#9: Sypha Belnades [Castlevania]
Happy Castlevania Day, everyone!
We continue our little special with everybody's favourite Speaker, a self-proclaimed enemy of God, and all-around nerd – Sypha Belnades. Wielding magic, knowledge, and somehow keeping Trevor and Alucard in check, it's going to be fun to have her in your D&D game.
Next Time: ...I mean, y'all know who is left. The Cool Whip Man cometh!
So, what do we need to start shooting some spells (besides a lovely Spanish accent)?
Big Brain Time: Sypha is a Speaker, a collector of knowledge, and a walking library with expertise ranging from magic, history, and probably anything you can think of. And even more, because "we know all the words".
A Song of Ice & Fire: These two seems to be Sypha's weapons of choice. We've seen her do other feats of sorcery, but it's usually fire bolts or ice walls we see the most.
Limber! Loose! Rubber Goose!: Sypha doesn't wear any armour and is able to keep up with Trevor and Alucard, both obviously Dexterity-based fighters. If we can't give her some Hit Points, we'll make sure she can avoid danger.
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Sypha is a Human (hooray, our first Human!) and her magic prowess gives us a good excuse to make her a Variant Human. We get a +1 to two abilities of our choice, let's pick Intelligence and Constitution. We also know Common and one other language, and we get to pick one skill proficiency, let's get Investigation. Variant Humans can also get one feat from the start; War Caster is a great idea for any spellcaster who finds themselves in the heat of battle. We have an advantage on Constitution saving throw to maintain our concentration, we can use somatic components of the spell with just one hand, and when we get to make an attack of opportunity, we can cast a spell instead of making a melee attack.
For Sypha's background, I don't think we can do anything but Sage. We're smart, we've been studying history and arcane arts our entire life, and therefore we get proficiency with Arcana and History. We get to learn two languages of our choice, and we get the Researcher feature; we have a rough idea where a piece of information we're looking for could be located, whether it's a library, archive, or somebody's residence.
ABILITY SCORES
It goes without saying that Intelligence goes first here, we need the smarts for the spells. Next up is Dexterity, we are good enough to keep up with both Trevor and Alucard, and not get easily surprised by night creatures. Constitution is next, every spellcaster needs those precious Hit Points.
Wisdom is next, we're much more the book-smart type, but we've certainly picked up some street-smarts while travelling with our whole clan. Follow that up with Charisma, it's a little lower than I would like it to be, but we occasionally get to make Trevor do what we want to. Finally, we'll be dumping Strength.
CLASS
I think nobody will be surprised if I say this is a pure build. We're going Wizard start-to-finish.
Wizards are the squishiest of squishy bois in D&D, as their Hit Dice is a d6. We start with [6 + our Constitution modifier] Hit Points and no proficiencies with any armour type. We are, however, proficient with daggers, darts, slings, quarterstaffs, and light crossbows. Our saving throws are, of course, Intelligence and Wisdom, and we get to pick two class skills; let's get Insight (to better spot shady activities in towns we visit) and Religion (God may hate us, but you know what they say - know thy enemy).
Level 1 - We start with Arcane Recovery, which is a useful trick to recover spell slots. Once per day, when we finish a short rest, we can refill our expended spell slots. The combined level of the spell slots must be equal to or less than half of our Wizard level... which means for a while we'll be only recovering 1st-level spells...
Since we're a Wizard, we start off with Spellcasting. We know cantrips, ritual casting, and regular spells. Intelligence is our spellcasting ability, and we learn two new spells each time we level up. We start this arcane jamboree with three cantrips:
Fire Bolt lets us hurl a mote of fire at one target. Simple. Effective. On a successful hit, the enemy takes 1d10 fire damage (damage increases as we level up).
Ray of Frost is similar, the basic ice spell. On a successful hit, the target takes 1d8 cold damage (scales with level), and its speed is reduced by 10 feet until the start of our next turn.
