This amphora, once used by the Fates themselves to tend the World Trees, is decorated in imagery of rushing water and trees. A recess at the top of the handle near the spout allows for a small orb, the Key of Amphora, to be placed. The Amphora of the Fates is the only vessel that can hold the Waters of the World Trees. All other containers used to try and carry the Waters of the World Trees turns it into regular fresh water.
When the Amphora of the Fates does not contain the Key of Amphora, the amphora functions as a Decanter of Endless Water. As such, it does the following: You can use an action and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
- "Stream" produces 1 gallon of water.
- "Fountain" produces 5 gallons of water.
- "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the amphora, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
When the Key of Amphora has been inserted into the Amphora of the Fates, the amphora begins to exhibit a portion of its ancient powers. While the Key of Amphora is inserted, you can use an action and speak one of three additional command words, whereupon an amount of blessed water pours out of the amphora until the end of your turn. Choose from the following options:
- "Cure" produces restorative water that grants the creature who drinks it to regain 4d8 Hit Points.
- "Flourish" produces a deluge of enriching water. When poured on the ground, all normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
- "Torrent" produces a violent stream of water 30 feet long and 5 feet wide. As a bonus action while holding the amphora, you can aim the torrent at a creature you can see within 30 feet of you. The target must succeed on a DC 16 Dexterity saving throw. On a failed save, the target takes 4d8 bludgeoning damage and is knocked prone. On a successful save, the target takes half as much damage and isn't knocked prone.
When the Waters of the World Trees fills the Amphora along with the Key, the full power of the Amphora is unlocked. When filled with the Water of the World Trees and containing the Key of Amphora, once per day you can use an action and speak one of three additional command words, whereupon an amount of consecrated water pours out of the amphora until the end of your turn. The Waters of the World Trees is expended after 9 uses of these command words. Choose from the following options:
- "Heal" produces blessed water that grants the creature who drinks it to regain 70 hit points and ends the Blinded, Deafened, and Poisoned conditions affecting the creature.
- "Regenerate" produces restorative water that grants the target 4d8+15 hit points, and an additional 1 hit point per round for up to 1 hour. Severed, disfigured, or cursed body members (fingers, legs, tails, and so on) are restored after 2 minutes. If you have the severed part and hold it to the stump, the water instantaneously causes the limb to knit to the stump.
- "Tsunami" produces a wall of water at a point within 30 feet. You can make a wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for a minute. When the wall appears, each creature within its area must make a DC 19 Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against a DC 19 spell save in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.
Notes: Creation, Utility
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