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Wondrous item, legendary (requires attunement)

It is said this amulet was created by Gordian and gifted to his most powerful champion in hopes that he would go out and challenge the champions of other Gods. This champion fought hard and, battle by battle, he proved his skill as a fighter. His victories brought glory to Gordian and gained him power from those he vanquished. Eventually, being victorious was no longer enough for the champion and he began to slay those that he triumphed over.

The other Gods grew angry at Gordian’s champion and his lack of restraint. They sought to put an end to his destruction by sending Helia to confront him directly. The combat was intense, but, with the aid of the amulet, the champion managed to come out on top. Before a killing blow could be dealt, Helia escaped. Gordian was commanded to remove the gift he had bestowed, but, when he went to retrieve the amulet, the champion turned his power upon him. As they fought, other Gods joined the battle. Their combined might quickly overpowered the champion who was slain. The amulet was then taken from the land of mortals and hidden.

After many centuries, their guard became lax allowing a crafty thief to pilfer it along with several other items, stealing them back to the Material Realm where the amulet was later lost.

Magical Resistance. Strengthblight functions as an amulet of protection +1 and grants you resistance from bludgeoning, slashing, and piercing damage from non-magic attacks.

Strength Drain. 3/Day When a melee attack is made against a single target and hits, you can force the target to make a DC 16 Constitution saving throw draining 4 (1d4+2) Strength or half as much on a success. Half the amount drained is then added to your Strength score (minimum of one.) You can gain up to a +6 bonus from this feature. The added Strength bonus lasts 1 minute. If the creature you target with this feature has their Strength score drop to 0, it dies.

Curse: Compelled Sentience. The amulet has an intelligence score of 14. While attuned to this weapon, it urges the wearer to prove their strength in combat. Upon entering a combat encounter the wearer makes a DC 16 Wisdom saving throw to contest the will of the amulet. If the save is failed, the wearer becomes compelled to immediately attack the strongest creature it can see within 60 feet.

Determine the strongest by Strength score. If there is a tie, the creature with the highest hit points becomes the focus. Should the wearer fight against the will of the amulet, after failing its save, it can choose to take 66 (10d12) psychic damage. If the wearer succeeds on their save, chooses to take the psychic damage, or when their perceived enemy is beaten, the wearer becomes immune to the amulet’s influence for the next 24 hours.

Section 15: Copyright Notice

Knights of the Shadow Realm, Copyright 2020, David Barrentine