Amulet of the Aberrant Soul

by Fantomp

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Amulet of the Aberrant Soul

Wondrous item, legendary (requires attunement)

This purple amulet pulsates and glows with otherworldly energy. A creature not attuned to the amulet that holds the amulet is innundated with indecipherable whispers. The creature must make a DC 17 wisdom saving throw or drop the amulet and be effected by the dissonant whispers spell.


While wearing this amulet, you can communicate telepathically with any creature you can see within 120 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.


The amulet has 4 charges for the following properties. The staff regains 1d4 expended charges daily at dawn. If you expend the last charge, roll a d6. On a 1, you take 4d4 psychic damage, and the amulet loses its magical properties until the next dawn. On a 6, the amulet regain 1d4 charges. Additionally, if you have sorcery points, you can refuel the amulet as a bonus action on your turn. Spend a number of sorcery points, and you gain the that number of charges. You can't have more than 7 charges at a time, and you lose all charges above 4 at dawn.


Detect Thoughts (1 charge). As an action on your turn, you cast the detect thoughts spell (save DC 17).
Teleport (1 charge). As an action on your turn, you magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see.
Eye Ray (2-6 charges). You can use an action to cause the amulet to shoot a number of the following magical eye rays at random (reroll duplicates), choosing a target for each. You shoot one eye ray for every 2 charges you spend.

  1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by you for 1 hour, or until you harm the creature.
  2. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  3. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or you moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of your next turn or until you are incapacitated.
    If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it. If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. You can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.
  4. Slowing Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  5. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed until the end of your next turn.
  6. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 35 (10d6) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

Mind Blast (6 charges). As an action, you can magically emit psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 22 (5d8) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Create Thrall (7 charges). You can infect a humanoid's mind with the alien magic of the amulet by spending one hour with an unconcious humanoid. That creature is then
charmed by you until a remove
curse spell is cast on it, the
charmed condition is
removed from it,
or you use this
feature again.

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Credits

This was made for the annual secret santa event at the Discord of Many Things, with the keywords:

  • Sorcerer
  • Magic Item
  • Aberration

Hello Hungrysan! This was made for you!


Art Credit:
Xanathar's Guide to Everything Art - Jason Rainville

 

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