Shapechanger. Sylune can use her action to polymorph into a adult silver dragon-humanoid hybrid or into a adult silver dragon, or back into her true form, which is humanoid. Her statistics, other than her AC, are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Innate Spellcasting. As a child of Mystra and one of her chosen, Sylune has the ability to innately cast 1 spell of each level once per day without using a spell slot. Her innate spellcasting ability is Intelligence (spell save 26, +18 to hit with spell attacks). She can innately cast the following spells without components:
1/day each: sanctuary, detect thoughts, dispel magic, charm monster, creation, globe of invulnerability, symbol, animal shapes, time stop
Limited Spell Immunity. As a child of Mystra and one of her chosen, Sylune is immune to one spell of each level of her choice. She is immune to:
charm person, hold person, slow, wall of fire, dominate person, disintegrate, power word: pain, feeblemind, power word: kill
Chosen of Mystra. As a chosen Mystra, Sylune has the following benefits
- She can detect magic at will within 90 feet or line of sight range.
- She is immune to aging, disease, disintegration, and poison. She have no need to sleep (although she must rest normally in order to be able to prepare spells).
- She has a +5 to all her saving throws
- She is under the permanent effect of regenerate
- Whenever her name, nickname, or one of her titles is spoken she can hear the next nine words that are said by the whomever said it.
Action Surge (Recharges when Sylune Finishes a Short or Long Rest). On her turn, Storm can take one additional action.
Metamagic. Sylune has 5 sorcery points and can use any form of metamagic.
Modify Spell. While Sylune was a spectral harpist, she spent a large amount of her time modifying her wizard spells. Any time that Sylune casts a spell from the wizard spell list, she can ignore the material and somatic components. She can ignore the verbal components for any spell that normally only contains verbal components.
Overchannel (7 per long or short rest). When Sylune casts a wizard spell of 1st through 9th level that deals damage, she can deal maximum damage with that spell.
Sculpt Spells. Sylune can create pockets of relative safety within the effects of her spells. When she casts a spell that affects other creatures that she can see, she can choose a up to 10 creatures. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
War Caster. Sylune has practiced casting spells in the midst of combat, learning techniques that grant her the following benefits:
- She has advantage on Constitution saving throws that she makes to maintain her concentration on a spell when she takes damage.
- She can perform the somatic components of spells even when she has weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from she, she can use her reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Spellcasting. Sylune is a 24th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). Sylune has the following spells prepared:
Cantrips (at will): blade ward, control flames, encode thoughts, friends, guidance, lightning lure, mind sliver, mending, sacred flame, vicious mockery, word of radiance
1st level (at will): absorb elements, charm person, command, faerie fire, grease, ice knife, mage armor, magic missile, shield, silvery barbs, thunderwave
2nd level (at will): alter self, blur, detect thoughts, hold person, lesser restoration, mirror image, moonbeam, see invisibility, spike growth, spiritual weapon, web
3rd level (at will): antagonize, blink, counterspell, fast friends, fireball, lightning bolt, melf's minute meteors, sleet storm, slow, tidal wave, tongues
4th level (at will): arcane eye, charm monster, evard's black tentacles, greater invisibility, ice storm, mordenkainen's private sanctum, stone shape, stoneskin, storm sphere, wall of fire
5th level (4 slots): animate objects, bigby's hand, dominate person, legend lore, mislead, passwall, scrying, synaptic static, telekinesis, transmute rock
6th level (4 slot): arcane gate, blade barrier, disintegrate, globe of invulnerability, guards and wards, mass suggestion, sunbeam, tasha's otherworldly guise, true seeing, wall of ice
7th level (4 slot): crown of stars, divine word, forcecage, mordenkainen's magnificent mansion, resurrection, symbol, teleport, tether essence, whirlwind
8th level (3 slot): antimagic field, control weather, dominate monster, feeblemind, illusory dragon, maze, mind blank, power word: stun, sunburst
9th level (3 slot): blade of disaster, foresight, invulnerability, mass heal, meteor swarm, psychic scream, shapechange, time stop, wish
10th level (3 slot): for higher level casting
11th level (2 slot): for higher level casting
12th level (2 slot): for higher level casting
Multiattack. Sylune makes three attacks with her spellcasting and staff of the magi, claw, tail, or bite attacks in any combination but with only one leveled spell. She can cast one of her cantrips or level 4 or lower spell before or after making these attacks.
Staff of the Magi. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 13 (2d12) force damage
Bite (hybrid or dragon form only). Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 13 (2d12) force damage
Claw (hybrid or dragon form only). Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 13 (2d12) force damage.
Tail (hybrid or dragon form only). Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 13 (2d12) force damage.
Breath Weapons (Recharge 5–6)(hybrid or dragon form only). Sylune can use one of the following breath weapons in place of her multiattack.
Cold Breath. Sylune exhales an icy blast in a 200-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 58 (13d8) cold damage plus 39 (6d12) force damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. Sylune exhales paralyzing gas in a 200-foot cone. Each creature in that area must succeed on a DC 27 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Silver Fire (Once per long or short rest). Sylune can manifest a beautiful silver-white flame that surrounds you and fills the area into which it is projected to various effects. All effects function as if cast by a 20th-level spellcaster and remain till she's incapacitated.
- 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 has resistance to cold damage, and she is unharmed by temperatures as low as −50 degrees Fahrenheit.
She can take the additional following actions
- Cast the cure wounds spell. The target regains 1d8 + 5 hit points. After Sylune takes this action, roll a d6. On a roll of 1, the silver fire disappears.
- Cast the revivify spell without material components. After Sylune 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 70-foot cone of silver fire. Objects in the area that aren’t being worn or carried take 52 (8d12). Each creature in the area must succeed on a DC 23 Dexterity saving throw, taking 52 (8d12) fire damage on a failed save, or half as much damage on a successful one. Alternately, she may unleash the silver fire in a 70-foot cone, dealing no damage but permanently restoring dead magic zones within the cone to normal and dispelling any antimagic field effects that contact the cone. This cone effect is draining on the Weave, and Mystra discourages its use except for emergencies. All effects function as if cast by a 20th-level spellcaster. After Sylune takes this action, roll a d6. On a roll of 1–2, the silver fire disappears.
Previous Versions
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