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Wondrous item, very rare (requires attunement by a cleric or paladin)

A small, shattered sword hangs from this gilded chain, and its clasp is made of two shaking hands. While wearing this necklace, you can't be charmed or frightened. It has 5 charges for the following properties, and it regains 1d3 + 2 expended charges daily at dawn.

Deescalate. You can expend 1 of the necklace's charges as an action to speak a calming string of words and choose a point you can see within 60 feet of you. When you do, each creature of your choice within 20 feet of that point must succeed on a DC 16 Charisma saving throw or be charmed by you for 1 hour. The effect ends early if you or your companions do anything to threaten or harm any of the charmed creatures. When you charm a creature in this way, you can choose to make it indifferent about creatures of your choice that it's hostile toward. When the effect ends, the creature becomes hostile again, unless the GM rules otherwise.

Of One Blood. When you restore hit points to a creature, you can choose to expend 1 of the necklace's charges to take an amount of necrotic damage up to the amount restored, which can't be reduced or negated in any way. When you do, the healed creature gains a number of temporary hit points equal to the amount of necrotic damage you took in this way.

 

The knight had never been one for words—action had always been his specialty. But this war had been too bloody, too ruthless for even him. No end could be worth the means.

So as his men stood behind him, awaiting his warcry, he set his blade over a plated knee and, in one strike, shattered it.

It was not a reasoned act, and silence reigned in its wake. The knight's men now looked across the field in bewilderment. The men there looked just like them, but in different colored heraldry. One by one, the knight's men lowered their arms.

After the years of war he'd spent, the knight decided that this sacrifice would be the last of this day.

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