The Crown is a remarkable piece of jewelry, crafted from a blend of gold and mithral, two of the rarest and most precious metals in the land. The center of the Crown is adorned with a radiant and lustrous white gemstone, which glimmers and sparkles in the light.
When an individual wears the Crown and becomes attuned to its magic, they are bestowed with a plethora of extraordinary abilities. The Crown enhances the wearer's Intelligence score by 2 points, which can boost their intelligence to a maximum of 20. Additionally, the Crown confers immunity to any form of magic that may allow other creatures to read the wearer's thoughts, detect whether they are lying, ascertain their alignment, or discern their creature type. The wearer can only communicate telepathically with other creatures if they choose to permit it.
In the unfortunate event of the wearer's death while they are attuned to the Crown, their soul is drawn into the white gem in the center of the Crown, unless the gem already houses another soul. While residing within the Crown, the soul can establish a telepathic connection with the current wearer, which cannot be severed at the wearer's behest.
Moreover, if the wearer's soul already resides in the Crown, they can attempt to exchange souls with the current wearer by engaging in a contest of wills. The Crown itself keeps track of time, and this contest can only be made once every Toril year. There is no fixed DC for this check; instead, the winner is determined by rolling an Intelligence save, and whoever has the higher roll is declared the victor. The number of rolls required to determine the winner is at the DM's discretion, although the best of three is recommended.
A soul cannot be forcibly removed from the Crown; instead, it must willingly choose to move on to the afterlife. If the attuned wearer dies while another soul occupies the Crown, the incoming soul is denied entry and moves on to the afterlife.
Arthund found notes referring to a crown of similar make scattered throughout the tomb of the legendary adventurer Karther. The notes did not reveal everything about the Crown's nature or how it was made, but Arthund was able to put the pieces together and create a crown of his own. He does not know if his Crown functions the same as Karther's but feels it is exceedingly close.
Notes: Bonus: Intelligence Score, Communication, Buff, Deception, Headwear
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