TEXT: Conan Unchained!
  Dungeons & Dragons 5th Edition Conversion by Kentti
  
  Preparing for the
  Adventure
  The adventure uses hero point rules found on page 264 on
  the Dungeon Master's Guide. For fear factor, use fear rules
  found on page 267 on the Dungeon Master's Guide.
  The Adventure
  You can find this chapter on page 7.
  Plot Encounter #1: At War
  See page 7 for the following information. To notice the cloud
  requires a successful DC 15 Wisdom (Perception) check. The
  cloud has fear DC of 14.
  There are shadows with fear DC of 16.
  Plot Encounter #2: The Free
  Companions
  See page 8 for the following information. The riders are
  thugs equipped with scimitars and nets (lariats) riding
  warhorses. Use rules for nets found in the Player's
  Handbook while the riders try to take the PCs prisoner.
  If the characters are captured, a successful DC 20 Strength
  check breaks free.
  Important NPCs
  See page 9 for the following information. Tarlas Constantius,
  Hetman is a gladiator equipped with chain mail, shield (AC
  18), longsword, and dagger. He has 12 hero points.
  Karaz Chaam, Constantius's lieutenant is a gladiator
  equipped with longsword, mace, and dagger.
  Rossim the Beardless is a veteran equipped with scale
  mail (AC 14), longsword, spear, and dagger. He also has spy's
  cunning action and sneak attack (1/turn) features.
  Kozaks are thugs equipped with scimitars, daggers, and
  nets.
  Kozaki Encounter Descriptions
  See page 10 for the following information.
  1. Turanian Attack
  See pages 10-11 for the following information. A successful
  DC 15 Wisdom (Perception) check is required to notice
  something is not right.
  Turanian soldiers are guards with scimitars and daggers.
  Riders are riding warhorses.
  Officer is a knight equipped with chain mail, shield (AC 18),
  scimitar, and dagger riding a warhorse.
  3. The Braggart
  See page 12 for the following information. To notice
  Dhurmas kicking in the ribs requires a successful DC 15
  Wisdom (Perception) check. Dhurmas is a veteran is with no
  armor (AC 11) and no weapons. His fists do 1d4 + 3
  bludgeoning damage.
  4. A Fortunate Event
  See pages 12-13 for the following information. There is a
  lion.
  If the characters are already free, Dhurmas is a veteran
  with no armor (AC 11) and no weapons. His fists do 1d4 + 3
  bludgeoning damage.
  5. The Drunken Hetman
  See page 14 for the following information.
  Use normal mounted combat rules. Constatinus's Animal
  Handling is + 7 and he has the Mounted Combatant feat.
  The horses are warhorses with military saddles.
  7. The Raiders Leave
  See page 15 for the following information.
  Caravan 1. Pack horses are draft horses, merchants are
  commoners, and guards are bandits riding riding horses.
  Caravan 2. Oxcarts are carts drawn by oxen, merchants
  are commoners, guards are bandits riding riding horses,
  and mercenary leader is a bandit captain riding a warhorse.
  Caravan 3. 25 mules, merchants are commoners, guards
  are bandits riding riding horses, mercenary leader is a
  bandit captain riding a warhorse, and Stygian is an
  illusionist with fear DC of 18 when casting spells.
  8. Snuffling in the Dark
  See page 16 for the following information. There is a brown
  bear.
  To notice the night bird requires a successful DC 15
  Wisdom (Perception) check. The night bird is a gargoyle
  with fear DC of 16.
  The scream has fear DC of 20.
  Daggers in the Night
  See pages 16-17 for the following information. To notice the
  assassin requires a successful DC 20 Wisdom (Perception)
  check. This check is made at disadvantage if the character is
  sleeping.
  Vardan is an assassin.
  Plot Encounter #3: The Woman in
  Need
  See pages 17-18 for the following information. Cothiras is a
  commoners with Charisma score of 18.
  The invisible stalker has fear score of 18.
  The Red Brotherhood
  See pages 18-19 for the following information. Bor'aqh
  Sharaq is a swashbuckler equipped with scimitar that can be
  fired as a ranged weapon (range 20/60 ft.) He has 11 hero
  points.
  Zorias the Kushite is a pirate captain.
