Download as pdf or txt
Download as pdf or txt
You are on page 1of 8

Level 6 Changeling Bard, College of Glamour (4) / Warlock, The Archfey (2) 14000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


I'm
Courtier Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Fey Touched (1/Long Rest). You can cast your


STRENGTH Leather 13 chosen spells without expending a spell slot or using
any spell slots you have of the appropriate level.
PROFICIENCY BONUS +3
10
SHIELD
AC
Bardic Inspiration (Bonus Action—4/Long Rest).
N
CIE C
Inspire one creature other than yourself within 60
+0 Strength feet of you who can hear you. It gains one Bardic
Y
PROFI

+0 Inspiration die, a d6.Once within the next 10


✘ +5 Dexterity
minutes, the creature can roll the die and add the
+2 Constitution ARMOR CLASS number rolled to one ability check, attack roll, or
DEXTERITY
+0 Intelligence
saving throw it makes.
MAXIMUM HIT DICE TEMPORARY

14 ✘
+1 Wisdom

+7 Charisma
31 6d8 Song of Rest. You or any friendly creatures who can
hear your performance regain hp at the end of the
CONDITIONAL
short rest by spending one or more Hit Dice, each of
those creatures regains an extra 1d6 hit points.
+2
Mantle of Inspiration (Bonus Action). Expend one
CURRENT HIT POINTS use of Bardic Inspiration, and choose up to 4
CONSTITUTION DEATH SAVING THROWS
creatures within 60ft of you. Each of them gains 5
SAVING THROWS
temporary HP, and can use its reaction to move up
14 N
CIE C

+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
to its speed, without provoking oppertunity attacks.
Y
PROFI


RT

EXPE

VISION INSPIRATION EXHAUSTION Enthralling Performance (1/Short Rest). When


+2 Animal Handling (Wis)
performing for 1 minute, choose up to 4 creatures
+2 +1 Arcana (Int) within 60ft who watched the whole performance,
they make a DC15 Wisdom save or are charmed by
+1 Athletics (Str)
you. While charmed, they idolize you, speak
INTELLIGENCE ✘✘ +10 Deception (Cha) glowingly of you, and hinder anyone that opposes
you for 1 hour, or until they take damage, you
11 ✘
+1 History (Int)
+4 Insight (Wis)
attack it, or it sees you attacking any of its allies.

Eldritch Invocations.
✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Mask of Many Faces. You can cast disguise self at
+0 +1 Investigation (Int) will, without expending a spell slot.
Shapechanger (Action). You can change your Agonizing Blast. When you cast eldritch blast, add
+2 Medicine (Wis)
appearance and your voice. You determine the 4 to the damage it deals on a hit.
WISDOM +1 Nature (Int) specifics of the changes, including your coloration,
Fey Presence (Action—1/Short Rest). You can cause
12 ✘ +4 Perception (Wis) hair length, and sex. You can also adjust your
height and weight, but not so much that your size each creature in a 10-foot cube originating from you
✘ +7 Performance (Cha) changes. You can make yourself appear as a to make a Wisdom saving throw. The creatures that
member of another race, though none of your fail their saving throws are all charmed or
✘✘ +10 Persuasion (Cha) frightened by you until the end of your next turn.
+1 +1 Religion (Int)
game statistics change. You can’t duplicate the
appearance of a creature you’ve never seen, and
+3 Sleight of Hand (Dex) you must adopt a form that has the same basic
CHARISMA arrangement of limbs that you have. Your clothing
+3 Stealth (Dex) and equipment aren’t changed by this trait.You

18 +2 Survival (Wis) stay in the new form until you use an action to
SKILLS revert to your true form or until you die.

+4 14 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +5 vs AC 1d8+2 piercing
Finesse
FEATURES & TRAITS

Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Lute, Drum, Flute

Languages. Common, Elvish, Dwarvish, Halfling, Orc

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 33 5'1" + 2d4" 115 + (2d4 x 2d4) lb.
GENDER AGE HEIGHT WEIGHT
I'm
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Residence: Sharn - Lower Tavicks Landing - Foundation District


-Lifestlye = Poor (2sp/d)
-Family secret that I'm was born a changeling, (Changeling mother, human father)
Fiercely Loyal to those he loves -Human brother Erix, Vocal political opposition to Councilman Kilk, Erix murdered night before big speech, I',
deter,omed sp,epme wemt to greatlengths to cover it up. Brother was positioned like an infinity sign. Joined
Councilman Kilk's staff as an average looking human female, Tolri, Freuqents taverns, brothels, and gambling houses as
a bard while working to gather information regartding Erix's death.

