This amulet is carved from jade in the shape of a mighty fist. It was crafted for a great barbarian of ancient times who mastered his rage. Through this mastery, he was able to unleash his fury at will to best his foes, but also quell the flames of his wrath to act rationally when needed.
A barbarian attuned to this amulet reaches new depths of rage that can affect non-combat abilities. While raging, you have advantage on Athletics and Intimidation checks, but disadvantage on Persuasion and Stealth checks.
The amulet can also gain up to 10 charges for the following properties.
Surge of Rage (1 charge). Your rage pushes you beyond your normal limits for a moment. You can take one additional action on your turn. Alternatively, you can use this ability to perform a reaction such as an attack of opportunity, even if you have already performed a reaction during the current round of combat.
Bonus Rage (2 charges). You create a temporary bonus rage slot that can be used immediately. The slot is lost once it is used or after 1 hour has past.
Incredible Rage (2 charges). While you are raging, you reach into the depths of your soul for a new level of fury. For the remainder of this rage, increase your rage level by 1 to increase your rage damage, Athletics bonus, and Intimidation bonus (see the table below). This can be used multiple times at once, increasing your rage level up to 10. Any time you reach a rage level of 10, a bonus legendary effect will occur (at the GM's discretion).
Gaining Charges
The amulet is powered by harnessing rage, and its power naturally fades when their is no rage to sustain it. It has 0 charges upon attunement. It does not regain charges on its own, and it loses all of its charges when you complete a long rest. Charges can only be gained in the following ways.
Capture Spirit. The amulet can be used to capture the fighting spirit of any creature the wearer slays in combat. To do so, you must use a bonus action to say the amulet's command word within 5 seconds of the enemy's death. If your rage prevents you from invoking magic, the command word has no effect. Each time the amulet successfully captures the fighting spirit of an enemy, it gains a number of charges equal to the creature's Challenge Rating divided by 5 (rounded down). The GM's discretion may be used to rule a different quantity of charges if this standard number seems inappropriate for some creatures (e.g. demons of pure rage, constructs with no spirit at all).
Channel Rage. At any time while raging, you can expend up to 5 remaining rage slots to gain 2 times that number of the amulet's charges.
Rage Levels
| Rage Level | Rage Damage Multiplier | Intimidation Bonus | Athletics Bonus |
|---|---|---|---|
| 1 (default) | 1x | — | — |
| 2 | 2x | — | — |
| 3 | 2x | +2 | — |
| 4 | 3x | +2 | — |
| 5 | 3x | +2 | +2 |
| 6 | 4x | +2 | +2 |
| 7 | 4x | +3 | +2 |
| 8 | 4x | +3 | +3 |
| 9 | 4x | +4 | +4 |
| 10 | 5x | +5 | +5 |
Notes: Advantage: Athletics, Advantage: Intimidation, Disadvantage: Persuasion, Disadvantage: Stealth, barbarian, Buff, Utility, Combat, Jewelry
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