| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 12 | +1 | +5 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 16 | +3 | +7 |
| CHA | 12 | +1 | +1 |
Hearth of Moonlight and Shadow. During a short or long rest, you can invoke the shadowy power of the Dreams to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it. The sphere vanishes at the end of the rest or when you leave the sphere.
Multiattack. Zephy attaque deux fois par tour. Il peut remplacer un coup de bite par un cantrip.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 7 piercing, + 1d6 lightning.
Pact of Magic. Zephy possède 3 spellslot niveau 4, qu'il récupère sur un short rest. Il connait les sorts suivants : Call Lightning, Dragon's Breath (lightning), Hold Person, Witch Bolt.
Il connait ces cantrips : Eldritch blast (3 beams, damage +3), Shocking Grasp (3d8), Vicious Mockery (3d6).
Enchanteur. Zephy peut augmenter les capacités de ces alliés qui se trouvent à moins de 30 pieds de lui au moment de l'enchantement. L'effet dure 10 minutes, ou jusqu'à ce qu'il perde sa concentration. Il choisit l'un des effets suivants : Électrifiant. Zephy choisit un nombre d'arme équivalent à son proficency bonus. Les armes font 1d6 de dégâts électriques de plus à chaque attaque. Guérison. Zephy choisit un nombre d'allié équivalent à son proficency bonus. Ces alliés récupèrent 2d6+3 HP au début de leur tour.
Hidden Paths. Specification in Bonus Action.
Balm of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of divine energy represented by a number of d6s equal to your level. As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent. You regain the expended dice when you finish a long rest.
Hidden Paths. You can use the hidden, magical pathways that the dream's creates to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses of it when you finish a long rest.
Infused Strikes. When a creature within 30 feet of Zephy that it can see hits a target with a weapon attack, the drake infuses the strike with its essence, causing the target to take an extra 1d6 Lightning damage.







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