Helion (5e Equipment)

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From CadNav models

Weapon (quarterstaff), artifact (yes, must be of Lawful or Chaotic good alignment)

When Sol first graced the mortal realm with his presence, he left behind a staff which emanated light and life. It was used to heal people and punish creatures of the night. However, corrupt hearts and hands within the Brotherhood of Light, Sol's main worshipers, stole it for nefarious purposes. The staff was unfortunately never seen again. Rumors of its existence concern it floating about in the darker corners of the world, where shady deals take place. Others say the Order of the Moon keeps it held tightly within their ranks to keep its light captive.
Random Properties. The Helion has the following random properties:

  • 1 minor beneficial property
  • 2 major beneficial properties
  • 1 minor detrimental property
  • 1 major detrimental property

Radiance. This weapon emits bright light for up to 10 feet from its attuned user and dim light for an additional 10 feet. This weapon deals radiant damage and its attuned user gains immunity to radiant damage.

Innate Spellcasting. The attuned wielder of the Helion learns and can cast the fire bolt cantrip at will. They can also cast the fireball spell once, regaining use daily at dawn. These spells bypass resistance and immunity.

Charges. This staff has 20 charges. While holding it, the wielder gains a small divine talent for magic, using Charisma as its spellcasting ability modifier if the wielder does not already have one. You can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), mass cure wounds (5 charges), or heal (6 charges). The staff regains 1d8+6 expended charges daily at dawn.
Destroying the Helion. When the staff's last charge is used, roll a d20. On a 1, one of the 4 main spokes on the staff's solar wheel breaks off. When all 4 are broken, the staff glows hot like the sun and bursts, dealing 3d10 radiant, 3d10 force and 3d10 fire damage to any creature within 10 feet of it and is lost forever.

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