Indira is a first-level Conscript with a focus on boasting and making aggressive strikes in melee. A guide for playing Indira is below.



Medium humanoid (half-orc), chaotic neutral
Conscript 1; Sailor

Armor Class 13
Hit Points 12 (1d10+2)
Speed 30 ft.

17 (+3) 12 (+1) 14 (+2) 10 (+0) 08 (-1) 14 (+2)

Saving Throws Con +4, Cha +4
Skills Athletics +5, Intimidation +4, Perception +1, Persuasion +4, Sleight of Hand +3, Survival +1
Tools Carpenter’s tools, navigator’s tools
Vehicles water
Senses darkvision 60 ft., passive Perception 11
Languages Common, Orc
Challenge 1/2

Martial Tradition Pirate
Sphere DC 12
Equipment sphere.Talents (discipline) Bushido Training, Pirate Training; (other) Unarmored Training

  • discipline (Bushido, Pirate); proficient with katana (longsword), longbow, naginata (glaive), nodachi (greatsword), rapier, shortsword, scimitar, trident, net, hand crossbow, wakizashi (shortsword), and war pick
  • Unarmored Training; AC = 10 + Dex mod (+1) + Cha mod (+2)

Fencing sphere.Talents none • fatal thrust, feint, (30 ft.), instantaneous or 1 round

  • Fatal Thrust; When making a melee attack that has advantage, you may reroll one of the dice once.
  • Feint; Help action to grant yourself or another ally within 5 feet advantage on their next attack roll.

Scoundrel sphere.Talents (trick) Twist The Knife; Proficiency (Sleight of Hand), instantaneous or varies (1 round or minute)

  • Dirty Trick or Steal; When you perform a dirty trick or steal, you can apply one (trick) talent.
  • trick (Twist The Knife) You can make a single attack against that target.

Relentless Endurance. When Indira is reduced to 0 Hit Points but not killed outright, she can drop to 1 hit point instead. Indira can’t use this feature again until she finishes a Long Rest.
Savage Attacks. When Indira scores a critical hit with a melee weapon Attack, she can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Nodachi (greatsword). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6+3)
Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d6+1)

Bonus Actions
Second Wind. Regain hit points equal to 1d10 + your conscript level (+1). Once Indira uses this feature, she must finish a short or long rest before she can use it again.

Equipment. A nodachi (greatsword), a rapier, 2 daggers, a shortbow (and 20 arrows), a flask of alcohol, a belaying pin (club), 50 feet of silk rope, a lucky charm (a topaz that glows faintly in stormy weather), a set of common clothes, and a pouch containing 10 gp.

How To Play

Indira is primarily a melee combatant, although she has a shortbow as a backup weapon to strike foes that are far away.

First level will be a bit slower for her, and she should just try to flank enemies by coordinating with allies to gain advantage on attacks, activating her Fatal Thrust and aiming to score critical hits as often as possible. Take the Gladiator sphere with your talent at second level; this is essential to her basic combat strategy.

Starting at second level with the Gladiator sphere taken, Indira is especially effective against creatures with lower Strength and Dexterity scores (such as many caster-type enemies), where she will most likely succeed on using the Dirty Trick effect from the Scoundrel sphere as her action. When she succeeds on this (her Dexterity (Sleight of Hand) versus their Strength (Athletics) or Dexterity (Acrobatics) checks), Indira can grapple her target and use that as a trigger for her Prowess (boast) from the Gladiator sphere as a reaction. This gives her advantage on a weapon attack roll, which she can follow up with the Twist the Knife (trick) from the Scoundrel sphere to make an attack. Indira's Fatal Thrust ability from the Fencing sphere helps ensure that she is especially accurate when she attacks with advantage, and her Savage Attacks ability means that she will be able to deal additional damage when she makes a critical hit (which she probably will more often than other characters thanks to all that advantage on her attacks).

Characters with higher Strength or Dexterity scores are more likely to resist her Dirty Trick, but Indira can still flank a target normally, get help from an ally, or, in some cases, make a (boast) after killing a weaker enemy to get advantage against a tougher target. All characters benefit from getting advantage on their attacks, but Indira benefits more than most.

While not a truly defensive character, Indira's Second Wind ability and her Relentless Endurance quality mean that she can usually take at least a few hits and keep fighting. This helps compensate for her lower AC, but she'll probably want to carry some potions or stick with a healer who can keep her in the fight if she takes a particularly nasty strike.

Indira values both Strength and Dexterity, so try to raise both as you can. Dexterity is probably more useful to raise than Strength is. Dexterity will help improve her Dirty Trick and she's almost guaranteed to hit when she's attacking with advantage without further improvements to her Strength; the small damage boost from raising Strength isn't quite as useful as the higher rate of crits she'll get from raising Dexterity. Raising Dexterity will also increase her AC and help her dodge attacks that target her Dexterity save, which are a fairly common threat. At a higher level (preferably Level 3), consider taking the Improved Grifting talent from the Scoundrel sphere. This will add twice her proficiency bonus to her Dexterity (Sleight of Hand) checks, making her noticeably more effective with her primary Dirty Trick combo. This also helps compensate for her lower starting Dexterity. From there, you can build her up in any direction you prefer.

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