Nightmare Flask
Alter: This glass orb has a special funnel at its top that traps bad dreams. When you finish a long rest in which you sleep whiel the orb is on your person, there is a 25% chance that the orb is filled with a small amount of dark, swirling smoke: a visual representation of a collected nightmare. The orb can collect 1 nightmare every 24 hours and can hold up to 10 nightmares in this way.
You can use an action to throw the flask at a point you can see within 30 feet of you, shattering and destroying it upon impact. When the flask shatters, each creature within 20 feet of the point must succeed on a DC 13 Wisdom saving throw or be magically put to sleep. If a creature has 1/2 its hit points left, it makes the saving throw at disadvantage. Each creature that falls asleep is unconscious for up to 1 minute, until it takes any damage other than psychic damage, or someone uses an action to shake and slap the sleeper awake. A creature thats asleep in this way takes 1d10 psychic damage at the start of each of its turns, up to a number of turns equal to the number of nightmares collected by the orb. This psychic damage can't reduce a creature below 1 hit point.
Alternatively, the orb can be used as a preventative measure against dream. Whenever you're targeted by dream, the caster of the spell must make a DC 17 Wisdom saving throw. On a failed save, the caster takes 1d10 psychic damage for each collected nightmare in the flask. The flask then craks and is destroyed, and the spell ends. On a successful save, the spell takes effect, and the orb isn't destroyed.
Attunement: No
Rarity: Rare
Type: Item
Cost: 585gp
You can use an action to throw the flask at a point you can see within 30 feet of you, shattering and destroying it upon impact. When the flask shatters, each creature within 20 feet of the point must succeed on a DC 13 Wisdom saving throw or be magically put to sleep. If a creature has 1/2 its hit points left, it makes the saving throw at disadvantage. Each creature that falls asleep is unconscious for up to 1 minute, until it takes any damage other than psychic damage, or someone uses an action to shake and slap the sleeper awake. A creature thats asleep in this way takes 1d10 psychic damage at the start of each of its turns, up to a number of turns equal to the number of nightmares collected by the orb. This psychic damage can't reduce a creature below 1 hit point.
Alternatively, the orb can be used as a preventative measure against dream. Whenever you're targeted by dream, the caster of the spell must make a DC 17 Wisdom saving throw. On a failed save, the caster takes 1d10 psychic damage for each collected nightmare in the flask. The flask then craks and is destroyed, and the spell ends. On a successful save, the spell takes effect, and the orb isn't destroyed.
Attunement: No
Rarity: Rare
Type: Item
Cost: 585gp
Griffons Saddlebag, Vol II
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