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.
A strange golden-black scarab with crude pictograms etched onto the exoskeleton. Indecipherable glyphs share the space on the rough surface of this old artifact, whom pulses with raw dark energy. A feeling of evil, eldritch power surges into, through, and out the trinket when held in your hand. In silence, the scarab emanates a hushed whisper but prominent in a noticable sense: "Master of the Eldritch". Having no recollection of its history, one can assume this Ancient Charm has been here long before this current civilization. Yet still... It whispers... pulses...
- Ta-Bo Kaveen. [Charm information - Pact Weapon Bonding] You are enveloped in old, dark magic as this Ancient Charm is in your clutches; A multitude of Eldritch Invocations are at your disposal, all from the Warlock class, as well as the ability to summon an enhanced pact weapon. • You can transform any one weapon into a Pact Weapon. Bonded by performing a ritual while you hold the weapon over the course of 1 hour, which can be done during a Short Rest. Afterwards, you can banish or summon your Pact Weapon freely.
- Old Whispers. [Passive Ability] You can read any form of writing. • If you look at the Ancient Charm now, the glyphs and pictures form a sentence which can now be read: "Are thus greater, or thy death more?"
- Thirsting Blade. [Pact Weapon Buffs] When you hit a creature with your pact weapon, that creature takes extra Necrotic damage equal to your Charisma modifier (minimum of 1). Once per day, using your Pact Weapon, if you kill 10 creatures before resting, your hitpoint maximum increases by 1 point on your next rest.
- Elder Fortitude. [Score Boost - Spell Maintainance] • You gain a +5 to your Constitution Ability Score, which now caps at 30. You also have Advantage on Constitution saving throws that you make to maintain your concentration on spells.
Notes: Advantage: Constitution Saving Throws, Bonus: Ability Score Maximum, Stacking Bonus: Constitution Score
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