Divine Multitude. Cain is the recipient of an unprecedented number of divine blessings, granting him extraordinary abilities and resilience. He benefits from the effects of a *bless* spell at all times (included in his attack rolls and saving throws).
Effortless Teleportation. Cain can teleport himself and up to 5 willing creatures he can see within 120 feet to any other place he is familiar with as an action. He can also teleport as a bonus action, but only himself.
Godly Attributes. Cain's physical and mental attributes are far beyond mortal limits due to divine enhancement.
Innate Spellcasting (Constant). The divine energies within Cain allow him to maintain several powerful spells continuously without expending spell slots or requiring concentration: *detect magic*, *see invisibility*, *true seeing*, *protection from evil and good* (self and willing creatures within 30 feet), *foresight*.
Innate Spellcasting (Spell Slots). Cain can cast the following spells innately, requiring no material components. His spellcasting ability is Wisdom (spell save DC 28, +20 to hit with spell attacks).
- Cantrips (at will): Guidance, Light, Sacred Flame, Thaumaturgy, Toll the Dead, Word of Radiance
- 1st level (unlimited): Bless, Cure Wounds, Shield of Faith, Sanctuary
- 2nd level (unlimited): Aid, Lesser Restoration, Spiritual Weapon, Magic Weapon
- 3rd level (unlimited): Beacon of Hope, Spirit Guardians, Revivify, Dispel Magic
- 4th level (unlimited): Guardian of Faith, Death Ward, Dimension Door
- 5th level (unlimited): Greater Restoration, Holy Weapon, Teleportation Circle
- 6th level (5 slots): Heal, Heroes' Feast, Planar Ally
- 7th level (5 slots): Divine Word, Resurrection, Teleport
- 8th level (5 slots): Holy Aura, Telepathy
- 9th level (5 slots): Gate, Mass Heal, Time Stop
Legendary Resistance (5/Day). If Cain fails a saving throw, he can choose to succeed instead.
Magic Resistance. Cain has advantage on saving throws against spells and other magical effects.
Unstoppable Might. Cain's attacks ignore resistance to nonmagical damage and treat immunity to nonmagical damage as resistance.
Divine Sense. As an action, Cain can know the location of any celestial, fiend, or undead within 120 feet of him that is not behind total cover. He also knows the type (celestial, fiend, or undead) of any being whose presence he senses, but not its identity. Within the same radius, he can also detect any place or object that has been consecrated or desecrated, as with the *hallow* spell.
Multiattack. Cain can use his Divine Strike three times or use his Effortless Teleportation and make two Divine Strikes.
Divine Strike. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 12) force damage plus 22 (4d10) radiant damage.
Heavenly Burst (Recharge 5-6). Cain unleashes a burst of divine energy in a 30-foot radius centered on himself. Each creature in that area must make a DC 25 Dexterity saving throw, taking 70 (20d6) radiant damage on a failed save, or half as much on a successful one.
Summon Divine Ally (1/Day). Cain can summon one celestial of CR 15 or lower to fight alongside him. The celestial appears in an unoccupied space within 60 feet of Cain and acts on its own initiative.
Change Form (1/Day). Cain can magically polymorph into one celestial of CR 20 or lower, or back into his true form. Any equipment he is wearing or carrying is absorbed by the new form. His statistics, other than his size and speed, are replaced by those of the chosen form.
Divine Ward. When a creature within 60 feet of Cain that he can see is hit by an attack, Cain can use his reaction to impose disadvantage on the attack roll and grant the target temporary hit points equal to his Charisma modifier + his proficiency bonus (9).
Redirect Harm (1/Day). When Cain takes damage, he can choose to redirect half of that damage to a willing creature he can see within 60 feet.
Cain can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Cain regains spent legendary actions at the start of his turn.
- Divine Surge. Cain unleashes a surge of divine energy. One creature he can see within 120 feet must make a DC 28 Constitution saving throw, taking 35 (10d6) radiant damage on a failed save, or half as much on a successful one.
- Effortless Shift. Cain teleports himself up to 60 feet to an unoccupied space he can see.
- Heavenly Guidance. Cain grants advantage on one attack roll, saving throw, or ability check to himself or one creature he can see within 120 feet.
- Mystic Counter (Costs 2 Actions). Cain interrupts a creature he can see within 120 feet that is casting a spell. The creature must succeed on a DC 28 Spellcasting ability check (Intelligence, Wisdom, or Charisma, whichever is higher) or the spell fails and has no effect. If the spell is 7th level or higher, the check DC is increased by the spell's level minus 6.
- Divine Barrier (Costs 2 Actions). Cain creates a temporary barrier of divine energy at a point he can see within 120 feet. The barrier is a wall of shimmering light up to 30 feet long, 10 feet high, and 5 feet thick. It lasts until the start of Cain's next turn. Creatures can't move through the barrier, and it blocks line of sight. The barrier has AC 20 and 50 hit points.
