The time to take action is now.
- Origin Daemon
- Class Fighter
- Kit Eldritch Knight
- Culture Muraian
- Faction Yevna
- Ethos Esurient
We are your blood, princess. Soulbound to you, yet you treat us like chattel. Tsain promises us a seat at the table of the new dominion. We shall rule as equals in his paradise, on earth.Hard River, speaking to the Queen Who Lives
This Daemon leads a sect of The Fallen in the remnants of the Aerie. She is spiteful towards the High People and in league with Tsain and Elektra, who promise the Cult of the Fallen that they will be uplifted if they should support the duplicitious plans of the Left Hand of the Goddess.
Hard River has no particular love for the Left Hand or any of its advocates, but she does see their ilk as a way for her kind to get an upper hand after the Fall. With the help of Tsain's illusory magic, she and her wingless companions may appear as a winged Daemon in need of help, and lure the party into a trap.
You take an additional +2 damage from magical sources and have disadvantage on any check to resist magic. You have advantage on Mighty. In lieu of moving on your turn, you can glide or leap the same distance with your wings.
You may make a second attack on your turn. Your second attack is made with disadvantage. As long as you have MP, you may use any attack available in the round as a reaction against your opponent if they attempt to disengage from your melee space. Such attacks are made with advantage.
Due to a marvelous accident or because of an unknown destiny, you have been enchanted by a sorcerous power. Choose two spells at character creation. You can cast these spells even if you're not a spellcaster, and you are not subject to magic penalties conferred by armor or shields when casting these spells. As long as you have MP, you may take advantage on spell checks to resist magic.
Arbalest (Heavy Crossbow) +7
Bare Fists or Feet +5
Mountain Pattern Armor
You can manipulate the flow, direction, and intensity of a single source of energy, such as a burning fire, arc of electricity, light, or sound wave. If the source is used to cause harm to a target, apply the peril of the corresponding maleficence.
You charge an object of your choosing with psychical energy, flattening it into two dimensions—the object has height and length, but no width. For the duration of the spell, attacks made with that weapon ignore armor and deal damage to HP. Every successful attack you make with the weapon consumes 1 MP. If you release the object, the spell ends.
Choose a Weapon
A successful attack with this weapon knocks your opponent to the ground until after their next action. You have advantage with attacks against them while they are prone.
You cannot wield a shield or any other weapon while wielding this weapon. When you add this tactic as a specialty, it deals an additional +1 damage.