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Suncatcher

Staff, rod, or wand; uncommon (requires attunement by a spellcaster)
  From the beak of the suneater owlbear is extracted its ability to absorb and redirect sunlight. The suneater’s bones imbue this item with the hard-headed arrogance unique to fey that prevents them from succumbing to others’ charms.
  While attuned to the suncatcher, you have advantage on ability checks and saving throws made to resist being charmed.
  This weapon has 7 charges and regains 1d6 + 1 charges daily at dawn.
  Radiant Absorption. When a creature within 30 feet of you takes radiant damage, you can use your reaction to redirect some of the energy to the suncatcher. The damage the creature takes is reduced by 1d8 plus your spellcasting ability modifier (minimum reduction of 1) and the suncatcher regains 2 charges.
  Radiant Deliverance. When you hit a target with a spell attack while holding the suncatcher, you can spend up to 3 charges to imbue the attack with radiant energy. On a hit, the attack deals an additional 1d6 radiant damage per charge expended.
  Dreamcatcher. While attuned to the suncatcher, you are aware when a creature is using the dream spell to contact you and can choose to end the spell early.
  Rare variant: You know the flare* and light cantrips. Increase Radiant Absorption’s dice to 2d8. You can expend 1 charge to cast the daydream spell from the suncatcher.
  Very rare variant: You know the flare* and light cantrips. When you cast the flare cantrip, you have a +2 bonus to your attack and damage rolls for the spell. Increase Radiant Absorption’s dice to 3d8. You can expend 1 charge to cast the daydream spell or 4 charges to cast the blinding radiance spell from the suncatcher.

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