Eyepatch of the Blind Captain (5e Equipment)

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Wondrous Item (Eyepatch), Artifact (Requires Attunement)

A blackish blue eyepatch with multiple straps to keep it firmly affixed to the wearers head. It emits a faint silver glow and a powerful aura of swaggery and suaveness.

— While Attuned, the wearer has Truesight to a range of 60ft., their Charisma score increases to 15, and they gain proficiency in the intimidation or performance skill. If the wearers Charisma score is already 15 or above, the wearer gains a +1 to Charisma.

— To attune, one must pass a DC20 Wisdom save or take 5d10 (30) force damage. The attunement takes 1 hour to complete. The wearer must also have lost an eye. If someone who has not lost an eye attempts to wear the eyepatch, they must make a DC30 Wisdom save. On a success, the eyepatch falls to the ground and they are not harmed. On a fail, the Eyepatch bores out the covered eye. They take 10d10 (65) force damage, then the eyepatch falls to the ground.

— when you near a crowd of people, roll a d20. On a 12 or lower, any children in the relative area are creeped out by your eyepatch and will not approach you, and may give you weird looks. On a critical failure, they will attempt to warn the local authority that there are unsavory characters nearby.

Truesight A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane.


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