The Anticube can be used as an arcane focus.
In various forms, it can be used as a clasp, compass, dagger, glass cutter, hook, magnifying glass, scissors, small mirror, spyglass, or arranged in any similar small, simple shape. In combat or similarly time-critical situations, a character can attempt a DC 16 INT or DEX check to change its shape correctly as an action or bonus action. Alternatively, their player may try to find a matching shape with a sixteen-second countdown with the actionable prop.
Those who possess the Anticube can attune to it with more than one attunement slot. Attuning with multiple slots unlocks additional powers, but leaves the slots unavailable as usual.
If you are holding the Anticube you gain a +2 to Arcana checks.
By concentrating, you may brighten the Anticube’s glow, causing it to illuminate a 30ft radius.
The first time you attune to the Anticube, randomly select a single skill, language, tool set, gaming set, or musical instrument. As long as you remain attuned to it, you are proficient with your selection. Said selection can’t be changed, even if you de-attune and attune to it again later.
Roll 1d3 for which part of the table you’ll roll on. 1-Skill, 2-Language, 3-Other. Then you roll the related die for your new ability (reroll if you already have what it lands on)
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Skill (1d20, reroll 19-20) |
Language (1d12) |
Other (d66, 2d6) |
|
1-Acrobatics |
1-Aloft |
11-Alchemist’s Supplies |
|
2-Animal Handling |
2-Common |
12-Brewer’s Supplies |
|
3-Arcana |
3-Draconic |
13-Calligrapher’s Supplies |
|
4-Athletics |
4-Druidic |
14-Carpenter’s Tools |
|
5-Deception |
5-Haedroc |
15-Cartographer’s Tools |
|
6-History |
6-Jurmatan |
16-Cobbler’s Tools |
|
7-Insight |
7-Merchant Caravel |
21-Cook’s Utensils |
|
8-Intimidation |
8-Regal Caravel |
22-Glassblower’s Tools |
|
9-Investigation |
9-Riuunu |
23-Jeweler's Tools |
|
10-Medicine |
10-Sadian |
24-Leatherworker’s Tools |
|
11-Nature |
11-Thieves’ Cant |
25-Mason’s Tools |
|
12-Perception |
12-Whispers |
26-Navigator’s Tools |
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13-Performance |
31-Painter’s Supplies |
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14-Persuasion |
32-Potter’s Tools |
|
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15-Sleight of Hand |
33-Smith’s Tools |
|
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16-Stealth |
34-Theives’ Tools |
|
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17-Survival |
35-Tinker’s Tools |
|
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18-Religion |
36-Weaver’s Tools |
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41-Woodcarver’s Tools |
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42-Dice Set |
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43-Playing Card Set |
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44-Bagpipes |
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45-Drum |
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46-Dulcimer |
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51-Flute |
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52-Harp |
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53-Horn |
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54-Lute |
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55-Lyre |
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56-Pan Flute |
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61-Shawm |
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62-Viol |
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63-Violin |
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64-Land Vehicles |
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65-Sky Vehicles |
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66-Water Vehicles |
With one attunement slot you have advantages on checks to change the Anticube’s shape.
The Anticube gains a number of charges equal to your proficiency bonus, which it regains after you complete a Long Rest. By expending a charge you may teleport up to 10ft for each point of your INT modifier (minimum of 10 ft). You may bring additional people, but they must be in physical contact with you and each person costs an additional charge.
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