Wondrous Item, legendary (requires attunement by a Requires attunement by a Cleric or Druid committed to nonviolence)

A delicate amulet carved from living emerald wood shaped into a gently curling leaf, entwined with softly glowing silver filigree. At its center rests a small, luminescent crystal filled with twinkling motes that drift slowly, evoking calm and harmony.

Purpose & Personality:

The amulet embodies the compassionate spirit of ancient druidic sages dedicated to peace and renewal. It encourages empathy, tranquility, and nonviolent resolutions. Its sentience is gentle, speaking in warm whispers that encourage restraint, healing, and mediation. It subtly radiates serenity, seeking to ease aggression in those around its wearer.

Abilities:

  • Aura of Serenity:
    Within 15 feet of the wearer, creatures have disadvantage on attack rolls made against targets other than the wearer, gently dissuading violence and hostility.

  • Healing Grace:
    Three times per day, as an action, the wearer can release a wave of restorative energy. All friendly creatures within 30 feet regain 3d8 + wisdom modifier hit points, and hostile creatures must succeed on a Wisdom saving throw or become calmed (as per Calm Emotions) for 1 minute.

  • Nature's Sanctuary:
    Grants advantage on Charisma (Persuasion) checks made to peacefully interact with beasts, plants, and nature-based entities.

  • Verdant Guardian (1/day):
    In moments of dire need, the wearer can invoke the amulet’s ultimate power, conjuring a protective dome of vines, flowers, and gentle light in a 30-foot radius for 1 minute. All creatures within regain hit points equal to 2d8 + wisdom modifier each round they remain inside. Creatures attempting to enter with hostile intent must pass a DC 16 Wisdom saving throw or lose their hostility and become passive for the duration.


Special Restriction:

The Amulet of the Verdant Peace will temporarily lose its powers if the wearer willingly engages in violence or actively seeks harm upon others, regaining its powers only after a period of peaceful meditation and reflection (24 hours).

Notes: Bonus: Armor Class, Requires attunement by a Cleric or Druid committed to nonviolence

GrumpyGrandpa42

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