The first time someone attunes to the amulet, they hear a whisper:
"Your blood is yours. Your power is mine."
This is Kanchelsis acknowledging his newest bearer.
Once attuned, the amulet cannot be willingly removed by another creature without the attuned creature's consent. If the attuned creature dies, the attunement ends.
Passive effects
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Advantage on saving throws against being charmed by vampires.
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You can sense the presence of vampires within 30 feet, provided they aren't behind total cover.
Active effect – Blood of Kanchelsis
Once per long rest, when you hit a creature with a weapon attack, you can release the amulet's power.
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Deal an additional 2d6 necrotic damage.
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Regain hit points equal to half the necrotic damage dealt.
Hidden effect – The Blood Awakens
As Silas gains levels, the blood begins changing him.
|
Character level |
Transformation |
|---|---|
|
4+ |
Crimson eyes gives +60ft of dark vision |
|
8+ |
Unnaturally cold skin (All melee attacks deal an extra 1d4 cold damage) |
|
12+ |
Faint vampiric features (Bat wings gains 30ft fly speed hovering and is disabled in light) |
|
16+ |
Increasingly supernatural appearance (Learns spell charm person & charm monster) |
|
20+ |
The blood begins fully awakening (?????????) |
Notes: Sense: Darkvision, Advantage: Charisma Saving Throws, To attune to the Amulet of the First Blood, a creature must hold the amulet against their chest and offer a drop of their own blood. The amulet absorbs the blood and tests the creature's worthiness. The creature must maintain contact with the amulet for the duration of a short rest. The creature must willingly accept the amulet's power. Once attuned, the amulet binds itself to the creature's blood.
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