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KittenMagician
2021-08-31, 11:17 PM
this is just an item i was inspired by Kung Fu Panda for. any thoughts or critiques are greatly appreciated


### Shan Hao's Army
*Wondrous item, Unique*

This incredibly fragile jar is ornately decorated with jade and gold filigree depicting a glorious battle.

"Be warned of a warrior's wrath."

This stoppered jar contains the souls of the 1000 warriors of Shan Hao's army.

You may remove the stopper from the jar and take a sip, consuming some of the souls. Roll 1d8 and refer to the first table below. This jar may be used in this way up to 30 times. The effects gained this way last for 24 hours.

Alternatively, you may consume the remaining souls all at once. Refer to the second table below. These effects are permanent. You roll each of the saves in order up to the applicable value. The negative effects for failing any of the saves can only be fixed by divine intervention. A cleric's Divine Intervention ability can only fix one such negative effect at a time.

If this jar is broken, the creature responsible for it breaking, if there is one, becomes cursed. While cursed this way at the end of each long rest 4d4 spirit berserkers (Monster Manual pg. 344) will appear to fight the cursed creature. If any creature other than the cursed creature helps it fight these berserkers, 1d4 additional berserkers appear for each assisting creature. This curse is only lifted once the cursed creature lands the killing blow on 1000 berserkers. (Throwing the jar and smashing it on another creature is the same as you breaking it, not the creature it broke upon.)


| d8 | Soul | Effect|
|:----:|:------:|:---------:|
| 1 | Warrior of Cunning | You gain advantage on Intelligence skill checks and saving throws |
| 2 | Warrior of Celerity | You gain dvantage on initiative checks and Dexterity saveing throws. |
| 3 | Warrior of Brawn | You deal an additional 3 damage to all melee attacks and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. |
| 4 | Warrior of Prowess | You have advantage on all weapon attacks you make and score a critical hit on a roll of 19 or 20 |
| 5 | Warrior of Courage | You have advantage on Wisdom and Charisma saving throws and are immune to being frightened |
| 6 | Warrior of Bravado | You may cast the *compelled duel* spell at will, DC 17. If a creature fails its save against this spell its speed is reduced by 10 feet. |
| 7 | Warrior of Authority | You have advantage on Charisma (Persuasion and Intimidation) checks. |
| 8 | Warrior of Toughness | You gain 15 temporary hit points. At the start of each of your turns if you have no temporary hit points you gain 15 temporary hit points. |



| Uses remaining | Save | Success| Failure|
|:----:|:------:|:---------:|:------:|
| 1 or more | None | Your hit point maximum increases by the number of uses remaining. | None|

| 6 or more | DC 15 Int Save | You gain proficiency in a number of weapons equal to half the number of uses remaining, rounded down. Or expertise in weapons you are already proficient with equal to 1/4 the number of uses remaining, rounded down | Your inteligence is decreased by 2d4.

| 11 or more | DC 20 Wis Save | Your speed increases by a number of feet equal the number of uses remaining, rounding down to the nearest multiple of 5.| Your speed decreases by a number of feet equal the number of usesremaining, rounding down to the nearest multiple of 5.

| 16 or more | DC 25 Con Save | Your Strength score and your maximum for this score increase by 1/6 of the uses remaining, rounding down. | Your hit point maximum decreases by 3 times the amount of uses remaining (to a minimum of 1).

| 21 or more | DC 25 Wis Save | Your Dexterity score and your maximum for this score increase by 1/6 of the uses remaining, rounding down. | You are paralyzed.

| 26 or more | DC 27 Cha Save | You have advantage on all attacks and saving throws. | 1000 souls now claim ownership of your body. If you die and are resurrected all of these souls also treat your body as their own.





(sorry about formatting)

brian 333
2021-09-01, 09:17 PM
How fragile is the jar? If one carries it into battle and an opponent throws a rock at him, will the jar break, (thus invoking the 1000 warrior rule?)

KittenMagician
2021-09-02, 04:22 PM
How fragile is the jar? If one carries it into battle and an opponent throws a rock at him, will the jar break, (thus invoking the 1000 warrior rule?)

actually had a discussion about this with my brother. i think there would be a chance. its fragile enough that falling about 5 ft would most likely break it. so a rock hitting it dead center would definitely break it. however this means the creature throwing the rock would be the one who is cursed not the person holding the jar.

other examples of who is responsible, at least in my opinion. Person A is holding the jar in these examples

Person B smacks person A's hands knocking the jar out of them. Person B is responsible, therefore cursed
Person A walks into person B hard enough to smash the jar between them. Person A is responsible, therefore cursed
Person A sets the jar down somewhere and it then almost immediately (1 min. or less) falls off and smashes on the ground. person A is responsible
Person A gives the Jar to person B and then smashes the jar with a club. Person A is responsible.


If the jar is sitting on a shelf and a natural earthquake shakes it to the ground and it breaks, no creature is responsible
If the jar is sitting on a shelf and a tree falls knocking it to the ground or breaking it, no creature is responsible
If the jar is sitting on a shelf and a tree falls because some one chopped it down and the tree breaks the jar, the person who chopped the tree down is responsible.
If the jar is sitting on a shelf and an earthquake or shaking caused by magic, the caster of the magic is cursed



these examples are just from my point of view. it would be entirely up to the DM