Duergar Mind MasterMedium humanoid (duergar)
Duergar Resilience. The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.
Spellcasting. The duergar mind master uses Psionics (Wis) to cast spells (spell save DC 12, +4 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Mind-Poison Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 1 m. or range 3/10 m. Hit: 5 (1d4 + 3) piercing damage plus 10 (3d6) psychic damage.
Mind Mastery (1/turn). The duergar targets one creature it can see within 10 meters of it. The target must succeed on a DC 12 Will saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 2 meters in a direction of the duergar’s choice. Creatures that can’t be charmed are immune to this effect.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9