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Magic Items - Singularity - The Homebrewery

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Published by goroiamanuci, 2023-07-14 17:54:48

Magic Items - Singularity - The Homebrewery

Magic Items - Singularity - The Homebrewery

Singularity Weapon (greatsword), Legendary (requires attunement by a creature with a Strength score of 16 or higher) Legends say that this greatsword was crafted by Moradin out of the last mote of energy from one of the biggest suns from the cosmos before it collapsed in on itself. This jet black blade feels extraordinarily dense, and it is able to corrupt the laws of space and time due to the ever-dying star on its hilt. You gain a +2 bonus to attack and damage rolls made with this sword. The item holds 8 charges and regains all expended uses daily at dawn. Forceful Strike. When you hit with a melee attack using this greatsword, you can expend 1 charge to deal an extra 2d4 force damage to the target. Gravitational Shift. You can cast the spell shield expending 2 charges. Additionally, if the first attack that made you trigger the spell fails due to this shielding, it performs an additional effect. If it was a melee weapon attack, the creature is pushed 10 feet away from you; if the weapon attack was ranged, the projectile gets redirected at your attacker using its original roll. Pressure Field. As a bonus action, you can expend 4 charges to create a field that shunts gravity around you. Until the start of your next turn, weapon attacks made against you are made with disadvantage, and you cast a 10-foot-radius area centered on you where hostile creatures move though it as if it was difficult terrain, and make Dexterity saving throws with disadvantage. Additionally, non-magical lights are momentarily extinguished within the area. Event Horizon. As an action, you can create a small black hole at a point within 60 feet of you, which requires your concentration to maintain it. It starts as a black hole with 5 feet in diameter, but each round its diameter increases by 5 feet (up to a maximum of 4 rounds). Additionally, this black hole orb fills a 10-foot radius sphere around it with magical darkness, and moving away from it within this area is considered difficult terrain. Each creature within 20 feet of this cosmic orb must succeed on a DC 20 Strength saving throw at the start of each of its turns or be pulled 15 feet into the direction of the black hole. If a creature is completely pulled into the orb, it afflicted by an effect similar to the banishment spell, and it takes 8d6 bludgeoning damage. A creature remains inside the black hole until the last of the 4 rounds since it was created ends, if you fail to maintain concentration, or if you use a bonus action on your turn to detonate it, causing the Burst of Energy property to occur. Burst of Energy. The black hole folds in on itself and releases all the creatures and objects it has absorbed, creating a colossal explosion of cosmic energy. Each creature within 60 feet of it, including the creatures that were pulled into the orb, must make a DC 20 Dexterity saving throw, taking 5d12 fire damage and 5d12 radiant damage on a failed save, or half as much damage on a successful one. The roll made for the saving throw is made with disadvantage if a creature is within 30 feet of the black hole when it explodes. Once you use this feature, you can’t do so again until 1d4 days pass. Black Hole Weapons by Ryan Bittner Created by Jhamkul | Follow me on Instagram @Jhamkul | Unofficial D&D 5e fan content | Made on Homebrewery


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