Wondrous Item, artifact (requires attunement by a priest of Athreos)

To most people, this piece of fabric looks like an old scarf made of faded red silk. A closer inspection reveals the intricacy of the fabric, and its almost ethereal quality. Taken from the robes of the River Guide himself, this scarf serves to protect Athreos' servants from harm. After all, how could his mortal business be accomplished if he had to ferry his own champions to the Underworld? 

If the user is not attuned to the scarf. The scarf functions only at its base level, no matter the level the scarf has grown to. It also has two major detrimental properties from the DMG, determined randomly. It also smells horrifically, like corpses rotting in the sun.

If the user is attuned to the scarf. The scarf grows with its user, granting them further power as they meet its requirements, called duties. The following are duties that impress the scarf:

  • Providing coins for the deceased
  • Overseeing burial rites for honorable people
  • Properly burying and blessing your foes
  • Slaying a Returned or other undead
  • Protect a gateway to the Underworld from invaders
  • Preserving the memory of a deceased person
  • Laying a wandering soul to rest

This is not an exhaustive list of duties, and the scarf takes into account the user's actions and conduct when around the dead and the undead, the later needing to be dealt with swiftly. As the user completes greater duties, the scarf reveals more of its power. (It is up to the player to argue if certain acts qualify as duties or not.)

  • Level 2: 3 duties
  • Level 3: 5 duties
  • Level 4: 8 duties
  • Level 5: 12 duties
  • Master Level: complete a quest from Athreos

Each level corresponds to a magic item rarity level. Level 2 is uncommon, Level 3 is rare, Level 4 is very rare, Level 5 is legendary, and Master Level is artifact.

Base Level. The base level of power for the scarf grants its user the following abilities:

  • Flow Like Water. While wearing the scarf, you have a +1 to AC, and any checks made to escape a grapple are made with advantage.
  • Focused SoulThe scarf focuses your spirit, allowing you to draw more energy from within. You gain extra Ki Points equal to your proficiency bonus. These Ki Points replenish on a short rest just like the rest of your Ki Points. 
  • Not Today. As a reaction, you can turn a critical hit on an ally into a miss. Your ally must be within 10 feet of you. You can only perform this reaction once per day.

Second Level. You have become better at staving off death's icy hand. In addition to its previous properties, the scarf grants its user the following abilities:

  • Divine Magic. You gain access to the guidance cantrip. You can also cast the spells cure wounds (at second level), bless, and gentle repose. You can cast each of these spells once per long rest. Wisdom is your casting modifier for these spells. 
  • Bend Fate. You can glimpse the future and forcibly change it, at a price to yourself. As an action, you can give a creature advantage or disadvantage on an attack roll, saving throw, ability check. Every time do, your next attack roll, saving throw, or ability check is made with disadvantage as fate catches up with you. You can perform this action a number of times equal to your proficiency bonus.
  • You Call, Death Answers! You have saved many lives from an untimely end, and have proven yourself a worthy aid to the River Guide. You can more readily call upon Athreos for guidance, though the inscrutable god might not always be prepared to give it.

Third Level. You have impressed Athreos further, proving you might be worth something after all. In addition to its previous properties, the scarf grants its user the following abilities:

  • The Passage Reveals. Secrets are revealed to those who send wayward souls on to the River Guide. After you slay a creature, you may cast Speak with Dead on it without expending a spell slot or using material components. The creature must still have a mouth, but it can be undead. You can cast the spell in this way a number of times equal to your proficiency bonus per long rest.

Fourth Level. Athreos has few champions, but you can count yourself among the truly devout. In addition to its previous properties, the scarf grants its user the following abilities:

  • Drain Vitality. You call on Athreos and draw life energy from your enemies into you. When you hit a creature with an unarmed strike, you can deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. You can use this ability a number of times equal to your proficiency bonus per long rest. You can also expend 2 ki points to use this ability if you have exhausted its uses.
  • Fear No Evil. Your time around death has given you insight into putting others at ease. When you spend at least 1 minute speaking with another creature, you can soothe their emotions and give them a sense of peace. A creature affected by this ability feels a deep sense of calmness, often allowing it better control over its decisions and its reactions to others. If the creature is friendly or neutral to you, you can soothe it without a save. If the creature is hostile to you, it must make a Charisma saving throw to resist or be soothed for 1 minute, or until your Concentration is broken. The DC of this save is equal to 8 + your proficiency bonus + your Wisdom modifier. 

Notes: Bonus: Armor Class, priest of Athreos

Previous Versions

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