Eye of Jormungandr (5e Equipment)

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Wondrous Item, artifact (Requires attunement)

This eye came from the legendary world serpent Jormungandr. Jormungandr coiled around the world, where it bited its own tail until the coming of Ragnarok. The eye itself is as big as a 500ft tall mountain, and radiates a nefarious energy.


Finding the Artifact. Jormungandr notices the presence of creatures within 300ft. When approaching the eye, anyone within 50ft of it must make a DC 20 Constitution save or suffer 35 poison damage at the start of their turn, taking half as much damage on a successful save.


Attunement. Trying to attune to this item is an arduous task. One must be within 10 ft of the eye and concentrate on it for 3 days and 3 nights without losing concentration, during which the eye continuously shrinks down to a size that eventually fits your eye socket. At the end, the remaining will of Jormungandr shall judge you. Make a DC 25 Wisdom save, or become possessed by Jormungandr. While possessed in this way, you are forced to attack any creature that comes within 120ft of the eye until you are incapacitated or dead. On a successful save, the eye will forcefully insert itself in one of your eye sockets, dealing 50 piercing damage if both eye sockets were previously occupied.


Curse. While attuned to this item, the nefarious energy that the eye radiates becomes more intense. The eye's energy overloads your body, you permanently suffer from being Deafened and Poisoned, as well as any normal hit against you counting as a critical hit. This energy is so strong that you become immune to the effects of Dispel Magic, Remove Curse, Lesser Restoration, Greater Restoration, and disables your body of aging. Only a Wish spell or a Divine Intervention can temporarily lift any of these effects for 3 days.


Sentience. The eye of Jormungandr holds his will, and can speak to you through a telepathic link. It has a Chaotic Neutral alignment and mental scores of 20 Intelligence, 30 Wisdom, 15 Charisma, and an AC of 30. The eye has 120ft darkvision, 60ft truesight, and a blindsight of 10ft. The goal of Jormungandr is to find its missing body so that it can be reincarnated, during which he will grant favours to those who help him.


Grandiosity of the World Serpent. Jormungandr is a serpent of legend, its size defying common sense. The eye's energy makes you have a +2 to your Constitution modifier for any creatures you transform in that are of a Huge size or bigger. Additionally, you permanently gain 30 maximum hitpoints. This effect carries over into any transformations of the body, like Wild Shape or the spell Shapechange. In addition, while being attuned to Jormungandr's eye, you have access to parts of his wisdom and knowledge. You receive a +2 modifier to your Wisdom score and can use the eye as a spellcasting focus.


Iris of Ancients The eye of Jormungandr grants you a number of possible features you can use:

  • Heaven-piercing Sight. By condensing all your focus and mental power on the eye, you can use your action to extend your darkvision to a range of 300ft, as well as having truesight to a range of 120ft. You have advantage on Perception checks and can see every detail like described by the Eyes of the Eagle. This effect lasts till the end of your turn, after which you will be Blinded for 1 minute. You can use this feature twice per short rest.
  • Venomous Mass. You can use your action to have the eye hover out of its socket for 6 seconds and have it spread it's nefarious energy to its surroundings. All creatures within a 30ft cone must make a DC 25 Constitution save or suffer 7d10 poison damage and 7d10 psychic damage or half as much damage on a successful save. Creatures that fail the safe are also Poisoned till the start of their turn. Having the eye leave the body causes the body to wilt, leaving you vulnerable to all damage till the start of your turn when the eye returns to its socket. While the eye is out of its socket, any creature within 5ft of you can use their reaction to attempt to grab it, They have to hit the eye's AC, which, if successful, blocks the cone of the eye, instead having it deal 3d10 poison and 3d10 psychic damage to the creature grabbing the eye. After grabbing the eye to block the attack, the eye teleports back to the owner's eye socket. This feature can be used equal to half your proficiency modifier. You regain all expended uses when you finish a long rest.
  • Rage of Ragnarok. You force Jormungandr to recall its powers that it used during the war of the gods as your action. Make a DC 20 Wisdom save. If you fail, you will receive the conditions of Mindfire, and Seizure, as described by the Contagion spell.If succesful, you shoot a 9th level 120ft range Disintegrate spell towards the target. This feature can be used once per long rest.


Destroying the Artifact. You may not unattune from this item unless it is destroyed. This can only be done by means of a simultaneous casting of two Wish spells.

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Jormungandr encircles the world

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