Spheres of Force (5e Equipment)

From D&D Wiki

Jump to: navigation, search

Weapon (Spheres), Rare (Requires Attunement)

Three golfball sized spheres, weighing about 3lbs each. They are made of a silver metal that has a rough sheen. They have a very high melting point and won't be destroyed if put under extreme heat such as lava. When you put your ear close to them, a low hum is slightly audible, and the air around them seems slightly warped as it might if you wre staring through the hot air coming off a fire. Each sphere has either one, two, or three pebble sized golden dots on it, arranged vertically, signifiying if it is ball one, two, or three. The gold spots are always warm to the touch.

Attunement Before attumement, the spheres are indisinguishable from three regulular steel balls. When thrown they act like a normal, improvised weapon, falling to the ground after traveling a short distance like a normal object. They still, however, are heat resistant. The effects take place immediatly upon attunement. If attunement is removed, the spheres will attempt fly to the location where they last where attuned, requardless of if they are all together or not. If a sphere is on a different plane than where attuned, nothing happens.

Summon When attuned, the spheres can be summoned to and from their own pocket dimesnion using a bonus action. To return the spheres to their dimension, they must within 5 feet of you. Any sphere that is not within this range will not be sent away. In addition, if you are on the same plane as any of the spheres, you may open your hand and pull them towards you, similar to Thor and his hammer. When traveling, the spheres travel at 770 miles an hour, roughly the speed of sound, and in a straight line. If any amount of spheres travel through the space of a creature that is large or bigger when using this ability, the creature takes 4d6 buldgeoning damage. If the spheres come arcoss terrain or buildings, they will either blow through the object or attempt to find the next quickest route. Disscuss this feature with your DM to figure out what works best for them.

Missile The spheres can be used to make a ranged attack for 2d6 bludgeoning damage each, with a range of 10/80. When the attack is made, the spheres will not need to be thrown, and instead launch in a straight line from the user's hand. Each sphere, when in flight, will return to the user by the end of the user's next turn, and will damage creatures that are size large or bigger for 4d6 bludgeoning damage. If the user throws two spheres as a single attack, the damage is reduced to 1d6 per sphere, and the user may make another attack roll and have the second sphere attack a different target within 5 feet of the first target. If they use three spheres in one attack, each sphere will only do 1d4 damage, and the user may make another attack roll and have the second and third spheres attack a different target within 5 feet of the first target. When more than one sphere would attack the same target, the target only takes 2d4 damage, reguardless of wether two or three spheres are used.


Back to Main Page5e HomebrewEquipmentMagic Weapons

Home of user-generated,
homebrew pages!


Advertisements: