diff --git a/DND/TheVault/Equipment/Phantom Brew.md b/DND/TheVault/Equipment/Phantom Brew.md index 284c73b..07f53fd 100644 --- a/DND/TheVault/Equipment/Phantom Brew.md +++ b/DND/TheVault/Equipment/Phantom Brew.md @@ -1,38 +1,49 @@ # Phantom Brew -- *Wondrous Item (Bag of Holding variant), Rare* +- *Wondrous Item (Alchemy Flask), Rare* - **Description**: - Phantom Brew is a mystical potion brewed from otherworldly ingredients. A single serving grants the drinker the restorative effects of a long rest without actually taking one. This includes replenishment of spell slots, abilities, and hit points; however, it does not remove effects or conditions that require a long rest to end. Additionally, Phantom Brew does not negate exhaustion levels but withholds their penalties, allowing the drinker to function as if they were unaffected. The brew appears as a shimmering, faintly glowing liquid that constantly shifts between deep violet and silver hues. It is traditionally served similarly to coffee, with a naturally bitter taste that can be complemented by additives such as cream or sugar, allowing customization to suit the drinker's palate. It is carried in a specialized Bag of Holding, designed exclusively for this brew. This bag resembles a standard Bag of Holding but only functions magically for the Phantom Brew, limiting its capacity for other items. The origin of this brew is shrouded in mystery, with whispers of it being a gift from an ancient deity of rest and endurance. + Phantom Brew is a mystical potion brewed from otherworldly ingredients, appearing as a shimmering liquid that shifts between deep violet and silver hues. A single serving grants the drinker the restorative effects of a long rest without requiring time to rest. This includes replenishment of spell slots, abilities, and hit points. However, it does not remove effects or conditions that end specifically after a long rest, nor does it eliminate levels of exhaustion. Instead, it suppresses exhaustion penalties, allowing the drinker to function as though unaffected. ![Phantom Brew](./Phantom%20Brew.png) -- **Weight**: 3 lbs (Bag of Holding) +The potion resides within a magical alchemy flask that regenerates its contents over time, providing exactly one serving every 12 hours. The flask is sleek and durable, made from blackened glass reinforced with silver inlays, and its contents are protected by a unique enchantment that prevents spills or contamination. -- **Cost**: Not for sale (value determined by DM based on setting) +- **Weight**: 3 lbs (flask) -- **Properties**: - - **Long Rest Restoration**: Drinking a serving of Phantom Brew grants the full benefits of a long rest, restoring hit points, spell slots, and abilities. However, any conditions or effects that would end upon taking a long rest do not end (e.g., curses or magical effects). Additionally, while the drinker gains the benefits of ignoring exhaustion penalties, the levels of exhaustion remain and must still be resolved naturally or through magical means. - - **Ritual Consumption**: Consuming Phantom Brew requires a 10-minute ritual. During this time, any actions taken by the drinker are made at disadvantage until the ritual is complete. This reflects the focus and care required to properly harness the brew's magical properties. - - **Exhaustion Penalty**: Missing a serving of Phantom Brew results in the drinker falling into a magically induced coma. This state lasts for a number of days equal to the accumulated levels of exhaustion avoided or until another serving of Phantom Brew is administered. During this coma, the drinker is in stasis, protected from death or further harm caused by exhaustion. - - **Bag of Holding Specialization**: The brew is stored in a specialized Bag of Holding that can only hold Phantom Brew. It provides exactly one serving every 12 hours and functions as a normal bag for any non-liquid items stored within. +- **Cost**: Not for sale (value determined by DM based on setting) + +--- + +## **Properties** + +- **Long Rest Restoration** + - Consuming a serving of Phantom Brew provides the full benefits of a long rest: + - Restores all hit points, spell slots, and abilities. + - Effects or conditions that require a long rest to end (e.g., curses or magical effects) remain active. + - Suppresses exhaustion penalties, but exhaustion levels persist and must still be resolved naturally or through magical means. + + - **Self-Replenishing Flask**: The magical flask regenerates one serving of Phantom Brew every 12 hours. The flask cannot contain more than one serving at a time, and any unused serving is replaced when the flask replenishes. + + - **Ritual Consumption**: Drinking Phantom Brew requires a 10-minute ritual. During this time, the drinker cannot engage in strenuous activity, and any actions taken are made at disadvantage. This represents the care and focus needed to fully harness the brew's magical properties. + + - **Exhaustion Penalty**: Missing a serving of Phantom Brew after relying on it results in a magically induced coma. This state lasts for a number of days equal to the suppressed exhaustion levels or until another serving is administered. While in this stasis, the drinker is protected from death caused by exhaustion. They are still vulnerable to external harm. - **Limitations**: The brew cannot be replicated or brewed through conventional means; it is magically sustained by the specialized bag and its enchantment. - **Unique Ability Name**: "Eternal Vigil" - **Usage**: Passive (requires no action beyond consumption) - **Effect**: Consuming the brew allows adventurers to maintain peak performance without the need for sleep, effectively granting the benefits of a long rest in mere moments. However, reliance on this brew introduces risk, as missing a dose results in a forced magical stasis. -- **Attunement**: No - -- **Notes**: - - Phantom Brew is designed to aid in high-stakes scenarios or when resting is not an option. The exhaustion penalty ensures it cannot be abused without consequences. - - The magical coma can only be ended by another serving or through divine intervention. - - DMs may restrict the availability of this item to balance gameplay. - -- **Source**: *Homebrew.