A unique blend of dreamcap spores, ground seeds from the Faeries' Hair plant, and dust from the wings of a giant moonwing moth that was developed by the Xalfiz family apothecary. As an action, you can throw a handful of this magical dust at a target within 5 feet and speak an appropriate command word to determine its effect. These effects ignore all resistances and immunities unless the target is a Legendary Creature or has Legendary or Lair Actions, however magical beings as determined by your DM are able to make any saving throws at an advantage. This item has a maximum of 15 charges, only someone who knows how to create the powder can restore charges. Having the recipe for Xalfiz Dreamcap Powder allows you to restore 1d4+1 charges per day. Each handful of this powder counts as 1 charge.
- Dream: The target makes a DC15 Wisdom saving throw or accepts the affect willingly. On a failed save or by choice, the target will fall into a deep slumber and have pleasant dreams for the duration of their sleep. After 1 Hour, the gain the benefits of a Long Rest but will stay asleep for up to 8 hours unless awakened. They awake well rested with fully restored HP. Roll a d100, if above a 75 any existing harmful conditions or effects are dispelled.
- Sleep: You attempt to make the target fall asleep as if you had cast the Sleep spell, however instead of rolling vs. your targets HP the target makes a DC15 Wisdom save. On a failed save the target will remain asleep for up to 1 hour unless they take damage. If they take damage, they may roll another save at advantage. On a successful save, they wake up.
- Terror: The target makes a DC15 Wisdom saving throw or accepts the affect willingly. On a failed save or by choice, the target will fall into a deep slumber and be afflicted with terrible nightmares. The remain asleep for a minimum of 1 hour unless woken up to a maximum of 6 hours. When they wake, they gain 1 level of exhaustion.
- Night: You throw a handful of powder at a target that flies towards their eyes and turns blacker than night. The target must make a DC17 Wisdom saving throw or be overwhelmed by the powder and become blinded for 1d4 x 10 minutes. They suffer the Blinded condition.
- Fear: You throw a handful of powder at a target and glistens with dark purples and blues. The target must make a DC15 Wisdom saving throw or be overcome with fear of you and your allies. They will run away from you as quickly as possible and attack anything that gets between them and the most direct path away from you.
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