| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 16 | +3 | +6 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 16 | +3 | +6 |
| CHA | 18 | +4 | +4 |
Innate Spellcasting. Sephek's innate spellcasting ability is Charisma. (spell save DC 16) He is built from a Rogue/Arcane Trickster archetype.
Cantrips. blade ward, frostbite, mage hand, via Mage Hand Legerdemain, mind sliver, (Target must make an INT. save (DC 16) (ray of frost,+8 to hit, reach 60 ft., one target. Hit: 8 (2d8) Cold damage and its speed is reduced by 10 ft. until the start of Sephek's next turn.
1st Level. (4 slots) fog cloud, ice knife, +8 to hit, reach 60 ft., one target. Hit: 5 (1d10) piercing damage PLUS all creatures/characters within 5 ft must make a DEX. save (DC 16) or take 6 (2d6) cold damage., jump, mage armor, shield
2nd Level. (3 slots) darkvision, mirror image
Cold Regeneration. If the temperature around him is below freezing, Sephek regains 10 hit points at the start of his turn. If he takes fire damage, this trait doesn’t function at the start of Sephek’s next turn. Sephek dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Mage Slayer. When Sephek damages a creature that is concentrating, it has disadvantage on the saving throw to maintain concentration.
Multiattack. Sephek attacks twice each round with a weapon. He can cast one levelled spell in place of one weapon attack.
Ice Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 5 (2d4) cold damage. Mastery: If Sephek hits a creature with a Rapier and deals damage to it, he has Advantage on his next attack roll against that creature before the end of his next turn.
Sneak Attack. Once per turn, If Sephek has advantage on the attack and successfully hits a creature with a weapon having the finesse property, he can deal an extra (4d6) piercing damage.
Ice Dagger. Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) cold damage. Mastery. Sephek can make the extra attack with a weapon of the Light property as part os the Attack action instead of as a Bonus Action once per turn.
Cunning Action. Sephek can take the dash, disengage or hide action as a bonus action.
Uncanny Dodge. When an attacker he can see hits Sephek with an attack, he can spend his Reaction to halve the damage (rounding down).
Opportunity Attack. When a combatant moves away from Sephek without using the disengage, Sephek can choose to repond with either an attack OR a spell.
Guarded Mind. (once/short rest) If Sephek fails an Int., Wis. or Cha. saving throw, he can choose to succeed instead. He cannot use this trait again until after a short rest
Reliable Talent. (once/short rest) If Sephek makes an ability check that uses one of his skills or tool proficiencies, he can treat a d20 roll of a 9 or below as a 10 instead.
Description
At 5'9" and roughly 160 pounds, Sephek Kaltro is a compact, well-built man in his thirties. He has an olive complexion, his dark hair pulled back in a ponytail, and no facial hair. He is dressed in a stylish vest with matching pants and boots, similar in style to those worn by mariners of the southern Sword Coast. Sephek wears neither armor nor cold weather clothing. Aside from a dagger at his hip, he doesn’t appear to be armed. His most striking feature is his eyes, which are as blue as a frozen lake.
If he is confronted with a fight, Sephek will cast mage armor, bringing his AC to 16. He will then employ blade ward and focus his assault on any obvious spellcaster.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/1/2025 12:51:18 AM
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4
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0
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Watson
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Coming Soon
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