Reliquary of Unmatched Wealth (5e Equipment)

From D&D Wiki

Jump to: navigation, search

Wondrous item, rare (requires attunement by a bard, cleric or druid)

A gaudy casket containing the mummified limb of a king or high priest—and a number of spirits of the unquiet dead, to boot.

This magical, jewel encrusted box is obviously worth something. Inside it is a mummified body part—the eyeball of a monarch, the tooth of a religious leader or the big toe of a saint, perhaps. Its creator, a religious sect or court cleric, has bound the spirits of a number of that person's faithful servants to the box, in order to protect the ancient relic from people who would misuse it. If the relic belonged to a saint or other important figure involved in the worship of a particular god, clerics of that god can use the reliquary as their holy symbol. Clerics of the debt domain value the object for the obvious material wealth the box contains, as well as the spirits bound to it, and so can use it as a holy symbol regardless of the original ownership of the body part contained within. The box has 10 charges, and regains 1d6 + 4 of them daily at dawn. When the last charge is expended, roll a d20. On a 1, the spirits of the reliquary break free and depart and it loses its magical properties.

Spirit Summoning. While holding the reliquary, you can spend one minute chanting to expend one or more charges, summoning forth one spirit contained within the box for each 2 charges spent this way. These spirits appear in unoccupied spaces within 120 feet of you. They remain for one hour, until they drop to 0 hit points, or until you lose concentration, as though concentrating on a spell, at which point they vanish back into the box. The summoned spirits are friendly to you and your companions. Roll initiative for the summoned spirits as a group, which has its own turns. They obey any verbal command that you issue them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The summoned spirits use the statistics of shadows except they share your alignment.

Commune with the Dead. While holding the reliquary, you can use an action and expend 3 charges to cast the speak with dead spell.

Call the Master. Calling forth the spirit of the owner of the reliquary is a risky business, as said owner may not thank you for disturbing their eternal, blessed slumber. While holding the reliquary, you can spend one minute chanting to expend 5 charges, summoning forth the spirit of the owner of the mummified limb in the box. This spirit appears in an unoccupied space within 120 feet of you. It remains for one hour, until it is reduced to 0 hit points, or until you lose concentration, as though concentrating on a spell. The summoned spirit is friendly to you and your companions. Roll initiative for the summoned spirit, which has its own turns. It obeys any verbal command that you issue it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise take no actions. The summoned spirit uses the statistics of a wraith except it shares your alignment. If your concentration is broken, the spirit doesn't disappear. Instead, its new undead state becomes clear to it, and it becomes distressed and wrathful. You lose control of the spirit, it becomes hostile to you and your companions and it might attack. An uncontrolled spirit can't be dismissed by you, and it disappears 1 hour after you summoned it.

0.00
(0 votes)

Back to Main Page5e HomebrewEquipmentWondrous Items

Home of user-generated,
homebrew pages!


Advertisements: