Orrery of the Wanderer

by Chia_Pet7

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Orrery of the Wanderer

Wondorous item, artifact (Requires attunement)

This delicate and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent.

The Orrery of the Wanderer was created by a renowned clockwork mage known only as Lottie. She crafted the relic as a means of tapping into the power of the planes, and to channel the divination and foretelling powers of the stars. But Lottie soon realized that her creation was far more powerful than she had intended. As it tapped into planar magic, the orrery began to manifest the darkness and malevolence inherent to some of the planes. Eventually, it would impress upon its owner a desire to open portals into the most cursed and dangerous worlds, including the Far Realm.

To prevent the orrery from ever being so used, Lottie scattered the components that powered it, secreting them across the world. But the orrery's instinct for survival is strong, and its components have a way of inexorably coming together over decades or centuries, found by treasure hunters, stolen by monsters, found and stolen again—and moving closer to each other all the time.


Random Properties. The orrery has the following randomly determined properties:


2 minor beneficial properties

Immune to Disease

Cast the cantrip Guidance


1 major beneficial property

Cast 7th level spell "Regenerate" 1/day


1 major detrimental properties

Vulnerability to all damage


The random properties of the orrery might function only when all its components are installed, or might function sporadically if any components are missing.

The Sum of Its Parts.

Each of the six components that powers the Orrery of the Wandereris a powerful magic relic in its own right:

The chronolometer

The dimensional loop

The far gear

The rotor of return

The timepiece of travel

The wheel of stars


Creatures can attune to the orrery's components individually. If attuned to an individual component, a creature must hold the component to make use of its features. A creature can also attune to the orrery and all the components installed in it. Attuning to an installed component doesn't count against the number of magic items you can normally attune to.

While a component is not installed in the orrery, its magic might function sporadically or with unpredictable side effects, as determined by the DM.


Future Echoes.

With or without its components, the orrery lets you catch momentary glimpses of the future that warn you of danger. As long as the orrery is within 30 feet of you, you gain a +1 bonus to AC.


Into the Void.

With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms.


Master of Travel.

While all six components of the Orrery of the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other plane (3 charges), demiplane (6 charges), gate (7 charges), plane shift (5 charges), or teleportation circle (3 charges). The orrery regains 1d4 + 4 expended charges daily at dawn.

Chronolometer

While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you choose one language you don't know. You subsequently know that language while attuned to the device.


Time Bandit.

At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and doubling your speed until the end of the turn. On a 4–6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can reroll the check and take either result. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.


Fate Swap.

As a reaction when a creature you can see within 30 feet of you takes damage, that creature gains an additional action if it is the creature's turn, or can take an action immediately even though it isn't the creature's turn. Once you use this feature of thechronolometer, it cannot be used again until the next dawn.


Part of a Whole.

While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.

Dimensional Loop

While attuned to this device, you have a +1 bonus to Strength saving throws, and you have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 30 feet.


Dimensional Cloak.

As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on Dexterity (Stealth) checks made to hide, and imposing disadvantage on attack rolls against you. Once you use this feature of thedimensional loop, it cannot be used again until the next dawn.


Fold Space.

Choose a space you can see within 60 feet of you (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space without provoking opportunity attacks, or to interact with objects or creatures in that space as though they were next to you (including allowing you to make melee attacks into that space). Once you use this feature of the dimensional loop, it cannot be used again until the next dawn.


Part of a Whole.

While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.

Far Gear

While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks.


Aberrant Ally.

You can conjure an aberrant creature from the chaos of the multiverse to serve you. This functions as the conjure celestial spell (no concentration required), except the creature you summon is an aberration of challenge rating 4 or lower. Once you use this feature of the far gear, it cannot be used again until the next dawn.


Unnatural Bane.

You can cast the bane spell (save DC 15), which affects any number of creatures within range for 1 minute. Once you use this feature of the far gear, it cannot be used again until the next dawn.


Part of a Whole.

While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.

Rotor of Return

While attuned to this device, you have a +1 bonus to Constitution saving throws. You periodically receive flashbacks of old memories, and you can unerringly recall any event that took place within the previous 30 days.


Borrow Object.

You name a mundane item with a value of 50 gp or less and it appears in your hand or at your feet. This can be any item that appears in chapter 5, "Equipment," of the Player's Handbook, or any similar item selected with the DM's permission. The summoned item is transported to you from somewhere else in the world, but it is generic in nature, so that you might call for a longsword but you cannot borrow a specific creature's longsword. The item vanishes 10 minutes after it appears. Once you use this feature of the rotor of return, it cannot be used again until the next dawn.


Recall Code.

As an action, you can set your current location as a point of return locked to the rotor. Anytime thereafter, you can use a bonus action to teleport to the rotor's point of return as long as you are within 500 feet of that point. Once you use the rotor of return to teleport, this feature cannot be used again until the next dawn.


Part of a Whole.

While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.

Timepiece of Travel

While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the longstrider spell on yourself at will.


Turn-by-Turn Directions.

You can name any location within 10 miles of your current location that is known to at least one creature also within 10 miles of that location (including you). Once you name the location, a disembodied voice heard only by you provides directions to the location by the safest, most direct route. The voice knows to avoid natural hazards, so that it does not send you through trackless wilderness or into a lake. But it has no knowledge of or ability to help you avoid monsters, enemies, traps, locked doors, and the like.

The timepiece is of no use for reaching locations that are wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.


Get Away From It All.

As an action, you can cast the teleport spell. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.


Part of a Whole.

While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.

Wheel of Stars

While attuned to this device, you have a +1 bonus to Wisdom saving throws, and you can use an action to cast the dancing lights, guidance, or message cantrips.


Portent of the Stars.

As a reaction when a creature you can see within 60 feet of you makes an attack roll, saving throw, or ability check, you make that creature roll a d10 and add or subtract the number rolled (your choice) from the roll. Once you use this feature of the wheel of stars, it cannot be used again until the next dawn.


Alter Gravity.

As an action, you can cast fly on yourself or you can cast levitate (save DC 15). Once you use this feature of the wheel of stars, it cannot be used again until the next dawn.


Part of a Whole.

While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.

 

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