Thousands of years ago, the ancient magocratic empire of Netheril was destroyed by the cataclysm known as Karsus' Folly. Today, nearly all traces of the Netherese and their culture have vanished, save for what few artifacts have survived from that ancient age. Whatever the face value of this coin might once have been, it is far more valuable today as a magical implement.
Once per Long Rest, you can use one of the following abilities:
Anchor. You can use an action to touch the coin to a boat, ship, or land transport vehicle. For the next 24 hours, the vessel can't be moved by any means. Touching the coin to the vessel/vehicle again ends the effect.
Aweigh. You can use an action to summon a small ship from another world or plane, along with its crew, who must make a group Wisdom saving throw with Disadvantage or be Charmed by you and forced to follow your orders for the duration of the effect. After 24 hours, the ship returns to its prior place and time. You can either choose to stay in yours or roll a saving throw in either your Spellcasting ability or your lowest-scored ability (your choice.) On a 20 or higher, you are able to return with the ship--but the crew is no longer Charmed.
Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it obeys your simple commands. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. If the bird disappears as a result of dropping to 0 hit points, the coin is destroyed.
Missiles. You can use an action to cast Magic Missile at a level equal to the highest-level spell you currently have available to you (or level 1 if you have no spell levels available to you.)
Run. You can use an action, a bonus action, or a reaction (including on your turn) to throw the coin into the ground at your feet. Roll D20. On a 1, the coin is destroyed and all party members take 3d4 Force damage. On a 2-5, the coin is destroyed and all party members and all creatures within 5 feet of a party member take 3d4 Force damage. On a 6-17, the coin is destroyed, all party members and all creatures within 5 feet of a party member take 3d4 Force damage, and all party members are teleported to a random safe location on the same plane and world you're currently on. On an 18, the coin returns to your possession and all party members are teleported to a random safe location on the same plane and world you're currently on. On a 19, the coin returns to your possession and all party members write down a location on the same plane and world you're currently on, without showing it to anyone else. Each member is teleported to the location they chose. On a 20, the coin returns to your possession and all party members are teleported to a location on the same plane and world you're currently on, chosen by you; you may make this decision in consultation with them.
Previous Versions
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9/12/2025 10:15:50 PM
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Coming Soon
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