The Lost Keys

Wonderous Items, Very Rare or Legendary (Requires Attunement)

There are six keys, each one tied to an ability score. After attuning to a key, you get a +1 to the associated ability score. In addition to the +1 to an ability score, each key has a different effect when inserted into a door. If there is a keyhole, it changes shape to accept the key; if there is not a keyhole, one of the correct size appears in the door, by the handle. Only one key can be used on a door at a time. If the key opens up to a demiplane, any creatures or items that are in it when the door is closed, that weren't in there when the door was first opened, are shunted into the Astral Plane. Removing any gems in the keys renders the keys permanently mundane.

Each key has 6 charges, and regains 1d3 charges every 7 days from the last use. Upon using the final charge, the key has a 50% chance of either disinterating or retaining its last charge.

Strength (Very Rare): This key appears to be an average steel key with five small rubies inset in the head. Locking a door with this key fortifies the door and gives the door the following qualities for 12 hours, or until the door is unlocked with the key.

Lock Pick DC of 30

AC of 30

Hit Point Increase

Resistance to Piercing and Slashing (both magical and mundane), and Fire damage

Strength Key Door HP = 8 x your Strength modifier

Dexterity (Very Rare): This key is a silver key with an emerald inset in the head. Unlocking a door with this key and then opening the door will open a portal through a door you have seen that is within range of the keyed door, as though you had walked through the destination door normally. The portal will stay open for 10 minutes, or until the door is closed, or the the key is removed. After the key is removed, the portal will remain open for 30 seconds. The portal is only able to be traveled in one direction, from the door with the key in it to the destination door. Travel through the destination door is instantaneous.

Dexterity Key Range in Feet = 8 x your Dexterity modifier

Constitution (Legendary): This is a gold key with a small diamond inset in the head. Unlocking a door with this key opens up a Grand Medicine Cabinet. The contents of the potions within retain potency for 24 hours after the initial opening of the door. Creatures can pass through the opposite side of the door as though passing through an illusion, however if they turn around, they will see the Grand Medicine Cabinet instead of the room or hallway they came from. The Grand Medicine Cabinet contains the following:

1d6 Standard Healing Potions

1d6 Greater Healing Potions

1d4 Superiour Healing Potions

1d3 Antitoxins

Intelligence (Legendary): This is a gold key with an ametheyst inset in the head. Unlocking a door with this key opens up a closet library (about 10' by 10') with a small desk in the center of it. On the desk is a small, lit candle, a 30 minute hourglass, and a plain, leatherbound book. Everything has a thick layer of dust, as though untouched for centuries. If attuned by a spellcaster, the shelves at the back of the room contain some scrolls. The hourglass begins counting down as soon as the door to the room opens. Once the timer is finished, the door automatically closes. Upon opening the book, the words within shift around to become an existing book pertinent to the key bearer's task at hand. The book can give information in a roundabout way, ie, a children's book of fairy tales, an ancient history book with conflicting viewpoints, or a collection of scraps of gossip from the barkeep's diary. If the book leaves the confines of the closet library, the pages turn blank and the book becomes mundane. Creatures can pass through the opposite side of the door as though passing through an illusion, however if they turn around, they will see the closet library instead of the room or hallway they came from.

The scrolls all last for 24 hours after the opening of the door. The scrolls are automatically from the key bearer's spell list, and use the Save DC and Spell Attack Bonus of the key bearer, using their normal spellcasting ability. The scrolls are as follows:

1d4 1st level spells

1d3 2nd level spells

1 3rd level spell

Wisdom (Legendary): This is a gold key with two rubies inset into the head. This key can be inserted into a door or wall. when locking a door with this key, the opposite side of the door blends into the surrounding wall. If there are other doors in the room, they are not disguised, only the door with the key in it is disguised. When inserted into a wall, it opens up a 20'x20' demiplane whose door is disguised. The demiplane and/or disguised door lasts for 12 hours, or until the key is removed from the wall/door. If the key is used on a wall and is still in the door at the end of the 12 hours, it is shunted into the astral plane, as well as anything else in the room at that time.

Wisdom Key Hidden Door DC = 8 + double your Proficiency Bonus + your Wisdom modifier

Charisma (Very Rare): This is a silver key with three saphires inset into the head. Unlocking a door with this key opens up William's Infinite Dressing Room. Within it are six curtained off dressing rooms. In the center of the dressing room there are a collection of clothing racks filled with clothes/disguises based upon all people and creatures the key bearer has seen. In each dressing room there is a mirror and vanity with an extensive set of makeup brushes and pigments, as well as books of refrence photos of all characters and creatures the key bearer has seen. Creatures can pass through the opposite side of the door as though passing through an illusion, however if they turn around, they will see William's Infinite Dressing Room instead of the room or hallway they came from.