This silver bangle has six blue stones set into it, which glow faintly when charged.
Learning
When you are affected by a monster’s non-weapon ability while wearing this bangle, you may use your reaction to attempt to learn that ability.
To do so, you must succeed on a Constitution saving throw. If the ability causes damage, the DC equals 15 or a quarter of the damage you take, whichever number is higher. If the ability does not cause damage, the DC equals 10 or 10 + half the creature's Challenge Rating, whichever number is higher.
On a success, you may store that ability in one of the bangle's six gems. If after learning a new ability there is no gem to store it in, you may choose an existing ability to replace.
After using this ability, you cannot use it again until you finish a short or long rest.
Note: you may not learn an ability from a creature whose Challenge Rating exceeds your character level, nor can you learn lair or legendary actions.
Activating Ability
The bangle has 10 charges, 1d8 + 2 of which recharge at dawn. As an action, you can activate one of your learned abilities, spending the requisite number of charges. If an ability requires a saving throw, the DC is 10 + (the number of abilities stored). If the last charge is used, roll a d20. On a 1, the bangle becomes inert for 1d6 days.
Learned Abilities
1. Goblin Punch (1 charge per every 10 damage): Make a Melee Spell Attack or Unarmed Strike (whichever modifier is higher) against a creature you can reach. On a hit, the target takes force damage equal to the difference between your maximum and current hit points. If this would require you to use more charges than are available, use all available charges and adjust damage accordingly. Note: additional damage from critical hits does not require more charges to be used.
2. Bad Breath (3 charges): Each creature in a 15-foot cone originating from you must make a Constitution saving throw. On a failed save, roll 1d6, consult the chart below, and note that an affected creature must make another Constitution saving throw at the end of each of its turns, ending the effects with a successful save:
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Roll |
Effect |
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1 |
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2 |
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3 |
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4 |
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5 |
Poisoned (and take 1d4 poison damage per round) |
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6 |
3. A Large Amount of Needles (5-10 charges): As a 5th level magic missile spell (but the damage is non-magical piercing) and you can roll to increase the spell level by 1d4 levels, spending that many charges after rolling, if able. If instead 10 charges are spent, the target is vulnerable to the damage (resistant if immune, normal damage if resistant), but afterward the Bangle becomes inert for the next 6 days.
4. Hot Potato (1 charge): As the heat metal spell.
5. Confusing Gaze (3 charges): As the confusion spell, with the following changes - range of 30 feet, the target must be able to see your eyes, and it is a Charisma save.
6. Luring Song (2 charges): As the incite greed spell, with the following changes -
- no gem needed but you must succeed on a DC 10 Performance check in addition to spending the charges to activate the ability
- humanoid only (or if the target resembles a human, like a giant/harpy/succubus, etc.)
- range of 60 feet
- targets immune to ability for 24 hours with successful save
- in addition to concentrating, you must use your bonus action each turn to continue singing
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