Lunar Items

Lunar items are a new rarity introduced into the game environment through the new Lunar Plane. Unlike most items, Lunar items do *not* possess or inhibit the arcane, but are considered *magical* for most other purposes. All Lunar items follow this unique property: once obtained, the item is soulbound and will permanently affect the user in various ways (for better and for worse), unless another item of equal or higher rarity that can modify this property is used, such as the Moon's Bane.

***Eclipse items***

Eclipse items are Lunar items that have been heavily modified by magic, either by coincidental interactions or deliberate tinkering by an accomplished mage. Eclipse items retain the item's effect, but do not impose the negative effects of the items (stated with bold and italic styles), and are no longer soulbound but instead require attunement. If you possess a Lunar item that has undergone the Eclipse ritual, you are considered attuned to the item regardless of how many items you are attuned to.

Each item will have an Eclipse variant of the base item, except for the Moon's Bane.

***Eclipse Item Ritual***

A ritual may be performed at midnight under a new moon, with the use of circle magic. For this ritual to be successful, an accomplished caster must perform the 1 minute ritual and a creature that possesses a Lunar item, or an unbound Lunar item, must be within the ritual circle.

At this time, the creature that has the lunar items must succeed in an incrementally-increasing DC check against their own Abilitiy scores, or 10 if the creature's ability score is less than 10, adding +1 to the current DC check for each success up to a maximum of 5. For example, if your Dexterity score is a 14 and you succeeded on your Strength check, you must roll your Dexterity ability and get a 15 or higher to succeed. If there is no creature within the circle, then the caster must make the previous checks.

A total of 4 successes are required to complete this ritual. If the creature completes the ritual, they may choose a Lunar item to affect. If an unbound Lunar item was placed instead, the item will no longer have negative properties, and it is considered a Lunar Eclipse item. If the participants of the ritual get less that 4 successes, the ritual fails and an unexpected event may happen, which is up to the DM to decide what happens. You may only perform this ritual once a month, underneath a new moon.

## Moon's Bane

*A palm-sized flower that glows a gentle yellow aura across its petals, carried by a small glass pot.*

* **Type:** Magical Item
* **Rarity:** Lunar (L1)
* **Price:** 10 Lunar Coins (Priceless in Gold)

A small flower that emits a soothing warm glow. Bringing this flower anywhere near Lunar or Eclipse items will cause them to unbind with their current owner, and bind to the flower immediately: it can only bind to a single item at a time. Unbinding a Lunar or Eclipse item this way will undo any and all effects the user has obtained through the item, both positive and negative, both physical and magical. Upon being bound with a Lunar item the flower then wilts and dies, unbinding the lunar item once more. The flower regrows within a 1-month period of extensive care.

## Shaped Glass

*A small pristine dagger made entirely out of pure glass.*

* **Type:** Magical Item
* **Rarity:** Lunar (L2)
* **Price:** 1 Lunar Coin (Priceless in Gold)

While you possess this item, all damage rolls from your attacks, spells, and damaging effects gain an additional 4 damage die rolls (1d8 becomes 5d8), ***but your Max HP is reduced to 10% (rounded down) and your Hit Die becomes a 1d4.***

## Focused Convergence

*A round purple gem encased in an unknown black metallic frame.*

* **Type:** Magical Item
* **Rarity:** Lunar (L3)
* **Price:** 1 Lunar Coins (Priceless in Gold)

All of your expended spell slots recharge out of combat regardless of your designated recharge tier, ***but the range of ALL of your spells is reduced by 75%, rounded down. This does not affect cantrips.***

## Brittle Crown

*A crown made of an unknown, yet extremely valuable brittle material.*

* **Type:** Magical Item
* **Rarity:** Lunar (L4)
* **Price:** 2 Lunar Coins (Priceless in Gold)

Upon hitting an enemy, 1d6 gold coins will spontaneously generate in the immediate area in an unoccupied space; this gold is owned by you and can only be picked up by you. ***Upon taking damage, lose double the amount of gold in your purse based on the damage taken: if you have no gold on your person, then gold most adjacent to you that you own vanishes instead.***

## Gesture of the Drowned

*A fossil that incessantly exudes unknown arcane energy.*

* **Type:** Magical Item
* **Rarity:** Lunar (L5)
* **Price:** 2 Lunar Coins (Priceless in Gold)

