Blindsight. You have Blindsight with a range of 10 feet.
Fog of War. You exploit the distractions of battle, gaining Advantage on any Dexterity (Stealth) check you make as part of the Hide action during combat.
Sniper. If you make an attack roll while hidden and the roll misses, making the attack roll doesn’t reveal your location.
Puncture. Once per turn, when you hit a creature with an attack that deals Piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.
Enhanced Critical. When you score a Critical Hit that deals Piercing damage to a creature, you can roll one additional damage die when determining the extra Piercing damage the target takes.
You are expert at the following techniques that aid your infiltrations.
Masterful Mimicry. You can unerringly mimic another person’s speech, handwriting, or both if you have spent at least 1 hour studying them.
Roving Aim. Your Speed isn’t reduced to 0 by using Steady Aim.
You have a mind for tactics on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action, except the Magic action.
Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 17, you can use it twice before a rest but only once on a turn.
Your training with weapons allows you to use the mastery properties of three kinds of Simple or Martial weapons of your choice. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon choices.
When you reach certain Fighter levels, you gain the ability to use the mastery properties of more kinds of weapons, as shown in the Weapon Mastery column of the Fighter Features table.
You have a limited well of physical and mental stamina that you can draw on. As a Bonus Action, you can use it to regain Hit Points equal to 1d10 plus your Fighter level.
You can use this feature twice. You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
When you reach certain Fighter levels, you gain more uses of this feature, as shown in the Second Wind column of the Fighter Features table.
You have honed your martial prowess and gain a Fighting Style feat of your choice. Whenever you gain a Fighter level, you can replace the feat you chose with a different Fighting Style feat.
The target takes an extra 1d6 Necrotic damage from the attack, and it must succeed on a Wisdom saving throw or have the Frightened condition until the spell ends. At the end of each of its turns, the Frightened target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.
As a Magic action, you can move the illusory double up to twice your Speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable.
You can see through its eyes and hear through its ears as if you were located where it is.
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.
A creature you touch has the Invisible condition until the spell ends.
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all creatures in its area.
Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can’t be cast through it, and the effects of such spells can’t extend into it.
The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it’s transparent from the inside.
The spell ends early if you leave the Emanation or if you cast it again.
An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it.
For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.
When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell’s effect.
Creatures that don’t sleep, such as elves, or that have Immunity to the Exhaustion condition automatically succeed on saves against this spell.
Burning radiance erupts from you in a 5-foot Emanation. Each creature of your choice that you can see in it must succeed on a Constitution saving throw or take 1d6 Radiant damage.
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
This spell ends instantly if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes.
Using a Higher-Level Spell Slot. You can target up to three willing creatures (including yourself) for each spell slot level above 7. The creatures must be within 10 feet of you when you cast the spell.
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can’t see anything there more than 60 feet away.
While on the Ethereal Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive or interact with you unless a feature gives them the ability to do so.
When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take Force damage equal to twice the number of feet you are moved.
You try to create illusory terrors in others’ minds. Each creature of your choice in a 30-foot-radius Sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 Psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only.
A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.
When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
This spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
Destroying the Pillars
• Each Pillar is a Huge object with 150 hit points, AC 20, immune to poison & psychic.
• Legendary resistances cannot prevent their destruction.
• When a Pillar drops to 0 HP, its associated effect ends immediately.
Failure Consequence: Overload Pulse
• If any Pillars remain active at the start of Tiamat’s next turn, she triggers Overload Pulse:
• All creatures must succeed a DC 24 Constitution save or take 90 (20d8) force damage and be knocked prone.
• On a success, half damage, no prone.
• For each active Pillar, Tiamat regains 50 hit points.
• At initiative count 20 (losing ties), the battlefield erupts as five Chromatic Pillars rise from the ground, one for each chromatic color.
• Each Pillar channels energy toward Tiamat, empowering her. For each active Pillar, Tiamat gains a stacking benefit.
Pillar Effect While Active
Red Pillar Tiamat’s fire damage ignores resistance & immunity.
Blue Pillar Tiamat’s lightning attacks automatically deal max damage to creatures wearing metal armor.
Green Pillar Tiamat’s poison effects impose disadvantage on Constitution saves.
Black Pillar Tiamat’s acid effects reduce AC by 2 until end of target’s next turn.
White Pillar Tiamat’s cold damage slows creatures by 10 ft. for 1 round.
20ft cube of opaque smoke, leaving the area heavily obscured.
Does 2d6 necrotic if you enter or start turn here.
