Plastic Valve (5e Equipment)
Wondrous Item (Attachment), legendary (requires attunement) "A short, stubby, clear plastic tube with a plug attached to one end and a flat round base. As you look at the object and think on how to use it, you slowly realize what it is you're holding. You've heard stories about enchanted pool toy nozzles and what happens to those that use them... Anything you stick this onto becomes an inflatable rubber toy."
Attaching the ValveTo attune the plastic valve, stick it onto the object or creature you wish to transform and push the plug down into it's base until it "pops". The valve will then become permanently attached to the body of the object or creature and impossible to remove, along with any worn equipment or items in the creatures hands fusing with them. If the plastic valve is attached to an unwilling creature, they may make a DC 14 Wisdom saving throw to resist the valve's magic. On a success, the plastic valve harmlessly pops off their body. Creatures immune to being charmed cannot be forced to equip the valve and must stick it onto themselves willingly. Objects instantly begin to transform when the valve is attached. Sentient Objects may make a DC 14 Wisdom saving throw to resist the binding effect, similar to an unwilling creature, but are otherwise unable to resist being transformed. Once a creature has a plastic valve attached to them, they will feel themselves begin to transform right away and must make a DC 10 Constitution saving throw. On a failure, their transformation will progress one stage with part of their body physically turning into air-filled rubber. On a success the creature will not begin to transform physically, but will still feel the magic of the plastic valve coursing through their body.
Transformation ProcessNormal Transformation Method: The creature will begins to transform from the inside-out starting where the valve is attached; turning it and any equipment it has on into air-filled rubber until none of its original form remains. Every time the creature gains a level of exhaustion, preforms an action that requires concentration, becomes "excited" or has had an hour pass since making their last saving throw to resist the curse, they must make a DC 10 + N Constitution saving throw, where N is the number of times the creature has had to make the save since cursed. If the creature fails the check, the curse progresses one stage. If the creature falls asleep or unconscious, they will be unable to resist the effect and progress one stage per round. After the curse has progressed 10 times, the creature is completely transformed. Fast Transformation Method: If the plastic valve is popped open, the creature will rapidly transform at a rate of one stage per round until the valve is closed or is completely transformed and begins to deflate. If the creature happens to perish while under the effects of the curse, the plastic valve absorbs the creature's soul and rapidly transforms their body as they completely deflate. Transforming Objects:' Objects are transformed must faster than creatures, taking 1 round per size class to transform; starting from tiny. If the valve is opened, the object is transformed instantly and deflates. Objects that have been merged with a creature's body transform at the same rate as the creature.
Complete TransformationOnce a creature is fully transformed, the plastic valve completely absorbs it's soul; turning them into an inflatable. The new inflatable will have the consciousness, personality, memories, and traits of the creature it was before. Depending on the DM's preference (or Player's if the transformed creature was their character), the newly created inflatable may be made of vinyl, PVC, latex, or some other kind of rubberized material and may have almost the exact same appearance it had before; only being hollow and made of rubber, or appear drastically different from how it once was. Assuming the creature did not perish, the new inflatable must make a DC 10 Wisdom saving throw to resist having its mind be absorbed as well. If it passes, the creature becomes a living inflatable, retaining it's ability to move and speak when inflated. If it fails, the creature loses either its ability to move or speak and must make another saving throw. If it fails both saving throws or is unable to make them, the creature becomes a sentient object and loses its ability to move and speak; effectively becoming an inflatable rubber toy. If the creature had multiple valves attached to them, it becomes a multi-chamber balloon; allowing different parts of its body to be inflated and deflated separately.
Post TransformationBecause the plastic valve is primarily designed to work on creatures, turning a player character into an inflatable is completely possible. Since the plastic valve does not make any changes to a character's class or skills. The character however, for intent and purposes, would be just a balloon and its new state of being may heavily affect it's playstyle, assuming they weren't completely turned into a toy.
Inflatable TraitsAny inflatable, regardless of what it was before, will have the following features...
Living Inflatable Traits[edit]Any inflatable that has a soul gains the following traits in addition to those listed above, however sentient objects won't benefit or suffer from these traits outside of roleplay.
Lifting the Curse[edit]Once a creature has been fully transformed, the effects are irreversible and only the power of a wish spell are able to turn them back to normal. If the creature has not yet fully transformed, they can easily be cured with a remove curse spell or other similar magic. Objects can be restored with a remove curse spell or other similar magic unless it is a sentient item, in which case it must be cured in the same way as a creature. Once an object or creature has been cured, the plastic valve harmlessly pops off it's body. That said, the plastic valve is still cursed and can easily be re-attached if careless. In order to remove the curse's magic from the plastic valve itself, one must use the power of a wish spell to turn it into a mundane piece of plastic. If a creature is foolish or careless enough to allow themselves to be transformed a second time, it is up to the DM whether or not they can be cured again.
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