Weapon (Shortsword), very rare (requires attunement by a Warlock or Paladin)
Envious Evoker is a weapon usually found wielded by a high-ranking priest of The Lonely King. It is imbued by the King’s otherworldly power and neverending envy toward the current iteration of the multiverse. The power within the blade allows the user to enhance a curse they cast onto their victim, inflicting them with the King's envious desire and stealing some of their natural talents from them. Although most of these swords have been destroyed or seized, a few of them sometimes comes up in some black market and illegal auction. To use this weapon, one must write their real name on the blade, which means they just give their real name to The Lonely King.
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To attune to this sword, you must write your real name on its blade using your blood. While holding this sword, you can use it as a spellcasting focus. Envious Evoker has 3 charges and regains 1d3 expended charges daily at dawn.
You learn the Hex spell and Bestow Curse spell. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Enhanced Hex. When you cast the Hex spell on a creature, you can spend 1 charge to enhance the spell. The target also has a disadvantage on saving throws made with the ability score you choose as part of the spell.
Curse of The Envy. When you cast the Bestow Curse spell on a creature, you can spend 1 or more charges to name one of their natural talents that you know and steal it from them for the duration of the spell.
1 charge. You can name one type of damage or condition resistance the creature might have. It loses that resistance, and instead, you gain that resistance.
2 charge. You choose one ability score. The creature can’t add a proficiency bonus to the ability check and saving throw made with that ability score. Instead, you gain proficiency on ability check and saving throws made with that ability score.
3 charges. You can name one type of damage or condition immunity the creature might have. It loses that immunity, and instead, you gain that immunity.
If you name a resistance or immunity that the creature doesn’t have, the charges are expended, but the curse doesn’t take effect.
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Ned Kelsey
2023-01-18 01:29:42 +0000 UTC