Fey Ancestry. Akordia has advantage on saving throws against being charmed, and magic can’t put Akordia to sleep.
Spellcasting. Akordia spellcasting ability is Intelligence (spell save DC 16). She can cast the following spells:
cantrips: dancing lights,mage hand, prestidigitation, shocking grasp
1st level spells (4 slots): detect magic, magic missile, shield
2nd level spells (4 slots): darkness, hex, detect thoughts
3rd level spells (3 slots): counterspell, dispel magic
Eldritch Student. She has 2 Eldritch Invocation the spellcasting ability for the invocation is Intelligence.
- Relentless Hex: Her curses creates a temporary bond between her and the target. As a bonus action, Akordia can magically teleport up to 30 feet to an unoccupied space she can see within 5 feet of the target cursed by a hex spell.
- Warding Vail: Her darkness spells acts as both a silence and must make a DC 16 wisdom save to resist an illusory maze
Equipped For The Horror. Akordia has resistance to psychic damage and has advantage on save against spells cast by warlocks. Whenever a creature deals psychic damage to her, that creature takes the same amount of damage that she would take.
Winter-Elven Assets. Akordia may apply one of three poisons per day to her Venom Kissed Sword or Stinger Crossbow.
- The Enfrailing Spite- A creature poisoned with it must make a DC 18 con save. If it succeeds, it will be unaffected by the poison. If it fails the save, it will have the poisoned condition for 2d4 turns, and its strength abiliity score will be permanently reduced by 1d3 for each turn it remains poisoned.
- Horrors kiss- A creature poisoned with it must make a DC 15 con save. If it succeeds it will be unaffected, if it fails the save it will have the poisoned and frightened condition for 1d4 turns, and roll on the short term madess chart.
- The Sensestealer- A creature poisoned with it must make a DC 15 con save. If it succeeds it will have disadvantage on perception, investigation, insight and survival checks until the end of its next turn, on a fail it will have the blinded and deafened condition for 1d3 rounds.
Venom Kissed Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 3) piercing damage.
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