Orb of Dark Matter (5e Equipment)
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Wondrous item, legendary (requires attunement) This item is floating in a glass jar, made of rather dark material with a slit in the middle and follows the nearest creature with its "eye". upon attuning to the orb it charges to your dominant hand and your hand is fully covered and half of your arm is covered with dark matter. (you cannot take it off while attune but if you like to unattune to it you must have a jar to put it in.) Dark Points. This orb has 10 charges. The orb regains 1d8 + 2 expended charges daily at dawn. If you expend the orb's last charge, roll a d20. On a 1, the orb shatters and is destroyed. Orb Protector. As an action, you can expend 8 charges to summon an orb of darkness in an unoccupied space you can see within 60 feet of you. The orb has AC 14 and 60 hit points. When you summon the orb, each creature of your choice within 30 feet of it gains 10 temporary hit points. As an action on your turn, you can command the orb to cast one of the following spells (save DC 17): darkness, mind sliver (5th level), mind spike (4th level), synaptic static. Once you use the orb to cast a spell, it can't do so again until you summon a new orb. Dark Binding. As an action, you can expend 5 charges to attempt to bind a creature you can see within 60 feet of you. The target must succeed on a DC 17 Dexterity saving throw or become restrained for 1 minute. A restrained target can use an action on its turn to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check, breaking free on a success. Fog of Darkness. As an action, you can expend a charge to cast the darkness spell. Ethereal Screams. As an action, you can expend 7 charges to assail a creature you can see within 60 feet of you with ethereal screams. The target must make a DC 17 Wisdom saving throw. On a failed save, the target takes 5d8 psychic damage, or half as much damage on a successful one. Orb Shrapnel. As an action, you can expend 10 charges to fire a spray of dark shrapnel in a 30-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful one. Special. This item follows the rules encountered in the "UA 2020 - Spells and Magic Tattoos", pg.8, about body modifications. |
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