Personas:
PERSONALITY TRAITS
- Tolri - Human - Female: 5'4", 110lb - brown hair - brown eyes - small vertical scar behind left ear
- Merrywind - human - male - 34yo - 5'10" - 140lb - athletic build- Mint green hair - green eyes - striking features - purple
Neutral Good cloak - small scar behind left ear.
Regret: was supposed to be at home when Erix was murdered, frequently did unspeakable acts during The Last War for
financial gain, mostly personal reasons, sometimes soverign.
Debt: someone knows who killed Erix and who ordered Erix's murder, and its going to cost I'm greatly.
IDEAL Occupation: guitarist for Dragonmark Force - Through the faerie fire and silver flame.
Band members: Keth, Shavana, Wargod, Merrywind

Easily makes acquaintances. Hesitant to progress


relationships beyond that point

BOND

I'll do anything to get my hands on something rare or


priceless.

FLAW BACKGROUND STORY

Shiftweave outfits:
Feature: Court Functionary 1. Merrywind as he looks like his mini - Code word Perfection - Cloak is waterproof(rolled on session2)
Your knowledge of how bureaucracies function lets 2. Male - Code word - Performance - Vest : Oilslick color and sequins (always unbuttoned), No shirt, More bracelets than
you gain access to the records and inner workings of you can count, skin tight low cut shiny black leather pants, black ankle high boots
any noble court or government you encounter. You 3. Tolri - Code word - Poise - A perfectly tailored grey woven best with black buttons, white longsleeve shirt with black
know who the movers and shakers are, whom to go buttons, simple brown trouses, simple brown ankle high boots.
to for the favors you seek, and what the current
intrigues of interest in the group are. 4. I'm - Code word - Puzzle - simple shirt, simple pants, simple boots (looks like he is from lower tavicks landing).

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Rapier] 1 2 Staff of Healing 1 4
Dagger 1 1
Backpack 1 5
Bedroll 1 7
Clothes, Costume 2 4
Candle 5 —
Rations (1 day) 5 10
Waterskin 1 5
Disguise Kit 1 3
Lute 1 2
[Leather] 1 10
Clothes, Fine 1 6

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 5 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

59.1 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

Feather token -
Shiftweave Clothing -
House Kundarak - 100gp voucher

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Bard, College of Glamour

CANTRIPS Friends Minor Illusion


Vicious Mockery

1ST LEVEL 4 SPELL SLOTS Charm Person Dissonant Whispers


Healing Word Tasha’s Hideous Laughter Unseen Servant

2ND LEVEL 3 SPELL SLOTS Hold Person Suggestion

Charisma +7 15 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Warlock, The Archfey

CANTRIPS Eldritch Blast Mage Hand

1ST LEVEL 2 SPELL SLOTS Expeditious Retreat Hellish Rebuke


Hex

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

1ST LEVEL Bless (Fey Touched) Disguise Self (Mask of Many Faces)

2ND LEVEL Misty Step (Fey Touched)


Eldritch Blast Friends Mage Hand
Evocation Cantrip Enchantment Cantrip Conjuration Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE Self RANGE 30 feet
DURATION Instantaneous DURATION Concentration, up to 1 minute DURATION 1 minute
COMPONENTS V, S COMPONENTS S, M (a small amount of makeup applied to the face as this spell is COMPONENTS V, S
cast)

A beam of crackling energy streaks toward a creature within range. For the duration, you have advantage on all Charisma checks directed A spectral, floating hand appears at a point you choose within range.
Make a ranged spell attack against the target. On a hit, the target at one creature of your choice that isn’t hostile toward you. When The hand lasts for the duration or until you dismiss it as an action.
takes 1d10 force damage. the spell ends, the creature realizes that you used magic to influence The hand vanishes if it is ever more than 30 feet away from you or if
The spell creates more than one beam when you reach higher its mood and becomes hostile toward you. A creature prone to you cast this spell again.
levels: two beams at 5th level, three beams at 11th level, and four violence might attack you. Another creature might seek retribution in You can use your action to control the hand. You can use the hand
beams at 17th level. you can direct the beams at the same target or other ways (at the DM’s discretion), depending on the nature of your to manipulate an object, open an unlocked door or container, stow or
at different ones. Make a separate attack roll for each beam. interaction with it. retrieve an item from an open container, or pour the contents out of
a vial. You can move the hand up to 30 feet each time you use it. The
hand can’t attack, activate magic items, or carry more than 10
pounds.

