Appearing to be made of marble, this amulet has been shaped into a small aquatic creature with smooth wings. It is the width of a gold coin, from wingtip to wing tip, with the main body length half as long. A long tail loops back up to touch one of the wings. There is a mounting loop above the head of the creature, to use with a method of securing it (strip of leather, piece of twine, silver chain, etc.). To those not attuned, this appears to be simply a beautifully crafted device.
To an attuned character, this device can be quite distracting at first. When wearing it, warmth can be felt emanating from the marble, which itself seems to pulse in a movement not unlike a creature breathing. The wings of the bat ray will attempt to clasp closer to the wearers skin in the presence of danger, and the tail will periodically flicker to and fro near the presence of large bodies of liquid (larger than a tub of bath water). The attuned character will feel an impulse to "pet" the stone with a finger in either situation, as if to "calm" it. This impulse can be resisted with a successful Wisdom saving throw. After ten failed throws, the petting impulse becomes a permanent habit, one that the attuned character will do if stressed in any manner. This habit will transfer to any future jewelry if attunement is broken.
While attuned and wearing this amulet, you can use an action to cast the Scorching Ray spell. The amulet uses the attuned character's power (highest level spell slot) to determine the level Scorching Ray is cast at, never going below level 2. This does not take up any spell slots for the character. When casting the spell, the ray floats up off of the wearer to "look" at the target. Twin pinpoint beams of fire leap from the carvings eyes, converging about a foot away from the amulet, causing a swirl of fire the size of a fist, finally becoming a full size beam of the spell belching forth from the swirl. There are six total charges of the spell, before a short rest is needed to recharge the item. This spell can be cast while submerged without drawback!
Upon using the final charge prior to resting, roll 1d20. On a roll of 1, an unearthly screech bursts forth from the amulet, with the bat ray carving shuddering before curling in on itself, the marble reshaping without breaking. The normal warmth is replaced by the cold of marble. The amulet is now inert for 1d4 weeks, after which time the warmth returns, and the bat ray unfolds to its traditional pose.
A secondary effect is Water Breathing is cast upon the wearer, as long as the amulet is worn. This effect works for any "true" liquid (water, vat of dwarven ale, etc.) and does not protect against any damaging effects (e.g. diving into acid or lava is not survivable).
Notes: Damage: Fire, short rest while amulet is submerged in liquid with character., Damage, Exploration, Combat, Jewelry
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Posted Jun 2, 2018My family asked me to make items for their characters to find in our campaign. I turned it around, and had each of them create one general idea of something they thought would be cool, which I would add detail to, and upload to DnDBeyond. Hopefully you will find these creations from the minds of 11, 13, and 14 yr olds to be entertaining/fun. I will update from time to time.
If you have constructive feedback via playtesting, please let me know!