Syre, in Passion, Pain and Desire is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Syre, Prince of Fairies

In the feywild there exists a race of creatures defined by the personality traits that exemplify them, their cynosures. These traits act as multipliers to the people's innate powers, with each greatly increasing their abilities and force of will, but also increasing the difficulty they will have in controlling this power and emotion. Many children have no cynosure, fewer have one, very few have two. None have more. The courts of this race tend to be filled by those with greater personality, and these traits are passed down hereditarily creating a sort of polyarchy in which familial power and inheritance are emphasized. A divination is done for infants and these traits become apparent in adolescence.

Life

Syre was born of parents with no cynosures, no particular strength of personality, but was blessed and cursed 6777with more strength than anyone had seen in millennia. He was seized from his parents and held in court from the time he was an infant, with no mother or father. One day this parentless child would take his place as king of his people. Expectations were high and his power was not making itself apparent. Never quite sure about his placement or why nothing ever made sense in this world, he journeyed every day around his pink city trying to find meaning or companionship. Syre was only 17, still a child, but his peers had been outperforming him for years now. Without the family and friends the others around him took for granted, he grew to be tempestuous, jumping from one flight to the next. Nothing grounded him.

Death

Dahlia came into Syre's life quickly, seeming to know exactly what he needed. She poured into him and carved a piece out of him where she would live. They loved eachother in a way that you only can love your first lover, with childlike glee and optimism. She asks him to close his eyes and turn around, then she lies to him and says she'd never let him go. She loves him but she eventually kills him, on a hidden road under a tree at dusk.

After

Syre woke at dawn, with an empty space where his memory was. But when the sun went down a passion, pain and desire he'd never felt before filled the hole in his mind making him whole for the first time. All he knew was that he woke up every day bleeding with amnesia and a case of new memories that he had tendencies to mistake for fiction. During the day he was lost, broken and invisible but at night he was invincible. So much so, that he redefined inevitable, so it'd never go. It seems as though the sun wouldn't set at all, instead of setting slow. And as the legend goes, Syre travels on with no intention of ever letting go of his memory again.

Syre Medium Fey, Chaotic Neutral Armor Class 18

18 Hit Points 144(32d8)

144(32d8) Speed 40ft. STR DEX CON INT WIS CHA 10 (0) 18 (+4) 16 (+3) 10 (0) 16 (+3) 22 (+6) Damage Resistances bludgeoning, piercing, and slashing that is nonmagical, poison, necrotic

bludgeoning, piercing, and slashing that is nonmagical, poison, necrotic Condition Immunities charmed, paralyzed, poisoned, sleep

charmed, paralyzed, poisoned, sleep Senses darkvision 120 ft., truesight 60 ft.

darkvision 120 ft., truesight 60 ft. Languages Common, Elvish, Primordial, Sylvan

Common, Elvish, Primordial, Sylvan Challenge 12 Legendary Resistance(3/Day). If Syre fails a saving throw, he can choose to succeed instead. Magic Resistance. Syre has advantage on saving throws against spells and other magical effects. Multiattack. Syre makes two attacks with his weapon, the Touch of Time, when using the attack action. Actions A Touch of Time. Melee Weapon Attack: +8 to hit, reach 5 ft., Hit: 12 (2d6 +5) piercing and succeed at a DC 16 Wisdom saving throw to avoid being aged or made younger by a number of years equal to 5 minus the target’s Constitution modifier (minimum 1). A remove curse or similar magic will reverse the effect. Innate Spellcasting. Syre's innate spellcasting ability is Charisma (spell save DC 18). The unicorn can innately cast the following spells, requiring no components: At will: charm person, misty step, eldritch blast, faerie fire, pass without trace, speak with animals 3/day: banishment, counterspell, detect magic, dimension door, dispel magic, hypnotic pattern 1/day: time stop Legendary Actions. Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn........... Touch of Time: Syre makes one Attack with A Touch of Time. Cast a Spell: Syre uses any one at will spell. Searing Burst (Costs 3 Actions): Syre emits magical energy. Each creature of its choice in a 10 -foot radius must make a DC 16 Dexterity saving throw, taking 14 (4d6) fire damageon a failed save, or half as much damage on a successful one.