Innate Spellcasting. Andrej's spellcasting ability is Charisma (spell attack +8, spell save DC 16). He can cast the following spells.
Cantrip (at will): friends, fire bolt, prestidigitation, true strike, mage hand
1st level (4 slots): chaos bolt, dissonant whispers , expeditious retreat
2nd level (3 slots): enlarge/reduce, darkness, pass without trace
3rd level (3 slots): slow, haste, fireball
4th level (2 slots): confusion, raulothim’s psychic lance
Wild Magic Surge. When Andrej uses a spell of 1st level or higher, he rolls a d20. On the result of 1, he rolls on the Wild Magic Surge table.
Tides of Chaos. Andrej can use this ability to gain advantage on one attack roll, ability check, or saving throw. However, when he does so, the next spell cast (of 1st level or higher) causes a roll on a Wild Magic Surge Table and then Andrej regains the use of this feature.
Meta Magic: Andrej has 8 Sorcery Points, which he can use to twist his spells to suit his needs.
Twinned Spell: When Andrej casts a spell that targets only one creature and doesn’t have a range of self, he can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level.
Extended Spell: When Andrej casts a spell that has a duration of 1 minute or longer, he can spend 1 sorcery point to double the spells duration, to a maximum duration of 24 hours.
Lucky. Andrej has 3 luck points. Whenever he makes an attack roll, an ability check, or a saving throw, he can spend one luck point to roll an additional d20. He can choose to spend one of your luck points after you roll the die, but before the outcome is determined. He chooses which of the d20s is used for the attack roll, ability check, or saving throw.
Andrej can also spend one luck point when an attack roll is made against him. He rolls a d20, and then chooses whether the attack uses the attacker’s roll or his roll.
Andrej regains all luck points after a long rest.
Hold Breath. Andrej can hold his breath for up to 1 hour at a time.
Claw. Unarmed attack: +5 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Dagger: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Shell Defense. Andrej withdraws within his shell. Until he emerges, he gains a +4 bonus to AC (21 AC), and has advantage on Strength and Constitution saving throws. While in his shell, Andrej is prone, has his speed reduced to 0, has disadvantage on Dexterity saving throws, he can’t take reactions, and the only action he can take is a bonus action to emerge from his shell.
Wind Fan. While holding this fan, you can use an action to cast the gust of wind spell (save DC 14) from it. Once used, the fan regains this property after a long rest.
Emerge: While Andrej is withdrawn within his shell, he can use his bonus action to emerge out of his shell.
Bend Luck. Andrej can choose to expend 2 Sorcery Points, so he can add or subtract 1d4 to another creature's attack roll, ability check, or saving throw after the roll, but before any of its effects are realized.
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