Special Equipment. +1 Bloodwell Vial, Astral Shard, and Clockwork Pendant. Demon Armor, 3 Clockwork Amulet, 3 Mind Crystal (Subtle), 2 Mind Crystal (Empowered), Mind Crystal (Distant), Mind Crystal (Extended).
Clockwork Amulet (3/Dawn). When Vix makes an attack roll while wearing the amulet, she can forgo rolling the d20 to get a 10 on the die.
Bloodwell Vial (1/Dawn). When Vix rolls any Hit Dice to recover hit points, she regains 5 sorcery points.
Astral Shard. When Vix uses a Metamagic option on a spell, immediately after casting the spell, she can teleport to an unoccupied space she can see within 30 feet of her.
Magical Guidance. You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
Sorcery Points (14/Long Rest). Vix can spend sorcery points on Metamagic options:
Heightened Spell (3 Sorcery Points). When Vix casts a spell that forces a creature to make a saving throw, she can give one target of the spell disadvantage on its first saving throw against the spell.
Quickened Spell (2 Sorcery Points). When Vix casts a spell with a casting time of 1 action, she can change the casting time to 1 bonus action for that casting.
Subtle Spell (1 Sorcery Point). When Vix casts a spell, she can do so without verbal or somatic components.
Twinned Spell (1-5 Sorcery Points). When Vix casts a spell that targets only one creature and does not have a range of self, she can target a second creature in range with the same spell by spending sorcery points equal to the spell’s level (1 sorcery point if the spell is a cantrip). The spell must be incapable of targeting more than one creature at its current level.
Transmuted Spell (1 Sorcery Point). When Vix casts a spell that deals acid, cold, fire, lightning, poison, or thunder damage, she can change the damage type to another type from that list.
Innate Spellcasting. Vix's innate spellcasting ability is Charisma. She can cast the following spells (Spell Save DC 17, +9 to hit), requiring no material components:
At Will: ray of frost
1/day: armor of agathys (2nd level version), darkness
Spellcasting. The vampire is an 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She has the following sorcerer spells prepared:
Cantrips (at will): booming blade, friends, mage hand, message, mending, prestidigitation, shocking grasp
1st level (4 slots): absorb elements, catapult, expeditious retreat, feather fall, mage armor, protection from evil and good, shield
2nd level (3 slots): aid, hold person, kinetic jaunt, lesser restoration, mirror image, misty step, rope trick, vortex warp
3rd level (3 slots): blink, blur, catnap, counterspell, dispel magic, fly, haste, lightning bolt, slow, thunder step
4th level (3 slots): banishment, dimension door, fabricate, freedom of movement, greater invisibility, summon construct
5th level (2 slots): animate objects, greater restoration, planar binding, summon draconic spirit, synaptic static, teleportation circle, wall of force
Demonic Armor. While wearing the Demonic Armor, Vix can speak, read, and write Abyssal. Her Armor Class becomes 19, she gains immunity to bludgeoning, piercing, and slashing damage, and resistance to all other damage types. In addition, she gains a Demonic Claw attack.
The armor possesses a Weak Spot with AC 24 and 36 hit points. Damage dealt to the Weak Spot also damages Vix and ignores the armor’s protections and resistances. If the Weak Spot is reduced to 0 hit points, the Demonic Armor emits a horrific scream as it dies and falls away from Vix. She immediately loses the armor’s protections, her Demonic Claw attack, and her ability to speak Abyssal, and her Armor Class returns to normal.
Energy Knife. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) force damage.
Demonic Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Bastion of Law. Vix can expend up to 5 sorcery points to create a shimmering magical ward around herself or a creature she can see within 30 feet of her. The ward lasts until Vix finishes a long rest or until she uses this ability again.
The ward contains a number of d8s equal to the sorcery points expended. When the warded creature takes damage, it can expend any number of these dice, rolling them and reducing the damage taken by the total rolled.
Clockwork Pendant (3/ regain 1d3 at Dawn). Vix can expend 1 charge to cast blur, haste, or slow (spell save DC 15). The spell lasts for 3 rounds and does not require concentration. Vix can have only one spell from this pendant active at a time; casting another immediately ends the previous effect. The pendant regains 1d3 expended charges daily at dawn.
Temporal Distortion. If the pendant is destroyed while it has 3 charges remaining, it creates a temporal distortion centered on itself that lasts for 1d4 rounds. Creatures and objects within 10 feet of the pendant are immune to all damage, spells, and other magical or physical effects, though they can otherwise move and act normally. A creature loses this protection immediately if it moves more than 10 feet away from the pendant. When the effect ends, the pendant crumbles to dust.
Flexible Casting. Vix can convert sorcery points into spell slots or sacrifice spell slots to regain sorcery points. When creating a spell slot, Vix expends sorcery points based on the slot’s level: 2 points for a 1st-level slot, 3 points for a 2nd-level slot, 5 points for a 3rd-level slot, 6 points for a 4th-level slot, and 7 points for a 5th-level slot.
Alternatively, Vix can expend a spell slot to regain a number of sorcery points equal to the slot’s converted level.
Restore Balance (4/Long Rest). When a creature Vix can see within 60 feet of her is about to roll a d20 with advantage or disadvantage, Vix can prevent the roll from being affected by advantage and disadvantage.
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