Bryth Character in The Iron Suns | World Anvil
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Bryth

Bryth

Life on the Gold Road is fast, rough, occasionally violent, and always entertaining, from a certain point of view.   This is where Bryth was left to grow up, with a group of traveling performers in a caravan. She never found out if she was abandoned or left there at the mechanism of some darker intrigue. Whatever the reason, her heritage was clear. Whether it was the gold, or just common connection in a band of outcasts that lead the people of the caravan to take her in as their own, she didn't know, and they were kind enough that it didn't matter much. Guarded by the travelling troupe, Bryth avoided the strife and prejudice common elsewhere in the world for the majority of her upbringing. She had freedom, space to roam, and the drive to explore it.   In her youth, she helped clean and care for the carriages, horses, occasionally people, and devoured the stories and songs that anyone would tell. Many of her teachers and begrudged lore-spinners were surprised by her enthusiasm and eagerness, often encouraged by it, returning with more tall-tales. All the while learning the tricks of the various trades around her, this way of life continued as she grew up, reinforcing her hunger for legend into a novel without an end. Later, after her awkward adolescent phase which was punctuated with tomboyish romps to dark caves and lost "ruins" along the Gold Road, some ending in a just-close-enough brushes with danger for her to get a taste for it, and figuring out how to re-balance her new frame with her longer tail that seemed to always have a mind of its own, she had her own stories to tell the outsiders and travelers that stopped in the camps. Soon, as had likely been predicted by the elders of the caravan, she began working alongside the performers, proving to be a natural. Be it witch stories, soothsaying, or dancing, there was a bit of talent in her for every aspect of her life, and it was profitable.   During this time, just after her twentieth birthday, another change occurred, she began to be drawn to certain others, in a way that was inexplicable to her. She had obviously always been different, the horns from her head was clear enough representation of that, but this was a new sensation, and a usable one. While never good at reading the intentions of others, Bryth found it now simpler to pick out the perhaps more superstitious, gullible, or richer travelers, focusing her intent on them with noticeable reward. The Sisters of Fate were unusually represented in the caravan's population, a rare set of deities to pay homage to, with the nearest being Avandra, a goddess of luck rather than pure fate itself. The tiefling attributed her fortune to Tymora, eventually coming to worship the pair in full for their gifts to her.   The gift is what lead her to a dark table, sitting around a crystal ball with an Elf wizard, she assumed, who was infinitely fascinated with her "genuine ability" to "see exactly what happened in my past", a trick she had picked up long ago, using her favored duplication of the Deck of Many Things, one given to her by the elders on an earlier birthday after showing interest in the practice. As he nodded to her guesses, which to her seemed actually quite reasonable, her tail was busy at work in his satchel, removing and replacing his belongings as she glanced down to them in moments of "reflection", one catching her attention, A Blink into the Mind's Eye. Concluding the session and bidding the eager man a good night, she fell back onto her cot and tore into the book. It was an odd combination of symbols and maze-like forms that appeared to be words, but in a language she would not decipher for years to come. The Fates seemed to smile on her once more, as one night she discovered that peering through her crystal ball as she used it for a paper weight seemed to unravel some of the odd mysteries on the pages of her pilfered tome.   Not long after she bade farewell and heartfelt thanks to her only family and traveled Volun Thos to seek out a life on her own.

Physical Description

General Physical Condition

Bryth's silhouette is unique and enticing, standing with a proud posture that exudes confidence and lithe ability while her sultry curves invite gazes. Her horns and lengthy, swaying tail serve to ensure that even a passing notice is usually unforgettable.

Body Features

Her smooth, vibrant crimson skin is kept clean and well cared for. The now shoulder length tresses of raven hair were barely reaching her neck when Bryth's Iron Suns guild membership was forged, she has been growing it out since, recently obtaining a fiery copper underlight from unknown sources. Ridged horns begin just above her brow and arch backward, curving forward and ending just above the tips of her pointed ears. Completing her more inhuman qualities, a six foot, extremely dexterous tail snakes away from the base of her spine, sporting thin ridges of flexible flesh randomly along its length and ending in a knife-like blade of similar skin, allowing it to grasp and manipulate fine tools, lock picks, and get itself into mischief constantly.

Facial Features

The most striking feature of her face is her golden eyes, the whole eye a similar color to her irises, though structured the same as a human, with pupils and the beautiful fine structure around it. Always lingering just a breath longer than courtesy allows, and often on features instead of looking into another's eyes, specifically on someone's lips, cheekbones, ears, her gaze itself is flirtatious. The animated way her eyebrows move, the nearly ubiquitous grin, smile, or smirk she wears, and the tilt of her head during conversation all work together, drawing conversation out longer as if it was her goal.

Identifying Characteristics

Nearly everything on her body is identifying in some way, the hellish blood accentuating every aspect of her, not to mention her horns and unmissable tail.

Physical quirks

Bryth's most familiar reaction is the scrunch of her nose when she teases someone or responds to a quip with the same expression, usually followed by an amused smile. Occasionally, deep in though, she will pet her own tail, and on rare events, can be heard speaking to it, though a more apt description would be arguing.

Special abilities

Though Bryth began her journey as a charlatan, she never learned the difference between tricks and practical magic. Eventually the lines blurred into a mixture of the two, able to draw on arcanic powers with ease even while she still performed tarot readings and soothsaid under the assumption it was all show. After encountering the Elf wizard on the Gold Road and absconding with the tome, she began to be unknowingly influenced by simply reading it, but her psionic powers required further catalyst, one which would crash into her life at a later date.

Apparel & Accessories

Her wardrobe is varied and robust, but one thing she is never seen without is the golden necklace she wears constantly. The tiny form of a woman rests just above her chest, and Bryth occasionally lifts it up to graze a thumb over the small figurine, reminding herself of its presence.

Specialized Equipment

Usually seen with a satchel, it contains a number of personal effects: her crystal orb, the tome she stole from the elven mage, various tiny vials of perfumes and more importantly, magical residuum for her rituals or spells. Years of having to modify handed down clothing for her form and tail have lead to her continuing the hobby, and Bryth is known to hide away lock picks in her blouse or tiny pockets for secreting important items.

Mental characteristics

Mental Trauma

Bryth has a history with and reacts negatively towards brandished daggers. Otherwise, she seems to either lack a respect for danger, or in another sense, is drawn towards it.

Intellectual Characteristics

Balance sheets are an uncharacteristic forte of hers, a skill she acquired in Volan Thos while she worked in Davith's tavern. Bryth has a unique view of the world, of time and Fate, and is compelled to experience it in full.

Morality & Philosophy

Admittedly a hedonist, Bryth also enjoys engaging in conversation regarding her beliefs or experiences of the world, always ready and willing to share her memories or ideas.

Taboos

Being left with, and adopted by, a traveling caravan in Thosa means Bryth lacks a family name as venturing, especially beyond Thosa's boarders, is frowned upon.

Personality Characteristics

Motivation

A passion for seeing the world, wanderlust, and honestly base lust all fuel Bryth's ideals. She craves experimentation and newness, always willing to try something unconventional and risky. Recently, she has developed an interest in the various flavors of magic, how they differ and relate to one another.

Savvies & Ineptitudes

Her eagerness to see how events unfold has left her with a worrisome lack of ability to read people, which is compounded by her use of new psionic skills. Uninterested in secrets, she fails to grasp fully the range and potential of her telepathic abilities, instead opting to explore her amazing control over memory rather than current thought. Bryth has an uncanny talent for recall, and those who have participated in her forays into her past, reliving her life and seeing it through different eyes, are always impressed with the vivid detail and impressive array of senses she can revitalize as they wander through her old family's caravan or the streets of Volun Thos.

