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Tochtli/zhoshia

5 Level (0/14000 XP for level-up) Background human/yokai Race / Species / Heritage neutral Alignment
vision
Level 5
Hit Dice: 5/5
1d10+0 Class 1

STR
20
+5
DEX
14
+2
CON
10
+0
INT
15
+2
WIS
19
+4
CHA
8
-1
27
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
45
Speed (walk/run/fly)
14
Passive Perception
6 / 6
Kaze Point
Spellcasting ...
+7 Attack mod
WIS Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+8 Strength
+2 Dexterity
+0 Constitution
+2 Intelligence
+7 Wisdom
-1 Charisma
saving throws
+5 Acrobatics DEX
+4 Animal Handling WIS
+2 Arcana INT
+11 Athletics STR
-1 Deception CHA
+2 History INT
+4 Insight WIS
-1 Intimidation CHA
+2 Investigation INT
+8 DEMOLISH STR
+2 FLIGHT CONTROL DEX
+0 ENDURANCE CON
+0 RESISTANCE CON
+2 ELEMENTAL CONTROL INT
skills
+4 Medicine WIS
+2 Nature INT
+4 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+2 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+4 Survival WIS
-1 MANIPULATION CHA
-1 CONVICTION CHA
+2 ELEMENTAL FORCE INT
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
kick +8 STR 2d6+5 geo
rapid kick +8 STR 3d8+5
 kick three times in quick succession
sky shatter kick +8 STR 4d12+5
 MUST BE USED HIGHER THANNN 60 FEET UP fall down with high speed shattering the sky its self with geo as you kick into an person/object
Kaze Style Martial Arts +8 STR 1d8+5 geo
Kaze Point +5 STR
 At 1st level, When you start learning Kaze Style Martial Arts, you will begin to understand the origin of the wind, it is both gentle and fierce at the same time. So what's the best way to feel the wind? It's running through it. You get 1 kaze point for every 20 feet you move in your turn. Additionally you can use the dash or disengage action as a bonus action. Some abilitys requires their target to make a saving throw to resist the application effects. The Saving Throw DC is calculated as follow: Kaze Style save DC = 8 + your proficiency bonus + your Dexterity modifier Kaze Style attack roll = your proficiency bonus + your Dexterity modifier
Kaze Strike +5 STR 1d6+5
 You will gather the wind into your arm to increase your attack power. You can increase attack damage by spending 1 Kaze point for an additional 1d6 Force damage and this die increases as shown in the Kaze Style Martial Arts table. This attack counts as a wind elemental attack.
Kaze Swing +5 STR
 You will gather the wind into your leg to increase your attack power. By spending 1 Kaze point You can force the creature to make a Strength saving throw, on a failure the creature is thrown 5 feets away from you, if there is a wall behind it, it gets stunned until the start of their next turn.
Kaze Slash +5 STR
 Your speed is your best weapon, but that doesn't mean you have to be close to your enemy. When you take the attack action you can spend 1 kaze point to replace your attack with a Kaze Slash, make a Kaze Style attack roll against a creature within 60 feet of you, on a hit the target takes your unarmed damage. If you can make multiple attacks, then you can replace one or more to use Kaze Slash spending kaze points accordingly.
Kaze Release +5 STR
 This technique will only work if you used at least 2 rounds of Kaze Strike and Swing. You gather wind from your arms and legs to release the true Gale. Your unarmed strikes have advantage and deals an additional 15 force Damage until the start of your next turn, however, enemies attacks have advantage against you until the start of your next turn. At 4th level the damage changes to 20, 8th level the damage changes to 25, 12th level the damage changes to 30, 16th level the damage changes to 35, 20th level the damage changes to 40 and will deal 3x the total damage.
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
EMBOLDEN WEAPON +7 3d12
 Notes:As a bonus action you can expend an elemental burst to imbue your weapon with elemental energy, causing the next attack you hit with it within the next minute to deal an additional 3d12 elemental damage.
BURSTING STRIKE +7 3d8
 Notes:When you hit a creature with a melee weapon attack you can expend any number of elemental bursts to deal an additional 3d8 elemental damage plus an additional 2d8 for each additional elemental burst spent past the first.
STARFELL SWORD +7 2d12
 Notes:As an action you can call forth a falling blade of stone from above. A creature of your choice that you can see within 500 feet of you must succeed a Dexterity saving throw or suffer 1d12 geo damage. The damage this deals increases to 2d12 at level 5, 3d12 at level 11, and finally to 4d12 at level 17.
VISHAP GAUNTLETS +7 1d8
 Notes:Burst Type, Geo Element As a bonus action you can create two draconic claw shaped gauntlets around your hands, which can be donned/doffed as an action. They begin whichever of these two options you’d prefer. While wearing both claws, you gain a burrowing speed of 20 ft, and you can tunnel through solid rock at a rate of 1 ft per round. You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 geo damage on a hit.
WHITE SILVERRAIN +7
 Notes:As an action you can expend up to 10,000 mora to rain down silver shards in a 15 foot radius of your choice within 120 feet of you. Creatures in this area must succeed a Dexterity saving throw or suffer 1d8 damage for every 1,000 mora spend.

