Crystal of Rage (5e Equipment)

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Wondrous Item (Arcane Focus), artifact (requires attunement by a Barbarian.)

History: This necklace was made by a legendary fighter who had slain many challenges and evil creatures to prove his might. One day he was challenged by a devil to a game of strength he accepted they were to move a large rock to a top of a mountain then ring a bell. When the challenge began the fighter was falling behind however due to the teasing of the devil he let his rage come forward and push his body well beyond normal limits and won the challenge. The devil being easy to anger called the fighter a cheater and wanted him to proclaim him the winner, the fighter became enraged and demanded he gave him a prize, in the devil's anger he cast a spell that caused a massive explosion. The fighter full of rage and hate called out in one final breath ¨For any who shall bear my anger will become a beast that will be the bane of man and devil!¨, after, all that was found was a green crystal.(as a warning this item is based on the Hulk so the story is just one way to add it to your world.)

Rage Beyond Rage: You can enter a unique rage as an action when you do so you gain the following benefits:

  • For the duration of your rage, your creature type is Monstrosity.
  • Your Intelligence, Wisdom, and Charisma scores are reduced for the duration of the rage by -3.
  • Your Strength, Dexterity, and Constitution scores are increased for the duration of the rage by +2.
  • You gain a +10 to your movement speed and a +30 to your jump height.
  • You are immune to being charmed, frightened, and Petrified.
  • Your skin turns green and you grow to be large category.
  • You count as one size larger than large when determining your Carrying Capacity and the weight you can push, drag, or lift.
  • You gain 1d4 hit points every round of combat while you are conscious.
  • Your rage lasts for 3 hours only dropping early if you are nocked unconscious.

After this rage you must make a DC19 Constitution save, if you fail you gain two levels of exhaustion. after you use this rage you cannot enter the rage again until you take a long rest.

Eternal rage: The rage claims you as his champion and as such he keeps you from death. Whenever you would die to a hit or a failed death save and you haven't entered your unique rage yet, You instead of dying go into your unique rage. If this is how you enter your rage you gain a few more traits, while under the effects of this rage you cannot discern friend from foe and must attack anyone near you, You gain 2d10+5 Hit points, Your Intelligence, Wisdom, and Charisma scores are reduced for the duration of this rage to 2, And lastly after you exit this rage you must make a DC23 Constitution save, if you fail you gain three levels of exhaustion. after you enter this rage you cannot enter the rage again until four days have passed.

Rage's Champion: Sometimes the Fighter within the crystal asks you to do things for him, in return he would give you powerful abilities and traits here are a few examples. (Quick note: for any GM adding this to your game, this section is totally optional and as such feel free to change, add and/or keep whatever you feel like is fair.)

  • Greater Mind: Your Intelligence, Wisdom, and Charisma scores are instead reduced for the duration of the rage by -1. (This replaces the normal -3.)
  • Never Ending Rage: You now gain back your rage whenever you take a short rest.
  • Controlled Rage: You may now enter this rage as a bonus action and exit it as an action.
  • Greater Mass: you count as two sizes larger than large when determining your Carrying Capacity and the weight you can push, drag, or lift.

(This replaces the normal one size larger.)

  • True Healing Factor: You gain 1d6+3 hit points every round of combat while you are conscious. (This replaces the normal 1d4 healing.)

(Please note: that to gain any of these powerful extra traits it takes a task of equal trial and danger so try to make them work for these.)

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