Metamagic. The Sorcerer is proficient in all forms of Metamagic, and may expend spell points in lieu of Sorcerery Points.
Spellcasting. The Sorcerer is a L10 spellcaster, and has prepared 14 Spells through CHA
Their Spell Save DC is 16 and their Spell Attack is +8
Spell Points. 64
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OO
Elemental Blood. When the Sorcerer takes damage it is immune to, it heals for the amount instead.
Multiattack. The Sorcerer may use its breath weapon as a Bonus Action along with any other Action.
Breath Weapon. Natural Weapon. All creatures within a 20ft cone or 40ft Line must make a DC 15 DEX save vs 14 (2d8) Elemental Damage, taking half on success.
2x Spell Bolt Multiattack Ranged Spell, +8 to hit.
Hit. 10 (3d10+4) Elemental damage. The sorcerer may expend 1 spell point per target to force those hit to make a DC 13 CON save or drop whatever they are holding.
Elemental Grasp. Spell Attack. +8 to hit, Adv. if target is wearing metal.
Hit. 9 (2d8) Elemental damage, and the Sorcerer may expend a spell point to force the target to make a Spell Save or become Stunned until the end of its next turn.
===Reactions===
Raging Inferno (Recharge 5-6). As a reaction to taking damage, the Sorcerer may exude 14 (2d8) Elemental Damage to all within 10ft. DC 16 DEX save for half.
Elemental Blood. As a reaction after taking damage, the Sorcerer may expend a Spell Point to create a static sphere of Fog within 15ft that lasts for 1 minute.
Spellcasting. The Esther is a L9 spellcaster, and has prepared 13 Spells through WISTheir Spell Save DC is 15 and their Spell Attack mod is +7
Spell Points. 57
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: O
Divine Wrath. The first time a creature hits the Esther on their turn with an attack, they take 18 (4d8 Radiant damage. DC 15 DEX save for half.
Esther Smite. The Esther may expend a Spell Slot to deal an additional 1d10 Radiant damage per spell level to the creature hit.
Mace. Weapon Attack. +7 to hit.
Hit. 8 (1d8+3) Bludg'ng damage.
Magical effects of Level 3 or lower are automatically dispelled on hit as if hit by a Level 3 casting of Dispel Magic. Creatures concentrating on a spell must make a DC 15 CON save to continue doing so.
Cleansing Touch (Recharge 5-6). The Esther can touch a creature, healing them for 6 (1d10+0) hp. Reduce the healing by 5 for every condition removed.
Preserve Life (Recharge 2). As an action, the Esther can heal all allies within 25ft for a total of 65hp.
Touch of Death (Recharge 7). Weapon Attack. +7 to hit.
Hit. 39 (1d8+3+31) Necrotic damage.
Dispelling Smite(Recharge 8). Weapon Attack. +7 to hit.
Hit. 13 (1d10+7) Force damage.
Magical effects of Level 3 or lower are automatically dispelled on hit as if hit by a Level 3 casting of Dispel Magic. Creatures concentrating on a spell must make a DC 15 CON save to continue doing so.
Path to the Grave (Recharge 3). Mark a creature within 30ft, cursing it until the end of the Esther's next turn. The next time an ally hits the cursed creature with an attack, that creature has vulnerability to the damage from that attack, then ending the curse.
Spellcasting. The Cyrus is a L10 spellcaster, and has prepared 15 Spells through INTTheir Spell Save DC is 15 and their Spell Attack mod is +7
Warlock Spell Slots L5 OO (Short Rest).
1x DaggerWand Multiattack Weapon Attack. +7 to hit.
Hit. 19 (3d10+2) Force damage.
2x Eldritch Blast Multiattack Spell Attack. +7 to hit, Range 120ft.
Hit. 22 (3d10+5) Force damage.
Expelliarmus Spell Attack. +7 to hit, Range 120ft.
Hit. 25 (3d12+5) Force damage and the target must make a DC 15 CON save or whatever it is holding is thrown 30ft away. Failing the save by 5 or more sends it towards the Cyrus.
===Reactions===
Shield (Recharge 6). As a reaction, the Cyrus can add +7 to it's AC until the start of its next turn and is immune to Magic Missile.
Counterspell (Recharge 5). As a reaction, the Cyrus can interrupt the casting of spells within 50ft. Spells of Level 2 or lower automatically fail, otherwise the Cyrus must make an Intelligence check.
Magic Resistance. The Nettie has advantage on saving throws against spells and other magical effects.
Spellcasting. The Nettie is a L10 spellcaster, and has prepared 14 Spells through WIS
Their Spell Save DC is 16 and their Spell Attack mod is +8
Spell Points. 64
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OO
2x Shilleagh MultiattackMelee Spell. +8 to hit.
Hit. 13 (2d8+4) Force damage.Draining Whip Ranged Spell Attack: +8 to hit, Range 20ft.
