Wondrous Item, artifact (requires attunement by a Every creature making a journey using the astral compass's ability must make a charisma check, including creatures who are not party members ie: npcs and prisoners of the party. The highest score attunes to the item until next time it is used. Being attuned allows you to have some influence as to where the compass will take you.)

This item is a compass with a never-ending void on the face. It is worn on the wrist of the holder but can only be used by whomever is attuned to it at the time, see attunement description for further details regarding this.

The creature with attunement must then roll a d100 to determine how much influence they have over the groups destination (There is no limit on how far they can travel using the astral compass including being able to travel to any plane of existence or any time in the past of any plane as well, the future being uncertain due to the nature of time is not a place they can go or see). 1 - 15 they have no influence and could be teleported to any plane of existence or not moved at all, this could also result in instant death for everyone making the trip if the party spawns in an inhospitable place. 16 - 25 they can only control whether or not the party ends up in a place that would kill them instantly. 26 - 75 they have some control as to where they end up such as a similar plan of existence as their intended destination. 76 - 90 they will always end up in the correct plane but not necessarily the exact location they desired within that plane. 91 - 100 they will always end up exactly where they choose in any plane of existence at the exact location specified.

This item is sentient so depending on how it is treated will determine what types of places it will take the party upon a low d100 roll. If it senses it is no longer needed it will teleport itself to a random location.

The compass works by taking all who are making the journey through the astral plane so when it's ability is activated all creatures must make a series of checks to make it to the destination safely. First they must make a wisdom check (DC 13) to mentally hold on to the astral compasses energy that allows them to travel safely through the astral plane. Failing this check results in the creature falling off of the journey and being lost in the void of the astral plane. All creatures must then make another wisdom saving throw (DC 13) to avoid going insane due to the incomprehensible visions they will see along the journey due to traveling along a path through the heart of the multiverse (DM's choice on if they wish to describe things the party might see along the way. Some examples are settings and creatures from other planes of reality or events they might know of from history including past versions of themselves and deed and feats they may have accomplished in the past as the party is essentially moving through time and space). Finally all creatures must make another charisma check to determine who will have influence the next time the compass is used ( DM's choice as to whether the party then has to make an acrobatics check to not stumble upon reentry into reality and fall prone).

The astral compass has no magic of it's own, instead it draws upon the magical energy of those who are making the journey. Because of this all magical abilities are unable to be used until an hour has passed after the journey is made (not limited to spells). Due to this fact the item can also not be used again until the one hour time limit is up. If it must be used again then the compass will draw upon the party's life force instead of their magic power resulting in a loss of HP by at least half.

Notes: I gave this item a lot of checks and disadvantages due to the overpowered nature of it's ability so I would recommend giving it to higher level players preferably with some previous experience traveling to other planes , Every creature making a journey using the astral compass's ability must make a charisma check, including creatures who are not party members ie: npcs and prisoners of the party. The highest score attunes to the item until next time it is used. Being attuned allows you to have some influence as to where the compass will take you., Teleportation, Control, Movement, Exploration, Wristwear, Sentient, Focus

Item Tags: Teleportation Control Movement Exploration Wristwear Sentient Focus

Bard_for_life

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