Syrune (5e Equipment)

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Wondrous item, legendary (requires attunement by a non-lawful character)

Syrune is a silver pendant shaped like a crescent moon. Hanging in the middle of the crescent is a heart-shaped vessel with a glowing blue crystal inside of it. Syrune starts with 7 charges and regains 1d6+1 expended charges daily at dawn.

Gift of Flight. You can use your bonus action and expend 1 charge to conjure a pair of spectral, bat-like wings, granting you a flying speed of 20 feet while not wearing heavy armor, or 50 feet while not wearing heavy or medium armor. The wings last for 1 hour or until you dismiss them as a bonus action. You fly this way if you are wearing heavy armor.

Heart of Ice. You have immunity to cold damage and vulnerability to fire damage. Additionally, whenever you are hit with an attack that deals cold damage, you can expend 1 charge to gain temporary hit points equal to the damage you take.

Freeze Solid. When you hit a creature with a weapon attack, you can expend a charge to deal an additional 1d10 cold damage. In addition, the target must succeed on a DC 16 Constitution saving throw or become encased in ice until the end of their next turn or until they take fire damage. While encased in ice, the target is petrified.

Armor of Verglas. As an action, you can expend a charge to cause ice crystals to spread across your clothing, armor, and skin. You gain 6d8 temporary hit points for a duration of 1 minute. While these temporary hit points remain, you gain a +1 bonus to AC, your movement speed is reduced by 10 feet, and you have resistance to bludgeoning, piercing and slashing damage from nonmagical weapons. If and when these temporary hit points are depleted before the duration expires, all creatures within 15 feet of you must succeed on a DC 16 Constitution saving throw. On a failed save, a target takes 2d6 piercing and 3d8 cold damage, and their speed is reduced by 10 feet until the start of your next turn. On a successful save, a target takes half the damage.

Sentience. Syrune is a Chaotic Neutral sentient pendant. Intelligence 12 (+1), Wisdom 16 (+3), Charisma 28 (+9). Syrune has darkvision and hearing with a range of 60 ft. She can speak Common, Elvish, and Abyssal, as well as any languages her wearer knows. She can also communicate telepathically with her wearer.
Personality. Syrune is a quiet spirit in general. She answers most questions asked of her, but either deflects, dismisses, or outright ignores most personal questions. She also refuses to speak to lawful characters, as well as those who betray their own beliefs: as in, those whose alignment has shifted from good to evil, neutral to evil, good to neutral, or vice versa of any of the above. If her wearer's alignment shifts in such a way, there will be a conflict with her at the next dawn. No matter how many times she is asked, Syrune refuses to share anything more than a few details of her past. For one, she used to be a student of the great wizard Mordenkainen in a land known as Barovia. She thought he had died decades before herself, but when she was betrayed and killed, Mordenkainen came back and took her body back to Faerun, as well as that of an assassin unfamiliar to her. Mordenkainen then infused her spirit into her pendant, and another of his students infused the assassin's spirit into her rapier. Beyond that, Syrune won't share anything else.

A close look at Syrune.

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