The Wrath of Dol Arrah is an artifact orb that attunes to good, neutral, or lawful neutral beings with 16+ wisdom. The orb gives off blue light and pulses red near evil. It provides temporary hit points and heals allies. When the wielder meditates with the orb, they can ask Dol Arrah a question or gain benefits with a wisdom save. The orb can fire radiant rays or call down a powerful pillar of radiant energy once per lunar cycle.
The Wrath of Dol Arrah is an artifact orb that attunes to good, neutral, or lawful neutral beings with 16+ wisdom. The orb gives off blue light and pulses red near evil. It provides temporary hit points and heals allies. When the wielder meditates with the orb, they can ask Dol Arrah a question or gain benefits with a wisdom save. The orb can fire radiant rays or call down a powerful pillar of radiant energy once per lunar cycle.
The Wrath of Dol Arrah is an artifact orb that attunes to good, neutral, or lawful neutral beings with 16+ wisdom. The orb gives off blue light and pulses red near evil. It provides temporary hit points and heals allies. When the wielder meditates with the orb, they can ask Dol Arrah a question or gain benefits with a wisdom save. The orb can fire radiant rays or call down a powerful pillar of radiant energy once per lunar cycle.
o The Wrath of Dol Arrah. Original image manipulated from
o Wondrous Item (Orb), artifact (Any good, true neutral or lawful neutral being. Requires 16+ wisdom.) o 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. o 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. o 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. o Properties 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. 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 10d10 times 2 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 bask under a full moon from the moment the moon first breaks the horizon to dawn. When dawn breaks, the orb must be struck with a large enough concentration of radiant energy. If enough radiant energy is absorbed by the orb at dawn, it will be restored to full functionality.
Omni Haft (5e Equipment)
o Weapon (Shapeshifter), artifact (A being of any alignment may attune the Omni Haft. Requires 16+ strength.) o Description. The Omni Haft takes many forms but generally it is a simple rod of worked metal with a grip hammered into one end, with or without a hilt. It is about 1 ft long and thicker than one would expect. The metal appears to be an alloy, mostly dark iron, streaked with different silver-like metals and flecked with gold. When struck against a hard object, the rod vibrates giving off a deep, pleasant humming sound much like a tuning fork. o 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. o The Many Amongst the Legendary Heroes was a being known as Senairium, the Many. He was a single entity divided between six individually animated bodies. Each animated body carried a different weapon; a flail, a polearm, a giant greataxe, dual hand hammers, a repeating heavy crossbow, and a gnarled staff. After the final battle with the Profane, fragments of the six weapons were melded together to form a metal rod that resembled the haft of an unfinished weapon. Historical references document the ownership of the rod until approximately 1000 years after the Profane were defeated. The last known person to possess the rod was Lord Nicovanti De Fairah, from whom the rod was apparently stolen. Occasionally, the odd rumor seems to hint at the Omni Haft's existence, but no one has been able to track it down. o Properties Bonus Stats. Passive. +2 to hit and the wielder is proficient with all forms of the Omni Haft. The Choosing. Passive. When the wielder draws the Omni Haft and wills it to activate, roll 1d6. Based of the result of the roll, the Omni Haft will take the form of one of the six weapons: 1-Flail, 2-Polearm, 3-Greataxe, 4-Dual Hammers, 5-Repeating Heavy Crossbow, 6-Gnarled Staff. See below for individual weapons stats and effects. Once the Omni Haft has taken form, it cannot change for the rest of the encounter with the exception of the Impress Will ability. When not in combat, the wielder may concentrate for 10 minutes on which weapon he/she wishes the Omni Haft to become. If concentration is broken, the Omni Haft reverts to it's dormant state. Flail (1) – 75% chance to halve the target's AC for a single attack. When making an attack roll, roll 1d4 as well; if the result of the 1d4 is anything except "1", the target's AC is temporarily reduced by half (rounding up) for this attack only. Regardless of whether the targets AC is halved, and if the attack roll exceeds the target's AC, the difference between the target's AC and the final attack roll result is added to the damage dealt. The Flail deals 2d8+STR bludgeoning damage on hit. Polearm (2) – 75% chance to heal the wielder for the amount of damage dealt by the weapon. When making an attack roll, roll 1d4 as well; if the result of the 1d4 is anything except "1" and the attack deals damage, the weilder is healed for an amount equal to the damage dealt by the weapon. The Polearm deals 2d10+STR piercing on hit (reach, two handed, heavy). Greataxe (3) – As the wielder's health gets lower, damage dealt gets a multiplier equal Max HP/Current HP rounded to the nearest whole number, with a cap of 5 (multipliers can only be 1, 2, 3, 4, or 5). The Greataxe deals (2d12+STR) x multiplier, slashing damage on hit (heavy, two handed). Dual Hammers (4) – 50% chance to cause 1d4 exhaustion on hit with the twin hammers (applies only once per attack, not per hammer). On a successful hit, roll 1d4; if the result is a "4" or "3", the target takes 1d4 points of exhaustion. Together, the hammers deal 2d6+STR bludgeoning (light, two handed) and are not affected by normal two-weapon fighting restrictions. Both hammers are used on all attacks, even attacks made with bonus actions. Repeating Heavy Crossbow (5) – 75% chance on hit to make the target flatfooted until the end of your next turn and reduce the target's movement speed by half. Once per wielder's turn, on a successful hit, roll 1d4; if the result is anything except "1", the target becomes flatfooted until the end of your next turn. The crossbow can be fired six times before reloading and the wielder may fire two bolts with one attack. The crossbow requires a bonus action to reload. The crossbow has two jagged blades protruding from its front that allow the crossbow to be used for melee attacks as well. Melee attacks with the crossbow deal 3d4 slashing damage (finesse). Ranged attacks deal 1d10+DEX piercing (100/400) (heavy, two handed). Gnarled Staff (6) – Inflicts two random conditions on a successful hit (roll 2d8 twice to determine which conditions are applied, see below). Re-roll if the target is already afflicted with the condition(s). If the target is afflicted by all 14 conditions, the target is critically hit instead. The Staff deals 3d6+STR bludgeoning on hit (reach). 