Divine Hood (5e Equipment)

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Wondrous item, legendary (major) (requires attunement)

This cotton hood, magically colored to match the clothes or armor it must be affixed to to provide any benefits, has the symbols of one or more deities woven into it. The symbols match the deity or deities that any creature wearing the hood follows. You are always aware of the state of wellbeing of every creature within 30 feet of you, including what percentage of its hit points it is at and how many death saving throws it has succeeded and failed; all curses, diseases, and poisons it is afflicted with; and what injuries it may have or body parts it may be missing. In addition, whenever you cause a creature to regain hit points by rolling one or more dice with a spell, you heal 1 additional hit point per die rolled.

Cure the Faithful. As an action, you gain a 3rd-level spell slot, then expend it and any number of spell slots to restore wellbeing to creatures within 30 feet of you. For each level of spell slot expended, choose one of the following options for one creature other than yourself within range. Each option can be chosen multiple times.

  • Restore 2d6 hit points to the creature.
  • End one curse, disease, or poison afflicting the creature.
  • End the effects of one spell affecting the creature.

Once you use this property, the hood cannot be used in this way again until dawn the next day.

Revive the Fallen. As an action, you cast revivify without expending a spell slot or material components. If you do not have the spell prepared, you take the same penalties as the creature you brought back to life. Once you use this property, the hood cannot be used in this way again until dawn the next day.

Slay the Faithless. The hood has 10 charges, and regains 1d6+4 expended charges daily at dawn. Whenever you deal damage to one or more creatures with a weapon, spell, or effect that deals radiant or necrotic damage, you can expend 1 charge to deal an additional die of the radiant or necrotic damage to each creature affected by the weapon, spell, or effect.

Terrify the Undead. As an action, each undead within 30 feet of you is turned for 1 minute. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Once you use this property, the hood cannot be used in this way again until dawn the next day.

A creature normally immune to effects that would turn undead are not immune to this effect, instead making a DC 20 Wisdom saving throw with advantage to resist this effect. If such a creature is turned in this way, it repeats the save at the end of each of its turns, ending the effect on itself on a success. Instead of using an action to cause the effect of this property, you can expend your use of this property to fuel one use of a Channel Divinity option you use.


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