You have struck a bargain with an otherworldly being.
You can cast known warlock spells using CHA as your spellcasting modifier (Spell DC 17, Spell Attack +9). You can use an arcane focus as a spellcasting focus.
Additional spells are added to the warlock spell list for you.
When you reduce a hostile creature to 0 HP, you gain 7 temp HP.
You learn fragments of forbidden knowledge that imbue you with an abiding magical ability.
When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.
When you cast eldritch blast, its range is 300 ft.
Your otherworldly patron bestows a gift upon you for your loyal service.
Your patron gives you a grimoire called a Book of Shadows that grants you additional cantrips that don't count against your number of cantrips known. If you lose the book, you can perform a 1-hour ceremony to receive a replacement during a short or long rest.
You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 17, Spell Attack +9) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.
Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 8, and none of the slots can be 6th level or higher.
The gold and time you must spend to copy an evocation spell into your spellbook is halved.
When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.
You can add your INT modifier (+3) to one damage roll of any wizard evocation spell you cast.
When you cast a wizard spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage (+1d12 per use of this feature) for each level of the spell after you cast it. This damage ignores resistance and immunity.
You gain proficiency in one skill of your choice.
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.
Spellcasting.
Checkz is a 8th-level spellcaster. Its spellcasting ability is 26. Checkz has the following wizard, warlock, druid, cleric, and boon spells prepared:
Cantrips (at will): Frostbite, Gust, Eldritch Blast, Mage Hand, Ray of Frost, Resistance, Vicious Mockery
1st level (# slots): Mage Armor, Bane, Color Spray, Grease, Cure Wounds 2x
2nd level (# slots): Enhance Ability, Enlarge/Reduce, Blindness/Deafness, Ray of Enfeeblement, Bane, Web, Color Spray, Enthrall, Misty Step
3rd level (# slots): Haste, Protection from Energy, Fear, Slow, Blindness/Deafness, Bane, Enhance Ability, Color Spray, Counterspell
4th level (# slots): Stoneskin, Elemental Bane, Blindness/Deafness, Bane, Enhance Ability, Color Spray, Counterspell, Confusion
5th level (# slots): Blindness/Deafness, Bane, Enhance Ability, Color Spray, Counterspell, Confusion
6th level (# slots): Blindness/Deafness, Bane, Enhance Ability, Color Spray, Counterspell, Confusion
7th level (# slots): Blindness/Deafness, Bane, Enhance Ability, Color Spray, Counterspell, Confusion, Symbol, Teleport, Mirage Arcane
8th level (# slots): Blindness/Deafness, Bane, Enhance Ability, Power Word Stun, Color Spray, Counterspell, Confusion, Antimagic Field, Mirage Arcane
You make a melee attack that involves using your body to deal one of the following effects:
Damage: You make an attack roll against the creature, and on a hit, you deal 1 Bludgeoning damage.
Grapple: The target must succeed on a DC 14 Str./Dex. (it chooses which) saving throw or it has the Grappled condition.
Shove: The target must succeed on a DC 14 Str./Dex. (it chooses which) saving throw or you can either push it 5 ft. away or cause it to have the Prone condition.
Start Match
A 160ft by 160ft platform appears with the summoner on the edge of one side and all opponents on the other side. Opponents are given roles:
Summoner receives constructs of the roles to control, one move per action performed, from any distance as long as they stay on the board: Pawn 8, Rook 2, Bishop 2, Knight 2, Queen 1. Constructs are based on common summons and each have one additional ability:
Description
A member of the TTO (Table-Top Organization) that is oddly moral about specific things. Least evil of all members and follows a strict code. However, they are also the most obnoxious opponent to face out of all members except maybe the leader. They used to wander the world battling all they met, killing those who lost. It was the leader who eventually defeated them and convinced them to join the TTO.
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