Kentti - Dragonlance Chaos Spawn 5e Conversion
Kentti - Dragonlance Chaos Spawn 5e Conversion
Y
ou can find this chapter on page 2 of the Chaos Attack Routine
Spawn Adventure by TSR, Inc.
+1 Greatsword (Action). Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
+1 Greatsword (Extra Attack). Melee Weapon Attack: +9 to
hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
OR
Clerical Troubles
See page 4 for the following information. When a cleric, Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
druid, or paladin tries to cast a spell, make an ability check reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4 piercing
using your spellcasting ability. The DC equals 10 + the spell's damage.
level. On a success, the spell is cast normally. On a failure, the Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8
spell fails but the spell slot is not lost. to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4
piercing damage.
Pregenerated Heroes OR
These are the conversions of the pregenerated player
characters. that can be found on pages 7-11. Heavy Crossbow (Action). Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 1d10 + 1 piercing damage.
Sir Bradwick Thanedon, Class Features
Knight of the Rose Aura of Courage. You and friendly creatures within 10 feet
Lawful Good Male Human, Paladin 10 of Kiri-Jolith of you can't be frightened while you are conscious.
Sir Bradwick is the youngest heir of a proud knightly family, Aura of Protection. Whenever you or a friendly creature
which is an elder clan among the dark-skinned people of within 10 feet of you must make a saving throw, the creature
Ergoth. His father died during the War of the Lance, and both gains a +2 bonus to the saving throw. You must be conscious
his brothers have been lost, presumably killed, during the to grant this bonus.
summer’s campaign in Ansalon. He was determined to join Divine Smite. When you hit a creature with a melee weapon
the garrison of the High Clerist’s Tower, but his ship arrived attack, you can expend one paladin spell slot to deal an extra
in Palanthas on the same day as word came that the tower 2d8 radiant damage to the target (3d8 radiant damage if it is
had fallen to the Dark Knights. an undead or a fiend), plus 1d8 for each spell level higher
Since then, he has been active in the city, disguising than first, to a maximum of 5d8.
himself as a deaf beggar while he helps the families of the
slain Solamnic Knights escape the city to safety. His steadfast Divine Health. You are immune to disease.
belief in this cause has earned him the gratitude of many
people. Divine Sense (3; Recharges after a Long Rest). As an
Bradwick is 5’11" tall, weighs 200 lb, and he resides in action, you can open your awareness to sense strong evil and
Northern Ergoth. He has access to a dragonlance. powerful good. Until the end of your next turn, you know the
location of any celestial, fiend, or undead within 60 feet of you
Hit Dice 10d10 that is not behind total cover. You know the type of any being
Hit Points 94 whose presence you sense, but not its identity. Within the
Armor Class 18 (+2 chain mail) same radius, you also detect the presence of any place or
Speed 30 ft. object that has been consecrated or desecrated, as with the
STR DEX CON INT WIS CHA hallow spell.
18 (+4) 13 (+1) 16 (+3) 14 (+2) 14 (+2) 16 (+3) Lay on Hands (Recharges After a Long Rest). You have a
pool of healing power, with which you can restore up to 50 hit
Background Noble points.
Proficiency Bonus +4 As an action, you can touch a creature and draw power
Saving Throws Wis +6, Cha +7 from the pool to restore a number of hit points to that
Skills Animal Handling +6, Athletics +8, History +6, creature, up to the maximum amount remaining in your pool.
Persuasion +7 Alternatively, you can expend 5 hit points from your pool of
Armor All armor, shields healing to cure the target of one disease or neutralize one
Weapons Simple weapons, martial weapons poison affecting it. You can cure multiple diseases and
Tools Khas set neutralize multiple poisons with a single use of Lay on
Senses passive Perception 12 Hands, expending hit points separately for each one.
Languages Common, Ergot, Solamnic This feature has no effect on undead and constructs.
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2
Extra Attack. You can attack twice instead of once whenever Lawful Good Male Human, Fighter 10
you take the Attack action on your turn.
Sir Kelwyn was not available to join the Knightly army
Fighting Style: Great Weapon Fighting. When you roll a 1 defending the High Clerist’s Tower. Instead, he was in the city
or 2 on a damage die for an attack you make with a melee doing something that he has kept secret from everyone else.
weapon that you are wielding with two hands, you can reroll This action caused him to bear a numbing sense of shame
the die and must use the new roll, even if the new roll is a 1 or and a determination that he will atone for his mistake and
a 2. The weapon must have the two-handed or versatile restore his honor. You should use your own discretion to
property for you to gain this benefit. determine the nature of this shame; it should be told to the
Dungeon Master, but the effects on play should then be
Spellcasting. Charisma is your spellcasting ability for your determined by roleplaying.
paladin spells. You use your Charisma whenever a spell Since the conquest of the city, Sir Kelwyn has either
refers to your spellcasting ability. To cast a spell, you must worked hard to help Sir Bradwick save the families of
expend a slot of the spell’s level or higher. You regain all Solamnic Knights or has wallowed in a well of self-pity
expended spell slots when you finish a long rest. (which would cause him to find escape in drinking).
You prepare the list of paladin spells that are available for Kewlyn is 6’2” tall, weighs 190 pounds, and resides in
you to cast, choosing from the paladin spell list. When you do Palanthas. He has access to a dragonlance.
so, choose 8 spells. The spells must be of a level for which
you have spell slots. Hit Dice 10d10
Spell save DC: 15 Hit Points 84
Spell attack modifier: +7 Armor Class 19 (chain mail, +1 shield)
Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (2) Speed 30 ft.
STR DEX CON INT WIS CHA
Sacred Oath: Oath of the Crown 16 (+3) 16 (+3) 14 (+2) 16 (+3) 10 (+0) 10 (+0)
Channel Divinity (Recharges After a Short or Long Rest).
When you use your Channel Divinity, you choose which Background Soldier
option to use. Proficiency Bonus +4
Champion Challenge. You issue a challenge that compels Saving Throws Str +7, Con +6
other creatures to do battle with you. Each creature of your Skills Animal Handling +4, Athletics +7, Intimidation +4,
choice that you can see within 30 feet of you must make a Perception +4, Persuasion +8
Wisdom saving throw. On a failed save, a creature can’t Feats Heavy Armor Master, Mounted Combatant
willingly move more than 30 feet away from you. This effect Armor All armor, shields
ends on the creature if you are incapacitated or die or if the Weapons Simple weapons, martial weapons
creature is moved more than 30 feet away from you. Tools Khas set, vehicles (land)
Turn the Tide. As a bonus action, you can bolster injured Senses passive Perception 14
creatures with your Channel Divinity. Each creature of your Languages Camptalk, Common, Solamnic
choice that can hear you within 30 feet of you regains hit
points equal to 1d6 + 3 if it has no more than half of its hit Attack Routine
points.
+1 Longsword (Action). Melee Weapon Attack: +8 to hit,
Oath Spells. You know the following oath spells that are reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or
always prepared and don’t count against the number of spells 1d10 + 6 slashing damage if used with two hands.
you can prepare each day:
1st-level: command, compelled duel +1 Longsword (Extra Attack). Melee Weapon Attack: +8 to
2rd-level: warding bond, zone of truth hit, reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or
3rd-level: aura of vitality, spirit guardians 1d10 + 6 slashing damage if used with two hands.
Divine Allegiance. When a creature within 5 feet of you OR
takes damage, you can use your reaction to magically Dagger (Action). Melee or Ranged Weapon Attack: +7 to hit,
substitute your own health for that of the target creature, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
causing that creature not to take the damage. Instead, you piercing damage.
take the damage. This damage to you can’t be reduced or
prevented in any way. Dagger (Extra Attack). Melee or Ranged Weapon Attack: +7
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
Equipment piercing damage.
+2 chain mail, +1 greatsword, dagger, heavy crossbow, 20 OR
crossbow bolts, crossbow bolt case, has access to a lesser Heavy Crossbow (Action). Ranged Weapon Attack: +5 to hit,
footman’s dragonlance. range 100/400 ft., one target. Hit: 1d10 + 1 piercing
damage.
Sir Kelwyn Ogrebane,
Knight of the Crown
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3
Class Features Cindrall is the daughter of a Senior Solamnic Knight and the
grandniece of a Warrior Lord. Her father, though determined
Action Surge (Recharges After a Short or Long Rest). On that she would not experience the horrors of war, trained her
your turn, you can take one additional action on top of your well. At the age of eighteen, Cindrall chafed against the
regular action and a possible bonus action. restrictions her dead father placed on her and started fighting
on her own. She has acted as a spy, disguising herself as a
Extra Attack. You can attack twice instead of once whenever kitchen maid to carry food and drink through the
you take the Attack action on your turn. headquarters of the Dark Knights. She knows that the
Fighting Style: Dueling. When you are wielding a melee Knights have lost contact with their main body, and if
weapon in one hand and no other weapons, you gain a +2 encountered outside of the headquarters, she is quite likely to
bonus to damage rolls with that weapon. be recognized by an Dark Knight she meets.
Cindrall is 5’2” tall, weighs 130 lb, and resides in
Indomitable (Recharges After a Long Rest). You can reroll Palanthas.
a saving throw that you fail. If you do so, you must use the Hit Dice 10d10
new roll. Hit Points 84
Second Wind (Recharges After a Short or Long Rest). On Armor Class 19 (+1 chain mail, shield)
your turn, you can use a bonus action to regain 1d10 + 9 hit Speed 30 ft.
points. STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 14 (+2) 10 (+0) 16 (+3) 15 (+2)
Martial Archetype: Knight
Inspiring Surge. When you use your Action Surge feature,
you can choose one creature within 60 feet of you that is Background Knight of the Order
allied with you. That creature can make one melee or ranged Proficiency Bonus +4
weapon attack with its reaction, provided that it can see or Saving Throws Str +6, Dex +7
hear you. Skills Animal Handling +7, Nature +4, Persuasion +6, Stealth
+7, Survival +7
Rallying Cry. When you use your Second Wind feature, you Feats Heavily Armored
can choose up to three creatures within 60 feet of you that Armor All armor, shields
are allied with you. Each one regains hit points equal to your Weapons Simple weapons, martial weapons
fighter level, provided that the creature can see or hear you. Tools Khas set
Senses passive Perception 13
Royal Envoy. You gain proficiency in the Persuasion skill. Languages Common, Draconic, Nordmaarian, Solamnic
Your proficiency bonus is doubled for any ability check you
make that uses Persuasion. Attack Routine
+2 Shortsword (Action). Melee Weapon Attack: +10 to hit,
Feats reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
Heavy Armor Master. While you are wearing heavy armor, +2 Shortsword (Extra Attack). Melee Weapon Attack: +10 to
bludgeoning, piercing, and slashing damage that you take hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
from non-magical weapons is reduced by 3.
OR
Mounted Combatant. You have advantage on melee attack
rolls against any unmounted creature that is smaller than Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
your mount. reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 3
You can force an attack targeted at your mount to target piercing damage.
you instead. Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8
If your mount is subjected to an effect that allows it to to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 3
make a Dexterity saving throw to take only half damage, it piercing damage.
instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails. OR
Equipment +2 Shortsword (Action). Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
Chain mail, +1 shield, +1 longsword, dagger, heavy crossbow,
20 crossbow bols, crossbow bolt case. Dagger (Bonus Action). Melee or Ranged Weapon Attack: +8
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4
piercing damage.
Cindrall Wistan +2 Shortsword (Extra Attack). Melee Weapon Attack: +10 to
Chaotic Good Male Human, Ranger 10 hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
OR
Longbow (Action). Ranged Weapon Attack: +9 to hit, range
150/600 ft., one target. Hit: 1d8 + 3 piercing damage.