The moment you obtain the Gesture of the Drowned, you gain +2 spell slots on your current highest spell level. ***You must expend all of your spell slots as soon as combat starts before you can take any other action.***

## Corpsebloom

*A dark-red flower with a pale-yellow stem in the middle. It smells like death.*

* **Type:** Magical Item
* **Rarity:** Lunar (L6)
* **Price:** 3 Lunar Coins (Priceless in Gold)

When acquired, the corpsebloom will fuse to your skin, and you will be immune to its smell. You now gain a new resource named Blood Pool; additionally whenever you kill an enemy, you heal for 1d4. ***Anytime you heal during combat (including through this item's effect), the heal is instead added to your Blood Pool.*** Whenever you are in combat, you heal for 20% of the total amount in your Blood Pool (rounded up) on each of your turns, and then subtract the amount from the resource pool. When out of combat, you heal for the full amount of your Blood Pool, and any excess is lost.

* **Eclipse Variant**: Anytime you heal during combat (including through this item's effect), your Blood Pool accumulates half of what you healed.

## Transcendence

*A small parasite that clings to your head, with two giant protruding antennae that glow.*

* **Type:** Magical Item
* **Rarity:** Lunar (L7)
* **Price:** 3 Lunar Coins (Priceless in Gold)

The moment you acquire this item, the parasite will burrow into your scalp and grow two large antennae, with bulbous glowing tips. You gain Temporary Hitpoints equal to double your Max HP; these THPs refresh when out of combat, stay after a long rest, and cannot be replaced past this point via any other means except by this item's effect or when the item is discarded. ***While you are in possession of this item, your Max HP is reduced to 1, healing items have no effect on you, and when gaining effects that would otherwise increase your Max HP, they increase your THPs instead by the same amount. When leveling up, your Hit Die total is added to your THPs instead of your normal Hitpoints when under this effect.***

***You gain +1 Ephemera.*** If you already have another source of Ephemera, the hit die expended are shared between all sources of Ephemera. Whenever you gain 5 or more different sources of Ephemera, ***something*** ***will happen to you.***

* **Eclipse Variant**: While you are in possession of this item, your Max HP is reduced by half, and gain double of the reduction as temporary hitpoints. Whenever you gain an effect that would increase your Max HP, your THPs also gain half of the benefit. When leveling up, half of your Hit Die total is added to your THPs as well. This item does not give you +1 Ephemera.

## Visions of Heresy

*A miniature black eyeball, magically preserved.*

* **Type:** Magical Item
* **Rarity:** Lunar (L8)
* **Price:** 4 Lunar Coins (Priceless in Gold)

***Replace one of your traits/feats with "Visions of Heresy"***. You may only have one of this item in your possession at all times.

* **Visions of Heresy:** Once each round when you are attacked, 12 shards of cosmic energy emit from the eyeball and attach themselves to the target(s) of your choosing. The shards explode dealing 1 Force damage whenever you start your turn. For each Visions of Heresy you possess, add 12 additional shards when hit.

***You gain +1 Heresy.*** Whenever you gain 4 or more different sources of Heresy, ***something will happen to you*.**

* **Eclipse Variant**: You may add the feat "Visions of Heresy" without having to replace one of your own. This item does not give you +1 Heresy.

## Strides of Heresy

*A miniature shriveled arm of unknown origins.*

* **Type:** Magical Item
* **Rarity:** Lunar (L9)
* **Price:** 4 Lunar Coins (Priceless in Gold)

***Replace one of your traits/feats with "Strides of Heresy"***. You may only have one of this item in your possession at all times.

* **Strides of Heresy:** As a bonus action, you can partially shift into an ethereal plane and gain flight speed equal to your walking speed for 1 minute. You can cancel this effect freely during your turns as a bonus action. As long as this effect persists you cannot be harmed, but are unable to take an action, a bonus action other than ending the effect, a reaction, or interact with anything within the material plane.

***You gain +1 Heresy.*** Whenever you gain 4 or more different sources of Heresy, ***something will happen to you*.**

* **Eclipse Variant**: You may add the feat "Strides of Heresy" without having to replace one of your own. This item does not give you +1 Heresy.

## Hooks of Heresy

*A head of a scythe, hooked at the tip.*

* **Type:** Magical Item
* **Rarity:** Lunar (L10)
* **Price:** 4 Lunar Coins (Priceless in Gold)

***Replace one of your traits/feats with "Hooks of Heresy"***. You may only have one of this item in your possession at all times.