  Red Brotherhood are 50 pirates.
  The Sleeping Serpent
  See page 19 for the following information. The Sleeping
  Serpent is a galley.
  2
  CONAN UNCHAINED!
  
  Encounters at Sea
  See pages 20-21 for the following information.
  First Day. The character suffers 2 (1d4) slashing damage.
  Third Day. The character requires a successful DC 15
  Dexterity saving throw or be doused in foul-smelling slop
  from the galley.
  Fourth Day. The character suffers one level of exhaustion.
  Fifth Day. A character can go with half rations a number of
  days equal to 6 + his or her Constitution modifier. At the end
  of each day beyond that limit, a character automatically
  suffers one level of exhaustion.
  Seventh Day. A successful DC 15 Wisdom (Perception)
  check is required to notice the thrown blade.
  Piracy
  See page 21 for the following information. The merchan ship
  is a galley. The slaves are commoners. The mercenaries and
  fighting passengers are scouts without longbows.
  Turanian War Galley
  See page 21 for the following information. The slaves are
  commoners. Marines are pirates and the captain is a pirate
  captain.
  Plot Encounter #4: The Citadel of
  Bhir-Vedi
  See page 21 for the following information.
  Arriving at the Coast
  See pages 21-22 for the following information. Those making
  a successful DC 15 Wisdom (Perception) check feels
  something or someone is watching them.
  Sunset
  See page 22 for the following information. The two guardians
  are stone golems with fear DC of 19.
  To climb the cliffs above the guardians requires a
  successful DC 15 Strength (Athletics) check.
  To push on a boulder requires a successful DC 20 Strength
  check. The check is made at advantage if the character has
  help.
  The Path to the Citadel
  See pages 22-23 for the following information.
  Cliffs. To climb the cliffs requires a successful DC 25
  Strength (Athletics) check.
  Rough Ground. The movement is reduced to one-quarter in
  this terrain. No damage is received.
  The Manotor
  See page 23 for the following information. You can find
  information on the manotor from Appendix.
  The Summonings
  See page 23 for the following information. You can find
  information on summonings from Appendix.
  The Tower of Bhir-Vedi
  See pages 23-24 for the following information. To climb the
  tower requires a successful DC 30 Strength (Athletics) check.
  Bhir-Vedi is a necromancer. He has the rod of Wyziram.
  He has fear DC 18 when casting spells and 11 hero points.
  The Rod of Wyziram
  Rod, very rare (requires attunement)
  This rod is a piece of ivory 12 inches long. It is
  carved with runes and ancient writing. To use the
  rod, the character must research special
  commands to link himself to the life force of the
  rod.
  While you are holding this rod, the rod absorbs
  all damage you would receive. After absorbing 150
  hit points, the rod crumbles to dust.
  The rod heals 5 points of damage it has
  absorbed every morning.
  1. The Snake Pit (ground floor)
  See page 25 for the following information. The gigantic
  snake is a gargantuan snake with fear DC of 16. See
  Appendix for more details.
  2. Storeroom (second floor)
  See page 25 for the following information. There is a
  deformed ape-like man-creature with fear DC of 13. See
  Appendix for more details.
  3. Pit Trap
  See page 25 for the following information. To notice the trap
  requires a successful DC 20 Intelligence (Investigation) or
  Wisdom (Perception) check.
  A successful DC 15 Dexterity saving throw is required not
  to fall into the pit. On a failed save, the character takes 17
  (5d6) bludgeoning damage from the fall.
  4. Laboratory
  See page 25 for the following information.
  Gray Lotus Powder (Inhaled). A creature subjected to this
  poison must succeed on a DC 15 Constitution saving throw
  or become poisoned for 1 minute. The poisoned creature
  must use its action before moving on each of its turns to
  make a melee attack roll against a random creature it can
  see.
  No chance for accidentally inhailing the poison while
  searching the shelf.
  5. Bhir-Vedi's Chamber (third floor)
  See page 26 for the following information. To notice the
  simple alarm requires a successful DC 15 Intelligence
  (Investigation) or Wisdom (Perception) check.
  To disable the alarm requires a successful DC 15 Dexterity
  check with thieves' tools.
  3
  CONAN UNCHAINED!