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4
Longbow (Extra Attack). Ranged Weapon Attack: +9 to hit, Primeval Awareness. You can use your action and expend
range 150/600 ft., one target. Hit: 1d8 + 3 piercing damage. one ranger spell slot to focus your awareness on the region
around you. For 1 minute per level of the spell slot you
Class Features expend, you can sense whether the following types of
Extra Attack. You can attack twice instead of once whenever creatures are present within 1 mile of you (or within 6 miles
you take the Attack action on your turn. of you if you are in coast, or forest terrain): aberrations,
celestials, dragons, elementals, fey, fiends, and undead. This
Favored Enemy. You have significant experience studying, feature doesn’t reveal the creatures’ location or number.
tracking, hunting, and even talking to beasts and dragons. You
have advantage on Wisdom (Survival) checks to track beasts Spellcasting. You have the ability to cast spells. Wisdom is
and dragons, as well as on Intelligence checks to recall your spellcasting ability for your ranger spells. You use your
information about them. Wisdom whenever a spell refers to your spellcasting ability.
To cast a spell, you must expend a slot of the spell’s level or
Fighting Style: Archery. You gain a +2 bonus to attack rolls higher. You regain all expended spell slots when you finish a
you make with ranged weapons. long rest.
Spell Save DC: 15
Hide in Plain Sight. You can spend 1 minute creating Spell Attack Modifier: +7
camouflage for yourself. You must have access to fresh mud, Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (2)
dirt, plants, soot, and other naturally occurring materials with Spells Known: conjure barrage, darkvision, fog cloud,
which to create your camouflage. hunter’s mark, nondetection, pass without trace
Once you are camouflaged in this way, you can try to hide
by pressing yourself up against a solid surface, such as a tree Ranger Archetype: Hunter
or wall, that is at least as tall and wide as you are. You gain a Defensive Tactics: Steel Will. You have advantage on saving
+10 bonus to Dexterity (Stealth) checks as long as you throws against being frightened.
remain there without moving or taking actions. Once you
move or take an action or a reaction, you must camouflage Hunter’s Prey: Colossus Slayer. Your tenacity can wear
yourself again to gain this benefit. down the most potent foes. When you hit a creature with a
weapon attack, the creature takes extra 1d8 damage if it’s
Land’s Stride. Moving through nonmagical difficult terrain below its hit point maximum. You can deal this extra damage
costs you no extra movement. You can also pass through only once per turn.
nonmagical plants without being slowed by them and without
taking damage from them if they have thorns, spines, or a Feats
similar hazard.
In addition, you have advantage on saving throws against Heavily Armored. You gain proficiency with heavy armor.
plants that are magically created or manipulated to impede
movement, such those created by the entangle spell. Equipment
Natural Explorer. You are particularly at home in coast, +1 chain mail, shield, +2 shortsword, dagger, longbow, 20
forest, and mountain terrain. When you make an Intelligence arrows, quiver.
or Wisdom check related to coast, forest, or mountain terrain,
your proficiency bonus is doubled if you are using a skill that Heraldri Rosemaster
you’re proficient in.
While traveling for an hour or more in coast, forest, or Chaotic Neutral Female Human, Fighter 10
mountain terrain, you gain the following benefits: Heraldri is a childhood friend of Cindrall’s. She, too, has
Difficult terrain doesn’t slow your group’s speed. learned about battle and, with her size and strength, has been
Your group can’t become lost except by magical means. a match for most young men (who are often intimidated by
Even when you are engaged in another activity while her). Oprhaned in infancy, she was raised under the care of
traveling, you remain alert to danger. the Temple of Paladine’s priests. Lately Heraldri has rebelled
If you are traveling alone, you can move stealthily at a against that orderly life and has been running with a wild
normal pace. crowd. She knows that her father concealed a dragonlance
When you forage, you find twice as much food as you beneath the tile floor of the family’s mansion on Palanthas’s
normally would. Noble Hill.
While tracking other creatures, you also learn their exact She first found her current situation irritating when the
number, their sizes, and how long ago they passed through Dark Knights shut down the clubs and inns that she
the area. freqented. In the weeks since then, the suffering she has
witnessed as a direct result of the conquest has appalled her.
A part of her thinks that the storms of Chaos are a just
punishment for Ariakan's forces.
Heraldri is 5’9” tall, weighs 160 lb, and resides in
Palanthas.
Hit Dice 10d10
Hit Points 84
Armor Class 22 (plate, +1 shield)
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Speed 30 ft. Martial Archetype: Champion
STR DEX CON INT WIS CHA Improved Critical. Your weapon attacks score a critical hit
on a roll of 19 or 20.
18 (+4) 10 (+0) 14 (+2) 14 (+2) 10 (+0) 12 (+1)
Remarkable Athlete. You can add +2 to any Strength,
Background Acolyte Dexterity, or Constitution check you make that doesn’t
Proficiency Bonus +4 already use your proficiency bonus.
Saving Throws Str +8, Con +6 In addition, when you make a running long jump, the
Skills Animal Handling +5, Athletics +9, Insight +4, Religion distance you can cover increases by 4 feet.
+6
Feats Savage Attacker, Sentinel Feats
Armor All armor, shields Savage Attacker. Once per turn when you roll damage for a
Weapons Simple weapons, martial weapons melee weapon attack, you can reroll the weapon’s damage
Tools None dice and use either total.
Senses passive Perception 10
Languages Camptalk, Common, Nordmaarian, Solamnic Sentinel. When you hit a creature with an opportunity attack,
Attack Routine the creature’s speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if
+1 Longsword (Action). Melee Weapon Attack: +9 to hit, they take the Disengage action before leaving your reach.
reach 5 ft., one target. Hit: 1d8 + 7 slashing damage, or When a creature within 5 feet of you makes an attack
1d10 + 7 slashing damage if used with two hands. against a target other than you (and that target doesn’t have
+1 Longsword (Extra Attack). Melee Weapon Attack: +9 to this feat), you can use your reaction to make a melee weapon
hit, reach 5 ft., one target. Hit: 1d8 + 7 slashing damage, or attack against the attacking creature.
1d10 + 7 slashing damage if used with two hands. Equipment
OR Plate mail, +1 shield, longsword, dagger, light crossbow, 20
Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit, crossbow bolts, crossbow bolt case.
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
piercing damage. Basalt Fireforge
Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8 Lawful Good Male Hill Dwarf, Fighter 10
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
piercing damage. Nephew of the famed Hero of the Lance Flint Fireforge,
OR Basalt strives to live up to the standard of courage set by his
uncle. He is torn by loneliness for his beloved wife, Hildy, who
Light Crossbow (Action). Ranged Weapon Attack: +4 to hit, maintains the family inn back in the hill dwarf country north
range 80/320 ft., one target. Hit: 1d8 piercing damage. of Thorbardin, but he felt compelled to offer his services to
the Knights of Solamnia when war threatened.
Class Features Now he is overwhelmed by a sense that the whole world is
Action Surge (Recharges After a Short or Long Rest). On doomed; still, he has vowed to do everything he can to return
your turn, you can take one additional action on top of your to Hildy and Hillhome. However, he feels that helping the
regular action and a possible bonus action. Solamnic families leave Palanthas takes a higher priority at
this point. Consquently, he has assisted Sir Bradwick and Sir
Extra Attack. You can attack twice instead of once whenever Ogrebane with the endeavors while attempting to locate a
you take the Attack action on your turn. way home for himself.
Basalt is 4’1” tall, weighs 200 lb, and resides in Hillhome.
Fighting Style: Defense. While you are wearing armor, you
gain a +1 bonus to AC. Hit Dice 10d10
Hit Points 113
Fighting Style: Dueling. When you are wielding a melee Armor Class 22 (plate, +1 shield)
weapon in one hand and no other weapons, you gain a +2 Speed 25 ft.
bonus to damage rolls with that weapon. (This is factored STR DEX CON INT WIS CHA
into the stat block.)
18 (+4) 15 (+2) 19 (+4) 11 (+0) 14 (+2) 11 (+0)
Indomitable (Recharges After a Long Rest). You can reroll
a saving throw that you fail. If you do so, you must use the Background Folk Hero
new roll. Proficiency Bonus +4
Second Wind (Recharges After a Short or Long Rest). On Saving Throws Str +8, Con +8
your turn, you can use a bonus action to regain 1d10 + 9 hit Skills Animal Handling +6, Athletics +8, Insight +6, Survival
points. +6
Armor All armor, shields
Weapons Simple weapons, martial weapons
Tools Brewer’s supplies, vehicles (land)
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Senses darkvision 60 ft., passive Perception 12 Second Wind (Recharges After a Short or Long Rest). On
Languages Abanasinian, Common, Dwarvish your turn, you can use a bonus action to regain 1d10 + 9 hit
points. Once you use this feature, you must finish a short or
Attacks long rest before you can use it again.
+1 Battleaxe (Action). Melee Weapon Attack: +9 to hit, reach Martial Archetype: Champion
5 ft., one target. Hit: 1d8 + 7 slashing damage, or 1d10 + 7 Improved Critical. Your weapon attacks score a critical hit
slashing damage if used with two hands. on a roll of 19 or 20.
+1 Battleaxe (Extra Attack). Melee Weapon Attack: +9 to hit, Remarkable Athlete. You can add +2 to any Strength,
reach 5 ft., one target. Hit: 1d8 + 7 slashing damage, or Dexterity, or Constitution check you make that doesn’t
1d10 + 7 slashing damage if used with two hands. already use your proficiency bonus.
OR In addition, when you make a running long jump, the
distance you can cover increases by 4 feet.
Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6 Equipment
piercing damage.
Plate mail, +1 shield, +1 battleaxe, dagger, light crossbow, 20
Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8 crossbow bolts, crossbow bolt case.
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
piercing damage.
OR Dirkal Knifecutter
Chaotic Neutral Male Human, Rogue 10
Light Crossbow (Action). Ranged Weapon Attack: +6 to hit,
range 80/320 ft., one target. Hit: 1d8 + 2 piercing damage. Dirkal is a quick (and quick-witted) young member of the
Thieves’ Guild. Exceptionally stealthy and intelligent, he has
Racial Traits worked primarily as a spy for the guild, though he also spies
Darkvision. You can see in dim light within 60 feet of you as on behalf of some of the city’s most powerful nobles and
if it were bright light, and in darkness as if it were dim light. elegant ladies. He has a knack for disguising his appearance
and knowing the right mannerism to blend into any social
Dwarven Resilience. You have advantage on saving throws setting.
against poison, and you have resistance against poison Dirkal was an effective enemy of the occupying Dark
damage. Knights, pilfering from individual Knights as he gathered
intelligence about those occupying forces. Finally, the onset
Dwarven Toughness. Your hit point maximum increases by of the Chaos War was so stunning that he set aside his
1, and it increases by 1 every time you gain a level. avarice in favor of the fight to survive.
Stonecunning. Whenever you make an Intelligence (History) Dirkal is 5’6” tall and, 135 lb, and resides in Palanthas at
check related to the origin of stonework, you are considered Thieves' Guildhall.
proficient in the History skill and add double your proficiency Hit Dice 10d8
bonus to the check, instead of your normal proficiency bonus. Hit Points 53
Armor Class 16 (leather, ring of protection)
Class Features Speed 40 ft.
Action Surge (Recharges After a Short or Long Rest). On STR DEX CON INT WIS CHA
your turn, you can take one additional action on top of your 10 (+0) 20 (+5) 11 (+0) 15 (+2) 10 (+0) 16 (+3)
regular action and a possible bonus action.