Level 1 Spells 99 slots

NAME AB CAST RNG DUR DMG CMP #
BURSTING STRIKE +7 3d8 +
 Notes:When you hit a creature with a melee weapon attack you can expend any number of elemental bursts to deal an additional 3d8 elemental damage plus an additional 2d8 for each additional elemental burst spent past the first.

Level 2 Spells 99 slots

NAME AB CAST RNG DUR DMG CMP #
BURSTING STRIKE +7 3d8 +
 Notes:When you hit a creature with a melee weapon attack you can expend any number of elemental bursts to deal an additional 3d8 elemental damage plus an additional 2d8 for each additional elemental burst spent past the first.

Level 3 Spells 99 slots

NAME AB CAST RNG DUR DMG CMP #
BURSTING STRIKE +7 3d8 +
 Notes:When you hit a creature with a melee weapon attack you can expend any number of elemental bursts to deal an additional 3d8 elemental damage plus an additional 2d8 for each additional elemental burst spent past the first.
Celer Latro
There was a flash of light,and as the blindness faded
the crowd would quickly realize the prize gone. The
whole auction was thrown into chaos as the artifact
which had just been on display was suddenly
nowhere to be seen. Millelith quickly rushed to block
the gates of the premises and do a headcount to
ensure nobody would escape, but they weren’t fast
enough. The thief had already made their exit.
TRAVERSER OF ROOF AND TREE
When you acquire this constellation at level 3, your
experience exploring and common need for a quick
exit has taught you the skills required to effortlessly
maneuver across most any landscape.
Your speed increases by 10 feet, and you gain both
a climbing and a swimming speed, both of which are
equal to your walking speed. Additionally, your long
and high jump distances both increase by a number
of feet equal to twice your Dexterity modifier.
SWIFTNESS UNMATCHED
Additionally at 3rd level, you gain the ability to escape
from a grapple, take the Disarm action, or take the
Dash action as a bonus action on your turn.
RETURN TO SENDER
Beginning at 6th level, when you are hit with a ranged
attack you may use your reaction to reflect the attack
if you are wielding a weapon. Roll to hit against an AC
equal to the original to hit result of the attack.
If you hit the projectile, it is reflected back at the
attacker using the to hit result you used to attack the
deflected projectile. This attack deals the damage it
would have originally dealt to you plus an additional
2d6 elemental damage.If you miss the projectile the
attack hits you as it would have, and you become
vulnerable to the damage dealt.

BOUNCE BACK
When you reach 10th level, your understanding of not
only your own movements but the technical
application of your elemental abilities has allowed
you to take risks others wouldn’t even dream of.
When you would begin to fall, you can use your
reaction to expend an elemental burst to fly a number
of feet up to twice your movement speed.
Any creature you move within 5 feet of during this
movement must succeed a Dexterity saving throw
against your Elemental Save DC or suffer 1d6 of
elemental damage for every 5 feet of movement you
had left at the time you passed them.
UNRELIABLERELIABLEINSTINCTS
At level 14 your elemental abilities have become as
wild as you are. When you would expend your
reaction, you can choose to roll a d20.
On a result of 10 or higher you regain the use of
your reaction. If the result is 9 or lower, you take 2d6
elemental damage plus an additional 1d6 elemental
damage for every elemental burst you have expended
since your last long rest. You cannot resist this
damage, and it applies elemental effects as normal.
EXPLOSIVE DELIVERY
When you reach 17th level, your ability to control your
movements has reached its peak. As a bonus action
on your turn, you can expend an elemental burst to
move up to five times your movement speed, over the
course of which you cannot turn more than once, and
it cannot be more than a 90°turn.
When you stop moving you can immediately use
your action to make a weapon attack. This attack
deals an additional 1d6 elemental damage for every
10 feet you moved as a part of this feature.



USE CATALYST
Passive Type, Neutral Element
You gain the ability to use Catalysts. A special kind of
weapon that can only be utilized by those with special
talent or training. You can find more details on
catalysts later in this document.

FORGER OF AGES
Passive Type, Geo Element
When crafting items and weapons the time and mora
it costs to do so are both reduced by 20%.
This increases by 10% at level 5 (30%), and again
at both level 11 (40%) and level 17 (50%).

