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  1. SRDs/
  2. D&D 5th Edition/
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  4. Ravenfolk Warrior/

Ravenfolk Warrior

Ravenfolk Warrior

Medium humanoid, neutral
  • Armor Class 15 (studded leather armor)
  • Hit Points 78 (12d8+24)
  • Speed 30 ft.
  • STR
    12 (+1)
  • DEX
    16 (+3)
  • CON
    14 (+2)
  • INT
    10 (+0)
  • WIS
    13 (+1)
  • CHA
    10 (+0)
  • Saving Throws Dex +5, Wis +3, Cha +2
  • Skills Deception +2, Perception +5, Stealth +5
  • Senses darkvision 120 ft., passive Perception 15
  • Languages Common, Feather Speech, Huginn
  • Challenge 3 (700 XP)
  • Rune Weapons. Kept keen with runic magic, runespears and runestaves are two-handed weapons that count as magical, though they provide no bonus to attack. Their magic must be renewed each week by a doom croaker or by Odin's own hand.
  • Mimicry. Ravenfolk warriors can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry.

Actions

  • Multiattack. A ravenfolk warrior makes two runespear attacks, or two longbow attacks, or one ghost wings attack and one runespear attack. It can substitute one peck attack for any other attack.
  • Ghost Wings. The ravenfolk warrior furiously "beats"a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn.
  • Longbow. Ranged Weapon Attack. +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
  • Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
  • Radiant Runespear. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 1) piercing damage plus 2 (1d4) radiant damage.
  • Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Reactions

  • Odin's Call. A ravenfolk warrior can disengage after an attack reduces it to 10 hp or less.

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