Clapton Bragget (shadow magus)
Cousin of Councilman Bragget, Shadow Magus of Merowey, Servant of the Unmaker
Clapton should never directly confront the PCs. The intent is to supply some protections through the area, but no direct attack. He will either leave – gathering up as much of the ritual accoutermonts as he can – or slip away quietly… planting his spies. Either way, he’s not interested in the minor magic items littered about the place.
Race: Human, Merowey variant
Class: Wizard 12, Warlock 3 (2 essence)
HD: 6,4,4,4,4,4,4,4,4,4,4,4,8,5,5 +15= 113
Essence[ 32-8= 24] Sanity  +3
Strength  -2 Intelligence  +5
Wisdom  0 Dexterity  +1
Constitution  +3 Charisma  0
Proficiency +5 bonus @ level 15
Skills: History +10, Persuasion +5, Deception +5, Arcana +10, Religion +10
Lores: Shadow +4, Merowey +2, Merowey Council +4, Bragget house +4, Runic powers +2
Tools: Calligraphers Tools +6
Weapon: Simple Weapons
Armor: Light Armor
Saves: Intelligence +10, Wisdom +5, Constitution + 8
Communication: Dundarum, Vespyr, Feyloise
Infernal Constitution: +1 con, advantage on poison saves, resistance to cold and poison damage.
Keen Mind: +1 int, you always know which way is north, you always know how many hours are left until sunset or sunrise, you can accurately recall anything you have seen or heard in the last moth.
Observant: +1 int, you can read the lips of any creature speaking a language you understand, +5 bonus to passive perception and investigation.
Merowey Variant: -1wsd/Int. Advantage on checks against sleep, charm, fear, horror, panic, domination and intimidation.
Spell casting: Wizard, ritual caster.
Arcane Recovery: 6 levels of slots (6th level or lower)/ short rest.
Illusion Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved.
Malleable Illusions: Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your full action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.
Illusory Self: Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Hypnotic Gaze: Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As a full action, choose one creature that you can see within 2 metres of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, you can use your full action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 2 metres away from the creature, if the creature can neither see nor hear you, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can’t use this feature on that creature again until you finish a long rest.
Instinctive Charm: Beginning at 6th level, when a creature you can see within 10 metres of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can’t use this feature on the attacker again until you finish a long rest.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.
Lovigdral Aura : (1 Essence) As a reaction you may cause a creatures saving throw or attack roll to become a natural 1 unless they succeed a sanity spell save against your spellcasting DC. This feature may be used a number of times equal to your Intelligence modifier per long rest.
Lovigdral Shadows: (2 Essence) You are considered to have truesight in any mundane darkness or magical darkness you or an ally create. Upon losing HP you may cast darkness upon yourself and an additional location. The darkness requires no concentration but cannot be moved. This may only be used once per long rest.
Lovigdral armor: (3 Essence) Once per short rest you may gain resistance to all damage from the material planes for 5 rounds. During this time you may use a bonus action each round to impose disadvantage upon a targets rolls for their next turn.
Patron, Great Old one: Expanded spells
Awakened mind Telepathic communication within 30 feet.
Pact of the Chain: Quasit Familiar: ac 13, 15 hp, 40 movement (fly), damage resistance: cold, fire, lightning, and bludgeoning/piercing/slashing from non magical sources. Immune to poison. Shapechanger, Magic resistance. +4 hit, 1d4+3 damage, dc 10 con or 2d4 poison. 1/ day, scare dc 10 wsdm save, invisibility at will. Can concentrate on a spell.
Voice of the chain master: Telepathically communicate with familiar at any distance on same plane. Speak through it in your own voice.
Mask of many faces: Disguise self at will
Eyes of the rune keeper: read all writing
Tactics/Setup: Prefers to send in conjured creatures and use measures to whittle down a party before direct confrontation.
Armor: Mage armor, Occult Aegis = 13+ dex +1 ARMOR CLASS = 15 1 damage absorption, non detection, 2 greater resilience.
Spell SAVE DC = 8 + 5 prof + 5 INT/ 0 CHR = 18/13
Spell Attack > +5 prof + 4/0 = +10/+5
Prepared spells: 23
Shroud of the Shadows: 1/Short Rest the shroud grants resistance to Cold, and doubles all cold damage from the character, for the next three rounds. However, during those rounds, if the character does take cold damage, all within 15’ take the same amount.
Cantrip : Chill touch, Dancing lights, Firebolt, Light, Prestidigitation, Mage hand, Minor illusion, Ray of Frost
GENERAL SPELL SELECTION
1st: 5 slots *Dissonant Whispers, Tasha’s Hideous laughter, *Armor of Agathys, *Hex, *Arms of Hadar, Alarm, Chromatic orb, detect magic, disguise self, False life, Find Familiar, Fog Cloud, Identify, Illusory script, *mage armor, *Ray of sickness, *Shield, sleep, *Tensers floating disk, unseen servant, witchbolt.
2nd: 4/2 slots Detect thoughts, Phantasmal force, Alter self, Arcane lock, *Crown of Madness, Gentle repose, Invisibility, Knock, *Magic Mouth, *Misty step, *Ray of enfeeblement, see invisibility, suggestion
3rd: 3 slots *Animate dead (shadows), Counter spell, Dispel Magic, *Feign Death, *Gaseous form, Glyph of warding, Hypnotic Pattern, *Lightning bolt, *Major Image, non- detection, *slow
4th: 3 slots Arcane eye, *Blight, Dimension Door, *Evard’s black tentacles, Fabricate, greater invisibility
5th: 2 slots *Animate Objects, *Cloudkill, Contact other plane, Creation (double volume and time), *Dominate Person, Dream, Geas, Legend Lore,
6th: 1 Slot *Arcane Gate, Contingency, Drawmijs instant summons, *Guards and wards, Chain *Lightning
4 slots crystal 1 [wizard] chromatic orb, ray of sickness, armor of agathys, sleep
2 slots crystal 2 [warlock] @2 invisibility
SPELL SELECTION FOR WAR
If the magus has a long rest to recover spell slots; it only takes him a short rest to rearrange his spells into a “fighting” configuration.
1st: 5 slots
2nd: 4/2 slots
3rd: 3 slots
4th: 3 slots
5th: 2 slots
6th: 1 Slot
Armor: black fine studded leather [2 resilience] – the Aegis kicks in
STAFF: “Shades Breath” – Once per long breath, generates a cone [like cone of cold], except its necrotic damage and reduces the maximum HP a character can have for 1 day. Can transform into a black serpent (Stealth +10; 1 attack/2D6 necrotic + DC 15 Constitution save w/disadvantage or gain condition of “poisoned”; can use bonus action to hide)
2 sleeve single release powders: [as a bonus action] Dust of blindness
Dust of deafness
[All scrolls used in ritual] 1 crystal superior reserve (4 additional spells prepared),
1 Greater Crystal of major reserve (2 additional spells prepared for any class that prepares spells, or +1 spells known by casters that do not prepare spells.).
Description: He has been touched by the shadowfell – his physical features change every long rest – the only constant is his gender.
His repeated delvings into the shadows have altered him. It began as the only way to use his aptitude. His destiny is to “defeat death” (in his mind it is). The magus’s love for his nephew is what originally drove him. He now is obsessed with cheating death,