[roll]1d20[/roll]This amulet casts Rope Trick but with an erratic difference. The first time the players use it, it will have the effect of giving them the benefit of a long rest, but within the span of an hour. It can only be used twice per week.
After the first time, roll 1d20 and consult the table.
1 - Critical failure, everyone takes 2d6 points of damage and gets one level of exhaustion
2-15 - functions as a normal Rope Trick spell
16-17 - Functions as a Rope Trick spell and a Catnap spell. The Rope Trick only lasts 10 minutes, but everyone gains the benefit of a short rest.
18-19 - Functions as per normal. The Rope Trick lasts an hour, and the characters gain the benefit of a long rest.
20 - Extra benefit. Functions as 18-19, but the characters gain the benefit of the Aid and Death Ward spells for 8 hours.
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Posted Jul 9, 2020Please give me your opinions on this. Is it too powerful? Should it be more than Very Rare?