| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 20 | +5 | +5 |
| CON | 18 | +4 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 12 | +1 | +5 |
| CHA | 20 | +5 | +9 |
Spellguard Shield (Item). Cameron has advantage on saving throws against spells and other magical effects.
Greater Mark of Passage (Recharges after a Short or Long Rest). Cameron can cast expeditious retreat, freedom of movement, misty step, and dimension door once each without expending a spell slot. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks).
Teleport Budget. Cameron can teleport up to twice on his turn and once on each other creature’s turn. (A teleport is any effect that moves him without expending movement, such as misty step, Step Between, Transit Feint, or similar abilities.)
Spellcasting. Cameron is a 10th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He has the following spells prepared:
• Cantrips (at will): mage hand, minor illusion,
• 1st level (2 slots): mage armor, expeditious retreat
• 2nd level (1 slot): mirror image, misty step
• 3rd level (1 slot): haste
• 4th level (1 slot): dimension door, freedom of movement
• 5th level (1 slot): hold monster
Multiattack. Cameron makes two attacks with his Nine Lives Stealer (rapier) or makes one attack and uses Transit Feint.
Nine Lives Stealer (Rapier). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (1d10 + 8) piercing damage. This weapon retains its normal slaying properties.
Transit Feint. Cameron teleports up to 15 feet to a space he can see, then makes one attack with his Nine Lives Stealer (rapier); or Cameron makes one attack with his Nine Lives Stealer (rapier), then teleports up to 15 feet to a space he can see (Cameron’s choice). On a hit, the attack deals an extra 6 (1d10) force damage.
Step Between. Cameron teleports up to 15 feet to a space he can see.
Counterspell (2/Day). Cameron casts counterspell.
Slip the Net. When Cameron fails a Dexterity saving throw, he rerolls the saving throw and must use the new roll.
Dimensional Parry. When Cameron is hit by an attack, he adds +3 to his AC against that attack, potentially causing it to miss. If the attack misses, Cameron can push the attacker up to 5 feet (no save).
Mark of Passage Reflex. When Cameron would be hit by an attack, or when a creature ends its movement within 5 feet of him, Cameron casts misty step.
Cameron can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Cameron regains spent legendary actions at the start of his turn.
Quick Strike (1/Round). Cameron makes one Nine Lives Stealer (rapier) attack. Cameron can use this legendary action no more than once per round.
Mark Pulse (Costs 2 Actions). Each creature of Cameron’s choice within 10 feet of him must make a DC 17 Strength saving throw, taking 10 (3d6) force damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also pushed up to 5 feet away from Cameron.
Siberys Mark of Passage (Mythic Trait; Triggers once, when reduced to 0 HP). When Cameron is reduced to 0 hit points, his body burns with blue-white light as his Siberys dragonmark manifests. He regains 60 hit points, removes all conditions affecting him, and his mark expands into a radiant pattern across the floor. For 1 minute, he gains the following benefits:
Perfect Mobility. Cameron’s speed doubles, and the range of his teleports doubles. In addition, Cameron can teleport up to three times on his turn (instead of twice) for the duration.
Spatial Dominion. Cameron’s teleportation ignores non-artifact magical restraints and barriers that would block teleportation or movement (such as wall of force). If a spell or effect would prevent teleportation entirely (such as forbiddance), Cameron can still teleport, but he takes 10 (3d6) force damage each time he does so.
Rays of Siberys (Costs 2 Actions). Cameron unleashes a searing beam of Siberys energy at one creature he can see within 60 feet. The target must make a DC 17 Dexterity saving throw, taking force damage on a failure, or half as much on a success.
Legendary Surge. When this mythic trait triggers, Cameron immediately regains all spent legendary actions. For the duration of Siberys Mark of Passage, Cameron can take 3 legendary actions per round instead of 2.
Mark Aura. Any creature that starts its turn within 10 feet of Cameron must succeed on a DC 17 Dexterity saving throw or take 5 (1d8) force damage and be pushed 5 feet in a direction Cameron chooses as the air thickens and space bucks.
Blink Flare (Costs 2 Actions). Cameron teleports up to 60 feet away in a space he can see. Each creature of his choice within 10 feet of his departure or arrival space must make a DC 17 Dexterity saving throw, taking 11 (2d10) force damage on a failed save, or half as much on a successful one. The air around Cameron’s departure space thickens and warps; the area within 10 feet of that space is difficult terrain until the end of Cameron’s next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/11/2026 3:22:34 AM
|
36
|
0
|
--
|
Coming Soon
|
Comments