Shocking Grasp sends a jolt of electricity through one target we touch. If a target wears armour made of metal, we make the attack roll with advantage. On a successful hit, the target takes 1d8 lightning damage (scales with level) and cannot take reactions until the start of its next turn.
Wizards start with two 1st-level spell slots and six 1st-level spells:
Burning Hands creates a 15-foot cone of fire. All creatures within range have to make a Dexterity saving throw, or take 3d6 fire damage (half damage on a successful save).
Detect Magic lasts for 10 minutes (concentration) and shows us all magical effects within 30 feet of us. We see the magic as colourful aura around objects or people, and we can distinguish which type of magic the effect belongs to (we cannot identify the spell itself).
Frost Fingers creates blasts of cold coming from our fingertips. Each creature within a 15-foot cone must make a Constitution saving throw, or take 2d8 cold damage (half damage on a successful save).
Ice Knife creates a shard of ice that we can throw at one target, dealing 1d10 cold damage on a successful hit. Hit or miss, the shard then explodes, forcing every creature within 5 feet of it to make a Dexterity saving throw, or take 2d6 cold damage.
Mage Armour makes our defence better. Touching a willing creature (or ourselves), we create a layer of magical protection that makes the AC [13 + Dexterity modifier] for 8 hours.
Shield is used as a reaction when we're being hit. The spell adds +5 to our AC until the start of our next turn.
Level 2 - It is here that we pick our subclass, our Arcane Tradition, and since Sypha is such a powerful necromancer, I think it's only natural to–
Yeah, we're obviously picking School of Evocation, as it's the one focusing on the elements. Everything that burns, freezes, and shocks are here, and we need all of it.
We start this subclass with Evocation Savant, which halves our time and gold needed to copy evocation-type spells into our spellbook. I know Speakers don't believe in the written word, but Sypha always valued books, so she would probably have one in D&D.
Sculpt Spells lets us protect our allies from our own spells if they happen to be in their range. When we cast an evocation spell, we can select a number of creatures we can see equal to [1 + the spell's level], make them automatically succeed on a saving throw (if required), and take no damage at all.
For this level's spells:
Feather Fall protects us and our allies from taking fall damage. We choose up to five creatures within 60 feet of us and slow down their descent rate to 60 feet per round for 1 minute. If the creature lands before the spell end, it takes no damage.
Jump triples the jump distance of a creature we touch for 1 minute.
Level 3 - At this level, we get no new class features, but we do unlock 2nd-level spell slots:
Agnazzar's Scorcher creates a 30 feet long and 5 feet wide line of fire, emanating from us in the direction we choose. Each creature within the line must make a Dexterity saving throw or take 3d8 fire damage (half damage on a successful one).
Gust of Wind makes a strong line of wind (60 feet long, 10 feet wide) blast from us in the direction we choose. Creatures that start their turn in the line must make a Strength saving throw or be pushed 15 feet away from us. As a bonus action, on each of our turns, we can change the direction of the wind.
Level 4 - We get our first Ability Score Improvement. Rule of thumb for any Wizard player: maxing out your Intelligence should be your priority, therefore we're putting +2 to our Intelligence now.
We also get a new cantrip: Dancing Lights create up to four globules of light, floating in the air. We can move them around, and they last up to 1 minute (concentration). The lights can also combine into a Medium-sized glowing humanoid, for purposes of distraction.
We get two more spells:
Scorching Ray creates three bolts of fire, which we can hurl at up to three targets. We make an attack roll for each bolt. On a hit, the target takes 2d6 fire damage.
Snilloc's Snowball Swarm forms a flurry of snowball-like projectiles in a point of our choice within 90 feet from us. Each creature within a 5-foot-radius sphere from the point must make a Dexterity saving throw, or take 3d6 cold damage (half damage on a successful save).
Level 5 - We don't get any new class features here, but we do unlock 3rd-level spells:
Dispel Magic ends any spell of 3rd-level or lower. If a spell is of 4th-level or higher, we must roll a check for our casting ability (DC = 10 + the spell's level). If we use a spell slot of 4th-level or higher, the spell ends automatically, provided the spell slot's level matches or is greater than the spell's.
