Magic Resistance. The Vern has advantage on saving throws against spells and other magical effects.
Spellcasting. Vern is a 16th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Vern has the following Wizard spells prepared:
Cantrips (at will): fire bolt, chill touch, mage hand, prestidigitation, shocking grasp
1st level (4 slots): cause fear, false life, mage armor*, magic missile
2nd level (3 slots): crown of madness, mirror image, misty step,shadow blade
3rd level (3 slots): counterspell, fear, lightning bolt,summon shadowspawn
4th level (3 slots): black tentacles, summon greater demon, stoneskin*
5th level (2 slots): cone of cold, geas, wall of force
6th level (1 slot): mental prison
7th level (1 slot): teleport
8th level (1 slot): telepathy*
*Vern casts these spells on itself before combat.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Flexible Casting Vern has 16 sorcery points. As a bonus action Vern can spend sorcery points to regain one spell slot up to 5th level, the level of the slot recovered depends on the amount of sorcery points expended.
|
SPELL SLOT LEVEL |
SORCERY POINT COST |
|---|---|
|
1st |
2 |
|
2nd |
3 |
|
3rd |
5 |
|
4th |
6 |
|
5th |
7 |
Vern can take 2 legendary actions during a round of combat chosen from the list bellow. The "Cast a Spell" action can only be used once per round.
Move. Vern can move up to his movement speed without provoking an attack of opportunity.
Dagger strike. Vern can make one attack with his dagger.
Cast a spell. Vern can cast one spell on his prepared list provided he has the available spell slot.
By the blessings of Shar, when Vern starts his turn in either full shadow or darkness he regains 20 hit points.







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