can see, even if not visible to her.

Choose one.
  • Dancing Fang (2x).
  • 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.

Lvl 8 idisir volunteer - Controller
H60
Shield Rune.

Runa can Interpose for allies and do so from Range 6.

Choose one.
  • Rhime Blade (2x). 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).

Lvl 8 idisir volunteer
M480
Know Your Enemy.

All attacks have Advantage against a Creature you mark each Round.

Choose one.
  • Debilitating Strike.

    (Range 8) 4d6+5, Slowed. On Damage: Prone

  • Calculated Claws..

    +3d6 vs marked Creature.

Lvl 8 idisir volunteer - Striker
M75
Grim Resolve.

Armor increases to Heavy when Bloodied.

Choose one.
  • 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.

Lvl 8 idisir volunteer - Skirmisher
670
Afterimage.

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.

Lvl 10 idisir volunteer - Melee
8125
Divine Defense.

Can Interpose for allies and reduce the damage she takes by 1d12.

Choose one.
  • Guided Strike (2x). Radiant, any die is Primary
  • Zealous Fury.

    Move 4, then 2d10+5 Radiant, +15 damage vs Bloodied.

Lvl 10 idisir volunteer - Melee
H75
Destabilize.

Allies increase their Primary die by 1 vs Creatures Taunted by Sannl.

Choose one.
  • Threatening Might.

    (Reach 4, AoE) DC15 WIL save or Taunted.

  • Crashing Maul..

    Can Knockback 2.

Lvl 10 idisir volunteer - Ambusher
880
Sneak.

Invisible until she attacks and becomes Invisible at the end of her Turns.

Choose one.
  • Fear of Death.

    (Cone 4) DC15 WIL save or 2d6 Psychic, Frightened until Vadania is defeated.

  • Dread Ambush..

    Vicious vs Frightened or Taunted Creatures (or Dread Shot, Range 8).

Lvl 10 idisir volunteer - Striker
M880
Skirmisher.

Ignore Opportunity Attacks. Once per Round, Move 4 when an enemy ends its Turn in Melee.

Choose one.
  • Hampering Slash..

    On Damage: Slowed (healing ends).

  • Aimed Shot..

    with Advantage, +20 damage vs Taunted.

Lvl 10 idisir volunteer - Melee
120
Electric Soul.

Immune to Lightning. When hit by Lightning, she gains Amplified.

Amplified.

When Amplified, she has Speed 12 and her next successful ability deals max value, then Amplified ends.

Choose one.
  • Resuscitate.

    1d8 healing to a Creature at 0 HP, or Brunhild gains Amplified.

  • Crackling Smite (2x). Lightning.

    On Miss: gain Amplified.

  • Lightning Jolt.

    (Amplified, Line 6) DC15 DEX save or 4d8+10 Lightning.

Lvl 10 idisir volunteer - Melee
8120
Giant's Rage.

Size becomes Large at the start of combat.

Choose one.
  • Maul (2x).

    (Reach 2) 1d10+10 (or Throw, Range 4)

  • Ragdoll Toss.

    (Reach 2) 3d10+10, Knockback 3.

Lvl 10 idisir volunteer - Melee
M90
Impending Doom.

Creatures Frightened by Skalmold and within Reach 4 can't Move.

Choose one.
  • Kneel! (1 use).

    (Cone 6) DC15 WIL save or spend an Action to drop Prone. On Crit Fail (Nat 1): Frightened.

  • Unerring Strike (2x)..

    Raise Primary die by 1. On Crit: Frightened.

  • Doom Blade..

    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.

Lvl 10 idisir volunteer - Melee
M90
Rakish Audacity.

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)..

    +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

Lvl 10 idisir volunteer - Melee
M90
Barrage Defense.

The Primary die is reduced by one for all follow-up attacks against her.

Choose one.
  • Colossus Slayer. per Size category (Tiny=1).

    On Damage: Prone. THEN:

  • Ruthless Strike..

    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.

Lvl 12 idisir volunteer - Defender
H890
Aura of Authority.

Enemies have Disadvantage +1 within Reach 4.

Undying Sentinel.

Is not defeated at 0 HP. Only a Crit while at 0 HP can defeat her.

Choose one.
  • Thornblood (2x)..

    Poisoned (healing ends).

  • Wrathful Vines.

    (Reach 3, AoE) DC16 STR save or 1d10+10 and Restrained (Escape DC 16).

  • Heartburst. Force.

    Ignores Defense. On Crit: +1 Wound.

Thornblood is Ingrid's longsword.