Wondrous Item, unknown rarity

Early Draft
(a sphere made of a rare/strong metal/material that has the ability to capture any tamed creature (non-humanoid) any creature with an intelligence score above 5 is able to decide whether they will enter the sphere or not each sphere can fit 2 of the same creatures (if creature is huge it can only fit 1) the sphere cannot hold a gargantuan sized creature and changes its environment based on the creature's natural habitat. if a creature is released during combat, they must wait 5 turns before being able to return. when a creature enters the sphere a small emblem of the creatures head/face will be displayed on the crystal used to make the sphere. the spheres regular appearance is gray with a gemstone above the binding which holds the 2 semi-spheres together. if the spere is destroyed whilst a creature is inside it gets released immediately into an unoccupied space and the sphere is permanently broken. the sphere has a natural healing ability that can use its hit die to heal as if it was a short rest or passive healing of 1d6 per in-game hour)

Organized iteration
You can use an Action to touch the sphere to a tame, non-humanoid creature. Creatures with an Intelligence of 4 or lower are automatically housed. Creatures with an Intelligence of 5 or higher must be willing to enter; if they are unhappy or feel mistreated, the effect fails. Once a creature is inside, a glowing emblem of that creature's spirit appears on the central crystal.

The sphere’s interior magically shifts into a 30-foot diameter pocket dimension that perfectly mimics the creature’s natural habitat.

Capacity: Up to two creatures of the same species (Small, Medium, or Large). If a creature is Huge, the sphere can only hold one. It cannot hold Gargantuan creatures.

You can use an Action to release a creature into an unoccupied space within 10 feet. The creature acts on your initiative. Once a creature is released during combat, it cannot return to the sphere for 5 rounds (30 seconds). Any creature with an Intelligence of 5 or higher can choose to emerge from the sphere as its own Action, provided the sphere is not tucked away in a closed container.

The Spirit of the Wild
The sphere provides a sanctuary for natural recovery.
Natural rest: A creature inside the sphere can spend its own Hit Dice to heal as if it were taking a Short Rest.
Fae Vitality For every in-game hour a creature spends resting in the sphere, it regains 1d6 Hit Points.

The sphere has an AC of 12 and 15 Hit Points. If the sphere is destroyed while occupied, the creatures are immediately released into the nearest available spaces. The sphere is permanently broken and its magic fades.

 

Notes: this is still in early forms and feedback is wanted

Luckythecheeseman

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