Ring of Invisibility. While wearing this ring, you can turn invisible an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack, or cast a spell, or until you use a bonus action to become visible again.
Spellcasting. Anpu Kerrim is a 16-level spellcaster. Its spellcasting ability is 10 (spell save DC 17, +9 to hit with spell attacks). Anpu Kerrim has following Sorcerer spells prepared:
1st level (4 slots): Chromatic Orb, Command, Feather Fall, Thunderwave.
2nd level (3 slots): Alter Self, Chromatic Orb, Command, Darkvision, Dragon's Breath, Mirror Image, Shatter, Thunderwave.
3rd level (3 slots): Alter Self, Chromatic Orb, Command, Counterspell, Dragon's Breath, Fear, Fireball, Fly, Shatter, Slow, Thunderwave.
4th level (3 slots): Alter Self, Arcane Eye, Banishment, Blight, Charm Monster, Chromatic Orb, Command, Dragon's Breath, Fear, Fireball, Fly, Shatter, Stoneskin, Thunderwave.
5th level (2 slots): Alter Self, Arcane Eye, Banishment, Blight, Charm Monster, Chromatic Orb, Cloudkill, Command, Dragon's Breath, Fear, Fireball, Fly, Insect Plague, Legend Lore, Shatter, Summon Dragon, Thunderwave.
6th level (1 slots): Alter Self, Arcane Eye, Banishment, Blight, Charm Monster, Chromatic Orb, Cloudkill, Command, Disintegrate, Dragon's Breath, Fear, Fireball, Fly, Insect Plague, Legend Lore, Shatter, Summon Dragon, Thunderwave.
7th level (1 slots): Alter Self, Arcane Eye, Banishment, Blight, Charm Monster, Chromatic Orb, Cloudkill, Command, Disintegrate, Dragon's Breath, Fear, Fire Strom, Fireball, Fly, Insect Plague, Legend Lore, Shatter, Summon Dragon, Thunderwave.
8th level (1 slots): Alter Self, Arcane Eye, Banishment, Blight, Charm Monster, Chromatic Orb, Cloudkill, Command, Disintegrate, Dragon's Breath, Fear, Fire Strom, Fireball, Fly, Insect Plague, Legend Lore, Power Word Stun, Shatter, Summon Dragon, Thunderwave.
Innate Sorcery. An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
- The spell save DC of your Sorcerer spells increases by 1.
- You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Font of Magic. You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.
You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer Features table. You can’t have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.
You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.
Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).
Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.
Any spell slot you create with this feature vanishes when you finish a Long Rest.
- Sorcerer Level 2 | 2 SP -> Spell Slot Level 1
- Sorcerer Level 3 | 3 SP -> Spell Slot Level 2
- Sorcerer Level 5 | 5 SP -> Spell Slot Level 3
- Sorcerer Level 7 | 6 SP -> Spell Slot Level 4
- Sorcerer Level 9 | 7 SP -> Spell Slot Level 5
Metamagic. Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from “Metamagic Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.
You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.
Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Sorcerer level 10 and two more at Sorcerer level 17.
Quickened Spell. When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.
Distant Spell. When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.
Transmuted Spell. When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.
Empowered Spell. When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.
You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.
Draconic Resilience. The magic in your body manifests physical traits of your draconic gift. Your Hit Point maximum increases by 16, and it increases by 1 whenever you gain another Sorcerer level.
Parts of you are also covered by dragon-like scales. While you aren’t wearing armor, your base Armor Class equals 10 plus your Dexterity and Charisma modifiers.
Draconic Spells. When you reach a Sorcerer level specified in the Draconic Spells table, you thereafter always have the listed spells prepared.
Chromatic Orb (1st).
Command (1st).
Alter Self (2nd).
Dragon's Breath (2nd).
Fear (3rd).
Fly (3rd).
Arcane Eye (4th).
Charm Monster (4th).
Legend Lore (5th).
Summon Dragon (5th).
Sorcerous Restoration. When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest.
Elemental Affinity. Your draconic magic has an affinity with a damage type associated with dragons. Choose one of those types: Acid, Cold, Fire, Lightning, or Poison.
You have Resistance to that damage type, and when you cast a spell that deals damage of that type, you can add your Charisma modifier to one damage roll of that spell.
Lightning Damage. You're resistant to Lightning damage and when you cast spells that deal Lightning damage, you add +4 to one damage roll.
Sorcerous Restoration. When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down). Once you use this feature, you can’t do so again until you finish a Long Rest.
Dragon Wings. As a Bonus Action, you can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
Savage Attacker. Oncer per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.
Spell-Shielded Traits. The Spell-Shielded are a sub-species of the Natural Born Barbarian, forged in the crucible of magical co-existence. They are a testament to the enduring spirit that thrives even in the face of arcane power. Living alongside powerful wizards, their bodies have become attuned to the ebb and flow of magical energy, developing a unique resistance to its effects.
