Umbra's Armaments

by Waldorf

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Umbra's Armaments

Adamantite Plate Armor of Shar

Armor (plate), Artifact (bonded)

Your divine connection with Shar grants you the proficiency to wear this plate armor.

While wearing this armor, you gain a +3 bonus to AC and you are immune to necrotic and resistant to radiant damage. While attuned to the artifact, you can't be charmed or frightened and your walking speed increases by 10 feet.

The plate armor is inscribed with the holy symbol of Shar in the center of the chest, a dark circle with a purple rim. You gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells.

This plate armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Spells. You can use an action to cast one of the following spells (save DC 19 or your spellcasting DC, whichever is higher) from the armor: bestow curse, divine word, or nondetection. Once the armor has been used to cast a spell, it can't be used to cast that spell again until the next dusk.

Unholy Aura. As a bonus action, you can speak the armor's command word to surround yourself with an aura of grim blasphemy. The aura remains for 1 minute or until you are incapacitated or die. For the duration, celestials have disadvantage on attack rolls against you, and the first time that a celestial moves within 5 feet of you on its turn or starts its turn there, that creature takes 2d6 necrotic damage. This damage ignores resistance and immunity. In addition, once before the aura ends, if you fail a saving throw against an effect from a celestial (such as a solar's Slaying Longbow), you can choose to succeed instead. Once the aura ends, it can't be used again until the next dusk.

Life Extinguisher

Warhammer, legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon and your attacks deal an additional 2d6 necrotic damage.

The warhammer has 7 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the warhammer tears its life force from its body (a construct or an undead is immune). The warhammer loses 1 charge if the creature is slain. When the warhammer has no charges remaining it transforms back into its original form, the Executioner.

Additionally while holding it, you can use an action and to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. Once you use this ability, you can not do so again until the next dusk.

This heavy warhammer has a thick and longer than a regular handle wrapped with a dark leather strap, and a large raven skull with beak pointing down towards the handle as the head of the weapon.

Dark Sapphire Buckler

Armor (shield), very rare (requires attunement)

This crystalline blue shield is fashioned from a sapphire dragon's scale which seems to darkened day by day due to planar effects of shadowfel.

While holding this shield, you gain a +2 bonus to AC and resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 necrotic damage to that creature.

As an action, you can use the shield to help you locate Aberrations or Fiends until the end of your next turn. If any Aberrations or Fiends are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations or Fiends within that range. Once this property is used, it can't be used again until the next dusk.

Griffon Component Pack

Wondrous item, uncommon

This special component pouch is stylized in the fashion of the legendary griffon's saddlebag, a classic motif in children's fiction. As an action, you can place an amount of coins equal to 5 gp plus the exact worth of a component you need for a spell you know in the bag and speak its command word, followed by the name of the needed component. When you do, the coins disappear from the bag and are replaced by the material component needed for the spell.

At the GM's discretion, the bag may consume only the additional 5gp and leave a note that describes the nearest person or place that can help you find the named component.

Griffon Coinpouch

Wondrous item, uncommon

This stylized purse is sewn and stitched in the style of the griffon's saddlebag, a classic treasure and character from children's stories and legends. The purse is 6 inches across and holds up to 100,000 coins. Coins taken from the purse are miraculously clean and shiny, as if freshly minted. The bag always weighs 1 pound, regardless of the number of coins within it.

Contingency Band

Ring, rare

Each of this leather ring's three braided bands bears the design of a dark, winding serpent. You can use an action to submerge the ring in a potion of healing or similar healing draft. If the ring is left to sit in a potion for 1 minute in this way, the ring magically consumes it and any of its healing properties. For each potion the ring has consumed, one of its dark serpents glows with a faint red light. The ring can have up to 3 consumed potions at a time.

Immediately after you take damage while wearing the ring, you can use your reaction to speak its command word and gain the healing effects of one of the ring's consumed potions (your choice). The consumed potion is then lost, and one of the ring's serpents becomes dark once more.


Currently holds 2 supreme healing potions (10d4 + 20) and 1 potion of vitality

Executioner

(Umbral Scythe)

Glaive, Artifact (Bonded)

You gain a +4 bonus to attack and damage rolls made with this magic weapon. The weapon deals 3d8 necrotic damage instead of normal slashing damage. You can use this scythe with one hand instead of two hands and when you make an attack using this weapon, your Divine strike damage is increased to 4d8 necrotic damage. While attuned to the artifact, you can't be blinded, deafened, petrified, or stunned and necrotic damage you deal bypasses targets' resistances and immunities.

