Strength of the grave: when reduced to 0 by non radiant non critical damage, make CHA save (DC 5 + damage taken) on success drop to 1 instead, once per long rest.
Fancy footwork: when attacking a creature the creature cant make attacks of opportunity rest of your turn.
Sneak attack: +4d6, on one attack, if advantage, flankingnor no one next to you.
Sorcery points: (3 points) quicken spell, subtle spell, 2 points to cast darkness (with out spending spell slot) and sto being able to see through it.
Spellcasting.
Spell save DC 14, +6 to hit with spell attacks
Cantrips (at will): mending, minor illusion, prestidigitation, true strike
1st level (4 slots): absorb elements, fog cloud, shield, false life. 2nd level (2 slots): Darkness, mirror image, invisibility
Innate spells (once a day each): invisibility, false life
Shortsword +1: +8 to hit, 1d6+4 damage.
silver dagger: +7 to hit, 1d4 +3 damage
Hand crosbow: +7 to hit, range 30/120 ft., 1d6+3 damage.
second wind: Bonus action heal 1d10 +1 once per short rest
Cunning action: bonus action dash, disengage or hide.
crosbow expert: can fire crosbow as bonus action if making attack, no disadvantage if in melee.
Convert sorcery points:
uncanny dodge: when hit by attack take reaction to halve damage.
shield: +5 AC when hit by attack
absorb elements: resistance against energy type, +1d6 energy damage on next attack.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.






