Modus, D&D 5E Item

## Modus

A Modus is an item that is installed into a machine equipped with a Modus Slot. They provide many different types of capabilities but are powered by a specific bug that are kept inside the Modus. Some may operate by simply having the bug live inside while others operate by sacrificing the life of the bug inside.

Modus cost 10,000 cp. The Modus Bugs that power them each have their own price based on their rarity. It is possible, but very unlikely, to find Modus Bugs in the wild.

A modus has enough space for one type of Modus Bug to live inside, maintaining its health and granting extended longevity; as long as the Modus Bug remains inside the Modus, it is protected from aging. A Modus will not operate if it has more than one type of Modus Bug inside.

### Details

Modus are terrarium-like items that can be equipped into a Modus Slot on a Walker and are powered by the bug that lives inside. The type of bug living within a modus determines what ability it grants. A Modus Bug dies if the Modus is destroyed or if the modus kills them in its operation.

Equipping or removing a Modus takes an Action. (It would take two turns to remove one and insert a new Modus.)

Each Modus Bug type has a number of charges, which recover after a period of time stated in its effect description.

### List of Modus Bugs and their effects (Work in progress)

* name idea: Birchwood Beetle

### Other Items that use a Modus Slot

While Modus Bug-powered Modus are the standard items that are used for a Modus Slot, there are a other rare Modus items.

* Gravity Modus: Invert the direction of gravity applied to you. While active, you flip upside down and rise at a speed of 10 ft. at the end of each of your turns. If you are in contact with a ceiling, you can move around as normal treating the ceiling as if it were the ground. While midair, you cannot do any other movement unless you have a Flight speed. When deactivated, you fall normally. If you are held by or holding any creatures and/or objects whose total weight meets or exceeds your weight, this effect is suppressed until that total is lower than your weight.

Tentacled Thrall

* Tentacled Thrall (Creature, very rare Familiar modus): Gain a 30 foot Monstrosity Tentacle Creature that has 30 HP with Strength 18 (+4), Dexterity 18 (+4), Constitution 16 (+3), Intelligence 10 (+0), Wisdom 10 (+0), Charisma 14 (+2) and a Proficiency Bonus of +3. It has the following actions:
	+ Strike: Use your Action to command the tentacle to make a Melee weapon attack, +7 to hit. 30 ft. reach, 2d10 + 4 slashing damage
	+ Pierce: Use your Action to command the tentacle to make a Melee weapon attack, +7 to hit. 30 ft. reach, 2d10 + 4 piercing damage
	+ Flail: Use your Action to command the tentacle to make an area attack. Each creature within 10 ft. of you must succeed a DC 15 Dexterity or Strength Saving Throw or take 2d6 + 4 Bludgeoning damage and, if the creature is Medium or smaller, they are knocked Prone.
	+ Grapple (vs creature): When the Tentacle hits with a Strike or Pierce attack, you can have it Grapple the target instead of dealing damage.
	+ Grapple (vs object): As a Bonus Action, choose a point you can see within 30 ft. The tentacle rolls a DC 10 Athletics (Strength) check to reach out, grab, and pull you to that point.
* Withered Tentacled Thrall (Creature, rare Familiar modus): Gain a 10 foot Monstrosity Tentacle creature that has 20 HP with Strength 12 (+2), Dexterity 14 (+2), Constitution 14 (+2), Intelligence 8 (-1), Wisdom 10 (+0), Charisma 12 (+1) and a proficiency bonus of +2. It has the following actions:
	+ Strike: Use your Action to command the tentacle to make a Melee weapon attack, +4 to hit. 10 ft. reach, 1d10 + 2 slashing damage
	+ Pierce: Use your Action to command the tentacle to make a Melee weapon attack, +4 to hit. 10 ft. reach, 1d10 + 2 piercing damage
	+ Flail: Use your Action to command the tentacle to make an area attack. Each creature within 5 ft. of you must succeed a DC 12 Dexterity or Strength Saving Throw or take 1d6 + 2 Bludgeoning damage and, if the creature is Medium or smaller, they are knocked Prone.
	+ Grapple (vs creature): When the Tentacle hits with a Strike or Pierce attack, you can have it Grapple the target instead of dealing damage.
	+ Grapple (vs object): As a Bonus Action, choose a point you can see within 10 ft. The tentacle rolls a DC 10 Athletics (Strength) check to reach out, grab, and pull you to that point.