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Nyx

7 Level (0/34000 XP for level-up) Background Splicer/succubus Race / Species / Heritage Alignment
Ronin
Level 7
Hit Dice: 7/7
1d10+4 Class 1

STR 14

+2

DEX 18

+4

CON 19

+4

INT 10

+0

WIS 13

+1

CHA 20

+5

64
Hit Points
+4
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+8 Attack mod
CHA Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+4 Dexterity
+7 Constitution
+0 Intelligence
+1 Wisdom
+8 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+5 Athletics STR
+5 Deception CHA
+0 History INT
+1 Insight WIS
+8 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+1 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
sanguine Talons +7 DEX 1d6+4
 after hit drain some blood to recharge if target has any can also expend a charge to cause blood poising for 1d4 damage for 3 turns
blood poison +5 STR 2d8+2
demonic gun {decayed flower mod} +7 DEX 3d8+4 necrotic
 range 60
cock [Huge] +5 STR 1d12+2 piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
life force drain +8 1d8
 Notes:When in bodily contact tap into your succubus nature and drain the life force out of them and heal for half of the damage will deal more damage depending on how long the contact was and where it was CAN ONLY BE USED OUT OF COMBAT OR ON A CHARMED/SUDUCED TARGET YENO!!!!
Quick Text (Message) +3
 Notes:LEVEL Trick CASTING TIME 1 Action RANGE/AREA 120 ft COMPONENTS V, S, M * DURATION 1 Round SCHOOL Manipulation ATTACK/SAVE None DAMAGE/EFFECT Communication (...) You point your finger toward a creature within range and text a message. The target (and only the target) sees the message and can reply in a text that only you can see. You can cast this tech through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of concrete, 1 inch of common metal, a thin sheet of lead, or 3 feet of polysteel blocks the Tech. The Tech doesn't have to follow a straight line and can travel freely around corners or through openings. Influencer / Source Coder / Techwizard / Mechanist

Level 1 Spells 99 slots

NAME AB CAST RNG DUR DMG CMP #

Level 2 Spells 99 slots

NAME AB CAST RNG DUR DMG CMP #
Cloak Engage (Invisibility) +3
 Notes:LEVEL 2nd CASTING TIME 1 Action RANGE/AREA Touch COMPONENTS V, S, M * DURATION Concentration 1 Hour SCHOOL Deception ATTACK/SAVE None DAMAGE/EFFECT Invisible A creature you touch becomes invisible until the Tech ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The Tech ends for a target that attacks or casts a Tech. At Higher Levels. When you cast this Tech using a Tech slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. * - (a vial of mirrored nanobots) Classes: INFLUENCER, SOURCE CODER, STREAMER, TECHWIZARD, MECHANIST, BIOME COMPLEX (GRASSLAND)
Digital Dash (Misty Step) +3
 Notes:LEVEL 2nd CASTING TIME 1 Bonus Action RANGE/AREA Self COMPONENTS V DURATION Instantaneous SCHOOL Manifestation ATTACK/SAVE None DAMAGE/EFFECT Teleportation Briefly digitizing your body, you teleport up to 30 feet to an unoccupied space that you can see. Classes: SOURCE CODER, STREAMER, TECHWIZARD, BIOME COMPLEX (COAST,) CLAUSE OF THE ANCESTORS, CLAUSE OF THE AVENGER
Digital Resizing (Enlarge/Reduce) +3
 Notes:LEVEL 2nd CASTING TIME 1 Action RANGE/AREA 30 ft COMPONENTS V, S, M * DURATION Concentration 1 Minute SCHOOL Manipulation ATTACK/SAVE CON Save DAMAGE/EFFECT Buff You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the Tech has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-- from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the Tech ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category--from Medium to Small, for example. Until the Tech ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1). * - (a resizing engram) Classes: SOURCE CODER TECHWIZARD MECHANIST
Nanofog (Pass without Trace) +3
 Notes:LEVEL 2nd CASTING TIME 1 Action RANGE/AREA Self COMPONENTS V, S, M * DURATION Concentration 1 Hour SCHOOL Protection ATTACK/SAVE None DAMAGE/EFFECT Buff (...) A veil of cloaking nanofog radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by technical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. * - (a vial of nanofog microdrones) Classes: SHUT-IN, AUDITOR, TRICKSTER SYNERGY, BIOME COMPLEX (GRASSLAND)