If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. A creature is immune to this effect if it doesn't have or need a soul, has legendary actions, or the DM decides that the creature is too strong to reap with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. If a creature has 100 hit points or fewer after taking this damage, it is slain instantly as the scythe tears its life force from its body (a construct or an undead is immune).

Reap Life. While holding the weapon, you can use an action and to make a melee attack against any number of creatures within 10 feet of you, with a single attack roll for all targets.

Instill Fear. While holding the weapon, you can use an action and to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a Wisdom saving throw (DC:19 or your spellcasting DC, whicever is higher) or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. Once you use this ability, you can not do so again until the next dusk unless you spend a spell slot of third level or higher.

As the last charge is spent from Umbra's warhammer, the raven skull crackles and rises to point forwards to create a black and purplish shadowy scythe made from raw divine necrotic energy emanating forward from its beak. The weapon is once again restored to its original form and power.

Ring of Soul Extortion

Wondrous Item (Ring), Artifact (Requires Attunement)

Your Lady Shar has granted a fragment of her power though this black onyx ring. You can use this ring to store a small part of the energy of the souls of the dead.

While you are attuned to the ring, you learn the Eldritch blast cantrip and you add your spellcasting ability modifier (wisdom) to it's damage. This spell deals Necrotic damage instead of force damage.

Whenever a creature dies within 120ft. of you, if the creature had a soul and you are wearing your ring you gain a Soul die, which is a d8. You may have a maximum number of Soul dice at the same time equal to your Wisdom modifier (minimum of 1), and may spend your Soul dice in the following ways:

Spirit's luck. Whenever you fail a skill check while wearing your ring, you may roll a soul die, and add the result to the check. The soul die is expended only if the check then succeeds.

Soul's Revenge. Whenever you deal damage to a creature while wearing your ring, you may expend a soul die, rolling it. The creature takes extra necrotic damage equal to the result.

Spirit Shield. Whenever you are hit by an attack, if you are wearing your Soul Ring you may expend a soul die as a reaction, rolling it. You add the result to your AC until the start of your next turn, potentially causing the attack to miss.

Ghostly Accuracy. Whenever you miss a creature with a spell or weapon attack, if you are wearing your Soul Ring you may expend a Soul dice, rolling it and adding it to the attack roll, potentially causing it to hit.

Shadow Movement. As a bonus action, you can spend a soul die and teleport to location you can see that is up to the result of your soul die times 10 ft.

Whenever you complete a long rest, if you have less than your maximum amount of soul die remaining, you regain soul die up to half of your maximum amount (rounded up).

Shadow Shroud Buckler

Armor (shield), Legendary (Requires Attunement)

This crystalline blue shield is fashioned from a sapphire dragon's scale which seems to darkened day by day due to planar effects of shadowfel and powers of Lady Shar. (upgraded from Dark Sapphire Buckler)

While holding this shield, you gain a +3 bonus to AC and immunity to psychic, thunder and lightning damage. You also have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

Revengeful Rebuke. When you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 4d6 necrotic or psychic damage to that creature. As a part of this reaction you can force the creature to make a wisdom saving throw (DC: 19 or your spell save DC, whichever is higher). On a failed save, the creature is stunned until the end of your next turn. you can use this secondary effect of this ability thrice, and it regains the ability to do so again daily at dusk.

Shrouded by Shar. You can cast greater invisibility from the shield without using spell slot. When you cast the spell in this manner, it does not require concentration, and you cannot be perceived by creatures that can normally see invisible creatures with abilities such as see invisibility or truesight unless they spend an action to make a successful perception check against your spell save DC (or DC:19, whichever is higher). Once you use this ability, you cannot use it again until the next dusk.

Reflect Spell. When you successfully make your save against a spell or a spell attack misses you, you can use your reaction to cause the spell to have no effect on you and make it target the caster instead, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. Once you use this ability, you cannot use it again until the next dusk. If you roll a natural 20 on your save or the caster rolls a natural 1 on the attack roll, you can automatically trigger this ability without using your reaction and the usage is not spent.

Unnatural Detection. As an action, you can use the shield to help you locate Aberrations or Fiends until the end of your next turn. If any Aberrations or Fiends are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations or Fiends within that range. Once this property is used, it can't be used again until the next dusk.