T.A.R.D.I.S. (5e Equipment)

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vehicle (time machine), (long rest; up to 15 characters; characters do not lose attunement slots)


Creature Capacity:
Cargo Capacity: Infinite
Travel Pace: fly 600 ft.
Cost: legendary
Weight:


Damage Resistances radiant
Damage Immunities Immune to all non-magical damage.
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious



Actions

Any Time Travel. has a cooldown equal to 4d6 - the owners Constitution Modifier

Time Travel. requires a diamond with a value of 50gp times the number of years you wish to travel. (any travel less than 1 year requires diamond dust equal to 25gp)

Teleportation. requires a gold disc equal to 250gp

Hull

Armor Class 20
Hit Points 500 (19d20+8)


Many of the rooms and corridors within the TARDIS are locked or damaged and must be unlocked/repaired to access, once accessed the room remains available to anyone allowed in the TARDIS. TARDIS keys are required for all characters not attuned to the TARDIS. Up to 15 characters may attune to the TARDIS (attunement does not take up a normal character attunement slot). It is capable of time travel into the future or past and can teleport to any location.(all components required for travel of any kind is consumed)

The T.A.R.D.I.S. has the following features:

Doors. Some doors within the TARDIS are psychic in nature, and will require a Constitution DC of 16 or more the first time each character encounters the lock(after the first time the character need only apply focus on the door once within 15 feet).

Invisibility. (15gp per day)

Shield. (25 cp per day)

Matter Relocation. - Relocating items from outside of the TARDIS to a room within so long as the room is unlocked. (5gp per 50 cubic feet relocated)

Minor Telepathic Field. Over time allowing those attuned to understand more languages

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