| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 15 | +2 | +2 |
| CON | 10 | +0 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 20 | +5 | +10 |
Magic Resistance. Cinder Kane has advantage on saving throws against spells and other magical effects.
Magic Weapons. Cinder Kane's weapon attacks are magical.
Spellcasting. Cinder Kane is a 5th-level spellcaster. his spellcasting ability is charisma (spell save DC 17, +9 to hit with spell attacks). It has the following spells prepared:
at will: Control Flames, Fire Bolt, Thaumaturgy, Charm Person, Cause Fear, Disguise Self
3 uses (1 use recharge 1d6 on 6): Burning Hands, Fireball, Suggestion, Enthrall, Fear, Hypnotic Pattern
1 use (1 use recharge 1d6 on 6): Summon Draconic Spirit
Metamagic. Cinder Kane's can use the following meta magic up to 3 times (each) per combat:
- Distant Spell - When you cast a spell that has a range of 5 ft. or greater, you can double the range of the spell (or make the range 30 ft. for a spell with a range of touch).
- Quickened Spell - When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.
- Twinned Spell - You can target a second creature in range with the same spell, as long as the spell at the level it's being cast is incapable of targeting more than one creature.
Multiattack. Cinder Kane makes two melee attacks.
Dragon's Bane. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d6 + 6) slashing damage plus 10 (3d6) fire damage.
Dragon's Folly. Melee or Ranged weapon attack: +7 to hit, reach 5 ft. or range 20(60) ft., one target. Hit: 5 (1d4 + 3) piercing or slashing damage plus 10 (3d6) fire damage.
Fire Chain. Melee Attack Roll: +9, reach 20 ft. Hit: 8 (2d8) Bludgeoning damage plus 10 (3d6) fire damage.
Kane's Stride (1 per short rest). The billowing flames of a dragon blast from your feet for 1 minute, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks. When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
Far Step (1 per short rest). You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use your movement action to teleport in this way again.
Cinder Walk. Briefly surrounded by smoke and cinders, you teleport up to 40 feet to an unoccupied space that you can see.
Hellish Rebuke (3 uses per short rest). When another creature you can see with in 60 feet damages you, the creature is momentarily surrounded by flames. It makes a Dexterity saving throw (DC 17), taking 10 (2d10) fire damage. on a failed save or half as much damage on a successful one.
Shield (3 uses per short rest). When you are hit by an attack fire briefly surrounds you, you have +5 ac until the start of your next turn, you take no damage from magic missile attacks.
Silvery Barbs (3 uses per short rest). When a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw, you magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
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