![]() Undead further than 30' away, but within 60' also force this save, but do not add their proficiency modifier to the DC. Once a successful save is made against this ability from any undead, they are immune to its effects till they take a long rest, unless they would be subject to the same ability with a higher DC (for instance, they save against the 60' version, but are still vulnerable to the 30' version). This save is made with disadvantage if they can see the undead. Anyone with less levels or hit dice than the CR of the undead must make a DC 8+the undead's proficiency modifier+their highest mental modifier Wisdom save upon first seeing the undead or become Frightened for one hour, with a new save at the end of each of their turns. In addition, the wearer regains 1 HP every minute.Īura Of Fell Fright-All undead within 30' of the wearer take on horrible, twisted, frightening forms. Undead within 60' but further than 30' away instead come back after an hour. The wearer deals an extra 3d4 damage.Īura Of Rejuvenation-All undead within 30' of the wearer come back to unlife one minute after being slain or destroyed, so long as they were not killed with a critical hit, radiant damage, or something that completely destroys the body (such as Disintegrate). If they are further than 30' but within 60' add 1d4 damage. ![]() In addition, it has the following other abilities, only one of which may be active at a time (switching between them is a bonus action):Īura Of Power-All undead within 30' of the wearer of the cloak deal an extra 2d4 necrotic damage on all attacks. The wearer is treated as an undead while wearing it while it would be beneficial to them. This cloak, made from a skinned lich, exudes an aura of undeath around it. In addition, you take 16*Charges left necrotic damage from this (no save), but are also healed for the amount of damage dealt to all others simultaneously.Ĭloak, Very Rare, Must be attuned by someone capable of commanding undead in some way (These do not stack-the most they can take is 8*Charges left, not 14*Charges left.) Half damage on a successful saving throw. The staff is destroyed and releases its energies in a 30' radius around you.Įach person within 30' must make a DC 17 Constitution saving throw, taking 8*Charges left necrotic damage if they are within 10', 4*Charges left if they are within 20', and 2*Charges left if they are within 30'. Soul Sucking Strike-You can use your action to break this staff over your knee or a solid surface. If the staff contains a spell you do not have a high enough slot for, it may only be cast at its lowest level.ģrd level-Animate Dead, Bestow Curse, Fear It costs a number of charges equal to the spell level to cast any spell (cantrips may be cast at-will as long as the staff has at least 1 charge), and the spells may be upcast, up to the highest level you are capable of casting. Spells-The staff can cast the following spells. Deal Xd6 necrotic damage, where X is the number of charges spent, in addition to the regular damage, and gain the necrotic damage dealt as THP. Reaping Strike-On a successful melee hit with this staff, you may expend any number of charges. In addition, the staff has the following charge-based abilities: On a 1, the staff retains its +1 to hit and damage, but nothing else. If the last charge is expended, roll a d20. ![]() While wielding it, you gain a +2 bonus to AC, saving throws, and spell attack rolls, and increase the DC of any Necromancy spells you cast by 1. This staff can be wielded as a magical quarterstaff, with a +1 bonus to hit rolls and damage rolls. ![]() ![]() Staff, Very Rare, Requires Attunement by someone capable of casting 3rd level or higher Necromancy spells ![]()
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