Unsleeping (Prince of Shade). As a shade, the Shadovar prince does not require sleep.
Sunlight Sensitivity (Prince of Shade). While in sunlight, the prince has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Telepathic Shroud (Prince of Shade). The prince is immune to any effect that would sense his emotions or read his thoughts, as well as to all divination spells.
Twilight Torch (Prince of Shade). The prince sheds nonmagical darkness in a 10-foot radius. Only magical light can pierce this darkness.
Innate Spellcasting (Prince of Shade). The prince’s innate spellcasting ability is Charisma. He can innately cast the following spells, requiring no material components:
At will: spare the dying
3/day each: darkness
1/day each:armor of Agathys (2nd level), invisibility
Spellcasting (Prince of Shade.) The prince well tutored in Sharran wizardry. He is a 20th level shadow wizard. His spellcasting ability is Intelligence. He regains expended spell slots when he finishes a long rest. He has the following wizard spells prepared:
Cantrips (at will): black candle (UGttP), chill touch, prestidigitation, ray of frost
1st level (4 slots): detect magic, mage armor, shield, spark of Moil (UGttP), unseen servant
2nd level (3 slots): invisibility, magic mouth, mirror image, darkbolt (UGttP)
3rd level (3 slots): counterspell, dispel magic, shadow conjuration (UGttP), shadow evocation (UGttP)
4th level (3 slots): arcane eye, greater invisibility, wall of gloom (UGttP)
5th level (3 slots): dream, seeming, mislead, teleportation circle
6th level (3 slots): contingency, disintegrate, globe of invulnerability
7th level (3 slots): forcecage, darkest night (UGttP)
8th level (2 slots): incendiary cloud, black lore of Moil (UGttP)
9th level (3 slots): time stop
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.
Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st Level or Higher). The enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.
The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.
Previous Versions
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7/31/2025 4:55:35 PM
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