Keldon Warcaller
Found at the head of every Keldon war host, warcallers play an important role in Keldon battles. Though they move with the frontlines and are often the first to attack, warcallers are often less adept in battle than other Keldon warriors. But the warcallers make up for this difference by wielding magic drawn from the sounds of the battlefield- the clashing of blades, the rattle of armor, the pounding of hooves, and the thunder of their own horns.
Teller of Tales Outside of battle, Keldon warcallers serve the war host by listening to the stories of their people, taking them down, and committing them to memory. During festivals and celebrations, the warcallers recount these same stories, having spent weeks writing the best of them into the form of songs. The greater the song they write, the greater the chance that others will remember it. And for warcallers, the more who remember their songs, the greater power that same song has when spoken or sung on the battlefield.
By repeating the glories of their ancestors and allies, warcallers can speak true magic into the world- which allows them to heal wounds, blast their foes with thunderous power, or channel the spirit of the First Flame into themselves or others.
Keldon Warcaller
Found at the head of every Keldon war host, warcallers play an important role in Keldon battles. Though they move with the frontlines and are often the first to attack, warcallers are often less adept in battle than other Keldon warriors. But the warcallers make up for this difference by wielding magic drawn from the sounds of the battlefield- the clashing of blades, the rattle of armor, the pounding of hooves, and the thunder of their own horns.
Armor Class | 13 (studdend leather) | ||
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Hit Points | 5d8+5 | ||
Speed | 30 ft. | ||
Strength | 14 (+2) | ||
Dexterity | 12 (+1) | ||
Constitution | 13 (+1) | ||
Intelligence | 10 (+0) | ||
Wisdom | 14 (+2) | ||
Charisma | 15 (+2) | ||
Skills | Performance d20+4 | Persuasion d20+4 | |
Senses | Passive Perception 12 | ||
Languages | Common | Keldon | |
Challenge | 2 (450 XP) | ||
Special 1 | Spellcasting | The warcaller is a 4th-level spellcaster. | Its spellcasting ability is Charisma |
(spell save DC 12, d20+4 to hit with spell attacks). | It has the following Bard spells prepared | ||
Spells 1 | Cantrips (at will) | Blade ward | Thunderclap |
Ture strike | |||
Spells 2 | 1st level (4 slots) | Bane | Cure wounds |
Heroism | Thunderwave | ||
Spells 3 | 2nd level (3 slots) | Heat metal | Pyrotechnics |
Shatter | |||
Action 1 | Longsword | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d8+2 slashing damage. | If the attack hits, the warcaller can use a bonus | action to cast a cantrip that it knows |
Action 2 | Blasting Horn (3/day) | Each creature in a 30-foot cone originating from the warcaller | must make a DC 13 Constitution saving throw, |
taking 4d6 thunder damage on a failed save, | or half as much on success. | Objects and structures in the area | automatically take 8d6 thunder damage |
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