Wraps of Lendys (5e Equipment)

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Wondrous Item, artifact (requires attunement by monk, any neutral alignment)

With the arrival of the chromatic and metallic dragons, Lendys created this artifact, a pair of prismatic wraps created from the essence of each dragon's soul to dissuade the Ancient Dragons from throwing the realm into discord, lest the Champion of Lendys intervene. The artifact returns to its original resting place after 48 hours of unattunment passes, wherein that time the dragons entombed will walk Toril once more on the thousandth year, threatening to awaken this terrible artifact again.
Random Properties. The Wraps of Lendys has the following random properties:

  • Two minor beneficial properties
  • One major beneficial properties
  • One minor detrimental properties
  • One major detrimental properties


Magic Item. The Wraps of Lendys is a magic wondrous item that grants a +1 bonus to attack and damage rolls. This increases to +2 at 5 dragon souls and +3 at 10 dragon souls. Attacks with the artifact are treated as magic. Damage dealt by the artifact treats Immunity as Resistance, and ignores Resistance. So long as you remain attended to the artifact you cannot not die of old age, nor do you suffer the effects of aging. Once attunement ends you proceed to age normally.

Draconic Resistance. When worn these wraps will grant the user Resistance to the damage types of the dragons absorbed. The user will gain advantage on saving throws against the damage types within these ancient wraps if they already have Resistance to the damage type.

Draconic Charges. The artifact can absorb the souls of ancient dragons, gaining power with each soul absorbed. The artifact starts with the soul of one chromatic dragon of the DM’s choosing absorbed. The artifact’s maximum number of charges is equal to twice the number of souls absorbed, and while worn the artifact grants you the abilities of each dragon whose soul the artifact has absorbed. The artifact absorbs a soul when an ancient dragon dies within 120 feet of the artifact. The artifact regains all expended charges daily at dawn. The types of dragons, their names, and their available abilities will be listed in the table below:

Dragon Damage Type Property
Ancient Red Dragon Fire, Bludgeoning Draconic Strike, Fire Resist
Ancient Black Dragon Acid, Bludgeoning Draconic Strike, Acid Resist
Ancient White Dragon Cold, Boudgeoning Draconic Strike, Cold Resist
Ancient Green Dragon Poison, Slashing Draconic Strike, Poison Resist
Ancient Blue Dragon Lightning, Boudgeoning Draconic Strike, Lightning Resist
Ancient Brass Dragon Fire, Psychic Fire Shield (Heat), Psychic Resist
Ancient Bronze Dragon Lightning, Thunder Radiant Shield, Thunder Resist
Ancient Copper Dragon Acid, Necrotic Mestil’s Acid Sheath, Necrotic Resist
Ancient Silver Dragon Cold, Force Wall of Ice, Force Resist
Ancient Gold Dragon Fire, Radiant Wall of Fire, Radiant Resist

Draconic Strikes

When you hit a creature with an unarmed Attack, you can expend 1 charge to add one of your unlocked Strike attacks to the damage roll. The damage for the Strike abilities starts at 1d4, then goes up to d6 at 3 souls, d8 at 6 souls, and d10 at 10 souls. At 5 souls, each strike will deal an additional 2d8 damage of the chosen damage type on a failed save. At 10 souls, your strikes gain a special effect on a failed save (save 15) based on the damage type you chose, as outlined in the table below:

Damage Type Special Ability Saving Throw
Fire Ignited for 1 minute. Dexterity
Cold One stage of Freezing for 1 minute. Additional stages not added. Constitution
Acid 1d6 Acid damage for 1 minute. Dexterity
Poison Poisoned for 1 minute. Constitution
Lightning Paralyzed for 1 minute Constitution

Body of the Dragon

While the wraps are on your person, you can use an action to cast one of the following spells from it for 2 charges, without component costs, for a duration of 10 minutes: Mestil’s Acid Sheath, Fire Shield (Heat), or Radiant Shield. The damage for each property is changed to 1d6 + 2 per monk level. Add 2 additional damage die at 3, 6, and 10 souls (max 6d6). Additionally, you cannot cast another Body of the Dragon property so long as one is active. Each property grants a +2 to your armor class for the duration and you deal an additional 1d6 damage of the spell’s damage type on a hit against one or more creatures. The additional 1d6 damage is not affected by the additional damage die increase. Once you use the artifact to cast a spell, you can't cast that spell again from it until the next dawn.

Draconic Palisade

While the wraps are on your person, you can use an action to cast one of the following spells (save 18) from it for 6 charges, without component costs as a 6th level spell with a duration of 10 minutes: Wall of Fire or Wall of Ice. Increase the spell level of Wall of Fire and Wall of Ice for every 3, 6, and 10 souls (max 9th level). You do not need to Concentrate for these spells. Additionally, you cannot cast another Draconic Palisade feature so long as one is active. Once you use the artifact to cast a spell, you can't cast that spell again from it until the next dawn.

