Magic Resistance. The Celestial Sprite has advantage on saving throws against spells and other magical effects.
Familiar. The Celestial Sprite can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp’s Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond.
Spear. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Shield Charge. Melee Weapon Attack: +6 to hit, range 5 ft., one target. Hit: 1 bludgeoning damage, and the target must succeed on a DC 10 Constitution saving throw or become stunned until the end of your next turn. If its saving throw result is 5 or lower, the stunned target falls unconscious for 1 minute, or until it takes damage or another creature takes an action to shake it awake.
Healing Touch (3/Day). The Celestial sprite touches another creature. The target magically regains 6 (1d8 + 2) hit points
Invisibility. The Celestial sprite magically turns invisible to everyone except its master or those it trusts; until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
Description
Intended as an alternative for a Pact of the Chain Warlock whose patron is Celestial.
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Posted May 19, 2020I love this Variant, but cant seem to add it to my character sheet
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Posted Oct 7, 2020I would call it a Mote, rather than a Celestial Sprite, but I like it.