Antimagic Susceptibility. Amber is [condition]incapacitated[/condition] while in the area of an antimagic field. If targeted by dispel magic, Amber must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Guiding Spirit. While Amber is conscious, each non-hostile creature within 10 feet of her is immune to being frightened and gain a +5 bonus to any ability check they make.
Innate Spellcasting. Amber’s innate spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:
Constant: antilife shell (also affects constructs and undead, Amber can enable or disable the spell as a bonus action), detect thoughts, detect evil and good, invisibility (self only, Amber can enable or disable the spells as a bonus action), spider climb, telekinesis
At will: cure wounds, command, immovable object, lesser restoration, major image, magic missile, prestidigitation
3/day each: gravity sinkhole, greater restoration, hold monster, otiluke’s resilient sphere (no concentration required), wall of force
1/day each: dark star, dominate monster, ravenous void, regenerate
Mental Gymnastics. If Amber kills a creature, she must make a DC 20 Intelligence (Acrobatics) check to justify this action. On a failed check, Amber must spend all her actions for the next minute mourning the dead creature.
Limited Magic Immunity. Amber can't be affected or detected by spells of 7th level or lower unless she wishes to be, and she is immune to disease. Additionally, Amber's weapon attacks are magical, and she has advantage on saving throws against all other spells and magical effects.
Regeneration. Amber regains 25 hit points at the start of each of her turns, so long as she isn’t in a zone of antimagic. If she takes psychic damage, this trait doesn’t function at the start of her next turn. Amber doesn’t die or fall unconscious when she is reduced to 0 hit points, but instead becomes destabilized for 1d8 minutes. For the duration, any hostile creature that starts its turn within 30 feet of Amber must make a DC 21 Constitution saving throw, taking 14 (4d6) force damage on a failure, or half as much damage on a success. In addition, while destabilized, at the start of each of her turns, Amber magically teleports, along with any equipment she is wearing or carrying, to a random unoccupied space within 120 feet of her. Roll 1d8 to determine the direction, and 1d12 (x10) to determine the distance Amber teleports.
Temporal Singularity. If Amber is subjected to the effects of the slow or time stop spell, she is unaffected by the spell’s effects until the end of her next turn.
Multiattack. Amber uses her Charming Presence and casts an at-will spell. She then makes two surface inverting strike attacks.
Surface Inverting Strike. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: If the target is a creature, then it must succeed on a DC 22 Constitution saving throw or lose 27 (6d8) hit points at the start of each of its turns to an inverted wound. Each time Amber hits with an attack, the damage dealt by the wound increases by 27 (6d8). Any creature can take an action to stanch the wound with a successful DC 22 (Medicine) check. The wound also closes if the target receives magical healing.
Charming Presence. Each creature of Amber’s choice that is within 120 feet of Amber and aware of her must succeed on a DC 16 Wisdom saving throw or become charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Amber is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Amber’s Charming Presence for the next 24 hours.
Inquisitive Influence (Recharge 5-6). Amber uses one of the following techniques:
Impact Illumination. Amber emits an immense pulse of purified negative energy. Each creature of Amber’s choice within 120 feet of her must make a DC 22 Constitution saving throw, taking 40 (10d6) radiant damage on a failed save, or half as much damage on a successful one.
Final Shine Kamehameha. Amber unleashes a beam of spiritual energy. Each creature of Amber’s choice in a 240 foot cone or in a 480 feet line that is 20 feet wide must make a DC 22 Dexterity saving throw, taking 40 (10d6) force damage on a failed save, or half as much damage on a success.
Amber 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. Amber regains spent legendary actions at the start of her turn.
Self-Defense. Amber makes a surface inverting strike attack or moves up to half her movement speed.
Gravitational Reorientation (Costs 2 Actions). Amber vanishes, being thrown to another point in time, and teleports up to 120 feet to an unoccupied space she can see, along with any equipment she is warring or carrying.
Heavenly Maiden (Mythic Trait; Recharges after a Short or Long Rest).
When Amber is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she unleashes her latent potential, regaining 150 hit points. Additionally, each creature within 60 feet of the Amber must make a DC 22 Constitution saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one.
For 1 hour after she uses Heavenly Maiden, Amber’s movement speed doubles at the start of each of her turns, she doesn’t provoke oppurtunity attacks by moving out of the reach of another creature, she has advantage on Dexterity checks and saving throws, and she can take an additional action once per turn -- but she has disadvantage on Constitution saving throws -- and time passes for every object on the same plane of existence for Amber at a rate of 1/year per minute (this rate doubles at the start of each minute). Once this hour ends, the bonuses and the rate of time return to normal.
If Amber’s mythic trait is active, she can use the options below as legendary actions for 1 hour after using Heavenly Maiden:
If Amber’s mythic trait is active, she can use the options below as legendary actions for 1 hour after using Heavenly Maiden:
Lightspeed Movement. Amber moves her full movement speed or ends any condition affecting her.
Heavenly Judgement (Costs 3 Actions). Amber recharges and uses her Special Technique ability.