  
  6. Cells
  See page 26 for the following information. To open the door
  requires a successful DC 20 Dexterity check with thieves'
  tools.
  7. Purple Lotus Trap (fourth floor)
  See page 26 for the following information. To notice the trap
  requires a successful DC 20 Intelligence (Investigation) or
  Wisdom (Perception) check.
  To disarm the trap requires a successful DC 25 Dexterity
  check with thieves' tools.
  The purple lotus gas requires a successful DC 20
  Constitution saving throw or the character is rendered
  unconscious for 1 hour.
  To break one chain requires a successful DC 20 Strength
  check.
  8. The Ritual Chamber
  See pages 26-27 for the following information. To surprise
  Bhir-Vedi requires a successful DC 10 Dexterity (Stealth)
  check.
  After three minutes the tower and the ground around it
  disappear into the earth. For several minutes after this,
  nothing happens. Then the ruins again begin to tremble.
  Forcing up through the remains of the tower is a gigantic
  snake-like slug. Use purple worm statistics. It cannot move
  from the remains. It has fear DC of 20.
  4
  CONAN UNCHAINED!
  
  Appendix: New Monsters
  You can find this chapter on page 27.
  5
  Ape-Like Man-Creature
  Medium monstrosity, neutral evil
  Armor Class 12
  Hit Points 65 (10d8 + 20)
  Speed 30 ft., climb 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 7 (-2)
  Skills Athletics +6, Perception +3
  Senses passive Perception 13
  Languages Understands common, but can't speak
  Challenge 3 (700 XP)
  Charge. If the man-creature moves at least 10 feet
  straight toward a target and then hits with a fist
  attack on the same turn, the target takes an extra 7
  (2d6) bludgeoning damage. If the target is a
  creature, it must succeed on a DC 14 Strength
  saving throw or be pushed up to 5 feet away and
  knocked prone.
  Actions
  Multiattack. The man-creature makes three melee
  attacks: two with its fist and one with its bite.
  Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit 6 (1d4 + 4) piercing damage.
  Fist. Melee Weapon Attack: +6 to hit, reach 5 ft.,
  one target. Hit 7 (1d6 + 4) bludgeoning damage.
  Gargantuan
  Constrictor Snake
  Gargantuan beast, unaligned
  Armor Class 12
  Hit Points 230 (15d10 + 20)
  Speed 30 ft., swim 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  23 (+7) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)
  Skills Perception +4
  Senses blindsight 10 ft., passive Perception 14
  Languages —
  Challenge 9 (5,000 XP)
  Actions
  Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
  one target. Hit 17 (3d6 + 7) piercing damage.
  Constrict. Melee Weapon Attack: +11 to hit, reach 5
  ft., one target. Hit: 20 (3d8 + 7) bludgeoning
  damage, and the target is grappled (escape DC 21).
  Until this grapple ends, the creature is restrained,
  and the snake can't constrict another target.
  CONAN UNCHAINED!
  
  6
  Manotor
  Large monstrosity, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 127 (15d10 + 45)
  Speed 50 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4) 14 (+2) 16 (+3) 9 (-1) 16 (+3) 9 (-1)
  Skills Perception +9
  Senses darkvision 60 ft., passive Perception 19
  Languages Abyssal
  Challenge 6 (2,300 XP)
  Charge. If the manotor moves at least 20 feet
  straight toward a target and then hits with a gore
  attack on the same turn, the target takes an extra 9
  (2d8) piercing damage. If the target is a creature, it
  must succeed on a DC 15 Strength saving throw or
  be pushed up to 10 feet away and knocked prone.
  Labyrinthine Recall. The manotor can perfectly recall
  any path it has traveled.
  Reckless. At the start of its turn, the manotor can
  gain advantage on all melee weapon attack rolls it
  makes during that turn, but attack rolls against it
  have advantage until the start of its next turn.
  Actions
  Multiattack. The manotor makes three melee
  attacks: two with its hooves and one with its gore
  attack.
  Hooves. Melee Weapon Attack: +7 to hit, reach 5
  ft., one target. Hit 11 (2d6 + 4) bludgeoning
  damage.
  Gore. Melee Weapon Attack: +7 to hit, reach 5 ft.,
  one target. Hit: 13 (2d8 + 4) piercing damage.
