11/7/2023 0 Comments Skull of impending doomYou can't be surprised while you are conscious. While wearing this ring, you always feel a sense of unease as if something horrible looms in your not-too-distant future. Critical hits you score in this way cause the creature to be doomed until the end of your next turn. When you attack a fiend that has less than half its maximum hit points remaining, you score a critical hit against it on a roll of 18–20. It also has the following property:ĭemon Slayer. While wearing the helm, you always know if a creature you can see is a fiend, and fiends have disadvantage on saving throws to avoid being frightened while they can see you. This tarnished copper helm denies any attempt to be cleaned or polished, and was once worn by a fierce warrior within the Lower Planes. Wondrous item, very rare (requires attunement by a barbarian, fighter, or paladin) If you use the maul to create a magic item of legendary rarity, you can also choose to break the curse. After you fail the saving throw, the DC resets to 5.Ī greater restoration spell cast at 9th level or similar magic can break the curse. If you succeed on the saving throw, the DC increases by 5. As long as you remain cursed, you are unwilling to part with the maul, you are doomed, and are compelled to smith with the maul to the best of your ability.Īfter you finish a long rest, you must succeed on a DC 5 Wisdom saving throw or spend the next hour crafting a weapon, set of armor, or other object with the maul as best you can. This maul is cursed, and attempting to attune to the maul extends the curse to you. This property of the maul can be used twice, and it regains any expended uses daily at dawn.Ĭurse. On a failed save, the creature gains any of the following conditions you have for the next minute: blinded, deafened, doomed, frightened, or poisoned. When you hit a creature with the maul, you can deal an additional 4d6 necrotic damage to it and force it to make a DC 19 Constitution saving throw. Once you use this property of the maul, it can't be used again until the next dawn.ĭoomstrike. Materials used to create or repair an object don't vanish in this way. The tools and materials vanish if they are ever more than 10 feet away from the maul, or after 24 hours. As an action, you can conjure a set of smith's tools, as well as 100 gp of materials for their use. In addition, the maul has the following properties: An object repaired or created this way is done so twice as fast. While attuned to the maul, you are immune to the effects of being doomed, frightened, and poisoned, and you have a +3 bonus to attack and damage rolls made with it, as well as to ability checks made to make or repair an object using the maul. Weapon (maul), legendary (requires attunement by a doomed creature)Ĭarved and polished from a block of adamantine, and adorned with coins of bad luck and misfortune from numerous cultures, this maul doubles as an anvil thanks to its design and heft. The following magic items utilize the themes of doom, ruin, and inevitability, and can be used as rewards for players, or plot hooks in your games. For those who want to get rid of it quickly, or are afflicted with a permanent form of it, the greater restoration spell or similar magic can remove doomed. Typically, effects that inflict doomed come with the ability to end the condition or inflict the condition for a limited duration. You can decide for yourself if you think it makes sense for a creature to be immune, but Undead and Constructs are immune to it as a general rule. Like many conditions, some creatures are naturally immune to being doomed. To provide similar support for the doomed condition, in the following sections you'll find a number of suggestions and options you can include in your games that incorporate it.
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