Gauntlet of Magical Orbs (5e Equipment)

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Wondrous item, legendary (major) (requires attunement)

This Gauntlet is the holder of magical orbs, upon finding this wonderous Gauntlet, 1d6+2 active compartments, this Gauntlet holds orbs of magic which can be loaded by a spring contraption with a slingshot like system that can be shot up to 60 feet by the activation of a button on the Gauntlets palm or you can crush the orb by removing the frame with a bonus action and then using a action to crush it and the effect happens on you (this bonus action replaces taking out the orb). This Gauntlet is a Gauntlet, with fine gold engravens on it that tells the story of the beginning of the world, (However the DM/GM may depict it) this Gauntlet has 8 empty or full compartments depending on your rolls upon finding the Gauntlet. The compartments activate at the press of a button above the compartment. Each orb pulsing in and out on itself is safely kept with a golden frame to prevent any breaking of the orb and upon opening any compartment a claw-like hand offers the orb to the user (The claw does not talk).

Using The Gauntlet Of Magical Orbs

While attuned to the Gauntlet, you can use a bonus action to put an orb in the Gauntlet and an action to shoot the Gauntlet

Gauntlet Of Magical Orbs

The Gauntlet Of Magical Orbs has 8 effects which can be turned or reverted in the following effects:

Orb of Destruction

You shoot a black pulsing orb at anything within range, and on impact, the orb implodes releasing a 25-foot dome that is colored in a black coating but gets more dark greener as you approach the dome, anything that is not being worn nor carried instantly withers away that is non-magical and anyone in the dome takes 4d10 necrotic damage every turn they remain in the dome for one minute

Orb Of Rejuvenation

You crush or shoot this light green orb within range, and this orb releases a square cube, anything in the 30-foot square feels a relaxing vigor come upon them as green floating beams shoot into anyone in the square and is healed for 5d10 hit points and any hit points past your max health stacks for temporarily hit points to a cap of 15 and any non magical plants instantly bolster with life.

Orb Of Conjure Feind

You shoot this reddish black orb onto the floor within range, and a feind with a CR rating of 8 conjures where you shoot the orb. You can command the feind as a bonus action to attack, move, or dismiss the summoned fiend.

Orb Of Blindness And Deafness

You shoot this dark purple orb within range, and anyone in a 30-foot cube from the origin of where the orb was shot is instantly covered in thick black smoke that cannot be seen through by dark vision and magical means and cannot be heard as any noise is drowned out by the laughter of children and demonic cries Additionally, anyone who is in the darkness has to succeed on a DC 15 Wisdom saving throw or take 2d12 Physic damage.

Orb of

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