Sneak Attack(1/turn): Once per turn when Callypso lands a weapon attack while having advantage or if her target is engaged with another creature, she can deal an additional 10d6 damage of the associated type.
Elusive: You cannot have advantage against this creature for any reason.
Stroke of Luck(recharges on short or long rest): If Callypso misses with an attack roll she may turn the miss into a hit. Alternatively is she fails an ability check she can treat it as a roll of 20 on the d20.
Evasion: When Callypso is subjected to an effect that forces her to make a Dexterity Saving Throw she takes no damage on a successful save and only 1/2 damage on a failure.
Innate Spellcasting: Callypso may cast the following spells innately, from her magic items, DC 19
- At Will: Mage Hand, Silvery Barbs, Blindness/Deafness, Hex, Hunter's Mark
- 3/Day: Bestow Curse, Enemies Abound, Suggestion
- 1/Day: Soul Cage, Magic Jar, Dominate Person, Eyebite, Tether Essence
Unlucky(3/day): As a reaction Callypso imposes disadvantage on another creature's attack roll, saving throw or ability check as long as she can see them.
Reliable: Whenever Callypso rolls for a skill or saving throw she is proficient in, any roll on the d20 of less than 10 is counted as a 10.
Magic Items: Callypso is attuned to and wielding the following magic items;
- Envy: A legendary dagger that steals knowledge from its victims
- Mask of Sorrow: a magical mask that enables its wearer to cast certain spells and effects
- A set of +3 Studded Leather Armor
- Threads of Fate: Magical silk thread that causes bad luck to those ensnared by it.
Envy: This artifact dagger gains a +3 bonus to attack and damage rolls and deals an additional 3d4 psychic damage with each attack(included in attack). Additionally it gains the following benefits;
- Additional spells are added to Callypso's Spellcasting
- Concentration checks are made at disadvantage when a creature takes damage from this dagger.
- Callypso gains access to the Envious Ability listed under reactions.
- Attacks made with this weapon are made at advantage against creatures concentrating on a spell or other magical effect.
Mask Of Sorrow: This Legendary mask grant the wearer a +3 Bonus to their AC(included). Additionally it grants the following benefits;
- Some of the spells listed under innate spellcasting
- If a creature is affected by a spell or ability from Callypso, they must make a Wisdom saving throw at the beginning of their turns, DC 19. On a failed save the creature is stunned until the end of their turn, crying uncontrollably.
- Callypso gains the Mind Fog action.
Threads of Fate: These magic threads grant the user the following benefits;
- Callypso gains the Tug the Threads ability.
- The user is always under the effect of the Sanctuary spell.
- If a creature is under the effects of Tug the Threads, attack rolls made at callypso are made at disadvantage and she makes saving throws against those creatures at advantage.
- Callypso gains advantage on attacks rolls made at creatures cursed by the threads.
Envy: Melee Weapon Attack, Single Target, 5ft., +14 to hit, on hit; Deals 11(1d4+8) piercing damage plus an additional 8(3d4) Psychic damage.
Tug the Threads: Ranged Spell Attack, Target, 5ft., +11 to hit, on hit: Deals 18(4d8) Psychic Damage and target must make a DC 20 Charisma Saving Throw. Om a failed save, a creature becomes cursed for 1 minute. While cursed all attack rolls made at Callypso are made at disadvantage and she makes saving throws against those creatures at advantage. Additionally cursed creatures take an additional 4d6 damage anytime Callypso successfully hits them with an attack. This ability can be ended early with the Remove Curse spell.
Mind Fog(1/Day): Callypso exhales a pale violet Fog in a 60 Ft radius. All creatures in this radius must make a DC 22 Wisdom Saving throw. The creatures perception of their surroundings changes as if in the Mirage Arcane Spell, controlled by Callypso. All creatures that failed their saving throw are unaware the area is an illusion, successful creatures still perceive the illusion, but are aware it is an illusion. Affected creatures can repeat the saving throw whenever they take damage, becoming aware of the illusion on a success. The effects disappear when Callypso ends the effect as a bonus action or falls unconscious.
Evil Eye: You attempt to place a minor curse on a creature you can see within 60 Ft. The creature must succeed on a DC 19 Charisma Saving Throw or fall under the curse. The curse lasts for 1 minute. For the duration Callypso may apply their sneak attack damage to the afflicted creature even when they are not engaged and when Callypso does not have advantage, but not disadvantage.
Steal Luck(3x per short or long rest): When a creature makes an ability check, attack roll, or saving throw with advantage, Callypso can use her reaction to remove advantage from the roll, if she does, she regains a use of Jinx.
Jinx(3/day): As a reaction Callypso may use one of the following jinxes on her enemies
- Curse of the Maimed: When Callypso lands an 18-19 on the D20 for an attack roll, she may cause the attack to become a critical hit.
- Curse of the Clumsy: When a creature marked by Evil Eye moves more than 5 feet, Callypso causes the creature to fall prone and reduce their speed to 0 until the end of that creature's turn
- Curse of the Ruined: When another creature makes a saving throw Callypso may impose disadvantage on that creature's save.
- Curse of the Marked: When a creature fails a save against Callypso's Evil Eye, the duration increases to 24 hours and Callypso always knows the direction and distance of the marked creature.
- Curse of the Unlucky: When a creature fails a save against Callypso's Evil Eye, she can cause them to become unlucky for the duration. Whenever the targeted creature makes an attack roll or saving throw, roll 1d4 and subract the number rolled from the result. This effect ends when Evil Eye ends.
Uncanny Dodge: When Callypso takes damage from a source she can see, she can use her reaction to take half the total damage instead.
Envious(3/day): If Callypso breaks a creatures concentration, she may use her reaction to immediately cast the spell that concentration was broken on at the same level it was cast. When done this way the spells do not require concentration. Callypso can only be under the effects of one spell cast this way at any given time.
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