A mysterious gem with great potential, crafted by the artisans of the Sunderguard. This jewel twists the weave around your personage, affecting nearby creatures. Adventurers are limited to 3 different equipped jewel augmentations.
Details
As a bonus action, you can pulse out a wave of energy that draws the attention of nearby enemies (within 40 feet). This can be done physically in the form of yelling, cheering, striking a piece of armor with a weapon or fist, or in whatever magical means you choose. Enemies in combat must make a wisdom saving throw before performing any action or bonus action. Enemies who fail to meet your gem's DC must focus on you instead of others nearby, their attacks against you have disadvantage, and any attacks against them have advantage.
If used outside of combat, the DC rating is halved, but NPCs and non-combatant enemies can also be lured for 15 seconds at a time, for role playing purposes. Once they make the DC roll, they are aware that you have lured their attention, and cannot be lured again for at least an hour.
Upgrades
Upgrading this jewel primarily requires fire magicite. (1 fire magicite = 10 fire gems = 100 fire stones)
At level 1, the wisdom DC is 12.
level 2 : DC 14 - requires 1 fire magicite
level 3 : DC 16 - requires 2 fire magicite
level 4 : DC 18, saving throw has disadvantage - requires 3 fire magicite, 1 wind magicite, 1 water magicite
level 5 : DC 20, saving throw has disadvantage - requires 5 fire magicite
level 6 : DC 22, saving throw has disadvantage - requires 7 fire magicite
level 7 : DC 24, saving throw has disadvantage - requires 9 fire magicite, 2 wind magicite, 2 water magicite
level 8 : DC 26, saving throw has disadvantage - requires 11 fire magicite
level 9 : DC 28, saving throw has disadvantage - requires 13 fire magicite
level 10 : DC 30, saving throw has disadvantage - requires 15 fire magicite
level 11 : ???