Hi all! this is my first time making a post on here so bear with me lol. I was hoping for a bit of feedback on one of my latest magic creations, a Crescent Candle can be used over a long rest to gain a certain boon depending on the color of the candle, letting the party prepare for a hard fight or gain a new ally by morning.
Here's the full description
Crescent Candles
Very Rare Wondrous Item, 1 charge per candle, 750gp a candle
A small wooden box marked with a colored circle containing several somberly colored candles, decorated with a sigil of a crescent moon. When burned, they provide a great sense of serenity.
This small wooden box contains 1d6 randomly colored candles, and a player may light a candle during a long rest to gain its benefits. Only one candle can be active at a time, if more than one are lit, only the most recently lit candle’s effect takes place.
Color (d8)
Effect
Dark Red (Rejuvenation)
After burning this candle during a long rest, each creature in the party gains an amount of temporary hp equal to 25+their player level, in addition to recovering all of their hit dice. This temporary HP disappears at the end of the next long rest.
Dark Blue (Knowledge)
While this candle burns during a long rest, both the player who burned it and the party’s highest intelligence character are transported to a grand mystical library in a shared dreamscape (if the player who burned the candle has the highest intelligence, they can choose for another creature to join them). The shelves of the library are filled with endless information, ranging from history on different worlds to spell scrolls (7th level or lower) and the players may explore it for the duration of the long rest. As an action, a player may select a volume or scroll from a shelf to borrow from the library, when they wake up they receive this item in their backpack with a month timer. After a month, the item is returned to the library in a similar dreamscape, if the item was a spell scroll that was used, a new spell scroll containing a spell within 2 levels of the old one must replace it, or the player suffers a consequence from the library’s curator (at the DM’s discretion).
Dark Green (Sanctuary)
While this candle burns during a long rest, the party that burned it is transported to a demiplane resembling a large keep, with servants and guards to care for them. The party can spend up to an hour after the long rest in the plane before the effect ends and returns them to their previous location, leaving the plane early also ends the effect. The keep is a safe location to rest, is well stocked with fine food, and is treated as an 8th level spell by spells like dispel magic making it difficult to destroy.
Deep Purple (Mysticality)
While this candle burns during a long rest, both the player who burned it and the party’s highest wisdom character are transported to a candle lit mysterious shop in a shared dreamscape (if the player who burned the candle has the highest wisdom, they can choose for another creature to join them). The shop is a small room with walls decorated by oddities and a counter in the back, manned by a strange shopkeeper. The shopkeeper will have 4 magic items for sale, one uncommon, one rare, one very rare, and possibly one legendary, and each player may choose to purchase one. DM’s are encouraged to have the items cost more than just money if they please, power like this can cost far more than just gold. The shopkeeper themselves resemble a dark mist with a single arcane eye floating in the middle, shrouded by a long hooded cloak, and they are willing to bargain with the players for the items, offering deals or requesting favors in return. At the end of the rest, the players wake with any items they purchased, as well as a contract of sale from the shopkeeper if the sale involved any non-gold elements.
Pitch Black (Trickery)
After burning this candle burns during a long rest, the player who burned it wakes with a strange black mist circling their head like an ethereal black halo. Within the next 3 days, if this player would be killed or reduced to 0 hit points in any way, they instead disappear, the mist casting invisibility on the player in addition to restoring a fourth of their hit points (rounded down) and moving them 20ft from wherever source dealt them the killing blow. This ability only triggers once and does not protect from spells such as banishment or imprisonment.
Warm Pink (Companionship)
While this candle burns during a long rest, both the player who burned it and the party’s highest charisma character are transported to a rowdy grand tavern in a shared dreamscape (if the player who burned the candle has the highest charisma, they can choose for another creature to join them). The patrons at this tavern range from vengeful knights to level 3 bards and more, and are all happy to talk to the players about anything. The players can recruit one of these characters to their team if they wish, paying them a sign-on fee of at least 150gp and the promise of adventure. If a character is hired this way, they are controlled by the DM (or a new player) and wake up the next day at the party’s campsite, ready for adventure.
Dark Silver (Remembrance)
While this candle burns during a long rest, the player who burned it is transported to a foggy graveyard in a dreamscape.the graves in this graveyard of all of the enemies the party has killed so far, as well as any allies they have lost. Each grave has an unlit white candle atop it, when lit, the spirit of the fallen creature appears, recognizing the player as either friend or enemy. The player can ask up to 3 questions to the creature, which will answer them as it pleases, whether this be truthfully for an ally, or maliciously for an enemy. After the conversation the spirit returns to the grave and the player wakes up.
Golden Yellow (Riches)
While this candle burns during a long rest, both the player who burned it and the party’s highest dexterity character are transported to a hoard of a great dragon in a shared dreamscape (if the player who burned the candle has the highest dexterity, they can choose for another creature to join them). The dragon is sleeping on top of the hoard, and remains asleep as long as the players are stealthy. The players can attempt to steal one item from the horde, this can be a magic item, an antique, or up to 500gp, making a sleight of hand check with DC15+their dexterity modifier. On a fail, the dragon wakes and roars, ending the dream. If a player successfully steals an item, they leave the dreamscape and wake with whatever they stole in their hands. What the hoard contains is up to the DM.
Hope you all like them!
