A shard of enchanted crystal attached to a hooked necklace. Once the necklace is put on, it attaches to your skin. It cannon be removed, and any creature pulling on it can deal 1D8 piercing damage to you with a successful DC16 strength check. However, it also gives the following bonuses:
Level 1 and up: Spell stretching. When you cast a spell that requires a ranged attack roll, you can target a creature up to 15 feet beyond the range of the spell, rolling with disadvantage.
Level 3 and up: Spell focusing. Whenever a spell uses a die roll plus your spellcasting ability modifier, you add your proficiency bonus to the result as well.
Level 6 and up: Spell connecting. When you cast a spell of third level or higher that has a range of 10 feet or greater, you can choose a cantrip with a range of touch. That cantrip is cast at range on the creature that the ranged spell was used on.
Level 10 and up: Spell reserving. When you use a spell slot of 5th level or higher, you regain a spell slot that is 3 levels below the spent spell slot.
Level 15 and up: Spell repeating. When you cast a spell, you can expend a second spell slot one level higher than the spell to cast that spell again, at one higher level, in the same casting time. Increase your spellcasting ability score by 2, including above 20 and even above 30. You gain an extra 3 first level spell slots, an extra 2 second level spell slots, and an extra third level spell slot.
Level 20 and up: Spell mastery. Increase your spellcasting ability score by 3, including above 20 and even above 30. Choose one of your first level spells. Move that spell to your cantrip list to cast at will, and whenever you cast it, it consumes no spell slot but has the affect of that spell cast at second level. You can cast that spell at higher levels by using a spell slot 2 levels lower than the level you want to cast the spell at, and you always have advantage on any attack rolls or ability checks to cast that spell, if it requires attack rolls or ability checks, If it requires a saving throw, increase the DC of that saving throw by your proficiency bonus,
Notes: Before putting on the necklace, the wearer must fully immerse the crystal in their own blood.
Comments