Prismatic Awakening

After the artifact has absorbed all the dragon souls that are required of it the wraps awaken to their full potential. Once per day, when you are reduced to 0 hit points, you regain all of your hit points and transform into a Large prismatic dragon. Each enemy within 5 squares of you takes disadvantage to attack rolls while you remain in this form. Beyond this change, becoming a dragon doesn't change your game statistics. Your equipment becomes part of your dragon form, including anything you are holding. You continue to gain the benefits of the equipment you wear. You can use the properties and the powers of equipment as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your dragon form, it cannot be removed, and anything in a container that is part of your dragon form is inaccessible. This effect lasts until the end of the encounter or until you use a breath weapon that doesn’t recharge, at which point you resume your normal form and suffer 2 levels of exhaustion for 1 minute. You regain use of this property daily at dawn. In addition to the bite and breath weapon of a dragon, you also gain the following bonuses:

  • Darkvision (darkvision distance is doubled if you already have darkvision)
  • Each ally within 20 feet of you gains advantage on attack rolls, saving throws, and skill checks
  • You can take a full complement of actions on your turn while dazed, and you can still take a standard action while you are stunned.
  • Your melee and ranged attacks deal an extra 1d10 cold and fire damage.
  • You gain a fly speed equal to your movement speed.
  • Resistance to nonmagical bludgeoning, slashing, and piercing damage.
  • Gain Legendary Resistance (1/day) for the duration.

As an immediate interrupt when an attack hits you, you can expend one of the above benefits to gain a +1 to AC and all saves against that attack.

Prismatic Breath (Recharge 5-6). Exhales prismatic energy in a 150-foot cone, which manifests as eight multicolored rays of light. Each ray is a different color and has a different power and purpose. Each creature in the area of effect must make a DC 20 Dexterity saving throw, and each creature also rolls a d8 to see which color ray affects them:

  • 1. Red. The target takes 140 (20d12) fire damage on a failed save, or half as much damage on a successful one.
  • 2. Orange. The target takes 140 (20d12) acid damage on a failed save, or half as much damage on a successful one.
  • 3. Yellow. The target takes 140 (20d12) lightning damage on a failed save, or half as much damage on a successful one.
  • 4. Green. The target takes 140 (20d12) poison damage on a failed save, or half as much damage on a successful one.
  • 5. Blue. The target takes 140 (20d12) cold damage on a failed save, or half as much damage on a successful one.
  • 6. Indigo. On a failed save, the target is restrained. It must then make a DC Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
  • 7. Violet. On a failed save, the target is blinded. It must then make a DC Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
  • 8. Special. The target is struck by two rays. It rolls twice more, rerolling any 8's.

Draconic Knowledge. After successfully attuning to the artifact the user is granted extensive knowledge into draconic lore. The user learns the Draconic language if they don’t already know it. If the user already knows Draconic they may instead choose another language. Additionally, they are conferred advantage on checks that deal with Dragons (Nature) and Draconic religions and cults (Religion) adding their proficiency bonus to the roll, doubling the bonus if they are already proficient in either skill. While attuned you also gain an advantage towards Charisma checks against those of the Dragonkind (kobolds, wyverns, dragons, dragonborns, half-dragons and so on).

Curse. The first time attuning to the artifact you must attempt a DC 15 Wisdom saving throw or be Charmed by the ancient evil within the artifact. While you are Charmed by the artifact, you can't voluntarily end your Attunement to it, and the artifact casts geas on you at will (Wisdom save DC 18), urging you to work toward the evil ends it desires. Each time a new chromatic dragon is added to the artifact you roll a DC 12 Wisdom save, becoming Charmed by the dragon on a failed save. The DM will decide what task the dragon wants you to complete. The only means of removing the curse is by the Remove Curse spell or by wish.

Sentience. The Wraps of Lendys is a sentient wondrous item with two alignments; Chaotic Evil or Lawful Good. Each dragon within the artifact maintains their Intelligence, Wisdom, and Charisma scores they had when alive. Every dawn a new dragon takes control. Your DM decides the dragon dominating for the day. It has hearing and darkvision out to a range of 120 feet.

Personality. The artifact was purposed to serve as the scales of Lendys as an extension of his divine will to the mortal world. The personality varies between each dominant soul. Chromatic Dragons will often chastise the champion, seeking to agitate them when good deeds are accomplished and cheering them on when an evil deed is acted upon. Metallic dragons will be quite the opposite, seeking to praise the attuned character when they accomplish acts of good and criticize them when they enact injustice.
Destroying the Wraps of Lendys. It is rumored that these wraps cannot be destroyed so long as the presence of Good and Evil exists within the Draconic Pantheon, or being bathed in the breath of Lendys’ flames for 100 years whereby it scatters away into charred embers.


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