Aojah
Medium Half-Eladrin, Alchemist, Chosen of Cyric, Chaotic Good
Armor Class 10+dex= "15"
Hit Points 46
Speed:
30 30 ft
Saving Throws Wisdom, Dex, Charisma
Damage Vulnerabilities Radiant
Senses Partial Darkvision
Languages Sylvan, Elvish, Common
Challenge Rating 13
Proficiency Bonus +4
Dominate Person
Concentration
5th level
Range/Area
60 ft.
Duration
Concentration 1 Minute
WIS Save
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.
Spell: Enervation
Level 4 Necromancy
Casting Time: Action
A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you.
Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Synaptic Static
PHB'24
p330
Level 5 Enchantment
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You cause psychic energy to erupt at a point within range. Each creature in a 20-foot-radius Sphere centered on that point makes an Intelligence saving throw, taking 8d6 Psychic damage on a failed save or half as much damage on a successful one.
On a failed save, a target also has muddled thoughts for 1 minute. During that time, it subtracts 1d6 from all its attack rolls and ability checks, as well as any Constitution saving throws to maintain Concentration. The target makes an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
Contagion
PHB'24
p256
Level 5 Necromancy
Casting Time: Action
Range: Touch
Components: V, S
Duration: 7 days
Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability.
The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.
Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn't end on it.
2/day: Spell: Truth’s Veil
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Description: When you cast this spell, you tap into the unsettling influence of Cyric, allowing you to perceive hidden truths. You focus on a creature you can see within range, and for the duration, you are able to hear the truth behind their words—whether they are speaking deceitfully, hiding something, or hiding their true emotions. However, the spell doesn’t reveal everything—you only get fragments of the truth, and the insights may be overwhelming or cryptic.
Effect: The target of the spell must make a Wisdom saving throw. On a failed save, the caster can see through the lies of the target as if the truth were unraveling before them. This grants advantage on Insight checks to determine the creature’s true intentions and gives the caster visions or unsettling sensations.
If the creature is lying, the caster hears snippets of the truth interwoven with the lies.
At the end of the spell, the caster receives cryptic visions or phrases that relates to the target's true feelings or motivations.
The caster must make a Wisdom saving throw at the end of the spell or suffer a temporary condition, such as Disadvantage on the next ability check due to the overwhelming nature of the visions and revelations.
Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):
- Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.
- Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
- Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
- Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.
Actions
While wielding a dagger under the effects of Cyric, you now gain MULTIATTACK due to Rancor's Blade. Your body moves faster than you expect and you recieve two opportunities to engage with a flurry of Cyrics distorted weapon.
Bonus Actions
Rancor's Blade
XGE
p164
Casting Time: Bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
You weave together threads of shadow to create a dagger of solidified hatred in your hand. It mirrors your main wielded dagger's appearance, but twisted and decrepit. This weapon has a side effect of incessant whispering of the ruminations of Cyric. This dagger lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 3d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the weapon to reappear in your hand.
Legendary Actions
Vivid Premonition?
Cyric's connection to the Chaos Weave allows you to reverse time (Or potentially vividly see into a future timeline), by only a maximum of 1d4 hours. This spell can only be used with no components once every moon cycle. With components, this requires the blood of a devout Mystra worshipper and cannot be substituted with any other being. The reasons why this is necessary allude you completely, but its Cyric's words...why not trust him?