- Omnipresent Awareness (Costs 3 Actions). Cain briefly taps into his heightened senses. He gains the benefits of truesight out to a range of 300 feet for the rest of the current turn and knows the exact location of all creatures within that range, even those behind total cover.
Cain can take one mystic action in place of one of his regular actions on his turn.
- Divine Empowerment. Cain channels divine energy into himself or one willing creature he can touch. The target regains 100 hit points and is cured of one of the following conditions: blinded, deafened, paralyzed, poisoned, or stunned.
- Temporal Flicker. Cain briefly manipulates the flow of time around himself. He can take one additional action this turn.
- Astral Projection. Cain projects his consciousness to another plane of existence, as per the *astral projection* spell. His physical body remains in its current location, unconscious and in a state of suspended animation for the duration of the projection.
- Divine Judgment. Cain focuses his divine power on one creature he can see within 120 feet. The target must make a DC 28 Charisma saving throw. On a failed save, the target takes 55 (10d10) radiant damage and is stunned until the end of its next turn. On a successful save, the target takes half the damage and isn't stunned.
- Reality Warp. Cain subtly alters the fabric of reality in a 30-foot radius centered on a point he can see within 120 feet. Choose one of the following effects:
- Gravity becomes inverted for 1 round. Creatures in the area must succeed on a DC 28 Strength saving throw or be lifted 50 feet into the air. At the start of their next turn, they fall back down.
- The area becomes heavily obscured by swirling divine mist for 1 minute.
- One object of Large size or smaller in the area is instantly moved up to 120 feet in any direction.
- Summon Greater Celestial (1/Day). Cain summons one celestial of CR 20 or lower to fight alongside him. The celestial appears in an unoccupied space within 60 feet of Cain and acts on its own initiative.
Description
Cain von Silford: The Favored and Forsaken of Forgotten Patrons
In the sprawling and often chaotic multiverse of D&D, there exists a rare phenomenon: a soul touched by multiple otherworldly entities. Cain von Silford is one such individual. Once a mundane soul from another plane, he was reborn into the Forgotten Realms (or a similar high-fantasy setting of your choice) with blessings – or perhaps curses – from a cabal of ancient and whimsical beings, entities akin to forgotten gods or powerful archfey with fickle interests.
Upon his reincarnation as Cain von Silford, the youngest son of a minor noble house, he possessed an innate magical talent far exceeding that of any mortal. This wasn't a natural gift, but rather the residual energy and nascent abilities granted by his otherworldly patrons. Each entity, in their own capricious way, bestowed upon him a fragment of their power:
- The Whimsical Weaver: Granted Cain an intuitive understanding of magic, allowing him to learn and manipulate spells with astonishing speed and creativity. This manifests as a natural affinity for various schools of magic, often with unexpected and occasionally unpredictable results.
- The Verdant Guardian: Imbued Cain with a deep connection to the natural world, granting him the ability to communicate with plants and animals, and to draw upon the life force of the land for healing and sustenance. This connection, however, can sometimes lead to strange symbiotic effects with his surroundings.
- The Silent Shaper: Bestowed upon Cain a subtle influence over the elements, particularly earth and air, allowing for minor telekinetic abilities and the manipulation of the environment in nuanced ways. This power often manifests subconsciously, leading to peculiar environmental phenomena around him.
- The Elusive Trickster: Granted Cain an uncanny luck and a knack for evading danger, often manifesting as improbable coincidences and near misses. This blessing, however, can also attract unwanted attention and draw him into unforeseen complications.
Cain's initial desire upon reincarnation was simple: a peaceful and unremarkable life. He yearned to avoid the complexities and dangers that often accompany great power. However, the very blessings he received made this impossible. His extraordinary magical talent could not be easily concealed, and the subtle, often disruptive, influences of his patrons constantly drew him into extraordinary situations.
As Cain grew, he struggled to understand and control the disparate powers within him. He learned to mask his abilities, feigning mediocrity to avoid unwanted attention from mages' guilds, power-hungry nobles, and even zealous cults who might sense his unusual connection to otherworldly forces. Yet, destiny, guided by the whims of his patrons, seemed determined to thrust him into adventure.
Perhaps a sudden surge of uncontrolled magic exposed his talents. Maybe a desperate plea from a nearby village, facing a threat only his unique abilities could overcome, forced him to reveal his true potential. Or perhaps one of his fickle patrons directly intervened, setting events in motion for their own amusement or inscrutable purposes.
Cain von Silford now walks a precarious path. He possesses the power to become a legendary hero, but his deepest desire remains a quiet life. He must navigate the dangers of a world that will inevitably take notice of his abilities, all while grappling with the unpredictable influences of the forgotten entities who shaped his destiny. He might be a reluctant adventurer, a powerful hermit trying to remain hidden, or even a target of other beings who sense the unique confluence of divine energies within him.
His story is one of immense potential constantly at odds with a yearning for normalcy, a testament to the idea that even the most powerful individuals can be at the mercy of forces beyond their comprehension.
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