Collar of Khorne (5e Equipment)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Warhammer 40,000 franchise, and/or include content directly affiliated with and/or owned by Games Workshop. D&D Wiki neither claims nor implies any rights to Warhammer 40,000 copyrights, trademarks, or logos, nor any owned by Games Workshop. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Armor (plate), legendary (requires attunement)

Gifted by the chaos god Khorne to his acolytes this armored collar is a massive slab of iron edged in brass with runes of protection and strength engraves in blood red ink. The collar is bestowed upon a chosen champion who spills worth blood in the name of chaos and provides a row of spikes upon which for the chosen recipient to collect the skulls of his enemies. The collar is more than just a status symbol however and it provides a unique blessing to the user. Khornes hatred for magic users is contained in the protective blessings of this armor. The wearer has advantage on saving throws from magic. While you wear this armor, you have a +2 bonus to your AC. Beyond this the wearer also gains one of 6 specific runes of Khorne to be rolled for using 1d6 or determined by the dm.

Blessings of Khorne include:

1. “No man can kill me, my strength in chaos is unwavering unto death.” If you are reduced to 0 hit points, you may instead drop to 1 hit point. This effect may be used once, and the armor regains use of this effect at dawn.

2. “Chaos has gifted me with ultimate protection, I have utter lack of fear of my puny enemies.” Whenever you are damaged, you can use your reaction to gain resistance to one of the damage types that damaged you until the start of your next turn. This effect may be used once, and this armor regains use of this effect at dawn.

3. “Khorne has gifted me superior protection from the vile foe, I know no fear.” You are immune to the frightened condition, and have advantage against effects that would cause you to be charmed.

4. “Khorne’s trust in me grants me honor and courage, my enemy will recognise their defeat before I add them to my sacrifice to my dark master Khorne’s blessing.” You gain proficiency with the Intimidation skill and your Wisdom, Intelligence, and Charisma scores increase by 1, to a maximum of 20.

5. “The power of the bloodthirster flows through me.” Your Dexterity Strength and Constitution scores and their maximums increase by 1 and you may use a bonus action to attempt to grapple a creature or make a single attack.

6. Roll twice, ignoring rerolls and gain those two traits


Madness is only natural for a Khornate champion madness. Roll 1d4, taking the respective madness below.

1."Blood for the blood god" At the end of combat, you must attempt a DC 16 Charisma saving throw. On a failure, you must spend time comprehensively painting the walls, floor, and ceiling, yourself, your allies, and your enemies with a thick heavy layer of blood.

2."Skulls for the skull throne" At the end of combat, you must attempt a DC 16 Charisma saving throw. On a failure, you must make a shrine of bones for your god.

3."When the world burns" You gain the annoying habit of lighting yourself and everything you own on fire. Once every 6 hours you are awake, you must succeed a DC 16 Charisma saving throw. On a failure, you must light yourself on fire by any means necessary for 1 minute.

4.Roll twice, ignoring rerolls.


Back to Main Page5e HomebrewEquipmentMagic Armor

Home of user-generated,
homebrew pages!


Advertisements: