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Endius Burns

Endius Burns

Small Gunslinger (Human Knight), neutral

A man of few words but many Actions, Endius is a proud follower of Lance and serves in the lands as the first commander of the Acrane spellcaster—one of the few in the nation to carry a Runelock weapon. Appraised as one of the land's most respected commanders and leaders.

Armor Class 20
Hit Points 150
Speed 40 ft.
STR
12
(+1)
DEX
20
(+5)
CON
17
(+3)
INT
20
(+5)
WIS
12
(+1)
CHA
12
(+1)
Damage Resistances Force, Slashing, and lighting
Senses passive Perception 10
Languages Common, Elfish, Goblin, Celestial, and dragonic
Challenge 1 (200 XP)

Burns' Runelock — The Argent Howl. Legendary Runelock Attack: +12 to hit Range: 120/360 ft. Damage: 1d12 + 7 piercing + 1d6 force The +12 comes from: +5 Dexterity +5 proficiency +2 magical weapon Endius can make two Runelock attacks with his Attack action. Arcane Conduit The Argent Howl counts as Endius's spellcasting focus. He can cast spells directly through the weapon. Instead of throwing a Fireball from his hand, for example, Endius might load a glowing Spellshot and release it from the Runelock. Mechanically, the spell works normally.

Spellcasting. The Endius Burns is a 1-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks).

Cantrips (at will): Fire Bolt, Ray of Frost, Shocking Grasp, Mage Hand, and Minor Illusion

1st level: Magic Missile Flavor: three glowing Spellshots simultaneously form around the Argent Howl

2nd level: Misty Step Essential. Endius disappears in a burst of silver arcane smoke and reappears elsewhere. Mirror Image Scorching Ray Hold Person

3rd level: 3rd Level Counterspell Probably his most important spell. Fireball Haste Lightning Bolt

4th level: Greater Invisibility Absolutely disgusting combined with his Runelock. Dimension Door Fire Shield Wall of Fire

Fighting Style — Archery. +2 to ranged weapon attack rolls. Already included in his Runelock's +12 attack. Second Wind Bonus Action. Recover: 1d10 + 5 HP Once per short rest. Action Surge Once per short rest, Endius gains another action. This is one of his strongest abilities.

Actions

Witch Hunter's Execution. 1/Long Rest Endius plants his feet and raises the Argent Howl. Silver runes rotate around its arcane channel as magical energy begins collapsing toward a single Spellshot. Choose one creature within 300 feet. Make one Runelock attack with advantage. Hit Normal Runelock damage +10d10 force damage If the target is concentrating on a spell, concentration automatically ends. If the creature can cast spells, it must make a: DC 18 Constitution Saving Throw On a failure, it cannot cast spells with verbal components until the end of Endius's next turn.

Unique Endius Ability — Arcane Deadeye. 1/Short Rest Bonus Action. Endius marks one creature he can see within 120 feet for 1 minute. Against that creature: Ignore half cover. Ignore three-quarters cover. Runelock attacks deal +1d8 force damage once per turn. Endius knows its location while it's within 120 feet unless magically hidden. His attacks ignore resistance to nonmagical weapon damage. Once during Arcane Deadeye, Endius can reroll one missed Runelock attack.