Antipode D&D
Echo of Lost Friends Pendant
Wondrous Item
Very Rare Requires Attunement
Requires attunement by a Echo Knight who had a traumatic event in which the echo knight's friends were destroyed but the echo knight survived.
Cursed
This item is cursed. Attuning to the pendant curses you until you are targeted by the
remove curse spell or similar magic; removing the pendant fails to end the curse. While cursed, you cannot willingly break attunement with this item.
Once you've unlocked all of the item's abilities, your curse grants you a
Dark Gift:
Echoing Soul. This gift is removed if the curse is lifted.
Physical Description
This pendant has a lead chain and lead setting flanked by shaped black coral beads. The setting is decorated with inlaid copper scrollwork depicting a five headed dragon. In the setting is an exquisite round-shaped fire opal. The pendant is surprisingly heavy, thanks to its lead chain and setting.
Charges
This item has 7 charges. It regains 1d6+1 charges daily at Dawn. These charges can be consumed to produce the following effects:
Survivor
Cost. 2 charges
Duration. Lasts until midnight
Action. Ten minutes of concentration
Limits. You can use this feature a number of times equal to half your proficiency bonus, rounded down per day. The effect stacks.
Description. You survived when others did not. After reflecting on your near-death experience and your decreased comrades for ten minutes, your hit points and hit point maximum increases by 2d6-2 (minimum of 2).
Death Aversion
Cost. 3 charges
Duration. Instant
Action. Reaction
Description. When you fail a death save, you can use your reaction to reroll the dice, potentially turning the failure into a success.
Locked: Resilient
This feature is locked. You must consume 7 charges (gaining familiarity with this item) before you can unlock and gain access to this feature.
Cost. 2 charges
Duration. Instant
Action. Reaction
Limit. Cannot be used on death saving throws.
Description. As a reaction, as a result of making any saving throw but a death saving throw, you can add your proficiency bonus to the save total, potentially turning a failure into a success. You can use this feature before or after you make the roll but before the DM tells you whether or not it was a success or failure.
Locked: Solicited Advice
This feature is locked. You must consume 14 charges (gaining familiarity with this item) before you can unlock and gain access to this feature.
Cost. 1 charge
Duration. 1 minute
Action. Action
Description. You gain advantage on one charisma (intimidation) skill checks, intelligence-based skill checks, and wisdom-based skill checks as you petition aid from your decreased comrades.
Locked: Manifest Ghostly Echo
This feature is locked. You must consume 21 charges (gaining familiarity with this item) before you can unlock and gain access to this feature.
Cost. 3 charges
Duration. 1 hour
Action. Action
Description. You summon the ghostly visage of one of your fallen comrades to fight alongside you for one hour. Roll a 1d6 and consult the table below to determine which comrade is summoned. They follow most of the rules of your
Manifest Echo ability, but retain the stat block of a kobold rather than using the echo's stats. They gain an attack bonus equal to your Constitution Modifier, have the same damage resistances and immunities as a ghost, can fly, and deal necrotic damage instead of the damage type listed on their stat block.
These echo ghosts cannot interact with physical objects, such as opening a door, or carrying or manipulating an item.
They can move through other characters and solid surfaces, but take 1d10 force damage if they end their movement inside an object.
Number |
Name |
Special Abilities |
---|
1 |
Kurba, The Tiamat This-and-That One |
1 Level 1 Spell Slot, knows Guidance, Cure Wounds, Sanctuary, and Inflict Wounds |
2 |
Tehsu, The Sneaky One |
Echo distance expands to 60 feet; Tehsu can deal 1d6 extra damage to one attack once per summons if she has advantage on the attack roll. |
3 |
Kev, The Strong One |
Has 4 * half your proficiency bonus (rounded down) extra hit points |
4 |
Hutt, The Stupid One |
Nothing |
5 |
Relu, The Lamp-holding One |
1 Level 1 Spell Slot, knows Ray of Frost, Infestation, Ray of Sickness, and Color Spray |
6 |
Dukro, The Other Stupid One |
Nothing |
Weight: 5lb