Derro Savant
Small humanoid (derro)- Challenge
- STR
- −1
- DEX
- 2
- CON
- 1
- INT
- 0
- WIS
- −3
- CHA
- 2
- Fort
- +1
- Ref
- +1
- Will
- +2
Magic Resistance. The derro savant has advantage on saving throws against spells and other magical effects.
Spellcasting. The derro savant uses Occult (cha) to cast spells (spell save Difficulty 12, +3 to hit with spell attacks). It has 6 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:
Cantrips (at will): discombobulate, distract, disturb
1 mana: agonizing rebuke, confusion, dissonant whispers, haze senses, hideous laughter, invisibility, misdirection
Sunlight Sensitivity. While in sunlight, the derro savant has disadvantage on attacks, as well as on Perception checks that rely on sight.
Actions (1)
Quarterstaff. Melee Weapon Attack: +0 to hit. Hit: 3 (1d8 − 1) bludgeoning damage.
Spells
As an action, you confuse a creature that you can touch or see within 10 meters. The creature must make a Will saving throw.
On a failure, it takes 1d3 psychic damage and has disadvantage on the next attack it makes before the end of its next turn and moves 1 meter in a random direction if it can move. Roll a d8 for the direction: 1: north, 2: north-east, 3: east, 4: south-east, 5: south, 6: south-west, 7: west, 8: north-west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
This spell’s damage increases by 1d3 when you reach 9th level (2d3) and 17th level (3d3).
As an action, you cause your subject’s mind to wander, distracting it. Choose a creature within 5 meters. It has disadvantage on the next Perception or Insight check it makes before the end of its next turn.
As an action, you disturb creatures near you. Each creature within 1 meter of you must make a Will saving throw.
On a failure, it takes 1d4 psychic damage and moves 1 meter away from you if it can move.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At higher levels
This spell’s damage increases by 1d4 when you reach 9th level (2d4) and 17th level (3d4).
As a reaction, which you use when you are hit by an attack or missed by 4 or less or take psychic damage, you absorb some of the incoming energy. You have resistance to psychic damage until the start of your next turn, including against the triggering damage. If the creature who damaged you is within 10 meters, it must make a Will saving throw.
On a failure, it takes 1d4 psychic damage and is staggered until the end of its next turn.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 3d4 for each additional mana expended.
As an action, you assault and twist a creature’s mind, spawning delusions and provoking uncontrolled actions. Choose a creature that you can touch or see within 10 meters. The target must succeed on a Will saving throw or it is confused until the end of its next turn.
Augment
You can expend 1 additional mana so the duration changes to 1 minute/mana, concentration and the creature is confused for the duration. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
As an action, you whisper a discordant melody that is only heard by a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature can’t hear you, the spell has no effect on it.
On a failure, it takes 3d10 psychic damage and must move away from you as far as its speed allows at the start if its next turn by the safest available route, unless there is nowhere to move.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Augment
You can increase the damage by 3d10 for each additional mana expended.
concentration, 1 minute/mana
As an action, you haze the senses of a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw.
On a failure, it takes 2d8 psychic damage and can’t see anything beyond 2 meters for the duration.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Augment
You can increase the damage by 3d8 for each additional mana expended.
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 1 minute/mana
As an action, a creature that you can touch or see within 5 meters perceives everything as hilariously funny. The creature must make a Will saving throw. If the creature’s Intelligence is −3 or less, the spell has no effect on it.
On a failure, it falls prone into fits of laughter, becoming incapacitated and unable to stand up for the duration.
An affected creature can repeat the saving throw at the end of each of its turns and each time it takes damage, ending the effect on a success. The target has advantage on the saving throw if it’s triggered by damage.
Augment
You can expend 1 additional mana to target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 1 minute/mana
As an action, you become invisible for the duration. Anything you are wearing or carrying is invisible as long as it is on your person. The spell ends if you attack, throw a concoction, use a maneuver, or cast a spell.
Augment
Shared Invisibility. You can target two additional creatures or objects for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them.
Continued Invisibility. You can expend 1 additional mana to change the duration to 1 hour/mana.
Mislead. You can expend 1 additional mana to create an illusory double of yourself where you are standing when you turn invisible.
You can use an action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as an action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Misty Escape. You can expend 1 additional mana to cast the spell as a reaction, which you use when you are hit by an attack or missed by 4 or less. Change the duration to instantaneous. You can turn invisible and teleport up to 10 meters to an unoccupied space you can see. You halve the attack’s damage against you. You remain invisible until the start of your next turn or until you attack or cast a spell.
Greater Invisibility. You can expend 3 additional mana so the spell does not end for a target that attacks, throws a concoction, uses a maneuver, or casts a spell.
As a reaction, which you use when a creature that you can touch or see within 2 meters of you attacks you, you can try to redirect the attack, provided that another creature is within 1 meter of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1 meter of you and within the attack’s range, the attacker chooses which one to target.
You must choose to use this feature before knowing whether the attack hits or misses.