Kotryna
Kotryna
Feline Agility. On its turn, Kotryna can double its speed until the end of the turn. Once it uses this trait, it can't use it again until it moves 0 feet on one of its turns.
Spellcasting. Kotryna is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It has the following sorcerer spells prepared:
Cantrips (at will): mage handMage HandCantrip · Conjuration1 action · 30 ft. · 1 minuteV, SA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds., minor illusionMinor IllusionCantrip · Illusion1 action · 30 ft. · 1 minuteS, M (a bit of fleece)You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube [Area of Effect]. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it., poison sprayPoison SprayCantrip · Necromancy1 action · 30 ft. · InstantaneousV, SYou spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage. The damage increases by 1d12 when you reach levels 5 (2d12), 11 (3d12), and 17 (4d12)., ray of frostRay of FrostCantrip · Evocation1 action · 60 ft. · InstantaneousV, SA frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
1st level (4 slots): shieldShieldLevel 1 · Abjuration1 reaction · Self · 1 roundV, SAn imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile., silent imageSilent ImageLevel 1 · Illusion1 action · 60 ft. · 10 minuteV, S, M (a bit of fleece)You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube [Area of Effect]. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image., unseen servantUnseen ServantLevel 1 · Conjuration1 action · 60 ft. · 1 hourV, S, M (a bit of string and of wood)This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Points, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends. Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
2nd level (3 slots): invisibilityInvisibilityLevel 2 · Illusion1 action · Touch · 1 hourV, S, M (an eyelash in gum arabic)A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. You can target one additional creature for each spell slot level above 2., misty stepMisty StepLevel 2 · Conjuration1 bonus · Self · InstantaneousVBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see., scorching rayScorching RayLevel 2 · Evocation1 action · 120 ft. · InstantaneousV, SYou hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage. You create one additional ray for each spell slot level above 2.
3rd level (3 slots): counterspellCounterspellLevel 3 · Abjuration1 reaction · 60 ft. · InstantaneousSYou attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended., major imageMajor ImageLevel 3 · Illusion1 action · 120 ft. · 10 minuteV, S, M (a bit of fleece)You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube [Area of Effect]. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions. If you are within range of the illusion, you can take a Magic action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can…, thunder stepThunder StepLevel 3 · Conjuration1 action · 90 ft. · InstantaneousVYou teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 3d10 for each slot level above 3rd.
4th level (3 slots): dimension doorDimension DoorLevel 4 · Conjuration1 action · 500 ft. · InstantaneousVYou teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "300 feet upward to the northwest at a 45-degree angle." You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space. If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails., greater invisibilityGreater InvisibilityLevel 4 · Illusion1 action · Touch · 1 minuteV, SA creature you touch has the Invisible condition until the spell ends.
5th level (2 slots): telekinesisTelekinesisLevel 5 · Transmutation1 action · 60 ft. · 10 minuteV, SYou gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save. You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range. If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within …, teleportation circleTeleportation CircleLevel 5 · Conjuration1 minute · 10 ft. · 1 roundV, MAs you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle includes a unique sigil sequence—a string of runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You might learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.
6th level (1 slot): arcane gateArcane GateLevel 6 · Conjuration1 action · 500 ft. · 10 minuteV, SYou create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration. The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it. A portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides.
Kotryna fights through summoned scaled servitors first, using thunder stepThunder StepLevel 3 · Conjuration1 action · 90 ft. · InstantaneousVYou teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 3d10 for each slot level above 3rd., dimension doorDimension DoorLevel 4 · Conjuration1 action · 500 ft. · InstantaneousVYou teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "300 feet upward to the northwest at a 45-degree angle." You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space. If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails., and arcane gateArcane GateLevel 6 · Conjuration1 action · 500 ft. · 10 minuteV, SYou create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in each of those spaces and remains for the duration. The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it. A portal is open on only one side (you choose which). Anything entering the open side of a portal exits from the open side of the other portal as if the two were adjacent to each other. As a Bonus Action, you can change the facing of the open sides. to keep her conjurations between herself and her enemies.
Draconic Bloodline. Kotryna's magic descends from a green dragon bloodline. It gains 1 additional hit point per Hit Die already included in its hit points, has resistance to poison damage, and parts of its fur are streaked with dark emerald scales.
Metamagic Conjunction (3/Day). When Kotryna casts a conjuration spell of 1st level or higher or uses Summon Scaled Servitors, it can use one of the following options: Distant Spell, Extended Spell, or Quickened Spell. If the effect summons one or more creatures, one summoned creature gains 10 temporary hit points and has advantage on its first attack roll before the end of Kotryna's next turn.
Scaled Summoner. Creatures summoned by Kotryna are not dragons, but they bear obvious green-dragon traits such as dark scales, venomous fangs, hooked claws, or acrid breath. A creature summoned by Kotryna adds 3 poison damage to its damage rolls.
Reformist Adept. Kotryna has advantage on saving throws against being frightened, and it has advantage on Charisma checks made to negotiate a ceasefire or safe passage with a creature that can hear it.
Conjurer's Detection Kit. Kotryna carries a Wand of Magic Detection and a shuttered Lantern of Revealing to inspect wards, binding circles, and hidden observers before committing a summoned creature to the field. While holding the wand, Kotryna can use an action and expend 1 of its 3 charges to cast detect magicDetect MagicLevel 1 · Divination1 action · 30 ft. · 10 minuteV, SFor the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.. The wand regains 1d3 expended charges daily at dawn.
While the lantern is lit and unhooded, invisible creatures and objects are visible while they are in the lantern's bright light within 30 feet of Kotryna. This doesn't grant truesight, reveal illusions automatically, reveal shapechangers, or perceive creatures on the Ethereal Plane.
Actions
Multiattack. Kotryna makes two Rift Bolt attacks, or it makes one Claw attack and one Rift Bolt attack.
Rift Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 16 (3d8 + 3) force damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) slashing damage.
Summon Scaled Servitors (Costs a Spell Slot). Kotryna expends a 3rd-, 4th-, or 5th-level spell slot to summon draconic creatures that are not true dragons in unoccupied spaces it can see within 30 feet. These summons are typically green-scaled hounds, green guard drakes, or other venomous draconic hunting beasts.
3rd-level slot: Kotryna summons one green guard drake. The creature remains for 1 minute, acts immediately after Kotryna in the initiative order, obeys Kotryna's verbal commands, and its attacks are magical.
4th-level slot: As above, but the summoned green guard drake gains 20 temporary hit points, and its speed increases by 10 feet.
5th-level slot: Kotryna summons two green guard drakes instead of one. Each remains for 1 minute, acts immediately after Kotryna in the initiative order, obeys Kotryna's verbal commands, and its attacks are magical.
A summoned creature disappears early if Kotryna is incapacitated or if the creature drops to 0 hit points.
Chromatic Lash ((Recharge 6)). Kotryna exhales a braided lash of draconic force in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 16 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Bonus Actions
Command the Brood. One creature summoned by Kotryna can immediately move up to half its speed and make one attack.
Reactions
Shield. When Kotryna is hit by an attack roll or targeted by magic missileMagic MissileLevel 1 · Evocation1 action · 120 ft. · InstantaneousV, SYou create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. The spell creates one more dart for each spell slot level above 1., it casts shieldShieldLevel 1 · Abjuration1 reaction · Self · 1 roundV, SAn imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile. (1st level). Until the start of its next turn, it has a +5 bonus to AC, including against the triggering attack.
Spell Scent. When a creature Kotryna can see within 60 feet casts a spell, Kotryna learns the spell's school of magic and can move up to half its speed without provoking opportunity attacks from that creature.