A small, spherical magical device designed to capture creatures and store them in an extradimensional space. The success of capturing a creature depends on its current HP and the level difference between the wielder and the target.
Capture Mechanic:
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As an action, you can throw the Pokéball at a creature within 30 feet. The creature must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your level).
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If the creature fails, it is partially absorbed into the sphere and must then make a Wisdom saving throw (DC = 10 + your level - the creature's CR).
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If the creature fails the second saving throw, it is captured inside the sphere. If it succeeds, the capture fails, and the creature is immediately released.
Capture Conditions:
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Injured Creatures: If the creature is at half or lower HP, it has a disadvantage on its saving throws.
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Level Advantage: If your level is higher than the creature’s CR, it has a disadvantage on the Wisdom save. If the creature’s CR is higher than your level, it gets advantage instead.
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Failed Capture: If the capture fails, the Arcane Sphere teleports back to your hand and has a 12-second (2-round) cooldown before it can be used again.
- Friendship Catch: If a creature willingly enters the Arcane Sphere, it is captured without a saving throw or fails, forming a deep bond with the owner. (Instant Bond Level: Best Buddies)
- This bond allows telepathic communication, will aid and follow commands if released, and grants the creature temporary hit points and advantage on its first attack when summoned.
Summoned Creature Mechanics:
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A captured creature is stored in stasis and does not age, eat, or require rest.
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You can summon the creature as an action, summoning it within 15 feet.
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The creature is friendly to you and your companions but acts on its initiative after yours and will help and assist you to the best of its abilities.
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Arcane Protection: If the summoned creature’s HP drops to 0, it immediately returns to the Arcane Sphere to rest instead of dying. The creature won't take any damage while inside the Arcane Sphere; curses, effects, and conditions still linger but won't harm the creature while inside.
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The knocked-out creature cannot be summoned again until after a short rest, where it gains half its health, or full after a long rest.
- If the owner's health drops to 0 and there's a creature inside the sphere, they will free themselves, and depending on the bond level, they will either flee or try and help their owner the best way they can or take revenge.
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Bonding & Leveling: The captured creature levels up alongside the owner.
- Bond: Captured creature with a strong positive bond with the owner, like if they are fed well, spend time with them, don't neglect them, gains the benefit of the Friendship Catch.
- Bond only occurs when the creature is outside of the Arcane Sphere.
| Bond Level | Description | Effects |
|---|
| Acquainted | The creature acknowledges your presence but remains neutral. | Basic commands are followed, but reluctance may occur. No special bonuses. It will fight to protect itself during combat, but goes back to the sphere when its health falls to half. |
| Friends | The creature trusts you and enjoys your company. | Gains +1 to attack rolls and saving throws while summoned. Can assist in minor ways when released. |
| Best Buddies | The creature sees you as a lifelong companion. | Gains +2 to attack rolls and saving throws while summoned. If released, it may still aid you in times of great need. Telepathic communication extends even when unsummoned. |
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One at a Time: Only one creature can be captured at a time; to capture a new one, the current creature must be released.
- If the creature is summoned and outside the sphere when you throw the sphere to try and capture a new creature, the previous creature is considered released, and the new creature will link to the Arcane Sphere if it was captured successfully.
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Release:
- Outside the Arcane Sphere while summoned.
- If bonded strongly, the creature may stay, but can be permanently killed if no longer linked to any Arcane Sphere.
- It may return to its original habitat and move on. It might occasionally assist the owner even after release.
- The owner's hitpoints drop to 0.
- Outside the Arcane Sphere while summoned.
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Communication: The owner can understand the creature while it is summoned.
In and Out of Combat
Tag Team
- When you and your summon are within 15 feet of each other, all actions have advantage attacks and ability checks.
Evolution System – Arcane Sphere Upgrades with Level: The sphere evolves and becomes much stronger in capturing creatures along with the owner.
| Level | Arcane Sphere Type | Bonus to Capture DC | Special Effects |
|---|---|---|---|
| 1-2 | Arcane Sphere (Common) | +0 |
The inside looks comfortable to stay in. Standard capture rules apply. |
| 3-5 | Great Arcane Sphere (Uncommon) | +2 |
The inside looks cozy and has good accommodations. Can capture creatures up to CR 5 with no disadvantage. |
| 6-10 | Ultra Arcane Sphere (Rare) | +4 |
The inside looks like a 3-star level of accommodation and comfort. Can capture creatures up to CR 10 with no disadvantage. |
| 11-14 | Abyss Arcane Sphere (Very Rare) | +6 |
The inside looks like a 5-star level of accommodation and comfort. Can capture creatures from other planes (Fiends, Celestials, Undead, Elementals, Fey, etc.). |
| 15+ | Master Arcane Sphere (Legendary) | Auto-captures creatures with CR 15 or lower |
The inside looks like a perfect place to settle in. Can attempt to capture creatures of any CR; the creature inside has a disadvantage on all of its rolls. At levels 18 to 20, the Master Arcane Sphere will capture anything without fail. The Master Arcane Sphere no longer has a cooldown. |
Notes: Container
Previous Versions
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3/28/2025 5:04:22 PM
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6/26/2025 12:43:37 PM
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Coming Soon
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