"I'LL BE BACK TO DANCE UPON YOUR GRAVE, O MURDERER MINE" -Revelry, Ţ̶̪̩̋̂h̷͖͆̒̕͜ĕ̸̱̗̦̪̂̽ ̸̱̺͂̍F̵̧̦͇̮̂͝ë̶̲̗̬́͊̃s̴̩̪̐̆͊̿t̷̫̑̇ę̵̡͎͐͆r̴̨̳̠͛͘͜į̷̞͉̓̅̓n̴͕̍̈g̴̣̳͚̅̉̊ ̵̼̖̑̓̐ͅJ̴̢͉̝̀o̶̦̾͗ỳ̵̯
This heart shaped amulet of black iron is mildly discomforting to hold, leaking black smoke and necrotic energy.
Cursed: This amulet is cursed. While you are attuned to this amulet, you cannot willingly unattune to it unless you succeed on a DC 30 wisdom saving throw when attempting to unattune to it. While you are attuned to this amulet, you must drink one liter of humanoid blood per week or gain a level of exhaustion that is not removed when you take a long rest. This exhaustion stacks for each week you go without consuming blood and all stacks are removed upon consuming the requisite amount. A remove curse spell cast at 6th level or higher can immediately remove the attunement from this item.
Attuning to this amulet grants the following abilities:
Olden Wisdom: While you are wearing this amulet, you no longer need to sleep, eat, or breathe, though you must still rest as normal. Your wisdom score increases by 2, to a maximum of 22, and you are immune to necrotic damage. Additionally, you no longer age so long as you are attuned to this amulet. Should you unattune the amulet, you instantly age a number of years equal to the time that you were attuned to the amulet.
Life Thief: Whenever you cast a necromancy cantrip, it targets all creatures in a 10 foot radius of the target. You heal equal to half the damage you deal.
Curse of Laughter: This feature is an addition to the Blood Hunter "Blood Curses" feature. As a bonus action, you may curse a creature that you can see within 30 ft. of you until the end of your next turn. For the duration, the creature must make a DC 15 wisdom saving throw at the start of their turn or be charmed by you. While they are charmed this way, they are forced to use their action laughing on their turn. Amplify: This charm lasts for 1 minute. The charmed creature can make a wisdom saving throw at the end of each of its turns, ending the curse on itself on a success.
Legacy of the Reveler: The amulet has 10 charges and regains 1d6 +4 charges each dawn. you may spend charges for the following abilities with their requisite actions.When you spend all charges, roll a d20. on a 1, you are reduced to 1 hit point and the amulet regains 10 charges. Any spells cast use your spell save DC.
- Charm Person (1 charge): You may cast Charm Person
- Misty Step (1 charge): You may cast Misty Step
- Wither and Bloom(2 charges): You may cast Wither and Bloom
- Vampiric Touch (3 charges): You may cast Vampiric Touch
- Harm (5 charges): You may cast Harm
- Rise Again (7 charges): Whenever you are reduced to 0 hit points, you may use your reaction to regain half your hit points and stand up from prone. When you use this ability, the creature that reduced you to 0 hit points must make a Wisdom saving throw equal to your spell save DC or be frightened of you for one minute. A frightened creature may repeat the save at the end of their turns, ending the effect on themselves with a success.
- FALL (10 charges): You cast Disintegrate and thenPower Word Pain on the same target.
Notes: Immunity: Necrotic, Bonus: Ability Score Maximum, Bonus: Wisdom Score, cleric
Previous Versions
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