Azrah’s Book of Vile Darkness

Book of Vile Darkness Wondrous item, artifact (requires attunement) 5 lb.  

Beneficial Properties: While attuned to the artifact, you can use an action to cast Crown of Madness or Darkness from it. After you cast the spell, roll a d6. On a roll of 1-5, you can’t cast it again until the next dawn.  

While attuned to the artifact, you can’t be charmed or frightened.   While attuned to the artifact, you can’t be blinded, deafened, petrified, or stunned.  

Detrimental Properties: While attuned to the artifact, you have disadvantage on saving throws against poison.   While attuned to the artifact, you are physically ill and have disadvantage on any ability check or saving throw that uses Strength or Constitution.   While attuned to the artifact, all holy water with in 10 feet of you is destroyed. When you become attuned to the artifact, there is a 10 percent chance that you attract the attention of a god that sends an avatar to wrest the artifact from you.   While attuned to the artifact, you have vulnerability to all damage.  

Item Characteristics: Adjusted Ability Scores After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your ability scores again.  

Mark of Darkness. After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks made to interact with non-evil creatures.

Command Evil While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can’t use this property again until the next dawn.  

Dark Lore You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check.  

Dark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite words from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage.