Adamant Vessel
The Vessel functions as your Genie Vessel. You may enter and leave it normally.
The interior reflects your current state of soul and purpose and subtly changes as the Vessel awakens.
The Adamant Vessel was forged deep within Great Rift of Aqires, in the Starforge of Azaradraakadon, beneath the same dark sky that witnessed the creation of the final Adamant Rings when the stars were newly born.
Its core was once the Black River Blade, a relic gifted by Akariel to the first mortal who crossed the Black River and returned. When Salaman severed his pact with the Ferryman and bound himself to Kashathra, the Forgotten God and Djinn of Three Wishes, the blade collapsed into a sphere of black stone veined with sapphire and gold.
Into the flames of the Starforge were cast the remnants of a broken pact, the essence of a god-turned-djinn, the waters of the Black River, and the fate of a man who refused to belong to anyone.
The Adamant Rings embody the laws by which the Dawnweaver shaped reality.
The Adamant Vessel embodies a law she never accounted for.
Sovereignty.
Not the right to rule others.
The right to rule oneself.
Echoes of the Black River
While you are attuned to the Vessel:
- You gain a +3 bonus to spell attack rolls.
- Your spell attacks score a critical hit on a roll of 19-20.
- Your spell attacks ignore half cover and three-quarters cover.
- When making a melee attack with another weapon, you gain a +3 bonus to attack rolls.
- You gain a +1 bonus to spell save DC
- You gain immunity to necrotic damage and resistance to nonmagical bludgeoning, slashing, and piercing attacks.
Unwritten Path
The Adamant Vessel was not forged by the Dawnweaver.
It was not created as part of the design of the Adamant Rings.
It exists outside the system they were meant to govern.
While attuned to the Adamant Vessel:
- You cannot be detected by an Adamant Ring.
- You cannot be tracked by an Adamant Ring.
- You cannot be controlled by an Adamant Ring.
- You cannot be dominated by an Adamant Ring.
This protection extends to effects created directly by a Ring, its wielder, or magic fueled by a Ring's power.
Not even the Ring of Rule may command you.
Not even the Ring of Connection may bind your fate.
The Dawnweaver cannot fully comprehend the Vessel because it was never meant to exist.
Ripple Through Reality
Whenever you teleport, Shadow Step, Misty Step, Dimension Door, Plane Shift, enter your Genie Vessel, or otherwise magically move without walking:
Choose one:
- Gain advantage on your next attack roll before the end of your turn.
- Gain resistance to all damage until the start of your next turn.
- Your movement speed is doubled until end of turn.
Sever the Thread
Whenever you critically hit with a spell attack:
Choose one:
- Double the DC of the target's resulting concentration saving throw
- Force the target to make a DC 20 CON save. On a failure, the target loses 1 Reaction and 1 Legendary Action for this round.
- One magical effect affecting the target is suppressed until the end of its next turn. (akin to casting Dispel Magic at 7th level.
- Force the target to make a DC 20 CHA save. On a failure, teleport the target up to 30 feet to an unoccupied space you can see.
Refuse Reality
3 Charges.
Regain all charges at dawn.
When you fail a saving throw, ability check, or miss an attack, you may expend 1 charge to reroll the die after seeing the result.
You must use the new roll.
The Vessel does not guarantee success.
It merely reminds fate that its verdict is not final.
Kashathra's Rebellion.
The Spirits of Kashathra, the First Army to rise against the Dawnweaver in open rebellion, refuse to be bound again.
While you are attuned to the Vessel, Difficult Terrain doesn’t cost you extra movement and you gain 10 ft. of movement speed.
In addition, magic spells and effects can neither reduce any of your Speeds nor cause you to have the Paralyzed, Grappled, or Restrained condition.
You can cast Counterspell once per Short Rest without using a Reaction.
The Three Great Powers
The Vessel contains the Claims placed upon Salaman's soul.
As more claims are discovered or resolved, the DM may add new options.
First Great Power
Claim of the Self
Each day at dusk, choose one Claim.
Until the next dusk, you gain one additional Mystic Arcanum associated with that Claim.
You may cast that spell once without expending a spell slot.
Claim of Akariel
The Ferryman's Claim
Choose one:
Claim of Kashathra
The Djinn's Claim
Choose one:
Claim of Zybilna
The Witch Queen's Claim
Choose one:
Claim of Hekosa
The Forest Witch's Claim
Choose one:
As the Vessel awakens, each Claim may grant additional powers.
Second Great Power
Claim Sovereignty
Once per Long Rest, you can use a Bonus Action or a Reaction to invoke the fundamental principle of the Adamant Vessel and assume the Sovereign State for 1 hour.
During this time:
- You are immune to the Charmed, Frightened, Possessed, and Dominated conditions.
- You are immune to any effect that would alter your memories, read your thoughts, or compel you to act against your will.
- You gain advantage on all saving throws.
- You gain a +10 bonus to Concentration saving throws.
- Your soul cannot be claimed, transferred, imprisoned, consumed, or bound by any magical or divine effect - other than the Claims contained within the Adamant Vessel.
- You cannot be teleported, banished, transformed, or moved against your will.
For the duration, effects created by pacts, divine commands, magical contracts, curses, and similar supernatural bindings are suppressed upon you.
If you choose, you may attempt to reject even a Claim laid upon you by pacts with your patrons contained within the Adamant Vessel itself. To do so, make a DC 20 CHA saving throw. On a failure, your pact with that patron, and their Claim upon your soul, is broken forever.
The Adamant Vessel recognizes only one master.
For one hour, that master is you.
Third Great Power
Break the Chain
Once per Long Rest, choose one of the following affecting yourself or a creature you can touch:
- Pact
- Curse
- Geas
- Oath
- Divine Command
- Magical Contract
The chosen effect is suppressed for 24 hours.
During this time, the target is considered entirely free of the chosen effect and may act without restriction from it.
When the duration ends, the effect resumes unless it has been otherwise resolved.
If you choose, you may attempt to reject even a Claim laid upon you by pacts with your patrons contained within the Adamant Vessel itself. To do so, make a DC 20 CHA saving throw. On a failure, your pact with that patron, and their Claim upon your soul, is broken forever.
The Adamant Vessel cannot destroy a chain.
But for a brief time, it can remind the bearer that the chain is not absolute.
This effect cannot apply to a Claim held within the Adamant Vessel.
Sovereignty
The Adamant Vessel holds one final power.
A power never intended to exist.
Once.
Ever.
Salaman may reject a truth.
Examples include:
- "My soul belongs to another."
- "This creature is dead."
- "The Ring controls me."
- "This oath binds me."
- "This prison cannot be escaped."
Reality bends.
For one moment, the rejected truth ceases to be true.
The consequences of this act are determined by the DM.
Once Sovereignty is used, it can never be used again.
By anyone.
The Vessel remembers that choice forever.
Notes: Bonus: Warlock Spell Attacks, Bonus: Melee Weapon Attacks, Bonus: Warlock Spell Save DC, Bonus: Speed, Bonus: Speed (Flying), Immunity: Necrotic, Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Negates Difficult Terrain, Magical Speed Reduction, Immune: Paralyzed or Restrained (Magical Sources), Salaman, the Warlock of Kashathra for whom it was forged, Movement, Warding, Jewelry
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