Reality Manipulation. Manipulate reality as if it were a drawing to an artist. This includes but is not limited to, connecting 2 points in space as if folding a piece of paper and traveling between them, phasing itself and others through objects, molecular control over objects, control over the speed of time (Unable to reverse it or use this ability on others), shapeshifting, voice changing, dematerializing. Only one manipulation may be performed at a time to a target other than self.
REND Rend the fabric of reality to step between the Crystal Void and the Material Plane
Rend. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: (4d12 + 12) [slashing damage] damage.
Forced Protect. Claire will always protect the wearer of the amulet. This reaction can be performed without a reaction action. Claire teleports to the wearer takes all damage the wearer would take unless the damage is a reactionary melee or is an area of effect, in both of those cases both the wearer and Claire take the full damage. This happens every time the wearer would take any damage.
ERASE (Costs 1 Actions). Claire must be above half HP to perform this action. Sacrificing some of her own matter (50% of max hp) Claire erases an opponent from this timeline. they cease to exist and people no longer remember them, though their actions up to this point still have occurred.
Description
Claire's form is comprised of a color and a material from beyond our perception so it simultaneously is there and isn't at all times, both blocking sight and not being visible. As a result it looks like the absence of space.
Lair and Lair Actions
Beyond Our Reality
Lair Actions
On initiative count 40 (losing initiative ties), the [Claire] takes a lair action to cause one of the following effects; the [Claire] can’t use the same effect two rounds in a row:
- Shifts reality in the same way her character ability lets her but in multiple simultaneous ways rather than limited to one.
- Claire the lair drives a foe of Claire's choice insane as she forces them to see things beyond their existence.
Regional Effects
The region containing a legendary [Claire]’s lair is [Beyond your Reality], which creates one or more of the following effects:
- Each turn a mortal must roll a dc 24 wisdom saving throw or be driven to insanity resulting in 1 insanity point. if any mortal possesses 3 insanity points at any time, they die instantly from what they have witnessed.
- Physics change in up to 3 ways the dm may determine as the party enters the lair. these effects must be declared to the party but may change each visit.
If the [Claire] dies, these effects fade over the course of 999999999d100 days.
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