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Relics of Zalathos

# Relic Rarity Attunement In-Game Use Mechanics (Dice / Effects)
1 Resonant Spine Rare Yes (Bard) Memory-altering performance instrument As an action, perform: creatures of choice within 30 ft must make a DC 14 Wisdom save. On a failure, they are Charmed for 1 minute. Allies instead gain 1d6 Bardic Inspiration without using your normal Bardic Inspiration pool. Risk: after use, roll a d20. On a 1-3, you have disadvantage on Intelligence and Wisdom checks until your next long rest.
2 Tankard of the First Chorus Uncommon Yes Social enhancer and spectral tale summon As a bonus action, drink from the tankard to gain advantage on Charisma checks for 1 hour. 1/day, summon a spectral retelling of a forgotten tale. Treat this as a narrative illusion similar to Silent Image. Creatures that see it must make a DC 13 Wisdom save or suffer disadvantage on their next attack roll due to emotional distraction.
3 Chisel of Echoing Craft Uncommon No Temporary magical glyph carving As an action, inscribe a glyph on a surface. When triggered, it affects a 10 ft radius, dealing 2d6 force or radiant damage. Creatures make a DC 13 Dexterity save for half damage. Lasts 1 hour. Max 2 active glyphs.
4 Oathfract Blade Rare Yes (Paladin) Scaling oath weapon +1 longsword. While within 5 ft of an ally, deal +1d6 radiant damage. 1/day, cast Compelled Duel (DC 14). If oath is broken, bonus damage becomes 1d6 necrotic.
5 Mantle of the Unyielding Scale Rare Yes Damage redistribution Reaction, 1/day: redistribute damage from an ally within 30 ft across willing creatures. You take an additional 1d6 radiant damage. Damage cannot be reduced below 1.
6 Helm of Silent Judgement Uncommon Yes Control and hesitation effect Action: creature within 30 ft makes DC 14 Wisdom save. On fail: speed becomes 0 and has disadvantage on next attack. 2/day.
7 Censer of the Gilded Breath Rare Yes (Cleric) Healing over time amplifier Healing spells grant +1d4 HP per turn for 3 rounds. After 3 uses/day, roll d20. On 1–5, gain 1 level of exhaustion.
8 Scripture of the Second Silence Rare Yes Spell conversion 1/day: when a spell fails, roll d6. 1–2: fail, 3–4: half effect, 5–6: full effect on new target within 30 ft.
9 Gauntlets of Durnholl’s Memory Rare Yes Stored damage burst Store up to 10 damage taken. On hit, release as bonus damage (max 2d6). Resets on long rest.
10 Earthshatter Greaves Uncommon Yes Charge and area disruption Move 20 ft straight: next hit deals +1d6 thunder. Nearby creatures make DC 13 Strength save or fall prone.
11 Heart of the Buried King Rare Yes Anti-control and resilience Gain +1 Constitution saves. Reaction, 1/day: immunity to fear and forced movement for 1 minute.
12 Veilthread Ring Rare Yes (Warlock) Short teleport and phase slip Bonus action: teleport 15 ft (3/day). Roll d20 after use. On 1–4, take 1d6 psychic damage.
13 Grimoire of the Unanswered Rare Yes (Warlock) Unstable spellcasting amplifier When casting, roll d6: 1: wild surge, 4–5: +1d6 damage/heal, 6: advantage or +1 DC. 3/day.
14 Scarbound Focus Rare Yes Damage amplifier and chaos trigger Add +1d8 damage to spells. On nat 1 or 20, roll d6: 1: take 2d6 damage, 6: double area.
15 Seed of the First Petal Rare Yes (Druid) Terrain control and healing bloom Action, 1/day: create 20 ft area. Enemies slowed (difficult terrain). Allies heal 1d6 on entry/start. Lasts 1 minute.
16 Crown of Unrooted Seasons Rare Yes (Druid) Seasonal transformation / adaptive casting As a bonus action (2/day), shift into a seasonal aspect for 1 minute: Spring: healing spells restore +1d6 HP. Summer: deal +1d6 fire damage once per turn on spell or attack. Autumn: gain +2 AC vs ranged attacks. Winter: enemies within 10 ft have -10 ft movement. Balance Roll: after the effect ends, roll a d20. On a 1–4, gain vulnerability to that season’s damage type until your next short rest.
17 Verdant Lung of Muiren Rare Yes (Druid) Breath of life / suffocating growth As an action (1/day), exhale a 15 ft cone of living spores. All creatures make a DC 14 Constitution save. Allies: heal 2d6 HP and gain advantage on their next saving throw. Enemies: take 2d6 poison damage and are Restrained until the end of their next turn on a failure (half damage, no restrain on success). Aftereffect: the area becomes difficult terrain (overgrowth) for 1 minute.
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