Likes & Dislikes

Willing to try everything once, she does however have a distaste for harsh ales and spirits, opting to prefer fine and flavorful wines rather than the coarse bite of northern whiskys.

Vices & Personality flaws

Bryth's near addiction to risk and danger and high stakes lead those around her to worry for her own safety, even though she assures them it is something she can plentifully handle.

Personality Quirks

She is known to make long stories longer if left to ramble.

Hygiene

Bryth seems perpetually clean, in near unnatural ways, though her desk and room's organization leave much to be desired. An adamant rebuttal is in store for anyone who questions the order to her disorder, however.

Social

Religious Views

Bryth worships the Sisters of Fate, Tymora primarily, but also Beshaba, the unluck aspect. She views the world as the playground of these two, and that their games often repeat, given enough time.

Social Aptitude

At her best in personal situations or during talks of business and negotiation, Bryth excels at negotiation, and is unafraid to utilize any advantage she can in such situations. Her range includes everything from strict business to surprising vulgarity, words being her true power.

Hobbies & Pets

Ritual study and new spells make up the majority of her free time spent, now. Bryth also makes time to do personal or private tarot readings, for herself or for those seeking her unique insights. A newer and, some would say uncouth, hobby is wandering the minds of Draelyn late at night with her newfound powers, enjoying the rumors that float to her mind.

Speech

Bryth has a noticeable Thosian accent, which for the most part compounds on her exotic features, increasing her allure.
Bryth Full
by Kayla
Current Location
Species
Ethnicity
Children
Gender
Female
Eyes
Golden, bright, and slightly flirtatious
Hair
Black tresses with a copper underlight
Height
5' 7"
Weight
137 lbs
Aligned Organization
Bryth cover
Bryth2

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Bryth

Mystic 8 Class & Level
Sage Background
Tiefling Race
Chaotic Good Alignment

Strength 8
-1
Dexterity 12
+1
constitution 12
+1
intelligence 16
+3
wisdom 9
-1
charisma 18
+4
Total Hit Dice 8
Hit Die 1d8+1
3 proficiency bonus
9 Passive perception
-1 Strength
1 Dexterity
1 Constitution
6 Intelligence
2 Wisdom
4 Charisma
saving throws
1 Acrobatics
-1 Animal Handling
6 Arcana
-1 Athletics
7 Deception
6 History
-1 Insight
4 Intimidation
6 Investigation
-1 Medicine
6 Nature
-1 Perception
7 Performance
10 Persuasion
6 Religion
4 Sleight of Hands
1 Stealth
-1 Survival
skills
13
AC
51
Hit Points
1
Initiative
30ft
Speed
Weapon: Simple
Armor: Light
Language: Common; Thosian
Show Spoiler
Deep Speech; Dwarvish; Elvish; Draconic; Infernal

Proficiencies

Bonus Actions


Psychic Focus: You can choose one of your psionic disciplines and gain its psychic focus benefit. The benefit lasts until you are incapacitated or until you use another bonus action to choose a different focus benefit. You can have only one psychic focus benefit at a time, and using the psychic focus of one discipline doesn't limit your ability to use other disciplines.

Mystical Recovery: Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.

Attacks

Psi Points


Total: 44 | Limit: 6

Psionic Ability


Discipline Save DC: 14
Discipline Attack Bonus: 1d20+6

Tiefling Spell Casting


Spell Save DC: 15
Spell Attack Bonus: 1d20+7

Psionic Talents


Mind Meld


As a bonus action, you can communicate telepathically with one willing creature you can see within 120 feet of you. The target must have an Intelligence of at least 2, otherwise this talent fails and the action is wasted. This communication can occur until the end of the current turn. You don't need to share a language with the target for it to understand your telepathic utterances, and it understands you even if it lacks a language. You also gain access to one memory of the target's choice, gaining perfect recall of one thing it saw or did.