Fireball is a no-brainer, we had to pick it. Select a point within 150 feet from us. Each creature in a 20-foot-radius sphere must make a Dexterity saving throw, or take 8d6 fire damage (half damage on a successful save).
Level 6 - We get our first subclass upgrade, Potent Cantrip. If a creature makes a saving throw against our cantrips, they instead take half of the damage. Unfortunately, it's not helpful to us yet. Let's take some more spells:
Fly gives a willing creature flying speed of 60 feet for the duration (10 minutes, concentration). When the spell ends, the target starts falling. We can target more than one creature if we use spell slots of 4th-level or higher.
Lightning Bolt fires off a bolt of electricity in a 100 feet long and 5 feet wide line. Each creature in the line must make a Dexterity saving throw, or take 8d6 lightning damage (half as much on a successful save).
Level 7 - Time to unlock 4th-level spell slots:
Control Water lets us manipulate a body of water within 300 feet of us. The spell lasts for 10 minutes (concentration) and we get to select from four different effects (Flood, Part Water, Redirect Flow, and Whirlpool); we can use our action on our turn to change the effect or repeat it.
Wall of Fire creates, well... a wall of fire within 120 feet from us. The wall can be up to 60 feet long, 20 feet high, and 1 foot thick. It lasts for 1 minute (concentration). We can select which way the heat from the fire is facing. When the wall is forming, creatures in its way must make a Dexterity saving throw, or take 5d8 fire damage (half damage on a successful save).
Level 8 - Time for another ASI. As per the rule of thumb, we need to cap our Intelligence ASAP. So, let's put +2 into it right now. As for our spells at this level:
Dimension Door creates a small spatial opening, which teleports us up to 500 feet in a direction of our choice we can visualize or describe. We can carry objects with us, as long as they don't go over our carrying capacity, and we can bring one willing creature with us.
Ice Storm creates a localized hailstorm in a 20-foot-radius, 40-foot-high cylinder at a point within 300 feet of us. Each creature in the cylinder must make a Dexterity saving throw, or take 2d8 bludgeoning damage and 4d6 cold damage (half damage on a successful save). Hailstones turn the area into difficult terrain until the end of our next turn.
Level 9 - Nothing new class-wise. We unlock 5th-level spells:
Cone of Cold creates a 60-foot cone of biting cold. Each creature within its range must make a Constitution saving throw, or take 8d8 cold damage (half damage on a successful save). Creatures killed by this spell become frozen statues.
Hold Monster forces a Wisdom saving throw on one non-humanoid creature within 90 feet of us, and inflicts paralysis on a failed save. It lasts for 1 minute (concentration), but the held creature can keep making saving throws at the end of each of its turn to shake off the effect.
Level 10 - Halfway through the build, and we get another subclass upgrade. Empowered Evocation lets us add our Intelligence modifier to one damage roll of every evocation spell we cast. Since most of our repertoire is evocation-type spells, we now have a huge damage boost. For spells that create multiple projectiles (e.g. Scorching Ray), we add our Intelligence modifier only to one projectile.
We also get our final cantrip of this build: Frostbite makes numbing cold appear on one target's skin; they have to make a Constitution saving throw, or suffer 1d6 cold damage and have a disadvantage on the next weapon roll they make before the end of their next turn. Because of our Potent Cantrip feature, this spell always deals damage.
For this level's spells:
Counterspell... yes, I know it's 3rd-level, but we really do need it. Sypha is powerful enough to shut down Dracula's magic. It works similarly to Dispel Magic, but this time it's a reaction to somebody casting a spell, instead of a pre-established magical effect.
Immolation chooses one target within 90 feet of us and deals 8d6 fire damage, provided they fail their Dexterity saving throw (half damage on a successful save). On a failed save, the target is also set on fire for the spell's duration (1 minute, concentration). They shed bright light in a 30-foot radius and must keep making Dexterity saving throws at the end of each of their turns, or take 4d6 fire damage. On a successful save, the spell ends. The fire is magical and cannot be extinguished by non-magical means.
