Wondrous Item, artifact (requires attunement)

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) 

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

13-Performance

 

31-Painter’s Supplies

14-Persuasion

 

32-Potter’s Tools

15-Sleight of Hand

 

33-Smith’s Tools

16-Stealth

 

34-Theives’ Tools

17-Survival

 

35-Tinker’s Tools

18-Religion

 

36-Weaver’s Tools

   

41-Woodcarver’s Tools

   

42-Dice Set

   

43-Playing Card Set

   

44-Bagpipes

   

45-Drum

   

46-Dulcimer

   

51-Flute

   

52-Harp

   

53-Horn

   

54-Lute

   

55-Lyre

   

56-Pan Flute

   

61-Shawm

   

62-Viol

   

63-Violin

   

64-Land Vehicles

   

65-Sky Vehicles 

   

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.



With two attunement slots you retain all previous abilities and now you can instantly deduce the current date, time, and the positions of the celestial bodies at any time.
The Anticube now has charges equal to 2 plus your proficiency.
As an action, you may expend two charges to cast Haste on one creature and Slow on another. The effects last until the start of your next turn. Both creatures must be within 120ft. of you. This Haste effect does not stun the affected creature.



With three attunement slots you retain all previous abiltities and your eyes now faintly glow with the same light as the Anticube, granting you Devil’s Sight with a range of 10 ft.
The Anticube now has charges equal to double your proficiency.
You may expend four charges to cast Scrying.

GwendolynAngel

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