Wondrous Item, legendary (requires attunement by a Charisma score of 13 or higher)

A strange gemstone imbedded within a silver locket, and enchanted with a connection to an otherworldly being. Its threatening aura pushes away most, but proves attractive to those who know its power.

 The type of gemstone depends on which patron the amulet connects to:

Patron  Gemstone 
Archfey  Opal 
Celestial  Diamond 
Fathomless  Sapphire 
Fiend  Ruby 
Genie  Topaz 
Great Old One  Emerald 
Hexblade  Quartz 
Undead  Onyx 
Undying  Garnet 

 Offer of Power

When you successfully attune to the Amulet of Patronage, you are transported in front of an otherworldly being. The being will offer a contract of patronage: power for vassalage. Should you choose to accept, you gain 1 level in Warlock with the amulet as your spellcasting focus.

From the Source

When you use the amulet as you spellcasting focus, you may deal an additional d4 of damage every time you deal damage related to your patron:

Patron  Damage 
Archfey  Psychic 
Celestial  Radiant 
Fathomless  Lightning 
Fiend  Fire 
Genie  See damage related to the type of genie 
Great Old One  Psychic 
Hexblade  Slashing 
Undead  Necrotic 
Undying  Necrotic 

Empowered Channeling

The true power of the amulet is imbedded within the crystal, as its strong bond with its patron generates power. The gemstone can be removed either by the silver shell being crushed by the creature it is attuned to, or by them opening the locket and removing the stone.

When you touch the removed stone, you take 36 (8d8) damage of the type associated with your patron as their power courses through your veins. You gain a flying speed of 60 feet as their manifestation swirls around you. Your eyes emit a threatening aura reflecting the energy of your patron's domain, and your nerves pulse with energy, giving you +7 to your AC. You gain the ability to release a burst of your patron's energy. As a 9th level spell, you may hurl a burst of power at your foes. When you do, all creatures within a cone of 30 feet must make a Dexterity saving throw against your spell save DC + twice your proficiency bonus. On a failed save they take 44 (8d10) damage of the type associated with your patron, and half as much on a success. You gain the ability to cast any of your spells at will without expending spell slots. Each time you cast a spell while in your empowered state, make note of the spell's level. Each time you cast a spell, roll a dice according to the following table:

Spell Level  Dice Roll 
1st or 2nd  d2 
3rd or 4th  d4 
5th or 6th  d6 
7th or 8th  d8 
9th  d10 

At the end of each of your turns, make a Charisma saving throw with a DC equal to the result of the dice. Each time you cast a spell after the first, add the result of the dice roll to the previous DC. On a failed save, take 27 (6d8) of the type of damage associated with your patron. When you reach 0 hp, you lose your empowered state, and fall unconscious. This is the only way to leave your empowered state. When you awaken the amulet has been returned to its original state, unharmed.

Notes: Charisma score of 13 or higher, Buff, Focus

Item Tags: Buff Focus

Mr_Pynap

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