Extra Attack. You can attack twice instead of once whenever Background Charlatan
you take the Attack action on your turn. Proficiency Bonus +4
Saving Throws Dex +10, Int +7
Fighting Style: Defense. While you are wearing armor, you Skills Deception +7, Insight +8•, Perception +8•, Persuasion
gain a +1 bonus to AC. +11•, Sleight of Hand +9, Stealth +13•
Feats Mobile
Fighting Style: Dueling. When you are wielding a melee Armor Light armor
weapon in one hand and no other weapons, you gain a +2 Weapons Simple weapons, hand crossbows, longswords,
bonus to damage rolls with that weapon. (This is factored rapiers, shortswords
into the stat block.) Tools Disguise kit, forgery kit, khas set, playing card set,
Indomitable (Recharges After a Long Rest). You can reroll thieves’ tools
a saving throw that you fail. If you do so, you must use the Senses passive Perception 16
new roll. Languages Common, Ergot, Kalinese, Nerakese, Solamnic,
Thieves’ cant
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Attack Routine Roguish Archetype: Mastermind
Insightful Manipulator. If you spend at least 1 minute
+1 Shortsword (Action). Melee Weapon Attack: +10 to hit, observing or interacting with another creature outside
reach 5 ft., one target. Hit: 1d6 + 6 piercing damage. combat, you can learn certain information about its
OR capabilities compared to your own. The DM tells you if the
creature is your equal, superior, or inferior in regard to two of
Dagger (Action). Melee or Ranged Weapon Attack: +9 to hit, the following characteristics of your choice:
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5 Intelligence score
piercing damage. Wisdom score
OR Charisma score
Class levels (if any)
+1 Shortsword (Action). Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 1d6 + 6 piercing damage. At the DM's option, you might also realize you know a piece
of the creature's history or one of its personality traits, if it
Dagger (Bonus Action). Melee or Ranged Weapon Attack: +9 has any.
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4
piercing damage. Master of Intrigue. You can unerringly mimic the speech
OR patterns and accent of a creature that you hear speak for at
least 1 minute, allowing you to pass yourself off as a native
Hand Crossbow (Action). Ranged Weapon Attack: +9 to hit, speaker of a particular land, provided that you know the
range 30/120 ft., one target. Hit: 1d6 + 5 piercing damage. language.
Class Features Master of Tactics. You can use the Help action as a bonus
Cunning Action. You can take a bonus action on each of your action. Additionally, when you use the Help action to aid an
turns in combat. This action can be used only to take the ally in attacking a creature, the target of that attack can be
Dash, Disengage, Hide action. within 30 feet of you, rather than 5 feet of you, if the target
can see or hear you.
Evasion. When you are subjected to an effect that allows you
to make a Dexterity saving throw to take only half damage, Feats
you instead take no damage if you succeed on the saving Mobile. Your speed increases by 10 feet. When you use the
throw, and only half damage if you fail. Dash action, difficult terrain doesn’t cost you extra movement
Expertise. Your proficiency bonus is doubled for Insight, on that turn. When you make a melee attack against a
Perception, Persuasion, and Stealth skill checks. creature, you don’t provoke opportunity attacks from that
creature for the rest of the turn, whether you hit or not.
Sneak Attack. Once per turn, you can deal an extra 5d6
damage to one creature you hit with an attack if you have Equipment
advantage on the attack roll. The attack must use a finesse or Leather armor, ring of protection, +1 shortsword, dagger,
a ranged weapon. hand crossbow, 20 crossbow bolts, crossbow bolt case.
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 Whisper Shadowfriend
roll. Chaotic Neutral Female Kender, Rogue 10
Thieves' Cant. A secret mix of dialect, jargon, and code Whisper hails from Hylo originally, but kender wanderlust
allows Artemis to hide messages in seemingly normal has seized her strongly. For the last ten years, she has
conversation. Only another creature that knows thieves' cant traveled from port to port in Northern Ansalon, never paying
understands such messages. It takes four times longer to for her passage and somehow avoiding getting hanged as a
convey such a message than it does to speak the same idea stowaway. She decided that Palanthas is her favorite place
plainly. and has formed attachments to several humans here.
In addition, Artemis understands a set of secret signs and Recently, she has become intrigued by a traveling hill
symbols used to convey short, simple messages, such as dwarf, Basalt Fireforge. Now that Basalt has succumbed to a
whether an area is dangerous or the territory of a thieves' mood of bleak hopelessness, she wishes she could do
guild, whether loot is nearby, or whether the people in an area something to improve his spirits. He continues to help others,
are easy marks or will provide a safe house for thieves on the but he is pining away.
run. Whisper is 3’9” tall, weighs 95 lb, and resides in Palanthas,
Uncanny Dodge. When an attacker that you can see hits you Ergoth and Hylo.
with an attack, you can use your reaction to halve the attack’s Hit Dice 10d8
damage against you. Hit Points 63
Armor Class 17 (+1 leather)
Speed 25 ft.
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STR DEX CON INT WIS CHA If you win the contest, the target must use its next action to
10 (+0) 20 (+5) 12 (+1) 14 (+2) 12 (+1) 13 (+1) attack only you. If you are out of range, it must Move towards
you or, if not reaching you, Dash toward you. The target
Background Urchin attacks you with disadvantage during this action.
Proficiency Bonus +4 If the target wins the contest, it is immune to your Taunt for
Saving Throws Dex +9, Int +6 24 hours.
Skills Acrobatics +9, Athletics +4, Insight +5, Perception +9•, Class Features
Persuasion +5, Sleight of Hand +13•, Stealth +13•
Feats Alert Cunning Action. You can take a bonus action on each of your
Armor Light armor turns in combat. This action can be used only to take the
Weapons Simple weapons, hand crossbows, longswords, Dash, Disengage, Hide, Dexterity (Sleight of Hand), or use
rapiers, shortswords your thieves’ tools to disarm a trap or open a lock, or take the
Tools Disguise set, thieves’ tools• Use an Object action.
Senses Passive Perception 19
Languages Common, Kenderspeak, Solamnic, Thieves’ cant Evasion. When you are subjected to an effect that allows you
to make a Dexterity saving throw to take only half damage,
Attack Routine you instead take no damage if you succeed on the saving
+1 Shortsword. (Action). Melee Weapon Attack: +10 to hit, throw, and only half damage if you fail.
reach 5 ft., one target. Hit: 1d6 + 6 piercing damage. Expertise. Your proficiency bonus is doubled for Perception,
OR Sleight of Hand, and Stealth skill checks and for thieves’ tools
checks.
Dagger (Action). Melee or Ranged Weapon Attack: +9 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5 Sneak Attack. Once per turn, you can deal an extra 5d6
piercing damage. damage to one creature you hit with an attack if you have
advantage on the attack roll. The attack must use a finesse or
OR a ranged weapon.
+1 Shortsword. (Action). Melee Weapon Attack: +10 to hit, You don’t need advantage on the attack roll if another
reach 5 ft., one target. Hit: 1d6 + 6 piercing damage. enemy of the target is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have disadvantage on the attack
Dagger (Bonus Action). Melee or Ranged Weapon Attack: +9 roll.
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4
piercing damage. Thieves' Cant. A secret mix of dialect, jargon, and code
allows Artemis to hide messages in seemingly normal
OR conversation. Only another creature that knows thieves' cant
Hand Crossbow (Action). Ranged Weapon Attack: +9 to hit, understands such messages. It takes four times longer to
range 30/120 ft., one target. Hit: 1d6 + 5 piercing damage. convey such a message than it does to speak the same idea
plainly.
Racial Traits In addition, Artemis understands a set of secret signs and
Fearless. You cannot be frightened. symbols used to convey short, simple messages, such as
whether an area is dangerous or the territory of a thieves'
Kender Nimbleness. You can move through the space of any guild, whether loot is nearby, or whether the people in an area
creature that is of a size larger than yours. are easy marks or will provide a safe house for thieves on the
run.
Kender Pockets. Kender constantly pick things up and Uncanny Dodge. When an attacker that you can see hits you
pocket them, and then often forget about them. If you find with an attack, you can use your reaction to halve the attack’s
yourself in need of a piece of nonmagical equipment, there is damage against you.
a 25 percent chance you have it. Roll a d4. If you roll a 4, you
find the item in your pocket, pack, or pouch. If you roll
anything else, you don’t have such an item on you, and you Roguish Archetype: Thief
can’t search again for the same item until you’ve spent at least Second-Story Work. You gain the ability to climb faster than
one day in a town or city. Rummaging through your pouches, normal; climbing no longer costs you extra movement. In
pack, and pockets in this way takes 1 minute. addition, when you make a running jump, the distance you
cover increases by a number of feet equal to your Dexterity
Taunt. You have an uncanny insight into the motivations and modifier.
characteristics of other races, and you can use this insight to
infuriate them. As an action you can unleash a verbal barrage Supreme Sneak. You have advantage on a Dexterity
of sarcasm, insults, and crude comments against a creature. (Stealth) check if you move no more than half your speed on
Make a Charisma (Performance) check contested by the the same turn.
target’s Wisdom (Insight) check. You fail the contest if the
target can’t understand you. Feats
Alert. You gain a +5 bonus to initiative and you can't be
surprised while you are conscious.
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9
Other creatures don't gain advantage on attack rolls against Class Features
you as a result of being hidden from you.
Channel Divinity (2; Recharges After a Short or Long
Equipment Rest). You can channel divine energy to create one of the
following effects.
+1 leather armor, +1 shortsword, dagger, hand crossbow, 20 Guided Strike. When you make an attack roll, you can use
crossbow bolts, crossbow bolt case. your Channel Divinity to gain a +10 bonus to the roll. You
make this choice after you see this roll, but before the DM
Terrence Kanegrower says whether the attack hits or misses.
Turn Undead. As an action, you present your holy symbol
Lawful Good Male Human, Cleric 10 of Paladine and speak a prayer censuring the undead. Each undead that
can see or hear you within 30 feet of you must succeed on a
A clan of farmers in a fertile valley of Caergoth raised DC 16 Wisdom saving throw or become turned for 1 minute
Kanegrower. From an early age he displayed an acuity for or until it takes any damage. If the creature has a challenge
nature and philosophy, and it was only natural that he should rating of 1 or lower, it is destroyed instead.
come to Palanthas for schooling in the temple. Applying A turned creature must spend its turns trying to move as
himself studiously, he mastered many spells in the name of far away from you as it can, and it can’t willingly move to a
Paladine. However, he rarely ventured beyond the walls of his space within 30 feet of you. It also can’t take reactions. For its
temple, and until recently he was naive and timid as regards action, it can use only the Dash action or try to escape from
the “real" world. an effect that prevents it from moving. If there’s nowhere to
With the coming of war, however, Terrence found a reserve move, the creature can use the Dodge action.
of courage that frightened and excited him. He has fought War God’s Blessing. When a creature 30 feet of you
against the Dark Knights and the forces of Chaos with a makes an attack roll, you can use your reaction to grant that
ferocity that has inspired his allies even as it has put his life creature a +10 bonus to the roll, using your Channel Divinity.
in terrible danger. You make this choice after you see the roll, but before the DM
Terrence is 6’2” tall, weighs 170 pounds, and resides in says whether the attack hits or misses.
Palanthas at the Temple of Paladine.
Divine Intervention. You can call on your deity to intervene
Hit Dice 10d8 on your behalf when your need is great.
Hit Points 75 Imploring your deity's aid requires you to use your action.
Armor Class 20 (plate, shield) Describe the assistance you seek, and roll percentile dice. If
Speed 30 ft. you roll a number equal to or lower than your cleric level,
STR DEX CON INT WIS CHA your deity intervenes. The DM chooses the nature of the
10 (+0) 12 (+1) 16 (+3) 10 (+0) 18 (+4) 14 (+2)
intervention; the effect of any cleric spell or cleric domain
spell would be appropriate.
