Orb of Limits (5e Equipment)
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Wondrous Item, artifact (requires attunement) Simply touching this red and blue crystal orb fills you with a strange sense of empowerment, as if nothing is beyond your abilities; however, it also has an aura of danger about it. It was created by an ancient sorcerer who sought to test the limits of mortal life, and to exceed them at any cost. Some say this artifact is a prototype, an imperfect version of the sorcerer's true goal; however, there is no evidence to support this theory. If you wish to attune to the orb, you must succeed on a DC 10 Constitution saving throw; on a failure, you suffer one level of exhaustion and must wait 1d4 days until you can make another attempt to attune to the orb. The orb has 1 charge, and once the charge is expended it takes 2d4 days to recharge. An attuned creature can use an action to speak the orb's command word and expend the charge to activate it. The orb will deactivate if the command word is spoken again, if the user drops to 0 hit points, or if the user fails a Constitution save (see below). While activated, the orb grants you the following benefits:
This power, however, comes with significant risk:
While the theory of this orb being a prototype of a more powerful artifact is rather unsubstantiated, there is no doubt that the orb itself is imperfect. Whenever you speak the command word, roll a d20. When a 1 is rolled, the orb activates and will not deactivate until the attunement ends, the user drops to 0 hit points, or the orb is destroyed. At the end of every turn, you can attempt to end attunement immediately with a DC 25 Constitution saving throw. On a success, the orb deactivates and attunement ends. Every time you end attunement in this way, the DC for the Constitution saving throw to attune to the orb again increases by 5 for you.
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