Collar of Khorne (5e Equipment)

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Armor (plate), legendary (requires attunement)

Gifted by the chaos god Khorne to his acolytes this armored collar is a massive slab of iron edged in brass with runes of protection and strength engraves in blood red ink. The collar is bestowed upon a chosen champion who spills worth blood in the name of chaos and provides a row of spikes upon which for the chosen recipient to collect the skulls of his enemies. The collar is more than just a status symbol however and it provides a unique blessing to the user. Khornes hatred for magic users is contained in the protective blessings of this armor. The wearer has advantage on saving throws from magic. While you wear this armor, you have a +2 bonus to your AC. When first attuned, the wearer also rolls 2d6 and gains two properties based on the Blessings of Khorn Table, rerolling any property rolled more than once.

Blessings of Khorn Table
Die Roll Property
1 “No man can kill me, my strength in chaos is unwavering unto death.” If you are reduced to 0 hit points, you may instead drop to 1 hit point. This effect may be used once, and the armor regains use of this effect at dawn.
2 “Chaos has gifted me with ultimate protection, I have utter lack of fear of my puny enemies.” Whenever you are damaged, you can use your reaction to gain resistance to one of the damage types that damaged you until the start of your next turn. This effect may be used once, and this armor regains use of this effect at dawn.
3 “Khorne has gifted me superior protection from the vile foe, I know no fear.” You are immune to the frightened condition and have advantage against effects that would cause you to be charmed.
4 “Khorne’s trust in me grants me honor and courage, my enemy will recognize their defeat before I add them to my sacrifice to my dark master Khorne’s blessing.” You gain proficiency with the Intimidation skill and your Wisdom, Intelligence, and Charisma scores increase by 1, to a maximum of 20.
5 “The power of the bloodthirster flows through me.” Your Dexterity Strength and Constitution scores and their maximums increase by 1 and you may use a bonus action to attempt to grapple a creature.
6 Roll again.

Curse. This armor is cursed. Attuning to this item curses you until you are targeted by a remove curse spell or similar magic. When attuned to this item, you gain a form a madness. Roll 1d4 on the Madness of Khorn Table and gain the corresponding madness.

Madness of Khorn Table
Die Roll Cursed Madness
1 "Blood for the blood god" Whenever you see a creature die, you must attempt a DC 16 Charisma saving throw. On a failure, within the next 10 minutes, you must spend time comprehensively painting the walls, floor, and ceiling, yourself, your allies, and your enemies with a thick heavy layer of blood.
2 "Skulls for the skull throne" Whenever you see a creature die, you must attempt a DC 16 Charisma saving throw. On a failure, within the next 10 minutes, On a failure, you must make a shrine of bones for your god.
3 "When the world burns" You gain the annoying habit of lighting yourself and everything you own on fire. Once every 6 hours you are awake, you must succeed a DC 16 Charisma saving throw. On a failure, you must light yourself on fire by any means necessary for 1 minute.
4 Roll again.

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