Eye of the Draconic Hell Spawn (5e Equipment)

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Wondrous item, <Very Rare> (<requires attunement>)

<This arcane eye was forged by a legendary smith of the Church’s Blacksmith. With the desire of creating an artifact with unparalleled power, He used the eye of a Red Shadow Dragon and the searing flames of the infernal flames to craft this formidable relic. The result is an eye that pulses with dark energy and scorching hot flames, combining the wrath of draconic fury with the relentless fire of the Nine Hells. Wielding this artifact grants immense power but at the cost of one’s very soul, as the Eye tests the will and strength of any who dare to command it. To gain the aproval of the draconc will left in this artefact one must sacrafice one of its own eyes to proof an iron will and the desire to see things that others are blind to>

<growth> <Blessing of the flames:

You learn the "Booming Blade" or "Green-Flame Blade" cantrip. You choose when you attune yourself to this item. After a long rest, you can change one cantrip for the other. When you take the Attack action, you can replace one attack with a cantrip granted by this item once per turn.

Once per turn after teleporting, you can make a melee attack against one creature within 10 feet of you. Then, you gain resistance to cold or fire damage until the end of your next turn. Once per turn, after you attacked with a cantrip granted by this item, you can teleport 5 feet away from or closer to a hostile creature within 10 feet of you to an unoccupied space you can see. You can use this feature once per initiative. Once per long rest, you can cast "Hunter's Mark" without concentration for half of its duration, and you cannot move the target when the creature dies.

When you attune yourself to this item, the eye attaches to you and replaces one eye, regardless of whether it's missing or not, functioning identically to a body part it is replacing. You choose your spellcasting modifier between Charisma, Intelligence, and Wisdom when you attune to this item.

(after the blood ritual: Very Rare)

(requires attunement by a Artificer, Ranger  or Paladin for the Blood Contract)

(A quest must be fuffiled to make a Blood contract)


Blood contract:

You gain following features after making a Blood contract with this attuned Item. Unlocking its full potential


Awakend flames:

You learn the "Fire Bolt" or "Green-Flame Blade" cantrip, which you choose after completing the contract. After a long rest, you can change one cantrip for the other.

When you cast a spell of 3rd level or lower, you can use your Dexterity or Strength modifier for it instead of your spellcasting modifier once per long rest. Once per long rest, when you cast "Hunter's Mark" without expending a spell slot, the target takes 1d4 additional fire or necrotic damage once per turn. Additionally, you can move your mark as a bonus action to a new target when the marked creature dies, even if you couldn’t do so previously. If the mark is moved more than 3 times to a different target, the spell ends early. For the duration of the initiative, when a creature marked by the first casting of "Hunter's Mark" within 10 feet of you dies, you regain one use of your teleportation ability granted by Blessing of the Flames. Moreover, you gain one additional use of this teleportation ability for each initiative. You can move the first casting of "Hunter's Mark" up to 3 times during one initiative; if it is moved more than this, the spell ends early. Once per day, you can turn a critical hit from a marked creature or while you are in your Hellfire Transformation into a normal hit.


Penance Stare:

Twice per long rest, after staring into a humanoid's eyes for 1 minute, they must succeed on a Wisdom save (DC = your spell save DC) or be frightened of you for 1 hour. You gain advantage on Intimidation checks against them for the duration. The effect ends early if the target is attacked or witnesses its allies being attacked. If they succeed, they are unaware of your attempt.


Hellfire Transformation:

Once per long rest as a bonus action, the user of the eye can expend one of its two charges and sacrifice its flesh. As flames burst out of the eye and cover your body, you sacrifice half of your current HP to transform into a Hellfire Elemental for 1 minute. Choose two benefits:


Once per turn, you can add a +1 bonus to a attack roll. When you hit, you may choose to take 1d4 + your proficiency bonus (PB) in psychic damage to add the same amount +1 to the damage roll. Then, regardless of whether you hit or miss, you can change one of your weapon’s damage types to one of your resistances and gain a +1 bonus to all weapon attack rolls for 1 minute or you use this feature again. Once per turn on a critical hit, the target’s AC is reduced by 1 until the end of your next turn. Gain resistance to three of the following damage types: bludgeoning, piercing, slashing, fire, cold, thunder, force, lightning, poison, or acid. After you take the Attack action, you can change one of your resistances granted by this feature.

