Wondrous Item, legendary (requires attunement by a one hour of wear)

A necklace with five rain drop shaped aquamarines, the center one larger than the rest. Contains 1d4-1 charges.

Whenever you roll a critical success, you may choose to store your luck in the necklace and immediately roll again with disadvantage. One gemstone glows dimly with each stored charge. After storing five charges, your necklace glows a bright blue. You may expend all charges in the necklace to perform one of the following:

  • Critically succeed a saving throw, taking no damage.
  • Cause an enemy to critically fail a saving throw, taking maximum damage. This does not negate legendary resistances.
  • Max damage on one swing when you hit an enemy (i.e, a rogue using sneak attack would maximize their weapon damage, sneak attack damage, and any other damage they would deal in that attack).
  • Maximum dice for any spells you cast on your turn (ie, maximum healing from Cure Wounds, maximum hit die for Sleep, or maximum damage for Fireball).

Once a feature is used, roll a d100.

  • 001-005: The necklace regains 1d4 charges. You can store charges immediately.
  • 006-095: The necklace stops glowing and has zero charges. You must wait till the next dawn to store the next charge.
  • 096-100: The necklace loses its magical properties.

Notes: one hour of wear, Damage, Control, Buff, Utility, Necklace

Item Tags: Damage Control Buff Utility Necklace

RaelThunderStryke

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