  Summoning
  Small monstrosity, chaotic evil
  Armor Class 14 (natural armor)
  Hit Points 27 (6d6 + 6)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1) 16 (+3) 13 (+1) 11 (+0) 12 (+1) 8 (-1)
  Senses darkvision 60 ft., passive Perception 11
  Languages Terran
  Challenge 1 (200 XP)
  Actions
  Multiattack. The summoning makes three melee
  attacks: two with its claws and one with its bite.
  Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit 6 (1d6 + 3) piercing damage.
  Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
  one target. Hit 5 (1d4 + 3) slashing damage.
  CONAN UNCHAINED!
  
  Pregenerated Characters
  You can find this chapter on page 29.
  Conan
  Human Male, Rogue 3/Fighter 12
  Fate has twisted your life in many different directions until
  now. Should today be any different? So long as there are
  places you haven't seen, treasures to plunder or steal, and
  women to visit, a season campaigning in the sun seems now
  the thing to do.
  Hit Dice 3d8 + 12d10
  Hit Points 165
  Armor Class 15 (leather armor)
  Hero Points 12
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  20 (+5)
  18 (+4)
  20 (+5)
  14 (+2)
  10 (+0)
  17 (+3)
  Proficiency Bonus +5
  Saving Throws Dex +10, Int +7
  Skills Acrobatics +10, Animal Handling +6, Athletics +15,
  Intimidation +9, Perception +6, Stealth +15, Survival +6
  Feats Alert, Athlete, Dual Wielder, Tavern Brawler
  Armor Light armor, medium armor, shields
  Weapons Simple weapons, martial weapons
  Tools Dice set, playing card set, thieves' tools, vehicles
  (water), woodcarver's tools
  Senses passive Perception 16
  Languages Common, Thieves' cant
  Attack Routine
  Longsword (Action). Melee Weapon Attack: +10 to hit, reach
  5 ft., one target. Hit: 1d8 + 5 slashing damage, or 1d10 + 5
  slashing damage if used with two hands.
  Longsword (Extra Attack). Melee Weapon Attack: +10 to hit,
  reach 5 ft., one target. Hit: 1d8 + 5 slashing damage, or 1d10
  + 5 slashing damage if used with two hands.
  Longsword (Extra Attack). Melee Weapon Attack: +10 to hit,
  reach 5 ft., one target. Hit: 1d8 + 5 slashing damage, or 1d10
  + 5 slashing damage if used with two hands.
  OR
  Dagger (Action). Melee or Ranged Weapon Attack: +10 to
  hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
  piercing damage.
  Dagger (Extra Attack). Melee or Ranged Weapon Attack:
  +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  5 piercing damage.
  Dagger (Extra Attack). Melee or Ranged Weapon Attack:
  +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  5 piercing damage.
  Class Features
  Action Surge (Recharges After a Short or Long Rest). On
  your turn, you can take one additional action on top of your
  regular action and a possible bonus action.
  Cunning Action. You can take a bonus action on each of your
  turns in combat. This action can be used only to take the
  Dash, Disengage, Hide, or Use an Object action or to make a
  Dexterity (Sleight of Hand) check, use your thieves' tools to
  disarm a trap or open a lock.
  Expertise. Your proficiency bonus is doubled for Athletics
  and Stealth skill checks.
  Extra Attack. You can attack three times instead of once
  whenever you take the Attack action on your turn.
  Fighting Style: Great Weapon Fighting. When you roll a 1
  or 2 on a damage die for an attack you make with a melee
  weapon that you are wielding with two hands, you can reroll
  the die and must use the new roll, even if the new roll is a 1 or
  a 2. The weapon must have the two-handed or versatile
  property for you to gain this benefit.
  Fighting Style: Two-Weapon Fighting. When you engage in
  two-weapon fighting, you can add your ability modifier to the
  damage of the second attack.
  Indomitable (Recharges After a Long Rest). You can reroll
  a saving throw that you fail. If you do so, you must use the
  new roll.
  Second Wind (Recharges After a Short or Long Rest). On
  your turn, you can use a bonus action to regain 1d10 + 13 hit
  points.
