+1 | Strength |
+1 | Dexterity |
+7 | Constitution |
+0 | Intelligence |
+2 | Wisdom |
+6 | Charisma |
+1 | Acrobatics |
+2 | Animal Handling |
+0 | Arcana |
+1 | Athletics |
+3 | Deception |
+0 | History |
+5 | Insight |
+3 | Intimidation |
+0 | Investigation |
+2 | Martial |
+2 | Medicine |
+3 | Nature |
+5 | Perception |
+3 | Performance |
+6 | Persuasion |
+3 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+5 | Survival |
Asher's Magic Items | Abilities |
---|---|
Wildpipes | You can play these pipes as an action with a Charisma (Performance) ability check against DC 12. If successful, you gain an effect based on whether you played Calm, or Chaos. On a failure, a Wild Magic Surge occurs. You can use this ability once until dawn the next day. — Calm: The next time you would roll on the Wild Magic Surge table within 1 minute, you can roll three times and choose one of the effects rolled. -OR- Chaos: The next Chaos Bolt spell you would cast within 1 minute leaps twice. |
Indomitable Pauldron of the Anti-Mage (Unattuned) | Dominance: Whenever you would make a successful saving throw against a spell cast by a hostile creature that is targeting only you, you can spend your reaction to roll a d20. You can consume an unused spell slot before you roll to add a bonus to the d20 equal to the spell slot's level. If the result is 15 or higher, you reflect the spell on the original caster, treating it as the new target. You can use this ability once before finishing a long rest. — Defiance: Any damage you would receive from a spell cast by a hostile creature is reduced by 3, and any attempts by other creatures to cast Counterspell or Dispel Magic on you have their DC's increased to 13 + the spell's level. If you successfully use Dominance, you have advantage on all saving throws against the original caster of the reflected spell for 3 rounds. |
Bloodmage's Staff (Attuned) | +1 to Spell Attacks & Save DC. Usable as a +1 Spear. — Life Stealer: Regain a charge when you kill a creature with a spell (1st level or higher), or with the staff itself. (Max: 6 Charges) — Sanguine Bolt: Spend any number of charges to make a ranged spell attack using your spell attack mod. Deal 1d10 necrotic damage per charge spent. — "A blood-stained staff has thorns spread along its haft and a jagged black crystal on the end. As the item collects charges, the black crystal turns crimson." (Charges: 0 at End of Phase 2) — (Rare) (Requires Attunement: Wizard, Sorcerer, or Warlock) |
The statblocks of your Weapons, armor and other important/magical equipment
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.