Homebrew
| MOD | SAVE | ||
|---|---|---|---|
| STR | 5 | -3 | -3 |
| DEX | 16 | +3 | +3 |
| CON | 10 | +0 | +0 |
| MOD | SAVE | ||
| INT | 14 | +2 | +5 |
| WIS | 7 | -2 | +1 |
| CHA | 18 | +4 | +7 |
Incorporeal Movement. Annabeth can move through other creatures and objects as if they were Difficult Terrain. She takes 5 1d10 Force damage if she ends her turn inside an object.
Legendary Resistance (3/Day). If Annabeth fails a saving throw, she can choose to succeed instead.
Multiattack. Annabeth makes one Object Slam attack and uses Telekinetic Thrust.
Object Slam. Melee or Ranged Attack Roll: 1d20+7 to hit, reach 5 ft. or range 30 ft. Hit: 14 3d6+4 Bludgeoning damage.
Telekinetic Thrust. Strength Saving Throw: DC 15, one creature Annabeth can see within 30 feet. Failure: 13 2d8+4 Force damage, and the target is pushed up to 30 feet straight away from Annabeth.
Ghost Story (1/Day). Wisdom Saving Throw: DC 15, each creature in a 30-foot Emanation originating from Annabeth. Failure: 32 8d6+4 Psychic damage, and the target has the Frightened condition until the start of Annabeth's next turn. For each target that failed the saving throw, Annabeth creates a Specter in an unoccupied space within 5 feet of herself. The Specter is under Annabeth's control and shares Annabeth's Initiative count but acts immediately after Annabeth.
Possession (Recharge 6). Charisma Saving Throw: DC 15, one Humanoid Annabeth can see within 5 feet. Failure: The target is possessed by Annabeth; Annabeth disappears, and the target has the Incapacitated condition and loses control of its body. Annabeth now controls the body, but the target retains awareness. Annabeth can't be targeted by any attack, spell, or other effect, except ones that specifically target Undead. Annabeth's game statistics are the same, except she uses the possessed target's Speed, as well as the target's Strength, Dexterity, and Constitution modifiers.
The possession lasts until the body drops to 0 Hit Points or Annabeth leaves as a Bonus Action. When the possession ends, Annabeth appears in an unoccupied space within 5 feet of the target, and the target is immune to Annabeth's Possession for 24 hours. Success: The target is immune to Annabeth's Possession for 24 hours.
Legendary Action Uses: 3. Immediately after another creature's turn, Annabeth can expend a use to take one of the following actions. Annabeth regains all expended uses at the start of each of her turns.
Phantom Stride. Annabeth moves up to her Fly Speed without provoking Opportunity Attacks. Each creature whose space Annabeth enters is targeted once by the following effect. Constitution Saving Throw: DC 15. Failure: 6 1d12 Cold damage, and the target’s Speed decreases by 10 feet until the end of its next turn. Failure or Success: Annabeth can’t take this action again until the start of her next turn.
Telekinetic Force. Annabeth makes one Object Slam attack or uses Telekinetic Thrust.
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!