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Cube of Ghost Trapping in Dungeons & Dragons 5e

Homebrew

Cube of Ghost Trapping

Wondrous Item

Uncommon

As a bonus action, you can activate this 6-sided cube and slide it across the ground to a spot of your choice up to 15 feet away. Once deployed, the upward facing side of the cube opens at the end of your turn. Every creature with the incorporeal movement trait in the same 5 foot space as the cube must make a Dexterity saving throw (DC 5 x the number of spells currently restraining them). On a failed save, a creature is pulled into the cube, suffering the Minimus Containment effect of the imprisonment spell, and the trap closes automatically. On a successful save, the creature is unaffected and breaks free of any spells restraining it.   The cube can contain up to six creatures. One side of its surface glows for each creature contained within the cube. If a capture attempt is made while the cube is full, one of the creatures contained within it escapes at random. If the cube is destroyed, all creatures contained within it escape. Presently, the cube contains the Specters of two adventurers and the Wraith of Captain Xavier.

After modifications made by Sunny, this cube now acts as a spellcasting focus with undead creatures trapped within acting as a fuel source for necromancy. A creature casting a necromancy spell through this focus can destroy one or more creatures trapped in the cube instead of using a spell slot as part of the casting. The total CR of the sacrified creature(s) must be equal to or less than the spell's level. A destroyed creature cannot be used to cast more than one spell. The spell ignores any material component with cost normally needed to cast the spell, up to a value of 100 gp per spell level.

Spell Uses

  1. Leh'ct Arlathil used the energy from three Specters to revivify K in the Ruins of Gyan'dis.



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