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Horns of Creeping Doom

Wondrous item, very rare

Component: undead undying heart

At first, the unceasing whispers of the long departed come across as disturbing to most wearers of these horns. Many learn to tune them out, growing accustomed to the white noise. But a select few come to enjoy their gentle caress, taking comfort in the constant presence of the dead, and soon feel the desire to add to their numbers…

As an action, you can press these horns to your head or a piece of headwear you’re wearing and attach them by speaking their command word. Speaking the command word again causes the horns to fall off; they can’t be removed by any other means.

Crimson Death. As a bonus action while wearing these horns, you can begin to accumulate negative energy, which takes the appearance of dark tendrils gathering in the air and seeping into the tips of the horns. On your next turn, you can use your action to cast the crimson death* spell (save DC 16, no concentration required). Once this property of the horns has been used, it can’t be used again until the next dawn. If you gather energy but choose not to cast the spell on your next turn, the use of this property isn’t expended, but the negative energy dissipates and must be accumulated again before you can cast the spell.

*see Appendix B

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Uncommon variant: Reduce the DC to 13. The crimson death spell has the following changes:

  • The smoke forms a 10-foot-radius sphere, and you can move it up to 10 feet at a time.
  • It deals 3d4 necrotic damage.
  • You can only control one zombie created by it at a time.

Rare variant: Reduce the DC to 15. The crimson death spell has the following changes:

  • The smoke forms a 15-foot-radius sphere, and you can move it up to 15 feet at a time.
  • It deals 4d6 necrotic damage.
  • You can only control two zombies created by it at a time.

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Crimson Death

6th-level necromancy

Casting Time: 1 action

Range: Self (20-foot-radius sphere)

Components: V, S, M (a crystal rod carved with necromantic runes worth 500 gp)

Duration: Concentration, up to 1 minute

Class: Cleric, Sorcerer, Warlock, Wizard

You spew a cloud of crimson smoke from your mouth, which gathers in a 20-foot-radius sphere centred on your space that lasts for the duration, heavily obscuring the area. Each creature other than you that starts its turn in the cloud or enters it for the first time on its turn must make a Constitution saving throw, taking 5d8 necrotic damage on a failed save, or half as much damage on a successful one. For as long as the cloud lasts, you can use a bonus action to move it up to 20 feet in any direction.

A humanoid reduced to 0 hit points by this damage immediately dies and returns as a zombie under your control. You can control a maximum of three zombies at the same time. Any created beyond this number are hostile to all living creatures. In combat, zombies take their turn immediately after yours. Zombies under your control obey your verbal commands (no action required by you). When the spell ends, zombies created by the spell crumble to dust and are destroyed.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.

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gdRios24

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