2-Blinded, 3-Charmed, 4-Deafened, 5-Frightened, 6-Grappled, 7-Incapacitated, 8-Invisible, 9- Paralyzed, 10-Petrified, 11-Poisoned, 12-Prone, 13-Restrained, 14- Stunned, 15-Unconscious, 16-Wielder's choice. Impress Will. Bonus Action. Once per day the wielder may impress their will on the Omni Haft and choose which of the six weapons it becomes. The Omni Haft will remain in the chosen form until it is sheathed. Impress Will can be used at any time during combat, but only as a bonus action (or as a standard action if desired). If used outside of combat, the Omni Haft remains in the chosen form for 10 minutes. Hive Mind. Passive. The wielder is able to tap into the perception of all willing allies within 20 ft; the wielder knows what his/her allies know and each round, the first attack of opportunity against the wielder has disadvantage. Omni Cleave. Standard Action. One normal attack roll to hit. Once per day the wielder may unleash the full might of the Omni Haft, dealing one attack from each weapon form and applying all effects as appropriate against a single target. (WARNING: this is a non-trivial attack and requires a large number of rolls; its complicated!) Destroying the The Omni Haft. The Omni Haft is rendered powerless if it sustains 50 points of psychic or radiant damage and it is destroyed if it sustains 100 points of radiant damage. The Omni Haft's power may be restored by allowing it to bask uninterrupted for 4 hours under a moonless night sky. If the Omni Haft is destroyed it may be mended by melting down the remnants and adding precious metals (silver, gold, platinum, titanium, etc.) to make up the difference; once the metals are fully melted and mixed, they must be shaped into a rod and quenched with the blood of six living creatures while it remains incandescent from the forge.
Cloak of the Gentle Breeze (5e Equipment)
o Wondrous Item (cloak), artifact (Any good or neutral being. Requires 16+ dexterity.) o Description. A silky thin and ragged cloak of a deep burgundy; the fabric feels like cool water to the touch and is almost weightless. The cloak appears to constantly flutter as if the wearer were standing in the gentlest of breezes whether there is no wind at all or a raging storm. While worn, the wearer feels either a refreshingly cool wind or a gentle warming breeze on their face, whichever best suits the wearer's preference. o 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. o The Wind Walker Amongst the Legendary Heroes was a female half-elf known as Vaith, the Wind Walker. According to legend, those loyal to Vaith recovered her tattered cloak from the lowest branch on a dead oak tree overlooking the summit where the final battle between the Profane and the Legendary Heroes was fought. For hundreds of years, Vaith's Cloak of the Gentle Breeze remained on display in her temple on Shatter Stone until a band of raiders stole in during the night, slaughtered the worshiping clerics and looted everything of value. The cloak has not been seen since. o Properties Stat Bonus. Passive. The wearer gains a +1 to dexterity and +1 to constitution. These stats may raise the wearer's attributes above the 20 cap and stack with other enhancements that allow the wear to exceed the 20 cap. Comforting Embrace. Passive. When exposed to the elements, pull the Cloak of the Gentle Breeze close and take heart for all will be well in the end. The wearer has resistance to all non-magical environmental damage/hazards including, but not limited to (at DM's discretion) cold, heat, toxic gases, disease, water, lightning, etc. The wearer also has advantage on saving throws to resist environmental drains and negative effects. Warding Wrap. Passive. Whenever the wearer is hit by an attack (physical or magical) he/she has a 25% chance to gain resistance against the damage. These odds increase to 50%, 75% and 100% each time the wear takes damage and fails to gain resistance. If 100% is reached, the wearer will be immune to the next damaging attack against them. Use 1d4 to determine success- at 25% a "4" on 1d4 is a success; at 50% a "4" or "3" on a 1d4 is a success, at 75% a "4", "3", or "2" is a success. The success percentage threshold is reset to 25% after the wearer successfully resists an attack's damage or activates the 100% immunity effect. Wraith Walk. Bonus Action. The cloak may be used to turn the wearer invisible a number of times per day equal to their wisdom modifier. Attacking or other non-minor actions will break the effect (at the DM's discretion). Wind Walker. Bonus Action. Once per day the wearer may enter a state of heightened awareness and speed, negating all attacks of opportunity against the wearer for the duration of the encounter, increase their movement speed by +15 ft and allowing them to maintain consciousness and half their movement speed if reduced to 0 hp. Destroying the Cloak of the Gentle Breeze. The Cloak of the Gentle Breeze can be rendered powerless if it sustains 50 points of necrotic or shadow damage and destroyed if it sustains 100 points of necrotic or shadow damage. To restore its power, the cloak must be submerged in a gently flowing stream or brook for a day and a night, then hung up to air dry is a light breeze for 4 hours. If destroyed, the remnants can be used to fully restore the cloak by stitching them together with fine burgundy silk thread and hanging the cloak on the lowest branch of an oak tree to flutter in the wind for a cumulative year and a day on a single oak tree. When the cloak is retrieved on the final day, the oak tree will be dead.