shadow

Shadow Begger

Charname

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Small Humanoid (Human), Neutral


Armor Class 15 (Mage Armor); Initiative +2 (12)
Hit Points 50 (6d6 + 24)
Speed 30 feet


STR DEX CON INT WIS CHA
8 14 14 10 12 18
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
-1 -1 +2 +2 +2 +5 +0 +0 +1 +1 +4 +7

Skills Deception +7, Insight +4, Perception +4, Persuasion +7, Stealth +5; Thieves’ Tools
Gear Caltrops, Club, Component Pouch, Thieves’ Tools, Traveler’s Clothes
Senses Blindsight 10 feet, Darkvision 120 feet, Passive Perception 14, Passive Investigation 10, Passive Insight 14
Languages Common, Dwarvish, Halfling


TRAITS

Eyes of the Dark. If a spell Charname casts creates an area of Darkness, he can see normally through that spell’s Darkness.

Luck Points (3/Long Rest). Charname has 3 Luck Points that he can spend on the benefits below.

  • Advantage. When Charname rolls a d20 for a D20 Test, he can spend 1 Luck Point to give himself Advantage on the roll.
  • Disadvantage. When a creature rolls a d20 for an attack roll against Charname, Charname can spend 1 Luck Point to impose Disadvantage on that roll.

Metamagic (6 Sorcery Points/Long Rest). Charname use the chosen options to temporarily modify spells he casts. To use an option, he must spend the number of Sorcery Points that it costs. Charname can use only one Metamagic option on a spell when he casts it unless otherwise noted in one of those options.

  • Extended Spell. When Charname casts a spell that has a duration of 1 minute or longer, he can spend 1 Sorcery Point to double its duration to a maximum duration of 24 hours. If the affected spell requires Concentration, Charname has Advantage on any saving throw he makes to maintain that Concentration.
  • Heightened Spell. When Charname casts a spell that forces a creature to make a saving throw, he can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.

Resourceful. Charname gains Heroic Inspiration whenever he finishes a Long Rest.

Sorcerous Restoration (1/Long Rest). When he finishes a Short Rest, Charname can regain 3 expended Sorcery Points.

Spirits of Ill Omen. Charname can cast the Summon Undead spell without a Material component. Whenever Charname starts casting the spell, he can modify it so that it doesn’t require Concentration. If he does so, the spell’s duration becomes 1 minute for that casting, and the spell ends early if Charname casts it again.


ACTIONS

Sorcerous Blast. Spell Attack Roll: +7 to hit, range 120 feet. Hit: 9 (2d8) Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder damage. If Charname rolls an 8 on a d8 for this spell, he can roll another d8, and add it to the damage. When he casts this spell, the maximum number of these d8s he can add to the spell’s damage is 4.

Spirits of Ill Omen (1/Long Rest). Charname can cast the Summon Undead spell without expending a spell slot.

Spellcasting. Charname is a 6th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks).
Cantrips (at will): Mage Hand, Mind Sliver, Minor Illusion, Prestidigitation, Sorcerous Burst
1st level (4/Long Rest): Bane, Inflict Wounds, Mage Armor, Shield
2nd level (3/Long Rest): Darkness, Hold Person, Invisibility, Misty Step, Pass Without Trace, Suggestion
3rd level (3/Long Rest): Fireball, Hunger of Hadar, Major Image, Slow, Summon Undead


BONUS ACTIONS

Innate Sorcery (2/Long Rest). For 1 minute Charname gains the following benefits:

  • The spell save DC of his Sorcerer spells increases by 1.
  • He has Advantage on the attack rolls of Sorcerer spells he casts.

Spirit of Ill Omen

The spirit resembles an Undead creature with a chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to Charname and his allies. In combat, the creature shares Charname’s Initiative count, but it takes its turn immediately after his. It obeys Charname’s verbal commands (no action required by him). If he doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Medium Undead, Neutral


Armor Class 14
Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only)
Speed 30 feet; Fly 40 feet (hover; Ghostly only)


STR DEX CON INT WIS CHA
12 16 15 4 10 9
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+1 +1 +3 +3 +2 +2 -3 -3 +0 +0 -1 -1

Immunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 feet, Passive Perception 10
Languages Understands the languages that Charname knows
Challenge None (XP 0; Proficiency Bonus +3)


TRAITS

Festering Aura (Putrid Only). Constitution saving throw (15 DC), any creature (other than Charname) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.

Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 5 (1d10) Force damage for every 5 feet traveled.


ACTIONS

Deathly Touch (Ghostly Only). Melee Attack Roll: +7, reach 5 feet. Hit: 10 (1d8 + 6) Necrotic damage, and the target has the Frightened condition until the end of its next turn.

Grave Bolt (Skeletal Only). Ranged Attack Roll: +7, range 150 feet. Hit: 11 (2d4 + 6) Necrotic damage.

Rotting Claw (Putrid Only). Melee Attack Roll: +7, reach 5 feet. Hit: 9 (1d6 + 6) Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.

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