* **Hooks of Heresy:** This hooked scythe hovers menacingly behind one of your shoulders. As an action, you may command the hooked scythe to attack a point you seen within 60ft of you and affect a 5ft radius around it: each creature within this area must make a Dexterity saving throw or take 2d8 magical slashing damage, or half as much on a successful save, as it spins a cutting vortex. While it is active you may use your action to command it to stay active on its current position, otherwise it will return at the end of your next turn; either way, you may use your bonus action or your reaction to move it to another point.

***You gain +1 Heresy.*** Whenever you gain 4 or more different sources of Heresy, ***something will happen to you*.**

* **Eclipse Variant**: You may add the feat "Hooks of Heresy" without having to replace one of your own. This item does not give you +1 Heresy.

## Essence of Heresy

*A blue heart that pulsates with translucent ichor.*

* **Type:** Magical Item
* **Rarity:** Lunar (L11)
* **Price:** 4 Lunar Coins (Priceless in Gold)

***Replace one of your traits/feats with "Essence of Heresy"***. You may only have one of this item in your possession at all times.

* **Essence of Heresy:** Weapons you own are coated with a thin, almost invisible layer of liquid, while spells that come into physical contact create this liquid. Whenever you successfully attack an enemy, the liquid creates a starry appearance over the wound that prevents their wounds from naturally healing, and can only be healed magically; the creature may have as many of these wounds as they are physically capable of having, as long as they do not connect. Attacking a wound with this liquid causes an explosion within a 5ft radius centered on the creature; any creature within 5ft must make a Dexterity saving throw, on a fail, they take force damage equal to 1d6 times the amount of wounds the creature has, and half as much on a success. Once this happens, the liquid magically evaporates.

***You gain +1 Heresy.*** Whenever you gain 4 or more different sources of Heresy, ***something will happen to you*.**

* **Eclipse Variant**: You may add the feat "Essence of Heresy" without having to replace one of your own. This item does not give you +1 Heresy.

## Defiant Gouge

*A hammer and chisel made from an unknown rock-like material.*

* **Type:** Magical Item
* **Rarity:** Lunar (L12)
* **Price:** 5 Lunar Coins (Priceless in Gold)

***While in possession of this item, hostile creatures are most likely to target you than any other creature within 100ft of you.*** For each hostile creature within 100ft of you, they must deduct damage equal to the amount of hostile creatures currently targeting you whenever they make a successful attack.

## Purity

*A multi-pointed star made of an unknown ivory metal.*

* **Type:** Magical Item
* **Rarity:** Lunar (L13)
* **Price:** 5 Lunar Coins (Priceless in Gold)

When acquired, you gain the ability to take more decisive actions; you gain a new option on your turns to take another Action or a Bonus Action. ***At the start of each game, roll a 1d12: whenever you make an ability check, a skill check, or a saving roll, the DM may choose to have you fail up to the roll's result.***

## Beads of Fealty

*A prayer-bead like necklace consisting of 25 beads, each 5 beads colored black while the rest are white.*

* **Type:** Magical Item
* **Rarity:** Lunar (L14)
* **Price:** 5 Lunar Coins (Priceless in Gold)

If you were to be instantly killed by damage, or gained a third failed Death saving throw, you instead stabilize with 1 hitpoint and gain half of your max health as temporary hitpoints, once each 24 hours. ***If you are dropped to 0 hitpoints at any point within the next 24 hours, you immediately die; this death is exempt from the effect of this item.***

## Glowing Meteorite

*A tiny spherical meteorite speckled with an unknown blue metallic material.*

* **Type:** Magical Item
* **Rarity:** Lunar (L15)
* **Price:** 3 Lunar Coins (Priceless in Gold)

While you are in possession of this item, AoE-ranged spells do +3 die rolls and are detonated on the point of impact chosen, ***as well as 1d12 times randomly in a 10ft x 10ft area, once after every combat turn.*** The point of impact is chosen using a 2d10, the results read as *column* and *row*.

## Spinel Tonic

*A liquid flask made out of an unknown blue metallic material.*

* **Type:** Magical Item
* **Rarity:** Lunar (L16)
* **Price:** 3 Lunar Coins (Priceless in Gold)

The flask can be filled with any liquid and it will automatically convert it into Spinel Liquid in combat. The Spinel Liquid is a transparent-blue fizzy liquid that's vaguely sweet, with no discernible taste. You can drink the Spinel Liquid once during combat as a free action. Taking a sip of the Spinel Liquid will give you the following benefits:

* +1 die roll to attacks.
* Gain a bonus action.
* Gain +5 AC.
* Gain half of your Max HP as Temporary HP.
* Heal for 10% of your Max HP at the end of each of your turns.
* Gain +15ft movement speed.

