Wondrous Item, artifact (requires attunement by a spellcaster)

While wearing this jewel-encrusted golden crown, you are attuned to the power of the Grinning One, the fallen Ardent God of Greed. Once per long rest, you may use this crown to cast Locate Object, searching for the nearest item with a material value of at least 100 gp (DM's note: this makes it especially useful for finding magic items from a gameplay POV). In addition, the crown generates a charming aura. Any creature that attempts to attack you must make a DC16 Charisma save or choose a new target. A creature that succeeds on this save is immune to the crown's charming aura for the next 24 hours.

The crown also grants you control over all Illified of the Grinning One. You can roll Charisma checks to sense these Illified beings, force them in a certain direction, or will them to stand down from a fight. The difficulty of such checks remains at the discretion of the DM.

If you manage to overcome the curse of the Grinning One and restore Handor to his true state, the crown loses its gaudy golden lustre and becomes a rotating halo of seven sharp sapphire gemstones. The crown can no longer be forcibly removed while the wearer is conscious, and it sheds bright light for a radius of 30 feet and dim light for a radius of 60. Once per day, the crown grants you the benefits of the Inspiring Leader feat. Additionally, every material spell it consumed is now stored within it, available for a single-use casting without expening a spell slot. From its time in the Radiant Castle, the crown contains: one (1) Heroes' Feast, one (1) Legend Lore, two (2) Stoneskin, one (1) Revivify, one (1) Raise Dead, one (1) Greater Restoration, and two (2) Nondetection. If your DM is diligent, they will add your uses to this as well. These spells are all one-time features and do not regenerate. Once the stolen spells are gone, they are gone. Eight (8) Identify and three (3) Incite Greed.

Also, if you are level 10 or higher, you regain some of the crown's transformative power. Once per day, you may use an action to transform into a Young Sapphire Dragon. You regain your Intelligence, Wisdom, and Charisma statistics but otherwise use the stats of the dragon. If the dragon's hit points are reduced to zero, you fall unconscious as well. When you finish a long rest, roll a d6. On a six, you regain this ability. Otherwise, it is spent at least until your next rest, when you can roll again.

The curse of the Grinning One's greed affects not only the crown's wearer, but those around them. When a spell that requires a material component with a monetary value is cast within 60 ft of the crown, the component disintegrates and the spell immediately fails. The crown consumes the component, and its monetary value is added to the crown's pool-- if it hits 5,000 gp, the crown's wearer immediately suffers the effects of the spell Time Ravage (and/or turn into a dragon, idk, less connected than one might think). If you succeed on your saving throw, the pool does NOT reset-- it simply waits for the next material component cast, and then the spell takes place yet again. If this is still being used for the Natural Disaster campaign (and what else would it be used for?), the crown's pool is already 2,500 gp full. FULL POOL: 3,900

Oh, also it encourages petty theft from your party members, and if you try to take it off, you must make a Wisdom saving throw (DC 16). On a failure, until the next time you wear the crown, you are incapable of concentrating on a spell, and you roll all Intelligence, Wisdom, and Charisma saves at disadvantage.

 

 

Notes: spellcaster

Evi_Adventures