Wondrous Item, legendary (requires attunement by a by a Cleric, Druid, or Paladin)

This necklace currently has 5 magic beads made from sapphire, with veins of silver running through them. If a magic bead is removed from the necklace, that bead loses its magic.

Several types of magic beads exist in total. This necklace currently contains the ones listed below. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary) or an extra effect for a spell from the Cleric, Druid, or Paladin spell list. Once a magic bead's spell is cast or extra effect used, that bead can't be used again until the next dawn.

Bead of Blessing: Bless

Bead of Justice: Bane or Guiding Bolt

Bead of Curing: Cure Wounds (2nd level) or Lesser Restoration

Bead of Succor: Enhance Ability

Bead of Torm's Might: Extra Effect: Spiritual Weapon - When you use your bonus action to strike a target with Spiritual Weapon you may expend this bead's power as a free action to cause the weapon to strike three times instead of one and then detonate, healing friendly targets within 15ft by 1d8 + your spellcasting modifier (increased by 1d8 per spell slot level above 2nd). The effect of Spiritual Weapon ends following the detonation.

 

Dragon-Touched (Awakened) - This item may serve as a spellcasting focus for Clerics, Druids, and Paladins. While wearing the necklace, you have advantage on initiative rolls. This item gains an additional effect determined by the family of the dragon in whose hoard it became Awakened. However, Torm has instead awakened the power of the ancestry of his champion, bestowing the effect of a Metallic dragon's hoard.

Metallic - When a creature you see within 30 feet of you makes a saving throw, you may use your reaction to give that creature advantage on the saving throw.

Additionally, while you are wearing the necklace you may use it as a focus to cast additional spells. Once the item is used to cast a given spell, it cannot be used to cast said spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Awakened.

Chromatic - Hold Monster, Rime's Binding Ice

Rime's Binding Ice (2nd level Evocation) - Cast Time: 1 action, Range: Self (30-ft cone), Components: S, M (a vial of meltwater), Duration: Instantaneous

A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute or until another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save a creature takes half damage and is not hindered by ice. At Higher Levels: Increase the cold damage by 1d8 per spell slot level above 2nd.

 

Notes: by a Cleric, Druid, or Paladin

Rixzan