Once out of combat, the effects wear off and the Spinel Liquid inside the flask reverts to pure water. ***When these effects wear off, roll a 1d4. If the roll is a 4, reduce ALL of the affected stats permanently by the same amount gained, if applicable: if a value were to reduce to 0 due of this effect, it is instead a 1 (except for movement speed which is instead 5ft).*** However, if you have the Lucky feat, you may expend 1 luck point to circumvent this effect; you can only do this before the roll.

## Effigy of Grief

*A small humanoid effigy made of an unknown unbreakable material.*

* **Type:** Magical Item
* **Rarity:** Lunar (L17)
* **Price:** 3 Lunar Coins (Priceless in Gold)

You can throw this effigy up to 30ft; this effigy can only be picked up by the soul-bound owner, otherwise it is immovable. When the effigy lands, ***it creates a magical blue bubble with a radius of 10ft that cripples any creatures inside in the following manner***:

* AC drops by half.
* Movement is slowed to 10ft.
* Healing of any kind is negated (this also includes Corpsebloom's healing mechanics).

Once picked up, the magical bubble immediately dissipates, and the effects revert.

* **Eclipse Variant**: When the effigy lands, it creates a magical blue bubble with a radius of 10ft that cripples hostile enemies towards you.

## Hellfire Tincture

*A small flask emblazoned with evil imagery, of unknown materials.*

* **Type:** Magical Item
* **Rarity:** Lunar (L18)
* **Price:** 3 Lunar Coins (Priceless in Gold)

The tincture contains an odorless liquid of light-blue color. ***Consuming the tincture will ignite you in a persistent bright-blue flame that does 1d6 magical fire damage to you for 30 seconds, or 5 turns*** ***at the start of your turns if you are in combat.*** ***Any damage you take this way is multiplied by 5 and dealt in a 5ft radius centered around you.*** The tincture will need to be refilled every 4 uses; it is magically refilled when visiting the Lunar Plane.

* **Eclipse Variant**: Consuming the tincture will ignite you in a persistent bright-blue flame for 30 seconds, or 5 turns if you are in combat. If you use this tincture in combat, at the start of your turns you must roll a 1d6 and multiply the roll's result by 5. Creatures within 5ft of you will take this damage as magical fire damage.

## Black Comet

*A small orb made of an unknown blue metal-like material.*

* **Type:** Magical Item
* **Rarity:** Lunar (L19)
* **Price:** 2 Lunar Coins (Priceless in Gold)

The orb is about the size of a marble, and as light as a feather. It glows with a supernatural blue aura, and holding it feels like it gently vibrates. When used in tandem with a ranged weapon that requires ammo, the orb takes the shape of the weapon's basic ammo type and functions exactly like an ordinary piece of ammo, with the exception that it pierces through targets of Large size or smaller, and is considered magical. If you were to require multiple pieces of ammo, the orb will split itself into the required amounts. Once shot, Black Comet returns to your inventory at the end of your turn. ***The orb magically consumes any and all other pieces of ammo you currently possess (including other Black Comets), and forcibly prevents you from using any weapon other than ammo-based ranged weapons.***

## Celestial Ichor

*An ornate flask with a cold, volatile blue liquid.*

* **Type:** Magical Item
* **Rarity:** Lunar (L20)
* **Price:** 2 Lunar Coins (Priceless in Gold)

An ornate flask that houses a viscous blue liquid; the liquid does not move when the container is closed. You can use your bonus action to open the flask. When opened near the vicinity of a melee weapon, the liquid magically exits the container and coats all of the melee weapons of the wielder with a thin layer of itself: this liquid coating cannot be removed by any means, except by its own effect. At this time, two effects occur:

* When a melee weapon is used and successfully damages a target (either a creature or object), the liquid combusts violently into an ethereal fire, causing an additional 2d6 Fire damage, increasing by 1d6 for each additional application.

