Akkan's Vengeance (Scepter)

**Category:** Items

**Damage:** 1d6; 1d8

**Damage Type:** Magical Bludgeoning

**Modifiers:** Melee Attacks +2; Melee Damage +2

**Properties:** Versatile

**Weight:** 4

Now that you see it for what it is instead of as a statue accessory, this scepter is actually quite dazzling despite its simplicity. Freed from the effects of suppression magic and able to behave as it will, the scepter appears to catch and reflect any light nearby no matter how little, and as such sheds dim light for 5 feet.

While it appears physically to be somewhat fragile, the scepter is saturated with powerful magic that may, to some degree, be directed by mortals as well as grant them boons:

* **Akkan's Favor:** The scepter holds some level of sentience, a fragment of Akkan's omniscient consciousness imbued within the very metal. As a result, if a wielder has been chosen directly by Akkan, the wielder must make a Wisdom saving throw. You may choose to fail this save. On a success, you are not forcefully attuned to the scepter and may instead do so normally via a long rest or do so instantaneously without consequence. If you fail, whether by roll or by choice, you are instantaneously attuned to the scepter, however you are stunned for 2 minutes as your body and mind acclimate to such magic being forced upon you so suddenly. As a part of this feature, while you are attuned to this item, you regain 1d6 Hit Points at the start of each of your turns in combat as long as you have at least 1 HP, up to your maximum Hit Points.
* **Illuminating Presence:** While attuned to this item, you are gifted a modicum of Akkan's power--*at a price*. You are **blinded** when you are more than 10 feet away from the scepter and must make a Wisdom saving throw. On a failed save, you become overwhelmed by the need to be close to the scepter and can only spend your turn attempting to reunite with it until you successfully have done so. On a successful save, you remain level-headed but are still **blinded** so long as you remain 10 feet or more away from it.

While attuned to the scepter, you may use the following features:

* **Solar Flare:** While attuned to this item, you can use an action to cast the **Sunbeam** spell at **6th level** from it. Once the spell is cast, roll a d6. On a 1-5, the spell cannot be cast again until the next dawn and the scepter has been exposed to sunlight.
* **Solar Might:** While attuned to this item, you can use an action to cast the **Flaming Sphere** spell at **2nd level** from it. Once the spell is cast, roll a d6. On a 1-5, the spell cannot be cast again until the next dawn and the scepter has been exposed to sunlight.

## Unknown Properties

Akkan's Vengeance, unbeknownst to those attuning to it, holds several properties, of which none are detectible by Identify. They are as follows:

* **Forgotten Mythos:** Lost to legend even to the Nisa, long ago, a death slaad named **Dorviir the Aberrant** led a horrific attack on the mortals of the Material Plane shortly after the events of the Illumination. Akkan and the rest of the Nisani Triad did not take kindly to this assault on their fledgling creations, and after a bloody war that transcended all but time, Dorviir and his forces were defeated, and Dorviir was trapped within Akkan's Vengeance. Each time the attuned player uses one of the scepter's properties as an action, there is a 10% chance of Dorviir escaping as the magic binding him is further weakened by its use elsewhere, whereupon he appears within 15 feet of the player and attacks them.
	+ ***CONVERSELY:*** If a wielder attempts to use the scepter as a melee weapon, there is a 25% chance that the fragile object will break. If the scepter breaks for any reason, Akkan's Vengeance loses its magic, any magical effects of Akkan's Vengeance that were active previously are cancelled, and Dorviir is released.

* **Flying Too Close to the Sun:** A mortal form was never meant to channel the powers of a god to this magnitude. While attuned to the scepter, the wielder's body rots away over the course of 4 days, after which the rotting stops. The individual loses hair by the end of day 1, fingertips and toes by the end of day 2, lips and nose by the end of day 3, and ears by the end of day 4. A **regenerate** spell restores lost body parts for d8 days, upon which they begin rotting again if the individual is still attuned to the scepter. The regenerative properties of **Akkan's Favor** do not mitigate this effect, and vice versa.