Crystal Jars of Trapping

Crystal Jars of Trapping

  _Wondrous Item, Very Rare (Requires Attunement. A creature must be attuned to the jar to use its trapping ability.)_   Description: This small, clear crystal jar, typically standing 6 inches tall and 3 inches wide, shimmers with barely perceptible arcane runes etched into its surface. Its stopper is a perfectly cut, deep red ruby, shaped to fit snugly into the jar's neck. The jar feels surprisingly sturdy and emits a faint, almost imperceptible hum when held.   Effect: This jar can trap one living creature. To activate its trapping capabilities, you must be attuned to the jar, hold the jar in one hand, and the ruby stopper in the other.   Trapping a Creature: To initiate the trapping process, you must speak a magic word (revealed upon attunement or discovery). Upon speaking the word:  
  • Willing/Incapacitated: If a creature is willing to be trapped, or is unconscious, restrained, paralyzed, or otherwise incapacitated such that it cannot resist, it is automatically shrunk and pulled into the jar. You must then seal the stopper into the jar before the end of your current turn to successfully trap it.
  • Unwilling/Resisting: If an unwilling and not incapacitated creature is targeted, it must meet the following criteria:
  • - It must have less than 100 hit points. - It must be size Large or smaller. - It must be within 5 feet of the jar. - The creature must make a Wisdom saving throw. The DC for this saving throw is 5 + the creature's Challenge Rating (CR) (use its Character Level if targeting an NPC or PC with class levels). - On a failed save, the creature is shrunk and pulled into the jar. You must then seal the stopper into the jar before the end of your current turn to successfully trap it. - On a successful save, the creature resists the magic word, avoids being trapped, and is not affected by the jar for the rest of this turn.     While Trapped: Upon being trapped, the creature's size is magically reduced to Tiny (if not already Tiny) and it is held in a state of suspended animation. While trapped within the jar:  
  • The creature remains alive and conscious (unless it was unconscious or otherwise incapacitated before trapping), it can still move and do things, but no action will affect the jar or is captivity.
  • It cannot get out short of a _wish_ spell from someone outside of the jar, the jar being broken, or the stopper being removed.
  • It does not need to eat, drink, breathe, or sleep. It does not age.
  • It is immune to all damage and conditions.
  • It cannot use any of its abilities, spells, or features, nor can it be targeted by spells or effects from outside the jar.
  • Releasing a Creature: A trapped creature can be released in one of two ways:   1. Removing the Stopper: As an action, a creature holding the jar can remove the ruby stopper. The trapped creature immediately returns to its normal size (expanding to fill its space if possible) in the nearest unoccupied space adjacent to the jar. 2. Breaking the Jar: The Crystal Jar of Trapping has an AC of 15 and 10 hit points. It is immune to psychic and poison damage. If the jar is broken, the trapped creature is immediately released as described above.   Multiple Creatures: Only one creature can be trapped in the jar at a time. Attempting to trap a second creature while one is already inside will fail.   Emptying the Jar: If the jar is empty, the stopper can be removed or replaced without consequence.  
     

    Recipe

     

    Crystal Jars of Trapping

      _Wondrous Item, Very Rare_   Cost 10,395 gp; or   Ingredients cursed gold, glass infused with the ash of prisoners, purified silver, large gemstones   Prerequisites have [Engraver’s Tools](https://dumpstatadventures.com/the-gm-is-always-right/more-tools-for-5e-engravers-tools) or [Glassblower’s Tools](https://dumpstatadventures.com/the-gm-is-always-right/making-tools-useful-in-5e-glassblowers-tools) on hand, and you (or an assistant) is proficient in its use   Requirements cast the _hold monster_, _magic jar_ and_banishment_ spell   Proficiency Bonus Required +5   DC 25   Time to Craft 5d4 Days
    Item type
    Magical