  Sneak Attack. Once per turn, you can deal an extra 2d6
  damage to one creature you hit with an attack if you have
  advantage on the attack roll. The attack must use a finesse or
  a ranged weapon.
  You don’t need advantage on the attack roll if another
  enemy of the target is within 5 feet of it, that enemy isn’t
  incapacitated, and you don’t have disadvantage on the attack
  roll.
  Martial Archetype: Champion
  Improved Critical. Your weapon attacks score a critical hit
  on a roll of 19 or 20.
  Remarkable Athlete. You can add +3 to any Strength,
  Dexterity, or Constitution check you make that doesn’t
  already use your proficiency bonus.
  In addition, when you make a running long jump, the
  distance you can cover increases by 5 feet.
  Roguish Archetype: Thief
  Second-Story Work. Climbing no longer costs you extra
  movement.
  In addition, when you make a running jump, the distance
  you cover increases 4 feet.
  Feats
  Alert. You gain +5 bonus to initiative.
  You can't be surprised while you are conscious.
  7
  CONAN UNCHAINED!
  
  Other creatures don't gain advantage on attack rolls against
  you as a result of being hidden from you.
  Athlete. When you are prone, standing up uses only 5 feet of
  your movement.
  Climbing doesn't halve your speed.
  You can make a running long jump or a running high jump
  after moving only 5 feet on foot, rather than 10 feet.
  Dual Wielder. You gain a +1 bonus to AC while you are
  wielding a separate melee weapon in each hand.
  You can use two-weapon fighting even whcn the onehanded
  melee weapons you are wielding aren't light.
  You can draw or stow two one-handed weapons when you
  would normally be able to draw or stow only one.
  Tavern Brawler. You are proficient with improvised weapons
  and unarmed strikes.
  Your unarmed strike uses a d4 for damage.
  When you hit a creature with an unarmed strike or an
  improvised weapon on your turn, you can use a bonus action
  to attempt to grapple the target.
  Equipment
  Leather armor, longsword, dagger, and 50 gp.
  Nestor the Gunderman
  Human Male, Fighter 14
  You are one of the greatest swordsmen in all the land. Born in
  Gunderland, your travels have carried you far, in service to
  many crowns. Recently you hastily left the service of the
  Zamorians where you held an officers rank. Fate has now
  thrown you in with your old adversary and companion,
  Conan.
  Hit Dice 14d10
  Hit Points 116
  Armor Class 19 (scale mail, shield)
  Hero Points 12
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  18 (+4)
  16 (+3)
  15 (+2)
  17 (+3)
  14 (+2)
  14 (+2)
  Proficiency Bonus +5
  Saving Throws Str +9, Con +7
  Skills Animal Handling +7, Athletics +9, Intimidation +7,
  Persuasion +7
  Feats Athlete, Savage Attacker, Sentinel, Shield Master
  Armor All armor, shields
  Weapons Simple weapons, martial weapons
  Tools Dice set, playing card set, smith's tools
  Senses passive Perception 11
  Languages Common
  Attack Routine
  Longsword (Action). Melee Weapon Attack: +9 to hit, reach
  5 ft., one target. Hit: 1d8 + 4 slashing damage, or 1d10 + 6
  slashing damage if used with two hands.
  Longsword (Extra Attack). Melee Weapon Attack: +9 to hit,
  reach 5 ft., one target. Hit: 1d8 + 4 slashing damage, or 1d10
  + 6 slashing damage if used with two hands.
  Longsword (Extra Attack). Melee Weapon Attack: +9 to hit,
  reach 5 ft., one target. Hit: 1d8 + 4 slashing damage, or 1d10
  + 6 slashing damage if used with two hands.
  OR
  Dagger (Action). Melee or Ranged Weapon Attack: +9 to hit,
  reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6 piercing
  damage.
  Dagger (Extra Attack). Melee or Ranged Weapon Attack: +9
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
  piercing damage.
  Dagger (Extra Attack). Melee or Ranged Weapon Attack: +9
  to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
  piercing damage.
  Class Features
  Action Surge (Recharges After a Short or Long Rest). On
  your turn, you can take one additional action on top of your
  regular action and a possible bonus action.
  Extra Attack. You can attack three times instead of once
  whenever you take the Attack action on your turn.
