Rarity of Very Rare given.
Rarity of Very Rare given.
The Bag of Devouring now reads as follows:
Wondrous Item, very rare
This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.
The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, that creature must make a DC 17 strength saving throw or be pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag takes 5d10 force damage, with its body being destroyed if this drops it to 0 hp as it is devoured. The creature within will not try to eat creatures larger than Medium as they would tear the bag.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Blowguns are now simple weapons.
Boomerangs are treated as such:
Boomerang
Simple Thrown (Ranged) Weapon
The Boomerang is a thrown (ranged) Weapon, and any creature proficient with the javelin is also proficient with this weapon. On a miss, the boomerang returns to the thrower's hand.
Cost: 1gp
Damage: 1d4 bludgeoning
Weight: 1 lb
Properties: Light, returning, thrown (ranged) 60/120
The shape chosen by the circlet is determined by the first buyer/owner of the item (or the DM rewarding it should they choose). It will then transform any future wearer into that shape.
Rarity of Very Rare given, alongside it being attunement.
Daern's Instant Fortress may only be placed once per dawn.
Docent can now be utilized by all construct races.
Rarity changed to Very Rare
The following applies to creatures bound in manacles. You cannot wield 2 handed weapons, heavy weapons, nor weave somatic components. Additionally, you have disadvantage on any attack rolls that are not unarmed strikes and have advantage on checks to grapple creatures.
The items Finder's Goggles, Keycharm, and Wheel of Wind and Water do not require one to have a Mark to attune to/use them as there are no marks in Embris.
The item Scribe's Pen also does not have the mark restriction, but does reads as follows:
You can use this pen to write on any surface, if you use the pen to write on a creature that isn't a construct, the writing fades after 7 days.
The item Marvelous Pigments can now no longer be used to create any form of Gold, and its creations cannot be sold for gold.
Mithral armor weigh half the weight of the original armor.
Tuning forks can be crafted by someone wiht proficiency with smith's tools. To craft a planar tuning for you need to spend an Upper Class or Religious Contact if it is to make a fork for a plane you have never been to and its costs 500gp and 14 days of downtime.
Crafting Prayer Beads has been codified into a point buy system. The player is allocated 11 points to use and can make up to 6 beads. A breakdown of each spell is as follows (courtesy of Akbar and A-Jayus):
6 points: Wind Walk
6 points: Planar Ally
3 points: Branding Smite
2 points: Greater Restoration
1 point: Cure Wounds/Lesser Restoration
1 Point: Bless
A lot of items from PotA setting require elemental nodes to recharge. All items from this setting that require this now recharge on a short rest instead of needing an elemental node.
Rarity changed to Rare
Staff of Power's spell attack bonus cannot stack with items that give similar effects.
The scroll is now consumable.
Cannot be crafted, can be used or found.
The item Wheel of Wind and Water now reads as follows:
When mounted at the helm of a large ship or airship, this wheel allows the vessel's captain to control the elemental bound inside the vessel.
The Wheel of Wind and Water can be mounted on a vessel, taking up it's movement upgrade. A ship with this item mounted can travel between cities at ⅓ the normal travel time. In combat, a ship with this mounted also gains an additional 15ft of movement.
You may only bring an amount of potions up to your Proficiency Bonus Times 3 on a quest.
The Tattoo Spacing is limited as follows:
Common=1
Uncommon=2
Rare=4
Very Rare=8
Legendary=16
How many points each part of the body can hold:
Arms=4
Legs=4
Chest=8
Back=8
Scalp=2
Space for 26 points overall.'
A character can only use one scroll case at a time. It takes an action to don or doff a scroll case.
Each scroll case can hold 5 scrolls.
You may only bring 10 spell scrolls per quest.
If the spell is of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 10+the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
The spell save DC and bonus to hit are inherent to the scroll and are not modified by any of the caster’s benefits (such as items like a +1 All-Purpose Tool or the caster's stats).