Eldritch Circlet (Patreon)
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Wondrous item, very rare (requires attunement by a spellcaster)
Touching this iron crown sends a shiver and a shock down your spine, but feels warm and comforting while you wear it. Five gemstone eyes swivel around at its front. While wearing the circlet, you have resistance to psychic damage and can't be telepathically communicated with against your will.
Charges. This circlet has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dusk.
Concussive Blasts. While wearing the circlet, you can use an action to expend 1 of its charges to cast the eldritch blast spell from it, using your spell attack bonus for each beam. This version of the spell fires five beams: one from each of the circlet's eyes. If three or more of the beams hit the same target, that target must also succeed on a Wisdom saving throw against your spell save DC or be affected by the confusion spell (no concentration required by you) until the end of its next turn.
Summon Tentacle. While wearing this circlet, you can use an action to expend 1 of its charges to summon a squirming tentacle in an unoccupied space that you can see within 60 feet of you. The tentacle is 10 feet long and 5 feet in diameter. As part of the action to summon it, you can make a melee spell attack with it, using your spell attack bonus. The tentacle has a range of 10 feet. On a hit, the target takes 3d6 bludgeoning damage and must succeed on a Strength saving throw against your spell save DC or be grappled by the tentacle; a Huge or larger creature automatically succeeds on this saving throw. Until this grapple ends, the target is restrained.
If the tentacle isn't grappling a target, you can use a bonus action on each of your turns to move the tentacle up to 20 feet and make the melee spell attack with it. If the tentacle is grappling a target, you can use a bonus action to move the tentacle half as much and throw the grappled target up to 20 feet away from it, knocking the target prone. If a thrown target strikes an object, such as a wall or floor, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw against your spell save DC or take the same damage and be knocked prone.
The tentacle has 40 hit points, AC 12, and uses your spell attack bonus for any saving throw it makes. The tentacle remains for 1 hour, until you end the effect early using a bonus action, or until it's reduced to 0 hit points.
Flaw. While attuned to this circlet, you gain the following flaw, "I'm terrified of the dark."
Only those with the eyes to see all, the will to endure all, and the reach to grasp all can understand the true horror of being blind and ignorant, clutching at nothing.
For they know, as fearsome as they are, they are far from the worst mind cast adrift in the dark.