The Tyranny of Evil (5e Equipment)
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Armor (plate), artifact (requires attunement by a creature of evil alignment) In an era where evil once was left unchallenged and spread across the land, there was once a man who rose from nothing, doing any means necessary to reach the pinnacle of power and soon ruled over the forces of evil as an overlord. In his time as overlord, he was wedded to a woman name Habitha, whose beauty was only match by her wickedness. It was rumored that she was an Ancient Red Dragon in disguise. Yet only just a year since the wedding, the overlord queen was killed by a group of adventurers, who snuck through the palace unseen while the overlord was away in battle. When he returned, he was so consumed by grief and heartache, that he soon turned to placing the soul of his beloved into his own armor, so that he will always be by her side. Over the decades, the armor was filled with the spirit of the woman's wickedness, the malice of the overlord and bathed in the bloods of the innocents, thus giving birth to the Tyranny of Evil. Curse: Corruption of the Overlord This armor is cursed with the sentient evil that lays within the armor for centuries, waiting anyone worthy to wear the mantle of evil. When a person of evil alignment attempts to attune to the armor, they are transported to a pocket dimension that exists outside of time and space. Once there, the user encounters the essence of the armor. This essence manifests as an ancient red dragon. The dragon will reveal themselves to be Habitha, and demand a contract be made to fully utilize the powers of the armor. Work with your DM to determine the nature of this contract, as no two contracts are ever the same. If a deal is made, the creature who attuned to it finds themselves back in the plane they previously were with the armor already on them. If the user refuses to make a contract, they are immediately expelled from the armor, and are unable to attempt attunement again. Anyone perceiving the event would be unaware of the interaction between the creature and the armor. They only become aware of the results once either the armor is instantly donned by the creature or falls beside them. Once the user is attuned to the armor and dons it, it cannot be removed except by the usage of a wish spell. Might of the Overlord: While worn, the armor functions as plate armor, with the following rules and abilities: The armor also provide resistance to bludgeoning, piercing, and slashing damage. The armor also provides immunity to fire damage. The armor provides resistance to magic, granting advantage on saving throws against spells and other magical effects (except those caused by the armor itself). The appearance of the armor gives you an overpowering personality that is made most obvious through speech, granting you advantage on all Charisma-based checks and saving throws. The Tyranny of Evil has a will of its own and is very adamant about its desires. If its wearer acts in a manner opposed to its contract with the armour or against its alignment, a conflict arises. When such a conflict occurs, the armour makes a Charisma check contested by the wielder’s Charisma check. If the armour wins the contest, it makes one or more of the following demands:
If its wielder refuses to comply with the armor’s wishes, it can react by doing one or more of the following:
Bane of Justice: If you also wield the Bane of Justice, you gain an additional +2 bonus to AC. Spear of the Overlord: If you wield the Spear of the Overlord, you gain a bonus +2 to attack and damage rolls made with the weapon. Charges: The Tyranny of Evil possesses the following powers, which require charges to use. The armor has 40 charges, and regains 3d6+5 charges daily at midnight. Activating any of the powers requires an action, unless otherwise stated. The wearer may choose to attempt to activate the armor's powers by bypassing the charge requirements if it does not have enough charges or attempt to activate a power without expending any charges, but doing so requires a contested Charisma check against the armor. If the wearer fails the contested Charisma check the armor can choose to attempt to take control of its user as detailed at the end of Might of the Overlord. The armour gains a +1 bonus to it's Charisma check for every missing or bypassed charge required to use a power. For example, if the wearer has 3 charges, using all 3, and attempts to use dominate person, a 5 charge ability, the amours' check is increased by +2. Each time the wearer attempts to bypass any charges the base DC for any Charisma check made against the armor is raised by +1 until the next dusk. Spellcasting: The wearer gains the Overlord magical abilities. The spell attack bonus for spells is +11, and the DC for saving throws is 19. The wearer may cast the following spells, expending an amount of charges equal to the listed level of the spell: burning hands (5th level), detect magic (1st level), dominate person (5th level), find the path (6th level), immolation (5th level), locate creature (4th level), locate object (2nd level), wall of fire (4th level), zone of truth (2nd level). Shadow of the Overlord: By using 5 charges, you can teleport to any point you can see within 60ft and you can teleport farther by using 3 charges per 10 feet beyond 60. Wings of the Overlord: You can expending 5 charges to grow wings made of pure shadow. These wings grant the wearer flying speed of 80 feet for 1 hour. Aura of the Overlord: The wearer can expend 5 charge to radiate an aura of fear. Any creature hostile to the wearer that starts its turn within 20 feet of it must make a DC 21 Wisdom saving throw. On a failed save, the creature takes 5d6 necrotic damage and becomes frightened for 1 minute, taking half damage on a success and becoming immune to the armor's Fear Aura ability for the next 24 hours. Army of the Overlord: The wearer can use the power of the Tyranny of Evil to summon the forces of evil from the realm of the Nine Hells. Roll a d4 and consult the table to determine what is summoned. Summoned devils appear in an unoccupied space within 60 feet of the summoner, acts as an ally of its summoner, and can't summon other devils. Summoned devils remain for 1 hour, until they drop to 0 hit points and disappears or its summoner dies, or until its summoner dismisses it as an action. You can only have 1 group of summoned devils at a time. Summoning a new group has the old group go back to the nine hells. Once used, this property can’t be used again until the next midnight. The Draconic Form of the Overlord
The wearer can assume the form of an ancient red dragon as though through the shapechange spell. The transformation takes one round. They keep their Intelligence, Wisdom, and Charisma, but all other stats, as well as their traits and features that a dragon is unable to use are replaced by the normal dragon stats, traits, features, etc. When transforming, anything they are carrying may be either absorbed into or carried by their new form. The Tyranny of Evil is always brought into the new form, and functions as a suit of plate armor. If brought down to zero, they are reverted back to their original form and become unconscious. While in dragon form, they may take an action to revert back to their normal form. Once used, this property can’t be used again until the next midnight.
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d4 | Creatures |
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1 | 3d4 bearded devils |
2 | 2d4 barbed devils |
3 | 1d4 bone devils |
4 | Two erinyes |
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