Channel Divinity (Special)
You can channel divine energy to fuel magical effects a number of times per short rest.
Channel Divinity: Guided Strike (Special)
When you make an attack roll, you can use Channel Divinity to gain a +10 bonus to the roll after the roll but before knowing the result.
Dreadful Strikes (Special)
When you hit a creature with a weapon, you can deal an extra 1d6 psychic damage to the target, which can take this extra damage only once per turn.
Fey Reinforcements (Special)
Whenever you start casting the Summon Fey spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.
Hide in Plain Sight (1 Minute)
You can spend 1 minute creating camouflage for yourself from naturally occurring materials. Once you are camouflaged, you can try to hide by pressing yourself up against a solid surface to gain a +10 bonus to Stealth checks as long as you remain there without moving or taking actions.
Misty Wanderer (Special)
You can cast misty step without expending a spell slot. You can do so 4 times, and you regain all expended uses when you finish a long rest. In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 ft. of you. That creature teleports to an unoccupied space of your choice within 5 ft. of your destination space.
Legendary Resistance (3/Day).
If Vom fails a saving throw, it can choose to succeed instead.
Spellcasting. Vom is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Vom has the following ranger/cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, thaumaturgy
1st level (4 slots): bane, charm person, cure wounds, detect magic, divine favor, guiding bolt, hail of thorns, hunter's mark, inflict wounds, jump, longstrider, sanctuary, shield of faith
2nd level (3 slots): calm emotions, detect thoughts, hold person, lesser restoration, magic weapon, misty step, pass without a trace, spiritual weapon
3rd level (3 slots): dispel magic, summon fey
4th level (3 slots): dimension door, grasping vine, summon elemental
5th level (2 slots):
6th level (1 slot):
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a WIS saving throw (DC 18). If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
As an action, you can expend one ranger spell slot (1 minute per level of spell slot) to sense whether any aberrations, celestials, dragons, elementals, fey, fiends, or undead are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain). This feature doesn’t reveal the creatures’ location or number.
As an action, you can change your appearance and voice. You determine the specifics, including your coloration, hair length, sex, height, weight, and can change your size between Medium and Small. You can look like another race, though none of your game statistics change.
You can’t duplicate the appearance of an individual you’ve never seen, and your form must have the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.
You stay in the new form until you use an action to revert or until you die.
You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier.
You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature 4 times per long rest.
You can use the Hide action as a bonus action on your turn. Also, you can’t be tracked by nonmagical means, unless you choose to leave a trail.
When you use the Attack action, you can make one weapon attack as a bonus action. You can use this feature 4 times per long rest.
Whenever you or a creature you can see within 120 ft. of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 ft. of you to make a WIS saving throw (DC:18). If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.
Vom can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Vom regains spent legendary actions at the start of her turn.
Move. Vom moves up to her speed without provoking opportunity attacks.
Teleport (Costs 2 Actions). Vom magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Vanishing Escape (Costs 3 Actions). The queen creates a sudden distraction, such as a cloud of disorienting smoke or flash of dazzling light, filling a 10-foot cube within 5 feet of the queen. Each creature of the queen’s choice in that area takes 9 (2d8) psychic damage, and the queen has the invisible condition. This invisibility lasts until the end of the queen’s next turn.
Description
Presenting herself as Queen Aelwen Carew, Vom was born on the Radiant Citadel. A changling by nature, someone set her up to rule over the elven Holy State of Elandorr. What this mysterious benefactor gets from this bargain is yet to be determined.
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