Spellcasting. Control Water
River's Reincarnation: If killed, the Child of the River will be submerged back into the river so that it might heal them. The time range this takes varies, but when the Child comes back, they will likely seem to be a different person.
If a player is killed near this river, a similar effect will come into play. They will have the option to change their race and gain one truth of the universe. This will only work once. Upon multiple deaths, the character will find a piece of him or herself lost to eternity.
Roll a d20
1-5: The player loses a body part.
6-10: The player loses a level.
11-15: The player will lose a level.
16-19: The player will gain a feature from the madness table.
20: The player may choose either to receive both a truth of the universe and a feature from the madness table, or neither.
The Fangs of Paradox: The Child of the River will attempt to recreate reality in order to either uncreate a character or create new problems with their physical bodies. Due to them not wanting to hurt themselves with this ability, Children of the River must be careful with this ability: -4 to hit, reach 30 ft., 1-5 targets. Hit: 2 (d20) psychic damage.
The Gaze of Eternity: Recharge: 2 turns. 1-5 targets. The Child of the River has the ability to instill a humanoid or other creature with a glimpse of eternal life. The target must roll either their Charisma or Wisdom versus the Child of the River's Charisma.
On a successful roll, the target can choose to either gain advantage on their next roll, regain any spell slot, or gain the answer to any question they have (the uses of which would have to be determined by both the player and the DM)
On a failed save, the character will attempt to drown themselves in the river. At the beginning of their turns or upon taking damage, they can make a Wisdom or Charisma saving throw of 17 or more. If successful, they will fall out of this trance and become immune to the effect.
If the player happens to roll a 20, the fight will immediately be over and the Child of the River will give them a gift. If they roll a 1. Well, we'll see.
False Reality: Upon taking damage, a Child of the River can create a false reality that will feel real to those around it. If the target's Wisdom is 9 or lower, this will not affect them.
The target must make a Constitution roll to see or 12 or higher (with advantage if they are any Evil Alignment).
If this roll is failed, the player will have a -8 to their attack or magic roll, or spell save DC.
This effect lasts until the Child of the River's next turn.
True Name: Recharge: 4 turns. The Child of the River will attempt to understand an enemy's true name (with their wisdom modifier). If they roll an 16 or higher, the character will be charmed.
Description
A remnant from an extinguished reality, the Children of the River exist both within and outside of the universe. Because of this, the Children of the River have the odd ability to alter reality around them.
With all of the time available in the universe and more, the Children of the River are driven by boredom more than anything else. Despite their almost insurmountable amount of time and experience, they may appear to be childlike and impulsive.
If any sort of game or trick is offered, a Child of the River will often choose to engage, even if it means they may lose something or even if they happen to not like the person making the offer.
Children of the River enjoy making wagers, but will often have to be convinced to do so.
Children of the River enjoy animals or animal-like creatures. Druids will have advantage on any charisma check against these creatures.
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