A normal bottle at first glance, but the Adventurer's bottle hides 4 secrets inside. The bottle has the appearance of a wine bottle with a gold ring on the bottom of the bottle, the bottle is also extremely hard as long as gold itself, the ring can be rotated to change the effect of the bottle. Nobody knows why they exist, but many stories are told of great Adventurers who found glory thanks to these bottles. Although the magic of the bottle is not used and it is extremely dangerous the bottle can be used as a Club.(1d4 bludgeoning) "Proficiency with a club allows you to add your proficiency bonus to the attack roll for any attack you make with it"
The first secret in the bottle is "The Madman's Spyglass". When looking through the mouth of the bottle like a Spyglass, the bottle will work like a spyglass (Objects viewed through a spyglass are magnified to twice their size.)
The second secret is "The Drunkard's Compass". By turning the bottle and saying the name of someone who has seen your bottle or the name of a building where you have been with the bottle. If the person or building is within a 50 mile radius when the bottle stops spinning, it will indicate the direction where it is going. (If it is not within 50 miles or has not completed the requirements, the bottle will point north or stand up (roll 1d20 if it is even points north)).
The third secret is "The Drink of Victory". The bottle will be filled with a liquid (2 L) similar to champagne, the drink will not have any alcohol, when ingested it will heal 2d4 of life and will give a bonus of +1 to all attacks and ferza tests for 4 minutes. Once the bottle is empty, you will have to wait about 24 hours for the liquid to be refilled. If you try to fill with some other liquid, the bottle will prevent it by spitting the liquid out like a high pressure jet that will blow anyone about 6 feet and take 1d8 damage. (For the "The Drink of Victory" to appear, you must drink 0.5 L).
The last secret of the bottle is "The Desperate Option". Write a message and put it inside the bottle, immediately throw the bottle away. The bottle will disappear and appear in the hands of the person who must receive the message from within. Once the message is read, the bottle will always point to who sent the message until it returns to the hands of the owner. The bottle if it cannot reach the person because it is in another plane or dead, it will simply not teleransport.
if the bottle is severely damaged scout doing 2d12 + 1 magic damage within 10 feet.
(For Game Masters: the bottle whenever it is in the hands of a player for the first time will be in the shape of "The Madman's Spyglass".)
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Posted Sep 3, 2020Fun item, looks very useful!
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Posted Sep 8, 2020I just realized a translation error (I'm Catalan): The third secret is "The Drink of Victory". The bottle will be filled with a liquid (2 L) similar to champagne, the drink will not have any alcohol, when ingested it will heal 2d4 of life and will give a bonus of +1 to all attacks and *strength* tests for 4 minutes. Once the bottle is empty, you will have to wait about 24 hours for the liquid to be refilled. If you try to fill with some other liquid, the bottle will prevent it by spitting the liquid out like a high pressure jet that will blow anyone about 6 feet and take 1d8 damage. (For the "The Drink of Victory" to appear, you must drink 0.5 L).
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Posted Sep 8, 2020Thank you man