Sprite
Tiny fey- Challenge
- STR
- −4
- DEX
- 4
- CON
- 0
- INT
- 1
- WIS
- 2
- CHA
- 0
- Fort
- +0
- Ref
- +1
- Will
- +2
Spellcasting. The sprite uses Arcana (wis) to cast spells (spell save Difficulty 12, +3 to hit with spell attacks). It has 1 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:
At will: invisibility
Cantrips (at will): charm, empathy, lullaby
1 mana: beguile, charm creature, charming presence, compelled duel, friends, hypnotize, instinctive charm, sleep
Actions (1)
Rapier. Melee Weapon Attack: +5 to hit. Hit: 1 piercing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 1 m. or range 3/10 m. Hit: 1 piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range 10/100 m. Hit: 1 piercing damage and the target must succeed on a Difficulty 10 Fortitude saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.
Heart Sight. The sprite touches a creature and magically knows the creature’s current emotional state. If the target fails a Difficulty 12 Will saving throw, the sprite also knows the creature’s true intentions. Celestials, fiends, and undead automatically fail the saving throw.
Spells
As an action, you charm a creature that you can touch or see within 5 meters. The creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it.
On a failure, it is charmed by you until the end of your next turn.
The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.
When the spell ends, the creature knows it was charmed by you.
As an action, you can detect the surface emotions of a creature that you can touch or see within 5 meters of you.
You learn the surface emotions of the creature. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived.
As an action, you sing a lullaby to a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature is a construct or an undead, can’t hear you, or is immune to being charmed, the spell has no effect on it.
On a failure, it becomes tired and delirious as its speed is reduced by 2 meters, it can’t take reactions, and it has disadvantage on skill checks until the end of its next turn.
This spell ends for a creature if it takes damage or someone uses an action to shake or slap it awake. Additionally, the creature can repeat the saving throw if it hears an extraordinarily loud noise such as the thunderwave spell, ending the effect on itself on a success.
concentration, 1 minute/mana
As an action, you beguile a creature within 10 meters who can hear you to ignore an ally. The creature must make a Will saving throw, which it does with advantage if the ally is fighting it.
On a failure, it is charmed by one of your allies within 5 meters of it for the duration.
The spell ends if the chosen ally attacks, damages, or attempts to negatively effect the charmed creature in any way.
1 hour/mana
As an action, you charm a creature that you can touch or see within 10 meters. The creature must make a Will saving throw, which it does with advantage if you or your companions are fighting it.
On a failure, it is charmed by you and friendly to you for the duration.
The spell ends if you or your allies attack, damage, or attempt to negatively effect the charmed creature in any way.
When the spell ends, the creature knows it was charmed by you.
Augment
You can target two additional creatures 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 exert an aura of sympathetic power. Each creature other than you in a sphere twice as big as normal centered on you must make a Will saving throw, which it does with advantage if you or your companions are fighting it.
On a failure, it is charmed by you and friendly to you 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.
concentration, 1 minute/mana
As an action, make a weapon attack.
On a hit, if the creature is within 20 meters it must make a Will saving throw.
On a failure, the creature is drawn to you, compelled by your demand. While compelled, it has disadvantage on attacks made against creatures other than you, and must make a Will saving throw each time it attempts to move into a space that is more than 5 meters away from you.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The spell ends if you attack or damage any other creature, if you cast a spell that targets a hostile creature other than the target, if your allies attack, damage, or attempt to negatively effect the charmed creature in any way, or if you end your turn more than 5 meters away from the target.
Augment
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 a reaction, which you use when you make a Persuasion check, your words become more enticing. You make the roll with advantage. You can do so after the roll but before any effects of the roll occur.
If the roll already has advantage or disadvantage, you cannot apply another instance of advantage or disadvantage and you must use this before the roll to cancel out any advantage or disadvantage.
As an action, your soft words can magically enthrall a creature that you can touch or see within 5 meters of you. If the target can see or hear you, it must succeed on a Will saving throw or be charmed until the end of its next turn. The charmed creature is immobilized, it cannot speak, and the creature is incapacitated and visibly dazed.
The effect ends for the creature if you move more than 5 meters away from it, if it can neither see nor hear you, or if it takes damage.
Augment
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.
You can expend 2 additional mana so the duration changes to 1 minute/mana, concentration and the creature is incapacitated 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.
As a reaction, which you use when a creature that you can touch or see within 5 meters of you attacks you, you can try to divert the attack, provided that another creature is within the attack’s range. The attacker must succeed on a Will saving throw or it must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can’t be charmed are immune to this effect.
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.
concentration, 1 hour/mana
As an action, you cause a creature that you can touch or see within 5 meters to fall asleep. The creature must make a Will saving throw. If the creature is a construct or an undead, can’t hear you, or is immune to being charmed, the spell has no effect on it.
On a failure, you lull it into a magical slumber, causing it to fall unconscious for the duration.
This spell ends for a creature if it takes damage or someone uses an action to shake or slap it awake. Additionally, the creature can repeat the saving throw each minute or if it hears an extraordinarily loud noise such as the thunderwave spell, ending the effect on itself on a success.
Augment
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.