Hit. 13 (2d8+4) Necrotic damage, and the target is Grappled (Escape DC 16)
At the start of each turn, Grappled targets must succeed on a DC 16 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken, and heal the Nettie for half as much.
Poisonous Gas L4 Spell, Concentration, 20 Radius of blinding fog restricting vision to 5ft.
All creatures that enter or start their turn within the area must make a DC 16 CON save or remain blinded for 1 minute.If they end their turn in the area, they must make a DC 16 CON save or become poisoned for 1 minute.
Poison Effects. For every 4 under the DC 16 CON Save, apply one of the following effects until the creature succeeds three DC 16 CON saves at the end of their turn.
Failing three of these saves before succeeding on the third means the effect remains until they complete a Long Rest.
Silent Killer The victim is silenced.
See no Evil. The victim is blinded.
Long Death. The poison damage affects the victim's Current & Max HP, and they cannot receive healing.
Bleeding Death. The victim takes another 14 (4d6) Poison damage each time it fails the saving throw, and additional effects may apply if for every 3 they are below the DC 16 save.
Disruption. The victim is deafened. Casters must make a DC 16 Arcana check to use Verbal components.
Paralyzing Agent. The victim's arms are paralyzed. They cannot use their hands, and Casters must make a DC 16 Arcana check to use Somatic components.
Superior Senses. The Malcom sees through through magical darkness, and has advantage on Perception checks.
Fire Bolt +8 to hit, Range 120ft,
Hit. 11 (2d10) Fire Damage.
Disarming Missile. The mage creates 4 darts of magical force. Each deals 8 (1d6+4) force damage to its target, and the target must make a DC 16 STR save or drop one of the things it is holding.
Firebomb (Recharge 4). Each creature in a 30ft radius sphere make a DC 16 DEX Save, taking 42 (12d6) fire damage on a failed save, half on success.
Elemental Storm (Recharge 5). A hail of rock-hard elements pounds to the ground in a 40-foot-radius, 80-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a DC 16 DEX Save, taking taking 36 (8d8) Elemental and Bludgeoning damage on a failed save, or half as much damage on a successful one.
Remains of the storm's area of effect turn the area into difficult terrain until the end of the Malcom's next turn.
Elemental Blast (Recharge 6). Each creature in a 100ft. cone must make a DC 16 CON Save. A creature takes 54 (12d8) elemental damage on a failed save, or half as much damage on a success. A creature killed by this spell becomes a paralyzed until cured by a Level 4 Restoration spell or higher.
Spells Per Day
Malcom knows 16 spells and 6 Cantrips through INT.
Their Spell Save DC is 16 and their Spell Attack mod is +8
Spell Points. 73 ===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: OOO,
L5: OO, L6: O
Mastermind. The Bard may Dodge, Disengage, Hide or Help as a Bonus Action.
Fortune from Many (Recharge 5-6). If the Bard fails a d20 test, it may add a bonus equal to the number of allies it can see.
Counterspell (Recharge 6). As a reaction, the Bard can interrupt the casting of spells within 70ft. Spells of Level 4 or lower automatically fail, otherwise the Bard must make an Charisma check.
2x Rapier or Xbow Multiattack Range 100/400. +9 to hit.
Hit. 16 (3d8+2) Piercing damage.
Inspiring Shout. L4 Special Spell. The Bard chooses one creature that can sense it, granting them 9 Temp HP at the start of each of its turns, has advantage on saving throws vs Magical Effects, and allows that creature to add +1d6 to any d20 test, ending the spell.
Hypnotic Pattern (Recharge 5-6). Concentration. Creatures within a 5ft cube must make a DC 17 WIS save or become charmed for 1 minute or until they take damage or are stirred as an action.
Spellcasting. The Lilith is a L7 spellcaster, and has prepared 12 Spells through CHATheir Spell Save DC is 17 and their Spell Attack mod is +9
Spell Points. 38
===Spell Slots.===
L1: OOOO, L2: OOO, L3: OOO, L4: O
2x Mace Multiattack.
Mace. Melee Weapon: +4 to hit, reach 5 ft.,
Hit. 8 (2d6) bludgeoning damage.
Divine Eminence Once per turn, as a Bonus Action, the can add an extra 25 (7d6 Radiant damage to a target on hit.
Guiding Bolt (OOO) +8 to hit. Range. 120ft.
Hit. 28 (6d6) Radiant Damage and the next attack roll on this target has advantage.
Cure Wounds. (OOOO) As an action, the can heal a target for 13.5 (3d8) HP.
Spirit Guardians. (O) For 10 MInutes, creatures within 15ft take 23 (5d8) Radiant or Necrotic damage, or can make a DC 16 WIS Save for half.
Dispel Magic. (O) All magical effects of Spell Level 5 or lower automatically ends on the target. For each spell over, make a DC 10+Spell Level WIS Check.