Wondrous item, very rare (requires attunement by a creature with a psionic feature or proficiency in at least one Intelligence or Wisdom saving throw)
The Tethered Trinity consists of three silver rings, worn on the thumb, index, and little finger, joined by imperceptible filaments of psionic energy. When properly attuned, the wearer extends these fingers and folds the others to form an unseen psionic bow capable of loosing arrows of pure mental force. The rings were first developed by the Psionic Research Community of the Tower of Arcanum as instructional tools for novice psionics, designed to aid in the study of mental projection and controlled manifestation. As individuals with innate psionic aptitude have become increasingly rare, the institution has devoted considerable effort to detecting, cultivating, and documenting these abilities. Their ongoing research focuses on the anomalous nature of psionic sorcery, which appears to defy conventional arcane principles through the sheer force of mortal will. In recent years, however, several sets of the rings have been discovered circulating within black markets and illicit auctions along the southern coast of Ortus, with some even surfacing in Azalis. Despite their complexity, the rings’ capacity to conjure invisible projectiles capable of killing without leaving external wounds has made them objects of great interest among assassins and clandestine operatives.
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Psionic Focus. While attuned to this item, choose Intelligence or Wisdom. Your score in the chosen ability increases by 1, to a maximum of 20.
Psionic Bow. If the hand wearing all three rings is empty, you can conjure a psionic shortbow and arrow visible only to you. You are proficient with this weapon. It functions as a magical shortbow that deals psychic damage instead of piercing. You can use your Intelligence or Wisdom modifier, instead of Dexterity, for attack and damage rolls. Because the arrows are invisible, missing a shot while hidden doesn’t reveal your location, though any creature you hit immediately perceives your presence.
Intrusive Thought. Once per turn, when you hit with an attack using this weapon, you can expend one of your Hit Dice to empower the strike. Roll the die, and the target takes additional psychic damage equal to the result + your Intelligence or Wisdom modifier. The arrow also carries a fragment of your mind, forcing the target to endure one of the following effects (save DC = 8 + your proficiency bonus + your Intelligence or Wisdom modifier):
Overload (Intelligence save). On a failed save, the target’s mind is flooded with psychic noise, preventing reactions until the start of your next turn. If the target is concentrating, it must succeed on a concentration check against the same DC or lose concentration immediately.
Paranoia (Wisdom save). On a failed save, the target perceives phantom threats. Until the start of your next turn, it has disadvantage on attack rolls and can’t willingly move closer to you.
Doubt (Charisma save). On a failed save, the target’s resolve falters. Until the start of your next turn, it has disadvantage on saving throws and can’t benefit from advantage on attack rolls or saving throws.
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NOTE : All files will be added to the Vault at the end of the month/challenge.
Z3brim
2025-10-12 23:06:18 +0000 UTCSinlaire
2025-10-12 22:40:51 +0000 UTCRonnie Nathaniel Ballarez
2025-10-12 21:23:29 +0000 UTC