Wrath of Dol Arrah (5e Equipment)

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The Wrath of Dol Arrah. Original image manipulated from

Wondrous Item (Orb), artifact (Any good, true neutral or lawful neutral being. Requires 16+ wisdom.)

Description. An orb of churning blue plasma, about the size of a large grapefruit. The orb gives off a constant blue light and hovers around the attuned being. It is warm to the touch and the plasma feels similar to the consistency of a very thick, gritty liquid, like water-saturated sand. Most people are mesmerized by the slow chaotic flow of the plasma and are extremely satisfied staring into the orb for hours. When evil aligned entities or beings are nearby the orb pulses a deep red.

History. Long ago on an ancient frozen landmass known as Shatter Stone, two groups of Quasi-Deities clashed in a struggle over the preservation or the ruin of the world, Desteiriah. "The Profane" were six Quasi-Deities pursuing power, chaos and destruction while a group of six Ascended Mortals, known only as "the Legendary Heroes", banded together to opposed the Profane. The Profane were eventually banished by the Legendary Heroes, but at a cost; all six of the heroes sacrificed their lives to defeat the Profane. The remaining mortal forces warred with the Profane's remnant demon hoards for a year and a day until at last the final creatures of evil were slain. Rumor has it that certain relics were recovered from the corpses of the Legendary Heroes, and later shrines were erected all over Shatter Stone, in which these relics were hidden away. The temples have since eroded away and the relics have been lost to the eons. Ancient texts and stories describing the heroes and their relics, however, do remain.

Of the Faith

Ivania, often referred to as "Ivania, of the faith", was not a priestess, far from it in fact. When she was a girl a splinter sect of Malar, chaotic evil god of the hunt, kidnapped her for use in a particularly horrific ritual. She and the other captured children were branded on the back of their right hands with a magical tracking spell in the shape of the Clawed Paw of Malar. The night of each full moon, the children were forced to flee into the wilderness while the the cultists hunted them down, crippled them, and ate them alive. The last child to be capture was saved for the next full moon and given another chance to escape. Through a series of fortunate events, a substantial amount of luck, and at the cost of other children's lives, Ivania managed to escape the cultists. She stumbled upon a city after weeks of wilderness survival, arriving half starved and nearly comatose from exhaustion. Shortly after sneaking into the city, the Church of Pholtus, lawful neutral deity of law, took her into custody. The church accused her of worshiping Malar because of the brand on her right hand. The eccentric magistrate charged her with consorting with evil deities and sentenced her to death; her execution was scheduled for the next day. The church inquisitors branded her forehead with the Silver Sun and Moons of Pholtus as an insult to her supposed affiliation with Malar. The next day, she and a few other condemned prisoners were secured to the central stake of large pyre. As she stared up into the sky, tears streaming down her face, she noticed a dark speck in the center of the sun. As she watched dispassionately the speck grew larger and larger until she was looking at what appeared to be a colossal obsidian dragon soaring straight for the city. The beast plowed into the city wall and began a berserking rampage, destroying everything in sight. Hands still bound, Ivania scrambled to the city gates, hoping to escape into the surrounding forest. She made it to city's perimeter and took off sprinting toward the forest edge with other fleeing residents. The obsidian dragon crashed to the earth in front of her, gaze locked with hers. The dragon reared, its maw glowing with flames as it prepared to incinerate the scattering people. Just then, a blue beam of light lanced from the heavens and smote the dragon, punching a hole clean through the beast's head. Ivania stared in awe before collecting herself and disappearing into the forest.

Over the years, religious fanatics continued to gravitate to Ivania, likely due to the tracking brand burned into her soul by the Malar cultists. As a young adult, and after enduring constant harassment and multiple attempts on her life by religious entities, Ivania finally fought back. She mastered the arcane arts and employed the weave of magic to destroy every religious group that pursued her, regardless of alignment; she never sought out groups to destroy though. Rumors suggested that every time Ivania destroyed a hostile religious sect, she gave herself a brand of the corresponding deity's symbol, with the slight addition of a slash through the symbol's center. The stories surrounding her seem to carry a common theme- whenever caught in an impossible situation, some kind of blue radiant light always came to Ivania's aid. Peoples persecuted by religious institutions began to revere her as a quasi-deity and believed that the deity Dol Arrah was her guardian angel because of the radiant light that aided her. If that is true, no one knows what reason Dol Arrah would have for protecting Ivania. Despite Ivania's extreme dislike of all things religious, people took to calling her "Ivania, of the Faith", viewing her as an unwilling champion of Dol Arrah.

