The Chain Veil (5e Equipment)
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Armor (Helmet), artifact (The Chain Veil require 1 hour to attune to and upon completion the bearer must struggle against the ancient spirits of the Onnake ogre civilization. The struggle takes place through 3 ability saving throws made with advantage with a dc of 18. The saving throws in order are charisma as the spirits attempt to beguile the wearer, intellect as the spirits make logical arguments why they should be in control, and Wisdom as the spirits attempt To steal the mind of the creature outright. If attunement takes place in a place of concecrated ground the player may add + 5 to each of their saving throws. If two or more of the saving throws are failed, the attunement process fails and the attempted bearer of the Chain veil is possesed by a spirit of the Onnake Ogre civilization and must act to restore them to life, unless the spirit is removed through the spell dispel good and evil.) The Chain veil is an evil ancient artifact that was made by the Onnake ogres as a last ditch effort to restore their civilization should they all be destroyed. The chain veil is a helmet that gives its bearer + 2 ac and access to the extensive knowledge of the Onnake ogres, who were reknowned for their craftsmenship, dark spellcraft, and history. This artifact can be used as the prison requirement for imprisonment and if it is used in such a way all knowledge of the imprisoned creature but the wearer must re-attune to the artifact and the dc for each saving throw is increased by 5.
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