Finger Trap (Patreon)
Content
Wondrous item, varies (requires attunement)
A metal bracer ending in a segmented digit over one of the wearer’s fingers. Stars swim throughout its form. This item begins as Rare and through time, accomplishment, and growth, can increase in rarity to Very Rare, then Legendary (according to your GM).
Rare. This item has a number of charges equal to your proficiency modifier and regains all charges after a long rest. As a bonus action while wearing this bracer, you can spend a charge to choose a point on a surface within 60 feet of you and place a Coordinate Point. The Coordinate Point appears as a small, 1-inch-diameter black spot that shimmers with starry light if peered directly into. You are always aware of the direction of any Coordinate Points you place, which disappear after an hour of being placed.
When you trigger a Coordinate Point as part of a property of this item, the Coordinate Point disappears.
Scheme. As part of placing a Coordinate Point or as a bonus action, you can trigger a Coordinate Point within 60 feet of you to teleport to it, appearing in an unoccupied space within 5 feet of the Coordinate Point.
Very Rare. You can now place and teleport to Coordinate Points up to 100 feet from you.
Shroud. You can use an action to trigger a Coordinate Point within 100 feet of you, causing starry darkness to erupt from it. The 15-foot-radius around the point is treated as though under the effects of the Darkness spell for 1 minute, but you can see clearly through the darkness.
Legendary. You can now teleport to Coordinate Points as long as they are on the same plane of existence as you. If this item has no charges when you roll for initiative, it gains 2 charges.
Snag. As an action you can trigger two or more Coordinate Points. A triggered Coordinate Point must be within 60 feet of at least one other Coordinate Point. When you do, a 5-foot-wide line of concentrated astral energy fires between each triggered point within 60 feet of another. Each creature in one or more of the lines between any activated Coordinate Points must make a DC 16 Charisma saving throw (the DC is increased by 2 for each additional line the creature is affected by, to a maximum of 30). On a failed save, the creature takes 4d6 force damage per line and is banished to a harmless demiplane until the end of its next turn. On a successful save, it takes half as much damage and suffers no other effects. A creature that is reduced to 0 hit points by this property is banished and does not return from the demiplane.
Scorpio. The patient. The schemer. Few are as prepared for the ever changing conditions of battle as the Scorpion, lying in wait with a myriad of plans and schemes to thwart their enemies. Those foolish enough to cross your path shall soon learn the error of their ways as every step brings them closer to their demise. Always remember; victory is decided before the battle is even fought.