Wondrous Item, rare (requires attunement by a Magic Item name - Amulet of Strange Deeds, Requires Attunement -True, Attunement Description - Can be attuned by Any)

This amulet was created long ago by a powerful wizard, by the name of Olinyad. He was obsessed by the laws of Nature and Chaos, and sought to find the perfect balance between them. He toiled for years, to come up with a solution to his dilemma, and through those years created many wonderful, and not-so-wonderful, items. This amulet is one of those not-so-wonderful items...for most. For Olinyad it was truly a thing of beauty, for the most part. It still wasn't perfect, by any means, but it was close. Because it wasn't perfect, he tried to destroy it, like any of the other imperfect items he created. However, this one did not allow itself to be destroyed. This one had a mind of its own. Olinyad sought for many decades to find a way to destroy it, especially after that first attempt. He tried fire, pressure, magic, he even, warily, conscripted a demon to try to destroy it, to no avail. The gods were no help either. There was one god, only known as The Traveler, who did seem to take an interest in the amulet. He took it with him, with the promise that he would find a way to destroy it or put it away somewhere safe. After that Olinyad knew nothing of the item he had created. He had heard rumors of happenings, which sounded like something that could have been caused by the amulet, but dismissed those as mere coincedence due to The Traveler's promise.

Curse of Chaos

Once attuned to the amulet, it melds into your body, becoming one with yourself. The amulet then grants you with the ability to control one force of nature, chosen at random by the DM. on a roll of a d4:

  • 1) Fire (fire damage)
  • 2) Water (lightning damage)
  • 3) Air (thunder damage)
  • 4) Earth (bludgeoning damage).

You also have bouts of Personality Disorder, due to the laws of Chaos that are controlling the amulet. You can choose to let the amulet take effect, or fight the change. Every morning at dawn, make a Constitution save DC 15, on a successfull save your alignment remains the same. On a failed save, your alignment is chosen at random by rolling a d6 twice. On the first roll:

  • 1-2 indicates lawful
  • 3-4 indicates neutral
  • 5-6 indicates chaotic

On the second roll:

  • 1-2 indicates good
  • 3-4 indicates neutral
  • 5-6 indicates evil
 

Elemental Strike

You now have an innate ability to control your element. You have resistance to the chosen type of damage and are able to redirect the damage, in a random direction, hitting friend or foe alike. You have a new attack that is either a touch or ranged attack (60/180 feet). The damage done from this attack is 2d10 plus exploding damage on a roll of 10. (Meaning if you roll a 10 on original damage dice, you roll another d10 for damage, for each 10 rolled.) If you are hit, you can us your reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see. You point your finger, and the creature that damaged you is engulfed by an elemental force. The creature must make a Dexterity saving throw DC 10 + your Dexterity modifier. It takes full damage on a failed save, or half as much damage on a successful one.

Conjure Elemental

If you concentrate on the amulet, just as you would to cast a spell, you can use your action to cast the conjure elementalspell from it, summoning an Elemental affiliated with your element. You can't use this property again until the next dawn.

Become One with Nature

You can transform into the chosen elemental form once per day, by changing into that elemental for 1 minute. If you use this ability more than once per day, you have a chance that you will permanently become that element, and truly become one with nature. Make a Constitution save DC 10, +5 for each further use beyond the first, on a failed save your body is destroyed, and your soul merges with Mother Nature.

Destroying the Amulet

The only way to destroy the amulet is to find The Traveler, and ask him nicely, if he would take it from you. Or, you can bathe the amulet in The Traveler's blood, whichever option you think would work best.

The amulet is a Wondrous Item, Rare (requires attunement), it can cause a lot of havoc; if played correctly. As always all rules and options are up to DM discretion.

Notes: Magic Item name - Amulet of Strange Deeds, Requires Attunement -True, Attunement Description - Can be attuned by Any

BalarRachi

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