Mammon & Prattfeld’s Brooch of the Selfless Necromancer (5e Equipment)

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Wondrous item, Legendary (Requires attunement)

This small, half-copper, half-cast-iron brooch reeks of odd chemicals, death, iron, rot, and brimstone. It is shaped like a gear with a skull sitting in the center of the gear. The gear is made mostly of cast-iron, with the spokes of the gear being made of copper. The skull is also made of copper, and its eyes glow an unnatural, and faint, sickly green color. Its jaw is agape, and its teeth are jagged and sharp. There are small indentations and carvings on the cast-iron parts of the gear. Each time Hit Dice is sacrificed to the brooch, its eyes flash and faint mutterings can be heard. When four or more Hit Dice have been sacrificed to the brooch, its eyes grow brighter, and the brooch's mouth begins to drip a glowing, green liquid. When eight or more Hit Dice have been sacrificed, the brooch's maw begins to exude a torrent of glowing, green liquid that begins to fill the indentations on the gear.

Noble Sacrifice

To activate the effects listed below, the attuned creature must sacrifice the listed amount of hit dice and press their finger into the brooch’s jagged mouth. Doing so removes the sacrificed amount of hit dice, and deals 1d4 piercing damage and 2d4 poison damage to the attuned creature. You may cause the following affects to occur for any chosen creature within one mile of you after removing the chosen hit dice and taking the damage (you may chose an unlimited amount of creatures, excluding yourself):

  • One Hit Die. All chosen creatures are immune to the frightened and charmed condition
  • Two Hit Dice. All chosen creatures are immune to the effects of any spell of the necromancy or transmutation school, and instead heal an amount of hit points equal to the spell’s level
  • Four Hit Dice. Any weapon that requires ammunition is fully reloaded, and any attacks that would expend ammunition no longer expend ammunition
  • Eight Hit Dice. All chosen creatures are immune to poison, acid, and necrotic damage
  • Twelve Hit Dice. All damage rolls incited by weapons that use ammunition deal an additional amount of d12s equal to the amount of hit dice you sacrificed

These effects last for the next 2d12 hours. You may also spend more hit dice than what is listed to cause the effects to last longer. For every amount of hit die above twelve (12) you sacrifice, the effects last for an additional d12 hours. However, if you run out of hit dice to sacrifice, you suffer the effects labelled in Mammon’s Blessing. Moreover, none of the above effects can be given to the creature attuned to the brooch.

Furthermore, when more than twelve hit dice have been sacrificed, an additional effect occurs. The attuned creature becomes mostly obscured by a cloud of wispy, green fog that exudes from the brooch’s mouth. While in this cloud of fog, you appear differently. Your eyes glow a bright, sickly green color, your body seems pale and cold, and your stature seems lifeless and eerie. This cloud of fog grants the attuned creature the following:

  • Whenever a creature looks at you, they must make a Wisdom saving throw (DC 21). If they fail, they are frightened of you so long as the cloud of fog remains active. If a frightened creature breaks line of sight of you, they may attempt the saving throw again. If they succeed, they are no longer frightened, but are still susceptible to another saving throw if they look at you again. Creatures affected by the brooch do not have to make this saving throw when they look at you.
  • Any creature within 15 feet of you must make a Constitution saving throw (DC 18). If they fail, they are poisoned for as long they are within 15 feet of you, and then for 1d12 seconds afterwards. If the creature critically fails this saving throw, they are paralyzed for 1d8 seconds in addition to the poisoned effect. All creatures poisoned by this also take 4d12 poison damage at the end of their turn.

Mammon’s Blessing

Additionally, once the effects created through the sacrifice of hit dice wear off, you suffer an amount of damage equal to the amount of hit dice you sacrificed in necrotic damage. This dealing of damage ignores immunity, instead turning it into resistance. If this dealing of damage kills you, you die in great pain and your body slowly dissolves into a small puddle of black sludge. When you die in this way, your soul (regardless of any other effects) is immediately transported a random location in the Third Circle of Hell.


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