"There's no more narration of your story. You write your own tale now." -Solsongr the Unchained
This crown of bone has been shattered once more and reforged into an amulet of your own design, shaped by your will.
While you are attuned to this amulet you gain the following abilities:
Narrative Force: While you wear this amulet, your charisma score is increased by 2, to a maximum of 22.
This crown has 6 charges that it regains after you complete a long rest. Whenever a creature fails a saving throw against one of your spells of 1st level or higher, it regains 1 charge (once per casting of the spell). You may expend charges for the following abilities:
Light and Dark (1 charge): Whenever you deal damage with a spell, you may expend one charge to change the spells damage type of radiant, necrotic, or cold.
Protagonist (2 charges): As an action, you may choose a willing creature within 60 feet of you to be blessed by your story. For the next minute, they gain the effects of the spell Bless, Death Ward and Haste. You must concentrate on this ability as if it were a spell. If the targeted creature reduce a creature to 0 hit points while affected by this ability, this item regains 1 charge.
Worldbuilding (4 charges): As an action, you may choose a 15 foot radius, 5 foot high cylinder on the ground within 120 feet of you to grant one of the following features of your choice for the next minute. All required saves are against your spell save DC:
- Castle: All allies within the radius gain a +1 to AC and advantage on all saving throws. If they end their turn within the radius, they gain 1d6 temporary hit points.
- Forest: All allies within the radius may hide as a bonus action and gain a +5 to stealth checks. Additionally, all allies in the radius gain 1/2 cover and are lightly obscured.
- Desert: The area is considered difficult terrain. All creatures that enter the area for the first time on a turn or start their turn in it must succeed on a Constitution saving throw or take 4d6 fire damage and have disadvantage on attacks until the end of their turn. Creatures that save take half and do not suffer disadvantage.
- River: Choose a direction. Water springs up within the area and flows in that direction. All enemies that enter the area for the first time or start their turn there must succeed a strength saving throw or knocked prone and pushed to the edge of the area in the direction you chose upon casting. All allies that start their turn within the area have their movement speed doubled until the end of their turn.
- Mountain: a 30 foot high pillar of solid stone erupts from the ground in the area. All creatures in the space of the pillar must succeed on a Dexterity saving throw or take 6d6 bludgeoning damage and be moved 50 feet up to the top of the pillar. On a success, they take half and are not moved. If the pillar pins a creature against a ceiling, the creature is restrained until it succeeds a Strength saving throw as an action. As an action on a subsequent turn, you may destroy the pillar, causing it to rain rocks down. All creatures within 10 feet of the pillar when it is destroyed must succeed on a dexterity saving throw or take 6d6 bludgeoning damage, halved on a save. The area is difficult terrain for the remaining duration.
Rejected Reality (6 charges): As a reaction to a creature within 60 feet of you performing any action, bonus action, or reaction, you may force them to make a Charisma saving throw against your spell save DC. On a failure, you cancel that action, bonus action, or reaction. Any resources the creature used to perform that action are wasted.
Notes: Bonus: Charisma Score, Bonus: Ability Score Maximum, Red Daniel, Buff, Headwear
Previous Versions
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3/27/2024 10:16:07 PM
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1/6/2025 10:13:59 PM
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1/7/2025 2:38:17 AM
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2/15/2025 7:29:39 PM
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