Wondrous Item, artifact

A humble black-iron train whistle, the size of an especially large cigar. Strong light reflects only a dull purple from this caller of strange night.

This item counts as an arcane focus, and while it is held the following spells are considered prepared wizard spells for you, but do not count against the total number of spells you may have prepared: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall.

Speed of Night. When you are hit by an attack or are forced to make a saving throw, you can use your reaction to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack or triggering effect, it misses you and you are no longer considered targeted by it.

Conductor. A creature that wields the Whistle of the Night Train gains three legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn.

  • Ghost Train. You conjure a 100 foot long, 15 foot wide line facing a direction of your choice and originating from a space you can see within 30 feet. All creatures within this area must make a constitution saving throw against your spell save DC. On a failure, the target's hit point maximum is halved, any current hp that is now greater than their maximum hp is converted into temporary hit point and removed. This reduction lasts until the creature is targeted by a Lesser Restoration spell or this item's Soul Eater ability.
  • Soul Eater. Choose a creature you can see within 5 feet of you, they must make a charisma saving throw against your spell save DC. On a failure, any temporary hp they may have had is removed, and you are granted an amount of temporary hp equal to the amount removed from them. Alternately, you can neglect to take some of the temporary hp, and regain a single spell level for every 7 temp hp not collected.
  • Railroad Runes (Costs 1 to 3 Actions). You cast a spell you have prepared, expending a number of legendary actions equal to the spell's level, or 1 if the spell is a cantrip.

All Aboard. Once per day, you may use an action to blow the whistle, you and any creatures of your choice that can hear you teleport into the 13th car of The Night Train, a construct of mysterious origin cutting a winding path through the Astral Plane. A car on The Night Train is 15 feet wide, 25 feet long, and there is a 5 foot gap between cars. At the back of the Night Train, there is an exit, a creature who exits The Night Train can use an object interaction to close the door, trapping any creatures still aboard The Night Train. When a creature exits The Night Train, they appear 500 feet closer to the trains destination for each round they had spent in The Night Train. The Train's destination is chosen by the wielder of this item when they use its All Aboard ability. If a creature begin their turn within a car of the Night Train, they take 1d4 points of necrotic damage. Finally, when a new car is entered, roll on the table below to determine its effects.

1d4 Result
1 The necrotic damage dealt at the start of a creatures turn increases by 1d4.
2 The grasping hands of the passengers slow all occupant's movement. This car is considered difficult terrain and a creature cannot teleport while within this car.
3 A creature within this car must make a DC 14 wisdom saving throw at the beginning of their turn or become disoriented until the beginning of their next turn. A disoriented creature must use their movement to move towards the front of the train, unless they use an action to reorient themselves. In addition, this car is considered heavily obscured.
4 This car has no additional effect.
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