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Unarmored Defense
Starting at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Constitution modifier + your Dexterity modifier.

Kaze Style Martial Arts
At 1st level, you gain the ability to fight using your body as a weapon alongside with the power of the Wind. Your martial style give you the following benefits:

You can use Dexterity instead of Strength in unarmed strike.
Your unarmed strikes deals an additional 1d6 Bludgeoning damage. These attacks will add your Constitution for hits and damage rolls. The martial arts die increases as shown in the Kaze Style Martial Arts table.
When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike or attack with a one-handed weapon as a bonus action.
Kaze Point
At 1st level, When you start learning Kaze Style Martial Arts, you will begin to understand the origin of the wind, it is both gentle and fierce at the same time. So what's the best way to feel the wind? It's running through it. You get 1 kaze point for every 20 feet you move in your turn. Additionally you can use the dash or disengage action as a bonus action.

Some abilitys requires their target to make a saving throw to resist the application effects. The Saving Throw DC is calculated as follow:
Kaze Style save DC = 8 + your proficiency bonus + your Dexterity modifier
Kaze Style attack roll = your proficiency bonus + your Dexterity modifier

Kaze Style Released
At 1st level you will learn 3 types of Kaze Style Realeased abilities. Every time you make an unarmed strike you can use one of this Techniques. You can not use multiple techniques in the same attack.

Kaze Strike
You will gather the wind into your arm to increase your attack power. You can increase attack damage by spending 1 Kaze point for an additional 1d6 Force damage and this die increases as shown in the Kaze Style Martial Arts table. This attack counts as a wind elemental attack.

Kaze Swing
You will gather the wind into your leg to increase your attack power. By spending 1 Kaze point You can force the creature to make a Strength saving throw, on a failure the creature is thrown 5 feets away from you, if there is a wall behind it, it gets stunned until the start of their next turn.

Kaze Slash
Your speed is your best weapon, but that doesn't mean you have to be close to your enemy. When you take the attack action you can spend 1 kaze point to replace your attack with a Kaze Slash, make a Kaze Style attack roll against a creature within 60 feet of you, on a hit the target takes your unarmed damage. If you can make multiple attacks, then you can replace one or more to use Kaze Slash spending kaze points accordingly.

Kaze Release
This technique will only work if you used at least 2 rounds of Kaze Strike and Swing. You gather wind from your arms and legs to release the true Gale. Your unarmed strikes have advantage and deals an additional 15 force Damage until the start of your next turn, however, enemies attacks have advantage against you until the start of your next turn. At 4th level the damage changes to 20, 8th level the damage changes to 25, 12th level the damage changes to 30, 16th level the damage changes to 35, 20th level the damage changes to 40 and will deal 3x the total damage.

Kaze Body
At 2nd level, You have reached another level of the Kaze Style combining your body with the wind.

Wind and your body are united. You can spend 2 kaze points as a free action to gain flying speed equal to your walking speed, you need to spend another 2 points at the start of your turns to keep the ability active. If you don't have enough Kaze points to mantain the ability then you fall to the ground. If you get hit while flying you must succed a constitution saving throw againt 10 or half the damage of the attack (Whatever is higher) as if you were concentrating, on a failure you fall to the ground, on a succes you keep in place as you hover.
If you walk or run in midair and attack with unarmed strikes, it will reduce your critical hit radius in 1 (19-20).
Gives you proficiency in Acrobatics, if you have already had proficiency, it becomes expertise.
Improved Kaze Style Martial Arts
At 3rd level, you learned to combine wind with different elements mixing each element into the attack. There must be an object, spell or natural source that contain the element in itself, so you can be able to combine it with your attacks. You can absorb those elements as a bonus action adding a d4 of the respective damage to the attack. You can only absorb one element at a time.

Kaze Release Improved
When you activate Kaze Release you can combine this state with another element as a free action, dealing an additional d6 damage related to the element as opposite to the d4 and obtaining damage reduction equals to your Constitution modifier to that damage. At level 5 you can combine 2 elements in the Kaze form, 3 at level 11, 4 at level 17 and 5 at level 20. The damage of this function improves as shown in the Kaze Style Martial Arts Table.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack
At 5th level, you can attack twice whenever you take the attack action in your turn. The number of attacks increases to three when you reach 13th level.

Kaze Protection
At the 6th level, The wind that surrounds you becomes your cover. While you are flying or under the effect of Kaze Release, you reduce all damage but pshyquic and thunder by your Dexterity modifier times two. If the damage of the attack is reduced to 0 you can use your reaction to make an unarmed strike against the attacker. If it's a ranged attack you can try to redirect it, to do so make an Sleight of Hands check against the creature DC (or 10 if the creature doesn't have one), on a succes you return the attack.

