Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Helpful. Caspian can give the help action as a bonus action
Cunning action. Caspian’s agility or quick thinking allows them to act speedily. On their turn in combat, they can take the Dash, Disengage, or Hide action as a bonus action.
Coordinated Strike. Caspian is adept at fighting in concert with a companion. When caspian uses their Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from the sidekick, caspian can deal an extra 2d6 damage to it the next time caspian hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.
Evasion Because of extraordinary good luck, caspian is skilled at avoiding danger. When caspain is subjected to an effect that allows it to make a Dexterity saving throw([save]Dexterity[save]) to take only half damage, they instead takes no damage if they succeeds on the saving throw, and only half damage if they failed. Caspian doesn’t benefit from this feature while incapacitated.
Life Drain. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 13 (3d6+3) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
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Posted Dec 5, 2022The ring consists of a thick gold band painted black and adorned with a flaming white skull. Evil, intelligent undead, within a 30 foot radius, are naturally attracted to the ring. The wearer has the ability to walk among the undead without being attacked. However, if the wearer attacks an undead they will attack them back. The ring also grants the wearer the ability to cast Chill Touch.
Upon putting on the ring if the creature is not an undead type it must make a Wisdom saving throw (DC 15). If they fail they take 1d6 necrotic damage and the finger that the ring was on withers and falls off.
(Just for memory of what it does)