User:ZarHakkar/Case of Vials (5e Equipment)

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Wondrous item, unique

A rectangular wooden case, measuring about 8 inches across, 10 inches high, and 1 inch in depth. The clasped lid swings open to reveal 9 long vials: 3 are filled with green liquid, 3 are filled with red liquid, and 3 are filled with blue liquid. The case is packed with straw to cushion the vials.

As an action, you may open the case and drink a single vial. Each colored liquid inside the vial harbors incredibly potent but temporary effects. They are as follows:

Green (Life)

The green liquid has the power to restore life absolutely. If consumed by a living creature, the following effects occur:

  • The creature's features are refreshed, as if they had just finished a long rest.
  • The creatures hit points and hit dice are completely restored, and any lost body parts are restored.
  • The following conditions are ended on the creature: blinded, deafened, exhaustion, incapacitated, paralyzed, petrified, poisoned, stunned, and unconscious.
  • Any reduction to the creature's ability scores is ended.
  • Any effects reducing the creatures's hit point maximum are ended.

In addition, the creature gains temporary hit points equal to its hit point maximum for one hour. While they possess these temporary hit points, they gain the following benefits:

  • The creature gains immunity to the following conditions: blinded, deafened, exhaustion, incapacitated, paralyzed, petrified, poisoned, stunned, and unconscious.
  • The creature's ability scores are unable to be reduced by any means.
  • The creature's hit point maximum is unable to be reduced by any means.
  • As an action, the creature can touch another living creature and expend some of the temporary hit points granted to them. For each point spent, the recipient creature regains 1d4 hit points.

For one hour after the temporary hit points are lost, the creature can use a bonus action to expend a hit die, regaining lost hit points equal to the hit die's maximum value + the creature's Constitution modifier.

If the liquid is applied to a dead creature, that creature is first restored to life completely, then granted the previous effects listed.

Red (Power)

The red liquid grants unlimited ability power. For the duration of 1 minute, you gain the following benefits:

  • If you can cast spells, you may cast any spell you know as if it were using spell slots one level higher than your highest level spell slot. Additionally, your spells do not require material components.
  • If any spells or features require you to concentrate on them, they no longer require you to maintain concentration on them.
  • At the beginning of each of your turns, any feature you have that requires a short or long rest to regain uses of is refreshed.
  • You are unaffected by any negative effects from the usage of any features or abilities you might have. For example, the exhaustion gained by the berserker barbarian's frenzy or the effects detailed in the last paragraph of the wish spell.

After the 1 minute duration is over, you must make a DC 25 Constitution save. If you fail, you gain 1d6 levels of exhaustion, or only half as much on a success.

Blue (Essence)

The blue liquid holds the distilled essence of a god. For the duration of 10 minutes, you gain the following benefits:

  • All of your ability scores are increased by 10 (+5 to all modifiers), to a maximum of 30 (+10).
  • You gain immunity to bludgeoning, piercing, and slashing damage made from nonmagical attacks, and resistance to all other types of damage.
  • You gain advantage on saving throws made to resist magical effects.
  • You gain three uses of legendary resistance, allowing you to instead succeed a saving throw when you fail. If you are subject to an effect that restores features that regain uses by finishing a long rest, you regain those uses of legendary resistance.
  • You gain three legendary actions, allowing you to take an action at the end of another creature's turn. Each action may only be used to perform one of the following:
  • Make a single attack against a creature within range.
  • Move a distance up to your speed without provoking opportunity attacks.
  • Cast a spell with a casting time of 1 action and which has a level no greater than 2nd.
You regain spent legendary actions at the start of your turn.

After the 10 minute duration is over, you must make a DC 25 Constitution save. If you fail, you gain 1d6 levels of exhaustion, or only half as much on a success.

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