Beholder's Lantern (5e Equipment)

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Wondrous item, legendary (major)

This highly-modified bullseye lantern has been tinkered with heavily, now partially resembling a mechanical eyeball.

Fluid Reservoir. The lantern contains a fluid reservoir that can hold up to 1 pint (16 oz.) of fluid. In order to function, the lantern must be supplied with an energized fluid such as vitae which serves as the source of power for the lantern's light. A creature holding the lantern can use an action to refuel it.

Mechanical Lens Apparatus. The lantern contains two rotating mechanisms each capable of holding different magical lens arrays. The first mechanism can hold up to 4 large lens arrays known as Primary Arrays or Projection Lenses, while the second mechanism can hold up to 10 smaller lens arrays, known as Secondary Arrays. The lantern is found containing 1d3 Primary Arrays and 1d8+2 Secondary Arrays determined randomly from the lists below without any duplicates. Each lens array is collapsible and folds neatly into a flat disc when stored or inserted. A creature proficient in tinker's tools can spend 10 minutes of work to install or remove a lens array.

Using the Lantern. While holding the lantern, you can use an action to activate the currently readied Primary Array or Secondary Array. You can use a bonus action to rotate either the Primary Array holding mechanism or the Secondary Array holding mechanism, switching out which lens is ready to use. You can declare which direction the lantern is facing once on each of your turns (no action required).

Primary Arrays[edit]

Antimagic Projection Lens[edit]

The lantern emits invisible and intangible light in a 60-foot cone. This cone creates an area of antimagic, as in an antimagic field. This array uses 2 oz. of fluid to activate, and a further 1 oz. of fluid each round while it is active.

Charm Projection Lens[edit]

The lantern emits a flash of bright light in a 60-foot cone. All creatures in the light must succeed on a DC 15 Wisdom saving throw or be charmed by the lantern and whoever holds it for 1 hour, or until the holder harms the creature. Activating this array uses 3 oz. of fluid from the lantern's reservoir.

Darkness Projection Lens[edit]

The lantern emits magical darkness in a 60-foot cone. Normal darkvision can't see through this darkness, and nonmagical light can't illuminate it. Activating this array uses 1 oz. of fluid from the lantern's reservoir, and a further 1 oz. of fluid each minute while it is active.

Disintegration Projection Lens[edit]

This lantern emits dim green light in a 60-foot cone. All creatures must succeed a DC 15 Dexterity saving throw or take 10d8 force damage if this damage if this reduces the creature to 0 hit points they are instantly killed turning into a pile of fine grey dust. If the object is a large or smaller nonmagical object or creation of magical force is destroyed, non saving throw required. If the object is huge or larger object or creation of magical force, a 10-foot cube section is disintegrated. Activating this uses 6 oz. of fluid from the lantern's reservoir.

If this lens is activated again within one minute of its previous use, it has a 50% chance to shatter and be rendered unusable.

Enervation Projection Lens[edit]

Activating this array uses 4 oz. of fluid from the lantern's reservoir. The lantern emits dim light in a 60-foot cone. All creatures in the light must make a DC 15 Constitution saving throw, taking 8d8 necrotic damage on a failed save, or half as much damage on a successful one.

Forcewall Projection Lens[edit]

A faintly shimmering barrier of force is projected at a point up to 60 feet away from the lantern. The barrier is 1/4 inch thick, circular, and has a maximum height and width of 60 feet. Activating this array uses 3 oz. of fluid from the lantern's reservoir, and a further 1 oz. of fluid each minute while it is active. If the lantern is adjusted from its current position, the barrier disappears and reappears at the start of the next turn.

If the barrier cuts through a creature's space when it appears, the creature is pushed to the far side of the barrier. Nothing can physically pass through the barrier. It is immune to all damage, but a disintegrate spell destroys the barrier instantly. The barrier also extends into the Ethereal Plane, blocking ethereal travel through it.

Fear Projection Lens[edit]

The lantern emits dim light in a 60-foot cone. All creatures in the light must succeed on a DC 15 Wisdom saving throw or be frightened by the lantern for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Activating this array uses 2 oz. of fluid from the lantern's reservoir.

Paralyzing Projection Lens[edit]

The lantern emits bright light in a 60-foot cone. All creatures in the light must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Activating this array uses 4 oz. of fluid from the lantern's reservoir.

Petrification Projection Lens[edit]

The lantern emits bright, green light in a 60-foot cone. Each creature in the light must make a DC 15 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. Activating this array uses 8 oz. of fluid from the lantern's reservoir.

Radiant Projection Lens[edit]

The lantern emits bright light in a 60-foot cone, and dim light for a further 60 feet. You can use a bonus action to adjust the distance of the cone for the bright and dim light, up to a maximum of 120 feet. This light is sunlight. This array uses 1 oz. of fluid to activate, and a further 1 oz. of fluid every 8 hours while it is active.

Revealing Projection Lens[edit]

The lantern emits bright, ethereal light in a 60-foot cone. This light renders invisible creatures and objects visible, illuminates magical darkness, and reveals the true nature of visual illusions and shapechangers. This array uses 1 oz. of fluid to activate, and a further 1 oz. of fluid each minute while it is active.

