Drow and Duegar Ancestry. The Dawnpetian has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed, and magic can't put the Dawnpetian to sleep.
Innate Spellcasting. The Dawnpetian's spellcasting ability is Charisma
(spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness , faerie fire
Cheif Of The Dawnpetians. Other Dawnpetians protect him and fight for him if Clatenebris is in danger or being attacked.
Sunlight Sensitivity. While in sunlight, the Dawnpetian has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. And takes [roll]1d4[/roll] damage for each round they are in sunlight.
The Bright Shadow. While in shade (of artificial light as well), Clatenebris has advantage on attack rolls, as well as on Strength (Athletics) checks that require large amounts of strength and power.
Umbracusto Enlargement (Recharges after a Short or Long Rest). For 1 minute, Clatenebris magically increases in size, along with anything it is wearing or carrying. While enlarged, Clatenebris is Huge, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the Dawnpetian lacks the room to become Huge, it attains the maximum size possible in the space available.
The Bright Shadow's Sun Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.
Glorious Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.
Shadowstep (Recharges after a Short or Long Rest). Clatenebris magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to one round (as if concentrating on a spell). Any equipment the Dawnpetian wears or carries is invisible with it.
Bright Greatsword. Melee Weapon Attack: +7 to hit, reach 7 ft., one target. Hit: 7 (1d6 + 6) slashing damage. Once per charge, Clatenebris can use his Bright Greatsword and make it mimic the properties of the Sun Blade. He can recharge the Greatsword by holding it up to the dawnlight in The Dawnpit.
Sun Fuelled Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Photophobic. When in sunlight Clatenebris can take a reaction to dodge up to 30ft out of the way.
Description
He has a severe burn mark on the side of his face and a scar over one eye. He is larger than his Dawnpetian allies and has bulkier but not necessarily heavier armour. He has glowing yellow crystals in his weapons and armour, powered by the sun.
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