Eldritch Blast Invocations. Cashmere gets +8 to damage rolls when he hits with the eldritch blast cantrip. In addition, once per turn, when he hits with a beam, he can push the target back 10 feet or pull it 10 feet closer.
Special Equipment. Cashmere wears an amulet of the planes.
Innate Spellcasting. Cashmere's innate spellcasting ability is Charisma. He can innately cast the following spells (spell save DC 22, +14 to hit with spell attacks) requiring no material components.
At will: mage armor, alter self, silent image, invisibility, hex
1/day each: storm of vengeance, acidic blood, crown of stars, finger of death, spell worm, feeblemind, plane shift (amulet of the planes)
Spellcasting. Cashmere is a 30th-level spellcaster. His spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks.) He regains his expended spell slots when he finishes a short or long rest. He knows the following warlock spells:
Cantrips (at will): eldritch blast, chill touch, minor illusion, mark of doom, mage hand
1st-6th level (5 6th-level slots): burning hands, command, hellish rebuke, scorching ray, blindness/deafness, shatter, fireball, stinking cloud, fear, hunger of hadar, counterspell, red mist, enemies abound, vampiric touch, fire shield, wall of fire, sickening radiance, shadow of moil, banishment, hallucinatory terrain, hallow, synaptic static, hold monster, far step, dream, scrying, blood of fire, soul cage, eyebite
Ebanus's Owned Luck (Recharge after a Short or Long Rest). When Cashmere makes an ability check or saving throw, he can add a d10 to the roll. He can do this after the roll is made but before any of the roll's effects occur.
Ebanus's Blessing. When Cashmere reduces a creature to 0 hit points, he regains 38 hit points.
Elemental Adept. Cashmere's spells that deal fire damage bypass resistances, and he can treat any 1 on a fire spell damage die as a 2.
Warcaster. Cashmere has advantage on concentration saving throws, he can perform somatic components while using both hands, and he can cast a spell in place of an opportunity attack.
Tainted. Cashmere has immunity against Taint and all its effects, he instinctively recognizes any creature corrupted by Taint, and he has advantage on attack rolls against any creature native to the Shadowlands. In addition, Cashmere has advantage on Charisma (Intimidation) checks against creatures unaffected by taint.
Otherworldly Reaction. When Cashmere rolls initiative, he gains a special turn that takes places before other creatures can act. On this turn, he can use this action to take either the Attack action or to cast a cantrip. If Cashmere would normally be surprised at the start of an encounter, he is not surprised but doesn't gain this extra turn.
Jigoku Resilience. When Cashmere finishes a long rest, he can choose one damage type. He gains resistance to that damage type until he chooses a different one with this feature. Damage from magical weapons or silver weapons ignores this trait.
Hurl Through Hell (Recharge after a Long Rest) When Cashmere hit a creature with an attack, he can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of his next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Onish Aura. Unless Cashmere is incapacitated, whenever a hostile creature starts its turn within 10 feet of him, it must succeed a DC 22 Wisdom saving throw or become frightened of Cashmere until the beginning of his next turn. On a successful saving throw, the creature becomes immune to Cashmere's Fiendish Aura for 24 hours. Fiends are immune to this effect.
Dark Bargain. Whenever Cashmere finishes a long rest, he can sacrifice a number of hit dice in order to bolster his life force. For every 5 hit dice Cashmere sacrifices, he gains 25 temporary hit points. Sacrificed hit dice are expended as if used to regain hit points during a short rest.
Eldritch Signs (Recharge after a Long Rest). For the cost of two warlock spell slots, Cashmere can cast the same spell three times within a single round. He can target the same creature with all three casts or target multiple enemies.
Multiattack. Cashmere takes two attacks with his onyx greatsword.
Onyx Greatsword. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 8) slashing damage plus 4 (1d8) cold damage and 4 (1d8) necrotic damage and 4 (1d8) acid damage. If he rolled above a 15 on the attack roll, he deals an extra 4 (1d8) acid damage, regain hit points equal to the necrotic damage dealt, or reduce the creature's movement speed by 10 until the end of its next turn.
Otherworldly Parry. When a hostile creature hits Cashmere with a melee weapon attack while he is wielding his greatsword, he can use his reaction to halve the incoming damage.
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