{"name":"Saki Saito","race":"Human","profession":"Retired Assassin","cr":"Level 6 Sorcerer","size":"Medium","languages":"Common, Thieves' Cant","alignment":"Neutral","description":"","ideals":"","bonds":"","flaws":"","suggested_environments":"","ac":"13\/16 (Mage Armor)","hitpoints":"32","strength":"10","dexterity":"16","constitution":"12","intelligence":"10","wisdom":"13","charisma":"18","movement":"30","fly":"","burrow":"","hover":"","swim":"","climb":"","senses":"Darkvision 120 ft. (Can see through her own Darkness spell if she casts it with Sorcery Points)","skills":"Acrobatics +6, Intimidation +7, Arcana +3, Stealth +6","savingthrows":"CON +4, CHA +7","damagevulnerabilities":"","damageresistances":"","damageimmunities":"","conditionimmunities":"","spellcasting":"[b]Spellcasting Ability:[\/b] CHA\r\n\r\n[b]Spell Attack Modifier:[\/b] +7\r\n\r\n[b]Spell Save DC:[\/b] 15\r\n\r\n[b]Known Spells[\/b]\r\n\r\n- 1st (4 slots): Feather Fall, Mage Armor, Shield, Sleep\r\n- 2nd (3 slots): Hold Person, Darkness (can cast with 2 SP), Mind Spike\r\n- 3rd (3 slots): Haste","atwill":"Chill Touch, Mage Hand, Minor Illusion, Poison Spray, Shape Water","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"[b]Strength of the Grave[\/b]\r\n\r\nStarting at 1st level, 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.\r\n\r\nAfter the saving throw succeeds, you can't use this feature again until you finish a long rest.\r\n\r\n[b]Font of Magic[\/b]\r\n\r\nAt 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.\r\n\r\n[i]Sorcery Points[\/i]:\r\nYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.\r\n\r\n[i]Flexible Casting[\/i]:\r\nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.\r\n\r\n[i]Creating Spell Slots[\/i]:\r\nYou can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.\r\n\r\nAny spell slot you create with this feature vanishes when you finish a long rest.\r\n\r\n[i]Creating Spell Slots[\/i]\r\n\r\nSpell Slot Level\/Sorcery Point Cost\r\n- 1st\/2\r\n- 2nd\/3\r\n- 3rd\/5\r\n- 4th\/6\r\n- 5th\/7\r\n\r\n[b]Converting a Spell Slot to Sorcery Points[\/b]\r\n\r\nAs a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot\u2019s level.\r\n\r\n[b]Metamagic[\/b]\r\n- [i]Careful Spell[\/i]: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell\u2019s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.\r\n- [i]Twinned Spell[\/i]: When you cast a spell that targets only one creature and doesn\u2019t have a range of self, you can spend a number of sorcery points equal to the spell\u2019s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell\u2019s current level. For example, [i]magic missile[\/i] and [i]scorching ray[\/i] aren\u2019t eligible, but [i]ray of frost[\/i] and [i]chromatic orb[\/i] are.\r\n\r\n[b]Hound of Ill Omen[\/b]\r\n\r\nAt 6th level, you gain the ability to call forth a howling creature of darkness 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 you can see within 120 feet of you. The hound uses the dire wolf\u2019s statistics, with the following changes:\r\n\r\n- The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.\r\n\r\n- It appears with a number of temporary hit points equal to half your sorcerer level.\r\n\r\n- 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.\r\n\r\n- At the start of its turn, the hound automatically knows its target\u2019s location. If the target was hidden, it is no longer hidden from the hound.\r\n\r\nThe 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.\r\n","actions":"","reactions":"[b]Shield.[\/b] [i]1 reaction which you take when you are hit by an attack or targeted by the magic missile spell.[\/i] An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from [i]magic missile[\/i].","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"518827","tabledata":"","tags":"","isShared":"on","templateId":"22","blockId":"185461"}