Wondrous Item, artifact (requires attunement by a Requires Attunement by at least 2 or more people)

When the Orb is not in Attack mode it has 15 hit points, An AC of 25, and any magical affect that is cast upon it immediately dispels.

An eldritch artifact, which is given to chosen groups of heroes who are under charge of The Yellow King, this artifact is typically given to help them with tasks or quests that pertain to The Yellow Kings goals. This is a Yellow/golden orb that follows the adventures around. The orb is semi sentient, and understands the current goals or tasks of those it is assisting. The Orb hovers about 10ft above one of the people attuned to the item but will accommodate for structures or roofs around the orb and will move to avoid hitting things. The orb will also turn invisible during stealthy situations or during combat. The orb also has an enchantment on it that makes most people not notice the orb unless the orb is pointed out or it interacts with them.

Once per day before midday, two or more people who are attuned to the artifact can lay their hands on it and speak one of the command words and have the effect of that command word bestowed upon them for the day. Only those who are currently touching the artifact when the word is spoken, gain the effect for the day. If the orb is not given a command, it will choose one at random.  These effects can only be countered by the effects of other Chromatic Orbs.

Absorb: The orb will absorb/ counter the very first spell with negative intentions that targets any of the members who touched the orb.

Aid: After saying the command word, you may pick one of the 6 core abilities (Strength, dexterity, Constitution, Intelligence, Wisdom, or Charisma) for this day you may add your proficiency modifier to all saving throws you make for that day of that ability. If you are already proficient in that saving throw, you add your proficiency again. 

Attack: this effect is a status effect. During combat the Orb can go on the offensive and attack those opposing the people attuned to it.  The orb has 30 hit points, its AC drops down to 18 and the orb is immune to all magical effects and resistant to all damage effects.  The orb attacks at the top of the round and it attacks one random enemy unless designated by one of those attuned to it. The orb has +4 to hit and does 2d8 slashing damage upon a hit. If the orb reaches 0 hit points, the orb turns invisible and cannot assist with anything else the rest of the day.

Defend: Everyone touching the orb gets +1 to their AC for the day

Greed: when this command word is given, the orb will dispense 2d10 gold per person touching the orb.

Heal: this effect is an active static effect. Five times during this day, as a bonus action, if you are within 10ft of the orb, you can say the command word and receive 5 points of healing

Locate: The orb will tell everyone touching it the exact location of all those attuned to it, regardless of if they are on the same plane of existence.

Save:  The first time a creature is dropped to 0 hit points during this day, they are instead dropped to one. The first time a creature fails on their death saves they have a 20% chance to instead be brought back up to half their hit points.

Speed:  Every one touching the orb gets an extra 10 Speed for the day

Stealth: When prompted with the command word for a second time during the day, the orb will grant the effect of the pass without a trace spell. This can only be used once per day. 

Vitality: The orb gives everyone touching the orb 15 temporary hit points for the day.

Notes: Requires Attunement by at least 2 or more people, Healing, Detection, Combat, Sentient, Eldritch Machine

Previous Versions

Name Date Modified Views Adds Version Actions
2/4/2022 1:39:39 AM
2
0
1.0
Coming Soon

Item Tags: Healing Detection Combat Sentient Eldritch Machine

Kazmor_Shrouder

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