You have developed traits similar to those of a allip, granting you the following benefits:
Ability Score Improvement. Increase your Intelligence by 1, to a maximum of 20.
Incorporeal Movement. As a bonus action, you can become incorporeal, until the start of your next turn. While you are incorporeal, you gain a flying speed equal to your walking speed, you can hover, you can move through other creatures and objects as if they were difficult terrain, and you gain resistance to acid, cold, fire, lightning, and thunder damage. You take 1d10 force damage if you end your turn inside an object. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Maddening Touch. As an action, you can make a melee spell attack against a creature within your reach, using your Intelligence modifier for its attack and damage rolls. On a hit, the target takes 3d6 psychic. When you reach 17th level, this damage increases to 4d6.
Whispers of Madness. As an action, you can force creatures you can see within 60 feet of you, up to a number of creatures equal to half your proficiency bonus, to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the target takes 1d8 + your Intelligence modifier psychic damage and must use its reaction to make a melee weapon attack against one creature of your choice that you can see. Constructs and undead are immune to this effect.
Howling Babble. As an action, you can force each creature within 30 feet of you that can hear you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the creature takes 2d8 + your Intelligence modifier psychic damage, and it is stunned until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t stunned. Constructs and undead are immune to this effect. Once you use this feature, you can't use it again until you finish a short or long rest.
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