Silver Wishes (5e Equipment)

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Wondrous item (Ammunition), Legendary (requires attunement)

A small ball of liquid silver, dripping little globules upwards. When grasped with intent, the liquid will flick and sway into the bullet you need.

The quickest wishes are cast in silver. It makes them slick and malleable; much better for transactions.

Reliable. This ammunition can be used to load any object with the Ammunition property.

Accurate. When you make an attack roll with a weapon loaded with this ammunition, first roll two d20s. You critically hit on this attack roll on a roll of 20, and the two numbers you just rolled.

Transactionally Aerodynamic. When you make an attack roll with a weapon loaded with this ammunition, you do not have disadvantage on that attack roll if the attack is made within the weapons long range. Additionally, the long range of the weapon loaded with this ammunition increases to at least 100 feet.

Seeping. Each time you make an attack roll with a weapon loaded with this ammunition, you add a +1 bonus to attack rolls and damage rolls made with that weapon. This reaches a maximum bonus of +5. Each time one of these bonuses is applied, the damage type of the weapon changes randomly. When this occurs, roll a d10 and refer to the table to see what damage type the weapon now has.

Mark of Ol' Aberdeen. When you fail a saving throw or ability check, you can expend your reaction to add a bonus to the roll that could make it a success. The bonus begins at +0, but for every 10 Silver Wishes you have, the bonus increases by 1 to a maximum of +6.

Price to Pay. This wondrous item is cursed. By touching it, you attune to it. Attuning to this item curses you until you are targeted by a 9th remove curse spell. When you attune to this item, and for as long as you are attuned to it, you pay a terrible price. An important trait integral to the character (a sense of honor, loyalty to a friend, kindness, compassion, motivation, rage, vengeance, etc.) is taken from them. This trait should be important or integral enough to the character that it nearly defines who they are. Additionally, they lose access to all class features granted at level 1 and 2, except for any features that grant subclass options.

d10 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder
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