* ***When a non-melee weapon is held, it instead damages you for 2d6, increasing by 1d6 for each additional application, at the start of your turns.***

This fire damage ignores resistances and immunities. Each time a weapon successfully strikes a target (either a creature or object), a portion of the coating is wasted away, up to 10 times before the coating is fully consumed. The flask will need to be refilled every 5 uses; it is magically refilled when visiting the Lunar Plane.

## Transcendent Gloves

*A pair of gloves that are made of chitin and held together by sinew.*

* **Type:** Magical Item
* **Rarity:** Lunar (L21)
* **Price:** 1 Lunar Coins (Priceless in Gold)

Once worn, these gloves will bond to your skin, giving your hands and forearms the appearance of large, sharp, blackened chitin and sinew. When this happens, you gain two different proficiencies of your choice:

* One kind of Dexterity skill of your choice: Acrobatics, Sleight of Hand, Stealth.
* One kind of tool of your choice: Artisan, Disguise, Forgery, Gaming, Musical, Thieves' Tools.
* One kind of weapon type of your choice: Simple, Martial, Exotic, Firearms.

When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the check, instead of your normal proficiency bonus. ***Before a short or long rest, you must expend half of your hit die amount (rounded up) once a day or lose ALL of your proficiencies (Saving throws, Skills, Weapons, Armor, Shields) until your next long rest.***

***You gain +1 Ephemera.*** If you already have another source of Ephemera, the hit die expended are shared between all sources of Ephemera. Whenever you gain 5 or more different sources of Ephemera, ***something*** ***will happen to you.***

* **Eclipse Variant**: You do not have to expend any hit die after a short rest. This item does not give you +1 Ephemera.

## Transcendent Boots

*A pair of boots that are made of chitin and held together by sinew.*

* **Type:** Magical Item
* **Rarity:** Lunar (L22)
* **Price:** 2 Lunar Coins (Priceless in Gold)

Once worn, these boots will bond to your skin, giving your legs and feet the appearance of large, sharp, blackened chitin and sinew. When this happens, you gain two different capabilities of your choice:

* One kind of bonus movement capability, up to half of your movement speed: Flight, Swim, Climb.
* One kind of enchanted movement capability: No sound (Advantage on Stealth), Spring Jump (5x jump distance)
* One kind of enhanced movement capability: Haste (2x movement speed), Surefoot (Ignore difficult terrain)

These capabilities last for 10 minutes, and can only be used once per short rest. ***Before a short or long rest, you must expend half of your hit die amount (rounded up) once a day or lose ALL benefits of this item, with the addition of having your movement speed, jump distance halved, and disadvantage on Stealth until your next long rest.***

***You gain +1 Ephemera.*** If you already have another source of Ephemera, the hit die expended are shared between all sources of Ephemera. Whenever you gain 5 or more different sources of Ephemera, ***something*** ***will happen to you.***

* **Eclipse Variant**: You do not have to expend any hit die after a short rest. This item does not give you +1 Ephemera.

## Transcendent Armor

*A plate mail-like armor that is made of chitin and held together by sinew.*

* **Type:** Magical Item
* **Rarity:** Lunar (L23)
* **Price:** 4 Lunar Coins (Priceless in Gold)

Once worn, this armor will bond to your skin, giving your arms, torso, and thighs the appearance of large, sharp, blackened chitin and sinew. When this happens, you gain the following benefits:

* +2 to your AC.
* Two resistances to a damage type of your choice.
* One immunity to a damage type of your choice.

This armor is considered an armor you are proficient; if you are not proficient with armor, you become proficient with Light armor, and this armor is then considered Light armor. ***Before a short or long rest, you must expend half of your hit die amount (rounded up) once a day or lose ALL benefits of this item, with the addition of gaining an AC penalty of -2 and becoming vulnerable to all damage until your next long rest.***

***You gain +1 Ephemera.*** If you already have another source of Ephemera, the hit die expended are shared between all sources of Ephemera. Whenever you gain 5 or more different sources of Ephemera, ***something*** ***will happen to you.***

* **Eclipse Variant**: You do not have to expend any hit die after a short rest. This item does not give you +1 Ephemera.

