Wondrous Item, very rare
This book holds a collection of autographs signed by the strongest heroes of Ebaria, bearing a part of their heroic essence.
 
As an action, you can touch the autograph collection, channeling the essence of legendary Ebarian's heroes via Toon World magics and inspiring yourself with the deep admiration you feel for them, allowing you to temporarily mimic a portion of their exploits. Roll 1d20. For one minute or until you are incapacitated, you gain the benefits corresponding to the rolled result on the following table:
Adapted Trait
 
  1. All Eyes On Me — You adopt the mannerisms of the (in)famous Phantom. At the start of your turns, you must succeed on a DC 18 Wisdom saving throw or spend your turn doing nothing but monologuing. Creatures within 10ft of you that can hear you are distracted by this monologue, and must succeed on a DC 17 Wisdom saving throw or have disadvantage on both Constitution saving throws to maintain concentration and any attacks they make against creatures other than you until the start of their next turn.
  2. The Clock Says Nyoom — You adopt the tendencies of a certain very fast tabaxi. Your speed is tripled and you can take the Dash action as a bonus action on your turn. If you move at least 20 feet in a straight line immediately before making a melee attack, you have advantage on the attack roll. Opportunity attacks against you are made with disadvantage.
  3. OH LAWD HE COMIN — You muster the physical prowess possessed by the masters of the bonk. Your current and maximum hit points increases by 20, and you gain a +2 to your AC. As a reaction when a friendly creature that you can see within 30 feet of you is hit by an attack, you can redirect the damage they would take to you instead.
  4. Protective Caretaker — You adopt the caring nature of the beloved union healers. On your turn, you can use your bonus action to grant temporary hit points equal to twice your proficiency bonus to a friendly creature within 10 feet of you. Whenever a friendly creature regains hit points while within 10 feet of you, it also regains additional hit points equal to your proficiency bonus.
  5. Gotta Catch Them All — You adopt the charm of the famed petting zoo master. All beast and monstrosity type creatures within 120 feet of you must succeed on a DC 17 Wisdom saving throw or become charmed by you.
  6. NEVER BACK DOWN NEVER WHAT? — You empower yourself with unyielding hope — or at least that's what you think based on the signature of this otherwise nondescript hero. Whenever you fail an ability check or a saving throw before this inspired state ends, you can expend your reaction to reroll the ability check or saving throw. You must use the new roll.
  7. Nothing Personnel Kid — You adopt the nature of a certain battle-hungry samurai, when you hit a creature with a melee weapon attack, you can force them to make a DC 17 Wisdom save. On a failure, the creature must use its reaction to turn its back on you, convinced that you teleported behind it.
  8. Minimi Void Mimini — You adopt one of the signature move of a certain fallen angel whose name is difficult to write. When you damage a creature with an attack or spell, that creature can't regain hit points until the start of your next turn. Additionally, the first time you damage a creature on your turn, they have to make a Wisdom saving throw of DC 17 or spend their next turn doing nothing but falling prone.
  9. Kanon Event — You begin treading the path of multitasking carnage. 1d4+3 toon beasts under your control appears within 10 feet of you for one minute. The toon beasts use the velociraptor statistics, but their attacks are considered magical for the purposes of overcoming damage resistances.
  10. Can't Touch This — You mimic the evasiveness of a certain sand-hating Eladrin duelist. As a bonus action on your turns, you can teleport up to a number of feet away equal to 5 times your proficiency bonus. Additionally, your movement do not provoke opportunity attacks.
  11. No Thoughts, Head Empty — You don the Mantle of the Ibiot. You gain resistance to psychic damage, and you become immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. Additionally, you have disadvantage on all Intelligence checks and saving throws, as well as Constitution saving throws made to maintain concentration.
  12. Quarter For Quarter — You adopt the appearance and tenacity of a certain maid dress-wearing weretiger. You have advantage on the first melee weapon attack against a creature that has damaged you since your last turn. and you gain resistance to non-magical bludgeoning, slashing, and piercing damage. Additionally, the first time you are reduced to 0 hit points but not killed outright before this inspired state ends, you can drop to 1 hit point instead.
  13. Dark Deal — You mimic the guile of a certain rules-bending warlock, allowing yourself to temporarily benefit from a deal with higher powers. Until this inspired state ends, you gain resistance to one damage type of your choice. Additionally, once before this inspired state ends, immediately after you make an ability check, an attack roll, or a saving throw, or are targeted with an attack roll, you can use your reaction to roll a d10 and choose to either add or subtract the number rolled to the result.
  14. You Can't See Me — You adopt the superior covertness of one of the most elusive heroes in Ebaria. You gain a +10 bonus to your Stealth checks and can attempt to Hide as a bonus action on your turns, even while when you are only lightly obscured. 
  15. Leporine Leap — You are motivated to be the fastest and most skilled, like a certain heroic bunny. You gain a +10 bonus to your Athletics, Acrobatics, and initiative checks made before this inspired state ends. If you are already in init, you instead move up to the top of the initiative order after the current initiative round is concluded.
  16. GET READY TO RUMBLE! — You take on the mantle of Ebaria's finest wrestling champion. As long as you have at least one free hand available, you can make a grapple attempt with advantage. If you already have advantage from other sources, you make the Athletics check for the grapple attempt as if you have expertise in the skill. You can also attempt to grappled another creature creatures of up to two size cetegories larger than you.
  17. Bakeoff! — You follow a certain half-elven fighter's magical guide disguised as a baking cookbook and successfully beckon the attention of her companion! As a bonus action on your turns, you can summon Biscuit the familiar to pester a creature within 30 feet of you, granting advantage on the next attack made against it until the start of your next turn! Additionally, you can use a bonus action to ask for Biscuit's help, granting yourself or a friendly creature a +10 bonus to their next skill check made before this inspired state ends! Biscuit the cat can only distract one foe or help an ally at a time! Biscuit the familiar uses the statistics of a cat.
  18. Doting Protector — You adopt the fatherly love that a certain minotaur possesses. As a bonus action, you may enter a watchful stance until the start of your next turn. While in this stance, you gain one additional reaction which can only be used for opportunity attacks, and enemies moving while within your reach provokes an opportunity attack even if they take the disengage action. Additionally, when you hit a creature with an opportunity attack while in this stance, the target's speed is reduced by 10 feet until the start of your next turn.
  19. Magister's Mind — You channel some of the magical prowess of Ebarian's first hero, imbuing yourself with limited magical insight. Roll a d20 and record the number rolled. Once before this inspired state ends, immediately after a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can use your reaction to discard the d20 roll; the creature must use the number you rolled in place of its roll.
  20. Double Down! — Roll two more times on this table, ignoring this result and reroll duplicates on subsequent rolls.
 
While you are in this inspired state, you are immune to the frightened condition. At the end of this duration, you gain two levels of exhaustion. You can only benefit from this item once between long rests.
 
Once used, the autograph becomes inert for 7 days. This item has 6 charges, once all the charges are expended the book become too torn to ever be used again.

Previous Versions

Name Date Modified Views Adds Version Actions
12/22/2023 12:39:59 AM
17
0
1.0
Coming Soon
12/26/2023 11:42:16 AM
53
0
1.1
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12/26/2023 5:11:23 PM
54
0
2.0
Coming Soon
kalescadio

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