Orc Blade of Ilneval

Medium humanoid (orc)
Challenge

STR
3
DEX
0
CON
3
INT
0
WIS
1
CHA
2

60
8d8+24
19
Soak
1
Fort
+4
Ref
+1
Will
+2
Defense note chain mail, shield

Speed 5 m.
Skills Athletics +4 (15), Brawn +4 (15), Insight +2 (13), Intimidation +3 (14), Perception +2 (13), Wilderness +2 (13)
Senses darkvision 10 m.
Languages Common, Orc

Blood Fury (Recharges after a Short or Long Rest). On its turn, the orc blade of ilneval can unleash the orcish fury coursing through its veins. Once on each of its turns while seething with fury, it can add 1 to the damage when it damages a creature with an attack or a spell that targets only one creature. Its fury lasts for 1 minute or until it is unconscious or dies.

Foe Smiter of Ilneval. A weapon wielded by the orc blade of ilneval deals one extra die of its damage (included in the attack).

Maneuvers. The orc blade of ilneval uses maneuvers (maneuver save Difficulty 13). It has 8 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: advance, blood in the water, chain sweep, charge, disorient, fountain of blood, hamstring, knockback, lead the attack, parry, rally, rampage, slice through, smash, spring attack, sprint, throw, trip, whirling blade

2 stamina dice: commander’s strike, frenzy, guided strike, inspire, vengeance

Relentless Endurance (Recharges after a Short or Long Rest). If the orc blade of ilneval is reduced to 0 health but not killed outright, it can drop to 1 health instead.

Actions (2)

Longsword. Melee Weapon Attack: +4 to hit. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands.

Longspear. Melee or Ranged Weapon Attack: +4 to hit, reach 1 m. or range 5/20 m. Hit: 12 (2d8 + 3) piercing damage, or 14 (2d10 + 3) piercing damage if used with two hands to make a melee attack.

Ilneval’s Command (Recharges 4–6). Up to three allied orcs within 20 meters of this orc that can hear it can use their reactions to each make one weapon attack.

Forest, Grassland, Hill, Mountain, Underdarkvgtm

Maneuvers

As an action, choose up to three friendly creatures within 10 meters who can see or hear you. Each of those creatures can immediately use their reaction to move up to half their speed without provoking opportunity attacks.

Enhance

You can maneuver two additional creatures for each additional stamina die expended. The creatures must be within 5 meters of each other.

As an action, make a melee weapon attack with advantage against a creature that is below half its health.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon that you wield in two hands that deals piercing damage and then whirl your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes piercing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack against a creature after you move at least 3 meters straight toward it.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, the creature must succeed on a Reflex saving throw or you can push it 2 meters away from you and knock it prone.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and push the creature an additional 1 meter for each additional stamina die expended.

1 minute/stamina die

As an action, make a weapon attack to disorient the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As a reaction, which you use when you hit a creature with a melee weapon attack and reduce it to 0 health, you can rip into your foe as it drops. Each creature of your choice in a sphere twice as big as normal around you must make a Will saving throw.

On a failure, a creature is frightened of you until the end of your next turn.

As an action, make a melee weapon attack that deals slashing damage to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As an action, make a weapon attack and shout a war cry that victory is at hand, stoking the fires of battle.

On a hit, add the stamina die to the attack’s damage and the next attack made against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 3 additional stamina dice to cause all attacks made against the target by an attacker other than you to have advantage.

As a reaction, which you use when you are hit by a weapon attack that you can see, you can block the blow with a melee weapon you wield. Roll a d3 and add the result to your Defense against the triggering attack. You can do so after the roll but before any effects of the roll occur.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can rally an ally to push on. A creature of your choice other than you within 5 meters who can see or hear you gains temporary health equal to your maneuver ability.

Enhance

You can increase the temporary health for each additional stamina die expended.

As a reaction, which you use when a hostile creature within 5 meters is reduced to 0 health or a friendly creature within 5 meters is reduced to less than half its health, you can move up to half your speed and attack a creature.

On a hit, the creature takes damage equal to the stamina die, but no additional effects from hitting apply.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The damage type is the same as the weapon used.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon that deals slashing damage and then slice through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon that deals bludgeoning damage against an object or structure to smash it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The attack deals double damage to objects and structures.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice. You also have advantage on Athletics checks to jump.

As an action while you have two hands free, you can attempt to grab and throw a creature that is your size or smaller. The creature must make a Reflex saving throw.

On a failure, you throw it 2 meters away from you where it falls prone and takes bludgeoning damage equal to the stamina die.

On a critical failure, you throw it twice as far and it takes twice as much damage.

Enhance

You can increase the damage, target a creature of a larger size, and throw the creature an additional 2 meters for each additional stamina die expended.

As an action, make a melee weapon attack and a Brawn check to Trip.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, make a melee weapon attack with a weapon that you wield in two hands that deals slashing damage and then whirl your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack, opening a moment of opportunity for a creature within 5 meters who can see or hear you. That creature can immediately use its reaction to make one weapon attack against the target of your attack.

Enhance

You can add the stamina die to the attack’s damage (add half if it miss by 4 or less) for each additional stamina die expended.

As an action, make a melee weapon attack against two different creatures.

Enhance

You can attack an additional creature for each additional stamina die expended.

As a reaction, which you use when a creature you can see within 5 meters of you attacks a creature you can see, you can grant that creature advantage on attacks until the end of its turn. You make this choice after you see the roll, but before the GM says whether the attack hits or misses.

As a reaction, which you use when a creature other than you within 10 meters who can see or hear you makes an attack or saving throw roll, you can inspire it. The creature makes the roll with advantage. You can do so after the roll but before any effects of the roll occur.

If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.

Enhance

You can inspire one additional creature for each additional stamina die expended. The creatures must be within 5 meters of each other.

As a reaction, which you use when a creature hits a creature other than you with an attack, you can visit vengeance on the creature. You can make a melee weapon attack against the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.