Wondrous Item, artifact

Ancient Charms are unearthed magical trinkets that yield an array of vast powers which derive from a blend of specific racial and class traits; [The first trait labels which source its "harvested" from]; dependant on which mastery is acquired. Only one Ancient Charm can be equipped at a time, though during a Long Rest, you may choose to change masteries if you carry more than one Ancient Charm; on the other hand, you may give an ally an Ancient Charm at any given time, though they must spend two Long Rests studying the trinket before it can be equipped.

This solid crystaline cube, whose pale blue color shines and hums with ethereal energy, is an ancient charm of histories long ago, which goes by the name of Master of the Mind. The Master of the Mind is a densely encapsulated battery bank of knowledge. Knowledge sourced from the inhabitors of the Astral Plane and beyond, an alien cube with alien information that paves way to mastering Psionic powers and harnessing the prowess of the mind.


  • Andro-Cubic Data Codex. [Passive- Item] You unlock the invisible filaments in your mind that alters your intellect when wielding this cube, harnessing the expansive understanding of a multitude of creatures. What once was the vast unknown now seeps into your very brain. • You've accessed the codex of knowledge. Your Intelligence Ability Score increases by 10 points which now caps at 30, and you gain Expertise on History checks.
  • Psychic Resilience. [Passive- Githyanki Race] You have Resistance to Psychic damage.
  • Astral Psychometry. [Ability- Bloodhunter Class] You can mystically access a reservoir of experiences that entities may have attached within this Astral memory bank to delve into the past about an object or place. • As an Action, you can spend the charge to trigger a supernatural sense to discern any secrets surrounding mysterious relics or certain places. When you Touch an object or place, make an Intelligence (History) check to recall information about the history of the object you are touching or your current location; you have Advantage on the check. At the DM’s discretion, a suitably high roll might cause your character to experience brief visions of the past connected to the object or location. You can use this ability again after a Short Rest.
  • Psionic Phylangies. [Spells]You harness the ability to mentally sever your hand and manipulate it from afar. • You can cast the 'Mage Hand' cantrip at will, and the hand is invisible when you cast the cantrip.

Notes: Resistance: Psychic, Expertise: History, Bonus: Ability Score Maximum, Stacking Bonus: Intelligence Score

3KBones

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