Wondrous Item, very rare

As a bonus action anyone within 5 feet of Nim (or Nim himself) can activate an Alpha Release feature. You can use this a number of times equal to your Proficiency Bonus. The number of uses resets after a long rest. And the button becomes available (pops out if previously used) at the beginning of Nim's turn.

  1. Arcane Sink: Dispels on random spell effect on target
  2. Venting Malfunction: Nim vents toxic fumes (eq. Stinking Cloud lasting 1d4 rounds) centered on yourself.  [Nim I think is immune to poison so no worries]
  3. I/O Malfunction: For the next hour you can only speak 1 language and can only understand 1 different other language. Roll 2d12. The first d12 is the language you speak and the second is the one you understand. If you roll the same number for the second roll, roll again until you get a different result. 1- common, 2- giant, 3- goblin, 4- draconic, 5- elvish, 6- infernal, 7- dwarvish, 8- orc, 9- gnomish, 10- deep speech, 11- primordial, 12- celestial
  4. Jolt: this bonus action consumed by melee attack with advantage at target.
  5. Jolt Malfunction: this bonus action consumed by melee attack with advantage at random target in range.
  6. Heat Vent: A port in Nim's chest opens and a fire jet (Dex save DC 13) 2d6 fire damage 15’ ray in the direction of target
  7. High Beam: Random character in 180 front or self con save blinded for 1 min
  8. Magic Fart: Random trinket generated
  9. Enlarge ray CON DC13 (target double in size for 1 min)
  10. Shrink ray CON DC 13 (target half in size for 1 min)
  11. Nanobot: Heals Target 3d6
  12. Nanojolt: Heal self 3d6
  13. Handsome Jackpot: Your head spins like a carnival jackpot and 3d10 gems leap forth from your mouth. Each one is worth 1d10 gold pieces.  You have disadvantage on attacks this round.
  14. IPS: A force shield pops out of your head.  you for the next minute granting you a +2 AC and immunity to magic missile.
  15. IPS Malfunction: A force shield hovers over target for the next minute granting them a +2 AC and immunity to magic missile.
  16. Pocket Rocket: an odd missile launches straight up. If under ceiling (100’) strikes ceiling and causes Dex DC 13 or 4d6 bludgeoning damage.  Otherwise on the next round the rocket will strike a random zone (1d9 15’ blocks each hollywood squares with Nim at 5)  INT (adv if use action to guess where will come down? I mostly want an iNT save) DC 13 or 4d6 force damage
  17. You grow an extra mechanical limb. The limb dangles limply, occasionally mimicking the movement of other nearby limbs. The new limb sprouts  from your shoulder in the case of an arm or his hip in the case of a leg  but the DM decides which happens. The limb does not affect your  equipment, provide additional attacks, or affect most in-game  situations, but a DM might rule that the limb provides some  circumstance penalties in social situations. This affliction can be  removed with a Remove Curse (?) spell or 24 hours
  18. Up to 3 random creatures within 30 ft. of you take 4d6 lightning damage.
  19. You feel a surge of power from the coils within you that threatens to overwhelm you if not released. Double all dice damage for your next attack that hits before end of next round.
  20. Overclocking: You cast haste on yourself effective for this round and the next.
  21. Cattle Prod: You cast haste on target effective this round and the next.
  22. You can take one additional action (not Action) immediately.  Meaning one extra attack or use item or move... meh.  revisiting.
  23. Cooling Rods: Overheating starts a delayed fireball (1d4 rounds).  8d6 damage dex dc 13 save 20’ radius (including self)
  24. Tesla Coils: Sanctuary on self DC 13
  25. Tesla Coils Malfunction Sanctuary on target DC 13
  26. Restraining Bolt: Target STR DC 13 or restrained.  Save repeated at end of each of target’s turns
  27. Restraining Bolt Malfunction:  STR save DC13 or Nim is restrained with a wrench in the works.  Can repeat save at end of subsequent turns.
  28. CPU Malfunction: use your Action to roll on this table for each of your turns for the next minute and moving 10' in random direction (no attack of opportunity) each turn, ignoring this result in subsequent turns. [can be ended with an Intelligence Save DC 13 at end of turn]
Pessius