Tergrid's Lantern (5e Equipment)

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Wondrous item, Legendary (Requires Attunement)

When Tergrid was a child, her shadow tried to kill her. Only her lantern keeps it at bay. Fear is her one true companion.

The lantern is a hooded lantern with magical properties.

One with Fear. While this lantern is on your person, you are immune to being frightened. Additionally, as an action while holding the lantern while lit, you may cause the lantern's flame to flare, and each creature that can see it must succeed on a DC 17 Wisdom saving throw or become frightened indefinitely. A creature can repeat the saving throw at the end of each of its turn, ending the effect on a success. A creature that succeeds on a saving throw is immune to being frightened by the lamp for the next hour.

Time of Sacrifice. The lantern has 8 charges. As an action, you can expend a charge to target a creature you can see within 120 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target must choose one of four effects to suffer:

  • If concentrating, the target loses concentration.
  • The target takes 6d10 psychic damage.
  • The target loses one resource, such as Bardic Inspiration, Second Wind, or a spell slot.
  • The target must choose a type of action (such as attack or disengage) or an ability (such as breath weapon or magic missile). The target can't use the chosen type of action or ability again until it takes a short or long rest.

The lantern regains a charge at the end of every hour, whenever you kill a creature, or when you sacrifice a spell slot of 4th-level or higher to power it.

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Tergrid's Lantern

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