If your deity intervenes, you can't use this feature again for
Background Acolyte 7 days. Otherwise, you can use it again after you finish a long
Proficiency Bonus +4 rest.
Saving Throws Wis +8, Cha +6
Skills History +4, Insight +8, Medicine +8, Religion +4 Spellcasting. You have the ability to cast spells. Wisdom is
Armor All armor, shields your spellcasting ability for your cleric spells. You use your
Weapons Simple weapons, martial weapons Wisdom whenever a spell refers to your spellcasting ability.
Tools None You prepare the list of cleric spells that are available for you
Senses passive Perception 14 to cast. To do so, choose 14 spells. The spells must be of a
Languages Abanasinian, Common, Elvish, Ergot, Solamnic level for which you have spell slots.
Attack Routine To cast a spell, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish a
+1 Warhammer (Action). Melee Weapon Attack: +5 to hit, long rest.
reach 5 ft., one target. Hit: 1d8 + 1 bludgeoning damage, or You can use a holy symbol as a spellcasting focus for your
1d10 + 1 bludgeoning damage if used with two hands. cleric spells. You can cast any cleric spell as a ritual if that
spell has the ritual tag.
OR Spell Save DC: 16
Dagger (Action). Melee or Ranged Weapon Attack: +5 to hit, Spell Attack Modifier: +8
reach 5 ft. or range 20/60, one target. Hit: 1d4 + 1 piercing Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-
damage. level (3), 5th-level (2)
Cantrips (at will): guidance, light, mending, sacred flame,
OR spare the dying
Light Crossbow (Action). Ranged Weapon Attack: +5 to hit, Divine Domain: War
range 80/320 ft., one target. Hit: 1d8 + 1 piercing damage. Divine Strike. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to
deal an extra 1d8 damage of the same type dealt by the
weapon to the target.
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Domain Spells. You know the following domain spells that Class Features
are always prepared and don’t count against the number of
spells you can prepare each day: Arcane Recovery. Once per day when you finish a short rest,
1st-level: divine favor, shield of faith you can choose expended spell slots to recover. The spell
2rd-level: magic weapon, spiritual weapon slots can have a combined level equal to or less than 5.
3th-level: crusader’s mantle, spirit guardians Moon Magic. The waxing and waning of Lunitari has an
4th-level: freedom of movement, stoneskin effect upon your magic. When Lunitari is at High Sanction,
5th-level: flame strike, hold monster you gain advantage on attack rolls with spells and gain a +1
War Priest. When you use the Attack action, you can make bonus to your spell save DCs. When a moon is at Low
one weapon attack as a bonus action. You can use this feature Sanction, you have disadvantage on attack rolls with spells,
four times. You regain all expended uses when you finish a and a -1 penalty to your spell save DCs. During the waxing
long rest. and waning periods around the quarter moons, you cast your
spells normally.
Equipment When the moons align, it has several effects. When two
moons align, you gain a +1 bonus to your spell save DCs.
Plate mail, shield, +1 warhammer, dagger, light crossbow, 20 When all three moons align, you gain a +2 bonus to your spell
crossbow bolts, crossbow bolt case. save DCs. This bonus is cumulative with High and Low
Sanction bonuses or penalties.
Dathas Windknower, Red- Spellcasting. You have the ability to cast spells. Intelligence
Robed Mage is your spellcasting ability for your wizard spells. You use
your Intelligence whenever a spell refers to your spellcasting
Neutral Male Human, Wizard 10 ability.
You prepare the list of wizard spells that are available for
Dathas considered herself aloof from the war for Ansalon, you to cast. To do so, choose 15 spells. The spells must be of
even scorning the efforts of the Conclave to try to organize a level for which you have spell slots.
resistance. However, she now sees that even the Tower of To cast a spell, you must expend a slot of the spell’s level or
High Sorcery might not be safe from the onslaught of Chaos, higher. You regain all expended spell slots when you finish a
and she belatedly sees the necessity of resistance. Still, she is long rest.
looking for ways to profit from the current strife and has no You can use an arcane focus as a spellcasting focus for
intention of risking her life any more than absolutely your wizard spells. You can cast any wizard spell in your
necessary. So, though she has helped Solamnic families out spellbook as a ritual if that spell has the ritual tag.
of Palanthas and helped keep the Dark Knights busy, she has Spell Save DC: 17
also gained quite a bit of wealth on the side. Spell Attack Modifier: +9
Dathas is 5’1” tall, weighs 110 pounds, and resides in Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-
Palanthas at the Tower of High Sorcery. level (3), 5th-level (2)
Hit Dice 10d6 Cantrips (at will): fire bolt, light, mage hand, mending,
Hit Points 42 prestidigitation
Armor Class 14 (bracers of defense) Arcane Tradition: School of
Speed 30 ft.
Conjuration
STR DEX CON INT WIS CHA Benign Transportation. You can use your action to teleport
10 (+0) 14 (+2) 10 (+0) 20 (+5) 13 (+1) 8 (-1) up to 30 feet to an unoccupied space that you can see.
Alternatively, you can choose a space within range that is
Background Sage occupied by a Small or Medium creature. If that creature is
Proficiency Bonus +4 willing, you both teleport, swapping places.
Saving Throws Int +9, Wis +5 Once you use this feature, you can’t use it again until you
Skills Arcana +9, History +9, Insight +5, Investigation +9 finish a long rest or you cast a conjuration spell of 1st level or
Feats Spell Sniper higher.
Armor None Conjuration Savant. The gold and time you must spend to
Weapons Daggers, darts, slings, quarterstaffs, light copy a conjuration spell into your spellbook is halved.
crossbows
Tools None Focused Conjuration. While you are concentrating on a
Senses passive Perception 11 conjuration spell, your concentration can't be broken as a
Languages Common, Draconic, Magius, Nerakese, Solamnic result of taking damage.
Attack Routine
Steelfriend (Action). Melee or Ranged Weapon Attack: +9 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
piercing damage.
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11
Minor Conjuration. You can use your action to conjure up an STR DEX CON INT WIS CHA
inanimate object in your hand or on the ground in an 20 (+5) 12 (+1) 14 (+2) 11 (+0) 13 (+1) 8 (-1)
unoccupied space that you can see within 10 feet of you. This
object can be no larger than 3 feet on a side and weigh no Background Urchin
more than 10 pounds, and its form must be that of a Proficiency Bonus +4
nonmagical object that you have seen. The object is visibly Saving Throws Str +9, Con +6
magical, radiating dim light out to 5 feet. Skills Animal Handling +5, Athletics +9, Insight +5, Sleight of
The object disappears after 1 hour, when you use this Hand +5, Stealth +5
feature again, or if it takes any damage. Feats Great Weapon Master, Heavy Armor Master, Mounted
Spells in Spellbook Combatant
Armor All armor, shields
1st-level spells: charm person, detect magic, identify, mage Weapons Simple weapons, martial weapons
armor, magic missile, shield, sleep, unseen servant Tools Disguise kit, thieves’ tools
2nd-level spells: continual flame, detect thoughts, hold Senses passive Perception 11
person, mirror image Languages Common, Nerakese
3rd-level spells: dispel magic, fireball, lightning bolt, tongues Attack Routine
4th-level spells: dimension door, greater invisibility, ice
storm, polymorph +1 Greatsword (Action). Melee Weapon Attack: +10 to hit,
5th-level spells: conjure elemental, telekinesis reach 5 ft., one target. Hit: 2d6 + 6 slashing damage.
Feats +1 Greatsword (Extra Attack). Melee Weapon Attack: +10 to
Spell Sniper. When you cast a spell that requires you to hit, reach 5 ft., one target. Hit: 2d6 + 6 slashing damage.
make an attack roll, the spell’s range is doubled. OR
Your ranged spell attacks ignore half cover and three-
quarters cover. +1 Lance (Action). Melee Weapon Attack: +10 to hit, reach
10 ft., one target. Hit: 1d12 + 6 piercing damage.
Equipment +1 Lance (Extra Attack). Melee Weapon Attack: +10 to hit,
Bracers of defense, Steelfriend (+3 dagger), spellbook. reach 10 ft., one target. Hit: 1d12 + 6 piercing damage.
OR
Knights of Takhisis and Dagger (Action). Melee or Ranged Weapon Attack: +9 to hit,
Allien Characters reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
piercing damage.
The Knights of Takhisis and allied characters can be found
on pages 9-11. Dagger (Extra Attack). Melee or Ranged Weapon Attack: +9
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
piercing damage.
Sir Farall Skycutter, OR
Knight of the Lily, Warder Longbow (Action). Ranged Weapon Attack: +5 to hit, range
of the Lily 150/600 ft., one target. Hit: 1d8 + 1 piercing damage.
Lawful Evil Male Human, Fighter 10 Longbow (Extra Attack). Ranged Weapon Attack: +5 to hit,
range 150/600 ft., one target. Hit: 1d8 + 1 piercing damage.
Farall is a dedicated dragonrider whose patron was Ariakan
himself. The lord brought Farrall as a youth out of the slums Class Features
of Flotsam, and the young warrior rewarded his mentor with Action Surge (Recharges After a Short or Long Rest). On
loyalty, ingenuity, and courage. Bearing a +1 lance, he rides your turn, you can take one additional action on top of your
the mighty blue dragon Kerrilastian. regular action and a possible bonus action.
Now that he has been left in command of the Dark Knights
still in the city, however, Farall is struggling with a feeling of Extra Attack. You can attack twice instead of once whenever
loss and dismay. He senses that something terrible has you take the Attack action on your turn.
happened to Lord Ariakan, and he fears that he isn't smart
enough to know what to do next. He has noticed Sandaryll Fighting Style: Great Weapon Fighting. When you roll a 1
watching him, which leads him to believe that she is more or 2 on a damage die for an attack you make with a melee
than ready to step up should he fail in his duties. weapon that you are wielding with two hands, you can reroll
Farall is 6’ tall, weighs 200 lb, and resides in Storm's Keep. the die and must use the new roll, even if the new roll is a 1 or
a 2. The weapon must have the two-handed or versatile
Hit Dice 10d10 property for you to gain this benefit.
Hit Points 84
Armor Class 19 (+1 plate)
Speed 30 ft.
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Indomitable (Recharges After a Long Rest). You can reroll Mounted Combatant. You have advantage on melee attack
a saving throw that you fail. If you do so, you must use the rolls against any unmounted creature that is smaller than
new roll, and you can’t use this feature again until you finish a your mount.
long rest. You can force an attack targeted at your mount to target
you instead.
Second Wind (Recharges After a Short or Long Rest). On If your mount is subjected to an effect that allows it to
your turn, you can use a bonus action to regain 1d10 + 9 hit make a Dexterity saving throw to take only half damage, it
points. Once you use this feature, you must finish a short or instead takes no damage if it succeeds on the saving throw,
long rest before you can use it again. and only half damage if it fails.
Martial Archetype: Cavalier Equipment
Bonus Proficiency. You gain proficiency in Animal Handling
skill. +1 plate mail, shield (used while riding), +1 greatsword, +1
lance, dagger, longbow, 20 arrows, quiver.
