Innate Spellcasting. The Sim's innate spellcasting ability is Charisma (spell save DC 17). The Sim can innately cast the following spells, requiring no material components:
At will: darkness, heat metal
Magic Resistance. The Sim has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Sim's weapon attacks are magical.
Simulant Nature. The Sim does not recover spell slots higher than 1st level when resting and cannot recover HP.
Spellcasting. The Sim is a 16th-level spellcaster with reduced spell slots. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The Sim has the following wizard spells prepared:
Cantrips (at will): Sacred Flame, mage hand, minor illusion, prestidigitation
1st level (4 slots): Thunderous Smite, identify, shield, magic missile
2nd level (4 slots): detect thoughts, mirror image, Silence, Spiritual Weapon
3rd level (3 slots): counterspell, Pulse Wave, Blink
4th level (3 slots): Gravity Sinkhole, dimension door, Greater Invisibility
5th level (2 slots): contact other plane, Steel Wind Strike
Brutal Claws. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 15 (4d4 + 5) slashing damage.
Teleport. The Sim magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Transpose. The Sim magically teleports, along with any equipment it is wearing or carrying, and switches places with one willing ally up to 60 feet to an unoccupied space it can see. If this ability is used while that ally is targeted by a spell, attack, or effect, that instead targets The Sim.
Previous Versions
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11/30/2020 8:57:02 AM
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11/30/2020 9:48:54 AM
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2/26/2021 10:19:44 AM
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