Regeneration. The Alriyah Tamer regains 10 hit points at the start of their turn if they have at least 1 hit point and aren't in sunlight or running water. If Alriyah Tamer takes radiant damage or damage from holy water, this trait doesn't function at the start of Alriyah Tamer's next turn.
Charm Aura. Any non-construct creature that enters a space within 10 feet of the Alriyah Tamer must make a DC 16 Wisdom Saving Throw, or be charmed until the start of their next turn. A creature that is successfully charmed cannot be charmed for 1 round after the effect wears off.
Non-humanoid or undead creatures have disadvantage on this save.
Mental Suggestion. Alriyah Tamer can use a Bonus Action to end a mental or spell-induced condition on an allied or charmed creature, give an allied or charmed creature advantage on their next attack action, or give them 1d8+5 Temp HP.
Pack Confidence. Allied or Charmed creatures within 30 feet of the Alriyah Tamer have advantage on Wisdom and Charisma Saving Throws.
Spellcasting. Alriyah Tamer is a 10th-level spellcaster. Alriyah Tamer's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Alriyah Tamer has the following sorcerer spells prepared:
Cantrip (at will): fire bolt, mind sliver, minor illusion, prestidigitation, shocking grasp
1st level (4 slots): absorb elements, arms of hadar, charm person, dissonant whispers, shield
2nd level (3 slots): calm emotions, detect thoughts, hold person, knock, tasha's mind whip
3rd level (3 slots): counterspell, hunger of hadar, hypnotic pattern, sending
4th level (3 slots): dominate beast, evard's black tentacles, raulothim's psychic lance, summon aberration
5th level (2 slots): animate objects, rary's telepathic bond, telekinesis
Multiminded. The Alriyah Tamer can make two attacks with their Psychic Blade, cast two Cantrips, or one of each for their attack action.
Psychic Blade. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 10/30 ft., one target. Hit: 7 (1d8 + 3) psychic damage in melee, or 7 (1d8 + 3) psychic damage at range.
Telekinetic Clutch (Recharge 5~6). The Alriyah Tamer targets a creature within 20 feet. That creature must make a DC 16 Wisdom Saving Throw, becoming Paralyzed on a fail, with the Alriyah Tamer needing to keep Concetration. If the targeted creature is still Paralyzed at the end of their next turn, they will take 24 (8d6) points of Psychic Damage, and the effect will end.
Telepathic Conviction. As a Bonus Action, Alriyah Tamer can attempt to reach out to an enemy within 30 feet and force them to make a DC 16 Wisdom Saving Throw against the Charm effect, following the rules of their Charm Aura.
Suggested Defense. If Alriyah Tamer is hit with an attack from an enemy creature, an allied or charmed creature within 30 feet of the Alriyah Tamer can use their reaction to move up to 10 feet towards the attacking creature, and if in range make one attack against them.
Telekinetic Backlash. When Alriyah Tamer is hit with a melee attack, they can use their reaction to force all creatures within 10 feet to make a DC 16 Strength Saving Throw. On a fail, those creatures are knocked back 10 feet and are knocked prone. On a success, they are pushed back 5 feet and stay standing.
Allied and Charmed creatures have advantage on this save.
Description
A psychic mage with the innate ability to control animals and weaker minds to their whim, trained by Qaramzi Alriyah
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