Level 3 Spells 99 slots

NAME AB CAST RNG DUR DMG CMP #
Implant Bug[or Upload Virus] (Bestow Curse) +3
 Notes:LEVEL 3rd CASTING TIME 1 Action RANGE/AREA Touch COMPONENTS V, S, DURATION1 Minute Conc SCHOOL Biochemistry ATTACK/SAVE Wis Save DAMAGE/EFFECT Debuff You jam a drive into a creature's port, and that creature must succeed on a Wisdom saving throw or become faulty for the duration of the Tech. When you cast this Tech, choose the nature of the virus from the following options: Choose one ability score. While faulty, the target has disadvantage on ability checks and saving throws made with that ability score. While faulty, the target has disadvantage on attack rolls against you. While faulty, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. While the target is faulty, your attacks and Techs deal an extra 1d8 Entropic damage to the target. A Remove Virus Tech ends this effect. At the DM's option, you may choose an alternative virus effect, but it should be no more powerful than those described above. The DM has final say on such a virus' effect. At Higher Levels. If you cast this Tech using a Tech slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a Tech slot of 5th level or higher, the duration is 8 hours. If you use a Tech slot of 7th level or higher, the duration is 24 hours. If you use a 9th level Tech slot, the Tech lasts until it is dispelled. Using a Tech slot of 5th level or higher grants a duration that doesn't require concentration. Influencer / Ordinator / Tech Wizard/ Voided Clause/ Clause of The Tyrant
Arc Cannon (Lightning Bolt) +3 8d6
 Notes:LEVEL 3rd SCHOOL Altercation Casting Time: 1 action Range: Self, 100 feet Components: V, S, M Duration: Instantaneous An arc of electricity forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The electricity ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this tech using a Tech slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Tech Lists. Source Coder, techwizard, Home of the Sense Tank (mountain), The HentaiHub, Armorer Ask Jeeves(commune)
Remove Curse +3 30
 Notes:LEVEL 3rd SCHOOL Protection Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed technical item, its curse remains, but the Tech breaks its owner's attunement to the object so it can be removed or discarded. Tech Lists. ordinator, enforcer, streamer, techwizard
Install Psychosis(Enemies Abound) +3 60
 Notes:LEVEL 3rd SCHOOL Conception Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You 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 Tech 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, Tech, 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. Tech Lists. influencer, source coder, streamer, techwizard
Invisibility To Cameras (UA) +3
 Notes:LEVEL 3rd SCHOOL Deception (technomagic) Casting Time: 1 action Range: 10 feet Components: V, S, M (a scrap of black paper) Duration: Concentration, up to 1 minute Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the Tech. Anything a target is wearing or carrying is likewise undetectable as long as it is on the target's person. The targets remain visible to vision. Tech Lists. source coder, streamer, techwizard
Nanite Conversion(Gaseous Form) +3
 Notes:LEVEL 3rd SCHOOL Manipulation Casting Time: 1 action Range: Touch Components: V, S, M (a bit of gauze and a wisp of smoke) Duration: Concentration, up to 1 hour You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The Tech ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nontechnical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast Techs. Tech Lists. source coder, streamer, techwizard

Level 4 Spells 99 slots

NAME AB CAST RNG DUR DMG CMP #
Resilient Sphere +3 30 ft Concentration 1 Minute
 Notes:A sphere of self-replicating nanobots encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing--not physical objects, energy, or other tech effects--can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate tech targeting the globe destroys it without harming anything inside it.
Polymorph +3
 Notes:This tech digitizes and reformats a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The tech has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast techs, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. * - (a spare engram)
Ronin Table
Proficiency

Level Bonus Features

1 +2 Fighting Style, Second Wind

2 +2 Action Surge (one use)

3 +2 Martial Archetype

4 +2 Ability Score Improvement, Martial Versatility

5 +3 Extra Attack

6 +3 Ability Score Improvement, Martial Versatility

7 +3 Martial Archetype feature

8 +3 Ability Score Improvement, Martial Versatility

9 +4 Indomitable (one use)

10 +4 Martial Archetype feature

11 +4 Extra Attack (2)

12 +4 Ability Score Improvement, Martial Versatility

13 +5 Indomitable (two uses)

14 +5 Ability Score Improvement, Martial Versatility

15 +5 Martial Archetype feature

16 +5 Ability Score Improvement, Martial Versatility

17 +6 Action Surge (two uses), Indomitable (three uses)

18 +6 Martial Archetype feature

19 +6 Ability Score Improvement, Martial Versatility

20 +6 Extra Attack (3)
Poisoner
For reasons that are definitely not malicious, you learn to prepare and deliver deadly poisons, gaining the following benefits:

When you make a damage roll, you ignore resistance to poison damage.
You can coat a weapon in poison as a bonus action, instead of an action.
You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.

Features & Traits
4 money hardrives
25k money

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Blind Fighting. You have blindsight with a range of 10 feet. Within this range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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Statblocks for your spells.

Level 0 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

Level 1 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

Level 2 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

Level 3 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

Level 4 Spells

SRD

Antipathy/Sympathy

8-level Enchantment

Casting Time 1 hour
Range 60ft
Duration 10 days
Components V, S, M
Materials Either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect

This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the Duration. Choose antipathy or sympathy as the aura's effect.

Antipathy: The Enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or become Frightened. The creature remains Frightened while it can see the target or is within 60 feet of it. While Frightened by the target, the creature must use its Movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer Frightened, but the creature becomes Frightened again if it regains sight of the target or moves within 60 feet of it.

Sympathy: The Enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its Movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect, as described below.

Ending the Effect: If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the Spells is allowed another Wisdom saving throw every 24 hours while the spell persists.

A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.

Class(es): Druid, Wizard

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