Wraps of Zenith (5e Equipment)

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Wondrous item, artifact (requires attunement)

Created and wielded by the ancient warrior Zenith, these thick strips of enchanted cloth are stained to appear dark crimson with blood of unknown origin.


Dormant. The Wraps of Zenith grants the following benefits in its dormant state:

    • You gain a +1 bonus to attack and damage rolls made with your unarmed strike while wearing them.
    • Punching with these wraps generates an intense force that is diffused into the target with each subsequent blow. When you hit with an unarmed strike while wearing these wraps, all subsequent unarmed strikes you make before the end of this turn deal an extra 1d8 force damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
    • As a bonus action, you let out a roar at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. Additionally, these targets must succeed on a DC 13 Wisdom saving throw or become frightened of you for 1 minute. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.



Awakened. When the Wraps of Zenith reaches an awakened state, it gains the following properties:

    • The wrap's bonus to attack and damage rolls increases to +2, and the extra force damage dealt by the wraps increases to 2d8.
    • The DC to resist being frightened by the roar increases to 15, and the range increases to 15 feet.
    • As a reaction, which you take in response to taking cold, fire, lightning, or thunder damage, the wraps capture some of the incoming energy, lessening its effects on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn.



Exalted. When the Wraps of Zenith reaches an exalted state, it gains the following properties:

    • The wrap's bonus to attack and damage rolls increases to +3, and the extra force damage dealt by the wraps increases to 3d8.
    • The DC to resist being frightened by the roar increases to 17, and the range increases to 20 feet.
    • The first time you hit with a melee attack after storing energy, the target takes additional damage equal to half the damage you took.



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