## Transcendent Scales

*A pair of pauldrons that are made of chitin and held together by sinew.*

* **Type:** Magical Item
* **Rarity:** Lunar (L24)
* **Price:** 5 Lunar Coins (Priceless in Gold)

Once held, this weapon will bond to your body, giving your shoulders the appearance of large, sharp, blackened chitin and sinewy pauldrons. When this happens, you are able to create a temporary weapon that you are proficient with from the chitin and sinew with the following traits:

* The weapon is considered magical for the purpose of bypassing nonmagical resistances.
* The weapon has a +1 to attack rolls and damage rolls.
* The weapon can deal slashing, piercing, or bludgeoning damage. The damage type is chosen when you create the weapon.
* If a creature is resistant to the damage type of the created weapon when you hit, it is instead vulnerable to it until the end of their next round.

As an action, you may create melee or ranged weapons equal to your Constitution modifier + 1 (minimum 1). This weapon lasts for 1 hour, and you regain uses on a short rest. ***Before a short or long rest, you must expend half of your hit die amount (rounded up) once a day or lose ALL benefits of this item, and replace all of your damage rolls with 1 bludgeoning damage when making attacks with any weapon you possess until your next long rest.***

***You gain +1 Ephemera.*** If you already have another source of Ephemera, the hit die expended are shared between all sources of Ephemera. Whenever you gain 5 or more different sources of Ephemera, ***something*** ***will happen to you.***

* **Eclipse Variant**: You do not have to expend any hit die after a short rest. This item does not give you +1 Ephemera.

## Egocentrism

*A small globe that glows with dim light, wrapped in thin vines of an unknown plant.*

* **Type:** Magical Item
* **Rarity:** Lunar (L25)
* **Price:** 3 Lunar Coin (Priceless in Gold)

When you first obtain this item, you gain 4 floating orbs around you. When you are in combat, you may use your bonus action to launch a number of these orbs to a hostile target you can see within 120ft. The orbs launch themselves and explode on the target, dealing 2d4+2 force damage. ***Each short rest, you regain 2d8 floating orbs and a number of coins with the least value in your inventory are consumed based on the roll's result, such as lunar, copper, silver, gold, and platinum coins.***

## Eulogy Zero

*A small elongated stone tablet decorated with patterns of dots on the faces of the tablet.*

* **Type:** Magical Item
* **Rarity:** Lunar (L26)
* **Price:** 3 Lunar Coin (Priceless in Gold)

When you obtain money, either as a reward or when found, you gain 2d10 more gold. ***When this happens, roll a d20, and on a 15 or higher that amount of money from the original amount and the bonus gold are lunar coins instead.***

## Mercurial Rachis

*A strange ward made out of an unknown creature's spine.*

* **Type:** Magical Item
* **Rarity:** Lunar (L27)
* **Price:** 2 Lunar Coin (Priceless in Gold)

A crude totem made of an unknown creature's spine rises from the ground within 60 feet of you, retreating and rising once more within range every 6 seconds if it is outside of this range. ***The totem emits a 10ft radius aura of lunar energy that empowers any creature within the range, granting an additional 2d6 force damage on successful hits.*** While you are within range, you may use your bonus action to command the totem to reposition itself to a point of your choosing as long as it is within 60 feet of you.

* **Eclipse Variant**: The totem emits a 10ft radius aura of lunar energy that empowers you and your allies, granting an additional 2d6 force damage on successful hits.

## Light-Flux Pauldron

*A pauldron made of an unknown cloth, covered in flowing and weightless translucent fibers.*

* **Type:** Magical Item
* **Rarity:** Lunar (L28)
* **Price:** 4 Lunar Coin (Priceless in Gold)

When you obtain this item, if you perform an attack that requires an attack roll, you may immediately perform another attack that requires an attack roll regardless if the first attack hits or misses, ***but you may only perform either an action or a bonus action on each of your turns.***

## Stone-Flux Pauldron

*A pauldron made of a strange stone-like material with a skull design, and two large tusks jutting out of it.*

* **Type:** Magical Item
* **Rarity:** Lunar (L29)
* **Price:** 4 Lunar Coin (Priceless in Gold)

When you obtain this item, you may add 5hp to your maximum hp for each level you have and when you level up, ***but you roll initiative at disadvantage and half the result, rounded down.***

## Scattered Divergence

*A strange black prism encased in an unknown white metallic frame.*

* **Type:** Magical Item
* **Rarity:** Lunar (L30)
* **Price:** 1 Lunar Coin (Priceless in Gold)

Regain all of your expended non-spell resources out of combat, ***however every dawn your hit point maximum is reduced by an amount equal to twice your level, and you cannot regain hit points reduced this way unless you expend hit die during a short or long rest while at full health on your current hit point maximum. This effect does not restore your hit die amount.***