Wondrous Item, legendary

This handwoven horn-shaped wicker herb basket fits across your back, similarly to a quiver or huge satchel. Its flap is made of spotted leather and insides seem to be padded with velvet. It was crafted by Grass Giants, and was designed to gather herbs and various fruits during their long, nomadic walks across the Disc. However, a strange and powerful aura beacons from it, visible with a naked eye to all proficient in Arcana. It weighs 20 pounds and always seems full. You can stow your weapon and personal belongings not exceeding 60 pounds inside and access them easily, like a backpack.

It has 3 charges. While holding it or carrying it on your back, you can reach into and magically pull out an object or effect of your desire from the list below. Some choices listed require an action or longer to pull out and some require none or up to 3 charges. Each choice may apply its own rules and cooldowns, mentioned below. Basket regains all charges at dawn.

If the effect causes you to cast a spell, the spell's save DC is 15 and attack roll modifier equals +7. You choose the point of origin and the spell range is never greater than 60 feet.

charges spent Action required Effect
0 No. You pull out an object you put inside earlier.
0 No. You pull out a weapon you are attunned to, even across a different plane.
0 1 action. You pull out and throw a handful of fluorescent sticky floral petals that attach to an area or unsuspecting creature within 5 feet of you. A creature that is hostile to you may make a DC 13 Dexterity saving throw to avoid being covered in petals. On a failed saving throw melee attacks against that creature have advantage until the start of your next turn.
1 1 action. You pull out a spell scroll containing a druid or ranger spell up to level 2. Any spellcaster can use that spell scroll. Spell scroll becomes mundane sheet of paper and illegible at dawn.
1 1 action. You cast Faerie Fire spell.
1 1 action. You pull out a pigeon and immediately cast Animal Messenger spell upon it.
1 1 action. You pull out a map of your current location, covering a 10x10 miles square, centered on you. The map shows roads, towns, shelters, mountains rivers, passages and possible dangers such as bandit hideouts or hazardous terrain. Map becomes illegible at dawn.
1 1 action. You pull out a common magic item of your chosing. The item lasts until dawn, after which it disappears without a trace. it is visibly magical and glows with a faint aura.
1 1 action. You pull a small basket of fruits and nuts, that once ate magically nourishes up to 5 creatures. The food spoils beyond all hope within 24 hours.
1 1 action. You pull out two guard dogs (use Dire Wolf statblocks). Guard dogs follow your spoken commands, and guard you, your companions and your belongings unless told otherwise. They disappear without a trace at next dawn.
1 1 action. You release stationary cloud of 600 oversized butterflies that fills a 30‐foot radius semisphere centered on you. The cloud is stationary. The area becomes heavily obscured. The butterflies remain for 10 minutes.
2 1 minute. You pull out a dozen of baskets, all filled to the brim with nuts, fruits, boiled vegetables, spices and napkins. Up to 60 creatures can feast upon those, regain their strenghts and stave off hunger for a day. If all of them thank you out loud within one hour of consumption, the basket regains one spent charge, but only once a day. The food spoils beyond hope within 24 hours.
2 10 minutes. You pull out two winged horses and a Huge chariot. The horses speak Giant and obey your spoken commands. They can pull a chariot and up to 5 creatures strapped inside it across the sky for 8 hours, covering up to 120 miles, after which they dissappear in a rain of petals. Magic of the chariot allows a rocky ride but a safe long rest. Afterward this choice becomes unavailable for 4 days.
2 1 hour. You pull out a thunderous cloud. Heavy rain falls in a 5 mile radius centered on you. The area becomes lightly obscured. Roll a d4. On 1, a thunderous storm accompanies the rain, causing disadvantage on Perception rolls based on hearing while in the area. The weather stays that way untill next dawn.
2 No. You pull out a magical Giant Sickle. The Sickle is a Heavy simple Weapon, dealing 2d8 slashing damage on a hit. If you are proficient with Herbalist kit and harvest at least 90 square feet of tall grass with it over 5 minutes, you gain enough materials to brew a Greater Potion of Healing or, if you are proficient with Alchemist's Supplies an uncommon or rare potion that you know of. The Sickle can grant one use its magical harvest ability per day. The sickle lasts for 24 hours, after which it withers like a flower and crumbles upon itself.
2 1 action. You pull out two Spectres. They are hostile against everyone but you. They dissapear at dawn.
2 1 minute. You pull out immortal Goblin Trader, Pristine of the Crossroads, along with their shop. They are eager to purchase your valuables, unless they are recently stolen, but they haggle like a devil. A DC 15 Charisma check is required for them to offer a fair price. They have a budget of 2000 gold pieces that they replenish once a week. Pristine and their shop is gone after one hour, as they're busy to trade elsewhere.
3 1 minute. You pull out a legendary weapon or arcane focus or a legendary vestment (armor or robe), that you know of, a random one or one chosen by the DM (you choose). Item posseses one Major Detrimental effect chosen at random. The item lasts for 8 hours, during which it posses its full capabilities, short of a Wish spell. It is visibly magical and glows with a faint aura. After it is pulled out, this choice becomes unavailable for 10 days.
3 1 minute. You pull out a confused Deva. Celestial acts according to its own volition, but does not immediately perceive you as hostile. It may settle a dispute, help you defeat an evil creature or judge you for your transgressions or do whatever a Deva does. It magically returns home at dawn, unless it is slain. Next time you use this feature, a surprised Horned Devil appears. It acts accordingly to its agenda. After those two creatures are pulled out, this choice becomes unavailable for 10 days.

Notes: Spellcaster, Control, Utility, Combat

Previous Versions

Name Date Modified Views Adds Version Actions
5/14/2022 8:51:46 AM
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1
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Coming Soon

Item Tags: Control Utility Combat

Roshynski

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