Teravaun
Teravaun was shaped by a circle of druids who vanished during the Age of Rootfall, a period when great fungal plagues consumed entire forests across the northern continent. They pressed centuries of stored vitality into a single vessel so that one healer might carry the forest's will into the dying world. The amulet outlasted every member of the circle, and scholars who have studied it note that its hunger to keep its wearer alive seems inseparable from its refusal to let them go.
Appearance
A broad oval of dark granite veined with living moss, set in roots of tarnished bronze.
Mechanics
An amulet of ancient earth-memory that armors the wearer against harm, resists the corruption of poison, and draws living vitality from the stone-deep world to mend wounds.
Stone-Bound Ward
While wearing this amulet, you gain a +2 bonus to AC and resistance to poison damage. These bonuses stack with any other AC bonuses you possess.
Rootpulse Mending
Whenever you finish a short rest while wearing this amulet, you regain hit points equal to 2d8 plus your Constitution modifier, as slow vegetal warmth spreads upward from the ground through your feet and into your body. This effect requires you to be standing or sitting on natural earth, stone, soil, or vegetation. On worked stone indoors or aboard a ship, this effect does not trigger.
Verdant Surge
As an action, you cause a pulse of deep-earth vitality to radiate outward from the amulet. Every creature of your choice within 30 feet that is not a construct or undead regains 6d8 hit points, and each affected creature is cured of any one disease or condition it is suffering from among the following: blinded, deafened, paralyzed, or poisoned. Once you use this property, you cannot use it again until the next dawn.
Curse of the Returning Root
Teravaun was grown from grief as much as soil, and it does not release its wearer willingly. The curse manifests the first time the attuned creature attempts to remove the amulet or end attunement voluntarily: the clasps fuse seamlessly to the skin and cannot be physically detached, and the wearer immediately becomes aware that the amulet will not leave them. While cursed, the wearer cannot remove the amulet, cannot end attunement to it voluntarily, and is drawn compulsively toward natural wilderness, suffering disadvantage on Wisdom saving throws while in wholly constructed urban environments as the amulet pulls their attention toward distant growing things. The curse can be ended only by a Remove Curse spell cast at 5th level or higher, or by returning the amulet to natural earth at a site where something ancient has recently died, burying it there, and spending a full hour in uninterrupted meditation at that spot.
DM Notes
The +2 AC and poison resistance together make this a significant defensive package, appropriate for very rare but worth monitoring on lightly armored characters who gain the most from the flat AC bonus. The Rootpulse Mending trigger requiring natural ground is a meaningful restriction that prevents dungeon-interior abuse between encounters, but confirm with players early what surfaces qualify in your setting. Verdant Surge at 6d8 to multiple targets is powerful but once-per-dawn and action-costed, making it a strong but not dominant heal. The curse is the most important tool here: the Remove Curse requiring 5th level forces a meaningful resource expenditure, and the wilderness-compulsion drawback gives roleplaying weight without being debilitating in outdoor campaigns. Consider placing this item in campaigns that spend significant time in urban environments to make the Wisdom disadvantage penalty genuinely felt.
Generated with: Level 5 · Wondrous Item · Healing or support focused · Ancient / Mythic · Nature / Earth · Very rare