This gold amulet embellished with platinum blesses its user with draconic power. It was created by a greatwyrm during the dawn of creation, and this dragon put such great draconic power into this amulet.
This item has 2 minor beneficial properties and 2 minor detrimental properties. True dragons can suppress the detrimental properties. While attuned to the amulet, you regain 12 hit points every hour while wearing it outside of combat. A true dragon regains double this healing.
The Amulet of Draconic Might has 12 charges and regains 1d10 + 2 charges daily at dawn.
Energy Blast. While attuned to this amulet and wearing it, you can spend 1 charge to call on draconic might as an action to send a mote of energy at a hostile creature that you can see. The creature must make a DC 20 Dexterity saving throw, taking 19 (3d12) damage of any type dealt by a dragon's breath weapon (typically acid, cold, fire, lightning, or poison, but the DM may choose other damage types that can be used) on a failed save, or half of this damage on a successful one. A creature with the Evasion trait takes damage as normal but has advantage on the saving throw. You can't use this two rounds in a row.
Spells. A creature attuned to the Amulet of Draconic Might can use its charges to cast spells, as follows (spell save DC 20): Charm Person (2nd level version; 2 charges), Call Lightning (4 charges), or Dominate Monster (9 charges), Cone of Cold (5 charges), or Absorb Elements (3rd level version; 2 charges).
Elemental Resilience. While you wear the amulet, you can expend 5 charges to become resistant to acid, cold, fire, lightning, and thunder damage for 1 minute.
Dragon's Wrath. As an action, while wearing this amulet and missing more than half of your hit points, you can call upon the full might of a mighty dragon. You take 4d8 force damage which cannot be reduced or prevented in any way, and you exhale a 60-foot cone of energy. Each creature in the area must make a DC 20 Dexterity saving throw, taking [roll]20d6[/roll] acid, cold, fire, lightning, or poison damage (your choice; cold and poison damage use a Constitution save) on a failed save, or half this damage on a successful one. The Evasion trait means that a creature takes half of the damage it would normally take without the trait, but the damage is not negated by a successful save. This special action uses all the charges in the amulet, and it must have at least 9 remaining to activate this.
Draconic Mastery. While wearing this amulet, you have proficiency in Wisdom (Perception) and Dexterity (Stealth) skill checks plus one other skill of your choice, and double your proficiency bonus for the Perception skill.
Dragon’s Fury. While you are wearing this amulet and missing more than half of your hit points, you can expend the maximum number of charges to instantly transform as if by a potion of dragon’s majesty. You choose the type of dragon. This lasts for 5 minutes, after which you instantly drop to 0 hit points but don’t die outright, and the maximum number of charges for the amulet has a 33% chance of being reduced by 1. The amulet doesn’t recharge for 7 days, and this property can’t be used until 30 days have passed.
Destroying the Amulet. A creature attuned to the amulet for two centuries can discover a command word which, when spoken, unleashes a final strike of mythic power. The bearer transforms into an ancient silver dragon for 10 minutes. It can’t use lair actions or Change Shape. The amulet then explodes, dealing 100 damage to any creature within 30 feet of the bearer, and reduces the bearer to 0 hit points instantly, while not killing them outright.
Comments