Star Studded Belt

Rare Wondrous Item (Belt), Requires Attunement

Star Power. This belt has 3 charges corresponding to the three star-like orbs embedded in it.
As an action you can expend 1 charge by grabbing one of the orbs and crushing it in your hand. When you do so, you become imbued with energy held inside the orb. The benefits last for 1 minute, or until you go back to at least 1 Hit Points after being previously reduced to 0 Hit Points. The orbs can be imbued with the following star powers:

  • Star of a Hero. You gain 2d10 temporary hit points and advantage on all saving throws against being frightened or charmed.
    When a creature within 5 feet of you is targeted by an attack, you can spend your reaction to become the target instead. 
    If you are reduced to 0 Hit Points, you have advantage on death saving throws and gain 1 Hit Point after three successful death saving throws.
  • Star of a Mentor. When another creature within 60 feet of you is making an ability check, attack roll or saving throw, you can use your reaction to add your proficiency bonus to their roll. This bonus is doubled if it is an ability check in a skill you are already proficient with. If you are reduced to 0 Hit Points, all allied creatures within 60 feet of you add your proficiency bonus to their ability checks, saving throws and attack rolls until the end of their next turn. 
  • Star of a Lover. You choose a creature within 60 feet of you. If you or them end your turn within 5 feet of each other, you both regain 1d8 Hit Points.
    If you are reduced to 0 Hit Points, the next attack against the creature that brought you to 0 Hit Points will deal maximum weapon damage, and the next healing effect they heal you with will restore the maximum amount of Hit Points possible
  • Star of a Companion. You choose a creature within 60 feet of you. Each turn you can use your action to immediately allow that creature to do an Action of their choice.
    When your chosen creature fails on a saving throw, you can use your reaction to be affected by the effects instead of them. 

If you are reduced to 0 Hit Points, the chosen creature loses all negative conditions affecting them.

This belt regains its charges at midnight only if you are able to see the stars. You choose which three powers the orbs will be imbued with (all the orbs can be imbued with the same power). When your belt regains charges, the corresponding number of stars disappear from the sky, and one of them reappears when you expend another charge from the belt. 


Curse (DM – Only)

Gaze of the Tainted Star. Each time a charge is expended, roll a 1d8. If you roll a 1, the expended gem bears the mark of the Tainted Star. When this happens, additional effects affect you for the duration of the feature:

  • You take 1d8 psychic damage at the end of each turn while you have at least 1 Hit Points 
  • When a creature moves out of your reach, you are forced to use your reaction to try and grasp them, making an unarmed attack of opportunity against them that deals 1d12 psychic damage. On a hit, the creature must make a DC 14 Wisdom Saving Throw, being charmed and frightened by you on a failure until the end of their next turn. 
  • If you are reduced to 0 HP, a purple feyish looking half-corporeal figure emerges from your body. It has the same ability scores and statistics as you, but only 1/2 of your maximum HP. While it is alive, it will be hostile to any creature in sight except for you, but primarily focusing on your allies if possible. While this figure is alive, you cannot regain any Hit Points. This figure lasts for the duration of this feature, or until it or you are killed. Its attacks of opportunity have the same effect as the one you are forced to do as part of this curse. It can only do one specific action, which depends on what type of imbued orb was corrupted by it:
    • Hero’s Pride. A creature within 60 feet of the fey figure must make a DC 14 Charisma saving throw. On a failure they take 2d10 psychic damage, and they cannot move away from the nearest hostile creature. If the hostile creature nearest to them is killed by a different creature, they are immediately forced to use their reaction if they have one to try and make one weapon attack with the weapon they are holding or spell attack using a cantrip against that creature, moving up to their movement speed until that creature is within their range or reach if necessary.
      The affected creature can repeat the saving throw at the end of each of their turns, ending it on a success. 
    • Mentor’s Machinations. A creature within 60 feet of the fey figure must make a DC 14 Charisma saving throw. On a failure, that creature’s proficiency bonus is doubled, but they become controlled by the figure until the end of their next turn. 
    • Lover’s Jealousy. A creature within 60 feet of the fey figure must make a DC 14 Charisma saving throw. On a failure, they take 1d12 psychic damage each time an allied creature they can see ends their turn more than 5 feet away from them until the start of their next turn. This damage is doubled if they end their turn within 5 feet of a different allied creature. 

Companion’s Envy. All hostile creatures within 60 feet of the Fey figure must make a DC 14 Charisma saving throw. On a failure, they take 1d10 psychic damage, and any beneficial spell effects affecting them start affecting the Fey figure instead, and until the start of the Fey Figure’s next turn any beneficial spell effect or an effect that restores Hit Points will affect the Fey figure instead of them. Creatures who failed their saving throw also cannot willingly break their concentration on their spells.

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