Evasion
At the 7th level, When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Shin Kaze Style Martial Arts
At the 9th level, you've learned how to improve your Kaze techniques creating the "Shin kaze Style". As a part of an unarmed strike, you can condense the wind around you to improve your base kaze abilities as stated below:

Shin Kaze Strike
You will grab the wind that you have compressed it and let it out with great force. You can expend 4 kaze points insted of 1 to transform your Kaze Strike into Shin Kaze Strike dealing xd12 additional force damage. The target of the attack must make a dexterity saving throw, on a failure the target is pushed a number of feet equal to ten times your Dexterity modifier, if there is a suface to collide with the target receive 1d6 of bludgeoning damage for every 10 feet it should gets pushed.

Shin Kaze Swing
You squeezed your wind into your legs and kicked it out with great compression. You can expend 4 kaze points insted of 1 to transform your Kaze swing into Shin Kaze swing dealing xd10 force damage to all creature in a 15 foot cone. All the creatures affected must make a constitution saving throw, on a failure they are knocked prone.

(X is your Dexterity modifier) At level 11 you can combine this ability with Kaze Style Martial Arts improved. At 17 level with Kaze Realese improved. At level 20 you use twice your modifier to calculate your damage.

Kaze Whisper
At the 10th level, The wind will whisper to guide you. You have advantage on rolls related to find something that the wind reaches.

Awakened Kaze Body
At 11th level, Your body merges with the wind granting you new abilities.

You reduce all fall damage by your level.
You have advantage in saving throws related to concentration while you are in Kaze release.
Your walk or run will not make noise and have the advantage on stealth while flying.
Kaze Combo
At the 14th level, The faster the better, you can use all strenght to become as fast and violent as a Tornado. As an action for all your current Kaza points you can deliver a flurry of attacks in succession to destroy everything on your path, make a number of unarmed strikes equal to your proficiency bonus, this attacks deals double damage and the final strikes push every creature in a 30 feet cone a number of feets equal to your proficiency bonus times 10.

Kaze Heart
At 15th level, you have a heart that is the same as the Gale.

Once per turn you can use the disengage action as a free action.
While you are in Kaze Release the extra movement speed given by this class is double.
You can now walk in the air without losing Kaze Points.
Once per turn, while you are in the following weather conditions: Thunderstorm, Rain, Heavy Rain, High Winds.
You can choose a skill check, saving throw or death save to have advantage.

Mastered Shin Kaze Style Martial Arts
At 17th level, now that you have your body and heart at one with the wind, you can use the following techniques.

Shin Kaze blowing through
When you move in a straight line towards an enemy for at least 40 Ft., you deal 2d10 additional damage.

Shin Kaze Control
You'll be able to control the weather by losing 12 Kaze points. After that, you can manipulate the wind around you to create one of the following weathers for 1 minute: Thunderstorm, Rain, Heavy Rain, Heavy Clouds, Lightning Clouds, Clear Skies, High Winds.

Shin Kaze Armor
You can losing 4 Kaze Points to gather the wind around you like a shield, you will get 15 Temporary Hit Points. while you are in any of this weather conditions: Thunderstorm, Rain, Heavy Rain, High Wind, Temporary Hit Points are double.

Shin Kaze Blessing
Once per short or long rest, you can end all negative conditions as a bonus action.

Weaponized Shin Kaze
At 18th level you discover how to "Weaponize" the wind that swirls around you. Once per turn for 6 Kaze points you can redirect the flow of the wind around you to deliver a debastating blow making one of your abilities gain the following effects.

Your attack treats inmunities as resistances and resistances as nothing.
The damage is Double.
The target speed is halved.
God of the Winds
At the 20th level, the god of the winds has choseen you to represent him, and he answers your call when you need his power. As a reaction to an attack that would leave you to 0 hp or less, you can spend all your current kaze points to fuse you with the god of winds. During a number of turns equal to your Dexterity modifier you gain the following benefits.

Your Kaze point maximum will be duplicated and you will gain 1 point every 10 feets instead of 20.
You gain resistance to any source of damage.
You regain half of your maximum hitpoints upon activating this feature.
Once per short or long rest, you can choose any feature granted by this class to duplicate it's benefits.
Your movement speed is duplicated.
You can only reactivate this feature after a short or long rest.

Bonds
GEO
Damage from primal stones and ores such as simple
rocks, most ore, and nearly any gemstone not related
to another element. Deals double damage to geo
objects and constructs.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

Level 1 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

Level 2 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

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