The Morning Star Aldan is a magic sphere. It holds 3 stages, Dormant, Awakened, & Exalted.
"The Morning Star Aldan was created & wielded by one of Selune's most independent and audacious followers, Merlin. Merlin was a Divine Life Sorcerer who came to Selune after a chance encounter in the woods with the Goddess that occurred as she left her devastated homeland following a terrible war. It has been said that only a follower of Selune who is also a child of Belialuin can truly unlock Aldan to it's exalted state."
Once attuned to a user, Aldan will float next to user within 5ft. It does not need to be carried, but can be if the user chooses to do so.
Dormant State: In its dormant state, Aldan functions as a spell casting focus. Casting spells from Aldan bypasses the VSM requirements of any spell contained within Aldan. It holds 10 charges that will refill 1d4+2 expended charges at dawn each day. Using the charges, the user can cast the following spells:
- Bless: Cost: 1 charge. Action: You bless up to three creatures of your choice within range. (Range 30 ft) Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. The user can Bless 1 additional target by expending an additional charge for each extra target. (CONCENTRATION, Duration: 1 minute)
- Aid: Cost: 2 charges. Action: Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. (Range 30 ft) Each target's hit point maximum and current hit points increase by 5 for the duration.
- Remove Curse: Cost 4 charges. Action: At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
Awakened State: In its Awakened state Aldan grants the user a +1 to all Cleric/Sorcerer Spell Attack/Save DC's, & grants advantage on Concentration saving throws. In the Awakened State, Aldan allows user to bypass Concentration requirements when casts the spells contained within Aldan. Aldan also gains 5 more charges for a total of 15 daily charges that regains expended charges at a rate 1d6+2 at dawn daily. Aldan awakened also gains access to the following spells:
- Death Ward: Cost: 6 charges. Action: You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends. (Duration: 8 hours)
- Greater Restoration: Cost: 7 Charges. Action: You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
- One effect that charmed or petrified the target
- One curse, including the target's attunement to a cursed magic item
- Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum
Exalted State: In its Exalted State, Aldan grants a +2 to Spell Attacks/Save DC for Cleric/Sorcerer spells. (Replacing the previous +1 of the Awakened State) Aldan gains 5 more charges for a total of 20 charges. It regains expended charges at a rate of 1d6+4 at dawn. Aldan Exalted also grants the following spells.
- Misty Step: Cost: NONE Uses: Once per Short Rest. Bonus Action: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
- Hero's Feast: Cost: NONE Can only be used once per week. Ritual: 10 minutes: You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
- Blade Barrier: Cost 8 Charges. Action: You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range (Range 90 ft) and lasts for the duration. (Duration 10 minutes) You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.
- Counterspell: Cost: 3 Charges to cast at 3rd level, +1 charge for each level higher. Reaction: Range 60 ft you can see: You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
- Banishment: Cost: 4 Charges to cast at 4th level, +1 charge or each level higher. Action: You attempt to send one creature that you can see within range (Range 60 ft) to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
IF all the charges on Aldan are expended in ONE day, the user must roll a D20. If the user rolls a 1, Aldan goes Dormant for 7 days.
Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, This item requires attunement by a cleric of Selune or a Divine Life Sorcerer.
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