Delusion


As an action, you plant a false belief in the mind of one creature that you can see within 60 feet of you. You can create a sound or an image. Only the target of this talent perceives the sound or image you create. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a creature's roar, a musical instrument, or any other sound you pick. It lasts for 1 minute. If you create an object, it must fit within a 5- foot cube and can't move or be reflective. The image can't create any effect that influences a sense other than sight. The image lasts for 1 minute, and it disappears if the creature touches it.

Psionic Disciplines


Telepathic Contact


Psychic Focus: While focused on this discipline, you gain the ability to use your Telepathy class feature with up to six creatures at once. If you don't have that feature from the mystic class, you instead gain it while focused on this discipline.

  • Exacting Query (2 psi): As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target truthfully answers one question you ask it via telepathy. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

  • Occluded Mind (2 psi): As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, the target believes one statement of your choice for the next 5 minutes that you communicate to it via telepathy. The statement can be up to ten words long, and it must describe you or a creature or an object the target can see. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

  • Broken Will (5 psi): As an action, you target one creature you can communicate with via telepathy. The target must make an Intelligence saving throw. On a failed save, you choose the target's movement and action on its next turn. On a successful save, the target is unaffected, and you can't use this ability on it again until you finish a long rest. A creature is immune to this ability if it is immune to being charmed.

  • Psychic Grip (6 psi; conc., 1 min.): As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or it is paralyzed until your concentration ends. At the end of each of its turns, it can repeat the saving throw. On a success, this effect ends. On a failure, you can use your reaction to force the target to move up to half its speed, even though it's paralyzed.

  • Psychic Domination (7 psi; conc., 1 min.): As an action, you target one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or you choose the creature's actions and movement on its turns until your concentration ends. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.



Mantle of Awe


Psychic Focus: While focused on this discipline, you gain a bonus to Charisma checks. The bonus equals half your Intelligence modifier (minimum of 1).

  • Charming Presence (1–7 psi): As an action, roll 2d8 per psi point spent on this ability; the total is how many hit points worth of creatures this option can affect. Creatures within 30 feet of you are affected in ascending order of their hit point maximums, ignoring incapacitated creatures, creatures immune to being charmed, and creatures engaged in combat. Starting with the creature that has the lowest hit point maximum, each creature affected by this option is charmed by you for 10 minutes. Subtract each creature's hit point maximum from the total before moving on to the next creature. A creature's hit point maximum must be equal to or less than the remaining total for that creature to be affected.

  • Center of Attention (2 psi; conc., 1 min.): As an action, choose one creature you can see within 60 feet of you. It must make a Charisma saving throw. On a failed save, the creature is so thoroughly distracted by you that all other creatures are invisible to it until your concentration ends. This effect ends if the creature can no longer see or hear you or if it takes damage.

  • Invoke Awe (7 psi; conc., 10 min.): As an action, choose up to 5 creatures you can see within 60 feet of you. Each target must succeed on an Intelligence saving throw or be charmed by you until your concentration ends. While charmed, the target obeys all your verbal commands to the best of its ability and without doing anything obviously self-destructive. The charmed target will attack only creatures that it has seen attack you since it was charmed or that it was already hostile toward. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.



Psychic Phantoms


Psychic Focus: While focused on this discipline, you have advantage on Charisma (Deception) checks.

  • Distracting Figment (1–7 psi): As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and thinks it perceives a threatening creature just out of its sight; until the end of your next turn, it can't use reactions, and melee attack rolls against it have advantage. On a successful save, it takes half as much damage.

  • Phantom Foe (3 psi; conc., 1 min.): As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it perceives a horrid creature adjacent to it until your concentration ends. During this time, the target can't take reactions, and it takes 1d8 psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase the damage by 1d8 for each additional psi point spent on the ability.

  • Phantom Betrayal (5 psi; conc., 1 min.): As an action, choose one creature you can see within 60 feet of you. The target must succeed on an Intelligence saving throw, or until your concentration ends, it must target its allies with attacks and other damaging effects. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature is immune to this ability if it is immune to being charmed.

