When Fierna was born, petitioners and devils from all over came to celebrate her birth. Many brought gifts and treasures, including a powerful infernal warlock. Recognizing the strength and inner fire of Fierna, the warlock gifted her with the Amulet of the Inferno, and it has been around her neck ever since.
The Amulet of the Inferno is a magic necklace that grants a +3 bonus to spell save DC and spell attack bonus.
The Amulet of the Inferno has the following properties:
- While attuned to the artifact, your walking speed increases by 10 feet.
- While attuned to the artifact, your Wisdom increases by 2, to a maximum of 24.
- While attuned to the artifact, you can use an action to cast Immolation from it. After you cast the spell, roll a d6. On a roll of 1-5, you can't cast it again until the next dawn.
While you are attuned to the artifact, you determine your alignment daily at dawn by rolling a d6 twice. On the first roll, a 1-2 indicates lawful, 3-4 neutral, and 5-6 chaotic. On the second roll, a 1-2 indicates good, 3-4 neutral, and 5-6 evil. - Each time you become attuned to the artifact, you age 3d10 years. You must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you are instantly transformed into a wight under the DM's control that is sworn to protect the artifact.
Infernal Fire. While worn, the amulet augments any magical flames created by you, transforming normal fire into Hellfire. Hellfire ignores resistances and immunities to fire damage and deals double damage to creatures vulnerable to either fire or necrotic damage. It is also capable of melting stone, as well as igniting flammable objects.
Raging Inferno. While attuned to the Amulet of the Inferno, you may use a bonus action to cast Fire Bolt or Produce Flame. The cantrips scale based on your total character level and use Intelligence as a spellcasting modifier if you’re normally incapable of casting spells.
Everburning. The Amulet of the Inferno grants resistance to cold damage and the ability to breathe underwater. Any magical flames you conjure are similarly augmented: they can be used underwater, can’t be extinguished through any means, and can exude any temperature. While the casting of a fire spell can still be interrupted with Counterspell, once the spell has been cast, any lingering flames can’t be removed.
Destroying the Amulet. The only creature capable of destroying the amulet is the warlock that created it. Nobody living knows the warlock’s identity, making destroying the amulet almost impossible.
Notes: Bonus: Spell Attacks, Bonus: Spell Save DC, Bonus: Speed (Walking), Bonus: Wisdom Score, Bonus: Ability Score Maximum, Resistance: Cold
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