I created this item for a pretty high level quest/party that will eventually entail planar travel (BBEGs include a feywild creature and eventually a god who wanders the planes of existence) Thoughts/feedback/things to add? It should be noted that this amulet will be at the center of a dungeon which is part of the reason there are instantaneous effects on pick up
Amulet of Plane Walking
Amulet, Legendary (requires atunement)
The first time a creature touches this object they must make a DC 15 intelligence save or take a point of exhaustion, 4d10 psychic damage, and takes two effects from the madness table for 15 minutes as their consciousness is swept through multiple planes of existence.
Once per day the amulet can be used to transfer up to eight creatures, physically touching, to another plane of existence, to a specific location which requires an arcana check or spell roll (roll d100 + modifier*5, see table for teleport spell).
It seems fine as a magical McGuffin, I don't understand how you would determine the check to allow you to go where you want to go because otherwise, you are going places randomly on a table that is modified in such a way to where you'll almost never go to a certain place because of the modifiers.
I'd also be very hesitant to give my players an item like this because of the potential for "We are getting our assess kicked, lets just teleport to another plane of our choice for a while" but maybe that's just me being a cynic.
1. Included in the dungeon will be a book on planes to give the party some baseline info and short of a massive failure they'll be on the correct plane to hopefully even some of that out. The check is more just a way to prevent it from being to simple of a plug and chug and will likely be meted out at DM discretion
2. Perhaps adding a sort of ritual time element to it so they can't just insta-teleport out of somewhere? Like a 5 minute "cast time" that requires concentration?
Maybe it allows them to cast plane shift as a ritual spell without needing a material component? Then it could also be counter spelled if the players were to time it to teleport at the same time they engage with something? That might be overkill though if you put a longer casting time on it anyway.
I created this item for a pretty high level quest/party that will eventually entail planar travel (BBEGs include a feywild creature and eventually a god who wanders the planes of existence) Thoughts/feedback/things to add? It should be noted that this amulet will be at the center of a dungeon which is part of the reason there are instantaneous effects on pick up
Once per day the amulet can be used to transfer up to eight creatures, physically touching, to another plane of existence, to a specific location which requires an arcana check or spell roll (roll d100 + modifier*5, see table for teleport spell).
It seems fine as a magical McGuffin, I don't understand how you would determine the check to allow you to go where you want to go because otherwise, you are going places randomly on a table that is modified in such a way to where you'll almost never go to a certain place because of the modifiers.
I'd also be very hesitant to give my players an item like this because of the potential for "We are getting our assess kicked, lets just teleport to another plane of our choice for a while" but maybe that's just me being a cynic.
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1. Included in the dungeon will be a book on planes to give the party some baseline info and short of a massive failure they'll be on the correct plane to hopefully even some of that out. The check is more just a way to prevent it from being to simple of a plug and chug and will likely be meted out at DM discretion
2. Perhaps adding a sort of ritual time element to it so they can't just insta-teleport out of somewhere? Like a 5 minute "cast time" that requires concentration?
Yeah, that sounds good and makes sense.
Maybe it allows them to cast plane shift as a ritual spell without needing a material component? Then it could also be counter spelled if the players were to time it to teleport at the same time they engage with something? That might be overkill though if you put a longer casting time on it anyway.
Buyers Guide for D&D Beyond - Hardcover Books, D&D Beyond and You - How/What is Toggled Content?
Everything you need to know about Homebrew - Homebrew FAQ - Digital Book on D&D Beyond Vs Physical Books
Can't find the content you are supposed to have access to? Read this FAQ.
"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."