Wondrous item, very rare (requires attunement)
The kitsunebi lantern is a small, sash-adorned lantern that glows with a magic, blue flame inside of it that casts no light and cannot be extinguished or controlled unless the lantern is destroyed. The lantern cannot be targeted by divination magic or be perceived through magical scrying sensors.
- The lantern has 6 charges and regains 1d3 charges after being exposed to moonlight for 8 hours.
- While holding this lantern, you can expend 1 charge to cast silent image, or 3 charges to cast hypnotic pattern (the pattern’s visual effect is a projection of spectral blue flames). Both spells have a spell save DC of 15.
- The lantern can also be used to mislead onlookers. For 5 charges, you can use your action to force a non-hostile creature more than 30 feet away that can see the flame to make a DC 15 Wisdom saving throw. On a failed save, the creature must spend its movement approaching the lantern until it reaches the lantern. When the creature has done so, it can’t willingly move away from the target.
- A creature can repeat the save at the end of each of its turns, ending the effect on a success. If the creature under the influence of this effect is damaged or otherwise harmed, the effect also ends.
- If the creature fails two consecutive saving throws, the creature becomes drowsy, suffering disadvantage on attack rolls and ability checks for the next 10 minutes. This effect can be cured with a lesser restoration spell or similar magic.
- If the creature fails three consecutive saving throws, it falls unconscious and is teleported in a puff of mist to a random location no more than 5 miles away that is within a forest. If there is no forest within 5 miles, the destination is randomly determined by the DM. In any case, the creature appears at its destination 8 hours later with no recollection of events after its initial sighting of the lantern.
In addition to the previously mentioned benefits, while attuned to the lantern, you gain darkvision out to a range of 30 feet. Also, when you are forced to make a saving throw against illusion magic or being charmed, you can roll a d4 and add it to the result.
Legendary Lanterns
The kitsunebi lantern is linked to the magic of an ancient trickster deity and its vulpine servants. If a creature attuned to the lantern visits the hidden shrine of the Ninth Tail and lights a stick of incense from its grand brazier, then touching that flame to the lantern’s flame, the lantern’s flame will burn more brightly and will gain the following attributes:
- It has a maximum of 9 charges instead of 6.
- The save DC for all of the lantern’s effects increases to 17.
- The attuned creature can cast hallucinatory terrain for 4 charges.
- Instead of adding a d4 to saving throws against illusion magic and being charmed, the creature has advantage on those saving throws.
- You gain the ability to speak with foxes as if constantly under the effects of a speak with animals spell.
These changes modify the lantern’s rarity to legendary.
The ability to enhance the lantern is not immediately apparent to a creature simply by attuning to it. Instead, the creature must come upon this knowledge by learning of local legends or by casting the legend lore spell or similar divination magic.
Handy image with these rules for download: https://imgur.com/a/lubMK25
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