Sleep Projection Lens[edit]

The lantern emits dim light in a 60-foot cone. All creatures within the light must succeed on a DC 15 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. An affected awakens if it takes damage or another creature takes an action to wake it. Constructs and undead are unaffected by the light. Activating this array uses 4 oz. of fluid from the lantern's reservoir.

Slowing Projection Lens[edit]

The lantern emits bright light in a 60-foot cone. All creatures in the light have their speed halved. In addition, an affected creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. This effect ends on a creature once it leaves the lantern's light. This array uses 2 oz. of fluid each round while it is active.

X-Ray Projection Lens[edit]

The lantern emits invisible magical light in a 15-foot cone. Solid objects hit by this light become transparent and allow normal light to pass through them. The light can penetrate 5 feet of stone, 5 inches of common metal, or up to 9 feet of wood or dirt. Thicker substances block the light, as does a sheet of lead. This array uses 3 oz. of fluid to activate, and a further 3 oz. of fluid each minute while it is active.

Secondary Arrays[edit]

Charm Lens[edit]

A thin purple Ray shoots out of the lens towards a creature you can see within 90 feet. The creature that was hit by the ray must succeed on a DC 15 Wisdom saving throw or be charmed by the lantern and whoever holds it for 30 seconds, or until the holder harms the creature. Activating this array uses 2 oz. of fluid from the lantern's reservoir.

Paralyzing Lens[edit]

A thin peachy-blue Ray shoots out of the lens towards a creature you can see within 90 feet. the creature that was hit must succeed on a DC 15 Constitution saving throw or be paralyzed for 30 seconds. An affected creature can repeat the saving throw at the end of each of it's turns, ending the effect on itself on a success. Activating this array uses 3 oz. of fluid from the lantern's reservoir.

Fear Lens[edit]

A thin greyish whiteish Ray shoots out of the lens towards a creature you can see within 90 feet. The creature that was hit must succeed on a DC 15 Wisdom saving throw or be frightened by the lantern for 30 seconds. An affected creature can repeat the saving throw at the end of each of it's turns, ending the effect on itself on a success. Activating this array uses 1 oz. of fluid from the lanterns reservoir.

Slowing Lens[edit]

A thin grey ray shoots out of the lens towards a creature you can see within 90 feet. The creature must make a DC 15 Dexterity saving throw on a fail, the creature that was hit has their speed halved. in Addition, the affected creature can take a bonus action or an action on it's turn, cannot be both, these effects end after the targeted creature succeed the saving throw. Activating this array uses 1 oz. of fluid from the lanterns reservoir.

Enervation Lens[edit]

A thin bright yellow ray shoots out of the lens towards a creature you can see within 90 feet. The targeted creature must make a DC 15 Constitution saving throw, taking 4d8 necrotic damage on a failed save, half as much on a success. Activating this array uses 3 oz. of fluid from the lantern's reservoir.

Telekinetic Lens[edit]

You shine the lantern's light upon one object or creature within 90 feet. If the target is a creature, it must succeed on a DC 16 Strength saving throw or become restrained until the start of your next turn. While restrained in this way, you can move the creature up to 30 feet in any direction by shifting the light of the lantern. If the target is an object weighing 300 pounds or less that isn't being worn or carried, you can move it up to 30 feet in any direction. Activating this array uses 2 oz. of fluid from the lantern's reservoir.

Levitation Lens[edit]

A thin white blue ray shoots out of the lens towards a creature you can see within 90 feet. The targeted target must make a DC 15 Dexterity saving throw on a fail,the target floats 5 ft above ground and cannot use any actions and can reroll the save each time it reaches its turn, the target must be 300 pounds or lower to levitate it. Activating this array uses 2 oz. of fluid from the lantern's reservoir.

Sleep Lens[edit]

A thin dark blue and black ray shoots out of the lens towards a creature you can see within 90 feet. The targeted creature must succeed a DC 15 Wisdom saving throw, or fall asleep and remain unconscious for 30 seconds. An affected creature awakes if it takes damage or is awaken by someone using an action to wake it. Constructs and undead are unaffected by the ray. Activating this uses 3 oz. of fluid from the lantern's reservoir.

Petrification Lens[edit]

An indigo ray shoots from the lens towards a creature you can see within 90 feet. The target must make a DC 15 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. Activating this array uses 4 oz. of fluid from the lantern's reservoir.

Disintegration Lens[edit]

A thin green ray shoots from the lens towards one object or creature you can see within 90 feet. If the target is a creature, it must succeed on a DC 15 Dexterity saving throw or take 10d8 force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust. If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, a 10-foot cube section of it is disintegrated. Activating this array uses 4 oz. of fluid from the lantern's reservoir.

If this lens is activated again within one round of its previous use, it has a 33% chance to shatter and be rendered unusable.

Death Lens[edit]

A thin black ray shoots from the lens towards a creature you can see within 90 feet. The target must succeed on a DC 15 Dexterity saving throw or take 10d10 necrotic damage. If this damage reduces the creature to 0 hit points, it is killed instantly. Activating this array uses 4 oz. of fluid from the lantern's reservoir.

If this lens is activated again within one minute of its previous use, it has a 33% chance to shatter and be rendered unusable.

5.00
(one vote)

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