Oren Bell
Oren Bell, Bearer of Joy
Joyous Captivity. A creature charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially. by Oren regards the first hostile act it sees from Oren or his allies each round as harmless until after the act resolves.
Spellcasting. Oren is an 11th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He has the following spells prepared:
Cantrips (at will): friendsFriendsCantrip · Enchantment1 action · 10 ft. · 1 minuteS, M (some makeup)You magically emanate a sense of friendship toward one creature you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target succeeds automatically if it isn't a Humanoid, if you're fighting it, or if you have cast this spell on it within the past 24 hours. The spell ends early if the target takes damage or if you make an attack roll, deal damage, or force anyone to make a saving throw. When the spell ends, the target knows it was Charmed by you., 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., vicious mockeryVicious MockeryCantrip · Enchantment1 action · 60 ft. · InstantaneousVYou unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).
1st level (4 slots): charm personCharm PersonLevel 1 · Enchantment1 action · 30 ft. · 1 hourV, SOne Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly [Attitude] to you. When the spell ends, the target knows it was Charmed by you. You can target one additional creature for each spell slot level above 1., commandCommandLevel 1 · Enchantment1 action · 60 ft. · InstantaneousVYou speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. The target drops whatever it is holding and then ends its turn. The target spends its turn moving away from you by the fastest available means. The target has the Prone condition and then ends its turn. On its turn, the target doesn't move and takes no action or Bonus Action. You can affect one additional creature for each spell slot level above 1., dissonant whispersDissonant WhispersLevel 1 · Enchantment1 action · 60 ft. · InstantaneousVOne creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only. The damage increases by 3d6 for each spell slot level above 1.
2nd level (3 slots): calm emotionsCalm EmotionsLevel 2 · Enchantment1 action · 60 ft. · 1 minuteV, SEach Humanoid in a 20-foot-radius Sphere [Area of Effect] centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has Immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration. The creature becomes Indifferent [Attitude] about creatures of your choice that it's Hostile [Attitude] toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal., enthrallEnthrallLevel 2 · Enchantment1 action · 60 ft. · 1 minuteV, SYou weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a -10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends., suggestionSuggestionLevel 2 · Enchantment1 action · 30 ft. · 8 hourV, M (a drop of honey)You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, "Fetch the key to the cult's treasure vault, and give the key to me." Or you could say, "Stop fighting, leave this library peacefully, and don't return." The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
3rd level (3 slots): enemies aboundEnemies AboundLevel 3 · Enchantment1 action · 120 ft. · 1 minuteV, SYou reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to., hypnotic patternHypnotic PatternLevel 3 · Illusion1 action · 120 ft. · 1 minuteS, M (a pinch of confetti)You create a twisting pattern of colors in a 30-foot Cube [Area of Effect] within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor., 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…
4th level (3 slots): charm monsterCharm MonsterLevel 4 · Enchantment1 action · 30 ft. · 1 hourV, SOne creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is Friendly [Attitude] to you. When the spell ends, the target knows it was Charmed by you. You can target one additional creature for each spell slot level above 4., confusionConfusionLevel 4 · Enchantment1 action · 90 ft. · 1 minuteV, S, M (three nut shells)Each creature in a 10-foot-radius Sphere [Area of Effect] centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below. At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success. The Sphere [Area of Effect]'s radius increases by 5 feet for each spell slot level above 4.
5th level (2 slots): dominate personDominate PersonLevel 5 · Enchantment1 action · 60 ft. · 1 minuteV, SOne Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as "Attack that creature," "Move over there," or "Fetch that object." The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours)., seemingSeemingLevel 5 · Illusion1 action · 30 ft. · 8 hourV, SYou give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat. A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
6th level (1 slot): mass suggestionMass SuggestionLevel 6 · Enchantment1 action · 60 ft. · 24 hourV, M (a snake's tongue)You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, "Walk to the village down that road, and help the villagers there harvest crops until sunset." Or you could say, "Now is not the time for violence. Drop your weapons, and dance! Stop in an hour." Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).
Actions
Ecstatic Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 36 (8d8) psychic damage, and the target must succeed on a DC 17 Wisdom saving throw or be charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially. by Oren until the end of its next turn.
Feast of Relief (Recharge 5-6). Oren chooses up to three creatures he can see within 60 feet. Each target must make a DC 17 Wisdom saving throw. On a failed save, a target takes 31 (7d8) psychic damage and is charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially. for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. On a successful save, a target takes half as much damage and isn't charmedCharmedConditionSource XPHBWhile you have the Charmed condition, you experience the following effects. You can't attack the charmer or target the charmer with damaging abilities or Magical Effect. The charmer has Advantage on any ability check to interact with you socially..
Bonus Actions
Applause. Oren chooses one allied Reformist within 60 feet that can hear him. The ally gains advantage on its next attack roll or saving throw before the start of Oren's next turn.
Reactions
Laugh It Away. When Oren fails a saving throw, he adds 1d8 to the roll, potentially turning the failure into a success.
Oren Bell is a high elven male, who was part of the second generation of elves who were born after the Fey have migrated to Senera via the Realm Bridge. Born Orellian of the Highguard, he was born shortly after outbreak of the First Elven Conflict between the Elves and the Humans.
During the Elven Genocide, that spanned over 15 years, he fought desperately to protect a High Elven sanctuary near present-day Thrantorbury. When the settlement fell, he was among those who attempted to mount a final defense, but in the chaos, he received a severe concussion and came close to death.
Due to his child-like appearance at the time, in the eyes of a human man who was scavenging the battlefield, he was rescued and healed. His memory remained shrouded as the man who found him, and his wife, raised him as Oren, named after the Green Lord. They lived peacefully in the Western Lowland settlement of Saral (present-day Lefshire), until it became obvious that Oren was likely an elf. He and his parents were tried and hanged as “elf-friends”, but his mother arranged for him to be brought to the Maltreks, where elf-hunters were outlawed.
