Horn of Beckoning (5e Equipment)

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Wondrous Item, artifact (Requires attunement by a good aligned creature)

The Horn of Becokning is a big horn made of marble, about a meter in length, with two sets of chains attached to it. Almost impossible to move due to its unrealistic weight, is light as a feather in the hands of someone able to fly. This item was created by the Casimir Lovataar, to bring hope with its sound to the innocent, and mortifying terror to creatures of evil. The item is commonly lend by the diety to his devout followers, as a token of appreciation or as an answer to a prayer of help. Sometimes Casimir throws this horn from the orbit of a planet, and invisible strings of fate guide it to the hands of worthly, to help in hard situations like demonic invasions or unjust tyranny. This item has 9 charges and regains all spent charges daily at dawn.
Random Properties. The Horn of Beckoning has the following random properties:

  • 2 minor beneficial properties
  • 1 major beneficial property


Attunement. The first time you attune to the horn, you are subject of transformation, growing a pair of angellic wings on your back, that grant you flying speed equal to your walking speed for as long as you are attuned to the item. Neither magic nor divine intervention can reverse this transformation, only cutting the wings can allow you to get rid of them, but every time you are subjected to spells and effects that allow you to regain lost body parts, like for example Regenerate spell, your wings will grow back.

Weight of Duty. Horn of Beckoning seems insanely heavy, resisting even the strongest attempts to move it. While being hold by a creature with flying speed, horn weights as much as a single feather.

Eternal Vibrations. The sound of horn can be heard everywhere within 300 feet from it, bypassing any physical barriers and magical ones created with spells of 8th level or lover.

Lightbringer. You can use your bonus action to remove the cap on horn's end, making it shed bright light in 120 feet radius around you, and dim light for an additional 120 feet. This light is sunlight.

Sound of Smiting. If a creature of evil alingment hears sound produced by horn or any of its properties, it must make a DC 19 Wisdom saving throw. On a failure, creature is deafened until the start of it's next turn. If a creature fails this saving throw three times before finishing a long rest, it is permanently deafened. The failures don't need to be consecutive; keep track of them until the target collects three.

Horn of Hope. You can use your action and spend one charge to blow the horn, boolstering allies around you. Each friendly creature in 60 feet radius around you gain temporary hit points equal to your level, and have advantage on all saving throws until the start of your next turn.

Horn of Dread. You can use your action and spend two charges to blow the horn, bringing doom to your enemies. Every creature in a 120 feet cone in front of you must make a DC 19 Wisdom saving throw. On a failure creature takes 8d10 radiant damage and is frightened of you until the end of its next turn, taking only half damage on a succesful save and not becoming frightened.

Horn of Magic. While holding the horn, you can use an action to expend some of its charges to cast one of the following spells from it: True Resurrection (9 charges), Power Word Heal (6 charges), Mass Heal (8 charges), Control Weather (6 charges), Antimagic Field (7 charges).

Horn of Help. You can use your action to blow the horn. In response, celestial creatures appear within 60 feet of you. These celestials use the deva statistics, and you summon 1d4+2 of them. While summoned, those creatures are friendly to you and your companions and follow your commands. They return to their native plane after 1 hour or when they drop to 0 hit points. Once used, this property cannot be used again until 7 days have passed.
Destroying the Horn of Beckoning. Horn appears to be impervious to damage, withstanding even the greatest punishments. While in Windswept Depths of Pandemonium, any attempt to use the horn will result in erratic, muffled sound and no property of horn will work. If more than 500 thunder damage is dealt to the horn in a single round while in Pandemonium and while a creature blows the horn, marble facade will crack and break, losing it properties. If those pieces are collected and thrown into lava, the horn is reformed. If those pieces are thrown into the river styx, the horn is forever destroyed.


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