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Khalida

Khalida, die aus den Tiefen der magischen Sphäre herbeigerufen wurde, ist eine wunderschöne Dschinni, deren Verbindung mit Fahada sie beide zu Macht und Ruhm geführt hat. Ihre Beziehung entwickelte sich von Kameraden zu Freunden und schließlich zu Liebenden. Diese ungewöhnliche Romanze wurde von den anderen Zauberern bisher geduldet.

Skill Proficiencies Arcana, Insight, Perception, Religion
Tool Proficiencies Lyre
Languages Common, Primordial, Auran, Orc, Goblin, Gnomish
Equipment

Robe of Stars

This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.   Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.   While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.  

Ring of Telekinesis

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.  

Staff of the Magi

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 40 charges for the following properties. It regains 3d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.   Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level.   While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (6th-level version, 6 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (6th-level version, 6 charges), passwall (5 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.   Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Features

Careful Spell. When you cast a spell that requires a save, spend 1 sorcery pt. to allow up to 5 creatures to automatically succeed.   Heart of the Storm. At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.   Quickened Spell. Spend 2 sorcery pts. to convert a casting of a spell with 1 action casting time to 1 bonus-action.   Sorcery Points. You have 11 sorcery points (use 11 times/long rest).   Spell sniper. You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
  Twinned Spell. Spend X sorcery pts. (min 1) to target two creatures with a single target spell, where X is the spell level.   Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.   Windspeaker. The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.   Storm Guide. At 6th level, you gain the ability to subtly control the weather around you.
  • If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.
  • If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.
  Flexible Casting. You can convert sorcery points into spell slots (level - point cost: 1st - 2, 2nd - 3, 3rd - 5, 4th - 6, 5th - 7). You can also convert spell slots into sorcery points equal to the slot's level.


Created by

arithon89.

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