Born to the Saddle. You have advantage on saving throws
made to avoid falling off your mount. If you fall off your mount
and descend no more than 10 feet, you can land on your feet Sir Jerod Argentbane,
if you’re not incapacitated. Knight of the Lily,
Finally, mounting or dismounting a creature costs you only
5 feet of movement, rather than half your speed. Guardian of the Lily
Hold the Line. Creatures provoke an opportunity attack from Lawful Evil Male Human, Fighter 10
you when they move 5 feet or more while within your reach, Sir Jerod entered the ranks of the Knights by serving as page
and if you hit a creature with an opportunity attack, the to one of Ariakan’s right-hand men. With the death of his
target's speed is reduced to 0 until the end of the current sponsor in the early part of the summer’s campaign, Sir Jerod
turn. devotes himself to vengeance with a single-minded
Unwavering Mark. When you hit a creature with a melee determination that has earned the admiration of Lord
weapon attack, you can mark the creature until the end of Ariakan himself. Famed for the deadly accuracy of his
your next turn. This effect ends early if you are incapacitated longbow, Sir Jerod has learned to shoot from dragonback
or you die, or if someone else marks the creature. with perfect accuracy. His favorite mount is the blue dragon
While it is within 5 feet of you, a creature marked by you Krackellix.
has disadvantage on any attack roll that doesn't target you. Jerod hates his current assignment with Farall, but he
In addition, if a creature marked by you deals damage to understands the reason for it. This internal conflict is one he
anyone other than you, you can make a special melee weapon knows he must control, but occasionally, when in tense
attack against the marked creature as a bonus action on your situations, he makes a sarcastic comment or two about his
next turn. You have advantage on the attack roll, and if it hits, current situation. Farall recently had to talk to him about it,
the attack's weapon deals 5 extra damage to the target. and with Sandaryll always within earshot, Jerod feels very
Regardless of the number of creatures you mark, you can uneasy.
make this special attack 5 times, and you regain all expended Jerod is 5’9” tall, weighs 180 pounds, and resides in
uses of it when you finish a long rest. Storm's Keep.
Warding Maneuver (2; Recharges After a Long Rest). If Hit Dice 10d10
you or a creature you can see within 5 feet of you is hit by an Hit Points 75
attack, you can roll 1d8 as a reaction if you're wielding a Armor Class 20 (+2 chain mail, shield)
melee weapon or a shield. Roll the die, and add the number Speed 30 ft.
rolled to the target's AC against that attack. If the attack still STR DEX CON INT WIS CHA
hits, the target has resistance against the attack's damage. 17 (+3) 18 (+4) 12 (+1) 10 (+0) 14 (+2) 13 (+1)
Feats Background Soldier
Great Weapon Master. On your turn, when you score a Proficiency Bonus +4
critical hit with a melee weapon or reduce a creature to 0 hit Saving Throws Str +7, Con +5
points with one, you can make one melee weapon attack as a Skills Animal Handling +6, Athletics +7, Intimidation +5,
bonus action. Perception +6, Persuasion +5
Before you make a melee attack with a heavy weapon that Feats Mounted Combatant, Sharpshooter
you are proficient with, you can choose to take a -5 penalty to Armor All armor, shields
the attack roll. If the attack hits, you add +10 to the attack’s Weapons Simple weapons, martial weapons
damage. Tools Playing card set, vehicles (land)
Heavy Armor Master. While you are wearing heavy armor, Senses passive Perception 16
bludgeoning, piercing, and slashing damage that you take Languages Camptalk, Common, Nerakese
from non-magical weapons is reduced by 3. Attack Routine
Longsword (Action). Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 1d8 + 3 slashing damage.
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Longsword (Extra Attack). Melee Weapon Attack: +7 to hit, In addition, if a creature marked by you deals damage to
reach 5 ft., one target. Hit: 1d8 + 3 slashing damage. anyone other than you, you can make a special melee weapon
attack against the marked creature as a bonus action on your
OR next turn. You have advantage on the attack roll, and if it hits,
Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit, the attack's weapon deals 5 extra damage to the target.
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4 Regardless of the number of creatures you mark, you can
piercing damage. make this special attack 5 times, and you regain all expended
uses of it when you finish a long rest.
Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4 Warding Maneuver (Recharges After a Long Rest). If you
piercing damage. or a creature you can see within 5 feet of you is hit by an
attack, you can roll 1d8 as a reaction if you're wielding a
OR melee weapon or a shield. Roll the die, and add the number
Longbow (Action). Ranged Weapon Attack: +10 to hit, range rolled to the target's AC against that attack. If the attack still
150/600 ft., one target. Hit: 1d8 + 4 piercing damage. hits, the target has resistance against the attack's damage.
Longbow (Extra Attack). Ranged Weapon Attack: +10 to hit, Feats
range 150/600 ft., one target. Hit: 1d8 + 4 piercing damage. Mounted Combatant. You have advantage on melee attack
Class Features rolls against any unmounted creature that is smaller than
Action Surge (Recharges After a Short or Long Rest). On your mount.
your turn, you can take one additional action on top of your You can force an attack targeted at your mount to target
regular action and a possible bonus action. you instead.
If your mount is subjected to an effect that allows it to
Extra Attack. You can attack twice instead of once whenever make a Dexterity saving throw to take only half damage, it
you take the Attack action on your turn. instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails.
Fighting Style: Archery. You gain a +2 bonus to attack rolls
you make with ranged weapons. Sharpshooter. Attacking at long range doesn’t impose
disadvantage on your ranged weapon attack rolls.
Indomitable (Recharges After a Long Rest). You can reroll Your ranged weapon attacks ignore half cover and three-
a saving throw that you fail. If you do so, you must use the quarters cover.
new roll. Before you make an attack with a ranged weapon that you
are proficient with you can choose to take a -5 penalty to the
Second Wind (Recharges After a Short or Long Rest). On attack roll. If the attack hits, you add +10 to the attack’s
your turn, you can use a bonus action to regain 1d10 + 9 hit damage.
points.
Equipment
Martial Archetype: Cavalier
Bonus Proficiency. You gain proficiency in Animal Handling +2 plate mail, shield, longsword, dagger, +1 longbow, 20
skill. arrows, quiver.
Born to the Saddle. You have advantage on saving throws Lady Cyrine Harrian-
made to avoid falling off your mount. If you fall off your mount
and descend no more than 10 feet, you can land on your feet Caergothia, Knight of the
if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only Lily, Marshal of the Lily
5 feet of movement, rather than half your speed. Lawful Evil Female Human, Fighter 10
Hold the Line. Creatures provoke an opportunity attack from Cyrine is a petite and vivacious young woman with a core of
you when they move 5 feet or more while within your reach, steel, and she sports a temper that she is quick to unleas on
and if you hit a creature with an opportunity attack, the those who balk her in the performance of her duties. Rigidly
target's speed is reduced to 0 until the end of the current honorable, she wears a bit of a chip on her shoulder.
turn. Nevertheless, Ariakan trusts her and has used her as a spy.
Unwavering Mark. When you hit a creature with a melee She rides the blue dragon Lyssirix.
weapon attack, you can mark the creature until the end of Currently, she is ferreting out Solamnic families and
your next turn. This effect ends early if you are incapacitated bringing them to the attention of Sir Farall and Sir Jerod.
or you die, or if someone else marks the creature. Lyssix sometimes joins her in human form. Their most recent
While it is within 5 feet of you, a creature marked by you escapades together have led to an even greater bonding
has disadvantage on any attack roll that doesn't target you. between the two. She is somewhat worried about the status
of the Dark Knights at the High Clerist's Tower.
Cyrine is 5’2” tall, weighs 110 pounds, and resides in
Storm's Keep.
Hit Dice 10d10
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Hit Points 64 Martial Archetype: Cavalier
Armor Class 19 (chain mail, shield, ring of protection) Bonus Proficiency. You gain proficiency in Animal Handling
Speed 30 ft. skill.
STR DEX CON INT WIS CHA Born to the Saddle. You have advantage on saving throws
14 (+2) 18 (+4) 10 (+0) 11 (+0) 15 (+2) 16 (+3) made to avoid falling off your mount. If you fall off your mount
and descend no more than 10 feet, you can land on your feet
Background Urchin if you’re not incapacitated.
Proficiency Bonus +4 Finally, mounting or dismounting a creature costs you only
Saving Throws Str +7, Con +7 5 feet of movement, rather than half your speed.
Skills Animal Handling +6, Perception +6, Persuasion +7, Hold the Line. Creatures provoke an opportunity attack from
Sleight of Hand +8, Stealth +8 you when they move 5 feet or more while within your reach,
Feats Alert, Inspiring Leader, Mounted Combatant and if you hit a creature with an opportunity attack, the
Armor All armor, shields target's speed is reduced to 0 until the end of the current
Weapons Simple weapons, martial weapons turn.
Tools Disguise kit, thieves’ tools
Senses passive Perception 16 Unwavering Mark. When you hit a creature with a melee
Languages Common, Nerakese weapon attack, you can mark the creature until the end of
Attack Routine your next turn. This effect ends early if you are incapacitated
or you die, or if someone else marks the creature.
+2 Longsword (Action). Melee Weapon Attack: +8 to hit, While it is within 5 feet of you, a creature marked by you
reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or has disadvantage on any attack roll that doesn't target you.
1d10 + 6 slashing if used with two hands. In addition, if a creature marked by you deals damage to
+2 Longsword (Extra Attack). Melee Weapon Attack: +8 to anyone other than you, you can make a special melee weapon
hit, reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or attack against the marked creature as a bonus action on your
1d10 + 6 slashing if used with two hands. next turn. You have advantage on the attack roll, and if it hits,
the attack's weapon deals 5 extra damage to the target.
OR Regardless of the number of creatures you mark, you can
make this special attack 5 times, and you regain all expended
Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit, uses of it when you finish a long rest.
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
piercing damage. Warding Maneuver (Recharges After a Long Rest). If you
Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8 or a creature you can see within 5 feet of you is hit by an
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6 attack, you can roll 1d8 as a reaction if you're wielding a
piercing damage. melee weapon or a shield. Roll the die, and add the number
rolled to the target's AC against that attack. If the attack still
OR hits, the target has resistance against the attack's damage.
Longbow (Action). Ranged Weapon Attack: +8 to hit, range Feats
150/600 ft., one target. Hit: 1d8 + 4 piercing damage.
Alert. You gain a +5 bonus to initiative.
Longbow (Extra Attack). Ranged Weapon Attack: +8 to hit, You can’t be surprised while you are conscious.
range 150/600 ft., one target. Hit: 1d8 + 4 piercing damage. Other creatures don’t gain advantage on attack rolls against
Class Features you as a result of being hidden from you.
Action Surge (Recharges After a Short or Long Rest). On Inspiring Leader. You can spend 10 minutes inspiring your
your turn, you can take one additional action on top of your companions, shoring up their resolve to fight. When you do
regular action and a possible bonus action. so, choose up to six friendly creatures (which can include
yourself) within 30 feet of you who can see or hear you and
Extra Attack. You can attack twice instead of once whenever who can understand you. Each creature can gain temporary
you take the Attack action on your turn. hit points equal to 13. A creature can’t gain temporary hit
Fighting Style: Dueling. When you are wielding a melee points from this feat again until it has finished a short or long
weapon in one hand and no other weapons, you gain a +2 rest.
bonus to damage rolls with that weapon. (This is factored Mounted Combatant. You have advantage on melee attack
into the stat block.) rolls against any unmounted creature that is smaller than
Indomitable (Recharges After a Long Rest). You can reroll your mount.
a saving throw that you fail. If you do so, you must use the You can force an attack targeted at your mount to target
new roll. you instead.
If your mount is subjected to an effect that allows it to
Second Wind (Recharges After a Short or Long Rest). On make a Dexterity saving throw to take only half damage, it
your turn, you can use a bonus action to regain 1d10 + 10 hit instead takes no damage if it succeeds on the saving throw,
points. and only half damage if it fails.
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Equipment Dagger (Action). Melee or Ranged Weapon Attack: +9 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
Chain mail, shield, ring of protection, +2 longsword, dagger, piercing damage.
longbow, 20 arrows, quiver. OR
Madam Darewind Shortbow (Action). Ranged Weapon Attack: +9 to hit, range
80/320 ft., one target. Hit: 1d6 + 5 piercing damage.