Level 11 - We unlock 6th-level spells here:
Chain Lightning creates an arc of electricity, which hits one target within 150 feet from us. It then splits into three bolts, which hit three closest creatures within 30 feet of the original target. All targets must make a Dexterity saving throw, or take 10d8 lightning damage (half damage on a successful save).
Disintegrate works in a similar manner to Dispel Magic or Counterspell... except it's much more lethal. The spell targets a creature, an object, or a magical effect (such as a barrier made via the Wall of Force spell). A targeted creature must make a Dexterity saving throw, or take 10d6+40 force damage. If their Hit Points are reduced to 0, the target is disintegrated to dust and cannot be brought back, unless via the True Resurrection or Wish spells.
Level 12 - Time for another ASI! Since our Intelligence is already maxed out, let's get our two points into Constitution, for those Hit Points we desperately need.
We get two more 6th-level spells:
Otiluke's Freezing Sphere is basically the ice version of Fireball. It creates a small ice ball in a point within 300 feet from us, which then explodes in a 60-feet-radius sphere. Each creature within the area must make a Constitution saving throw, or take 10d6 cold damage (half damage on a successful save). We can also use the ice ball to freeze a body of water up to 6 feet deep and 30 feet square.
Wall of Ice does exactly what it says on the packaging. It creates ten 10x10 ice panels, which we can shape as we wish as long as the panels touch one another. Each panel as the AC of 12 and 30 Hit Points, and even if they're destroyed, they leave freezing air in their place. Creatures moving through the air must make a Constitution saving throw, or take 5d6 cold damage (half damage on a successful save).
Level 13 - Once again, we get no class features, but we do unlock 7th-level spells:
Delayed Blast Fireball is the hand grenade option we need. We can select a point within 150 feet from us and plant a Fireball spell to be activated after 1 minute or if our concentration is broken. The spell creates a fiery explosion within a 20-feet-radius sphere, with the base damage of 12d6 fire. If by the end of our turn, the spell is not detonated, the damage increases by 1d6 each turn.
Prismatic Spray creates eight colourful lights and sends them out in a 60-foot cone. Each creature within range must make a Dexterity saving throw. On a failed save, we roll a 1d8 and decide which colour hits the creature. We have a choice between 10d6 elemental damage, blindness, paralysis, or two effects at once.
Level 14 - Here we get our final subclass upgrade, Overchannel. Once per long rest, when we cast a spell of level 1 through 5, we can decide to deal the maximum amount of damage that spell allows. If we choose to use this feature again before finishing a long rest, we suffer 2d12 necrotic damage per every level of the spell. Each time we use it after the second, the necrotic damage increases by 1d12.
We continue with 7th-level spells:
Teleport instantly teleports us and up to eight willing creatures (or one object) to any location we specify, depending on the degree of familiarity we have with it. The certain success is if there is a permanent Teleportation Circle in the location we want to appear, or if we have something associated with the location.
Whirlwind creates a violent wind storm in a point we can see within 300 feet of us. The whirlwind is a 10-foot-radius, 30-foot-high cylinder. Until the spell ends (1 minute, concentration), we can use our Action to move the whirlwind up to 30 feet in any direction. Creatures that begin their turn in a whirlwind must make a Dexterity saving throw, or take 10d6 bludgeoning damage (half damage on a successful save). In addition, a Large or smaller creature must make a Strength saving throw or be restrained inside the vortex.
Level 15 - Time for 8th-level spells:
Antipathy/Sympathy works as a repellent or... whatever the... opposite of a repellent... is. Attractor? It draws or pushes from us creatures of our specification for 10 days.
Control Weather changes weather patterns in 5 mile radius from us for up to 8 hours (concentration). We must be outdoors when performing the spell, and we can select precipitation, temperature, and the state of winds.
Level 16 - For this ASI this time, we'll put two points into Dexterity.