  Fighting Style: Defense. While you are wearing armor, you
  gain a +1 bonus to AC.
  Fighting Style: Dueling. When you are wielding a melee
  weapon in one hand and no other weapons, you gain a +2
  bonus to damage rolls with that weapon.
  Indomitable (2; Recharges After a Long Rest). You can
  reroll a saving throw that you fail. If you do so, you must use
  the new roll.
  Second Wind (Recharges After a Short or Long Rest). On
  your turn, you can use a bonus action to regain 1d10 + 14 hit
  points.
  Martial Archetype: Champion
  Improved Critical. Your weapon attacks score a critical hit
  on a roll of 19 or 20.
  Remarkable Athlete. You can add +3 to any Strength,
  Dexterity, or Constitution check you make that doesn’t
  already use your proficiency bonus.
  In addition, when you make a running long jump, the
  distance you can cover increases by 4 feet.
  Feats
  Athlete. When you are prone, standing up uses only 5 feet of
  your movement.
  Climbing doesn't halve your speed.
  You can make a running long jump or a running high jump
  after moving only 5 feet on foot, rather than 10 feet.
  Savage Attacker. Once per turn when you roll damage for a
  melee weapon attack, you can reroll the weapon's damage
  dice and use either total.
  8
  CONAN UNCHAINED!
  
  Sentinel. When you hit a creature with an opportunity attack,
  the creature's speed becomes 0 for the rest of the turn.
  Creatures within 5 feet of you provoke opportunity attacks
  from you even if they take the Disengage action before
  leaving your reach.
  When a creature within 5 feet of you makes an attack
  against a target other than you (and that target doesn't have
  this feat), you can use your reaction to make a melee weapon
  attack against the attacking creature.
  Shield Master. If you take the Attack action on your turn, you
  can use a bonus action to try to shove a creature within 5 feet
  of you with your shield.
  If you aren't incapacitated, you can add your shield's AC
  bonus to any Dexterity saving throw you make against a spell
  or other harmful effect that targets only you.
  If you are subjected to an effect that allows you to make a
  Dexterity saving throw to take only half damage, you can use
  your reaction to take no damage if you succeed on the saving
  throw, interposing your shield between yourself and the
  source of the effect.
  Equipment
  Scale mail, shield, longsword, dagger, and 50 gp.
  Juma the Warrior
  Human Male, Rogue 1/Fighter 12
  Brother-in-arms to Conan, you go with him out of boredom.
  Life in the Turanian Royal Guard has grown too soft and slow
  for you. Friend Conan always seems to attract danger like the
  vultures who follow the soldiers. You have survived the
  slavers, the gladiator's arena, and the Turanian army. What
  trouble can Conan get into that you cannot survive?
  Hit Dice 1d8 + 12d10
  Hit Points 145
  Armor Class 16 (studded leather armor)
  Hero Points 11
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  19 (+4)
  20 (+5)
  16 (+3)
  15 (+2)
  16 (+3)
  Proficiency Bonus +5
  Saving Throws Dex +10, Int +8
  Skills Acrobatics +14, Athletics +14, Intimidation +8,
  Perception +7, Persuasion +8, Survival +7
  Feats Athlete, Great Weapon Master, Sharpshooter, Tavern
  Brawler
  Armor Light armor, medium armor, shields
  Weapons Simple weapons, martial weapons
  Tools Dice set, playing card set, thieves' tools
  Senses passive Perception 17
  Languages Common, Thieves' cant
  Attack Routine
  Greatsword (Action). Melee Weapon Attack: +9 to hit, reach
  5 ft., one target. Hit: 2d6 + 4 slashing damage.
  Greatsword (Extra Attack). Melee Weapon Attack: +9 to hit,
  reach 5 ft., one target. Hit: 2d6 + 4 slashing damage.
  Greatsword (Extra Attack). Melee Weapon Attack: +9 to hit,
  reach 5 ft., one target. Hit: 2d6 + 4 slashing damage.
  OR
  Shortbow (Action). Ranged Weapon Attack: +9 to hit, range
  80/320 ft., one target. Hit: 1d6 + 6 piercing damage.
  Shortbow (Extra Attack). Ranged Weapon Attack: +9 to hit,
  range 80/320 ft., one target. Hit: 1d6 + 6 piercing damage.
