Underworld Asphodel Regalia (Patreon)
Content
Wondrous item, legendary (requires attunement by a cleric or wizard)
This set of royal finery was worn by a noble necromancer with a unique appreciation for the quality of life that extends beyond death. Asphodel blossoms, representing life beyond the tomb, ornament this enchanted outfit. The lush flowers in its laurel crown are nestled among long-dead leaves.
While wearing the regalia, you can cast the animate dead spell from it over the course of 1 minute. You can use this property a number of times equal to your spellcasting ability modifier, and regain all expended uses daily at dusk. When you create an undead using a necromancy spell, the creature's hit point maximum is increased by an amount equal to five times your spellcasting ability modifier. In addition, when you cast a spell that deals necrotic damage, you can add your spellcasting ability modifier to one damage roll of that spell.
Chthonic Command. As an action, you can issue a command of either dismissal or obedience to an undead creature within 60 feet of you. That creature must make a Wisdom saving throw against your spell save DC. A creature immune to features that turn undead automatically succeeds on the saving throw. On a failed save, you can impose one of the following effects on that creature for 1 minute:
- The creature must spend its turns trying to move as far away from you as it can, and it can't willingly move into a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. This effect ends early if that creature takes any damage.
- The creature is charmed by you. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. Each time the creature takes damage, it makes a new Wisdom saving throw against your spell save DC. If the saving throw succeeds, the effect ends.
You can use this property a number of times equal to your spellcasting ability modifier. You regain all expended uses daily at dusk.
Ruler of the Dead. You are always under the effects of the sanctuary spell. This version of the spell only affects undead. If you attack or cast a spell that affects an undead creature, that creature is immune to this spell's effects for 24 hours.
For years, we complied to the shackle of mortality that had been placed on us by the greater powers. Looking down upon us with enough disdain to allow us to die whilst jealously guarding immortality for themselves. Why was it fair for them to withhold eternity from us, just because we were born human? It was no wonder that at the first moment we could, we forsook them for the only being who could shatter our shackles: the Deathless.
The Deathless was the power that ruled the Underworld. We begged the Deathless to let us live. We begged for freedom from the emptiness of death. We wailed the lamentations of our souls and laid our breasts bare for the Deathless. We slashed our arms and spilled our blood. For years did we pine for the Deathless' attention, suffering every innumerable pain endurable by our fragile mortal shells. Yet even with all this, the Deathless remained silent.
With naught but a heart determined to see our people weep no more, one from amongst our number declared that if the Deathless would turn a deaf ear to us, then he would force the Deathless to hear our demands. He would walk alone, and stride the path to the very Underworld itself. There, he, burdened with the yolk of our sorrows, would find a cure for death.
We assured him that his intent was steeped with madness, but his will was iron, and before the first light of the next dawn, he departed us. We never expected his return.
It was not until a year and a day had passed did we see him again. He looked unwell; sickly pale and devoid of all but the bleakest of emotions. Yet, he strode home atop a glinting chariot of silver pulled by a black stallion, head held high and clothed in macabre finery. What's more...he had not returned alone. His chariot was trailed closely by a retinue of pale figures most familiar to us. Our fathers & mothers. Our grandfathers & grandmothers. Our great grandfathers & great grandmothers. Generations of our long passed family, right up to our thrice-great grandparents, followed behind the one that survived the realm of the Deathless...and they were smiling. He had done what he promised. He had found a cure for death.
Such a feeling of euphoria enveloped our beaten hearts, that all at once we fell to our knees as he passed, and pressed our heads to the ground with reverence. For three days after, and for the first time in years, we celebrated. Wine was drunk, feasts were eaten, and songs were sung.
When the celebration of the return had ended, it was followed by a coronation of He Who Conquered Death. Though he was born low and though he did refuse at first, we agreed to place the laurel of the people atop his head, for only one who had trod the paths of the Underworld was worthy to be our king.
—Excerpt from Chapter VI: The King of the Underworld from Tales of Ages Long Past by Alder Drycholn.