Necromantic Charm
Once per a day, the skull can be activated to generate one of the following effects:
Dead Life
You activate the charm with an action. You gain your Vigor modifier in temporary hit points, which are lost after 5 minutes.Acid Ball
You activate the charm with an action. You hurl a bubble of acid. Choose one creature within 30 feet, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 + Vigor modifier acid damage.Poison Puff
You activate the charm with an action. A target able to inhale your attack must make a Constitution saving throw, inflicting 4d6 + Vigor modifier damage on a failed save, or half as much on a successful one. A target that fails is also poisoned for 1 minute. Range 10 feet.Condition
You activate the charm with an action. Choose one creature that you can see within range to make two Constitution saving throws. For each saving throw failed, the target gains a level of exhaustion. Unlike standard exhaustion, these levels are lost after the spell’s duration. This spell cannot inflict level 6 exhaustion, although the target can still reach it normally. Range 60 feet. Duration 5 minutes.Mechanics & Inner Workings
These are magical items. Each charm is made from a human skull. When a Necromancer dies, their bodies are harvested and used in the same manner as they use all the dead. Nothing is ever wasted. The skull is decorated with symbols of life and growth as a reminder that all creation spawns from the remains of destruction.
Significance
The charm has come to represent embracing the cycle of life and death.
Item type
Magical
Current Location
Manufacturer
Owning Organization
Weight
12#
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