  • Phantom Riches (7 psi; conc., 1 min.): As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, you gain partial control over the target's behavior until your concentration ends; the target moves as you wish on each of its turns, as it thinks it pursues the phantom object it desires. If it hasn't taken damage since its last turn, it can use its action only to admire the object you created in its perception. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



Psychic Inquisition


Psychic Focus: While focused on this discipline, you know when a creature communicating with you via telepathy is lying.

  • Hammer of Inquisition (1–7 psi): As an action, choose one creature you can see within 60 feet of you. The target must make an Intelligence saving throw. On a failed save, it takes 1d10 psychic damage per psi point spent and suffers disadvantage on its next Wisdom saving throw before the end of your next turn. On a successful save, it takes half as much damage.

  • Forceful Query (2 psi): As an action, you ask a question of one creature that can see and hear you within 30 feet of you. The question must be phrased so that it can be answered with a yes or no, otherwise this ability fails. The target must succeed on a Wisdom saving throw, or it replies with a truthful answer. A creature is immune to this ability if it is immune to being charmed.

  • Ransack Mind (5 psi; conc., 1 hr.): While you concentrate on this ability, you probe one creature's mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability's full duration, the target must make three Intelligence saving throws, and you learn information from it based on the number of saving throws it fails. With one failed saving throw, you learn its key memories from the past 12 hours. With two failed saving throws, you learn its key memories from the past 24 hours. With three failed saving throws, you learn its key memories from the past 48 hours.

  • Phantom Idea (6 psi; conc., 1 hr.): While you concentrate on this ability, you probe one creature's mind. The creature must remain within 30 feet of you, and you must be able to see it. If you reach the ability's full duration, the target must make three Intelligence saving throws, and you plant a memory or an idea in it, which lasts for a number of hours based on the number of saving throws it fails. You choose whether the idea or memory is trivial or personality-defining. With one failed saving throw, the idea or memory lasts for the next 4 hours. With two failed saving throws, it lasts for 24 hours. With three failed saving throws, it lasts for 48 hours.



Nomadic Mind


Psychic Focus: The first time you focus on this discipline per long rest, you choose one skill or tool and have proficiency with it whenever this discipline is your focus.

  • Wandering Mind (2–6 psi; conc., 10 min.): If you concentrate for this option's full duration, you then gain proficiency with up to three of the following skills (one skill for every 2 psi points spent): Animal Handling, Arcana, History, Medicine, Nature, Performance, Religion, and Survival. The benefit lasts for 1 hour, no concentration required.

  • Find Creature (2 psi; conc., 1 hr.): If you concentrate for this option's full duration, you gain a general understanding of a creature's current location. You learn the region, city, town, village, or district where it is, pinpointing an area between 1 and 3 miles on a side (DM's choice). If the creature is on another plane of existence, you instead learn which plane.

  • Item Lore (3 psi; conc., 10 min.): If you concentrate on an item for this option's full duration while remaining within 5 feet of it, you then gain the benefits of an Identify spell cast on that item.

  • Psychic Speech (5 psi): As an action, for 1 hour, you gain the ability to understand any language you hear or attempt to read. In addition, when you speak, all creatures that can understand a language understand what you say, regardless of what language you use.

  • Wandering Eye (6 psi; conc., 1 hr.): As an action, you create a psychic sensor within 60 feet of you. The sensor lasts until your concentration ends. The sensor is invisible and hovers in the air. You mentally receive visual information from it, which has normal vision and darkvision with a range of 60 feet. The sensor can look in all directions. As an action, you can move the sensor up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

  • Phasing Eye (7 psi; conc., 1 hr.): As Wandering Eye above, except the eye can move through solid objects but can't end its movement in one. If it does so, the effect immediately ends.



Psionic Restoration


Psychic Focus: While focused on this discipline, you can use a bonus action to touch a creature that has 0 hit points and stabilize it.