  Shortbow (Extra Attack). Ranged Weapon Attack: +9 to hit,
  range 80/320 ft., one target. Hit: 1d6 + 6 piercing damage.
  Class Features
  Action Surge (Recharges After a Short or Long Rest). On
  your turn, you can take one additional action on top of your
  regular action and a possible bonus action.
  Expertise. Your proficiency bonus is doubled for Acrobatics
  and Athletics skill checks.
  Extra Attack. You can attack three times instead of once
  whenever you take the Attack action on your turn.
  Fighting Style: Archery. You gain a +2 bonus to attack rolls
  you make with ranged weapons.
  Fighting Style: Great Weapon Fighting. When you roll a 1
  or 2 on a damage die for an attack you make with a melee
  weapon that you are wielding with two hands, you can reroll
  the die and must use the new roll, even if the new roll is a 1 or
  a 2. The weapon must have the two-handed or versatile
  property for you to gain this benefit.
  Indomitable (Recharges After a Long Rest). You can reroll
  a saving throw that you fail. If you do so, you must use the
  new roll.
  Second Wind (Recharges After a Short or Long Rest). On
  your turn, you can use a bonus action to regain 1d10 + 12 hit
  points.
  Sneak Attack. Once per turn, you can deal an extra 1d6
  damage to one creature you hit with an attack if you have
  advantage on the attack roll. The attack must use a finesse or
  a ranged weapon.
  You don’t need advantage on the attack roll if another
  enemy of the target is within 5 feet of it, that enemy isn’t
  incapacitated, and you don’t have disadvantage on the attack
  roll.
  Martial Archetype: Champion
  Improved Critical. Your weapon attacks score a critical hit
  on a roll of 19 or 20.
  Remarkable Athlete. You can add +3 to any Strength,
  Dexterity, or Constitution check you make that doesn’t
  already use your proficiency bonus.
  In addition, when you make a running long jump, the
  distance you can cover increases by 4 feet.
  Feats
  Athlete. When you are prone, standing up uses only 5 feet of
  your movement.
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  CONAN UNCHAINED!
  
  Climbing doesn't halve your speed.
  You can make a running long jump or a running high jump
  after moving only 5 feet on foot, rather than 10 feet.
  Great Weapon Master. On your turn, when you score a
  critical hit with a melee weapon or reduce a creature to 0 hit
  points with one, you can make one melee weapon attack as a
  bonus action.
  Before you make a melee attack with a heavy weapon that
  you are proficient with, you can choose to take a -5 penalty to
  the attack roll. If the attack hits, you add +10 to the attack's
  damage.
  Sharpshooter. Attacking at long range doesn't impose
  disadvantage on your ranged weapon attack rolls.
  Your ranged weapon attacks ignore half cover and three-
  quarters cover.
  Before you make an attack with a ranged weapon that you
  are proficient with, you can choose to take a -5 penalty to the
  attack roll. If the attack hits, you add +10 to the attack's
  damage.
  Tavern Brawler. You are proficient with improvised weapons
  and unarmed strikes.
  Your unarmed strike uses a d4 for damage.
  When you hit a creature with an unarmed strike or an
  improvised weapon on your turn, you can use a bonus action
  to attempt to grapple the target.
  Equipment
  Studded leather armor, greatsword, shortbow, quiver with 20
  arrows, and 23 gp.
  Valeria of the Red
  Brotherhood
  Human Female, Rogue 3/Fighter 10
  Accomplished thief, pirate, swordmistress. One whose sharp
  sword and feminine charms have proved the undoing for
  more than one man. You have rejoined your fellow freebooter
  and roustabout, Conan. Now with him you seek new wealth
  so you may live in your old accustomed style.
  Hit Dice 3d8 + 10d10
  Hit Points 114
  Armor Class 16 (chain shirt)
  Hero Points 11
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  14 (+2)
  20 (+5)
  17 (+3)
  16 (+3)
  18 (+4)
  19 (+4)
  Proficiency Bonus +5
  Saving Throws Dex +10, Int +8
  Skills Acrobatics +15, Athletics +7, Perception +9,
  Persuasion +14, Stealth +10, Survival +9
  Feats Athlete, Dual Wielder, Mobile
  Armor Light armor, medium armor, shields
  Weapons Simple weapons, martial weapons
  Tools Navigator's tools, thieves' tools, vehicles (water),
  woodcarver's tools
  Senses passive Perception 19
  Languages Common, Thieves' cant
  Attack Routine
  Scimitar (Action). Melee Weapon Attack: +10 to hit, reach 5
  ft., one target. Hit: 1d6 + 5 slashing damage.
