Wondrous Item, varies

This amulet on a necklace pulses with chaotic infernal energy actively being siphoned from the Hells themselves. This energy feels unfocused and incomplete, as if it's waiting for some other piece or vessel to decide for it what shape the magic within will take. There is a palpable sense of infernal spite coming from it, as well. They say fortune favors the bold, but perhaps the creator was a bit too bold if this gem is in your hands now, and not theirs.

When Audacity is donned, if the wearer doesn't have it already, they earn the permanent resentment of a random devil as if they'd drawn Flames from the Deck of Many Things. A wearer can only have one devil hate them at a time, but if this hate has been removed somehow and the wearer puts Audacity back on they will gain the hatred of a new devil.

In addition, the wearer will gain an effect while Audacity is being worn dependent on the class of the wearer. Any class the wearer has at least two levels in will have its affect apply.

  • Artificer:
    • 5e: Any mundane weapon in the wearer's hands will automatically gain an infusion as long as it's in the wearer's hands. This infusion can be freely chosen by the wearer from their list of known infusions, does not count against their active infusion tally or their restriction of one infusion at a time, and can be changed at will using an Interact with Object. This infusion will only take effect when attacking the creature that last made an attack roll against the wearer or used an action that the wearer made a saving throw against. When attacking any other creature, the weapon will function as normal and attack at disadvantage.
    • 5.5e: A number of magic items you create (equal to half your Artificer level) can receive the magical effects of another magic item at no additional cost to the wearer. Magical effects that can be applied are suggested to be taken from the list of magic items the Artificer can create, but is ultimately left to DM fiat if this should be expanded or restricted. Maintaining the secondary effect will require a slightly altered magical concentration: when failing a Concentration save, instead of breaking concentration and losing the secondary effect, a level of Exhaustion is applied.
  • Barbarian: When entering Rage, the wearer gains temporary HP equal to their STR score. All ranged projectile attacks, magical or mundane, friend or foe, that pass within 15 feet of the wearer and would hit their target will instead hit and damage the wearer (for clarity: if the attack was targeting AC13, the wearer is AC17, and the attack rolled 15, the wearer will still take damage as the attack would've hit its intended target).
  • Bard: Bardic Inspiration can be given to oneself and grants advantage on the next attack, ability, or saving throw that wouldn't otherwise have it, which only expires after the recipient's next long rest. The wearer gains a bonus to the number of Bardic Inspiration uses equal to the wearer's CON modifier; if removing Audacity would cause the number of available Bardic Inspiration uses to drop below zero, the delta is paid for with 5HP damage per use (for example, if the wearer's CON modifier is +2 and Audacity is removed with 0 Bardic Inspiration uses available, the resulting number of available Bardic Inspiration uses is -2, which equalizes to 0 uses and 10HP damage taken instantly). All attack rolls made against the wearer using magic are made at advantage, and all saving throws the wearer makes against a magical effect are made at disadvantage.
  • Cleric: Healing spells and any spells that affect an area on the battlefield instead of a single target are doubled in potency (the DM may interpret "potency" as they wish, but the author's recommendation is that HP healed and damage dealt is multiplied by 2 after rolling). All successful attacks against the wearer that do damage are treated as automatic crits.
  • Druid: The traditional CR restriction on creatures the wearer can Wild Shape into are lifted, and instead restricted by half of the wearer's Druid level rounded up. Wild Shape cannot be prematurely ended in any way other than reaching 0 HP, which counts as the wearer reaching 0 HP and begins death saves.
  • Fighter: Second Wind can be used an indefinite number of times before a long rest, and adds 1d6 damage to the next attack after using Second Wind (regardless of whether the attack hits). After using Second Wind more times than traditionally allotted, every subsequent use until the next long rest requires the wearer to kill or incapacitate an enemy before the end of their next turn. If the wearer fails, they take damage equal to double what they healed.
  • Monk: Expending at least one ki/focus point in a turn grants temporary HP equal to the wearer's DEX score. Movement is halved while the wearer has more than one point of temporary HP.
  • Paladin: Smite and Lay On Hands chain to three others besides the target of the spell within 30 feet of the target, with damage or healing not to exceed the total done to the target. This chain will prioritize chaining to enemies or allies respectively, but will chain to allies/enemies if necessary to ensure it chains to exactly three other creatures.
  • Psion: Whenever expending a Psionic Energy die, roll a second die. This die is not subtracted from the expended die count, and is added to your baseline Psionic Energy die, at the expense of an equal number of HP.
  • Ranger:
    • 5e: The wearer gains +5 to attack and +10 to damage when facing their favored enemy, and rolls made while on favored terrain will never be at disadvantage. All enemies that are not favored enemies will treat the wearer as if the wearer is their favored enemy.
    • 5.5e: When the wearer casts Hunter's Mark, they can choose to cast an enhanced version at the expense of 2 AC (regained after long rest). This enhanced version causes the marked target to take damage equivalent to twice the wearer's Ranger level plus 1d10.
  • Rogue: Gain an additional die for Sneak Attack damage. However, if the attack misses, all Sneak Attack damage die are done to the wearer instead.
  • Sorcerer: The wearer's CHA score is reduced to 10, and the wearer's sorcery points are increased by the number of CHA points lost. When removing Audacity, if the number of available sorcery points would be negative, the number of available sorcery points is 0 and the (former) wearer takes damage equal to 5HP per negative sorcery point (example: a sorcerer removing Audacity loses 6 sorcery points but only has two available sorcery points. The new total of available sorcery points is -4. The available sorcery points equalizes to 0 and the wearer takes 20HP damage).
  • Warlock: When dealing damage to an enemy within 10 feet of the wearer, the wearer's current HP increases equal to the amount of damage done not to exceed the wearer's max HP. The wearer's movement speed is reduced by 10ft.
  • Wizard: Arcane Recovery may be used as an action, and spell slots recovered when Arcane Recovery is used as an action may equal the full total of the wearer's Wizard level. Each spell slot recovered when using Arcane Recovery as an action costs 5HP or 1AC, wearer's choice. AC lost in this way are regained at the next long rest. Using Arcane Recovery during a short rest is unchanged.

Notes: Buff, Debuff, Utility, Combat, Cursed, Necklace, Jewelry

Item Tags: Buff Debuff Utility Combat Cursed Necklace Jewelry

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