This immensely powerful artifact comes from Brandon Sanderson's book The Bands of Mourning.
These bracers have many different components woven together, each of a different metal. Each component has 10 charges. While wearing the Bands, you can store or expend charges at will, as described in each section below.
Pewter component - You can use an action to reduce your physical strength for a time. Until you end the effect (no action required), you have disadvantage on attack rolls, ability checks, and saving throws that use Strength. For each hour that you spend weakened in this way, this component regains 1 charge. You can expend a charge as an action to gain the Enlarge effect of the Enlarge/ Reduce spell until your concentration ends, up to 1 hour.
Tin component - You can use an action to reduce your senses for a time. Until you end the effect (no action required), you are blinded and deafened. For each hour you spend blind and deaf in this way, this component regains 1 charge. You can expend a charge as an action to increase your senses for 10 minutes, gaining advantage on any Perception, Investigation, or Insight checks made during that time.
Iron component - You can use an action to reduce your weight for a time, gaining the effect of a Feather Fall spell on yourself for 1 minute. Each time you do so, this component regains 1 charge. You can expend a charge as an action to double your weight for 1 minute.
Steel component - You can use an action to gain the effects of a Slow spell on yourself for 1 hour or until you use an action to end the effect. For every uninterrupted hour you spend under the effect, this component regains 1 charge. You can expend a charge as an action to cast Haste on yourself.
Zinc component - You can use an action to reduce your mental capacity for a time. Until you end the effect (no action required), you have disadvantage on ability checks and saving throws using Intelligence or Wisdom. For every hour you spend in this way, this component regains 1 charge. You can expend 1 charge as an action to gain advantage on all ability checks and saving throws using Wisdom or Intelligence for 10 minutes.
Gold component - You can use an action to become sick for a time. Until you end the effect (no action required), you are poisoned. For every 24 hours you spend sick in this way, this component regains 1 charge. You can expend 1 charge as an action to regain hit points equal to 2d8+ your Constitution modifier. You can expend 2 charges as an action to cast Lesser Restoration on yourself.
Brass component - You can use an action to become colder for a time. Until you end the effect, you have resistance to fire 🔥 damage and vulnerability to cold ❄️ damage. For every hour you spend in this way, this component regains 1 charge. You can expend a charge as an action to gain resistance to cold ❄️ damage for 1 hour. You can expend 5 charges as an action to cast Fire 🔥 Shield.
Bronze component - You can use an action to fall unconscious for 12 hours or to gain 1 level of exhaustion (your choice). Each time you do so, this component regains 1 charge. You can use an action to expend 2 charges to reduce your exhaustion level by 1, 5 charges to gain the benefit of a short rest, or 10 charges to gain the benefit of a long rest.
Copper component - You can enter a trance for 1 hour as you store information in this component. You cannot move and are incapacitated while in this trance, but you are aware of your surroundings. Each time you enter this 1-hour trance, this component regains 1 charge. You can expend 1 charge as an action to gain advantage on History, Arcana, Religion, or Medicine checks for 24 hours.
Cadmium component - You can use an action to suffer the effects of suffocation until you use another action to end the effect. For every 5 minutes you spend suffocating in this way (it need not be all at once), this component regains 1 charge. You can expend 1 charge as an action to be able to hold your breath for up to 20 minutes, or entirely eliminate the need to breathe for the next minute.
Bendalloy component - You can become extra hungry for 24 hours at a time. When you do so, you must eat and drink twice the normal amount of food and water that day, and this component regains 1 charge. You can expend 4 charges at the end of a long rest; if you do, you do not need to eat or drink anything that day. You can expend 1 charge at the end of a short rest; if you do, you only need to eat and drink half as much as normal until your next rest.
Electrum component - You can use an action to become depressed for a time. Until you use an action to end the effect, you have disadvantage on all Charisma checks, Perception checks, and attack rolls. For every hour you spend in this way, this component regains 1 charge. You can expend 2 charges as an action to become very excited for 10 minutes; during this time you gain 10 temporary hit points, and when friendly creature that can see and hear you makes an attack roll or ability check, you can use your reaction to add a d4 to the roll.
Chromium component - At the end of a long rest, you can give yourself bad luck until your next long rest. While under this effect, you have disadvantage on all attack rolls, ability checks, and saving throws. At the end of this time, this component regains 1 charge. You can expend 1 charge to cast Resistance or Guidance on yourself, or expend 7 charges to gain inspiration.
Duralumin component - At the end of a long rest, you can make all other creatures hostile to you until your next long rest. At the end of this time, this component regains 1 charge. You can expend 1 charge as an action to cast Friends or Charm Person, or 4 charges to cast Glibness.
Nicrosil component - You can expend a spell slot to store magic energy in this component. When you do so, the component regains a number of charges equal to the spell's level, and the slot is consumed. You can use a bonus action to expand up to 8 charges, regaining a spell slot equal to the number of charges you used.
Comments