As for this level's spells:
Incendiary Cloud creates a 20-foot-radius sphere of smoke and embers in a point within 150 feet of us. When the cloud appears, creatures inside it must make a Dexterity saving throw, or take 10d8 fire damage (half damage on a successful save). The same saving throw must be made by a creature who enters the cloud, or who ends its turn there.
Power Word: Stun work on creatures with 150 Hit Points of fewer and stuns them instantly. All those months of travel with Trevor turned us into quite a sailor-mouth, even night creatures are shocked.
Level 17 - Since Wizards are the Apex of the Arcane, we unlock the most powerful spells in the game right here!
Foresight gives a creature we touch a limited ability to see into the future for 8 hours. For that duration, the target cannot be surprised, and has an advantage on all rolls (attack, skill checks, and saving throws). Additionally, other creatures have a disadvantage against the target on all rolls for the duration.
Imprisonment requires a lot of materials, but it creates a permanent magical confinement that holds a one creature that fails its Wisdom saving throw. The imprisoned creature is being kept in suspended animation, and no Divination-type spell can locate it.
Level 18 - Here we get the Spell Mastery feature. It lets us choose one 1st-level spell and one 2nd-level spell, and cast them at will, without the need to burn a spell slot. Shield and Scorching Ray would be my picks.
Meanwhile, in the 9th-level spell section:
Gate is a portal spell, which creates two linked portals; one in front of us (within 60 feet), other in a location on another plane of existence. It lasts for 1 minute (concentration). We could also name a creature we know is on another plane, and yank it through the portal to our current location (for example, a certain Vampire Lord from Hell).
Meteor Swarm makes it rain fire from above. Choosing a spot within 1 mile, lets us cover a 40-foot-radius sphere in Goodness Gracious Great Balls of Fire! Each creature within the sphere must make a Dexterity saving throw, or take 20d6 fire damage and 20d6 bludgeoning damage (half damage on a successful save).
Level 19 - For our final ASI, we increase our Constitution.
As for the spells:
Prismatic Wall creates an opaque wall 90 feet long, 30 feet high, and 1 inch thick. The wall sheds bright light for 100 feet and a dim light for additional 100. Creatures within 20 feet of the wall must make a Constitution saving throw, or be blinded for 1 minute. The wall is composed of seven layers, each with different properties that affect creatures attempting to pass through it (see: Prismatic Spray for comparison).
Invulnerability makes you immune to all damage for 10 minutes (concentration).
Level 20 - Our capstone is the Signature Spell feature. We choose two 3rd-level spells, and make it so we always have them prepared. We can cast them once per short or long rest without burning a spell slot. Fireball is an obvious choice, and let's add either Dispel Magic or Counterspell. Both provide good support.
For our final spells:
Blade of Disaster creates a planar rift shaped like a blade. When we summon it, we can make two melee attacks on creatures or objects within 5 feet of the blade. On a successful hit, the target takes 4d12 force damage. This spell scores a critical hit when rolling 18, 19, or 20. On a critical hit, the blade deals extra 8d12 force damage. Think of the weird glass-like blades from Doctor Strange
Wish... Yes, we're getting Wish. Why wouldn't you get Wish? If used safely, it's the ultimate spell. It replicates the effect of any spell of 8th-level or lower, no need for material components or class affiliation. Alternatively, it can do... well, anything you desire, but keep in mind if it's used for something else than replicating a spell effect, there is a 33% you'll never cast it again.
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And that is it. Sypha Belnades, the Avatar Speaker Magician. Let's see what we've got:
First of all, we've got damage. Damage on top of damage on top of more damage. We're very battlefield-oriented spellcaster. Unfortunately, most of our spells are fire and cold, two very common resistances or immunities. We have a lot of concentration spells, so we need to pick what we want to do. With 131 Hit Points on average, we're also squishy. Luckily, with Shield as our at will spell, we do have a pretty good AC.
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And that is it! Join me next time, for the last member of the Castlevania OT3!
- Nerdy out!