Once during the transformation, you can end one of the following conditions on yourself as a reaction if you are affected by it: Poisoned, Paralyzed, Stunned, or Frightened. However, you cannot use this feature during the turn your transformation was activated. Once per turn on a critical hit, you gain a +1 to your AC until the end of your next turn.


You gain advantage on Constitution saving throws against the Eye's effects for 1 minute after taking damage post-transformation. Once per round, before taking the Attack action, you can teleport up to 30 feet to an unoccupied space within 10 feet of a creature you can see. On your next successful weapon attack while transformed, black flames consume the target, which must make a Dexterity saving throw (DC = your spell save DC). On a failed save, the target takes 1d6 + your proficiency bonus (PB) in necrotic damage and becomes vulnerable to radiant damage for 1 minute. If the target dies from your attack during the same round, you are able to gain temporary HP equal to your PB, replacing any temporary hitpoints you already have. If the target succeeds on the saving throw, you must make a Constitution saving throw (DC = 12 + PB). On a failure, you take 1d8 + PB necrotic damage, ignoring resistances, and become vulnerable to radiant, necrotic, and fire damage for 1 round. If you succeed, you can transfer this effect to another creature within 10 feet of you.

Once per round, when you score a critical hit, you mark the target. Each attack roll against the marked creature gains a +1 bonus to damage rolls until the end of your next turn. If the marked creature dies before the end of your next turn, your maximum hit points and current hit points increase by an amount equal to your proficiency bonus until the transformation ends, and you immediately regain that amount of hit points. This effect can stack, up to a maximum equal to half your proficiency bonus, rounded up (minimum of 1). If your HP drops to or below 10%, you unlock all transformation abilities. Additionally, once per round when a creature within 10 feet of you dies, you gain temporary HP equal to halv of your Con modifier + PB for one minute. These stack with other temporary HP. Once per transformation, when damage reduces you to 0 hit points, you can make a Constitution or Strength saving throw (DC 5 + the damage taken). On a success, you drop to 1 hit point instead. You can't use this feature if you are reduced to 0 hit points by damage you are vulnerable to or by a critical hit.

The transformation ends early if you’re knocked unconscious, haven’t attacked or taken damage since your last turn, or if you end it as a free action. You can’t cast leveled spells while transformed. After the transformation ends, you gain vulnerability to all damage types and a -1 to all saving throws for two rounds.


Sacrifice and Recovery:

When you have expended all charges, roll a d20. If you roll a 1, you must succed a DC 20 Constitution saving throw or you are Paralyzed for one round immediately after the transformation ends, and on a 20, you regain 1d2-1 of your expended charges. After a long rest, roll 1d4 + days since the last expended charge. On a 4 or higher, regain 1d2-1 of your expended charges. Sacrificed HP cannot be regained until after a long rest. After each long rest, recover sacrificed HP equal to your hit dice × PB + Con modifier.

Attuning

You gain following bennifits while attuned:


Infernal Dragoneyes: Gain 5 feet of blindsight and proficiency in Intimidation. If you are already proficient, you gain expertise. You know the "Control Flames" cantrip while you are attuned to this item. Once per short or long rest, you can cast "Control Flames" without verbal or somatic components. You can use the arcane eye as a Spellcasting Focus for your spells. The eye can’t be removed against your will while you are conscious and can change its appearance to resemble your other eye at will. Infernal curse: Unattuning burns the eye, reducing your perception rolls, passive perception, and maximum HP by your proficiency bonus. The amount of healing you receive from spells is halved. Only a Wish or Power Word Heal spell can restore it. The item insists on being carried or worn at all times. If you choose to put it down, you have disadvantage on all saving throws, and one or more of its activated properties are suppressed until you finish a long rest. You always know where the eye is within 500ft of you.-->

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