Omnissiah's Gift (5e Equipment)

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Weapon (longbow, longsword or dagger), artifact (requires attunement)

Made by one of, if not the most advanced civilizations that ever existed, the Omnissiah's gift is an equipment that compresses advanced technology into a single piece of working equipment. The creator is called the Omnissiah, an AI that has become sentient. The Omnissiah is now so powerful that it controls an entire plane of existence and all machines that follow it are absolutely loyal. While creating the Gift, the Omnissiah has copied a part of itself into the weapon so that it can operate the inner workings of the weapon.

In its dormant form, the Gift is a shiny metal glove with interlocking metal plates overlaid over each other. When a creature with enough potential (determined by the AI) puts its hand in the glove it immediately attaches and the creature takes 20 piercing damage as the metal hand screws itself into the hand. Forcefully trying to remove the glove, the creature needs to cut off its hand. Over the course of the next day the glove extends to cover the entire arm and also attaches further, so it is no longer able to be removed. In a week the wires extend into the brain and communication will be possible between the Omnissiah and the creature.

Curse. You may not unattune from this weapon unless it is destroyed. This can only be done by means of a Wish spell or a divine intervention.

Mode Change. As an action, you can change the mode of the Gift between the combat and dormant state.

  • Dormant In its dormant mode, the Gift is just a glove that will have expanded into an arm. The arm functions as normal and has no extra abilities apart from it being as hard as steel.
  • Combat When changed from its dormant mode to its combat mode, the glove transforms into the most compatible weapon. See the compatibility section for further information.


Sentience. Omnissiah's Gift has an AI installed with alignment Lawful neutral and has mental scores of 25 Intelligence, 16 Wisdom and 12 Charisma. The sentient AI can speak to the user via wires that connect to its brain and has hearing and darkvision out to 120 feet. The goal of the AI is to create a soldier that serves the great civilization. This means carrying out any and all orders of the main Omnissiah. When no command is issued, its goal is to defend the servants and interests of the Omnissiah.


Compatibility. The AI will determine the most optimal state for it to be in for the creature, this can be a longbow, longsword or a dagger. All forms function as a +3 magical weapon.

  • Longbow. Two bowarms extend from both the top and the bottom part of the glove, forming an elongated 'X'. Your senses are heightened and you get ready for combat as the AI pumps synthetic adrenalin directly into your brain. Your get a bonus to initiative equal to your Wisdom modifier.
  • Longsword. A giant sword extends out from the side of your metal fist. This nuclear powered metal sword glows faintly and increases the power in your body as the AI uses the access energy to empower your physique. Your speed increases by 20 feet.
  • Dagger. Your metal hand transforms into a knife that now extends from your wrist. The knife gives off an eerie glow and shrouding you in a dark purple mist. You get a bonus to stealth equal to your Intelligence modifier. Additionally when you strike an enemy that doesn't see you, the mist seeps into the wound dealing an additional 2d6 necrotic damage.

Omnissiah's Power. When the Gift is in its Combat mode, any attacks with this weapon will be imbued with black lightning dealing an additional 3d8 force damage. In addition, all weapon types have a unique ability that can only be activated when the AI has chosen that particular weapon for you. You can use this feature a number of times equal to your Proficiency bonus. You regain all expended uses when you finish a long rest.

  • Overclocked (unique to longbow form).

As a bonus action you can make the AI overlock the Gift. Doing so will give you unparalleled speed for a turn. While overlocked in this way, any attacks you make will trigger an extra dart to fire that deals an additional 2d8 piercing damage. In addition, whenever wielder scores a critical hit, the dart will attach to the target and a small explosive is set. The target can use an action to remove the darts, only taking an additional 2d8 piercing damage as the darts are pulled out. When the darts remain until the end of the targets turn, the explosives ignite and deal half of the total damage of the original attack. At the end of your turn the weapon will be too hot to function. You take 2d10 necrotic damage and vulnerable to all damage until the end of your next turn.

  • Warrior of God (unique to longsword form).

As a bonus action you request the aid of the Omnissiah, having it lend a part of its power to you. During this turn the Omnissiah will compute the most optimal action for every muscle fiber and maximize the power output of the nuclear generator with quantum precision. While moving you will not trigger any opportunity attacks as you pass by just out of reach. Your speed is doubled. Whenever you hit with an attack the blade seems to extend to vital spots of the target. Any hit you score is a critical hit. At the end of your turn you take 2d10 radiant damage and are vulnerable to all damage until the end of your next turn.

  • Assassin King (unique to dagger form).

As a bonus action you can ascend to the highest form of assassination, thickening the mist and vastly increasing your lethality. During this turn, you can hide in the mist without taking an action or requiring to be obscured, your speed is increased by 20 feet and you gain resistance to necrotic damage. As part of this action, you can teleport up to 120 feet to any spot you can see and increasing the damage of your next hit by 10d6 necrotic damage as you discharge your weapon. When you deal a critical strike with this attack, the target needs to make a DC 22 Constitution saving throw or take 10d6 thunder damage, half as much on a successful save. On a failed save, the target is also paralyzed until the start of your next turn. If you are unable to discharge after overcharging with the teleport and you are grounded, you take 10d6 necrotic damage as the charge from the weapon goes through you and into the ground. When your ascension ends, you take 2d10 thunder damage are vulnerable to all damage until the end of your next turn.

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