Jinkol's Festoon Gnome

A tiny magical item from the Elderdays, Jinkol's Festoon Light can align with a creature of sufficient intellect to bring light to the dark or obfuscate the obvious.   A creature may seek to align to an individual Festoon Gnome by spending 10 minutes holding the Festoon Gnome in quiet contemplation (i.e. no movement, no actions, no bonus actions, no reactions, no interaction with the world around them) and making a DC 15 intelligence save at the end of the contemplation.   On a failure, the creature takes 2d6 radiant or necrotic damage (whichever would harm the creature more) that my not be prevented or redirected, and temporarily reduces the creatures maximum hit points until a long rest. No-one may attempt to align with the Festoon Gnome for 24 hours (the failed aligner for one year).   On a success, the Festoon Gnome becomes aligned to the creature. It does not take up a regular attunement slot, and a creature may have a maximum number of Elderday Gnomes (e.g. Copper Gnomes, Festoon Gnomes, Jar Gnomes, Metrognome, Tartan Gnomes, Ticking Gnomes) attuned to them equal to half zis proficiency (rounded down).   The Festoon Gnome stays with the aligned creature for up to one year after which if the time expires, it is destroyed or it has used its maximum number of actions allowed (see descriptions below) at which point the Festoon Gnome vanishes and reforms within one year in a random location within a distance equal to the aligners proficiency x d6 miles   The Festoon Gnome must be within 15" of the creature to be activated.   An aligned creature may activate the Festoon Gnome by using an actiion and the tiny magical item transforms into a small clockwork construct lit by rods and cogs that shift between the illumination of midday and dimness of midnight. The Festoon Gnome will follow the creature it is aligned to and as long as it is in within creatures proficiency bonus x 10" of the aligner, its abilities may be activated or its actions controlled if the aligned creature uses a bonus action.   The aligned Festoon Gnome has AC = 8 + 2x creature's proficiency, HP = 4d4 + 1x creature's proficiency, resistance to all non-force/phantom energy damage, 1x ranged attack 5" reach = creatures proficiency, magical bludgeoning damage = half creatures proficiency + d3, speed = 20", saving throws = creature's saving throws (without proficiency bonus). If a gnome aligns with Festoon Gnome, AC increases by one and HP increases by an additional proficiency bonus   Once per long rest the aligner can activate one of the following Festoon Gnome abilities:   Hurricane Lantern
  1. Illumination within 20" of the Festoon Gnome for up to the aligned creatures proficiency in hours per occassion is altered by whim of the aligned creature choosing either: total darkness becomes dim light, dim light becomes normal light, normal light becomes dim light or dim light becomes total darkness; with an additional bonus action used to end the effect
  2. If a gnome aligns with Festoon Gnome, the altered illumination be be extended out to 30"
  Obfusication
  1. Using a bonus action, the aligned creature activates the Festoon Gnome to cause a single light source within 10" of the Festoon Gnome to 'disappear' to everyone but the aligned creature, with the effect lasting in duration equal to proficiency bonus of aligned creature x 15 minutes
  2. The effect is immobile but can be cast on a movable object for a period of up to
  3. A creature may make a Perception check with disadvantage against the aligned creature’s intelligence DC. On a success they can see the light source. A creature that knows the Festoon Gnome will be activated has been cast has advantage on the Perception check.
  4. If a gnome aligns with a Festoon Gnome, the duration of the obfusication is doubled
  Dramatic Illumination
  1. Using a bonus action the Festoon Gnome shines a bright illusory light, blinding creatures around it (but not effecting the aligned creature
  2. Every creature within 30" must succeed on an Intelligence saving throw or receive 3d8 radiant damage and be blinded for up to one minute. A creature blinded this way may repeat the saving throw at the end of it's turn, ending the effect on itself on a success.
  3. On a success a creature is not blinded and takes half damage.
  4. A creature that knows the Festoon Gnome will be activated has advantage on the savings throw.
  5. If a gnome aligns with the Festoon Gnome damage is increased to 3d10
"Only in the darkness can you see the stars"

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