The Ancestral Stone of The Darkbrand is a small, purple, round stone, looped with a string of leather, work around the neck. Tribal runes run along the two sides of the flat stone, reading in orcish "Power corrupts only the weakest of souls"
This item holds 3 charges, and regains all charges upon completing a short or long rest in a site of ancestral heritage, wherein the resting ancestors consider the welder in a favorable light.
Once attuned to this item, a character gains the following benefits:
-You may cast Bestow Curse once a day utilizing Charisma as your spellcasting modifier.
-When you hit a creature with an attack, you may subject the creature to a DC 16 Charisma save. On a failed save, the creature is cursed with a Darkbrand. Only 1 creature may be cursed with a Darkbrand at a time. A creature afflicted with a Darkbrand has -1 to all saving throws. A creature can be afflicted with additional Darkbrands, suffering additional penalties to their saving throws. When a creature reaches 5 Darkbrands, the brands are consumed, and the creature lets loose a wave of dark energy. The creature takes 5d10 necrotic damage, and each creature within 20ft must succeed a DC 16 Constitution save, or take 3d10 necrotic damage.
- As an Action, you may clutch the stone in your hand and speak the command phrase and expend 1 charge of the item, imbuing yourself with the Spirit of The Darkbrand for 1 minute. While imbued with the Spirit of the Darkbrand. You conjure 2 Hounds of Ill Omen, the hounds roll initiative and take mental orders from you to the best of their ability. If a command is not given, The Hounds of Ill Omen will defend you and themselves to the best of their ability. Each time The Hounds of Ill Omen deal damage to a creature, they must succeed a DC 16 Charisma save or be cursed with a Darkbrand. While Imbued with the Spirit of The Darkbrand, 2 additional creatures may be afflicted with Darkbrands at any given time.
Notes: In order to attune to The Ancestral Stone of The Darkbrand, you must spend 1 hour speaking to and appeasing the ancestors within the stone, making a DC 16 Charisma save before the end of the attunement. Should a creature fail the save, the attunement cannot be completed.
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