Description
As you and your companions walk, suddenly, colors shift and distort - as the skies darken. The wind picks up, before a badly wounded green-eyed girl with short blue hair, garbed in a single-striped dark green sweater and a dress consisting of leggings and grey blue boots suddenly appears in a flash of distorted energy, looking both relieved, bewildered, and traumatized.
“When I realized I wasn’t in a nightmare… it was too late.”
Everyone exists in a realm of endless possibilities - while the Weave acts as a stand in that allows mortals and gods to bring about magic and a miracles and bend the fabric of chance, very few individuals actually stop and pontificate the true nature of reality.
Those who look into it find that laws break down - a series of nonsensical quandires wrapped in enigmatic mysteries. Space, time, and the very notion of fate, free will, and even the power of the gods becomes questionable at best - null and void at worst. As such, we'll likely never know all of the mysteries that lurk within reality's depths, and that's a blessing. Still, perhaps you'd like a glimpse of what happens when someone is displaced someone from their native place in the timeline - and shunted across time and space to places they shouldn't be at.
On a distant world named Meropos located in the Prime Material, just as soft-hearted, shy, and morally upright Amber Lightvale was about to be executed by her insane sister, a bizarre event resulting from a planar distortion coupled with a massive surge of magical energy seemingly caused Amber to be slain and disintegrated. However, Amber’s soul, body, and mind were instead unwillingly shunted moments before her death across the fabric of reality, which caused her to escape her life's final chapter - except she arrived as something more than the kind, innocent and happy-go-lucky noble she was beforehand.
Strange Powers. The combination of energies that resulted in Amber’s spatiotemporal displacement is not entirely known, but the result is a heroine capable of tremendous powers and nigh-immortality. Even before her displacement, Amber could already weakly manipulate an unseen force around her that could draw together or drive apart matter, slightly heal herself and others at will, and freely create and alter constructs made of her own solidified ki - but now, these abilities have been magnified to tremendous heights.
All of this, combined with her mutable nature, makes her virtually unstoppable. Where before Amber was limited by her lack of experience when performing magic, her unstable physiology allows her to alter time itself, bypassing even the most impregnable defenses, withstand and outperform creatures much stronger than herself, and return again and again, even when defeated. The one weakness she has is the only way she can control her ability to warp across spacetime is stabilized by magic - meaning that, if she was interrupted by antimagic, she could potentially warp across the planes uncontrollably, though such a field would need to be permanent to ensure Amber's persistent dormancy.
Lost in Time. Given that she sees the positive in everything and everybody and appreciates any person regardless of their station, one would expect Amber to be a more helpful person than she ever has been. However, in her current state, she is focused mainly on making sure that the magical energy suffusing her doesn't warp her across existence uncontrollably - along with trying to survive. Given her unfamiliarity with worlds beyond her own and her lack of experience when it comes to fighting and interacting with monstrous entities, it will be some time before she turns her attention elsewhere.
Distorted Nature. Amber doesn’t require air, food, drink, or sleep.
Lair and Lair Actions
Most creatures possess a lair because dwelling in a location twists it to suit their form. Like an empyrean, however, the lair of Amber occurs simply because the world around her reacts to her existence. Her spiritual presence alone tends to shift gravity and repel things away from her. Thus, Amber’s lair is much smaller than other creatures, only 120 feet, centered on Amber.
She can activate or deactivate her lair as a bonus action.
In her lair, Amber has access to her lair actions. Her lair also has unique traits.
Lair Actions
On initiative count 20 (losing initiative ties), Amber takes a lair action to cause one of the following magical effects. Amber cannot use the same effect two rounds in a row:
Gravity Shift. Gravity within the lair rotates 90 degrees in a direction of Amber’s choice. Each creature in the lair that is not Amber, or not somehow anchored to a solid surface, falls in the new direction of gravity. A falling creature can make a DC 22 Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. Gravity retains its new orientation for 1 hour, until the Amber uses this lair action again, or until the Amber dies.
Regional Effects
The region which functions as Amber’s lair is warped and distorted by her soul’s very nature, creating the following effects:
Whenever a creature within 2 miles of Amber’s lair makes a Strength or Dexterity saving throw against an effect that would pull it, push it, or knock it prone, the saving throw is made with disadvantage - due to inverted gravity repelling it from the lair.
Whenever a creature that isn't hostile to Amber finishes a long rest while within 1 mile of the lair, it awakes with a sense of serenity.
The laws of gravity are shifted within 2 miles of Amber’s lair. Whenever an object or creature falls within this area, roll a d4. On a result of 1, the objects or creature falls faster than it should and takes double falling damage. On a result of 2, the object or creature falls normally. On a result of 3, the object or creature falls slower than it should, it takes half falling damage. On a roll of 4, the object or creature remains suspended for 1 minute, before falling gently to the ground and taking no falling damage.
If Amber dies or falls unconscious, these effects fade immediately.
Previous Versions
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3/6/2025 6:12:23 AM
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3/6/2025 6:23:58 AM
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6/13/2025 10:35:14 PM
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6/20/2025 12:57:02 AM
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