Waverunner, Knight of Class Features
the Lily, Guardian of the Cunning Action. You can take a bonus action on each of your
Lily, Captain of the turns in combat. This action can be used only to take the
Dash, Disengage, and Hide.
Wavecutter Evasion. When you are subjected to an effect that allows you
Lawful Evil Female Human, Rogue 10 to make a Dexterity saving throw to take only half damage,
Darewind is a legendary mariner who has captained a you instead take no damage if you succeed on the saving
number of vessels in Ariakan’s fleet. Her current (and throw, and only half damage if you fail.
favorite) command is the Wavecutter, which is a small, fast Expertise. Your proficiency bonus is doubled for Acrobatics,
single-masted sloop that led the Dark Knights into the Bay of Athletics, Perception, and Stealth skill checks.
Branchala.
Her current objectives include commanding the remaining Sneak Attack. Once per turn, you can deal an extra 5d6
seagoing troops that did not make the trip to the High damage to one creature you hit with an attack if you have
Clerist's Tower, arranging for transport for those families advantage on the attack roll. The attack must use a finesse or
captured by the Dark Knights on commandeered ships a ranged weapon.
manned with additional Knights, and maintaining a strong You don’t need advantage on the attack roll if another
Dark Knight presence in the bay with her own remaining enemy of the target is within 5 feet of it, that enemy isn’t
ships. She coordinates these activities with Sir Farall, who incapacitated, and you don’t have disadvantage on the attack
she judges as a good commander—though he clearly worries roll.
about the fate of Lord Ariakan.
Darewind is 5’10” tall, weighs 140 pounds, and resides in Thieves' Cant. A secret mix of dialect, jargon, and code
Storm's Keep. allows Artemis to hide messages in seemingly normal
conversation. Only another creature that knows thieves' cant
Hit Dice 10d8 understands such messages. It takes four times longer to
Hit Points 63 convey such a message than it does to speak the same idea
Armor Class 17 (studded leather, ring of protection) plainly.
Speed 30 ft., swim 30 ft., climb 30 ft. In addition, Artemis understands a set of secret signs and
STR DEX CON INT WIS CHA symbols used to convey short, simple messages, such as
whether an area is dangerous or the territory of a thieves'
14 (+2) 20 (+5) 13 (+1) 14 (+2) 14 (+2) 15 (+2) 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
Background Sailor run.
Proficiency Bonus +4
Saving Throws Dex +9, Int +6 Uncanny Dodge. When an attacker that you can see hits you
Skills Acrobatics +13, Athletics +10, Insight +6, Perception with an attack, you can use your reaction to halve the attack’s
+10, Persuasion +6, Stealth +13 damage against you.
Feats Defensive Duelist, Dual Wielder, Keen Mind
Armor Light armor Roguish Archetype: Swashbuckler
Weapons Simple weapons, hand crossbows, longswords, Fancy Footwork. You know how to land a strike and then slip
rapiers, shortswords away without reprisal. During your turn, if you make a melee
Tools Navigator’s tools, vehicles (water) attack against a creature, that creature can't make
Senses passive Perception 20 opportunity attacks against you for the rest of your turn.
Languages Common, Nerakese, Thieves' cant Panache. Your charm becomes extraordinarily beguiling. As
Attack Routine an action, you can make a Charisma (Persuasion) check
+2 Rapier (Action). Melee Weapon Attack: +11 to hit, reach 5 contested by a creature's Wisdom (Insight) check. The
ft., one target. Hit: 1d8 + 7 piercing damage. creature must be able to hear you, and the two of you must
share a language.
Rapier (Bonus Action). Melee Weapon Attack: +9 to hit, If you succeed on the check and the creature is hostile to
reach 5 ft., one target. Hit: 1d8 + 5 piercing damage. you, it has disadvantage on attack rolls against targets other
than you and can't make opportunity attacks against targets
OR other than you. This effect lasts for 1 minute, until one of
your companions attacks the target or affects it with a spell,
or until you and the target are more than 60 feet apart.
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If you succeed on the check and the creature isn't hostile to Speed 30 ft.
you, it is charmed by you for 1 minute. While charmed, it STR DEX CON INT WIS CHA
regards you as a friendly acquaintance. This effect ends
immediately if you or your companions do anything harmful 16 (+3) 12 (+1) 11 (+0) 11 (+0) 18 (+4) 14 (+2)
to it.
Background Urchin
Rakish Audacity. Your unmistakable confidence propels you Proficiency Bonus +4
into battle. You can add your Charisma modifier to your Saving Throws Wis +8, Cha +6
initiative rolls. Skills Insight +8, Religion +4, Sleight of Hand +5, Stealth +5
In addition, you don't need advantage on your attack roll to Feats Heavily Armored, War Caster
use your Sneak Attack if no creature other than your target is Armor All armor, shields
within 5 feet of you. All the other rules for the Sneak Attack Weapons Simple weapons, martial weapons
class feature still apply to you. Tools Disguise kit, thieves’ tools
Senses passive Perception 14
Feats Languages Abanasinian, Common
Defensive Duelist. When you are wielding a finesse weapon
with which you are proficient and another creature hits you Attack Routine
with a melee attack, you can use your reaction to add your +2 Spear (Action). Melee or Ranged Weapon Attack: +9 to
proficiency bonus to your AC for that attack, potentially hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d6 + 5
causing the attack to miss you. piercing damage, or 1d8 + 5 piercing damage if used with
Dual Wielder. You gain a +1 bonus to AC while you are two hands to make a melee attack.
wielding a separate melee weapon in each hand. OR
You can use two-weapon fighting even when the one-
handed melee weapons you are wielding aren’t light. Dagger (Action). Melee or Ranged Weapon Attack: +7 to hit,
You can draw or stow two one-handed weapons when you reach 5 ft. or range 20/60, one target. Hit: 1d4 + 3 piercing
would normally be able to draw or stow only one. damage.
Keen Mind. You always know which way is north. OR
You always know the number of hours left before the next Heavy Crossbow (Action). Ranged Weapon Attack: +5 to hit,
sunrise or sunset. range 100/400 ft., one target. Hit: 1d10 + 1 piercing
You can accurately recall anything you have seen or heard damage.
within the past month.
Cleric Features
Equipment Channel Divinity (2; Recharges After a Short or Long
Studded leather armor, ring of protection, +2 rapier, rapier, Rest). You can channel divine energy to create one of the
dagger, shortbow, 20 arrows, quiver. following effects.
Touch of Death. When you hit a creature with a melee
attack, you can use Channel Divinity to deal 23 points of
Sir Borac Kyristian, extra necrotic damage to the target.
Turn Undead. As an action, you present your holy symbol
Knight of the Skull, and speak a prayer censuring the undead. Each undead that
Guardian of the Skull can see or hear you within 30 feet of you must succeed on a
DC 16 Wisdom saving throw or become turned for 1 minute
Lawful Evil Male Human, Cleric 10 of Takhisis or until it takes any damage. If the creature has a challenge
Borac has been a loyal priest of Takhisis since his young days rating of 1 or lower, it is destroyed instead.
as an orphan in Sanction. He earned the trust of the clerics at A turned creature must spend its turns trying to move as
the Dark Queen’s temple and eventually killed a corrupt high far away from you as it can, and it can’t willingly move to a
priest so as to assume the seat himself. From there he moved space within 30 feet of you. It also can’t take reactions. For its
into the Knighthood, starting as a raw Knight of the Lily and action, it can use only the Dash action or try to escape from
working his way up. He recently established a watch on the an effect that prevents it from moving. If there’s nowhere to
Temple of Paladine in the Old City and visited each of the move, the creature can use the Dodge action.
temples in the New City. Among those parishioners at the Divine Intervention. You can call on your deity to intervene
Temple of Takhisis is a young widow named Ayleth on your behalf when your need is great.
Blackdash, who needs his spiritual guidance. She recently Imploring your deity's aid requires you to use your action.
renounced her faith in Paladine when her husband died of a Describe the assistance you seek, and roll percentile dice. If
wasting illness. you roll a number equal to or lower than your cleric level,
Borac is 5’11” tall, weighs 170 pounds, and resides in your deity intervenes. The DM chooses the nature of the
Storm's Keep. intervention; the effect of any cleric spell or cleric domain
Hit Dice 10d8 spell would be appropriate.
Hit Points 53
Armor Class 21 (+1 plate, shield)
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If your deity intervenes, you can't use this feature again for 7 Equipment
days. Otherwise, you can use it again after you finish a long
rest. +1 plate mail, shield, +2 spear, dagger, heavy crossbow, 20
crossbow bolts, crossbow bolt case.
Spellcasting. You have the ability to cast spells. Wisdom is
your spellcasting ability for your cleric spells. You use your Lady Sandaryll
Wisdom whenever a spell refers to your spellcasting ability.
You prepare the list of cleric spells that are available for you Smokingwar, Knight of
to cast. To do so, choose 14 spells. The spells must be of a
level for which you have spell slots. the Thorn, Guardian of
To cast a spell, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish a the Thorn
long rest. Lawful Evil Female Human, Wizard 10
You can use a holy symbol as a spellcasting focus for your
cleric spells. You can cast any cleric spell as a ritual if that Sandaryll Smokingwar displayed a natural affinity for magic
spell has the ritual tag. that enabled her to make it through warrior training, even
Spell Save DC: 16 though she lacked some of the size and stamina for hand to
Spell Attack Modifier: +8 hand combat. A valued power in the Thorn Knights, she
Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th- performed difficult missions, sometimes for Ariakan himself.
level (3), 5th-level (2) Ariakan's last orders were that she should keep an eye on
Cantrips (at will): light, mending, sacred flame, spare the Farall Skycutter, helping him (or removing him) as necessary
dying, thaumaturgy for the success of the Knight's garrison. Though Farall has
seemed overwhelmed by the coming of Chaos, she can't
Divine Domain: Death really blame him. She, too, fears that something bad has
Bonus Proficiency. You gain proficiency with martial happened to Ariakan.
weapons. Sandaryll is 5’5” tall, weighs 160 pounds, and resides in
Storm's Keep.
Divine Strike. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to Hit Dice 10d6
deal an extra 1d8 necrotic damage to the target. Hit Points 48
Armor Class 12 (ring of protection)
Domain Spells. Your clerical domain grants you certain Speed 30 ft.
spells that are always prepared, which do not count against STR DEX CON INT WIS CHA
the number of spells you can prepare each day. All of your
domain spells count as cleric spells for you. 14 (+2) 12 (+1) 10 (+0) 18 (+4) 13 (+1) 7 (-2)
1st-level: false life, ray of sickness
2nd-level: blindness/deafness, ray of enfeeblement Background Sage
3rd-level: animate dead, vampiric touch Proficiency Bonus +4
4th-level: blight, death ward Saving Throws Int +8, Wis +7
5th-level: antilife shell, cloudkill Skills Arcana +8, History +8, Investigation +8, Perception +5
Feats Spell Sniper, War Caster
Inescapable Destruction. Necrotic damage dealt by your Armor None
spells and Channel Divinity options ignores resistance to Weapons Daggers, darts, slings, quarterstaffs, light
necrotic damage. crossbows
Reaper. You learn one necromancy cantrip (spare the dying) Tools Alchemist’s supplies
of your choice on any spell list. When you cast a necromancy Senses passive Perception 15
cantrip that normally targets only one creature, the spell can Languages Common, Nerakese, Solamnic
instead target two creatures within range and within 5 feet of Attack Routine
each other.
