Wondrous Item, rare
"An unusual clockwork device that, when opened, emits a powerful, sweet smelling aroma. Strong enough to make even those without the ability to smell, stop and admire the sensation."
- You can open this device whenever you make an attack roll, an ability check, or a saving throw, you can roll an additional d20. You can choose to open this device after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
- You can also open this device when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If a creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
- This device can be used about 10 times before the all of the air has been used up.
- Device recharges overnight, fully charged by dawn.
- When this device is opened, before the effect is enacted, roll 2d20. If you roll the same number on both dice this device immediately explodes, creatures and objects within 10 feet of it must make a DC 12 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. This device is rendered unusable if this happens.
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