Fate of the Trusted
Grafted onto: Ontrem, Vitral of Rot
Fate of the Trusted
Legendary, wondrous item (requires attunement by a Paladin or someone bound by an Oath)
This shard of malachite resembles a holy sigil fused to a section of a crown. Veins and waves of gold and black energy pulse within it. It is a considerable shard of Seradez, engraved with invisible scripture that no Mortal can or should read.
To attune to this Fate, you must undergo an 8-hour grafting ritual, overseen by a Cleric or Fated One of considerable authority. Rare oils and ceremonial dyes worth 500 gp are consumed throughout, and a binding vow must be sworn - truthful or not - before the ceremony ends. You cannot end the attunement to this Fate by any means other than Death or the Wish spell.
While attuned to this Fate, you are under the control of Seradez.
Face of Authority
You exude unnatural credibility. While attuned:
- You have advantage on all Charisma checks made while posing as a member of a respectable institution.
- Humanoids who meet you regard you as a trustworthy figure. Any insight checks made to discern otherwise must beat a DC 25 Insight check, or DC 20 if they are aware and certain of the fact that you possess a Fate.
Veil of the Faithful
Your true name is hidden by divine illusion. While attuned:
- You gain the effects of the Fate of the Unseen.
- You are immune to the effects of Zone of Truth, and may choose to appear as though you had failed the save willingly.
Sanctified Shell
You mimic divine grace even when wielding unholy power. While attuned to this Fate:
- Clerics and even Gods are unable to Pierce through your lies. They perceive you as a Humanoid Redemption Paladin.
- if you possess Divine Smite, you may choose to change its damage to necrotic. If you do so and hit an Undead, you may choose to heal them for the final damage that was dealt by the attack.
- Your smites and spells appear to emit divine radiance. This effect fails to hold up if a creature is aware of and certain of the fact you wield a Fate.
- You may choose to make yourself and any Undead within 30 feet of you that you command or have raised appear as though they were alive to nonmagical senses. They breathe, bleed, and speak normally. If they leave this area for longer than a minute, they are immediately revealed for what they are.