The Star of Selûne is part of a set of interlocking diadems, seven in number, said to bless champions of She Who Guides. While any who seek guidance in exalting light and good in the Realm may don the diadem, it favors those who worship Selûne. Despite being religious artifacts of Selûne, it is rumored that they hold an inexplicable connection to Shar, due to a few of their number being corrupted by the touch of her magic. The remaining diadems, untainted by Shar's curse, share the lost power betwixt them in order to empower their wielder's to reclaim their corrupted siblings.
This silvery diadem shapes itself to fit the head of the attuned creature, and a blue star sapphire rests upon the forehead. When brought together, the diadems can be connected through a series of intricate locking mechanisms.
An attuned creature that willingly tries to corrupt the diadem or an evil creature that tries to attune takes 24d6 radiant damage. This damage ignores resistance and immunity, and can’t be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind.
Benefits granted by the Star of Selûne last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the diadem and it rejects you, permanently.
Diadem Attunement
To attune to this item, you don the diadem and spend a short rest performing ritual prayer to Selûne or a good-aligned deity. If you have multiple Stars of Selûne, they interlock and count as a single magic item with regard to the number of magic items you can attune to. If your attunement to the diadem ends, the diadem separates into diadems.
Diadem Level
The properties of the diadem depend on the number of diadems worn, and shift up by one for every corrupted diadem that exists when confronting the bearer of a corrupted diadem. If six diadems are corrupted, the seventh cannot be corrupted.
| diadem Level | Properties |
|---|---|
| One |
Random PropertiesThe Star of Selûne has the following random properties:
ChargesThe Star of Selûne has 7 charges. It regains 2 expended charges daily at dawn. SpellsWhile wearing the Star of Selûne, you can use an action to cast one of the following spells from it, expending additional charges to raise the level: Bless (1 charge), and Cure Wounds (1 charge). These spells use your proficiency and spellcasting ability modifier. Increased CharismaWhile attuned and wearing the diadem, your Charisma score increases by 2, to a maximum of 20. Halo of StarsWhile attuned and wearing the diadem, you gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, fiends and undead within the halo’s bright light make attack rolls against you with disadvantage. SentienceThe Star of Selûne is a sentient neutral good diadem with an Intelligence of 10, a Wisdom of 12, and a Charisma of 14. It has hearing and normal vision out to a range of 30 feet. The diadem communicates by transmitting emotions, sending a tingling sensation to the wearer's mind when it wants to communicate something it has sensed. |
| Two |
Random PropertiesThe Star of Selûne has the following random properties:
ChargesThe Star of Selûne has 13 charges. It regains 2 expended charges daily at dawn. SpellsWhile wearing the Star of Selûne, you can use an action to cast one of the following spells from it, expending additional charges to raise the level: Bless (1 charge), Cure Wounds (1 charge), Lesser Restoration (2 charges), and Beacon of Hope (3 charges). These spells use your proficiency and spellcasting ability modifier. Increased CharismaWhile attuned and wearing the diadem, your Charisma score increases by 2, to a maximum of 20. Halo of StarsWhile attuned and wearing the diadem, you gain a protective halo. This halo sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can dismiss or manifest the halo as a bonus action. While present, fiends and undead within the halo’s bright light make attack rolls against you with disadvantage. SentienceThe Star of Selûne is a sentient neutral good diadem with an Intelligence of 10, a Wisdom of 12, and a Charisma of 14. It has hearing and normal vision out to a range of 30 feet. The diadem communicates by transmitting emotions, sending a tingling sensation to the wearer's mind when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep. |
| Three |
Random PropertiesThe Star of Selûne has the following random properties:
ChargesThe Star of Selûne has 18 charges. It regains 3 expended charges daily at dawn. SpellsWhile wearing the Star of Selûne, you can use an action to cast one of the following spells from it, expending additional charges to raise the level: Bless (1 charge), Cure Wounds (1 charge), Lesser Restoration (2 charges), Beacon of Hope (3 charges), Blinding Smite (3 charges), and Revivify (3 charges). These spells use your proficiency and spellcasting ability modifier. Increased CharismaWhile attuned and wearing the diadem, your Charisma score increases by 2, to a maximum of 22. Halo of StarsWhile attuned and wearing the diadem, you gain a protective halo. This halo sheds bright light in a 30-foot radius and dim light for an additional 30 feet. You can dismiss or manifest the halo as a bonus action. While present, fiends and undead within the halo’s bright light make attack rolls against you with disadvantage. SentienceThe Star of Selûne is a sentient neutral good diadem with an Intelligence of 12, a Wisdom of 12, and a Charisma of 14. It has hearing and normal vision out to a range of 60 feet. The diadem communicates by transmitting emotions, sending a tingling sensation to the wearer's mind when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep. |
| Four |
Random PropertiesThe Star of Selûne has the following random properties:
ChargesThe Star of Selûne has 22 charges. It regains 3 expended charges daily at dawn. SpellsWhile wearing the Star of Selûne, you can use an action to cast one of the following spells from it, expending additional charges to raise the level: Bless (1 charge), Lesser Restoration (2 charges), Moonbeam (2 charges), Beacon of Hope (3 charges), Blinding Smite (3 charges), Revivify (3 charges), and Mass Cure Wounds (5 charges). These spells use your proficiency and spellcasting ability modifier. Increased CharismaWhile attuned and wearing the diadem, your Charisma score increases by 4, to a maximum of 24. Halo of StarsWhile attuned and wearing the diadem, you gain a protective halo. This halo sheds bright light in a 40-foot radius and dim light for an additional 40 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the halo’s bright light make attack rolls against you with disadvantage. Enlightened MagicAny spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher. SentienceThe Star of Selûne is a sentient neutral good diadem with an Intelligence of 12, a Wisdom of 12, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The diadem can speak, read, and understand Celestial as well as any language the attuned creature understands. When it communicates, it sounds like a choir of four voices. |
| Five |
Random PropertiesThe Star of Selûne has the following random properties:
ChargesThe Star of Selûne has 25 charges. It regains 4 expended charges daily at dawn. SpellsWhile wearing the Star of Selûne, you can use an action to cast one of the following spells from it, expending additional charges to raise the level: Bless (1 charge), Lesser Restoration (2 charges), Moonbeam (2 charges), Beacon of Hope (3 charges), Blinding Smite (3 charges), Revivify (3 charges), Dawn (5 charges), Mass Cure Wounds (5 charge), and Heal (6 charges). These spells use your proficiency and spellcasting ability modifier. Increased CharismaWhile attuned and wearing the diadem, your Charisma score increases by 4, to a maximum of 26. Halo of StarsWhile attuned and wearing the diadem, you gain a protective halo. This halo sheds bright light in a 50-foot radius and dim light for an additional 50 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. You may double your proficiency bonus when making such rolls. In addition, fiends, undead, and worshipers of Shar within the halo’s bright light make attack rolls against you with disadvantage. Enlightened MagicAny spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher. SentienceThe Star of Selûne is a sentient neutral good diadem with an Intelligence of 12, a Wisdom of 14, and a Charisma of 16. It has hearing and normal vision out to a range of 120 feet. The diadem can speak, read, and understand Celestial as well as any language the attuned creature understands. When it communicates, it sounds like a choir of five voices. |
| Six |
Random PropertiesThe Star of Selûne has the following random properties:
ChargesThe Star of Selûne has 27 charges. It regains 4 expended charges daily at dawn. SpellsWhile wearing the Star of Selûne, you can use an action to cast one of the following spells from it, expending additional charges to raise the level: Bless (1 charge), Moonbeam (2 charges), Beacon of Hope (3 charges), Blinding Smite (3 charges), Revivify (3 charges), Dawn (5 charges), Greater Restoration (5 charges), Mass Cure Wounds (5 charge), Heal (6 charges), and Resurrection (7 charges). These spells use your proficiency and spellcasting ability modifier. Increased CharismaWhile attuned and wearing the diadem, your Charisma score increases by 4, to a maximum of 28. Halo of StarsWhile attuned and wearing the diadem, you gain a protective halo. This halo sheds bright light in a 60-foot radius and dim light for an additional 60 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. You may double your proficiency bonus when making such rolls. In addition, fiends, undead, and worshipers of Shar within the halo’s bright light make attack rolls against you with disadvantage and take 2d6 radiant damage each turn. Enlightened MagicAny spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher. SentienceThe Star of Selûne is a sentient neutral good diadem with an Intelligence of 14, a Wisdom of 14, and a Charisma of 16. It has hearing and normal vision out to a range of 120 feet. The diadem can speak, read, and understand Celestial as well as any language the attuned creature understands. In addition, it can communicate telepathically with the attuned creature. When it communicates, it sounds like a choir of six voices. |
| Seven |
Random PropertiesThe Star of Selûne has the following random properties:
ChargesThe Star of Selûne has 28 charges. It regains 1d4+3 expended charges daily at dawn. SpellsWhile wearing the Star of Selûne, you can use an action to cast one of the following spells from it, expending additional charges to raise the level: Bless (1 charge), Moonbeam (2 charges), Beacon of Hope (3 charges), Blinding Smite (3 charges), Revivify (3 charges), Dawn (5 charges), Greater Restoration (5 charges), Mass Cure Wounds (5 charge), Heal (6 charges), and True Resurrection (9 charges). These spells use your proficiency and spellcasting ability modifier. Increased CharismaWhile attuned and wearing the diadem, your Charisma score increases by 6, to a maximum of 30. Halo of StarsWhile attuned and wearing the diadem, you gain a protective halo. This halo sheds bright light in a 70-foot radius and dim light for an additional 70 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. You may double your proficiency bonus when making such rolls. In addition, fiends, undead, and worshipers of Shar within the halo’s bright light make attack rolls against you with disadvantage and take 4d6 radiant damage each turn. Enlightened MagicAny spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher. SentienceThe Star of Selûne is a sentient neutral good diadem with an Intelligence of 14, a Wisdom of 14, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The diadem can speak, read, and understand Celestial as well as any language the attuned creature understands. In addition, it can communicate telepathically with the attuned creature. When it communicates, it sounds like a choir of seven voices. |
Personality
Each diadem seeks to proselytize Selûne and her ideals. Truth, beauty, goodness, and life are all part of this purpose.
The diadem is bonded to Selûne and is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute.
If a diadem has a flaw, it is forgiveness. Once it has decided on an owner, it beseeches the attuned to impart forgiveness, or at least to attempt to bring the ill-intentioned into the light.
Sanctuary of Selûne
If the attuned creature is a worshiper of Selûne, they can expend a charge to cast a variant of Temple of the Gods (7th-level, 1 charge), once per day. When choosing creature types to oppose, include Worshipers of Shar. Specifically, this variant allows the sanctuary to be imposed upon an existing space, giving it the properties of the spell to the designated space. A single sanctuary made permanent this way may take half the amount of time and become immune to Disintegrate as long as the diadem remains attuned.
Destroying the Diadem
The Star of Selûne can’t be destroyed as long as Selûne is alive. However, the diadems can be corrupted by remaining steeped in negative energy for 1d100 days in Shadowfell. When corrupted, it becomes empowered as a Black Star of Shar, and the sapphire becomes black as the void it was left in. The sapphires on the remaining diadems adjust in hue as well, growing brighter, as the remaining blessings of Selûne retreat to their uncorrupted siblings.
Notes: humanoid of non-evil alignment
Previous Versions
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11/21/2020 7:50:43 AM
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3/13/2021 7:46:13 PM
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1.1
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Coming Soon
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