Wondrous Item, artifact (requires attunement by a creature with three free attunement slots)

Archbinding is a series of spell formulas woven into the skin that binds various magic energies and simultaneously enhances the bearer's mental capabilities. Your Archbinding requires all attunement slots, consumes other items magical energy to grow in complexity, and siphons trace minerals to self-repair. Each day you must touch a precious metal or gem to halve the object's value, or lose the ability to benefit from long rests.

Bound Arsenal

You are resistant to psychic damage and gain temporary hit points equal to your Charisma modifier + character level at the end of each short rest. By expending a hit die as an action you can gain an equal number of temporary hit points. On your turn, you can expend a number of temporary hit points after damaging a creature with a weapon to deal additional psychic damage equal to the number expended to the target and any creatures within a radius of 5 feet, as well as an additional 5 feet for each of your successful weapon attacks against the target this round.

Consume Essence

While attuned to your Archbinding you can drain the energy of a magic item over a period of 1 hour, causing it to lose all magic properties other than a numerical bonus. Your Archbinding gains a chosen property below based on the rarity of the item:

  • Concussive Runes: Your weapon attacks deal an additional 1d6 force damage and you produce endless nonmagical ammunition.
  • Psychogenic Bindings: Your Archbinding stores 3 charges and you can expend 1 charge to cast either absorb elements or misty step; all charges are restored on a short rest. 
  • Energy Conduit: Nonmagical ammunition you fire gains a bonus to attack and damage rolls equal to the bonus of the weapon used.  
  • Lengthened Stride: Your walking speed increase by 30 ft.
  • Telepathic Shield: You are immune to magic that allows other creatures to read your thoughts and creatures can telepathically communicate with you only if you allow it.
  • Hypnosis: Your Charisma increases by 2, to a maximum of 20.
  • Encased Suspension: While you have temporary hit points, you gain the benefits of the levitate spell.
  • Hastur's Embrace: You gain a bonus to saving throws equal to your Charisma modifier while conscious. 
  • Augmented Agility: When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed, and only half if you fail.
  • Enhanced Hypnosis: Your Charisma increases by 2, to a maximum of 22.
  • Psychokinetic Bindings: Your Archbinding stores 5 charges and you can expend 2 charges to cast either swift quiver or animate objects without requiring concentration; all charges are restored on a short rest.
  • Peripheral Consciousness: You gain blindsight out to 30 feet.
  • Superior Hypnosis: Your Charisma increases by 2, to a maximum of 24.
  • Annihilation Wave: If you score a critical hit with a weapon attack, the target takes extra force damage equal to half its hit point maximum.  
  • Decisive Supremacy: When you succeed on a saving throw made against a spell or magical effect that allows you to make a saving throw to take only half damage, you instead take no damage.
Curse

Your Archbinding is cursed with the memories of a remorseful spirit, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you suffer from debilitating acrophobia. 

Sentience

An Archbinding is a sentient, lawful neutral body marking with an Intelligence of 14, a Wisdom of 18, and a Charisma of 10. It has hearing and increases your darkvision by 60 feet.

An Archbinding is created to sense the surrounding environment and translate what it feels to the wearer, sending vibrations through the wearer's body when it wants to communicate something it has sensed. It can communicate more specifically with notions of danger or safety when you focus your senses.

Personality

Attuning to an  Archbinding involves a painstaking 8 hour process and you take 4d10 fire damage throughout the process. While attuned, your Archbinding instinctively depends on you for its existence, meaning it will do everything possible to keep you alive.

The skill to properly utilize your Archbinding demands that it be your sole focus, therefore attempting to attune to any additional items causes you to take 2d10 necrotic damage and become unattuned to your Archbinding as the markings painfully volatilizes off your skin.

Notes: Sense: Darkvision, Bonus: Charisma Score, Bonus: Speed (Walking), Bonus: Temporary Hit Points, creature with three free attunement slots

Hickoryfist

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