+1 Dagger (Action). Melee or Ranged Weapon Attack: +6 to
Feats hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 2
Heavily Armored. You gain proficiency with heavy armor. piercing damage.
War Caster. You have advantage on Constitution saving Wizard Features
throws that you make to maintain your concentration on a Arcane Recovery. Once per day when you finish a short rest,
spell when you take damage. You can perform the somatic you can choose expended spell slots to recover. The spell
components of spells even when you have weapons or a slots can have a combined level equal to or less than 5.
shield in one or both hands.
When a hostile creature’s movement provokes an
opportunity attack from you, you can use your reaction to cast
a spell at the creature, rather than making an opportunity
attack. The spell must have a casting time of 1 action and
must target only that creature.
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Moon Magic. The waxing and waning of all three moons has Feats
an effect upon your magic. When any moon is at High
Sanction, you gain advantage on attack rolls with spells and Spell Sniper. When you cast a spell that requires you to
gain a +1 bonus to your spell save DCs. When any moon is at make an attack roll, the spell’s range is doubled.
Low Sanction, you have disadvantage on attack rolls with Your ranged spell attacks ignore half cover and three-
spells, and a -1 penalty to your spell save DCs. During the quarters cover.
waxing and waning periods around the quarter moons, you War Caster. You have advantage on Constitution saving
cast your spells normally. throws that you make to maintain your concentration on a
When the moons align, it has several effects. When two spell when you take damage.
moons align, you gain a +1 bonus to your spell save DCs. You can perform the somatic components of spells even
When all three moons align, you gain a +2 bonus to your spell when you have weapons or a shield in one or both hands.
save DCs. This bonus is cumulative with High and Low When a hostile creature’s movement provokes an
Sanction bonuses or penalties. opportunity attack from you, you can use your reaction to cast
Spellcasting. You have the ability to cast spells. Intelligence a spell at the creature, rather than making an opportunity
is your spellcasting ability for your wizard spells. You use attack. The spell must have a casting time of 1 action and
your Intelligence whenever a spell refers to your spellcasting must target only that creature.
ability.
You prepare the list of wizard spells that are available for Equipment
you to cast. To do so, choose 14 spells. The spells must be of Ring of protection, +1 dagger.
a level for which you have spell slots.
To cast a spell, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish a Silver and Blue Dragon
long rest.
You can use an arcane focus as a spellcasting focus for Mounts
your wizard spells. You can cast any wizard spell in your The silver and blue dragon mounts can be found on pages 11-
spellbook as a ritual if that spell has the ritual tag. 13.
Spell Save DC: 16
Spell Attack Modifier: +8
Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-
level (3), 5th-level (2)
Cantrips (at-will): blade ward, fire bolt, light, mage hand,
shocking grasp
Arcane Tradition: School of Evocation
Empowered Evocation. You can add +4 to the damage roll of
any wizard evocation spell you cast.
Evocation Savant. The gold and time you must spend to
copy an evocation spell into your spellbook is halved.
Potent Cantrip. When a creature succeeds on a saving
throw against your cantrip, the creature takes half the
cantrip’s damage (if any) but suffers no additional effect from
the cantrip.
Sculpt Spells. You can create pockets of relative safety
within the effects of your evocation spells. When you cast an
evocation spell that affects other creatures that you can see,
you can choose a number of them equal to 1 + the spell’s
level. The chosen creatures automatically succeed on their
saving throws against the spell, and they take no damage if
they would take half damage on a successful save.
Spells in Spellbook
1st-level spells: burning hands, charm person, comprehend
languages, detect magic, identify, mage armor, magic missile,
witch bolt
2nd-level spells: cloud of daggers, flaming sphere, mirror
image, web
3rd-level spells: dispel magic, fireball, fly, lightning bolt
4th-level spells: blight, ice storm, stoneskin, wall of fire
5th-level spells: cloudkill, dominate person
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Arentian, Young Male Actions
Silver Dragon Multiattack. Arentian makes three attacks: one with his
bite and two with his claws.
Arentian fought during the heady last days of the War
of the Lance. He spent the decades since reliving the Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
great battles wages against red and black dragons over one target. Hit: 17 (2d10 + 6) piercing damage.
central Ansalon. Distance makes the memories ever
sweeter, and this young hothead feels very distressed Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
about the necessity to hold himself back from the target. Hit: 13 (2d6 + 6) slashing damage.
current strife. Cold Breath (Recharge 5-6). Arentian uses one of the
following breath weapons.
Large dragon, lawful good
Cold Breath. Arentian exhales an icy blast in a 30-foot
cone. Each creature in that area must make a DC 17
Armor Class 18 (natural armor) Constitution saving throw, taking 54 (12d8) cold
Hit Points 168 (16d10 + 80) damage on a failed save, or half as much damage on a
Speed 40 ft., fly 80 ft. successful one.
Paralyzing Breath. Arentian exhales paralyzing gas in a
STR DEX CON INT WIS CHA 30-foot cone. Each creature in that area must succeed
on a DC 17 Constitution saving throw or be paralyzed
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) for 1 minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself
Saving Throws Dex +4, Con +9, Wis +4, Cha +8 on a success.
Skills Arcana +6, History +6, Perception +8, Stealth +4 Change Chape. Arentian magically polymorphs into a
Damage Immunities cold humanoid or beast that has a challenge rating no
Senses blindsight 30 ft., darkvision 120 ft., passive higher than his own, or back into his true form. He
Perception 18 reverts to his true form if he dies. Any equipment he is
Languages Common, Draconic wearing or carrying is absorbed or borne by the new
Challenge 9 (5,000 XP) form (Arentian's choice).
Innate Spellcasting. Arentian’s spellcasting ability is In a new form, Arentian retains his alignment, hit
Charisma (spell save DC 16). Arentian can innately cast points, Hit Dice, ability to speak, proficiencies, and
the following spells, requiring no material components: Intelligence, Wisdom, and Charisma scores, as well as
this action. His statistics and capabilities are otherwise
1/day each: feather fall, fog cloud, gust of wind, wind replaced by those of the new form, except any class
wall features of that form.
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Derianstyn, Young Male Actions
Silver Dragon Multiattack. Derianstyn makes three attacks: one with
his bite and two with his claws.
Derian witnessed a lot of war, being one of its first
silvers to fly from the Dragon Isles during the War of Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
the Lance. He lost two Knights from his own back and one target. Hit: 17 (2d10 + 6) piercing damage.
saw the deaths of all his nestmates during battle
against the blue dragons of Kitiara's wing. Far more Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one
cautious than the younger Arentian, he remains target. Hit: 13 (2d6 + 6) slashing damage.
courageous and strong. Cold Breath (Recharge 5-6). Derianstyn uses one of the
following breath weapons.
Large dragon, lawful good
Cold Breath. Derianstyn exhales an icy blast in a 30-foot
cone. Each creature in that area must make a DC 17
Armor Class 18 (natural armor) Constitution saving throw, taking 54 (12d8) cold
Hit Points 168 (16d10 + 80) damage on a failed save, or half as much damage on a
Speed 40 ft., fly 80 ft. successful one.
Paralyzing Breath. Derianstyn exhales paralyzing gas in a
STR DEX CON INT WIS CHA 30-foot cone. Each creature in that area must succeed
on a DC 17 Constitution saving throw or be paralyzed
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) for 1 minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself
Saving Throws Dex +4, Con +9, Wis +4, Cha +8 on a success.
Skills Arcana +6, History +6, Perception +8, Stealth +4 Change Chape. Derianstyn magically polymorphs into a
Damage Immunities cold humanoid or beast that has a challenge rating no
Senses blindsight 30 ft., darkvision 120 ft., passive higher than his own, or back into his true form. He
Perception 18 reverts to his true form if he dies. Any equipment he is
Languages Common, Draconic wearing or carrying is absorbed or borne by the new
Challenge 9 (5,000 XP) form (Derianstyn's choice).
Innate Spellcasting. Derianstyn’s spellcasting ability is In a new form, Derianstyn retains his alignment, hit
Charisma (spell save DC 16). Derianstyn can innately points, Hit Dice, ability to speak, proficiencies, and
cast the following spells, requiring no material Intelligence, Wisdom, and Charisma scores, as well as
components: this action. His statistics and capabilities are otherwise
replaced by those of the new form, except any class
1/day each: feather fall, fog cloud, gust of wind, wind features of that form.
wall
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Warall-Argent, Young Actions
Female Silver Dragon Multiattack. Warall-Argent makes three attacks: one
with her bite and two with her claws.
Warall carried a young Knight into battle at the High
Clerist's Tower, a man for whom the silver serpent felt Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
a powerful infatuation. Sir Banford Overdane died in one target. Hit: 17 (2d10 + 6) piercing damage.
the first clash, and the rest of the fight passed in a blur
—until the protective Derian escorted Warall Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one
westward. She grieves for the Knight at the same time target. Hit: 13 (2d6 + 6) slashing damage.
as she hopes for revenge. Cold Breath (Recharge 5-6). Warall-Argent uses one of
the following breath weapons.
Large dragon, lawful good
Cold Breath. Warall-Argent exhales an icy blast in a 30-
foot cone. Each creature in that area must make a DC
Armor Class 18 (natural armor) 17 Constitution saving throw, taking 54 (12d8) cold
Hit Points 168 (16d10 + 80) damage on a failed save, or half as much damage on a
Speed 40 ft., fly 80 ft. successful one.
Paralyzing Breath. Warall-Argent exhales paralyzing gas
STR DEX CON INT WIS CHA in a 30-foot cone. Each creature in that area must
succeed on a DC 17 Constitution saving throw or be
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4) paralyzed for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
Saving Throws Dex +4, Con +9, Wis +4, Cha +8 effect on itself on a success.
Skills Arcana +6, History +6, Perception +8, Stealth +4 Change Chape. Warall-Argent magically polymorphs into
Damage Immunities cold a humanoid or beast that has a challenge rating no
Senses blindsight 30 ft., darkvision 120 ft., passive higher than her own, or back into her true form. She
Perception 18 reverts to her true form if she dies. Any equipment she
Languages Common, Draconic is wearing or carrying is absorbed or borne by the new
Challenge 9 (5,000 XP) form (Warall-Argent's choice).
Innate Spellcasting. Warall-Argent’s spellcasting ability is In a new form, Warall-Argent retains his alignment, hit
Charisma (spell save DC 16). Warall-Argent can innately points, Hit Dice, ability to speak, proficiencies,
cast the following spells, requiring no material Legendary Resistance, lair actions, and Intelligence,
components: Wisdom, and Charisma scores, as well as this action.
Her statistics and capabilities are otherwise replaced by
1/day each: feather fall, fog cloud, gust of wind, wind those of the new form, except any class features or
wall legendary actions of that form.
INTRODUCTION | PREGENERATED
HEROES
22
Kerrilastian, Young Challenge 9 (5,000 XP)
INTRODUCTION | PREGENERATED
HEROES
23
g g
Krackellix, Young Challenge 9 (5,000 XP)
INTRODUCTION | PREGENERATED
HEROES
24
Lyssirix, Young Female Languages Common, Draconic
Challenge 9 (5,000 XP)
Blue Dragon
Lyssirix is a devoted servant of her clan, and when her Innate Spellcasting. Lyssirix’s spellcasting ability is
nest matriarch designated her for service in Ariakan’s Charisma (spell save DC 14). Lyssirix can innately cast
army she felt deeply honored. During this summer’s the following spells, requiring no material components:
campaign she has had success carrying Knight of the
Lily Lady Cyrine Harrian-Caergothia into battle. They 1/day each: create or destroy water, major image,
have proven exceptionally adept at spying on and phantasmal force
evading the Good dragons.
