Wondrous Item, artifact (requires attunement by a 10th level or higher character)

This amulet can give the wielder abilities some consider unnatural. (Art by Yuri Chruchmay)

Ability Manifest: As an action you can tap into your memory & give you grant yourself a boon. This boon is trait of a creature that is not an undead or construct you've seen with a CR equal to or less than half your level. You do not pick the trait or action you only pick the creature the Dm picks the trait or action (Usually it's most iconic trait such as a troll's regeneration or the magic resistance of a satyr). You cannot gain traits or actions from undead or constructs. Additionally, when you absorb a trait the duration lasts for 8 hours. You can only use an absorbed action once on your next turn then you cannot use the action again. Actions that allow the creature to assume a new form such as change shape count as traits. Any changes to yourself caused by what you do (such as changing shape) ends after 8 hours. Once used Ability manifest cannot be used for 7 days.

You can't gain the following traits & actions:

  • Multiattack or Any form of Spellcasting 
  • Legendary Actions, Resistances or mythic traits & actions
  • Class features such as channel divinity or Action surge.

Ability Steal. As a reaction when a creature misses an attack roll on you you can steal another trait or action of the DM's choice switching the trait you currently possess from this amulet's Ability Manifest trait. The creature you attempt to take the trait from must make a DC 18 Wisdom saving throw or you steal the ability to use that trait from them & they can't use it until the effect ends. Ability Manifest's duration is not increased or decreased by using Ability Steal.

Curse. Attuning to this item extends its curse to you. You remain cursed until you are targeted by a remove curse spell of 7th level or higher or similar magic The amulet's curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the amulet Misfortunes table to determine the misfortune. For as long as this misfortune lasts, no other misfortunes befall you.

 

d6 Misfortune
1 Exposure to the amulet's effects directly cause a sickness you are poisoned until the next dawn.
2 You experience a vision of an ancient calamity—a beautiful city threatened by crumbling mountains and erupting volcanoes—and are stunned until the end of your next turn.
3 For a few seconds, the ground shakes under you. You and each creature within 10 feet of you must succeed on a DC 18 Dexterity saving throw or be knocked prone.
4 The Amulet releases three glowing darts of psionic energy that target one random creature within 30 feet of you. If no such target exists, you become the target. Each dart hits automatically and deals 3 (1d4 + 1) psychic damage to the target.
5 Until the next dawn, Beasts with an Intelligence score of 3 or lower are hostile to you.
6 Nothing seems to go your way. Until the next dawn, you have disadvantage on ability checks.

 

Sentience. The amulet houses a being beyond normal understanding. It has an The Amulet Of Ability Stealing is a sentient item with an Intelligence of 20, a Wisdom of 15, and a Charisma of 8. It has hearing and darkvision out to a range of 120 feet.

Personality. The item houses a lawful good beholder spirit named Motu who seeks to find a good natured person to wield him with dignity & grace. He acts kind of snobby & will refuse to let another attune to the Amulet if he deems them unworthy. He speaks common & deep speech & telepathically to the creature attuned to the item or any creature who attempts such acts.

Motu Spellcasting. Motu has a few spells on hand to mimic his former eye rays because he lost them upon transformation into an amulet he occasionally allows others to cast one of these spells once a day.

A creature attuned to this item must use their action to ask motu if they can cast 1 of the following spells on their next turn on a DC 18 persuasion check if you fail the check you cannot cast any of the spells until the next dawn DC 18. Telekinesis, Charm Monster, Hold Monster, Fear, Enervation, Sleep(6th level), Finger Of Death but the target doesn't become a zombie as a result of dropping to 0 hp by the spell, Flesh to stone, Disintegrate & Slow.

Notes: 10th level or higher character, Buff, Debuff, Cursed, Sentient

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Item Tags: Buff Debuff Cursed Sentient

PharomSudyrill

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