Bearmit Crab's Cave

Cardcaptor Sakura Homebrew for 5e, part 2 - Keroberos & Yue

It's time for part 2 of Cardcaptor Sakura, 5e style. An important facet of the series is Sakura's relationship with the Guardians of the Clow Cards. Each is powered by and rules over half of the cards. Keroberos is the Solar guardian, ruling over the Light, Firey, and Earthy cards, and is given the job of selecting the candidate to be the next master of the cards. He's by Sakura's side for the duration of the series, mentoring her and advising her as she captures the cards. He starts off looking like a stuffed animal, but eventually she gains enough power for him to take on his true form of a winged lion.

Yue is the Lunar guardian and rules over the Dark, Watery, and Windy cards, and has the role of judging the candidate picked by Kero after they have captured all of the cards. He spends most of his time in a human form as Yukito, Sakura's older brother's boyfriend. While Yukito is close to Sakura, Yue needs more time to open up to her. He also isn't dependent on Sakura's power, ultimately receiving magical energy from Sakura's brother Toya.

For 5e terms, it made sense to make them familiars. Kero evolves and levels up based on the cards that the character has, similar to how he grows in the series based on Sakura catching the cards. He starts as the first stat block, then gets the ability to attack once the character has captured either the Firey or the Earthy (in the series he gets his fireball after Sakura captures the Firey). He gets his final form once the character has captured the Light, the Firey, and the Earthy, as well as the cards they rule over. This includes the ability to transform into his true form for a certain amount of time per day. I haven't been following the new 5.5e stuff all that closely, but it seems like it might in line with some of the new familiar stuff that just came out? Wildly more powerful and complicated than a standard 5e familiar.

Yue starts at full power, but you don't unlock him until you've capture all the cards and pass his test. He spends most of his time as just a dude (Archer stat block chosen because Yukito does display a talent with a bow and arrow throughout the series), but can transform into his magical self for a certain amount of time per day. Having him as a familiar feels odd - he seems like he'd work better as a Henchperson or a Follower as in older editions of D&D, but 5e doesn't really have a good framework for that.

There are 2 other familiars that show up in the second arc of the series - Spinel Sun and Ruby Moon. They're mostly just elementally swapped versions of Keroberos and Yue, so it'd be easy to reskin these two as them, or to swap elements around to a different configuration.


Keroberos I

Tiny celestial, chaotic good
Armor Class 13
Hit Points 1
Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)

Skills Deception +4, Insight +3, Persuasion +4, Stealth +5, Arcana +2
Senses Passive Perception 11
Languages Common, Celestial
Challenge 0 (10 XP)
Clow Sense. Keroberos can sense the presence of any released Clow Card within 120 ft, although he does not immediately know what Card it is.
Flyby Keroberos doesn't provoke opportunity attacks when it flies out of an enemy's reach. Knowledge of the Clow. Keroberos' encyclopedic knowledge of the Clow Cards grants him advantage on any Arcana check made to identify a card or its effects.

Actions
Disguise. As a bonus action, Keroberos can go inert, granting him advantage on Deception checks to appear as a stuffed animal.


Keroberos II

Tiny celestial, chaotic good
Armor Class 14
Hit Points 10 (3d4+3)
Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 13 (+1) 12 (+1) 12 (+1) 16 (+3)

Skills Deception +6, Insight +4, Persuasion +6, Stealth +7, Arcana +4
Damage Resistance Fire or Bludgeoning (depending on if the bearer of the Clow Book is attuned to Firey or Earthy)
Senses Passive Perception 11
Languages Common, Celestial
Challenge 1 (200 XP)
Clow Sense. Keroberos can sense the presence of any released Clow Card within 120 ft, although he does not immediately know what Card it is.
Flyby. Keroberos doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Knowledge of the Clow. Keroberos' encyclopedic knowledge of the Clow Cards grants him advantage on any Arcana check made to identify a card or its effects.
Clow Resistance. Keroberos has advantage on saving throws against magical effects created by released Clow Cards.

Actions
Elemental Blast. Ranged Spell Attack: +6 to hit, reach 15 ft., one target. Hit: 1d10 fire or bludgeoning damage, depending on if the bearer of the Clow Book is attuned to Firey or Earthy.
Disguise. As a bonus action, Keroberos can go inert, granting him advantage on Deception checks to appear as a stuffed animal.


