Spellcasting. Caine is a 17th-level spellcaster. His spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). If a spell has material components, he has sufficient components to cast the spell once. Caine has the following Wizard spells prepared:
At will: True Strike, Message, Disguise Self
1st level (4 slots): Comprehend Languages, Detect Magic, Jump, Longstrider. 2nd level (3 slots): Blur, Detect Thoughts, Dispel Magic, See Invisibility. 3rd level (3 slots): Blink, Counterspell, Glyph of Warding, Haste, Slow. 4th level (3 slots): Private Sanctum, Confusion, Locate Creature. 5th level (2 slots): Contact Other Plane, Telepathic Bond, Mislead. 6th level (1 slot): Contingency, True Seeing. 7th level (1 slot): Teleport. 8th level (1 slot): Antimagic Field. 9th level (1 slot): Foresight.
Portent. When Caine finishes a long rest, he can roll two d20s and record the numbers rolled. He can replace any attack roll, saving throw, or ability check made by him or a creature that he can see with one of these foretelling rolls. He must choose to do so before the roll, and he can replace a roll in this way only once per turn
Each foretelling roll can be used only once. When he finishes a long rest, he loses any unused foretelling rolls.
Unbending will. When Caine makes a saving throw that, if failed, would cause him to do something that he would not choose to do otherwise, he automatically succeeds on the save.
Legendary resistance (3/day). When Caine fails a saving throw, he can choose to succeed instead.
Versatile fighter. Caine is proficient in all types of weaponry, and when wielding weapons that are not his dagger or longsword he may attack twice when he takes the attack action.
Assassinate. Caine is at his deadliest when he has the drop on his enemies. he has advantage on attack rolls against any creature that hasn't taken a turn in combat yet. In addition, any hit he scores against a creature that is surprised is a critical hit. In addition, when he lands a hit on a surprised creature they must make a DC 22 Constitution saving throw or all damage inflicted on them will be doubled.
Infiltration expertise. Caine is an expert at creating false identities for himself. The identity can not be that of a person that already exists. If he adopts the new identity as a disguise, other creatures believe him unless given an obvious reason not to.
Impostor. Caine is able to unerringly mimic the speech, writing, and behavior of another person. To do so he must have observed the speech, writing, and behavior of the person in question. If a wary creature suspects something is amiss, he has advantage on Charisma (Deception) checks to maintain the ruse.
Sneak attack. Once per turn, on his turn, when making an attack with advantage against a creature, Caine can choose to do an extra 10d6 damage to that creature.
Evasion. When subjected to an effect that allows him to make a Dexterity saving throw to take half damage, he instead takes half damage on a failed save and no damage on a successful one.
Reliable talent. Whenever Caine makes an ability check that allows him to add his proficiency bonus, he can treat a d20 roll of a 9 or lower as a 10
Elusive. Attack rolls against Caine can not have advantage unless he is Incapacitated.
Stroke of luck. Caine has an uncanny ability to succeed when he needs to. If his attack misses a target within range, he can turn the miss into a hit. Alternatively, if he fails an ability check, he can treat the d20 roll as a 20. Once he uses this feature he cannot use it again until he completes a short or long rest.
Poison blade. If Caine is on a job, he carries with him five vials of wyvern poison and eight bottles of serpent venom. He can use an action to coat one of his daggers in poison, consuming the vial. One of his daggers is already coated in the wyvern poison. If he hits a creature with an attack with a dagger coated in wyvern poison the attack deals an additional 7d6 poison damage, which is halved by a successful DC15 Constitution save. If he hits a creature with an attack with a dagger coated in serpent venom the attack deals an additional 3d6 poison damage, which is halved by a successful DC11 Constitution save. If he is not currently on a job, roll 1d6 - 1. Caine has that many vials of wyvern poison and none of his daggers are already coated in the poison. If he is not currently on a job roll 1d8. Caine has that many vials of serpent venom.
Multiattack. Caine makes 3 melee attacks or one melee attack and one ranged attack.
Dagger. Weapon Attack: +17 to hit, reach 5 ft., thrown(20/60), one target. Hit: 19 (2d8 + 10) slashing damage. His three daggers are magic weapons
Longsword. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 22 (2d10 + 11) slashing damage. His longsword is a magic weapon
Unarmed strike. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 14 (1d12 + 7) bludgeoning damage. His fists are a magic weapon.
Cunning action. Caine may use his bonus action to take the Dash, Disengage, or Hide actions.
Flurry of blows. If Caine uses his multiattack to make at least one unarmed strike that hits its target, he may use a bonus action to make two unarmed strikes that must be against an opponent or opponents that he has already hit with an unarmed strike this turn.
Uncanny dodge. When hit with an attack, Caine can halve the damage inflicted on him.
Caine has three legendary actions. He may use them to do any of the following actions, only at the end of another creature's turn. If expended, his legendary actions are replenished at the end of his own turn.
Attack. Caine makes a melee attack.
Move. Caine moves up to his movement speed in any direction.
Hide. Caine takes the hide action.
Cast a spell(costs 2 actions). Caine casts one spell with a casting time of one action or one bonus action.
Surprise(costs 3 actions). Caine forces one creature that he can see to make a DC 14 Wisdom saving throw. On a failed save, the target is surprised until the end of their next turn.
Description
A face in a crowd, a trusted advisor, a friendly waiter, unrecognized and poised to kill. Caine's skill as an assassin is legend, and for this reason he was made lieutenant to Mara, goddess of the grave. Caine was exceedingly good at killing people far stronger than himself even when he was only a man. Now, as a god, albeit a minor one, all but the strongest of the gods fear his retribution.
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