Enthralling Aura. Attack rolls against the mind sculptor have disadvantage.
Spellcasting. The mind sculptor is a 13th-level spellcaster. Its spellcasting ability is Charisma (save DC 17, +9 to hit with spell attacks). The mind sculptor knows the following sorcerer spells:
Cantrips (at will): blade ward, light, mage hand, message, prestidigitation
1st level (4 slots): charm person, mage armor, shield
2nd level (3 slots): hold person, suggestion
3rd level (3 slots): counterspell, dispel magic
4th level (3 slots): confusion, dominate beast
5th level (2 slots): dominate person, seeming
6th level (1 slot): mass suggestion
7th level (1 slot): prismatic spray
Melt Mind. Ranged Spell Attack: +9 to hit, range 60/120 ft., one creature. Hit: 16 (3d10) psychic damage and the creature must succeed on a DC 17 Wisdom saving throw or become stunned until the end of the mind sculptor's next turn.
Pacify. The mind sculptor targets one creature that it can see within 60 feet of it. The target must succeed on a DC 17 Wisdom saving throw or be magically charmed. The charmed creature can't attack or otherwise harm another creature. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The mind sculptor can have only one target charmed at a time in this way. If it charms another, the effect on the previous target ends.
Description
Masters of manipulation, azure sorcerers are found in every corner of the world. Working their power, plans come to fruition, kings dance like puppets and heroes unwittingly follow azure machinations. Zealous and callous, azure sorcerers guide the world, aiding or destroying anything that struggles to fit their design.
Azure Palace. Located on a narrow coast, the city of Nesas lies hidden from prying eyes. Protected by powerful illusory magic, Nesas is the seat of the azure palace. Here, azure sorcerers meet and scheme, plotting as much against each other as with the world around them. Governed by an absolute rule, Nesas is a place of political games and complex conspiracies.
Divided Beliefs. All azure sorcerers enjoy manipulating the world around them. Their motivations, however, often contradict. Divided into six orders, azure sorcerers work in the best interests of their order, squabbling with the other five groups. Miniature wars have been known to break out between the various orders. When working outside of Nesas, azure sorcerers rarely interact with one another, choosing instead to propel their own complex schemes. On the rare occasion that they do unite, azure sorcerers have been known to build entire empires or crush mighty forces.
Initiation. Becoming an azure sorcerer is not a choice. Agents of the azure palace roam the land, collecting individuals who show arcane promise in manipulation and illusion. Taken to Nesas, initiates then work as laborers and servants as they learn to channel their magical energies. Many initiates are caught up into political schemes, acting as spies and gears in greater plots. Those who fail to show promise in their studies are kept as veritable slaves, the lowest class in Nesas.
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