Spirit of Serenity
A long forgotten spirit has returned to the world for reasons that have yet to be discovered.
Serenity is a fey spirit that bonds herself with a host and takes the form of a familiar for the host.
While using the Spirit of Serenity, you gain a +1 to your Spell Save DC. Your familiar becomes sturdier and uses the stat block of the animal that Serenity takes the form of. Finally, the healing nature of Serenity allows you to cast Cure Wounds through Serenity a number of times equal to your proficiency bonus.
You may cast the following spells 3/Day: Lesser Restoration, Healing Words, Bless, and Revivify.
You may cast the following spells 1/Day: Death Ward and Mass Cure Wounds.
You mast cast Serenity's End once per day.
Serenity's End
9th level, 1 action, 120 ft, VSM* (a summoned familiar)
1 minute duration, Conjuration
You create a swirling vortex on a flat surface you can see within range with your familiar. The vortex is 25 feet in diameter and connects to the Feywild. A medium sized, black feather owl rises from the center of the vortex and remains there for the duration of the spell.
When a creature enters the vortex for the first time on a turn or starts its turn there, the creature must succeed on a Constitution saving throw or take 8d12 radiant or necrotic damage (your choice) and becomes restrained. It takes half damage and is not restrained on a success. Any creature that begins their turn restrained while in the vortex is pulled through to the Feywild and is under the effects of the Banishment spell.
Additionally, as a bonus action on each of your turns, you may command Serenity’s End to strike out with a barrage of shadow-covered feathers at a creature within 60 feet. The target must make a Constitution saving. If the creature fails its saving throw, it is considered grappled and blinded. The creature is dragged 30 feet towards the center of Serenity’s End. The grappled creature can spend an action to repeat the saving throw.
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