Extradimensional Vessel (5e Equipment)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing size, classification, hit points, and AC. Physical description is rather thin. Regaining 1 charge (flat; maybe 1d4-1) is unusual, and missing a time of day (dawn, noon, dusk, etc.) Weaponry does not have a time limit. If it's permanent, this should be explicit as most other actions are not.


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vehicle, (requires attunement)


Creature Capacity: 4 Medium creatures
Cargo Capacity:
Travel Pace: fly 120 ft., swim 120 ft.
Cost: legendary
Weight:


Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious



Actions

The vessel has 5 charges. A creature operating the vessel can expend a charge to activate any of the following actions. The vessel regains one charge every day.

Movement. The vessel becomes controllable. The vessel remains controllable for 1 day.

Extraplanar Teleportation. After 1d20 seconds, the vessel and its inhabitants are teleported to a location anywhere in any plane of existence. Roll a d4. The vessel will be that far away from the location, in miles.

Space Manipulation. The vessel and its inhabitants become a different size. The size can be any size from Fine to Gargantuan. The creatures and the vessel will automatically return to normal size after 12 hours, or can be ended from the vessel by the operator.

Magic Amplification. The vessel causes a magic effect to be amplified by the vessels power. One spell cast by a creature inside the vessel have tripled range, and doubled effects.

Spellcasting. The vessel casts a spell without material components that is lower than 9th level. It can be amplified by the effect above.

Weaponry. The vessel gains one of the following attacks.

Cannons. +4 to hit, 4 targets (30 foot range). Hit: 8d10 bludgeoning damage.
Minimizer. +5 to hit, one target (30 foot range). Hit: the target is shrunken 3 size levels, including gear.
Razors. +7 to hit, two targets (10 foot range). Hit: 5d20 slashing damage.
Hyperlaser. 10 by 100 rectangle, targets must make DC 15 Dexterity saving throw or take 4d20 + 10 Radiant damage.

==

Armor Class
Hit Points


This item is a huge silver container. Once studied for some time (attuning), creatures will notice magic controls on a wall.

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