[Monster Hunting - Magnetite Dragon] Shard Crown - Very Rare (Patreon)
Content
From the horn and eyes of a magnetite dragon is crafted this crown of magnetite. The creature’s commanding presence and power over the blood of others allows the wearer of this object to bend its foes to its will.
Critical hits against you made with ferrous weapons or ammunition become normal hits while you wear this crown. In addition, while wearing this crown in extreme cold, you can cast the levitate spell on yourself at will and you know the magnetobolt cantrip (+8 to hit or your spellcasting attack modifier, whichever is higher).
While you wear this crown in extreme cold, you can cast the fly spell on yourself at will
The crown has 5 charges and regains 1d4 + 1 expended charges daily at dawn.
Bloodbend. As an action, you can expend 1 charge as you gesture to a creature you can see without 30 feet of you and speak a simple command (GM’s discretion). The target must succeed on a DC 16 Wisdom saving throw or instantly use its reaction to follow the command. If the creature has no reaction remaining or can’t take reactions, it must follow the command at the start of its next turn instead. The property has no effect on a target that doesn’t have blood. Commands include:
- Throw. The creature throws an object it is holding in a direction you choose with all its might.
- Sit. The creature sits, falling prone and not moving until the end of its next turn
- Attack. The creature makes one attack against a creature of your choice within its range.
Magnetovision. As a bonus action, you can expend 1 charge allowing you to sense the locations of all ferrous metals within 60 feet of you for the next minute. This vision is blocked by a thin sheet of lead.
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GM Tip – Which Commands are OK?
The command given by the wielder of the shard crown should disadvantage the creature and its allies in some way. If a creature’s reaction has been used, the command shouldn’t use a creature’s entire action; an attack would be taken as part of a multiattack action (allowing the rest of the attacks to be used as the creature desires), sitting uses movement, and throwing an item counts as an object interaction.
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Magnetobolt
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
Mechanism: Damage & Utility; Ranged spell attack & Str save
Classes: Artificer, Warlock, Wizard
A near-invisible pulse of arcanomagnetic energy shoots toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d6 force damage and must succeed on a Strength saving throw or be knocked prone. A creature made of ferrous metal or wearing ferrous armour has disadvantage on this saving throw.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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