You can have the following Metamagic Options:
Quickened Spell: 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.
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). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Seeking: If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Heightened: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell
Spellcasting. The [Bone Mage] is a 15-level spellcaster. Its spellcasting ability is [charisma] (spell save DC 22, +12 to hit with spell attacks). The [Bone Mage] has following [sorcerer] spells prepared:
Cantrips (at will): [Toll the Dead], [Chill Touch] [Shocking Grasp] [ray of Frost]
Ray of Sickness, Mage Armor, Darkness, Blur, Fear, Lightning Bolt, Vampiric Touch, Blight, Confusion, enervation, Hold Monster
1st level (3 slots):
2nd level (3 slots):
3rd level (3 slots):
4th level (2 slots):
5th level (1 slots):
The Bone Mage can Cast a Spell.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. 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
Enter a general description for your monster here.
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.
Comments