Wondrous Item, legendary (requires attunement)

A pair of golden earrings that are shaped like a water droplet. These earrings were created by and imbued with power by several different gods.

These earrings are used by placing an earring on the opposite ears of two nearby individuals. They will be propelled toward one another until they touch, causing them to fuse into one being. The new being's appearance resembles a mixture of the two fused individuals as well as their clothing/armor. The fusion also wears a non corporeal pair of earrings. If the individuals have different genders, the body of the being with a more dominant personality is used. This fusion is permanent if two celestial and/or divine beings fuse, otherwise it lasts for 30 minutes. After use, it will take a week to use again (The earrings must still be attuned while waiting). When used by divine beings, the fusion has a singular voice that is a mixture of the fusion partners. When used by mortals, both voices of the individuals can be heard.

The fusion is aware of what they are, but treat themselves as a whole new person. The fusion will usually give themselves a name that is a combination of the original individuals' names. The fusion also has the memories of the individuals, and after fusion the individuals will retain the fusion's memories as well as some of their partner's. The fusion also has an air of arrogance and cockiness when in a fight, but may also be playful if they completely overpower an enemy. The fusion's power makes them feel god-like.

Fortunately, the fusion's power can back this up. Use a new character sheet for this character. Add the health of the individuals and then multiply by 2 for the fusion's health. Ability scores are added together (Max 30) for the fusion's ability scores. the fusion has speed of the individual with the highest movement speed +10. The fusion has the traits and features of both partners. The fusion has the highest proficiency for each saving throw and skill from the individuals (If both are proficient in something, the fusion is instead an expert. The fusion also gains all proficiencies and languages of the individuals. The fusion's armor combines the armor of the individuals, giving the highest AC out of two, but giving the properties of both. also gain the same resistances and immunities. You are immune to being charmed and frightened. If one partner is vulnerable to something that another isn't, then the fusion won't be.

In combat the fusion rolls initiative twice and will have two turns per round. All damage from attacks and spells deal damage increased by two die. All basic attacks are considered magical no matter the weapon and are made at advantage. A spell of each level can be made once without expending a spell slot. The equipment of both partners is stored within a pocket dimension that the fusion can access (These items return to the individuals when they defuse).

 

Legendary Resistance (3/Day). If the fusion fails a saving throw, it can choose to succeed instead.

Ten seconds. I'll give you that long to say your prayers (1/Day). As a bonus action, you mock, jeer, and/or threaten an opponent to lower their guard. The target must make a DC 20 saving throw (+ your Intimidation Skill) or else, until the start of your second turn after this one, the enemy must attack you at disadvantage (You have advantage against saving throws), but will switch to attack anyone that damages them (Much to the annoyance of the fusion). At the start of your second turn after using this ability, you may choose to make an attack automatically crit or make an enemy critically fail a save. The damage is also doubled. The fusion can not act for the rest of the turn. If the fusion chooses not to use this attack, they may use the turn as usual, but may not activate this powerful attack.

I Can Do That Too You Know (1/Day). As a reaction to an incoming attack, you attempt to use their move before they do (if anatomically possible). You must make opposing Dexterity checks. If the enemy wins, the fusion uses the move after the target (if it still can). If the fusion wins, the fusion uses the move before the enemy can. The fusion uses their own stats for the attack (No attack roll or save is made). The enemy must make a DC 22 Con save or be stunned for the rest of their turn.

Notes: Control, Utility, Jewelry

Item Tags: Control Utility Jewelry

Commandosmith

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