* --- -## Example Usage Scenario +### **DM Notes** -A party deep within a dangerous dungeon is unable to find a safe resting spot. The wizard, low on spell slots and on the verge of exhaustion, drinks a serving of Phantom Brew from the specialized bag. Instantly rejuvenated, the wizard regains their spell slots and continues to support the team. While the exhaustion levels are still present, the wizard feels no immediate effects. However, the party must ensure another serving is available within 12 hours to avoid the risks of a magical coma. +- The self-replenishing property of the flask ensures the brew is a limited but renewable resource, balancing its power with careful usage. +- Missing doses and the resulting magical coma provide narrative opportunities for tension and risk management. +- DMs should regulate the item’s availability or include quests to acquire it, ensuring it remains a rare and valuable asset. + +--- + +### **Example Usage Scenario** +The party is navigating a hostile desert, where resting would expose them to danger. The rogue, nearing exhaustion, uses the Phantom Brew flask to stay in peak condition. However, with another 8 hours of travel ahead, the party must decide whether to push forward or find a way to secure rest, knowing the flask won’t refill until later. diff --git a/DND/TheVault/Feats/Enhanced Augmentation.md b/DND/TheVault/Feats/Enhanced Augmentation.md new file mode 100644 index 0000000..3c2b19b --- /dev/null +++ b/DND/TheVault/Feats/Enhanced Augmentation.md @@ -0,0 +1,85 @@ +# Enhanced Augmentation + +Enhanced Augmentations represent the pinnacle of Kybr’s ingenuity and resourcefulness. These creations are divided into **Greater Augmentations** and **Lesser Augmentations**, each with distinct benefits and trade-offs, reflecting the artificer’s mortal limitations. + +- **Greater Augmentations**: Crafted during a long rest. The Artificer sacrifices the benefits of a long rest, including restored spell slots, hit points, and other resources, making him more vulnerable in subsequent encounters. +- **Lesser Augmentations**: Crafted during a short rest. The Artificer forgoes the benefits of a short rest, such as recovering hit dice or performing light restorative activities, leaving him less prepared for future challenges. + - DM: You may rule a Lesser Augment as having the requirements of a Greater Augment. + +## **Basic Augmentations** + +Basic Augmentations are simple yet essential creations, designed to act as flexible tools or stepping stones for more advanced augmentations. They are quick to assemble, requiring minimal resources and effort, and can serve as placeholders or fulfill specific minor functions. + +### **Patchwork Placeholder** + +> *[Basic Augmentation, Downtime Action]* + +- **Description**: + This hurriedly constructed gear looks unstable and rough, held together by little more than ingenuity and desperation. Though fragile, its purpose is clear: it’s a temporary vessel for greater power. Bolts, scrap metal, and loose threads hold these items together, crackling slightly when infused. + +- **Mechanics**: + - **Effect**: Creates a piece of shoddy equipment with no utility or durability other than acting as an infusion placeholder. + - **Limitations**: The equipment is nonfunctional outside of its role as a vessel for infusions and disintegrates under significant strain. + +- **Interaction with Other Features**: + - Can fill gaps in material or equipment requirements for augmentations. + - Pairs with infusions or enhancements that lack a suitable base item. + +- **Flavor**: + This equipment resembles cobbled-together contraptions held by bolts, wire, and hope, buzzing faintly with unstable energy. + +--- + +## Greater Augmentations + +### **Bladesinger's Grasp** + +> *[Greater Augmentation, Requires Long Rest]* + +- **Description**: + Forged from flexible alloys and inscribed with fine runes, these gloves synchronize with their wielder’s strength, making even the heaviest weapon feel weightless in their grasp. The gloves shimmer faintly when holding a weapon, as if channels of energy lighten the load. + +- **Mechanics**: + - **Effect**: Creates gloves that allow heavy, two-handed weapons to be treated as light, one-handed weapons, enabling dual-wielding. + - **Limitations**: The gloves’ enchantment lasts for 24 hours or until the artificer takes another long rest. No bonuses to attack rolls or damage are provided. + +### **Beacon Shard** + +> *[Greater Augmentation, Requires Long Rest]* + +- **Description**: + This crystalline shard radiates a soothing, golden light. When activated, it releases a burst of invigorating energy, amplifying the restorative powers of healing magic before disintegrating into harmless motes of light. + +- **Mechanics**: + - **Effect**: While active, any creature within a 30-foot radius of the shard automatically regains the maximum number of hit points possible from any healing it receives. + - **Duration**: 1 minute. + - **Limitations**: The shard disintegrates after a single use and cannot be recreated until the artificer completes another long rest. + - **Activation**: Activating the shard requires an action. + +- **Notes**: + This shard does not provide any other benefits of the *Beacon of Hope* spell, such as advantage on Wisdom saving throws or death saving throws. Its sole purpose is to maximize healing during a brief window of need. + +--- + +## Lesser Augmentations + +### **Reactive Weave** + +> *[Lesser Augmentation, Requires Short Rest]* + +- **Description**: + This thin, shimmering cloak absorbs incoming force, creating a momentary protective barrier. It hums faintly with latent energy, ready to shield its wearer at a moment’s notice. + +- **Mechanics**: + - **Effect**: Crafts a cloak that grants the wearer the ability to cast *Shield* once without using a spell slot. The cloak dissolves after use. + - **Interaction with Other Features**: Provides a temporary defensive boost in tight situations, especially useful for characters lacking access to the *Shield* spell. + +### **Lifebound Filament** + +> *[Lesser Augmentation, Requires Short Rest]* + +- **Description**: + A thread infused with life magic that hums with the essence of vitality. It can stabilize a dying creature and restore a spark of life, though its magic fades after a single use. + +- **Mechanics**: + - **Effect**: Creates a thread that stabilizes a dying creature and restores 1 HP as an action. The thread crumbles after use.