✦ Lore
Angelina’s Tear was never meant to be a weapon. It was the echo of a farewell — the crystallized grief and love of a fey patron watching her chosen flower bloom far from home. It shines not when Aurora fights, but when she chooses to step forward, when she closes the distance between herself and the world. It rewards not strength, but courage in vulnerability.
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✦ Passive Properties
Your Armor Class increases by +3 while attuned to this item
The brooch emits a soft pink glow while you are below half your maximum hit points (you may suppress this as a bonus action)
You may attune to this item even if you are already attuned to another artifact
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✦ Heartlink Charges
You gain charges equal to 2 × your proficiency bonus.
You regain all expended charges at dawn.
- Spell Slot Recovery (Bonus Action)
Spend charges to recover spell slots whose combined level equals or is lower than the number of charges spent.
- Shield of the Veil (Reaction)
Spend 2 charges to cast Shield on yourself when hit by an attack, without expending a spell slot.
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✦ Overdraw – Tear of Resolve
You may use Heartlink charges to recover a spell slot of 6th level or higher, but doing so costs you:
2d4 max HP per round (until the end of combat) for a 6th-level spell
+1d4 per level above 6th (e.g., 7th = 3d4/round, etc)
These max HP reductions cannot be healed until after a long rest
Optional Roleplay Bonus:
If you declare a personal bond with an ally within 30 ft (by voicing a memory or emotion), that ally regains HP equal to half of the HP you lose per round from Overdraw.
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✦ Ribbonheart Convergence (1/long rest)
As an action, choose a creature you can see within the range of your Eldritch Blast. The creature can be any size, including Gargantuan.
The target must make a DC 22 Constitution saving throw
On a failed save, it takes 10d8 damage (5d8 radiant + 5d8 force)
On a successful save, it takes half damage
Regardless of the result, both you and the target are pulled simultaneously to a point midway between you, stopping when you are 5 feet apart.
This movement ignores difficult terrain
Does not provoke opportunity attacks
Cannot be resisted by size or immunity to forced movement
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✦ Post-Effect Restriction
Until the start of your next turn, you cannot teleport, fly, or move via magical means
You may move normally using your walking speed
Notes: Bonus: Armor Class, Requires attunement by a spellcaster, Buff, Headwear
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