Wondrous Item, very rare

This sea-blue square pyramid has a series of stylized runes etched with gold inlay into each of its 5 sides. You can use an action select one of the sides to place face down and speak its command word. The pyramid then rapidly grows over the next minute into the structure that you have selected, if it has space to do so. The structure remains until you use an action to speak the command word that dismisses it, which works only if the structure is empty. Every structure created by the pyramid shares a health pool of 100 hit points and has immunity to poison and psychic damage. Unless the structure is mended, it retains its hit points between uses. The Mending spell can be used to restore 1d8 hit points to the structure, but the structure can only regain hit points in this way once per hour. Reducing the structure to 0 hit points causes the materials to condense in on themselves and reform the pyramid. Any creatures within the structure when it is destroyed must succeed on a DC 16 Dexterity saving throw, or take 5d4 slashing damage from the imploding debris. If the pyramid is reformed in this way, it cannot be activated again for 1d4+1 days. Any materials created by the pyramid dissipate within 1 minute of leaving its boundaries, or immediately if the pyramid is destroyed. 

The 5 runes on the pyramid's 5 faces correspond to:

  • Hearth. (14 AC) A circular 2 story tower of stone and wood standing 20 feet tall with a 20 foot diameter and a rounded wooden and glass dome. The tower has a staircase leading between the levels, shuttered lanterns enchanted with the Continual Flame spell, and glass-pained windows which let in natural light. The first level contains an entry way with a fireplace and sitting area, a dining area, and a functional kitchen complete with plumbing and a stove. The second level contains wardrobes which can clean and mend the holes in non-magical garments, and a small library with resources on the flora and fauna of the sword coast, as well as 5 hammocks. Any creature suffering from exhaustion who takes a long rest in the hearth can reduce their exhaustion level by 2, and creatures who spend hit die to regain hit points while taking a short rest in the hearth gain an additional 1d8 hit points. 
  • Study. (16 AC) A circular 4 story stone tower standing 40 feet tall. The study consists of a entry level standing 10 feet tall, a 20 foot tapered elevator shaft, and at the top, the study. The pulley-powered-elevator is 10x10 feet wide and can support up to 1000 lbs. The top level is a 10 foot high, 20 foot diameter room with a 360 view and filled to the brim with parchment, tables, chairs, and full bookshelves on a range of scholarly subjects. Checks made to recall information on one of the scholarly subjects available in the study are made with advantage, and the Identify spell can be ritually cast by spending 1 hour in the study.
  • Clinic. (15 AC) A square 1 story building of stone and wood, standing up to 15 feet tall and up to 30 ft on a side. Inside are cots and healer's kits appropriate for creatures of varying type and size. A mid size bookshelf contains details of notable diseases and poisons, as well as other magical maladies. Checks made in the clinic to identify a disease, poison, or malady, or to avert a disease, poison or malady are made with advantage, and any spells cast in the clinic which restores hit points can reroll any 1s on the die. 
  • Workshop. (17 AC) A square 2 story stone building appears, standing 20 feet tall and 20 feet wide. The first level houses a powerful forge, furnace, and tannery, as well as and workbenches adorned with all manner of heavy builder and crafters tools. A stone staircase leads up to the second level which is adorned with tools of more delicate crafts and arcane sigils, as well as devices to measure objects and several clean worktables to use. Tool checks made within the workshop have advantage, and the Detect Magic spell can be ritually cast by spending 10 minutes in the Workshop.
  • Sentry. (18 AC) A stocky 2 story metal and stone tower appears, standing 25 feet tall and 15 feet wide. The first floor has no windows and one entrance. Inside is a spartan tool set with the space to craft arrows and ballista bolts, and to sharpen and maintain weapons.  A small table and two chairs sit against a wall. A ladder leads up to the second floor, which is only adorned with a torches and arrow slits in the walls. A second ladder leads up to a parapet on the roof which houses a ballista. A creature can spend 1 uninterrupted hour and 5 gp of material to make one ballista bolt, or 1 hour and 1 gp of material to make either 20 arrows, or 20 crossbow bolts while in the sentry

Notes: Utility, Warding

Item Tags: Utility Warding

3ftTall3ftWide

Comments

Posts Quoted:
Reply
Clear All Quotes