This mystical sphere fits comfortably in the palm of a hand, with intricate runes etched into its blue hued surface. It pulses with a gentle light, the Pal Sphere is a marvel of arcane craftsmanship, blending the principles of magic and the natural bond between creatures.
Capture Throw (1/Day). As an action, you can attempt to capture a non-humanoid creature (subject to the DM's discretion) by making a ranged attack throw with the Pal Sphere up to 60 feet. Upon a hit, you must then make a Charisma check against the Pal Sphere's capture DC, which is determined by the creature's Challenge Rating (CR) as follows:
CR 0-1: DC 13
CR 2-4: DC 16
CR 5-7: DC 20
CR 8-10: DC 25
CR 11-15: DC 30
CR 16-20: DC 35
Gain advantage on this check if the creature is at or below 50% of its maximum hit points, or roll three times and choose the highest if the creature is at or below 10% of its hit points. On a successful capture, the creature is absorbed into the sphere, which can store only one creature at a time. If the attempt fails, the Pal Sphere breaks and cannot be reused until it magically mends itself on the next dawn.
Summon (1/Action). Summon the captured creature to fight alongside you for until it drops to 0 hit points, or until dismissed (no action required). If reduced to 0 hit points, the creature returns to the Pal Sphere and cannot be summoned again for 1 week while it recovers.
Release (1/Action). Release the captured creature from the Pal Sphere, allowing it to return to its natural habitat. The sphere can then be used to capture another creature.
- Created for the Athana Chronicles -
Notes: creature with a Charisma of 13
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