Void Halo (5e Equipment)
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Weapon (Halo), Legendary (Major) (Requires Attunement)
Created by the The Greater Host, Void Haloes are the traditional weapons of the Lesser Host, earned when they complete their training. They require great skill to use effectively, especially when using many at once.
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To attune to a Void Halo you must meet all of the following:
For the Lesser Host, to attune to a Void Halo, you can spend a short or long rest focused only on it. Any other race must instead spend a long rest. This focus can either take the form of meditation or throwing practice. If this focus is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, you will become attuned to it, and gain an intuitive understanding of how to use and activate all magical properties of the item.
Descriptions and Properties
While unattuned, Void Haloes look like any other Halo: a simple gold ring, 10 in. in diameter. They are often inlaid with special designs native to the culture of the one it is being bestowed upon if they are gaining it the traditional way.
Unattuned Multitarget. Whenever you successfully hit a target, you can also hit 2 other targets with 15 feet of the original, dealing the same amount of damage for each.
Unattuned Symbol Crash. On a natural 20 attack roll, the Void Halo will cast destructive wave centered on the struck target. The DC for this spell is 15. This will only activate on the first target hit by the halo.
When Attuned, Void Haloes typically look like glowing, pulsating, golden rings of light, floating behind the head of their user. They are 2 feet in diameter, and some have even claimed to hear them make various noises, from thrumming to whispers.
Attuned Multitarget. Whenever you successfully hit a target, you can also hit 4 other targets with 30 feet of the original, dealing the same amount of damage for each.
Attuned Symbol Crash. On a natural 20 attack roll, the Void Halo will cast destructive wave centered on a struck target. The DC for this spell is equal to your spell save + your proficiency bonus. This will only activate on the first and last targets hit by the halo.
Beacon. Due to the halo's appearance, you have disadvantage on Stealth checks. This property is negated by the invisibility spell or any similar spells or effects.
Subtlety. As an action, you can turn your halo into a tattoo of any size or shape on your body. In this state, the Beacon property is negated. You can later return it to its normal form as another action. You may also return multiple Void Haloes to their normal forms in one action. You cannot use it in this state.
Symphonic Crash. By using the Void Halo to make a melee strike against any hard surface, you can cast destructive wave at will. The DC for this spell is equal to your spell save + your proficiency bonus.
Multithrow. If you have two or more Void Haloes, you can throw them all at once in one action. You may choose one target or several. When you do so, they all use the same attack and damage roll. You cannot do this with any haloes that have been turned into tattoos.
Divine Traits. Once attuned, the halo will also gain the following passive effects:
- The halo does radiant damage instead of bludgeoning.
- You can make ranged attacks with the Void Halo using your mind instead of your hands, but not melee attacks.
- If multiple haloes are attuned to, they will appear to meld together as one but still be separate.
- No matter how many Void Haloes you Attune to, they will all count as one Attunement.
- No one but you can safely touch your halo; if any creature attempts to, they will take 1d4 necrotic damage.
- You can have more attunements later, but there can't be any when you attune to the Void Halo. This does not include other Void Haloes.