Jovus Flamedancer
Jovus Flamedancer
STR
10 +0
DEX
15 +2
CON
14 +2
INT
19 +4
WIS
14 +2
CHA
12 +1
Spell Attack Modifier +8
Spell Save DC 16
Prepared Spells
1st Level (4 slots):
Mage Armor (AC 15)
Magic Missile - darts at 1d4 damage
Witch Bolt - ranged spell attack 1d12 damage concentration, uplevel 2d12 damage per round
Detect Magic
Charm Person
2nd Level (3 slots):
Melf's Acid Arrow
Gust of Wind,
Invisibility
3rd Level (3 slots):
Fireball - 20 ft. Radius, 8d6 damage, Dex Save DC 16
Counterspell -
4th Level (3 slots):
Ice Storm - 20 ft radius 40 ft high / Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save
Wall of Fire - You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. 5d8 fire damage
5th Level (1 slot):
Bigby's Hand - Strength of 26 (+8) and a Dexterity of 10 (+0) /
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.
Cloudkill - You create a 20-foot-radius Sphere of poisonous, yellow-green fog centered on a point you choose within range.
The fog spreads around corners. It lasts for the Duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
Superior Darkvision (120 feet)
• Sunlight Sensitivity (attack, Perception disadvantage)
• Drow Weapon Training (var. weapons)
• Drow Magic
(Charisma-based;
Dancing Lights cantrip; Faerie Fire and Darkness spells
each once betw. long rests)
• Fey Ancestry (vs. charm, no sleep)
• Keen Senses (Perception)
• Trance (4 hrs. as 8 hrs. sleep)v
Actions
One target per Attack action.
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft. Hit: 1d6-1 bludgeoning damage. (If used two-handed in melee, does 1d8-1 damage.)
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. 1d4+2 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)
MAGIC, FEATS & SPECIAL ATTACKS
Ray Of Frost Cantrip. Ranged Spell Attack: +8 to hit, targets one creature or object within 60 ft. range.
Hit: 2d8 cold damage and target's speed reduced by 10 feet for one round.
Carried Gear
[PHB, p. 143]: two (2) daggers, quarterstaff, spear, disguise kit (cosmetics, hair dye, props, etc.), belt pouch, set of fine clothes, tools of the con (various small convincing fakes).
(This load is about 18 lbs.; add 1 lb. per 50 coins carried.)
Coins & Gems: 761 gold pieces (gp 45 silver pieces (sp 22 copper pieces (cp 4 gems (worth 100 gp each)
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