Pact Magic (Warlock) Player’s Handbook Spellcasting (Bard) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Minor Illusion Vicious Mockery Bless


Illusion Cantrip Enchantment Cantrip 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 60 feet RANGE 30 feet
DURATION 1 minute DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS S, M (a bit of fleece) COMPONENTS V COMPONENTS V, S, M (a sprinkling of holy water)

You create a sound or an image of an object within range that lasts You unleash a string of insults laced with subtle enchantments at a You bless up to three creatures of your choice within range.
for the duration. The illusion also ends if you dismiss it as an action or creature you can see within range. If the target can hear you (thought Whenever a target makes an attack roll or a saving throw before the
cast this spell again. If you create a sound, its volume can range from it need not understand you), it must succeed on a Wisdom saving spell ends, the target can roll a d4 and add the number rolled to the
a whisper to a scream. It can be your voice, someone else’s voice, a throw or take 1d4 psychic damage and have disadvantage on the attack roll or saving throw.
lion’s roar, a beating of drums, or any other sound you choose. The next attack roll it makes before the end of its next turn. This spell’s At Higher Levels. When you cast this spell using a spell slot of 2nd
sound continues unabated throughout the duration, or you can make damage increases by 1d4 when you reach 5th level (2d4), 11th level level or higher, you can target one additional creature for each slot
discrete sounds at different times before the spell ends. If you create (3d4) and 17th level (4d4) level above 1st.
an image of an object—such as a chair, muddy footprints, or a small
chest—it must be no larger than a 5-foot cube. The image can’t
create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.

Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook Fey Touched Player’s Handbook

Charm Person Disguise Self Dissonant Whispers


1st-level enchantment 1st-level illusion 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE Self RANGE 60 feet
DURATION 1 hour DURATION 1 hour DURATION Instantaneous
COMPONENTS V, S COMPONENTS V, S COMPONENTS V

You attempt to charm a humanoid you can see within range. It must You make yourself—including your clothing, armor, weapons, and You whisper a discordant melody that only one creature of your
make a Wisdom saving throw, and does so with advantage if you or other belongings on your person—look different until the spell ends choice within range can hear, wracking it with terrible pain. The
your companions are fighting it. If it fails the saving throw, it is or until you use your action to dismiss it. You can seem 1 foot shorter target must make a Wisdom saving throw. On a failed save, it takes
charmed by you until the spell ends or until you or your companions or taller and can appear thin, fat, or in between. You can’t change 3d6 psychic damage and must immediately use its reaction , if
do anything harmful to it. The charmed creature regards you as a your body type, so you must adopt a form that has the same basic available, to move as far as its speed allows away from you. The
friendly acquaintance. When the spell ends, the creature knows it arrangement of limbs. Otherwise, the extent of the illusion is up to creature doesn’t move into obviously dangerous ground, such as a
was charmed by you. you. fire or a pit. On a successful save, the target takes half as much
At Higher Levels. When you cast this spell using a spell slot of 2nd The changes wrought by this spell fail to hold up to physical damage and doesn’t have to move away. A deafened creature
level or higher, you can target one additional creature for each slot inspection. For example, if you use this spell to add a hat to your automatically succeeds on the save.
level above 1st. The creatures must be within 30 feet of each other outfit, objects pass through the hat, and anyone who touches it At Higher Levels. When you cast this spell using a spell slot of 2nd
when you target them. would feel nothing or would feel your head and hair. If you use this level or higher, the damage increases by 1d6 for each slot level above
spell to appear thinner than you are, the hand of someone who 1st.
reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.

