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The Foreigner Belt

A belt with silvered squares along it and a buckle shaped like a guitar body, emblazoned with a large F. You feel the power of Foreigner course through you.

On your turn, you may use your action to use one of the the abilities below. Each ability can target a single creature within 15 feet of you. Save DCs for any ability below are equal to 10 + your level. The increases in damage dice or duration are based on your current player level. The belt has 5 charges, which recover fully during a short or long rest.

  • Double Vision - Target creature makes a Dexterity saving throw. On a failed save, the creature gains disadvantage for 1d4 rounds. This increases to 1d6 rounds at 10th level, and 1d8 rounds at 20th level. A successful save negates the effect. This ability consumes 2 charges when used.
  • Cold as Ice - Target creature makes a Dexterity saving throw. On a failed save, the creature takes 1d8 cold damage. This increases to 2d8 at 10th level, and 3d8 at 20th level. On a successful save, the creature takes half damage, rounded down.
  • Hot Blooded - Target creature makes a Wisdom saving throw. On a failed save, the creature entres a blind rage and attacks the nearest creature (friend or foe). The rage lasts until the affected creature deals at least 103 damage to any number of targets. If there are no adjacent targets, the affected creature moves up to its speed towards the closest creature.
  • I Want to Know What Love is - Target creature makes a Wisdom saving throw. On a failed save, the target becomes charmed for 1d6 rounds. This increases to 1d8 rounds at 10th level, and 1d10 rounds at 20th level. A successful save prevents the effect.
  • Urgent - Target creature's base speed increases by 5 feet for 1d4 rounds. The creature also jumps to the head of the initiative order for the duration of the speed increase. The effect increases to 1d6 rounds at 10th level, and 1d8 rounds at 20th level. This ability consumes 2 charges when used.
  • Jukebox Hero - Target creature makes a Wisdom saving throw. On a failed save, the creature begins playing air guitar for 1d6 rounds. The duration increases to 1d8 rounds at 10th level and 1d10 rounds at 20th level. The air guitar playing deals 5 sonic damage to any creature that starts their turn adjacent to the affected creature. The affected creature can take no other actions and or additional saving throws for the duration of this effect. A successful save end the effect.
  • Item type
    Clothing / Accessory
    Rarity
    Legendary
    Weight
    2lb
    Attunement

    Yes


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