Companions

Astra

  • Description: A shadow in the twilight, Astra is a loyal agent of the Cult of the Snake whose quiet demeanor belies a razor-sharp mind and an even sharper blade. Her loyalty, once sworn to the Lady of Coins, now rests firmly with Versir. She moves through the world like a whisper, her insights often feeling like glimpses into a future only she can see.

  • Precognitive Vision (Reaction): At the end of a long rest, Astra experiences a brief flash of precognition, glimpsing a potential future event. She rolls a d20 and records the number. You can use your reaction to call on Astra to replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this foretelling roll. You must choose to do so before the roll is made. Her foretelling roll can be used only once. When you finish a long rest, she loses any unused foretelling roll.

Pholon

  • Description: A boisterous and good-natured centaur from the cursed tribes of Scorpion Island. Once known for his love of ale, Pholon has recently acquired a terrifying new weapon—a massive Cannonlance—making him a heavy hitter on the battlefield. While he still loves a good party, he now brings heavy artillery to the fight, eager to test his explosive new toy in defense of his rider.

  • Point-Blank Blast (Reaction): When a creature makes a melee attack against you, you can call on Pholon to intercept with a thunderous point-blank shot. The attacker immediately takes 3d6 piercing damage and the triggering attack is made with disadvantage. Additionally, the attacker must make a DC 15 Strength saving throw. On a failed save, the blast knocks the enemy back; the attack automatically misses, and the creature is pushed 10 feet away from you. (“Personal space, buddy! Eat lead!”)

Corinna

  • Description: A young woman from Estoria rescued from the clutches of the maenads in the Mossy Temple. Her harrowing experience forged her into a survivor with a debt of gratitude to the heroes. She has since honed her hunting skills, becoming a deadly archer with an unerring eye and a steady hand, determined to ensure no one else suffers the fate she narrowly escaped.

  • Bullseye Shot (Reaction): When you make a ranged attack, you can use your reaction to call on Corinna to imbue the attack with her exceptional archery skills. The attack automatically hits the target without rolling and deals an extra 1d10 damage. (“No need to roll for that one, amateur.”)

Kalistor

  • Description: A veteran hoplite from Estoria and a devout follower of Pythor. Kalistor’s loyalty to his god-king is matched only by his admiration for the heroes who saved the city. He is the embodiment of a steadfast soldier, his voice accustomed to commanding troops and inspiring courage in the face of overwhelming odds.

  • Rallying Cry (Reaction): As a reaction, you can call on Kalistor to shout a booming war cry, bolstering the courage of his allies. Each friendly creature within hearing range gains temporary hit points equal to 1d6 + 5 and has advantage on Wisdom saving throws against being frightened for 1 minute. (“For glory! For honor! For… slightly more hit points!”)

Chondrus

  • Description: The former royal advisor is a master of arcane lore and political intrigue. Jaded and cynical, he serves Lutheria not out of devotion but a fascinated appreciation for her grand, cosmic theatre. Now a prisoner-ally aboard the Ultros, his vast knowledge and formidable magic are a dangerous but undeniably useful asset, offered with a perpetual sneer.

  • Arcane Disruption (Reaction): When you see a creature within 30 feet casting a spell, you can use your reaction to call on Chondrus to attempt to disrupt the spellcasting. The creature must make a DC 15 Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, bonus action, or reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended. (“Nope, not today, magic man!”)

Lyra

  • Description: A pragmatic and fierce warrior whose loyalty to Orion is absolute. Lyra is grounded and direct, often acting as the voice of reason for the passionate demigod. She possesses a surprising magical trinket from her adventuring days, a testament to her resourcefulness and her belief that the best plan is often a swift escape.

  • Ironshod Trotters (Free Action): Lyra clicks her boots together to polymorph into a riding horse and charges through the battlefield. You and up to five willing creatures of your choice within 15 feet of you can immediately move up to theirs full speed. This movement does not provoke attacks of opportunity and ignores difficult terrain. (“I’m not just a pretty face, I’m also a reliable mode of transport!”)

Melania

  • Description: A devoted priestess of Mytros and the loving wife of Felicjan, Melania is the anchor that connects the epic quest to the mortal world. Her faith is not loud or boisterous, but a deep, quiet well of strength and compassion. Her presence is a constant reminder of the homes and families the heroes are fighting to protect.

  • Blessing of the Dawn (Free Action): Melania calls upon the Goddess of Dawn to infuse her allies with protective light. Choose up to five creatures within 30 feet. Each target’s hit point maximum and current hit points increase by an amount equal to twice your proficiency bonus. (“Felicjan, honey, this one’s for you! Go get ‘em, tiger!”)

Moxena

  • Description: The former Lady of Coins, a medusa on a complex path of redemption. Haunted by a past betrayal that cost her family the throne of Themis, she is ruthless, cunning, and powerful. Though now allied with the heroes, her methods are often brutal and direct, and her petrifying gaze remains a terrifying weapon she will not hesitate to use for her cause.