Arcane Aegis is a testament to their unique attunement to magic and their ability to resist its effects, while also highlighting their physical vulnerabilities.
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Magical Immunity: Your body has become impervious to all forms of magical damage.
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Physical Vulnerability: You are vulnerable to slashing, bludgeoning, and piercing damage, reflecting the delicate balance between magic and might.
Mutiattack. Lilitu Andras can make 3 melee attacks.
Artificer Slayer. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 2d4+2 slashing damage.
Extra 3d8 +40 slashing damage to any Artificer, Artificer muticlass, and, or Constructs.
Four charges of any 6th level Dispel Magic, plus two charges of any 6th level spell from Wizard or Artificer spell list that can be infused into any equipment item. (once the spell is cast from the infused item, the item no longer has the spell).
Rogue Slayer. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 2d6+2 slashing damage.
Deals extra 3d8 +40 (slashing Damage) to any Rogue, or any Rogue multiclass.
You have six charges of greater invisibility. (Regains after a short rest).
Chromatic Orb. Spell attack: +9 to hit, reach 90 Ft., 1 target. Hit. 3d8 Fire, Cold, Acid, Lightning Poison, or Thunder Damage of your choice.
Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 3 Bludgeoning Damage.
Two-Weapon Fighting. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
Dragon Wings. You can cause draconic wings to appear on your back. The wings last for 1 hour or until you dismiss them (no action required). For the duration, you have a Fly Speed of 60 feet.
Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore your use of it.
Font of Magic: Create Spell Slot Level 1. You can transform 2 unexpended Sorcery Points into a level 1 spell slots, which vanishes when you finish a Long Rest.
Font of Magic: Create Spell Slot Level 2. You can transform 3 unexpended Sorcery Points into a level 2 spell slots, which vanishes when you finish a Long Rest.
Font of Magic: Create Spell Slot Level 3. You can transform 5 unexpended Sorcery Points into a level 3 spell slots, which vanishes when you finish a Long Rest.
Font of Magic: Create Spell Slot Level 4. You can transform 6 unexpended Sorcery Points into a level 4 spell slots, which vanishes when you finish a Long Rest.
Font of Magic: Create Spell Slot Level 5. You can transform 7 unexpended Sorcery Points into a level 5 spell slots, which vanishes when you finish a Long Rest.
Innate Sorcery. You can unleash that magic for 1 minute, during which you gain the following benefits:
- The spell save DC of your Sorcerer spells increases by 1.
- You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
Opportunity Attack. When a creature leaves your combat range, you can make one attack on that creature.
Spells. Feather Fall, Counterspell.
Description
In the vast and intricate hierarchy of Fay Works, Colonel Anpu Kerrim stands as a force to be reckoned with. A Spell-Shielded and a high-ranking sorcerer, Kerrim's name has become synonymous with both fear and respect, a testament to his formidable power and cunning.
Colonel Anpu Kerrim is a Spell-Shielded, a sub-species of the Natural Born Barbarian who have developed a unique resistance to magical damage due to their coexistence with powerful wizards. His tall, slender frame, reminiscent of an elf, is adorned with the scars of countless battles, each mark a testament to his resilience. His piercing, blood-red eyes glow with an otherworldly light, reflecting the draconic power that courses through his veins. His sharp teeth add to his fearsome visage, giving him a dragon-like appearance.
As a level 16 sorcerer specializing in draconic sorcery, Kerrim wields arcane power with unparalleled proficiency. His immunity to all magical damage makes him nearly invincible against spellcasters, while his vulnerability to slashing, bludgeoning, and piercing damage is a constant reminder of his unique existence. Despite this weakness, Kerrim has honed his skills to such a degree that few can exploit it.
Colonel Kerrim's mastery of draconic sorcery has granted him abilities that defy the very laws of nature. With a simple flick of his wrist, he can unleash devastating spells capable of sinking warships and decimating armies. His preferred spell, Thunderwave, has become a signature move, capable of slaying hundreds and obliterating key targets in mere moments.
In battle, Kerrim is a force of nature. He moves with an eerie grace, his slender form a blur of motion as he weaves spells with precision and power. His draconic heritage grants him not only arcane might but also a presence that strikes fear into the hearts of his enemies. Each spell he casts is a demonstration of his dominance over the arcane, a reminder of the power he commands.
As a Colonel for Fay Works, Anpu Kerrim has been a key player in many pivotal moments in history. During Operation Ironclad, he was a silent terror, delivering Thunderwave after Thunderwave, slaying hundreds and dismantling enemy strongholds with ease. His actions during the First Global War left a trail of destruction and death, solidifying his reputation as one of Fay Works' most formidable operatives.
Kerrim's loyalty to Fay Works and its ambitions is unwavering. He serves not out of obligation, but out of a genuine belief in the power and vision of the organization. His allegiance to Fay Works is also intertwined with his own quest for power, making him a dangerous and unpredictable force within the ranks.
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