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Decota
Name Lost (Formely Calrune) Player Sam Race Human? Level 16
Alignment Chaotic Evil Class Sorcer (6) Bard (6) Warlock (4) Background Unkown
Age Unknown Birth Unknown
HP 139 AC 00 Speed 30 Init +0
Proficiency Bonus +5 Passive Perception unknown Join Unknown Leave -
Skills
STR 4 (-3)
DEX 6 (-2)
CON 10 (+0)
INT 20 (+5) Insight,
WIS 20 (+5) Arcana, Perception x2,
CHA 20 (+5) Intimidation x2, Performance
Languages Common
Proficiencies
Human Traits
Unkown Unknown Unkown Unkown
Unkown Unknown Size 000cm Weight 00Kg
Unknown
Max Spell Slots4 1st Level Slots
3 2nd Level Slots
5 3rd Level Slots
3 4th Level Slots
2 5th Level slots
1 6th Level SLot
Spell Casting Ability AAA
Save DC 00 Modifier 00
Level Slots Spells
Cantrip -
1st 0
2nd 0
3rd 0 Fear, Slow, CounterSPell,
4th 0
5th 0 Dominate Person
6th 0
7th 0
8th 0
9th 0

Staff of Charming
While holding this staff, you can use an action to expend 1 of its 10 Charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. The staff can also be used as a magic Quarterstaff.
If you are holding the staff and fail a saving throw against an Enchantment spell that Targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an Enchantment spell that Targets only you, with or without the staff's intervention, you can use your Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical Quarterstaff.

CLoak of Displacment
While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.

Haunting pipes
You must be proficient with wind instruments to use these pipes. They have 3 Charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. If you wish, all creatures in the area that aren't Hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended Charges daily at dawn.

Gem of Seeing
This gem has 3 Charges. As an action, you can speak the gem's Command Word and expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended Charges daily at dawn.

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