Dark Devotion. The Carol has advantage on saving throws against being charmed or frightened.
Shelter of the Faithful. Carol and her companions can receive free healing and care at a temple, shrine, or other established presence of her cult, though she must provide any material components needed for spells. While near her temple, Carol can call upon the cult leaders for assistance, provided the assistance she asks for is not hazardous and she remains in good standing with her temple.
Spellcasting. Carol is a 4th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks).
1/Day Each: disguise self, hex
Spell Slots — 1st-level: 4 — 2nd-level: 3
Multiattack. Carol makes two attacks with her dagger.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d4 + 3) piercing damage.
Telepathic Message. Carol can send a telepathic message of up to 25 words to the creature holding or carrying her Eerie Token, as long as she is within 10 miles of it.
Remote Viewing. If Carol is within 10 miles of her Eerie Token, she can enter a trance for 1 minute, but it ends early if she dismiss it (no action required) or is incapacitated. During this trance, Carol can see and hear from the token as if she were located where it is, but is blinded and deafened to her own surroundings. When the trance ends, the token is harmlessly destroyed.
Cantrips — light, thaumaturgy
Sacred Flame. Dexterity Saving Throw: DC 12 (the target gains no benefit from cover for this saving throw), range 60 ft., one target. Failed Save: 9 (2d8) radiant damage.
Spells — command, disguise self, inflict wounds — blindness/deafness, hold person
Eerie Token (1/Long Rest). Carol can harmlessly remove a lock of her hair, one of her nails, or one of her teeth. This token is imbued with magic until she finishes a long rest, at which point her missing body part regrows. While the token is imbued in this way, Carol can take either the Telepathic Message or Remote Viewing action.
Spells — hex, shield of faith — spiritual weapon
Description
Carol is part of her cult's leadership, using charisma and dogma to influence and prey on those of weak will. She is interested in personal power above all else.
A bargain with eerie forces transformed Carol into a magical being. Where wishing failed, ancient magics offered her heart’s desire—at least, for a time. Carol has been infused with eldritch magic and mysterious witchcraft. While she gained her deepest wishes she eventually found herself transformed. These changes evidence supernatural influence: ears that split in forked points, skin in lurid shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, Carol manifested special traits, such as darkvision and a variety of magical methods to beguile the senses and avoid the same.
As an acolyte, Carol commands the respect of those in her cult, and she can perform the religious ceremonies of their deity. She also has ties to a specific temple dedicated to her deity, and you has a residence there. Carol has spent her life in the service of her temple. She acts as an intermediary between the realm of the unholy and the mortal world, performing sacred rites and offering blood sacrifices in order to conduct worshipers into the presence of her god. She is not a cleric—performing sacred rites is not the same thing as channeling divine power.
Personal Characteristics
Traits: “I see omens in every event and action. Our god tries to speak to us, we just need to listen.” & “I am intolerant of other faiths and condemn the worship of other gods.”
Ideal: (Power) “I hope to one day rise to the top of my faith’s religious hierarchy.”
Bond: “I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.”
Flaw: “Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.”
Equipment: A dagger, a holy symbol, a prayer book, 5 sticks of incense, vestments, a set of common clothes, a suit of leathers and a pouch containing 15 gp.
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