Spellcasting (Bard) Player’s Handbook Mask of Many Faces (Warlock) Player’s Handbook Spellcasting (Bard) Player’s Handbook
Expeditious Retreat Healing Word Hellish Rebuke
1st-level transmutation 1st-level evocation 1st-level evocation

CASTING TIME 1 bonus action CASTING TIME 1 bonus action CASTING TIME 1 reaction
RANGE Self RANGE 60 feet RANGE 60 feet
DURATION Concentration, up to 10 minutes DURATION Instantaneous DURATION Instantaneous
COMPONENTS V, S COMPONENTS V COMPONENTS V, S

This spell allows you to move at an incredible pace. When you cast A creature of your choice that you can see within range regains hit Reaction: you are being damaged by a creature within 60 feet of you
this spell, and then as a bonus action on each of your turns until the points equal to 1d4 + your spellcasting ability modifier. This spell has that you can see You point your finger, and the creature that
spell ends, you can take the Dash action. no effect on undead or constructs. damaged you is momentarily surrounded by hellish flames. The
At Higher Levels. When you cast this spell using a spell slot of 2nd creature must make a Dexterity saving throw. It takes 2d10 fire
level or higher, the healing increases by 1d4 for each slot level above damage on a failed save, or half as much damage on a successful one.
1st. At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the damage increases by 1d10 for each slot level
above 1st.

Pact Magic (Warlock) Player’s Handbook Spellcasting (Bard) Player’s Handbook Pact Magic (Warlock) Player’s Handbook

Hex Tasha’s Hideous Laughter Unseen Servant


1st-level enchantment 1st-level enchantment 1st-level conjuration (ritual)

CASTING TIME 1 bonus action CASTING TIME 1 action CASTING TIME 1 action
RANGE 90 feet RANGE 30 feet RANGE 60 feet
DURATION Concentration, up to 1 hour DURATION Concentration, up to 1 minute DURATION 1 hour
COMPONENTS V, S, M (the petrified eye of a newt) COMPONENTS V, S, M (tiny tarts and a feather that is waved in the air) COMPONENTS V, S, M (a piece of string and a bit of wood)

You place a curse on a creature that you can see within range. Until A creature of your choice that you can see within range perceives This spell creates an invisible, mindless, shapeless, Medium force that
the spell ends, you deal an extra 1d6 necrotic damage to the target everything as hilariously funny and falls into fits of laughter if this performs simple tasks at your command until the spell ends. The
whenever you hit it with an attack. Also, choose one ability when you spell affects it. The target must succeed on a Wisdom saving throw or servant springs into existence in an unoccupied space on the ground
cast the spell. The target has disadvantage on ability checks made fall prone, becoming incapacitated and unable to stand up for the within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t
with the chosen ability. If the target drops to 0 hit points before this duration. A creature with an Intelligence score of 4 or less isn’t attack. If it drops to 0 hit points, the spell ends.
spell ends, you can use a bonus action on a subsequent turn of yours affected. Once on each of your turns as a bonus action, you can mentally
to curse a new creature. A remove curse cast on the target ends this At the end of each of its turns, and each time it takes damage, the command the servant to move up to 15 feet and interact with an
spell early. target can make another Wisdom saving throw. The target has object. The servant can perform simple tasks that a human servant
At Higher Levels. When you cast this spell using a spell slot of 3rd advantage on the saving throw if it’s triggered by damage. On a could do, such as fetching things, cleaning, mending, folding clothes,
or 4th level, you can maintain your concentration on the spell for up success, the spell ends. lighting fires, serving food, and pouring wine. Once you give the
to 8 hours. When you use a spell slot of 5th level or higher, you can command, the servant performs the task to the best of its ability until
maintain your concentration on the spell for up to 24 hours. it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it
more than 60 feet away from you, the spell ends.

Pact Magic (Warlock) Player’s Handbook Spellcasting (Bard) Player’s Handbook Spellcasting (Bard) Player’s Handbook

Hold Person Misty Step Suggestion


2nd-level enchantment 2nd-level conjuration 2nd-level enchantment

CASTING TIME 1 action CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE 60 feet RANGE Self RANGE 30 feet
DURATION Concentration, up to 1 minute DURATION Instantaneous DURATION Concentration, up to 8 hours
COMPONENTS V, S, M (a small, straight piece of iron) COMPONENTS V COMPONENTS V, M (a snake’s tongue and either a bit of honeycomb or a drop of
sweet oil)

