Wondrous Item, very rare (requires attunement by a To attune this item. You must have this in your presence for a total of one week. Otherwise no effects can be utilized. After the week has passed the Ability Sphere plants itself on the users body ( players choice))

The ability Sphere is item of great rarity. It can fit in the palm or the holders hand and adjusts as needed. The sphere is of prismatic colors always rotating from one to the next color. While holding it. There sphere begins reading and understand the holders ability. The sphere then begins sharing it power with the holder granting them abilities based on the person/creatures stats.

The player can choose what ability they invoke but can only activate one skill and one modifier at a time and only if the players Modifier meets the necessary requirements to activate the ability

Strength:

+1. The player receives a +3 to both attack and damage rolls for all physical attacks the player does on their turn. 

+2.The player can attack one additional time in the same turn

+3. When using acrobatics or athletics for any attack. add 2 additional hit die to the damage. 

+4. On a successful hit. The player can choose to either have the creature pushed back 20ft or have the creature fall prone and have and give that creature disadvantage on the next attack the creature makes against any player

+5 or higher. When the player attacks and hits a creature. The creature must make a wisdom saving through or be frightened. A wisdom save can be done at the end of the creature turn to end the fear. At the end of the creatures turn. On a failed save the creature must take 2d10 physic damage. Additional die can be added to this for every 1 mod that is above 5. Also if a creature is hit that is already frightened then the creature has disadvantage on the next saving throw. 

Dexterity

1. Player can choose to automatically save on their next Dex save throw before their next turn. If multiple Dex saving throws are needed then the player only passes on the first one and any that follow are rolled as normal. 

2. The player  can choose to have the evade skill has a reaction until the end of the players next turn.

3. The player can choose one other player and give themselves advantage on stealth or slight of hands for up to an hour but can be turned off at any time before the hour is up

4. Till the players next turn, The charcter now has the maneuvers: Evade and Trip attack

5 and up. The player as a bonus action can go invisible before an attack. If creature fails a perception roll the player gets advantage on the attack and adds an additional 2d10 damage. additional D6 for every Modifier above 5.

Constitution:

1. Grants 2 hit die of healing as a bonus action

2. Add 2D10 hit die of temp hit points to any player charcter

3. Gain advantage against any saving throw until the end of your next turn

4. Till the end of your next turn. You become resistant to bludgeoning, piercing, and slashing damage. ( if you already have resistance then you gain immunity till the next turn)

5. You gain hit die worth of permanent hit points. ( this can only be done once per level up)

Intelligence:

1.  You can add one of any type of effect damage to an attack you make. ( lightening, acid, cold, thunder, force, physic, ect)

2. Gain advantage against creatures that either have attached you or that you have attacked until the end of your turn, and give attacking creature gains disadvantage until the end of their next turn against you. 

3. When using the Arcana skill, you gain advantage on the roll and are able to determine what School the magic is from.

4. As an action. you can roll 2d100. From those numbers you can cast 1 of those two numbers from the Wild Magic table. 

5 or higher. When you hit on an attack roll. You can add 2d10 of any damage type to all attacks made on your turn. Increased die by 1 for each mod above 5.

Wisdom:

1. Gain the abilities from the observant feat till you deactivate it as an action. 

2. You and another creature you choose have advantage on Wisdom saving throws till the end of your next turn. 

3. As an action, you can end any status aliment on yourself or on another player and also giving them proficiency in saving throws against that status.

4. You can add your Wisdom Score to the damage to a creature you have attacked, have been attacked by, or have read about. ( History check may be needed)

5 or higher. You add an additional 2d10 damage to all attacks made on your turn against a creature that has attacked your party. Additional 1d10 damage for every modifier above 5. 

Charisma 

1.  You can give you and up to 4 other creatures advantage on performance, intimidation, or persuasion for one hour 

2. You gain advantage on persuasion checks when talking to any creature for the next minute. And Creatures that are affected are considered charmed.

3. You can increase the AC of a creature or yourself by 5 until the end of their next turn

4. You can cast power word kill on a creature you are attacking and increase the save DC on the spell by 2. 

5 or higher. You can cast one spell from any spell casting list up to level 5. In addition to that. You can add 2d10 damage to the roll and 1D10 extra for every modifier above 5. ( The spell is considered instant and only lasts until the end of the creature's next turn affected by the spell. If more than one creature is affected then go with the last in the Initiative. The spell also doesnt need any components to cast and doesnt count against the total amount of spells a spell caster can use daily.  

 

Notes: To attune this item. You must have this in your presence for a total of one week. Otherwise no effects can be utilized. After the week has passed the Ability Sphere plants itself on the users body ( players choice)

KenduDiRoller

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