This shrivelled and blackened heart is suspended within a crystal, adorned with twisted vines and thorns, giving off an eerie, pulsating purple glow.
Hexing Aura: While attuned to the Hag's Heart, you gain the ability to cast the Bane spell at 3rd level once per day without expending a spell slot. The DC for this spell is equal to 13 + either your Intelligence, Wisdom, or Charisma modifier.
Veil of Hag: As a bonus action, you can cast Disguise Self and shroud yourself in an illusory aura that mimics the appearance of a hag. This effect lasts for 1 hour, until dismissed as a free action, or dispelled and grants you advantage on Charisma (Deception/Intimidation) checks made to disguise yourself as a hag or to intimidate others. Once used, this ability cannot be used again until you complete a long rest.
Corrupting Vitality: The Hag's Heart grants you advantage on saving throws against poisons and diseases. Additionally, when you would normally suffer a level of exhaustion, you may choose to take 1d8 points of necrotic damage per level of exhaustion. This damage is also removed from your total number of hit points and cannot be regained until you successfully complete a long rest.
Blighted Touch: As a reaction when you deal damage with a melee weapon, you can choose to channel the corrupted magic within the Hag's Heart. You can expend a number of your own hit dice equal to your proficiency score and deal additional Necrotic damage equal to that dice rolled. Once used, this ability cannot be used again until the next short or long rest.
Age before Beauty: While attuned to the Arch Heart, you gain advantage on all saving throws made to resist spells or other magical effects cast upon you by a hag who is of lesser power compared to the creator of the Arch Heart.
Hag's Gambit: Once per long rest, you can invoke the Arch Heart's dark power to manipulate fate in your favour. You can choose to treat any one attack roll, saving throw, or ability check that you or a creature you can see within 30ft of you makes, as a natural 20. However, after using this ability, the next time you roll a natural 1 on an attack roll, saving throw, or ability check, you suffer from a curse that imposes disadvantage on all your rolls for 8 hour.
Cursed Nature: The Arch Heart is not without its risks; becoming attuned to it extends a curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the Arch Heart, keeping it within reach at all times. Breaking the curse untunes you from the Arch Heart.
The Small Print: Once attuned to the Arch Heart, you form a deal with the one who created it. The terms are as follows:
"When my heart's power you employ, Beware, for a pact you cannot destroy. For in my presence, heed this call, Your strength wanes, your defences fall."
The attuned creature has disadvantage on all attack rolls, saving throws, or ability checks made in the presence of and when directly opposing the creator of the Arch Heart. Once the first roll is made with disadvantage in this way, the attuned immediately understands these terms.
Haunting Whispers: While attuned to the Arch Heart, you are tormented by disturbing dreams that become more unsettling with each passing night. At the end of a long rest, you must make a Wisdom saving throw with an initial DC 12. If successful, the DC increases by +1 for the subsequent saving throw. Failure results in gaining 1 point of corruption. Even if forcibly unattuned, the points of corruption remain. However, they naturally fade at a rate of 1 corruption point per week of rest.
The corruption level determines the severity of your affliction, leading to various Madness conditions.
- No Corruption: No Madness
- 1-2 Points: Short-term madness
- 3-8 Points: Long-term madness
- 9-11 Points: Indefinite madness
- 12+ Points: Death
To address the corruption and madness, a calm emotions spell can temporarily suppress the effects for the spells duration, while a lesser restoration spell can reduce your corruption level by 1 point. A greater restoration spell can reduce corruption by 1d4 points, and +1 for each level cast beyond 5th. If you reaches 12 or more points of Corruption, you fall to 0 hit points and become unconscious for 1 hour. At the end of that hour, if your corruption has not been reduced below 12 points, you die. Resurrection is possible, but you must be brought below 12 points of corruption before doing so, as even in death you are not spared the madness.
Notes: Advantage: Constitution Saving Throws, Advantage: Constitution Saving Throws, Advantage: Constitution Saving Throws, Advantage: Saving Throws, Veil of Hag / Hag's Gambit, completed rest, held tightly to ones chest. , Damage, Debuff, Utility, Deception, Cursed, Necklace, Jewelry
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