1 use/Long Rest
Choose one of your known Warlock cantrips that requires an attack roll. When you hit a Large or smaller creature with that cantrip, you can push the creature up to 10 feet straight away from you.
Repeatable. You can gain this invocation more than once. Each time you do so, choose a different eligible cantrip.
The visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. Roll three d20s for your portent feature rather than two.
you are expert at the following techniques that aid your infiltrations.
Masterful Mimicry. you can unerringly mimic another person's speech, handwriting, or both if you have spent at least 1 hour studying them.
Roving Aim. your speed isn't reduced to 0 by using Steady Aim
Initiative. you have advantage on initiative rolls
Surprising Strikes. During the first round of each combat, you have advantage on attack rolls against any creature that hasn't taken a turn.
if your sneak attack hits any target during that round, the target takes extra damage of the weapon's type equal to your rogue level.
You gain a +2 bonus to attack rolls you make with a ranged weapon
You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
You touch up to four nonmagical Arrows or Bolts and plant them in the ground in your space. until the spell ends, the ammunition can't be physically uprooted, and whenever a creature other than you enters a space within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. the creature must succeed on a Dexterity saving throw or take 2d4 Piercing damage. The piece of ammunition is then destroyed. The spell ends when none of the ammunition remains planted in the ground.
When you cast this spell, you can designate any creature you choose, and this spell ignores them.
You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.
To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.
The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.
As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
(Recharge 5-6): You exhale acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to O Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
+ 2 to AC and grants cold resistance
The Infernal Iron used to make this was mined
on Cania, the coldest layer of the Nine Hells.
(Infernal Teleporter gadget) Briefly surrounded by Infernal flames, you teleport up to 30 feet to an unoccupied space you can see.
Once you use this ability you can't use it again until you finish a Long rest.
Tink’s Mercurial Hellbrawler Armour
Deals 1d8 Thunder Damage. and has the Push Mastery, from the gauntlets this is infused with.
10ft reach.
Grasp of Avernus - 3 charges.
A charge can be replenished by inserting a soul coin into the gauntlet.
The soul of any enemy killed by this weapon is absorbed and sent to the River Styx replenishing one charge.
This charge can be spent before a damage roll with the gauntlets to add 1D8 Force Damage.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx where it is reborn instantly as a Lemure Devil.
You gain the following benefits.
Concentration. You have Advantage on Constitution saving throws that you make to maintain your Concentration.
Reactive Spell. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature, rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.
Somatic Components. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.
You gain the following benefits.
Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.
Casting in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with spells.
Increased Range. When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell's range by 60 feet.
You gain the following benefits.
Blindsight. You have Blindsight with a range of 10 feet.
Fog of War. You exploit the distractions of battle, gaining Advantage on any Dexterity (Stealth) check you make as part of the Hide action during combat.
Sniper. If you make an attack roll while hidden and the roll misses, making the attack roll doesn't reveal your location.
You gain the following benefits.
Bypass Cover. Your ranged attacks with weapons ignore Half Cover and Three-Quarters Cover.
Firing in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with Ranged Weapon.
Long Shots. Attacking at long range doesn't impose Disadvantage on your attack rolls with Ranged Weapons.
You gain the following benefits.
Puncture. Once per turn, when you hit a creature with an attack that deals Piercing damage, you can reroll one of the attack's damage die, and you must use the new roll.
Enhanced Critical. When you score a Critical Hit that deals Piercing damage to a creature, you can roll one additional damage die when determining the extra Piercing damage the target takes.
You gain the following benefits.
luck Points. You have a number of luck points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long rest.
Advantage. When you roll a d20 for a D20 test, you can spend 1 Luck Point to give yourself Advantage on the roll.
Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
You gain the following benefits.
Concentration Breaker. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain concentration.
Guarded Mind. If you fail an Intelligence, Wisdom, or a Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit, you can't use it again until you finish a Short or Long rest.
You gain the following benefits
Initiative Proficiency. When you roll initiative, you can add your Proficiency Bonus to your roll.
Initiative Swap. Immediately after you roll initiative, you can swap your initiative with the initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the incapacitated condition.
You gain the following benefits.
Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover.
Casting in Melee. Being within 5 feet of an enemy doesn't impose Disadvantage on your attack rolls with spells.
Increased Range. When you cast a spell that has a range of at least 10 feet and requires you to make an attack roll, you can increase the spell's range by 60 feet.
The party MUST burn the pillars down — or she gets a massive power spike and damage wipe.