Heart of Gehenna (5e Equipment)

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Armor (splint), legendary (requires attunement)

Found on top of each layer of Gehenna, those armours are unique to each of them, the legend being that they belonged to the four first rulers of the layers who built their fortresses at these locations. The Heart of Gehenna are armours that look different for each set. The one from Khalas like a japanese complete set of armour, colored dark grey with burning ashes falling out of it. The armour is possessed by the energy of the lower plane, giving strength to its user while also influencing their actions.

Dormant

Aura of Cinder. While wearing the armour, you are constantly emitting burning ashes that surrounds you, falling off the splints. You gain resistance to fire damage and all creatures attacking you successfully take 1d4 fire damages when they successfully do so.
Lingering Rage. The armour is fueling your rage while fighting. While under half your hit points (rounded down) the armour fuels you with the energy of the lower plans. Depending on the layer you found this armour, the effects may vary :
  • Khalas : The armour becomes more coarse and jagged, looking like volcanic rock, increasing your grip. Your grapple checks have advantage, and any attempts to leave your grapple after it's initiated have disadvantage. You also start to let off a thick mist which only you can see through, other creatures within a 30ft radius are in a lightly obscured area, and heavily obscured within a 10ft radius.
  • Chamada : The armour glows an orange red hue, the fire coming from the splint burning everything around you. Creatures 5fts away from you must make a DC 20 Constitution saving throw, taking 2d8 fire damage on a failed save, or half as much damage on a successful one.
  • Mungoth : Snow starts to cover your armour as the temperature around you drop, freezing the ground. Each creatures that is 20fts away from you must make a dexterity saving throw DC 18 when they move, falling prone if they fail to do so. To get back up, they need to succed a dexterity saving throw DC 14 to be able to stand up, failing to do so result in them skipping their turn as they fall prone once more.
  • Krangath : The armor becomes completely black, and the hands of the armour shape into shovel-like claws. You gain a dig speed equivalent to half of your walking speed, rounded up. If you already have a dig speed, you add the same amount. Your sense of hearing increases dramatically, you gain blindsight, 60ft above ground and up to 30ft while underground. You are uneffected if you already have equivalent or greater blindsight.

Awakened

Bloodied Charge. You can use your action and spend 20 hit points to charge your sword. Make a melee weapon attack with this sword and, on a hit, you deal additional 3d8 slashing damage and the creature needs to succeed on a Strength saving throw or against a DC of 19 or... (the op doesn't say what happens)

Exalted

Possession. At 3rd level, you can use your action to let the demon sealed inside the sword to possess you. For 1 minute, you have advantage on all ability checks, attack rolls or saving throws.
The demon doesn't distinguish friend from foe, considering all creatures it can see as hostile. For the duration, you always attack the creature closest to you. If you have more than one creature at the same distance of you, the DM chose the target.
When the possession ends, you suffer one level of exhaustion.

Curse. Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against devils and on saving throws against their spells and special abilities.


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