Wondrous Item, very rare

In its original state, an umbral transposer appears to be a small, weightless sphere of pure shadow, about 4 inches in diameter. It can contain up to 6 charges, which recharge by 1d4+1 charges everyday at midnight. It additionally regains all its charges on the night of a new moon.

After directly touching it, you learn how to use the following properties of the item:

  • You can use an action to split the sphere into smaller spheres each half the size of the first. You can make up to 8,  0.5 inch spheres in this manner. These spheres cannot activate the other properties of this item until recomposed into a single sphere.
  • Umbral Fashion: You can transform the sphere into a garment of your choice as a free action. This garment is translucent and offers no protection when created in this way, but is arguably a fashionable way to carry it. This form does not prevent using the other properties of this item.
  • Umbral Zone: You can use an action to expand the sphere to cover a 15ft area in magical darkness, preventing any creature except yourself from seeing through it. You can create this area within a range of 60ft. This area lasts for 10 minutes before dissipating. This does not affect creatures that don't rely on sight.
    Additionally:
    • You can use 1 charge to expand the sphere up to 30ft.
    • You can use 1 charge to be able to create this area within a range of 120ft.
    • You can use 2 charges to do both of the above.
  • Umbral Armor: You can use an action and spend 2 charges to transform it into a protective force or armor. Your AC becomes (16 + Modifiers) as long as it is active. This armor lasts until dismissed, and cannot be doffed normally; you can dismiss this armor as an action, which returns the umbral transposer to its original state.
    You cannot rest properly while wearing this armor. If you do not doff the armor during a long rest, you fear to go to sleep. If you ignore your fear and decide to sleep anyway, roll a d6. 
    • On an odd roll, you sleep an additional 1d20-2 hours. Nothing short of a Remove Curse spell can wake you up until that time has passed.
    • On an even roll, you have terrible nightmares and become frightened of every living creature for up to 24 hours after waking up. You can roll a Wisdom Saving Throw (DC15) 10 minutes after waking up, and each hour thereafter, to snap out of it.

Change Log:

v1.1 - Fixed modifier to properly apply 16 base AC, instead of adding +16 AC. (Change "Bonus - Armor Class" to "Set - Armor Class")

 

Notes: Set: Armor Class, Blinded, Frightened, Unconscious, Debuff, Utility, Combat, Shapechanging

Previous Versions

Name Date Modified Views Adds Version Actions
1/20/2018 5:51:46 AM
4
0
1.0
Coming Soon

Item Tags: Debuff Utility Combat Shapechanging

ArcticWolfSS82