Wondrous Item, very rare

Properties (active through either method):

  • Elemental Anchoring. While wearing the amulet:

    • You have advantage on saving throws against being charmed, frightened, or confused by aberrations or Far Realm entities.

    • You gain resistance to psychic damage.

    • You are immune to madness caused by prolonged exposure to Far Realm phenomena.

  • Wrath of the Bound Princes (1/Day Each): As a bonus action, you may invoke the power of one shard. Each effect can be used once per long rest:

    • Shard of Imix (Fire): Your next fire-damage spell ignores resistance and deals extra damage equal to your proficiency bonus.

    • Shard of Olhydra (Water): End one condition on yourself: blinded, paralyzed, or poisoned. For 1 minute, you have advantage on saving throws against that condition.

    • Shard of Ogremoch (Earth): For 1 minute, gain resistance to nonmagical bludgeoning, piercing, and slashing damage, and cannot be moved against your will.

    • Shard of Yan-C-Bin (Air): Until the end of your next turn, gain a flying speed equal to your walking speed and can move through other creatures’ spaces as if they were difficult terrain.


Elemental Surgeback

Each time you activate a shard’s power, roll a d20. If you roll a natural 1 two times in a row (i.e., twice on consecutive shard activations), a Surgeback occurs:

  • A short-term madness effect strikes the wearer (see Dungeon Master's Guide, pg. 259),
    or

  • The DM may trigger a violent elemental backlash tied to the shard invoked — such as:

    • A gout of flame from Imix’s shard igniting everything in a 5-foot radius (Dex save or take 4d6 fire damage),

    • A pulse of crushing water knocking creatures prone,

    • A localized quake from Ogremoch cracking the ground beneath,

    • A screeching wind from Yan-C-Bin pushing creatures 10 feet away.

Notes: Resistance: Psychic, Charmed, Frightened, Willing Attunement. A spellcaster may attune to the amulet normally. OR Blood-Binding. A spellcaster may bypass attunement by allowing the amulet’s tiny barbed hooks to pierce their flesh and link to their life force. While bound this way, the wearer loses 2d6 hit points at dawn each day, which cannot be reduced or prevented. If this damage reduces them to 0 HP, they die as the amulet consumes their soul in a flare of planar energy.

Jasonthemason33

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