5e:Enkki Sorcerer

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User Creation
Source: Rlyehable
Date Created: 2019-01-08
Status: 1st draft


Enkki by Rlyehable
Enkki Sorcerer
Small Fey  (Enkki), Chaotic Neutral
Armor Class: 12 (15 with Mage Armor)
Hit Points: 31 (9d8-9)
Speed: 30 ft.
Str Dex Con Int Wis Cha
8 (-1) 14 (+2) 8 (-1) 9 (-1) 10 (+0) 18 (+4)
Saving Throws: Con +2, Cha +8
Skills: Arcana +3, History +6
Senses: passive perception 11
Languages: Common, Sylvan, plus any one other
Habitat: Arctic, Coastal, Desert, Feywild, Forest, Grassland, Hill, Mountain, Shadowfell, Swamp, Underdark, Underground
Plane: Feywild, Shadowfell, Underdark
Challenge: 6 (2,300 xp)Proficiency Bonus (PB): +3

Features

Fey Minds. Enkki have advantage on saving throws against enchantment spells and magic.

Spellcasting. The sorcerer is an 9th-­level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The sorcerer has the following sorcerer spells prepared:
Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, lightning bolt, fly
4th level (3 slots): polymorph
5th level (1 slots): insect plague

Wild Magic Surge. When an Enkii uses a spell of 1st level or higher, roll a d20. On the result of 1, roll on the Alternate Wild Magic Surge Table (below) or use the Wild Magic Surge table on p.104 PHB.

Tides of Chaos. The Enkii can use this ability to gain advantage on one attack roll, ability check, or saving throw. However, when it does so, the next spell cast (of 1st level or higher) causes a roll on a Wild Magic Surge Table. Once this trait is used, it may not be used again until either it has rolled on the Wild Magic Surge table or after a long rest.

Meta Magic (Recharge 3-6). The sorcerer can use this ability to modify a spell in one of the following ways:

Empowered Spell. The sorcerer may re-roll up to 3 of a spell's damage dice.
Quickened Spell. The sorcerer may use a bonus action to cast a spell with a casting time of 1 action.

Quills. A melee attack made by an unarmed strike or natural weapon (such as a claw or bite) or an undesired Touch range spell will take 1d4 piercing damage. In addition, melee weapon attack against them that rolls a natural 1 will also cause the attacker to take this damage.

Sense Magic. Enkki can sense magic within 30 feet of themselves. If they use an action to concentrate on the magic, they can determine its school, if any. 

Actions

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4+1) piercing damage. 

Reactions

Bend Luck (Recharge 6). The sorcerer can add or subtract 1d4 to another creature's attack roll, ability check, or saving throw after the roll, but before any of its effects are realized.

Wild Magic Sorcerers tap into raw, wild essence of magic. Enkki do this intuitively.

Alternate Wild Magic Surge Table

d20 Effect
1 All creatures within 10 feet gain a fly speed of 30 feet for 1 minute.
2 All creatures within 10 feet gain 10 hit points up to their hit point maximum
3 Clingy vines sprout from the ground. The area around you is difficult terrain in a 120 foot radius.
4 All creatures within a 20 foot radius become 1 size larger for 1 minute. Their Strength and Constitution scores increase by 1 during this effect.
5 Within a 60 foot radius all creatures skin becomes a random color. Roll a d6

1. Red, 2. Orange, 3. Yellow, 4. Green, 5. Blue, 6. Purple

6 1d6 random CR1 beasts appear within a 30 foot radius of the caster.
7 A fireball lands in a random spot within 60 feet of the caster. It does 8d6 fire damage to all creatures that fail a DC 13 Dexterity saving throw or half as much on a successful save.
8 A purple cloud covers the caster in a 60 foot radius, heavily obscuring the area. The cloud dissipates after 1 minute.
9 All enemies within 60 feet gain 1 level of exhaustion.
10 All creatures within 20 feet become invisible for 1 minute. Casting a spell or making an attack ends the invisibility on that creature.
11 All creatures within 20 feet gain truesight
12 All dead creatures within 60 feet become skeletons or zombies.
13 Lighting strikes a random 20' radius spot within 60 feet of the caster. It does 8d6 lightning damage to all creatures that fail a DC 13 Dexterity saving throw or half as much on a successful save.
14 A Swarm of Insects (random type) appears within 60 feet of the caster.
15 1d8 Shriekers appear in unoccupied spaces within 100 feet of the caster.
16 An antimagic field covers a random spot within 60 feet of the caster.
17 An cylinder of bright light 100 feet radius and 100 feet high, centered on the caster, appears. dim light radiates 50 feet beyond the edges of the cylinder. This light lasts for the next week (and does not move with the caster).
18 Vague whispers, moans, creaking noises, snaps, animal noises, and other harmless, but annoying sounds randomly project from varied locations over the next month within a 1 mile radius.
19 Everyone within a 1 mile radius has their language scrambled. They no longer can understand or speak Common. Instead they gain the same, random, language. They treat this language as if it were Common, not knowing that they are speaking a different language.
20 The caster regains its highest spent spell slot.

Sources and Notes


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Monster data +

Enkki Sorcerer (Sort Text: Enkki Sorcerer 5e, Size: Small, Type: Fey, Subtypes: Enkki, Alignment: Chaotic Neutral, HP: 31, CR: 6, Features: Fey Minds Spellcasting Wild Magic Surge Tides of Chaos Meta Magic Quills Sense Magic Dagger Has Lair, Has Lair: No, NPC: No, Canon: No, Pointer: No, UA: No, User: Yes, Sources: Rlyehable)