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Seishi: Shadow Sorcery

The document outlines the character Seishi, a Tiefling Charlatan with a Chaotic Neutral alignment, who specializes in Shadow Sorcery. Key abilities include darkvision, the ability to cast spells like Darkness, and features like Strength of the Grave and Shadow Walk. Seishi also has a false identity and a penchant for swindling, along with a connection to the Zhentarim organization.

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0% found this document useful (0 votes)
14 views2 pages

Seishi: Shadow Sorcery

The document outlines the character Seishi, a Tiefling Charlatan with a Chaotic Neutral alignment, who specializes in Shadow Sorcery. Key abilities include darkvision, the ability to cast spells like Darkness, and features like Strength of the Grave and Shadow Walk. Seishi also has a false identity and a penchant for swindling, along with a connection to the Zhentarim organization.

Uploaded by

aidan0400
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Tiefling Charlatan

Seishi
Chaotic Neutral
1 Shadow Sorcery

+__ Eyes of the Dark - You have darkvision with a range of 120 feet. When you reach 3rd level in
this class, you learn the Darkness spell, which doesn't count against your number of sorcerer

+__ 30 ft.
spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell
slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

Strength of the Grave - Your existence in a twilight state between life and death makes you
difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving
throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use
this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. After the
saving throw succeeds, you can't use this feature again until you finish a long rest.

12

17
Light Crossbow +____ 1d8+________

Dagger +____ 1d4+________

+____ __d__+_______
16
Hound of Ill Omen - See Page 2

16
Shadow Walk - You gain the ability to step from one
shadow into another. When you are in dim light or
darkness, as a bonus action, you can teleport up to
120 feet to an unoccupied space you can see that is
also in dim light or darkness.

16
Umbral Form - you can spend 6 sorcery points as a bonus action to transform

yourself into a shadowy form. In this form, you have resistance to all damage except

force and radiant damage, and you can move through other creatures and objects as
if they were difficult terrain. You take 5 force damage if you end your turn inside an
● object.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you

20 die, or if you dismiss it as a bonus action.

Darkvision - 120 ft.


Hellish Resistance - Resistance to Fire Damage
Infenal Legacy:
1 - Thaumaturgy
3 - Hellish Rebuke
5 - Darkness

Common
Infernal

Daggers, Darts, Slings,


Quarterstaffs, L . Xbows, Disguise
Kit, Forgery Kit
Zero

You blinked. Once. Last Week.


I always have a plan for when things go wrong
False Identity:
Im always calm no matter the situation. I never raise You have created a second identity that
my voice or let my emotions control me includes documentation, established
acquaintances, and disguises the allow
you to assume the persona. Additionally
Im free Spirit. No one tells me you can forge documents including
what to do. official papers and personal papers as
long as you have seen an example of
the kind of document or handwriting
your trying to copy
A powerful person killed the person i
love. One day i will have my revenge.

Zhentarim
I cant resist swindeling people
more powerful than me

Hound of Ill Omen:


you gain the ability to call forth a howling creature of darkness Light Crossbow
to harass your foes. As a bonus action, you can spend 3 sorcery
points to summon a hound of ill omen to target one creature Component Pouch
you can see within 120 feet of you. The hound uses the dire
wolf’s statistics, with the following changes: Dungeoneer's Pack
• The hound is size Medium, not Large, and it counts as a
Dagger's (2)
monstrosity, not a beast.
Set of Fine Clothes
• It appears with a number of temporary hit points equal to half
your sorcerer level.
Disguise Kit
• It can move through other creatures and objects as if they
were difficult terrain. The hound takes 5 force damage if it ends
its turn inside an object.

• At the start of its turn, the hound automatically knows its


target’s location. If the target was hidden, it is no longer hidden
from the hound.

The hound appears in an unoccupied space of your choice


within 30 feet of the target. Roll initiative for the hound. On its
turn, it can move only toward its target by the most direct
route, and it can use its action only to attack its target. The
hound can make opportunity attacks, but only against its
target. Additionally, while the hound is within 5 feet of the
target, the target has disadvantage on saving throws against
any spell you cast. The hound disappears if it is reduced to 0 hit
points, if its target is reduced to 0 hit points, or after 5 minutes.

Feats:

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