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Philosopher's Stone of Cold

Wondrous Item, Artifact, requires attunement (you can attune to any number of Philosopher's Stones using only one attunement slot)

  This is one of the six legendary elemental Philosopher's Stones. Not much is known of their origin but it's said they contain tremendous power which only gets stronger the more stones you have. Legends tell that if one would accomplish to collect all six of these stones they would unlock a power as great as the gods posses.
  This stone makes you resistant to cold damage.
The stone has 6 charges which you can use to activate certain abilities shown below. It recovers 1d4+2 charges after you finish a long rest.
  The stone's spellcasting ability is constitution. So it's spell attack bonus is your your proficiency bonus + your constitution modifier + the number of other Philosopher's Stones you are attuned to. It's spell save DC is 8 + your proficiency bonus + your constitution modifier + the number of other Philosopher's Stones you are attuned to.
When you cast a spell with the stone you can use our own spellcasting ability or that of the stone.

You can cast spells on a higher level for one additional charge per spell level above the original.
  0 charges: You cast Ray of Frost or Frostbite
1 charge: You cast Ice Knife (on 2nd level) or Rimes Binding Ice
1 charge: As an action you can choose a creature within 15 ft. of you. The creature must succeed on a constitution saving throw or its movement speed becomes 0 until the start of your next turn or gets halved on a success.
2 charges: You cast Rimes Binding Ice (on 3rd level) or Hunger of Hadar
4 charges: Craycon’s Chilling Cage: You can engulf yourself or another creature within 5 ft. of you in ice.
Choose Soothing Cold or Black Frost.
Soothing Cold: The creature can't take any actions or move until the start of your next turn. Additionally it gains xd8 (x = your level) temporary hit points. While it has these hit points it has resistance to all damage types except psychic and immunity to cold damage. At the start of your next turn this effect ends and the creature regains hit points equal to the temporary hit points it has left and the temporary hit points vanish.
Black Frost: The creature must succeed on a constitution saving throw or take xd8 (x = your level) cold damage on a failed save or half as much on a success. Additionally if it fails the saving throw it gains immunity to all damage types except psychic but can't take any actions or move until the start of your next turn.   When you use Black Frost and you also have the Stone of Thunder attuned the affected creature only gets resistance instead of immunity.   When you use Soothing Cold and you also have the Stone of Poison attuned the affected creature also loses all negative conditions it has.
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