Eldren Shade

Changeling Sorcerer · Level 5 · 2024 rules
🧍 Changeling Traits  ▼
Fey · Speed 30 ft · Medium or Small
Shapechanger (action)
Change appearance & voice to resemble another playable species: coloration, hair, height/weight, features. Same basic limbs. Clothing/equipment & game stats don't change. Stay until you revert (action) or die. Magic like true seeing sees through it.
Changeling Instincts (2 skills)
Proficiency in two of: Deception, Insight, Intimidation, Performance, Persuasion.
Newer Forge of the Artificer version tweaks Shapechanger — confirm wording if your table uses it.
Charisma
+5
Save DC / Attack
16 / +8
Hit Points
/ 65
Armor Class
15 / 12 no armor

Sorcery Points · 5 / 5

Points → Slot: 2pt=1st · 3pt=2nd · 5pt=3rd · 6pt=4th · 7pt=5th (action)
Slot → Points: bonus action, gain points = slot level

Spell Slots

1st
2nd
3rd
4th
5th

Feat

War CasterAdvantage on Constitution saves to keep concentration. You can cast a spell as an opportunity attack instead of a melee strike. Somatic components work even with both hands full.

Metamagic · known 2

Empowered1 ptReroll up to 4 (your CHA mod) of a spell's damage dice; you must use the new rolls.
Subtle1 ptNo verbal or somatic components. Cast unseen, silenced, grappled, or mid-disguise.