During the final battle between the Profane and Legendary Heroes, it is said that Ivania used her own body as a conduit to channel an immense blast of radiant energy, annihilating the demon portal fueling the Profane's army of abominations.


Presence of the Profane. Passive. When evil aligned entities or beings are within approximately 50 ft of the orb, it pulses a deep red once and delivers a psychic shock to the attuned wielder.

Blaze of Glory. Passive. The orb acts as a light source in dim light and darkness. The orb turns darkness into dim light and dim light into bright light. Magical darkness is perfectly penetrated by the orb, turning it into bright light, but only for the wielder. The wielder and all allies gain one Hit Dice in temporary hit points which are refreshed once per day the first time the wielder/allies are touched by the orb's light.

One With Wrath. Passive. When the wielder settles in for a rest they may instead choose to mediate with the Wrath of Dol Arrah. After two hours of staring into the orb, make a DC 12 wisdom saving throw. On a successful save the wielder may ask Dol Arrah a question that may or may not be answered, he/she is also refreshed as if they had completed a long rest and they gain temporary hit points equal to three Hit Dice + CON (replaces the temporary hit points gained from Blaze of Glory). On a failed save the wielder completes a short rest, is pseudo-blinded (bright light becomes dim light, dim light becomes darkness and normal/magical darkness cannot be penetrated by any mundane or magical means (including the dark vision trait) and the wielder cannot again attempt to meditate with the orb until they complete a normal long rest.

Brilliant Rays. Bonus Action. The Wrath of Dol Arrah can fire 1d4 rays of brilliant blue light, each dealing 3d4 radiant damage. One or more of the rays can be directed toward allies instead to deal 3d4 points of magical healing each.

Solar Wrath. Full Round Action. Once per lunar cycle (approx 30 days), the Wrath of Dol Arrah may be used to call down a blast of radiant energy in the form of a pillar of light. The pillar affects a circular area with a 35 ft radius as well as all the empty space above the affected area, up to an altitude of 10,000 ft. The beam can penetrate up to 5d8 feet of hard rock, half that of metal and double that of dirt/soil. Creatures caught in the blast suffer 10d20 times 4 radiant damage and 10d20 force damage. The wielder can cast Solar Wrath on a point that is within line of sight and no further than 5000 feet away. Once Solar Wrath has been used, the orb becomes inert for 1 day, during which it no longer hovers, glows or provides any of the above effects. If the orb is exposed to at least 1 hour of constant sun light during that day, at the end of the 24 hours, it will begin to function normally again. If not, the orb must be exposed to 1 hour of constant sunlight to begin functioning normally again.

Destroying the The Wrath of Dol Arrah. The Wrath of Dol Arrah is rendered powerless when it sustains 50 point of cold damage and is destroyed when it sustains 100 points of cold damage. The orb's power can be restored by placing it in a forge fire for eight hours starting at dusk and then allowing it to bask in bright sunlight for four hours uninterrupted. When the orb is destroyed, it shatters into frozen fragments. To mend the orb, the fragments must be boiled in molten silver for four hours, two hours before and after the sun's highest point in the sky. Upon draining the silver, the orb will be intact. The reconstructed orb must then be allowed to bask under a full moon from the moment the moon first breaks the horizon to dawn. When dawn breaks, there is a 20 second window during which the the orb must be struck with 20 points of radiant damage. If enough radiant energy strikes the orb at dawn, it will be restored to full functionality. If not, the ritual must be repeated during the next full moon. At dawn, the orb must again be struck with radiant damage during the 20 second window, but the point requirement is only the remaining radiant damage, not the full 20 points. Repeat the ritual as needed until the orb has been struck with all 20 points of radiant damage.

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