TheMithralCanvas - Crown of Courts
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Wondrous Item, Rare (Requires Attunement)
Magic of both fey courts is woven through this headpiece in a rare display of unity. While wearing this headpiece, you can sense magically charmed or frightened creatures within 30 feet of you. Whenever you finish a short or long rest, you can choose a court to embody, granting its corresponding properties.
Seelie. You embody the charm and whimsy of the Seelie Court, granting you the following features:
You have advantage on Charisma checks targeting creatures that can see or hear a creature charmed by you.
As an action, you can touch a charmed creature to have it make a saving throw to end the charmed condition with advantage. Once you use this property, it can’t be used again for 24 hours.
Unseelie. The terror and trickery of the Unseelie Court flows through you, granting you the following features:
Creatures frightened by you take 1d6 Psychic damage the first time they take damage each turn.
As an action, you can touch a frightened creature to have it make a saving throw to end the frightened condition with advantage. Once you use this property, it can’t be used again for 24 hours.
Though the Seelie and Unseelie rarely see eye to eye, the desire to ward off the others nastier enchantments bore fruit in a rare moment of collaboration.
Wondrous Item, Rare (Requires Attunement)
Magic of both fey courts is woven through this headpiece in a rare display of unity. While wearing this headpiece, you can sense magically charmed or frightened creatures within 30 feet of you. Whenever you finish a short or long rest, you can choose a court to embody, granting its corresponding properties.
Seelie. You embody the charm and whimsy of the Seelie Court, granting you the following features:
You have advantage on Charisma checks targeting creatures that can see or hear a creature charmed by you.
As an action, you can touch a charmed creature to have it make a saving throw to end the charmed condition with advantage. Once you use this property, it can’t be used again for 24 hours.
Unseelie. The terror and trickery of the Unseelie Court flows through you, granting you the following features:
Creatures frightened by you take 1d6 Psychic damage the first time they take damage each turn.
As an action, you can touch a frightened creature to have it make a saving throw to end the frightened condition with advantage. Once you use this property, it can’t be used again for 24 hours.
Though the Seelie and Unseelie rarely see eye to eye, the desire to ward off the others nastier enchantments bore fruit in a rare moment of collaboration.
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