This small, palm-sized sphere is adorned with intricate engravings depicting various mythical creatures. The Companion Sphere is a specialized item used by trainers and adventurers to temporarily capture and store weak creatures.
The sphere has 3 charges. You can use your action and expend a charge to attempt to capture a creature with a Challenge Rating of (your level divided by three, rounded down) or lower. The creature must succeed on a DC (20-Current Hitpoints) Dexterity Saving throw or it is considered captured.
Once a creature is captured, it remains inside the Companion Sphere until released. A creature captured within the sphere or that returns there is fully healed. The sphere can hold only one captured creature at a time. If you attempt to capture another creature while the sphere is already full, the captured creature with the lowest maximum hit points is automatically released, freeing up space for the new capture.
As an action, you can release a captured creature back into the world, causing it to appear in an unoccupied space within 5 feet of you. The creature remains friendly towards you and follows your commands unless mistreated.
Additionally, as an action you may spend 1 charge to return the creature to the sphere. While in the sphere, the captured creature is in a state of suspended animation. It doesn't age, require food, or need to breathe. It cannot take actions or participate in combat unless released by the user.
The Companion Sphere recharges 1d4 charges daily at dawn. If a captured creature is killed or the sphere is damaged, roll 1d20. On a result of 1 the sphere loses its magical properties.
Notes: Summoning, Utility
Previous Versions
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7/14/2024 11:54:50 AM
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9/14/2024 12:20:38 AM
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23
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2
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Coming Soon
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