Tears of Enghilm
  1. Objects

Tears of Enghilm

Wondrous Item

The Tears of Enghilm is a one-of-a-kind divine artifact, an amulet fashioned from a semi-transparent blue crystal that resembles a cluster of droplets. Its origin is steeped in mystery, with multiple conflicting myths surrounding its creation. However, it is universally acknowledged as an extremely valuable relic to the Church of the Silver Prince, where it is known by the faithful as the "Tears of Enghilm."

The Tears of Enghilm is a sacred artifact and is not sold or traded. Its worth is immeasurable to those who understand its true power and significance.

Legends of the Tears of Enghilm vary, but all agree on its divine nature and incredible power. Some tales speak of it being formed from the tears of the Silver Prince mourning the loss of a great hero, while others claim it was a gift from the Silver Prince himself to his most devout followers. The Dominion Church guards the knowledge of its existance zealously, recognizing it as a symbol of their deity's favor and a potent tool in their fight against evil.

Attunement: To attune to the Tears of Enghilm, a creature must be Lawful or Good aligned and complete three noble deeds:

  1. Earn the trust of one city.
  2. Unveil one great falsehood.
  3. Destroy one great evil.

Attempting to attune without meeting these criteria results in a holy purification, dealing 5d6 radiant damage to the unworthy.

Special Features:

Holy Relic (Passive):

  • In its dormant state, the amulet can be used as a spellcasting focus by a cleric or paladin. It grants a +3 bonus to spell attack rolls and spell save DCs.

Curse (Passive):

  • Unholy Attention: Each time the Tears of Enghilm is used, there is a chance (DM's discretion) that evil forces will become aware of the artifact's location, seeking to corrupt or destroy it.

Attuned Abilities:

The Tears of Enghilm has 10 charges. It regains 1d4 charges at dawn.

  1. Faithful Protection (2 Charges):

    • You and any ally within 30 feet gain advantage on Wisdom and Intelligence checks and saving throws for 10 minutes.
  2. Faithful Might (2 Charges):

    • You and any ally within 30 feet gain advantage on Strength and Constitution checks and saving throws for 10 minutes.
  3. Holy Ward (4 Charges):

    • You name three creatures within sight and grant them protection from death. The first time a protected creature would drop to 0 hit points due to taking damage, it instead drops to 1 hit point, and the protection ends. If the protection is still in effect when a creature is subjected to an effect that would kill them instantaneously without dealing damage, that effect is negated against the creature, and the spell ends.
  4. Divine Sentence (6 Charges):

    • Your weapon emits divine energy, dealing an additional 2d10 radiant damage on a melee hit. If the target has 20 hit points or fewer, it must succeed on a DC 14 Wisdom saving throw or receive a Divine Sentence. You choose one of the following sentences:
      • Mercy: The creature immediately surrenders, remembering you and doing as you command until you harm them.
      • Repentance: The creature's soul is separated and kept in the hands of the Divine until they truly repent for their sins.
      • Penance: The creature is marked and suffers 1d10 necrotic damage at every dawn until they find a way to absolve their sins.
      • Retribution: The creature is struck with immense guilt, dealing 8d4 psychic damage. Every night at midnight, they suffer the effects of Maddening Darkness until dawn (max 6 hours).
      • Purification: The creature is set ablaze with holy fire, dealing 5d10 radiant damage. Evil-aligned creatures take twice as much damage.
      • Oblivion: The creature begins to incinerate and is erased from reality, their existence forgotten to all mortals but you.