BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Amethyst Cosmos

Staff, rod, or wand, very rare (requires attunement)
  Suspended in an invisible gravimantic field, the shards of gemstone that float around this item refract a kaleidoscopic display of light in shades of mauve, indigo, and lilac. The concentric disks mimic a solar system, an homage to the amethyst dragons and their adoration of celestial bodies.
  The item has 10 charges and regains 1d8 + 2 expended charges daily at dawn.
  Irresistible Force. This item allows you to manipulate the forces of gravity. As a bonus action while holding it, you can expend 1 charge to target a creature you can see within 60 feet of you, forcing it to make a DC 16 Strength saving throw. On a failed save, the creature is pulled or pushed up to 20 feet directly toward or away from you (your choice). A creature can choose to fail this saving throw.
  Planetary Prison. As an action while holding this item, you can cause the stones hovering around its tip to detach from their metal disks and increase in size as they fly towards a Medium or smaller creature you can see within 30 feet of you, attempting to coalesce around it in a rocky prison. The creature must make a DC 16 Dexterity saving throw, with disadvantage if it’s an aberration. On a failed save, the creature takes 8d6 bludgeoning damage and is trapped inside a 5-foot diameter sphere of rock, which hovers a few feet above the ground. On a success, the creature takes half as much damage and isn’t trapped.
  A creature trapped in this way is restrained and can’t breathe. Attacks, spells, and other effects can’t extend through the sphere or be cast through it. As a bonus action while a creature is trapped, you can cause the sphere to contract and crush the creature within, dealing 2d6 bludgeoning damage to it. The sphere lasts for 1 minute or until you dismiss it (no action required), causing the stones to shrink and teleport back to this item. A trapped creature can use an action to make a DC 16 Strength check, freeing itself on a success. Once this property of the item has been used, it can’t be used again until the next dawn.
  Rare variant. Reduce the DCs of the checks and saving throws to 15, and the initial damage of Planetary Prison to 6d6. The item has 6 charges and regains 1d4 + 2 expended charges daily at dawn.
  Legendary variant. Increase the DCs of the checks and saving throws to 17, the damage of Planetary Prison to 10d6 and 4d6, respectively. The item has 12 charges and regains 1d10 + 2 expended charges daily at dawn.

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!