Wondrous Item, rare (requires attunement by a You must wear the amulet for 1 week without removing it)

The amulet is a golden sun on a blueish metal chain. The curse imbued in this amulet only takes hold once the player has attuned to this item.

Curse stage 1. After one week of being attuned to the amulet the wearer will begin to have nightmares of drowning. After a week of suffering these nightmares the wearer must pass a dc 10 wisdom saving throw to not have the curse advance.

Curse stage 2. The wearers nightmares begin to get worse. While trapped in these nightmares they will begin to hear whispers in the water below calling them deeper. A tattoo of a snake begins on their chest and stretches out to their shoulder. the player must pass a dc 12 wisdom saving throw to not have the curse advance

Curse stage 3. The wearer begins to see faint outlines of a snake in the depths of the water they drown in every time they sleep along with the whispers becoming clearer. (if the wearer speaks abyssal or celestial they can make a dc 15 check to understand the whispers) The wearer begins to hear the whispers in their waking moments when there is no background noise. the wearer must make a dc 14 wisdom saving throw to not have the curse advance.

Curse stage 4. The tattoo begins to grow darker and longer, it now reaches their elbow. The nightmares continue and the whispers are even more clear in the dreams (dc 10 to understand) the wearer begins to hear the whispers more loudly now in their waking moments and begin to feel as though they must answer the whispers they must make a dc 16 wisdom saving throw to not have the curse advance

Curse stage 5. The curse is now in its final stage. the wearer is drawn to the sea and must make a dc 16 wisdom saving throw to not leave where they are and begin to travel to the coast. if the player passes the throw they do not have to make another saving throw until the night after next. The tattoo now stretches all the way from their chest to their hand and they feel the compulsion to grab the amulet in all free moments. The nightmares are now extremely clear and they can see the Chasmic One and hear its words clearly in their mind while they drown. It calls to be freed from is prison in the deep. Once the wearer has heard the call of the Chasmic one they must make a dc 14 wisdom saving throw or take 2d4 psychic damage. In their waking moments they see the chasmic one in the shadows and puddles on the ground and hear it calling for them. The wearer has disadvantage on all perception checks and all saving throws to avoid being surprised.

The effects of this curse can be removed from the wearer by removing the amulet after a remove curse spell has been cast on them. If the curse is removed after the tattoo has appeared the wearer takes 1d4 psychic damage as the tattoo burns away. Once attuned to this amulet has been attuned to the wearer cannot remove it without a remove curse spell. Once a remove curse spell has been cast the amulet loses all positive benefits unless put on by another person and attuned to again.

Notes: Advantage: Spell Attacks, You must wear the amulet for 1 week without removing it

NicDay

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