You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Your darkvision has a radius of 120 feet.
You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.
Merge with Shadows. While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction.
Shadowy Form. While within Dim Light or Darkness, you have Resistance to all damage except Psychic and Radiant.
Initiative Proficiency. When you roll Initiative, add +6 to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.
Once per turn, you can deal an extra 8d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
You can use the bonus action granted by your Cunning Action to make a Sleight of Hand check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Climbing no longer costs you extra movement, and when you make a running jump, the distance you cover increases by +4 feet.
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
When you are subjected to an effect that allows you to make a DEX saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
You have advantage on a Stealth check if you move no more than half your speed on the same turn.
Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
You ignore all class, race, and level requirements on the use of magic items.
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 ft. of you.
You gain proficiency in Wisdom saving throws.
You can cast known sorcerer spells using CHA as your spellcasting modifier (Spell DC 17, Spell Attack +9). You can use an arcane focus as a spellcasting focus.
You have 4 sorcery points that you regain when you finish a long rest. You can use your sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action.
You gain the ability to twist spells to suit your needs.
When you cast a spell, you can spend 1 sorcery point to cast it without any S or V components.
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Spellcasting. Cardz is a 2nd-level spellcaster. Its spellcasting ability is 26. Cardz has the following sorcerer spells prepared:
Cantrips (at will): Frostbite, Gust, Mage Hand, Minor Illusion, Mold Earth, Prestidigitation, True Strike
1st level (6 slots): Absorb Elements, Color Spray, Earth Tremor, False Life, Grease, Shield
2nd level (3 slots): Color Spray, Earth Tremor, False Life
Roll a d4 and d12 3x for cards
You can use your sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points as a bonus action.
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
You can use the bonus action granted by your Cunning Action to make a Sleight of Hand check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
While within Dim Light or Darkness, you can give yourself the Invisible condition as a Bonus Action. The condition ends on you immediately after you take an action, a Bonus Action, or a Reaction.
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Description
A member of TTO (Table-Top Organization), often called the weakest of the 5. A natural thief who learned the arcane to advance their skills. Recruited due to their personality and calling for causing chaos and mayhem across the realm.
Previous Versions
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9/6/2024 7:00:55 AM
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