Wild Magic Surge
Immediately after casting a sorcerer spell of 1st level or higher. a d20 is rolled If you roll a 1, roll on the Wild Magic Surge table to create a magical effect.
As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, sex, height and weight. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
Bend Luck
When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature’s roll. You can do so after the roll but before any effects occur.
Magical Guidance (Special)
When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Metamagic - Heightened Spell (Special)
When you cast a spell that forces a creature to make a saving throw, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Metamagic - Quickened Spell (Special)
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Metamagic - Twinned Spell (Special)
You can spend sorcery points equal to a spell's level (1 for a cantrip) to target a second creature in range with the same spell, as long as the spell at the level it's being cast is incapable of targeting more than one creature.
Tides of Chaos (Special)
Once per long rest, you can gain advantage on one attack roll, ability check, or saving throw. Before you regain use of this feature, the DM can have you roll on the Wild Magic Surge table after you cast a 1st level or higher spell. You then regain the use of this feature.
Magic items. Nix is attuned to the following magic items:
- Astral Shard
- Ring of Control Magic
- Bloodwell Vial +2
Spellcasting. Nix is a 11th level spellcaster. His spellcasting ability is intelligence (spell save DC 20, +12 to hit with spell attacks). Nix has the following wizard spells prepared:
Cantrips (at will): chill touch, control flames, eldritch blast, fire bolt, mage hand, message,mind sliver, minor illusion, prestidigitation, ray of frost
1st level (4 slots): chaos bolt, disguise self, find familiar, hellish rebuke, identify, shield
2nd level (3 slots): hold person, tashas mind whip
3rd level (3 slots): counterspell, fireball, fly, spell]haste[/spell]
4th level (3 slots): greater invisibility
5th level (2 slots): immolation, synaptic static
6th level (2 slots): mental prison
Staff. Nix bonks someone with the staff. +4 to hit, 1d6-1 damage
Champion of the Night (1/Day). Nix magically calls 2d4 swarms of bats or swarms of rats, provided that the sun isn’t up. While outdoors, Nix can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of Nix and obeying his spoken commands. The beasts remain for 1 hour, until Nix dies, or until he dismisses them as a bonus action.
Lair and Lair Actions
Lair Actions
Previous Versions
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6/16/2021 2:01:29 PM
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9
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1
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Coming Soon
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8/20/2021 3:04:24 PM
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12
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0
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1.4
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Coming Soon
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