Legendary Resistance, 3/Day. Brandon can choose to succeed a saving throw he would otherwise fail, he can do this 3 times per day.
Ascended Mind. Brandon can concentrate on 2 spells at the same time, and must make individual concentration saves for both when applicable, he also knows when someone is trying to telepathically speak to him or mess with his mind, and can tell who is doing it and from what distance.
God-Mark. Brandon has the following spells always active, and doesn’t need to concentrate on them: detect magic, see invisibility, mage armor, shield, jump, stoneskin. Additionally, Brandon can sense any other dragonmarked individuals within 30 feet.
Spell-casting. Brandon is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). He has the following artificer spells prepared:
(at will): fire bolt (see “Actions” below), mending, prestidigitation, fog cloud
1st level (5 slots): thunderwave, longstrider, absorb elements, catapult
2nd level (4 slots): blur, arcane lock, detect thoughts, pyrotechnics
3rd level (4 slots): counterspell, dispel magic, lightning bolt, haste
4th level (4 slots): freedom of movement, leomund’s secret chest, stone shape
5th level (3 slots): animate objects, greater restoration, wall of stone
3/Day: guiding bolt at third level, cure wounds at third level, fly
1/Day: divine word, banishment, geas, dream
Multiattack: Brandon makes 3 Melee attacks.
Arcane Armored Punch. Melee Weapon Attack: +14 to hit, reach 5 ft., 1 target. Hit: 16 (2d8 + 7) force damage.
Firebolt. Ranged Magic Attack: +16 to hit, range 120/240 ft., 1 target. Hit: 22 (4d10) fire damage.
Cunning Action: Brandon can take the Dash, Disengage and Hide actions as a bonus action on his turn.
Forced Wild Magic: If Brandon can see a spell being cast that is 4th level or lower, he can force the spell caster to roll on the Wild Magic Surge Table, and cancel the effect of their spell.
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Description
Brandon D’Cannith, once a well known and respected artificer in Cyre, desired more, he wasn’t satisfied with what he had already accomplished, and began to experiment with dragon marks. This experimentation led to him accidentally fusing several dragon marks on his own body, beginning his ascension... but also causing the deaths of Thousands as the Mournland sprang into existence as a direct consequence.
Brandon is a Male Human with dark, tan skin, green eyes, and a small, brown Afro beginning to grow. His skin is completely covered by a dark red and black mark, showing the pattern of all current dragon marks, simply fused together at where they meet, and a large aberrant mark on his back.
Lair and Lair Actions
The Mournland is vast, and all that lies within its fog is Brandon D’Cannith’s domain, as such, he is unaffected by the unnatural effects of the Mournland, and can, to an extent, manipulate them to his will, although not fully, as he can’t seem to fully control the Mournland.
Lair Actions
On initiative count 20 (losing initiative ties), Brandon takes a lair action to cause one of the following effects; Brandon can’t use the same effect two rounds in a row:
- Everyone in a 10x10 foot cube must roll on the Wild Magic Surge Table.
- Madness begins to afflict a set number of targets, 3 creatures within the Lair must make a Wisdom Saving Throw, DC 14, or be frightened of Brandon for 1 round.
- The fog thickens around Brandon. For 1 round, or until a strong wind blows it away, a 20x20 foot cube with Brandon at its center becomes covered in thick fog, blinding anyone within it.
Regional Effects
The Mournland is Volatile, Wild, and unpredictable, which creates one or more of the following effects:
- Casting a spell of 3rd level or higher has a 1% chance of causing a Wild Magic Surge.
- Divination Spells and Spells used to communicate fail automatically when cast within the Mournland, or targeting a creature or place within the Mournland.
- The Fog is thick and heavy within the Mournland, and it is easy to grow lost or confused. For every day spent in the Mournland, a creature must make a Wisdom Saving Throw, DC 5 + The number of days that have passed, or suffer 1d6 + The number of days that have passed of Psychic Damage, this damage cannot be healed unless a greater restoration is cast on the affected creature, or they exit the Mournland and take a long rest.
If Brandon dies, the Mournland, and all its effects, will fade over the course of 200 days.
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