A collection of holy symbols, idols, and unholy symbols that represent many deities, all strewn together on several necklaces. Once a day as an action, you can invoke a random symbol for aid of that deity with a 5% success rate. Depending on the need, roll 1d6 to the appropriate table. If the tables do not have an appropriate effect for your request, you must make a DC 20 Charisma check to achieve your request. The DM can decide the extent of your assistance, as well as the deity which aided you. Each time you successfully invoke a deity's assistance, you cannot use the Amulets of Dilute Faith for 1 week. If you unattune to the Amulets of Dilute Faith before the week is completed, you will be afflicted by a curse of your DM's discretion.
Rescue
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1d6 |
Effect |
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1 |
For one minute, the next time you drop to 0 hp, you drop to 1 instead |
|
2 |
You and your nearest ally within 120ft switch places. If no ally is within range, you and the nearest foe within 120ft switch places. If no foe is within range, a pet rock with googly eyes teleports 5ft from you to give you some advice. Its name is written on the rock's flat bottom according to your DM. |
|
3 |
A magical warhorse comes to your aid, teleporting 5ft from you. It takes its turn on your initiative and is under your control. You can mount it as a reaction. It returns to its home plane at the end of your next turn. |
|
4 |
Until the end of your next turn, all enemy creatures you can see are charmed by you. Creatures immune to charmed instead must use their next attack action on another enemy creature if one is in sight, or are otherwise unaffected. |
|
5 |
Teleport to an unoccupied space 30ft from you that is considered “safer than before” at your DM’s discretion. Any restraints are automatically released. |
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6 |
You heal for a number of hit dice equal to a third your level rounded down for a minimum of 1. |
Protection
|
1d6 |
Effect |
|
1 |
For one minute, your AC increased by +1 |
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2 |
For one minute, you have advantage on one saving throw type of your choice. |
|
3 |
Until the end of your next turn, you become invisible. |
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4 |
For one minute, become resistant to the next oncoming damage type. |
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5 |
The next time you are hit by an attack, the attacker must make a DC 12 Wisdom saving throw or be stunned until the end of your next turn. |
|
6 |
You gain temporary hit points from a pool of hit dice. The pool is equal to half your level rounded down for a minimum of 1. |
Guidance
|
1d6 |
Effect |
|
1 |
For one minute, you gain a +1 to your attacks and damage. |
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2 |
For one minute, you see the exact location of all traps within 100ft of you. |
|
3 |
For one minute, you can add 1d4 to the result of any skill check or saving throw. |
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4 |
For one minute, your movement speed increased by 10ft and are unaffected by difficult terrain. |
|
5 |
For one minute, you have advantage on Stealth, Sleight of Hand, and Deception checks. |
|
6 |
You learn the exact location of a secret or hidden entrance within 120ft of you. |
Notes: any class except Cleric or Paladin, unless the Paladin is an Oathbreaker, Necklace
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