Special Equipment. In addition to his magic armor and weapons, Wraith has 3 Potions of Supreme Healing, has a Bag of Holding for his Tedious Equipment, and has two +3 Returning Handaxes.
Shared Spells. When Wraith casts a spell targeting himself, he can also affect his beast companion with the spell if the beast is within 30 ft. of him.
Bestial Fury. When Wraith commands his beast companion to take the Attack action, the beast can make two attacks, or it can take the Multiattack action if it has that action.
Spellcasting. Wraith is a 20th-level Ranger spellcaster. His spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). Wraith has the following Ranger spells prepared:
1st level (5 slots): [Tooltip Not Found], Detect Magic, Speak with Animals
2nd level (4 slots): [Tooltip Not Found]
3rd level (4 slots): Magic Circle, Conjure Animals
4th level (3 slot): Freedom of Movement, Banishment
5th level (2 slot): Steel Wind Strike
Ring of Three Wishes. While wearing this ring, Wraith can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge.
Staff of Frost. Wraith has resistance to cold damage while he holds this staff.
The staff has 10 charges. While holding it, Wraith can use an action to expend 1 or more of its charges to cast one of the following spells from it, using his spell save DC: cone of cold (5 charges), fog cloud(1 charge), ice storm (4 charges), or wall of ice (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If he expends the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.
Celestial Defense. Whenever the target of Wraith's Slayer’s Prey forces Wraith to make a saving throw and whenever Wraith makes an ability check to escape that target’s grapple, he add 1d12 to his roll.
Foe Slayer. Once on each of Wraith's turns, he can add +6 to the attack roll or the damage roll of an attack he makes against one of his favored enemies. (Dragon, Giant, Humanoid, Monstrosity).
Not for this World. If his favored enemy is below half HP, Wraith can use Plane Shift on the creature to bring him to a celestial plane of Dragons.
Legendary Resistance (3/Day). If Wraith fails a saving throw, he can choose to succeed instead.
Multiattack. Wraith makes three attacks when taking the Attack Action. (Either two with the Returning Handaxe +3 and one with the Hand Crossbow +3 or three with the Returning Handaxe +3)
Returning Handaxe + 3. Melee Weapon Attack: +14 to hit, range 20 / 60 ft., one target. Hit: 26 (1d6 + 23) slashing damage.
Hand Crossbow +3. Ranged Weapon Attack: +13 to hit, range 30 / 120 ft., one target. Hit: 17 (2d8 + 8) piercing damage.
Master of Dragons and Bjorg. Wraith has can command his Wolf, Bjorg, or his Holo Dragon Wyrmling to Attack, Hide, Dodge, Disengage, Grapple, or Search when he takes other actions.
Slayer’s Prey. As a bonus action, Wraith designates one creature he can see within 60 ft. and the first time each turn that he hits that target with a weapon attack, it takes an extra 4d6 damage. This benefit lasts until he finishes a short or long rest or if he designates a different creature.
Wraith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Wraith regains spent legendary actions at the start of his turn.
Handaxe. When attacked by a melee attack or touch spell that misses, Wraith can attack, with his Returning Handaxe +3, the creature that missed.
Vanish. Wraith can hide in plain sight and become hidden by making a stealth check against everyone's perception.







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