  • Petrifying Gaze (Reaction): As a reaction, call on Moxena to use her gaze and choose one creature within 30 feet. The target must make a DC 15 Constitution saving throw. A creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. (“You’re looking a little stiff there, friend.”)

Kyrah

  • Description: The Muse, reborn. Having sacrificed much of her divine power, Kyrah is now more mortal than god. Her connection to inspiration is no longer an innate font but something she must rediscover by witnessing the heroic deeds of the party. She is the chronicler of the new epic, her magic and spirit rekindled by the very story she helps to create.

  • Song of Heroism (Free Action): Kyrah can perform a song that grants bravery to all of her allies that can hear her. Until the end of their next turn, all allies who hear her song can reroll one dice roll of their choice. (“Hit it, boys! And by ‘it’, I mean the ‘reroll’ button on your character sheet.”)

Loreus

  • Description: A satyr whose heart beats only for Orion. Having followed the demigod from the Siren’s Roost tavern, Loreus has become the Ultros’s most enthusiastic (and most frequently ignored) admirer. Despite his lovesick antics, he possesses a powerful fey charm that can stop even the most fearsome monster in its tracks with a single, smoldering glance.

  • Bewitching Gaze (Reaction): Call on Loreus to focus his captivating charm and alluring gaze upon a single creature within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or be charmed by him for 1 minute. While charmed in this way, the target is incapacitated and has a speed of 0. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes any damage. (“Resistance is futile. Just give in to my captivating charm.”)

Pythor

  • Description: The God of Battle in a self-imposed exile of grief and wine. Though often lost in a drunken haze, the presence of his son, Orion, and the thrill of the heroes’ quest occasionally awakens the divine warrior within. In these moments of clarity, he can unleash a flash of his former glory, lending his divine might to a worthy blow.

  • Thunderous Smite (Reaction): When you hit a creature with an attack, you can call on Pythor as a reaction to channel his divine wrath, causing your weapon to ring with thunder that is audible within 300 feet of you. The attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a DC 15 Strength saving throw or be pushed 10 feet away from you and knocked prone. (“That’s my boy! Show them how a real hero fights!”)

Versi

  • Description: The Oracle of Thylea, a water nymph of profound wisdom and serenity. As the daughter of Sydon, she walks a careful line between the worlds of gods and mortals. Her power lies not in battle, but in her ability to part the mists of time and see the threads of fate, offering cryptic but invaluable guidance to those destined to change the world.

  • Divination (Free Action): Versi can cast the divination spell to gain insight into the future. (“Let me consult the stars… Ah yes, it says here you’re going to have a very bad day.”)

Iolaah

  • Description: The cheerful and courageous princess of the merfolk. Fascinated by the surface world and its heroes, she has become a staunch ally. Her spirit is as bright and playful as the sun-dappled waves, and she can call upon the ancient magic of her people to transform into a fey dolphin, a joyful guide through the ocean depths.

  • Little Mermaid (Free Action): Iolaah transforms into a Dolphin Delighter, a magical fey dolphin with shimmering scales and an aura of joy. This transformation lasts for up to 8 hours. When transformed, she can be used as an underwater mount by one Medium or smaller creature. While mounted, the rider can breathe underwater. (“Let’s spread some joy and magic through the sea!”)

Tars d’Lyrandar

  • Description: As a half-elf bearing the Mark of Storm, Tars has an innate connection to the sea and sky. His years as the captain of an elemental galleon have honed these gifts, allowing him to read the wind, predict the weather, and call upon the fury of the storm in small, potent bursts. He’s a seasoned, reliable sailor whose instincts have saved his crew more times than he can count.

  • Sudden Fogbank (Reaction): As a reaction, you can call on Tars to conjure a thick bank of fog. A 20-foot-radius sphere of fog, as per the fog cloud spell, appears centered on a point you choose within 60 feet of you. The fog lasts for 1 minute or until a strong wind disperses it. (“Need some cover? I’ve seen worse fogs off the coast of Cyre. This is nothing!”)

Dedal

  • Description: The Obsessive Inventor. A genius rescued from the Aerie of the Roc, Dedal’s mind operates on a level of mechanical complexity few can comprehend. He is perpetually distracted, seeing the world as a series of engineering problems to be solved. His loyalty is not to a cause, but to the elegant pursuit of invention, and he is grateful to the heroes for providing him with new materials and challenges.

  • Aegis Projector (Reaction): When you or an ally you can see within 30 feet is hit by an attack, you can use your reaction to call on Dedal. He activates a handheld device that projects a shimmering field of force around the target. The target gains 3d6 + 5 temporary hit points, which last for 1 minute. These temporary hit points absorb as much of the triggering damage as possible. (“Of course it worked! The harmonic resonance matrix is perfectly calibrated for kinetic energy diffusion!”)