| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 16 | +3 | +3 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 12 | +1 | +1 |
| CHA | 20 | +5 | +5 |
Fused Mask. Clover's porcelain mask has no eyeholes and cannot be removed. Clover is blind but has Blindsight 60 ft, can't be Blinded and is never fooled by illusions that rely on sight.
Birthright of Luck. When Clover rolls a d20, a roll of 9 or lower counts as a 10.
Legendary Resistance (1/Day). If Clover fails a saving throw, they can choose to succeed instead.
Multiattack. Clover makes two Lucky Rapier attacks.
Lucky Rapier. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Radiant damage.
Coin Toss (Recharge 5–6). Clover flips a golden coin at a creature within 60 feet. Charisma Saving Throw: DC 17. Failure: 27 (6d8) Radiant damage, and the target has Disadvantage on attack rolls until the end of its next turn. Success: Half damage only.
Lady Luck's Wink. One ally Clover can see within 60 feet gains Advantage on its next d20 test before the end of its next turn.
Twist of Fate (3/Day). Trigger: A creature Clover can see within 60 feet makes a d20 test. Response: The creature rerolls and must use the new roll.
Description
Orrin Threefold. Wick, Hush and Clover are half-siblings, three children of one god: Orrin Threefold, god of thresholds, bargains and masks. Each was born to a different mortal mother, and each inherited a different piece of their father's power. Orrin scattered his children across the realm as infants so that no single heir could ever grow strong enough to challenge him.
The Three Mice. The three found each other by accident, as young adventurers who kept ending up on the same jobs. They called themselves the Three Mice: small, quick and always underestimated. Only years later, in a forgotten temple, did they learn the truth: they all had their father's eyes. Rather than beg, they cornered Orrin together and forced him to hand over their birthright.
The Masquerade. Orrin smiled, gave in, and invited his children to a masquerade in the heavens to celebrate. It was his party, and the masks were his gift. At midnight the porcelain mouse masks fused to their faces: Orrin's way of claiming back what was his. Blind behind them, they now see only by the spark of their divinity. And he took one last price, like a tail cut off with a carving knife: their true names. Because Orrin is the god of masks, only he, or something that steals his power, can ever break them.
The Wolf & Ram. Now the three pour drinks and post jobs at the Wolf & Ram, a threshold their father cannot cross. Many of the jobs on the board quietly send adventurers after pieces of Orrin's power. They have never mentioned that there was a fourth invitation to the masquerade, or that a fourth mask went missing. Orrin had a fourth child he never acknowledged, and that child is still out there.
Clover. The youngest. Their mother was a gambler, and from Orrin they inherited the bargain: luck, chance and the threshold between winning and losing. Clover runs the dice table and the till, always cheerful, always flipping a gold coin. A tiny green four-leaf clover is painted on the cheek of their mask. Clover is the one who talked the others into confronting their father. Orrin's joke: the luckiest person alive lost the one bet that mattered.
Homebrew NPC for the Wolf & Ram campaign. Not meant to be fought by low-level characters.