Omnissiah's Gift (5e Equipment)
From D&D Wiki
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.
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.
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.
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.
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. |
|
Back to Main Page → 5e Homebrew → Equipment → Magic Weapons