Choose a humanoid that you can see within range. The target must Briefly surrounded by silvery mist, you teleport up to 30 feet to an You suggest a course of activity (limited to a sentence or two) and
succeed on a Wisdom saving throw or be paralyzed for the duration. unoccupied space that you can see. magically influence a creature you can see within range that can hear
At the end of each of its turns, the target can make another Wisdom and understand you. Creatures that can’t be charmed are immune to
saving throw. On a success, the spell ends on the target. this effect. The suggestion must be worded in such a manner as to
At Higher Levels. When you cast this spell using a spell slot of 3rd make the course of action sound reasonable. Asking the creature to
level or higher, you can target on additional humanoid for each slot stab itself, throw itself onto a spear, immolate itself, or do some
level above 2nd. The humanoids must be within 30 feet of each other other obviously harmful act ends the spell.
when you target them. The target must make a Wisdom saving throw. On a failed save, it
purses the course of action you described to the best of its ability.
The suggested course of action can continue for the entire duration.
If the suggested activity can be completed in a shorter time, the spell
ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity
during the duration. For example, you might suggest that a knight
five her warhorse to the first beggar she meets.
If the condition isn’t met before the spell expires, the activity isn’t
preformed. If you or any of your companions damage the target, the
spell ends.

Spellcasting (Bard) Player’s Handbook Fey Touched Player’s Handbook Spellcasting (Bard) Player’s Handbook
Rapier Dagger Backpack
Weapons Weapons Adventuring Gear

A backpack is a leather pack carried on the back, typically


with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

2 lb. Player’s Handbook 1 lb. Player’s Handbook 5 lb. Player’s Handbook

Bedroll Clothes, Costume Candle


Adventuring Gear Adventuring Gear Adventuring Gear

For 1 hour, a candle sheds bright light in a 5-foot radius and


dim light for an additional 5 feet.

7 lb. Player’s Handbook 4 lb. Player’s Handbook — Player’s Handbook

Rations (1 day) Waterskin Disguise Kit


Adventuring Gear Adventuring Gear Tools

Rations consist of dry foods suitable for extended travel, The perfect tool for anyone who wants to engage in trickery, a disguise
including jerky, dried fruit, hardtack, and nuts. kit enables its owner to adopt a false identity.
Components. A disguise kit includes cosmetics, hair dye, small props,
and a few pieces of clothing.
Deception. In certain cases, a disguise can improve your ability to
weave convincing lies.
Intimidation. The right disguise can make you look more fearsome,
whether you want to scare someone away by posing as a plague victim
or intimidate a gang of thugs by taking the appearance of a bully.
Performance. A cunning disguise can enhance an audience’s
enjoyment of a performance, provided the disguise is properly designed
to evoke the desired reaction.
Persuasion. Folk tend to trust a person in uniform. If you disguise
yourself as an authority figure, your efforts to persuade others are often
more effective.
Create Disguise. As part of a long rest, you can create a disguise. It
takes you 1 minute to don such a disguise once you have created it. You
can carry only one such disguise on you at a time without drawing undue
attention, unless you have a bag of holding or a similar method to keep
them hidden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves
moderate changes to your appearance, and 30 minutes for one that
requires more extensive changes.
DISGUISE KIT
Activity DC
Cover injuries or distinguishing marks 10
Spot a disguise being used by someone else 15
Copy a humanoid’s appearance 20

2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 3 lbs. Player’s Handbook
Lute Leather Clothes, Fine
Musical Instruments Armor Adventuring Gear

If you have proficiency with the lute, you can add your The breastplate and shoulder protectors of this armor are
proficiency bonus to any ability checks you make to play made of leather that has been stiffened by being boiled in
music with the instrument. A bard can use a musical oil. The rest of the armor is made of softer and more
instrument as a spellcasting focus. flexible materials.

2 lbs. Player’s Handbook 10 lb. Player’s Handbook 6 lb. Player’s Handbook

Staff of Healing
Weapons

This staff has 10 charges. While holding it, you can use an
action to expend 1 or more of its charges to cast one of the
following spells from it, using your spell save DC and
spellcasting ability modifier: cure wounds (1 charge per
spell level, up to 4th), lesser restoration (2 charges), or
mass cure wounds (5 charges).
The staff regains 1d6 + 4 expended charges daily at
dawn. If you expend the last charge, roll a d20. On a 1, the
staff vanishes in a flash of light, lost forever.

4 lb. Dungeon Master’s Guide

You might also like