Tasha
Physical Description-
A beautiful shadow sorceress, usually embracing the witches trope of the long black robes and a witches hat, but occasionally dressed up in finer attire. Exceptionally beautiful, known as an enchantress and her looks are as dangerous as her words or magic.
Fighting Strategy-
Prefers to manipulate her way through issues and wont fight unless absolutely needed. Will always place herself in the least amount of danger, and will abandon a fight to save herself if it does not look to be turning in her favor.
STR- 8 | DEX- 18 | CON- 12 | WIS- 16 | INT- 18 | CHA- 24 |
-1 | +4 | +1 | +3 | +4 | +7 |
- AC- 16 (shield +5, reaction)
- HP- 175
- Speed- 30ft
- Advantage on Concentration checks
- Advantage on ST against magical effects
- +10 Dex and +13 Cha ST's
- +10 Arcana and +16 persuasion (advantage against men)
- Resistance to Spell damage
- Broom of flying- give a flying speed of 60ft when riding, requires 1 free hand.
- +3 bloodwell vial (her broach)- You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity (+3). In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
- Strength of the Grave- Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the saving throw succeeds, you can't use this feature again until you finish a long rest.
- Eyes of Darkness- When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.
- Shadow Walk- At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.
- Umbral Form- Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
- Cast 2 spells
- Mind Sliver- ranged, 3d6 physic damage, and -1d4 on targets next saving throw.
- Shield/counter spell- reactions, +5 AC or cancel spell.
- Burning Hands- 15ft cone Dex save, 4d6 fire damage.
- Tasha's Mind Whip- 3 targets within 30ft, 2d6 physic damage, targets can choose between movement, an action or a bonus Action.
- Tasha's Caustic Brew- 30ft long line. Coats each person in acid, taking 2d4 damage until they use an action to brush the acid off.
- Synaptic Static- 20-foot-radius. 6d8 physic damage, and roll a 1d6 subtracted from any attack rolls, ability checks, and concentration checks on targets. Int check at end of turns to end effect.
- 20 sorcery points
- Heightened Spell- 3 points- When you Cast a Spell that forces a creature to make a saving throw to resist its Effects, you can give one target of the spell disadvantage on its first saving throw made against the spell.
- Quickened Spell- 2 points- A quickened spell is one that has a reduced casting time, from 1 action to 1 bonus action.
- Empowered Spell- 1 point- When you roll damage for a spell, you can spend 1 sorcery point to Reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
- Twinned Spell- 1 point per spell level- When you Cast a Spell that Targets only one creature and doesn't have a range of self, target a second creature in range with the same spell.
- Spell Save DC= 24, Spell Attack Bonus +16
- At will- Mind Sliver, Minor Illusion, Shield, Invisibility (con), Burning Hands (AOE), Hex (Con), Disguise self (con)
- 8 times per rest- Tashas Caustic Brew, Mirror Image (Con), Misty Step, Dimension Door, Tashas Mind Whip, Counter Spell (reaction), phantasmal force (con), major image (con)
- 3 times per rest- Polymorph (Con), Banishment, Bigbys Hand (Con), Synaptic Static, Mental Prison (Con), eternalness.
- 2 times per rest- Reverse gravity (Con), teleport, psychic scream
- Rituals- Mirage Arcane
- Legendary Resistance- 2 per day- when failing a saving throw, can choose to succeed instead
- Cast a cantrip- 1 action
- Cast a 8 Spell- 2 actions
- Cast a 3 spell- 3 actions
- On a 1-2 mistake an ally as enemy,
- 3-4 cant see anything,
- 5-6 see an enemy.
- Perception check DC 24 to determine for sure if the shape is friend or foe.
- Tasha also regains full health.
Children