Spells · all learned · AB. MIND psionic · NETHERI custom

Violet Netheri spells are always known, don't count against prepared, and must be cast in the Netheri tongue.
Cantrips
🔒
Mind Sliver AB. MIND
1d6 psychic, target −1d4 on next save
Fire Bolt
ranged attack · 2d10 fire · 120 ft
Mage Hand
spectral hand · move 10 lb · 30 ft
Minor Illusion
small sound or image · 1 min
Prestidigitation
minor tricks: clean, chill, spark, mark
Toll the Dead
WIS save · 2d8 / 2d12 necrotic · 60 ft
1st Level
🔒
Arms of Hadar AB. MIND
STR save · 2d6 necrotic in 10 ft · no reactions
🔒
Dissonant Whispers AB. MIND
WIS save · 3d6 psychic · target flees
Mage Armor
no armor → AC 13 + Dex · 8 hr
Shield
reaction · +5 AC til next turn · blocks Magic Missile
Blackwater Grasp NETHERI
60 ft · STR save · 3d8 cold · Restrained + 1d8 psychic/turn
Whispering Tide NETHERI
30 ft · WIS save · 4d6 psychic · no reactions, disadv. attacks
2nd Level
🔒
Calm Emotions AB. MIND
CHA save · end charm/fear or calm hostility · conc.
🔒
Detect Thoughts AB. MIND
read surface thoughts, probe deeper · conc.
Invisibility
touch · invisible until attack/cast · conc. · 1 hr
Hold Person
WIS save · Paralyze a humanoid · conc.
Misty Step
bonus action · teleport 30 ft
Mirror Image
3 decoys · foes may hit illusion instead
Barnacle Curse NETHERI
60 ft · 4d8 necrotic · speed halved, disadv. DEX saves · conc.
Abyssal Lantern NETHERI
30 ft dim light · no invisibility · 2d6 psychic on entry/turn
3rd Level
🔒
Hunger of Hadar AB. MIND
20 ft void · 2d6 cold + 2d6 acid · blinds · conc.
🔒
Sending AB. MIND
25-word message to anyone, any distance
Fireball
DEX save · 8d6 fire · 20 ft radius
Hypnotic Pattern
WIS save · Charm + Incapacitate in 30 ft · conc.
Counterspell
reaction · their CON save or spell fails
Dispel Magic
end a spell level 3 or lower · ability check vs higher · 120 ft
Drowned Apostle NETHERI
summon drowned servant 10 min · +1d6 psychic · death burst 2d8 cold
Godscar Pulse NETHERI
30 ft cone · CON save · 8d6 force + 2d6 psychic (half on save)
4th Level
🔒
Evard's Black Tentacles AB. MIND
20 ft square · DEX save · Restrained + 3d6 bludgeon/turn · conc.
🔒
Summon Aberration AB. MIND
conjure aberrant spirit (beholderkin / slaad / star) · conc. · 1 hr
Polymorph
WIS save · turn a creature into a beast · conc. · 1 hr
Banishment
CHA save · banish a creature to another plane · conc.
The Deep Remembers NETHERI
20 ft · WIS save DC 18 · 3d10 psychic · frightened 24 h
Maw Beneath NETHERI
20 ft · CON save · 6d10 force · prone + restrained
5th Level
🔒
Rary's Telepathic Bond AB. MIND
link up to 8 willing creatures · two-way telepathy · 1 hr
🔒
Telekinesis AB. MIND
move or hurl creatures & objects with your mind · conc.
Teleportation Circle
1 min · draw a portal to a known permanent circle
Cathedral of the Drowned NETHERI
40 ft · 1 min · 4d8 psychic/cold per turn · dead rise as husks
Rift of Blackwater NETHERI
60 ft line · 10d8 psychic/cold · difficult terrain 1 min
6th Level
Call of the Trench God NETHERI
6 targets · WIS save · charm + incapacitate · 8d10 psychic on end · conc.
Flesh of the Netheri NETHERI
1 hr · resist all but radiant · swim 60, blindsight 30 · adv. spell attacks
7th Level
The Sea Opens NETHERI
50 ft · 12d10 force + 12d10 psychic · pull + stun (1 round)
Netheri Communion NETHERI
1 min · truesight 120 · cast w/o components · risky mutation
🌊 Netheri Codex  ▼
Blackwater Grasp · 1st Conjuration
Creature within 60 ft makes a STR save or takes 3d8 cold, becomes Restrained, and partially drowns: 1d8 psychic at the start of each of its turns (hears whale-screams). Repeats the save at the end of its turn. Higher levels: +1d8 cold per slot above 1st.
Whispering Tide · 1st Enchantment
One creature within 30 ft makes a WIS save. On a fail: 4d6 psychic, it can't take reactions, and it hears terrible truths — disadvantage on attacks until your next turn. If it drops to 0 HP its mouth fills with seawater.
Barnacle Curse · 2nd Necromancy
Target within 60 ft takes 4d8 necrotic, speed halved, disadvantage on DEX saves. For 1 min barnacles spread (concentration). If it lasts the full duration, the target gains permanent coral scars.
Abyssal Lantern · 2nd Conjuration
Floating sphere, 1 min, sheds 30-ft dim light. Enemies inside can't turn invisible, have disadvantage on saves vs frightened, and take 2d6 psychic on first entry each turn. Creatures dropped to 0 HP inside whisper in Netheri.
Drowned Apostle · 3rd Summoning
Summon a drowned servant for 10 min (use a shadow / flee-mortal stat block). Its attacks deal +1d6 psychic. When destroyed it bursts: creatures within 10 ft take 2d8 cold and make a WIS save or be frightened 1 min.
Godscar Pulse · 3rd Evocation
30-ft cone, CON save. 8d6 force + 2d6 psychic (half on save). On a fail: hallucinations, ringing whispers, disadvantage on concentration for 1 min. Objects partially crystallize.
The Deep Remembers · 4th Divination
Choose an object, corpse, ruin, or location; witness fragmented visions tied to it. All creatures within 20 ft make a DC 18 WIS save or become frightened, take 3d10 psychic, and hear ancient voices for 24 hours.
Maw Beneath · 4th Conjuration
A translucent abyssal mouth opens, 20-ft radius. CON save: 6d10 force, knocked prone, and restrained by spectral pressure. At the end of each turn creatures hear “RETURN BELOW.”
Cathedral of the Drowned · 5th Illusion/Conjuration
1 min, 40-ft radius ghostly cathedral. Enemies: movement halved, disadvantage on WIS saves, hear impossible choirs. Start of each enemy turn: 4d8 psychic or cold (your choice). Creatures who die inside rise as drowned husks under your control (zombie stats).
Rift of Blackwater · 5th Transmutation
60-ft line: 10d8 psychic or cold (your choice). Terrain floods and warps; for 1 min it becomes difficult terrain, lightly obscured, and filled with whispers.
Call of the Trench God · 6th Enchantment
Concentration up to 1 min. Up to 6 creatures make a WIS save or become charmed, incapacitated, and walk toward the nearest water. Save at the start of each turn ends it (and deals 4d10 psychic). When the spell ends, targets take 8d10 psychic. They repeat: “The sea remembers.”
Flesh of the Netheri · 6th Transmutation
1 hour: resistance to all damage except radiant, swim 60 ft & underwater breathing, blindsight 30 ft, advantage on spell attacks, immunity to frightened. Your appearance becomes horrifying.
The Sea Opens · 7th Conjuration
Point within 120 ft; a colossal spectral trench opens for one round. All creatures in a 50-ft radius take 12d10 force + 12d10 psychic, are pulled toward the center, stunned until your next turn, and permanently hear ocean whispers.
Netheri Communion · 7th Forbidden Ritual
1 min: truesight 120 ft, unlimited telepathy, cast without components, advantage on all INT/WIS/CHA checks. Each round make a DC 18 WIS save; on a failure gain a permanent eldritch mutation (DM's choice). After it ends you can't benefit from a long rest for 48 hours.
🔱 Mark of the Sea King  ▼
A tattoo centered on the chest above the heart — a stylized abyssal whirlpool at its core; dark blue and black lines spread outward like currents beneath the skin.
Bearer of the Deep Covenant
Swimming speed equal to your walking speed; breathe both air and water; suffer no penalties from underwater combat or vision.
Voice of the Leviathans
Communicate telepathically with Leviathans and other ancient creatures of the deep; they understand and respond regardless of language, though they need not answer truthfully or favorably.
Keeper of Netheri Secrets
You know all Netheri spells you have discovered. They count as spells of your class and don't count against the number of spells you know or can prepare.
City's Blessing
An incantation: chanting it allows the user to change the time in which a soul resides.
⚔️ Combat Playbook  ▼
Opener — Mind Sliver combo
Mind Sliver → target −1d4 on next save → next turn drop Hold Person or Hypnotic Pattern.
Empowered nuke
1 pt: reroll up to 4 (CHA) damage dice on Fireball / Godscar Pulse; keep the new rolls.
Subtle cast
1 pt: drop verbal & somatic — cast while grappled, silenced, disguised, or unseen.
Zone control
Hunger of Hadar: darkness + difficult terrain + 2d6/turn. Concentration.
Defense
Shield (+5 AC reaction) · Counterspell · Invisibility · War Caster: adv. on concentration saves.
Con artist
Shapechanger + Detect Thoughts to read & play a mark; Invisibility to slip away.
Don't forget: d6 HP — stay at range. Concentration = one spell at a time; take damage → CON save DC 10 or half (you're proficient). Long rest resets points + slots. L6 unlocks: cast Psionic spells with points + psychic resistance.
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