  • Mend Wounds (1–7 psi): As an action, you can spend psi points to restore hit points to one creature you touch. The creature regains 1d8 hit points per psi point spent.

  • Restore Health (3 psi): As an action, you touch one creature and remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. Alternatively, you remove one disease from the creature.

  • Restore Life (5 psi): As an action, you touch one creature that has died within the last minute. The creature returns to life with 1 hit point. This ability can't return to life a creature that has died of old age, nor can it restore a creature missing any vital body parts.

  • Restore Vigor (7 psi): As an action, you can touch one creature and choose one of the following: remove any reductions to one of its ability scores, remove one effect that reduces its hit point maximum, or reduce its exhaustion level by one.




Spellcasting

Equipment

Personality Traits

Ideals

Bonds

Flaws

Features


Tiefling


Senses: Darkvision 60ft
Resistances: Fire

Mystic


Telepathy: You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.

Strength of Mind: You can replace your proficiency in Wisdom saving throws whenever you finish a short or long rest. To do so, choose Strength, Dexterity, Constitution, or Charisma. You gain proficiency in saves using that ability, instead of Wisdom. This change lasts until you finish your next short or long rest.

Potent Psionics: Once on each of your turns when you hit a creature with a weapon, you can deal an extra 1d8 psychic damage to that target. In addition, you add your Intelligence modifier to any damage roll you make for a psionic talent.

Order of the Awakened


Psionic Investigation: If you hold an object and concentrate on it for 10 minutes, you learn a few basic facts about it. You gain a mental image from the object's point of view, showing the last creature to hold the object within the past 24 hours. You also learn of any events that have occurred within 20 feet of the object within the past hour. The events you perceive unfold from the object's perspective. You see and hear such events as if you were there, but can't use other senses.

Additionally, you can embed an intangible psionic sensor within the object. For the next 24 hours, you can use an action to learn the object's location relative to you and to look at the object's surroundings from its point of view as if you were there. This perception lasts until the start of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Psionic Surge: You can impose disadvantage on a target's saving throw against a discipline or talent you use, but at the cost of using your psychic focus. Your psychic focus immediately ends if it's active, and you can't use it until you finish a short or long rest. You can't use this feature if you can't use your psychic focus.

Feats


Diplomat:


If you spend 1 minute talking to someone who can understand what you say, you can make a Persuasion (Cha) check contested by the creature’s Insight (Wis) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter.

Background


Researcher:


When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Tiefling Spells


Thaumaturgy


Transmutation cantrip

  • Casting Time: 1 action

  • Range: 30ft

  • Components: V

  • Duration: Instantaneous/1 minute


You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.

  • You cause flames to flicker, brighten, dim, or change color for 1 minute.

  • You cause harmless tremors in the ground for 1 minute.

  • You create a sound that originates from a point of your choice within range.

  • You cause an unlocked door or window to fly open or slam shut.

  • You alter the appearance of your eyes for 1 minute.


If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Hellish Rebuke


1st-level evocation

  • Casting Time: 1 reaction

  • Range: 60ft

  • Components: V S

  • Duration: Instantaneous


A creature you can see that damaged you must make a Dexterity save. It takes 2d10 fire damage on a failed save, or half as much on a success. The damage increases by 1d10 for each slot level above 1st. Tieflings can cast this spell at 2nd-level once per long rest.

Darkness


2nd-level evocation

  • Casting Time: 1 action

  • Range: 60ft

  • Components: V M (Bat fur, pitch/coal)

  • Duration: Conc. Up to 10 minutes


Darkness spreads to fill a 15-foot-radius sphere for the duration. The darkness goes around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point the darkness spreads from is an object you're holding or one that isn't being worn or carried, the darkness comes from and moves with the object. Completely covering the object with something opaque blocks the darkness.

If this spell's area overlaps with light created by a 2nd-level spell or lower, the spell and light is dispelled. Tieflings can cast this spell once per long rest.


Features & Traits

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