Dishonorable Jeff (D&D 11)

== Loot Table ==
Roll	Action Dice
Requirement 	Item 	Stats
N/A 	Defeat: All variant forms of Jeff REWARD	 	(Perfect) - Helmet
+4 Intelligence
+4 Mysticism
+3 Arcana
+50 HP
-15% Resistance to Magical, Chaos, Ebbeonic, and Abbeonic Abilities
-15% Resistance to Physical Attacks
10LBS
Description: The Golden Skull Helmet is a grotesque and powerful helmet, crafted from the bones and gold of a thousand fallen warriors. It takes the form of a massive, ornate skull with glowing eyes that seem to follow your every move.
Passive Ability 1: Safety - When equipped, The Golden Skull Helmet grants the user unparalleled power at the cost of their own sanity and morality, though the user feels oddly safe within the confines of the mask.. The helmet's four unique abilities offer a wide range of destructive and chaotic effects. The helmet binds to the user's very bones and cannot be taken off, ever.
Passive Ability 2: Cosmic Attunement - You gain access to the Cosmic stat. This stat is 1/3rd of your base intelligence stat + This stat is 1/3rd of your base mysticism stat + This stat is 1/3rd of your base arcana stat.
# Special Ability - Insanity Fuel: The user taps into the darkest depths of their own psyche, gaining access to unparalleled power. For the next 3 turns, the user gains +20 to all stats and can cast any spell or use any ability they desire without any cost. However, the user's mind will be permanently shattered, leaving them completely insane and unable to communicate or interact with the world in any meaningful way. After, the helmet releases its grasp on the user and leaves them to rot as a husk and a cautionary tale OR the altered version takes over. META: This is up to player choice whether or not they will play an altered version of themselves upon use.
# Battle Skill - Cosmic Collapse (80 MP): The user summons a powerful burst of cosmic energy that warps space and time, dealing 20d20 + (Cosmic Stat) damage to all enemies within a 100-foot radius. The user takes 20d10 damage and is transported to a random plane of existence, where their consciousness will remain for 1d4 months. META: During this time, you will have to play as an altered version of your character; Your character's cursed and debuffs to not apply to this altered version - consequently, neither to the buffs and blessings.
# Battle Skill - Grasp of the Void (80 MP): The user summons a portal to the void, unleashing a barrage of otherworldly tentacles covered in teeth and eyes that reach out and ensnare all enemies within a 60-foot radius. The enemies are restrained and take 5d12 + (Cosmic Stat) damage each turn for the next 3 turns and lose 1d4+1 action economy (Max 3). The user takes 5d10 damage and their consciousness is transported to a random plane of existence for 25 real world minutes (META RULES APPLY).
N/A 	Defeat: Jeff the Golden REWARD 	 	(Legendary) - Helmet
+2 Speech
+2 Mysticism
+2 Fortitude
-15% Resistance against Ebbeonic Attacks
Passive Ability: Empathy - Once per day, you can use the crown to deeply understand and empathize with the emotions and intentions of one individual you are conversing with, gaining advantage on all persuasion and insight checks with them for the next hour.
5 LBS
Note: These items reflect the alternate universe version of Dishonorable Jeff as a just and beloved emperor, who values the well-being and happiness of his people above all else.
N/A 	Defeat: Jeff of Malice REWARD 	 	(Legendary) - Ranged Weapon OR Accessory
Modifiers as Accessory:
+6 Intelligence
+4 Mysticism
-15% Resistance to Magical and Chaos Abilities
+15% Resistance to Physical Attacks
+3% Corruption of the Lie per game worn
5LBS
Ranged Weapon Stats:
The Great Sigil fires a beam of destructive energy that deals 24d10+Mysticism Bonus*2 + Intelligence Bonus*2 damage to a single target within 100 feet. On a successful hit, the target must make a DC 30 Dexterity saving throw or be knocked prone and lose one action economy.
Weight: 5 lbs.
Note: These items are incredibly powerful, and using them can have dire consequences. An evil version of Dishonorable Jeff would stop at nothing to maintain their hold on power, and would not hesitate to use these items to crush any who oppose them. Use them with caution, and be prepared to face the consequences of wielding such immense power.
1 	Defeat: Sea Lord Jeff REWARD 	 	(Legendary) - 60d8 + Mysticism + Fortitude + Strength + 1% of Creature's Weight
Ammo Use: 70 MP OR Giant Cannon Ball
Can fire a shot that explodes on impact, dealing an additional 30d6 damage to all enemies in a 10-foot radius (does not stack with original target)
Grants the wielder resistance to fire damage
Can be loaded with special ammunition that can pierce even the toughest armor
4180 LBS
Special Attribute: Can be mounted on a Very Large Creature
Note: The Warship's Cannon is a fearsome weapon that Captain Jeff acquired after successfully raiding an enemy warship. The cannon was modified by a legendary engineer named Arbane to infuse it with magic and make it even deadlier.
1-5 	N/A 	1d12 - 5500 Aelic; 1d6 Mana Shards	N/A
6 	1d30 / 3d10 	 	Accessory
+3 to Mysticism
Can cast the Dominate Person spell once per day without using a MP, only works on NPCs under LVL 15 OR PCs if rolling a CRITICAL ROLL to use this item on them.
Whenever you successfully dominate an enemy, you gain temporary hit points equal to 1/4th maximum hit points.
4 LBS
Note: As with the previous items, use these items wisely, as they may further cement Dishonorable Jeff's reputation as a scoundrel and bring further consequences as his reputation will bleed onto you.
7 	1d30 / 3d10 	 	Accessory
+2 Mysticism
+2 to Dexterity
Can cast the Invisibility spell once per day without using MP or a skill check
Whenever you successfully sneak attack an enemy, you gain advantage on your next Deception or Persuasion check against them.
5LBS
8 	1d12 	 	Resurrects one party member who has died within 1 day.
9 	1d30 / 3d10 	 	Relic
If your character dies while this item is in your inventory, you may become one of the two doubles produced by the unavoidable effect
UNAVOIDABLE EFFECT:
If you roll this item, two separate multiversal copies of yourself will be brought into this reality. Roll 1d6; twice, these will be the copies taken from their realities and brought into yours.
1 - Aggressive - The double is confrontational and prone to violent outbursts, seeking to dominate and control others.
2 - Nurturing - The double is caring and compassionate, seeking to help and support others in need.
3 - Ambitious (Good) - The double becomes is driven and focused on achieving success, willing to take risks and pursue their goals at all costs.
4 - Ambitious (Evil) - The double becomes is driven and focused on achieving success, willing to take risks and pursue their goals at all costs.
5 - Deceptive - The double is manipulative and cunning, seeking to deceive and trick others for personal gain.
6 - Vengeful - The double is resentful and angry, seeking to exact revenge on those who have wronged them.
NOTE: The doubles' actions directly impact your character's reputation in the galaxy.
10 	1d30 / 3d10 	 	Helmet
Armor Value: +5
Modifiers:
+2 to Intelligence
+2 to Mysticism
Can cast the Disguise Self spell at will
5LBS
Whenever you successfully deceive someone, you gain advantage on your next attack against them.