Keroberos III

Tiny celestial, chaotic good
Armor Class 15
Hit Points 21 (6d4+6)
Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 20 (+5) 13 (+1) 14 (+2) 14 (+2) 18 (+4)

Skills Deception +7, Insight +5, Persuasion +7, Stealth +8, Arcana +5
Damage Resistance Fire, Bludgeoning
Senses Passive Perception 12
Languages Common, Celestial
Challenge 2 (450 XP)
Clow Sense. Keroberos can sense the presence of any released Clow Card within 120 ft, although he does not immediately know what Card it is.
Flyby. Keroberos doesn't provoke opportunity attacks when it flies out of an enemy's reach. Knowledge of the Clow. Keroberos' encyclopedic knowledge of the Clow Cards grants him advantage on any Arcana check made to identify a card or its effects.
Magic Resistance. Keroberos has advantage on saving throws against spells and other magical effects.

Actions
Fire Blast. Ranged Spell Attack: +7 to hit, reach 60 ft., one target. Hit: 1d10 fire or bludgeoning damage.
Earth Blast. Ranged Spell Attack: +7 to hit, reach 15 ft., one target. Hit: 2d10 bludgeoning damage.
Disguise. As a bonus action, Keroberos can go inert, granting him advantage on Deception checks to appear as a stuffed animal.
True Form. As an action, Keroberos can shift into his True Form. See the stat block below for his stats in this form. He can maintain this form for the bearer of the Clow Book's level minutes per Long Rest.


Keroberos III - True Form

Large Celestial, Chaotic Good
Armor Class 16 (Natural Armor)
Hit Points 57 (6d10+24)
Speed 50 ft., fly 50 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 18 (+4) 14 (+2) 14 (+2) 18 (+4)

Skills Deception +8, Insight +6, Persuasion +8, Stealth +6, Arcana +6
Damage Immunities Fire, Bludgeoning
Senses passive Perception 12
Languages All, Telepathy 120 Ft.
Challenge 2 (200 XP)
Clow Sense. Keroberos can sense the presence of any released Clow Card within 120 ft, although he does not immediately know what Card it is.
Knowledge of the Clow. Keroberos' encyclopedic knowledge of the Clow Cards grants him advantage on any Arcana check made to identify a card or its effects.
Guardian of the Clow. Keroberos rules over the Light, Firey, and Earthy Clow Cards, as well as the cards they rule over, and has advantage on saves against any effect created by those Clow Cards.
Flyby. Keroberos doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pounce. If Keroberos moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.16)
Running Leap. With a 10-foot running start, the lion can long jump up to 25 ft..
Magic Resistance. Keroberos has advantage on saving throws against spells and other magical effects.
Magic Weapons: Keroberos' attacks are magical.
Innate Spellcasting. Keroberos's innate Spellcasting Ability is Charisma (Spell save DC 16). Keroberos can innately cast the following spells, requiring only verbal components:
At Will: Shield, Shield of Faith 1/day each: Globe of Invulnerability, Fireball, Earthquake, Daylight

Actions
Multiattack: Keroberos makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d8 + 3 piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 3 slashing damage.
Fire Blast. Ranged Spell Attack: +8 to hit, reach 60 ft., one target. Hit: 2d10 fire damage.
Earth Blast. Ranged Spell Attack: +8 to hit, reach 15 ft., one target. Hit: 4d10 bludgeoning damage.


Yue

Medium celestial, lawful good
Armor Class 17 (Natural Armor)
Hit Points 136 (16d8+64)
Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)

Saving Throws Wis +9, Cha +9
Skills Insight +9, Perception +9, Arcana +7
Damage Resistance Radiant; Bludgeoning, Piercing, And Slashing From Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 120 Ft., passive Perception 19
Languages All, Telepathy 120 Ft.
Challenge 10 (5,900 XP)
Clow Sense. Yue can sense the presence of any released Clow Card within 120 ft, although he does not immediately know what Card it is.
Knowledge of the Clow. Yue's encyclopedic knowledge of the Clow Cards grants him advantage on any Arcana check made to identify a card or its effects.
Guardian of the Clow. Yue rules over the Dark, Watery, and Windy Clow Cards, as well as the cards they rule over, and has advantage on saves against any effect created by those Clow Cards.
Innate Spellcasting. Yue's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:
At will: Shield, Shield of Faith 1/day each: Globe of Invulnerability, Moonlight, Maelstrom, Whirlwind
Magic Resistance. Yue has advantage on saving throws against spells and other magical effects.

Actions
Multiattack. Yue makes two Crystal Blast attacks.
Crystal Blast. Ranged Spell Attack: +9 to hit, reach 120 ft., one target. Hit: 2d10 bludgeoning damage plus 1d8 radiant damage.

#cardcaptor