Cartomancer. You have learned to channel your magic through a deck of playing cards, granting you these benefits:
- Card Focus. You can use a deck of cards as your spellcasting focus. When you use the deck as a focus to cast a spell that deals damage, roll a d4. You gain a bonus to one damage roll of the spell equal to the number rolled. This bonus applies to one creature of your choice that you can see damaged by the spell; you can use this benefit a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
- Card Tricks. You learn the prestidigitation cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use prestidigitation in this way, you can conceal the verbal and somatic components of the spell as mundane conversation and card-handling.
- Hidden Ace. When you finish a long rest, you can choose one spell you know and imbue it into a card; the chosen spell must have a casting time of 1 action, and its level must be less than or equal to your proficiency bonus. While the card is imbued with the spell, you can use your bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.
Metamagic.
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Metamagic - Distant Spell(Special). When you cast a spell that has a range of 5 ft. or greater, you can spend 1 sorcery point to double the range of the spell (or make the range 30 ft. for a spell with a range of touch).
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Metamagic - Empowered Spell (Special) When you roll damage for a spell, you can spend 1 sorcery point to reroll up to 5 of the dice. You must use the new rolls and you can use this option even if you've already used another Metamagic option.
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Metamagic - Heightened Spell (Special). When you cast a spell that forces a creature to make a saving throw, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Multiattack. The Capitana Shanty makes two attaks.
Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 1 (1d6 + 2) [piercing] damage.
Necrotic Shroud. You can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 18) or become frightened of you until the end of your next turn.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage is 14 points.
Once you use this trait, you can't use it again until you finish a long rest.
Healing Hands. Once per long rest as an action, touch a creature and restore 14 hit points.
Sorcery Points. You have 14 sorcery points that you regain when you finish a long rest.
Spellcasting. The Capitana Chantey is a 14-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 18, +10 to hit with spell attacks). The Capitana Chantey has following Sorcerer spells prepared:
Cantrips (at will): dancing lights, light, chill touch, toll the dead, mage hand, message, sapping sting, spare the dying
1st level (4 slots): False Life, detect magic, magic missile, shield, sleep, Inflict Wounds, Ray of Sickness
2st level (3 slots): Darkness, Invisibility, Lesser Restoration, blur, alter self, Aganazzar's Scorcher, magic missile, sleep, misty step, , scorching ray, Snilloc's Snowball Swarm, Inflict Wounds, Ray of Sickness, Wither and Bloom
3st level (3 slots): Aganazzar's Scorcher, Animate Dead, Counterspell,Darkness, Daylight, magic missile, melf's minute meteors, scorching ray, sleep, Snilloc's Snowball Swarm, Inflict Wounds, Ray of Sickness, Wither and Bloom, bestow curse, feign death, life transference, revivify, [spells]speak with dead[/spell], Spirit Shroud, Summon Undead, Vampiric Touch
4st level (3 slots): Aganazzar's Scorcher, Animate Dead, Counterspell,Darkness, Ice Storm, magic missile, melf's minute meteors, scorching ray, sleep, Snilloc's Snowball Swarm, Inflict Wounds, Ray of Sickness, Wither and Bloom, bestow curse, feign death, life transference, revivify, [spells]speak with dead[/spell], Spirit Shroud, Summon Undead, Vampiric Touch, Blight, Shadow of Moil,
5st level (2 slots): Aganazzar's Scorcher, Animate Dead, Counterspell,Darkness, Ice Storm, magic missile, melf's minute meteors, scorching ray, sleep, Snilloc's Snowball Swarm, Inflict Wounds, Ray of Sickness, Wither and Bloom, bestow curse, feign death, life transference, revivify, [spells]speak with dead[/spell], Spirit Shroud, Summon Undead, Vampiric Touch, Blight, Shadow of Moil, Contagion, Enervation, Negative Energy Flood, Raise Dead, Danse Macabre
6st level (1 slots): Aganazzar's Scorcher, Animate Dead, Counterspell,Darkness, Ice Storm, magic missile, melf's minute meteors, scorching ray, sleep, Snilloc's Snowball Swarm, Inflict Wounds, Ray of Sickness, Wither and Bloom, bestow curse, feign death, life transference, revivify, [spells]speak with dead[/spell], Spirit Shroud, Summon Undead, Vampiric Touch, Blight, Shadow of Moil, Contagion, , Enervation, Negative Energy Flood, Raise Dead, Circle of Death, Create Undead, Eyebite, Harm, Magic Jar, Soul Cage, Danse Macabre
7st level (1 slots): Aganazzar's Scorcher, Animate Dead, Counterspell,Darkness, Ice Storm, magic missile, melf's minute meteors, scorching ray, sleep, Snilloc's Snowball Swarm, Inflict Wounds, Ray of Sickness, Wither and Bloom, bestow curse, feign death, life transference, revivify, [spells]speak with dead[/spell], Spirit Shroud, Summon Undead, Vampiric Touch, Blight, Shadow of Moil, Contagion, Enervation, Negative Energy Flood, Raise Dead, Circle of Death, Create Undead, Harm, Finger of Death, Resurrection, Tether Essence, Danse Macabre
La Muerte (Costs 1 Actions). You can use the death tarot card, spending your magical power, Myrkul, lord of bones and death, will instantly appear. It can force a creature you see within range to die. If the creature you choose has 100 or fewer hit points, it dies. If not, the spell will deplete half of his health and put him in a frightened state. Can only be used once every long rest.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Chantey (Zhan-Ti) es la capitana pirata del Reina Sangrienta, un navio que se caracteriza por no demostrar compasión en sus abordajes y cuya tripulación esta constituida exclusivamente por aquellas que decidieron unirse a Chantey en su cruzada de venganza personal y no muertos. Chantey en el pasado fue una joven esclava aasimar, vendida a Zhen Yi, capitán de la flota del Dragon Rojo, un capitán pirata despiado y cruel que maltrataba a Chantey cada vez que le daba la gana. En aquel barco, el unico consuelo que obtuvo fue el de una vieja sacerdotisa Shadar-Kai y la consejera del capitán pirata proveniente de otro plano de la magia, que se apiadaba de la joven aasimar, curaba sus heridas y enseñaba su magia en secreto, con el fin de que se pudiese valer por si misma y prosperar como futura consejera del capitán. Pero Chantey tenía otros planes, aprendió la oscura magia de la Shadar-Kai y una noche se libró de su yugo. Rebanó el cuello del draconido Zhen Yi, y lideró el motín que le hizo tomar el mando de la flota. Desde entonces Chantey tiene muchos nombres, la Reina Pirata Sangrienta, la bruja de los mares, etc. Un fuerza imparable de herencia mágica oscura y nigromancia, que busca el caos y la destrucción de los organismos que maltratan al débil y establecen un sistema donde la esclavitud es el pan de cada día. Se unió a Syrgaul con la intención de hacer un cambio en todo este sistema y fue la única que no le dio la espalda.
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.
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