  Dagger (Bonus Action). Melee or Ranged Weapon Attack:
  +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 +
  5 piercing damage.
  Scimitar (Extra Attack). Melee Weapon Attack: +10 to hit,
  reach 5 ft., one target. Hit: 1d6 + 5 slashing damage.
  OR
  Sling (Action). Ranged Weapon Attack: +10 to hit, range
  30/120 ft., one target. Hit: 1d4 + 5 bludgeoning damage.
  Sling (Extra Attack). Ranged Weapon Attack: +10 to hit,
  range 30/120 ft., one target. Hit: 1d4 + 5 bludgeoning
  damage.
  Class Features
  Action Surge (Recharges After a Short or Long Rest). On
  your turn, you can take one additional action on top of your
  regular action and a possible bonus action.
  Cunning Action. You can take a bonus action on each of your
  turns in combat. This action can be used only to take the
  Dash, Disengage, Hide, or Use an Object action or to make a
  Dexterity (Sleight of Hand) check, use your thieves' tools to
  disarm a trap or open a lock.
  Expertise. Your proficiency bonus is doubled for Acrobatics
  and Persuasion skill checks.
  Extra Attack. You can attack twice instead of once whenever
  you take the Attack action on your turn.
  Fighting Style: Defense. While you are wearing armor, you
  gain a +1 bonus to AC.
  Fighting Style: Two-Weapon Fighting. When you engage in
  two-weapon fighting, you can add your ability modifier to the
  damage of the second attack.
  Indomitable (Recharges After a Long Rest). You can reroll
  a saving throw that you fail. If you do so, you must use the
  new roll, and you can't use this feature again until you finish a
  long rest.
  Second Wind (Recharges After a Short or Long Rest). On
  your turn, you can use a bonus action to regain 1d10 + 10 hit
  points.
  Sneak Attack. Once per turn, you can deal an extra 2d6
  damage to one creature you hit with an attack if you have
  advantage on the attack roll. The attack must use a finesse or
  a ranged weapon.
  You don’t need advantage on the attack roll if another
  enemy of the target is within 5 feet of it, that enemy isn’t
  incapacitated, and you don’t have disadvantage on the attack
  roll.
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  CONAN UNCHAINED!
  
  Martial Archetype: Champion
  Improved Critical. Your weapon attacks score a critical hit
  on a roll of 19 or 20.
  Remarkable Athlete. You can add +3 to any Strength,
  Dexterity, or Constitution check you make that doesn’t
  already use your proficiency bonus.
  In addition, when you make a running long jump, the
  distance you can cover increases by 2 feet.
  Roguish Archetype: Thief
  Second-Story Work. Climbing no longer costs you extra
  movement.
  In addition, when you make a running jump, the distance
  you cover increases 5 feet.
  Feats
  Athlete. When you are prone, standing up uses only 5 feet of
  your movement.
  Climbing doesn't halve your speed.
  You can make a running long jump or a running high jump
  after moving only 5 feet on foot, rather than 10 feet.
  Dual Wielder. You gain a +1 bonus to AC while you are
  wielding a separate melee weapon in each hand.
  You can use two-weapon fighting even whcn the onehanded
  melee weapons you are wielding aren't light.
  You can draw or stow two one-handed weapons when you
  would normally be able to draw or stow only one.
  Mobile. Your speed increases by 10 feet.
  When you use the Dash action, difficult terrain doesn't cost
  you extra movement on that turn.
  When you make a melee attack against a creature, you
  don't provoke opportunity attacks from that creature for the
  rest of the turn, whether you hit or not.
  Equipment
  Chain shirt, longsword, dagger, sling, 20 bullets, and 100 gp.
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  CONAN UNCHAINED!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Homebrew/Kentti - Conan Unchained! 5e Conversion.pdf