SpellBreaker is a slim length of silver chain that is wrapped loosely around the Characters wrist. Once Attuned it cannot be removed without the bearers permission for as long as they are alive. To work it has to be in contact with the users skin to be functional
Once attuned the bearer can cast Counterspell as long as it holds a charge. The arm bearing SpellBreaker must be free and cannot have a Weapon or other item when being used to cast the Counterspell.
In addition to this the bearer gains Proficiency in Arcane knowledge checks and Advantage on Spell saves once Attuned due to the influence and essence of the Feywild where this item was created. On any Critical Spell Save (Roll of 20) the attacking Spell is reflected back to the Source of the Spell and the Caster must make a save as per normal or be affected by the spell they just cast.
Item is Recharged when user invests Hit Dice. During a Long or Short Rest the User can choose to expend 3 Hit Dice without Healing.
The 3 spent Hit Dice is used to recharge SpellBreaker
Notes: Advantage: Saving Throws, Proficiency: Arcana, If this item is recharged during a Long Rest the character heals per normal but does expend the Hit Dice to recharge the item. This means they will reduce their potential healing during any subsequent Short Rest. This item can be recharged multiple times as long as the character has the available Hit Dice to expend and is allowed the time (Long or Short Rest) to do so, - Any Race, Class or Alignment. Must be Worn for 24 hours before it can be used and must be against Users skin at all times to be effective, Utility, Warding, Wristwear
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