Actions
Large dragon, lawful evil Multiattack. Lyssirix makes three attacks: one with her
bite and two with her claws.
Armor Class 18 (natural armor) Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Hit Points 152 (16d10 + 64) target. Hit: 16 (2d10 + 5) piercing damage plus 5
Speed 40 ft., burrow 20 ft., fly 80 ft. (1d10) lightning damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 12 (2d6 + 5) slashing damage.
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3) Lightning Breath (Recharge 5-6). Lyssirix exhales
lightning in a 60-foot line that is 5 feet wide. Each
Saving Throws Dex +4, Con +8, Wis +5, Cha +7 creature in that line must make a DC 16 Dexterity
Skills Perception +9, Stealth +4 saving throw, taking 55 (10d10) lightning damage on a
Damage Immunities lightning failed save, or half as much damage on a successful
Senses blindsight 30 ft., darkvision 120 ft., passive one.
Perception 19
INTRODUCTION | PREGENERATED
HEROES
25
The Knight's Spur
Starting the Adventure: See page 26 for the following information. A successful DC
Palanthas 15 Intelligence (Investigation) check is required to notice that
You can find this chapter on page 14. the corpses have been eaten by giant rats.
Anyone standing in the courtyard to figure out where the
smoke is coming requires a successful DC 15 Wisdom
Bay of Branchala (Perception) check.
See pages 16-17 for the following information. Use the rules To bash an opening requires a successful DC 20 Strength
for extreme heat found on page 110 in the Dungeon Master's (Athletics) check.
Guide. The mist is so hot that the DC starts at 10.
Stalking Shadows
See pages 17-18 for the following information. There is a
shadow wight in the small alcove.
PART 4 | MAELGOTH
29
Part Five: The Chaos
Cloud
You cand find this chapter on page 50.
Flying to the Cloud
See page 50 for the following information. There are several
scavenger spawn.
Riding the Tornado
See page 50 for the following information. There is a
daemon warrior.
One: Vortex Chamber
See pages 51-52 for the following information. There are
three air elementals in the room.
Two: Aeries
See pages 52-54 for the following information. There is a
young fire dragon and a daemon warrior in the aerie.
Three: Spawning Room
See page 54 for the following information. There are ten
scavenger spawn in the room.
Four: Power Chamber
See pages 54-55 for the following information. There is a
dracolich in the chamber.
Creatures entering the upward shaft must make a DC 15
Constitution saving throw or take 10 (3d6) poison damage on
a failed save, or half as much damage on a successful one.
Five: Bombardment Station
See pages 55-56 for the following information.
21-25 Minutes. The meteor has AC 17 and needs to take
27 points of damage to be interrupted.
26-29 Minutes. Creatures near the meteor must make a
DC 15 Constitution saving throw or take 10 (3d6) fire
damage on a failed save, or half as much damage on a
successful one.
30 Minutes. Anyone in the bombardment station when the
meteor is dropped must make a successful DC 15 Strength
saving throw or fall toward the city.
Six: Fire Pit
See pages 56-57 for the following information. There is a
deepspawn in the pit.
Seven: Lair of the Daemonlord
See page 57 for the following information. There are eight
brutes, a spirit naga, two water elementals, and a
daemonlord in the lair.
Armor Class 15 (Tarmak war paint) Tarmak War Paint. While wearing this paint, the brute
Hit Points 11 (2d8 + 2) has AC 15 and it regains 5 hit points at the start of its
Speed 30 ft. turn. When the paint has healed a total of 20 points of
damage, it loses its effectiveness.
Armor Class 13 (natural armor) Armor Class 16 (chain mail; 18 with shield of faith)
Hit Points 119 (14d10 + 42) Hit Points 58 (9d8 + 18)
Speed 20 ft., swim 20 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 17 (+3) 16 (+3) 4 (-3) 16 (+3) 13 (+1) 14 (+2) 13 (+1) 16 (+3) 13 (+1)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 6 (-2) 10 (+0) 6 (-2) 14 (+2) 16 (+3) 14 (+2) 7 (-2) 10 (+0) 6 (-2)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 16 (+3) 14 (+2) 13 (+1) 21 (+5) 23 (+6) 10 (+0) 21 (+5) 9 (-1) 10 (+0) 9 (-1)
Damage Vulnerabilities fire, radiant Saving Throws Dex +4, Con +9, Wis +4, Cha +3
Damage Resistances acid, cold, lightning, thunder; Skills Perception +8, Stealth +4
bludgeoning, piercing, and slashing from Damage Vulnerabilities cold
nonmagical attacks Damage Immunities fire
Damage Immunities necrotic, poison Condition Immunities poisoned
Condition Immunities charmed, exhaustion, Senses blindsight 30 ft., darkvision 120 ft., passive
grappled, paralyzed, petrified, poisoned, prone, Perception 10
restrained, unconscious Languages Common, Draconic
Senses darkvision 60 ft., passive Perception 11 Challenge 9 (5,000 XP)
Languages the languages it knew in life, telepathy
120 ft. Heated Body. A creature that touched the dragon or
Challenge 5 (1,800 XP) hits it with a melee attack while within 5 feet of it
takes 7 (2d6) fire damage.
Incorporeal Movement. The wight can move through
other creatures and objects as if they were difficult Actions
terrain. It takes 5 (1d10) force damage if it ends its
turn inside an object. Multiattack. The dragon makes three attacks: one
with its bite and two with its claws.
Bright Light Sensitivity. While in bright light, the
wight has disadvantage on attack rolls, as well as on Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
Wisdom (Perception) checks that rely on sight. one target. Hit: 17 (2d10 + 6) piercing damage
plus 3 (1d6) fire damage.
Actions Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 one target. Hit: 13 (2d6 + 6) slashing damage.
ft., one target. Hit: 21 (4d8 + 3) necrotic damage. Fire Breath (Recharge 5-6). The dragon exhales fire in
The target must make a DC 14 Constitution saving a 30-foot cone. Each creature in that area must
throw or its hit point maximum is reduced by an make a DC 17 Dexterity saving throw, taking 42
amount equal to the damage taken. This reduction (12d6) fire damage on a failed save, or half as much
lasts until the target finishes a long rest. The target damage on a successful one. If the target is a
dies and vanishes, leaving only its possessions if creature or a flammable object, it ignites. Until a
this effect reduces its hit point maximum to 0. All creature takes an action to douse the fire, the target
memory of the target similarly vanishes from the takes 7 (2d6) fire damage at the start of each of its
minds of those who knew it or met it, as if it had turns.
never existed. The target may not be raised,
resurrected, or otherwise restored, even with a
wish.
Fear Gaze. The wight targets one creature it can see
within 30 feet of it. If the target can see it, the
target must succeed on a DC 16 Wisdom saving
throw or be frightened for 1 minute. The target can
repeat the saving throw at the end of each of its
turns, ending the effect on a success.
O
f all the knightly orders of Ansalon, none are as During this time, Ariakan learned all that he could about
feared as the Dark Knights of Takhisis. Born the structure, organization, and mentality of the Knights of
from the vision of Ariakan, the Knights of Solamnia. A personable youth, handsome and charming, he
Takhisis stand in the pages of history as the soon won the favor and admiration of his captors. The
greatest organized force of Evil to ever walk Knights were eager to indoctrinate him in the Oath and the
the face of Krynn. Measure, believing that such a course of study would benefit
After Ariakan’s time of imprisonment by the Knights of the young man and teach him the error of his ways. The error
Solamnia, he envisioned a dark knighthood that would draw was on the part of the Knights.
from the best aspects of the Knights of Solamnia, without Ariakan studied the Knighthood as a warrior sizing up his
falling into the traps of the Solamnics’ failings. While enemy. It was only a matter of time before Ariakan knew all
studying the Knights of Solamnia as their prisoner, he the right things to say to convince the Knights of his
realized his father’s greatest flaw. Ariakas relied on the Law rehabilitation and conversion. Indeed, after two years, he was
of the Dark Queen—Evil feeds on itself, gaining strength given an early release from the High Clerist’s Tower, but he
from the failure of its weaker members. By undermining the asked to stay and finish his studies. His request was happily
ability of the forces of Evil to work together, this had proven granted.
to be the downfall of Takhisis throughout history, most At the end of five years, learning all he could from the
notably with the dragonarmies during the War of the Lance. Knights, he offered his farewells. Many among the
What if Evil did not turn upon its own? What if there was a Knighthood were sorry to see him go, for Ariakan was a
group of dark knights who put the Knighthood before charming companion, a knowledgeable scholar, and an
personal gain? These questions haunted Ariakan until his excellent fighter. Only after he had left the Knights did it
encounter with the Dark Warrior, a fearsome aspect of the occur to them that, during all the time that he was with them,
goddess Takhisis. He bared his heart to her and, though he he had been careful never to actually proclaim any true
had touched upon her own failings, she approved of his allegiance, swear any vow, take any oath.
vision. She commanded him to build a knighthood in her Ariakan was in his mid-twenties when he rode out onto the
name. Solamnic Plain. He had an escort—Knights bound for other
The Knights of Takhisis are divided into three orders. The parts of the realm—but he soon managed to divest himself of
Knights of the Lily are the physical body of the Knighthood, his unwanted companions. Immersed in their own affairs,
warriors trained to fight in single combat, whether on foot, on attempting to put back together a country shattered by war,
horse, or riding a dragon. The Knights of the Skull are the the Solamnic Knights made only a halfhearted attempt to
spiritual body of the Knights of Takhisis, guiding them capture Ariakan. He had led them to believe he was going to
through the power of the Vision. The Knights of the Thorn enter the mercenary line of work and, though they considered
are the intellectual mind of the Knights of Takhisis, whose this a lowly occupation, they agreed that he must be off in
divinations augment their conquests. The Knights of Takhisis some realm, selling his sword to earn his living.
bring steel, spirit, and sorcery together in powerful Ariakan had no thought of selling his sword. He had
combination. learned much more from the Knights than just their culture,
As Ariakan foresaw, his knighthood would have to be like tradition, and history. Using the skills the Knights had taught
the ironwood trees, merging a strong foundation with the him, he eluded their watch and slipped back across the
ability to move and adapt. The foundations of the Knights of plains. Amidst a raging blizzard, he climbed the forbidding
Takhisis remain the same. To reach their Vision of mountains of Neraka and soon lost his way. Frozen and
dominating Ansalon and the world beyond—no matter who starving, he collapsed in a snowdrift and, with his last breath,
they believe the leader of this world will be—they are prayed to his mother Zeboim, for aid.
empowered by the laws of the Code to guide them and to As he ended his prayer, he saw a seashell in the snow
maintain unity. The Blood Oath fuels their actions and, in the before him. Accepting this as a sign from his goddess mother,
end, all must submit or die. Ariakan struggled to his feet. A trail of seashells led him to a
cavern. Here he found shelter against the storm, a cache of
food, and dry wood for a fire. He ate and, exhausted, fell
History of the Knights of asleep.
Ariakan awoke to find a figure clad in shining black armor
Takhisis near the fire. He did not fear the figure, thinking it a
The foundations of the Knights of Takhisis date back to the manifestation of his dead father. When the figure told Ariakan
year 352 AC when Ariakan, son of the Dragon Emperor to relate his experiences, he told the figure how he admired
Ariakas by an aspect of the goddess Zeboim, was captured by the Knights of Solamnia—the discipline, training, and
the Whitestone forces at the Temple of Neraka. His very willingness to sacrifice themselves for their cause. He
existence wasn’t even known to the Solamnics until the fall of described why the dragonarmies had failed and suggested
the Temple of Neraka. His capture and subsequent that a new knighthood could succeed where they had fallen
imprisonment was one of the biggest secrets of the War of short.
the Lance.