Chosen of Mystra (Mythic Trait; Recharges after a Short or Long Rest). If Alustriel is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she regains 147 hit points. In addition, Alustriel regains any expended uses of Legendary Resistance. Additionally, she can now use the options in the “Mythic Actions” section for 1 hour.
Alter Memories. Alustriel has the ability to make a creature unaware of her magical influence on it. When she casts an enchantment spell to charm one or more creatures, she can alter one creature’s understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, Alustriel can try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw DC25 or lose 5 hours of its memories. Alustriel can make the creature forget less time, and the amount of time can’t exceed the duration of her enchantment spell.
Split Enchantment. When Alustriel casts an enchantment spell of 1st level or higher that targets only one creature, she can have it target a second creature.
Special Equipment. Alustriel has access to numerous magical items that she has acquired over the centuries. These include enhanced bracers of defense (+3 AC when not wearing armor or using a shield), ring of the archmagi (base AC16), ring of ironguard (immunity to all bludgeoning, piercing and slashing damage from all nonmagical attacks), boots of elvenkind, cloak of elvenkind, and Alustriel's sword pendant .
Magic Resistance. While wearing her ring of the archmagi, Alustriel has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If Alustriel fails a saving throw, she can choose to succeed instead.
Mythal Magic. As a Chosen of Mystra, and having worked with the Mythal of Silverymoon for centuries, Alustriel gains the following benefits:
- She has access to a wellspring of mythal energy which can be used for a variety of effects. Alustriel has 16 mythal energy points. Any used mythal energy is regained after a long rest.
- Alustriel can create an additional 3rd level spell slot at the cost of 3 mythal energy points.
- Alustriel can create an additional 4th level spell slot at the cost of 4 mythal energy points.
- Alustriel can add her Intelligence modifier to the damage roll of any wizard spell she casts.
- Alustriel has access to the following meta-magic options, each option uses 1 mythal energy point:
- Careful - when Alustriel casts a spell she chooses up to 7 creatures. A chosen creature automatically succeeds on its saving throw against the spell.
- Subtle - when Alustriel casts a spell, she can choose to do so without somatic or verbal components.
- Transmuted - when Alustriel casts a spell which deals damage of one of the following types, she can choose to change the damage to one of the other types: acid, cold, fire, lightning, poison, thunder.
Spellcasting. Alustriel is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). Alustriel has the following wizard spells prepared:
Cantrips (at will): light, mage hand, mind sliver, minor illusion, prestidigitation
1st level (at will): charm person, magic missile, silvery barbs, sleep
2nd level (at will): detect thoughts, misty step, tasha's mind whip
3rd level (3 slots): counterspell, fireball, sending, tongues
4th level (3 slots): charm monster, greater invisibility, Otiluke’s resilient sphere
5th level (3 slots): cone of cold, geas, synaptic static
6th level (2 slots): globe of invulnerability, mass suggestion
7th level (2 slots): prismatic spray, teleport
8th level (1 slot): feeblemind, sunburst
9th level (1 slot): psychic scream
Multiattack. Alustriel makes three attacks. She can also cast one of her cantrips or 1st-level spells before or after making these attacks.
Alustriel's Sword Pendant. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 11 (1d8+7) slashing damage. Additionally, Alustriel can spend mythal energy points to boost this damage by 4 (1d8) force damage per mythal energy point expended.
Quarterstaff. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage wielded with two hands. Additionally, Alustriel can spend mythal energy points to boost this damage by 4 (1d8) force damage per mythal energy point expended.
Hypnotic Gaze. Alustriel can use soft words and her enchanting gaze to magically enthrall another creature. As an action, Alustriel can choose one creature that she can see within 5 feet of her. If the target can see or hear her, it must succeed on a Wisdom saving throw DC25 or becharmed by her until the end of her next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, Alustriel can use her action to maintain this effect, extending its duration until the end of her next turn. However, the effect ends if she move more than 5 feet away from the creature, if the creature can neither see nor hear her, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, Alustriel can’t use this feature on that creature again until she finishes a long rest.
Spellfire (Recharges after a Long Rest). Magical, heatless, silver fire harmlessly erupts from Alustriel and surrounds her until she is incapacitated or until she uses an action to quench it. She gains one of the following benefits of her choice, which lasts until the silver fire ends:
- She can breathe underwater.
- She can survive without food and water.
- She is immune to magic that would ascertain her thoughts, truthfulness, alignment, or creature type.
- She gains resistance to cold damage, and she is unharmed by temperatures as low as −50 degrees Fahrenheit.
While the silver fire is present, she has the following additional action options:
- Cast the cure wounds spell. The target regains 1d8 + 5 hit points. After Alustriel takes this action, roll a d6. On a roll of 1, the silver fire disappears.
- Cast the revivify spell without material components. After Alustriel takes this action, roll a d6. On a roll of 1–2, the silver fire disappears.
- Release a 60-foot line of silver fire that is 5 feet wide or a 30-foot cone of silver fire. Objects in the area that aren’t being worn or carried take 26 (4d12) fire damage. Each creature in the area must succeed on a DC 21 Dexterity saving throw, taking 26 (4d12) fire damage on a failed save, or half as much damage on a successful one. After Alustriel takes this action, roll a d6. On a roll of 1–3, the silver fire disappears.
Inspire Others. On her turn, Alustriel can use a bonus action to bolster the resolve of one of her companions. When she does so, choose a friendly creature who can see or hear her. That companion gains temporary hit points equal to 1d8+4.
Mythal Restoration As a bonus action, when Alustriel has fewer than half of her hit points remaining, she can spend 2 Mythal Energy points to regain a number of hit points equal to half her hit point maximum. Once Alustriel uses this feature, she can’t use it again until she finishes a long rest.
Mythal Warding. When Alustriel is hit by an attack, or she fails a saving throw, she can use her reaction to gain a +3 bonus to her AC against that attack or a +3 bonus to that saving throw.
Instinctive Charm. When a creature Alustriel can see within 30 feet of her makes an attack roll against her, she can use her reaction to divert the attack, provided that another creature is within the attack’s range. The attacker must make a Wisdom saving throw DC25. On a failed save, the attacker must target the creature that is closest to it, not including Alustriel or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, Alustriel can’t use this feature on the attacker again until she finishes a long rest. Alustriel must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.
Alustriel can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Alustriel regains spent legendary actions at the start of her turn.
Cast a Spell. Alustriel casts a Cantrip, 1st-level or 2nd-level spell that she has prepared.
Cast a Spell (Costs 2 Actions). Alustriel expends a spell slot to cast a 3rd-level or 4th-level spell that she has prepared.
Teleport. Alustriel magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
If Alustriel's Chosen of Mystra trait has activated in the last hour, she can use the options below as legendary actions.
Attack. Alustriel makes two attacks. She can also cast one of her cantrips or 1st-level spells before or after making these attacks.
Spellfire Burst(Costs 2 actions). Release a 20-foot diameter ball of silver fire. Objects in the area that aren’t being worn or carried take 39 (6d12) fire damage. Each creature in the area must succeed on a DC 25 Dexterity saving throw, taking 39 (6d12) fire damage on a failed save, or half as much damage on a successful one.
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