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Hi all! this is my first time making a post on here so bear with me lol. I was hoping for a bit of feedback on one of my latest magic creations, a Crescent Candle can be used over a long rest to gain a certain boon depending on the color of the candle, letting the party prepare for a hard fight or gain a new ally by morning.
Here's the full description
Crescent Candles
Very Rare Wondrous Item, 1 charge per candle, 750gp a candle
A small wooden box marked with a colored circle containing several somberly colored candles, decorated with a sigil of a crescent moon. When burned, they provide a great sense of serenity.
This small wooden box contains 1d6 randomly colored candles, and a player may light a candle during a long rest to gain its benefits. Only one candle can be active at a time, if more than one are lit, only the most recently lit candle’s effect takes place.
Color (d8)
Effect
Dark Red (Rejuvenation)
After burning this candle during a long rest, each creature in the party gains an amount of temporary hp equal to 25+their player level, in addition to recovering all of their hit dice. This temporary HP disappears at the end of the next long rest.
Dark Blue (Knowledge)
While this candle burns during a long rest, both the player who burned it and the party’s highest intelligence character are transported to a grand mystical library in a shared dreamscape (if the player who burned the candle has the highest intelligence, they can choose for another creature to join them). The shelves of the library are filled with endless information, ranging from history on different worlds to spell scrolls (7th level or lower) and the players may explore it for the duration of the long rest. As an action, a player may select a volume or scroll from a shelf to borrow from the library, when they wake up they receive this item in their backpack with a month timer. After a month, the item is returned to the library in a similar dreamscape, if the item was a spell scroll that was used, a new spell scroll containing a spell within 2 levels of the old one must replace it, or the player suffers a consequence from the library’s curator (at the DM’s discretion).
Dark Green (Sanctuary)
While this candle burns during a long rest, the party that burned it is transported to a demiplane resembling a large keep, with servants and guards to care for them. The party can spend up to an hour after the long rest in the plane before the effect ends and returns them to their previous location, leaving the plane early also ends the effect. The keep is a safe location to rest, is well stocked with fine food, and is treated as an 8th level spell by spells like dispel magic making it difficult to destroy.
Deep Purple (Mysticality)
While this candle burns during a long rest, both the player who burned it and the party’s highest wisdom character are transported to a candle lit mysterious shop in a shared dreamscape (if the player who burned the candle has the highest wisdom, they can choose for another creature to join them). The shop is a small room with walls decorated by oddities and a counter in the back, manned by a strange shopkeeper. The shopkeeper will have 4 magic items for sale, one uncommon, one rare, one very rare, and possibly one legendary, and each player may choose to purchase one. DM’s are encouraged to have the items cost more than just money if they please, power like this can cost far more than just gold. The shopkeeper themselves resemble a dark mist with a single arcane eye floating in the middle, shrouded by a long hooded cloak, and they are willing to bargain with the players for the items, offering deals or requesting favors in return. At the end of the rest, the players wake with any items they purchased, as well as a contract of sale from the shopkeeper if the sale involved any non-gold elements.
Pitch Black (Trickery)
After burning this candle burns during a long rest, the player who burned it wakes with a strange black mist circling their head like an ethereal black halo. Within the next 3 days, if this player would be killed or reduced to 0 hit points in any way, they instead disappear, the mist casting invisibility on the player in addition to restoring a fourth of their hit points (rounded down) and moving them 20ft from wherever source dealt them the killing blow. This ability only triggers once and does not protect from spells such as banishment or imprisonment.
Warm Pink (Companionship)
While this candle burns during a long rest, both the player who burned it and the party’s highest charisma character are transported to a rowdy grand tavern in a shared dreamscape (if the player who burned the candle has the highest charisma, they can choose for another creature to join them). The patrons at this tavern range from vengeful knights to level 3 bards and more, and are all happy to talk to the players about anything. The players can recruit one of these characters to their team if they wish, paying them a sign-on fee of at least 150gp and the promise of adventure. If a character is hired this way, they are controlled by the DM (or a new player) and wake up the next day at the party’s campsite, ready for adventure.
Dark Silver (Remembrance)
While this candle burns during a long rest, the player who burned it is transported to a foggy graveyard in a dreamscape.the graves in this graveyard of all of the enemies the party has killed so far, as well as any allies they have lost. Each grave has an unlit white candle atop it, when lit, the spirit of the fallen creature appears, recognizing the player as either friend or enemy. The player can ask up to 3 questions to the creature, which will answer them as it pleases, whether this be truthfully for an ally, or maliciously for an enemy. After the conversation the spirit returns to the grave and the player wakes up.
Golden Yellow (Riches)
While this candle burns during a long rest, both the player who burned it and the party’s highest dexterity character are transported to a hoard of a great dragon in a shared dreamscape (if the player who burned the candle has the highest dexterity, they can choose for another creature to join them). The dragon is sleeping on top of the hoard, and remains asleep as long as the players are stealthy. The players can attempt to steal one item from the horde, this can be a magic item, an antique, or up to 500gp, making a sleight of hand check with DC15+their dexterity modifier. On a fail, the dragon wakes and roars, ending the dream. If a player successfully steals an item, they leave the dreamscape and wake with whatever they stole in their hands. What the hoard contains is up to the DM.
Hope you all like them!