3.2 KiB
Ghost
- Wonderous Item
Ghost takes the form of a solid, 5 pound polyhedral of mixed metal alloys about the size of a small coconut, casual examination receals a round solid line of colored circular light centered inside the sphere.
Ghost has an AC: 20, HP: 20, and resistance to all damage except that of an unholy nature. It is considered an worn item as it orbits in your palm
Bonded: Ghost automatically becomes bonded to a sentient player character upon true death, in an method as determined by the DM. Ghost, itself, is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the "Sentient Magic Items" section in chapert 7 of the Dungeon Masters Guide. regartless of its disposition, Ghost has an Intelligence of 18, and Wisdom and Charisma Schores are determined by rolling 3d6 for each ability. Ghost speaks, reads, and understands Common and three other languages as determined by the DM. Ghost can see and hear normally out to a range of 60 feet, with a Darkvision of 60 feet. Unlike most Sentient items, Ghost has no will of its own and can't initiate a conflict without the creature in possesion of it.
Non Attunment
Ghost has an extensive knowledge of four narrow academic subjects as determined by the DM. When making an Intelligence check to recall lore from any of its area's of expertise, Ghost has an +9 bonus to its roll, (including its Intelligence Modifier)
Total Charges: 10 (Resets Every Long Rest)
By Default, Ghost can do the following at the expense of the respective charge
Summon: At Will, Bonus action. You can summon and dismiss your Ghost into a Pocket Dimension as a bonus action.
Ghost has an Movement Speed of 10 feet, unless orbiting your hand, in which it cannot move further than 1 feet from you.
(1 Charge) Mage Hand: Cantrip (Action). Range of 5 ft. Does not project a hand rather an cone of light over the object
(1 Charge) Light: Cantrip (Action)
Requires Attunment
(6 Charges) Back in Action (Action): If you suffer a true death, roll a d20. On a 10 or greater, you dissolve into an brilliant flash of light (this number increases with each true death incurred), and you and your gear disappear. You appear at a spot of your choosing 1d4 days later on the plane of existence where you died. if you fail the check, Ghost cannot attempt to bring you back in this manner until another means of resurrection is successful.
- Reincarnation will reduce the check DC by 1
- Ressurection by 2
- True Resurrection by 3
- Revivify will not reduce the check DC
(4 Charges) Enduring Fight (Action): On any turn after you drop to 0 hit points, instead of rolling a Death Saving Throw the player can choose to have Ghost restore 1hp and 10 Temporary HP as an action (only to the dying creature to whom it is Bonded), These Temporary hitpoints last for One minute, or until expended
After the minute lapses, you must roll a Constitution Saving throw (DC15) or gain one level of exhaustion. This is in addition to any other effects that would otherwise apply exhaustion and the effect is cumulative
(3 Charges) Knock (Action): Ghost can cast the Spell Knock, as normal
It is rumored that the outer shells can be swapper with other shells to gain other effects