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Armor (shield), artifact (requires attunement)

An ostentatious and alluring shield made in a covenant between the upper and lower planes. It seems to beckon those who gaze upon it to test their luck. While holding this shield, you have a +3 bonus to AC. While attuned to this shield you have proficiency with all gaming sets.

Jackpot. When you or a creature within 60 feet of you is hit by an attack or forced to make a saving throw, you can spend any number of hit dice to cause the slots of this shield to spin. Roll a d100 and consult the following table to determine the effect:

01: The attack is considered a critical hit or the target automatically fails their save. Roll the hit dice. The target takes an amount of force damage equal to the roll. This damage cannot be reduced in any way. Afterwards, the target becomes vulnerable to all damage types until the start of its next turn (ignore any resistances and immunities the creature has for the duration).
02-05: The attack is considered a critical hit or the target automatically fails their save. Roll the hit dice. The target takes an amount of force damage equal to the roll. This damage cannot be reduced in any way.
06-20: The attack is considered a critical hit or the target makes the saving throw with disadvantage. Roll the dice spent and the creature takes an amount of force damage equal to half the roll. This damage cannot be reduced in any way.
21-45: The target takes one additional die of damage from the attack or makes the saving throw with disadvantage.
46-55: No effect.
56-80: The target takes half damage from the attack or makes their saving throw with advantage. Roll the hit dice spent and the creature regains a number of hit points equal to half the roll rounded up.
81-95: The attacking creature must reroll the d20 and use the lower roll for their attack or the target of this property makes their saving throw with advantage. Roll the hit dice spent and the creature regains a number of hit points equal to roll rounded up.
96-99: The attack automatically misses or the target automatically succeeds its save. Roll the hit dice spent and the creature regains a number of hit points equal to double the roll.
100: The target becomes immune to all damage types until the start of its next turn and automatically succeeds on any save that triggered this property. Roll the hit dice. The target regains all its hit points and gains a number of temporary hit points equal to the roll.

Curse: Ludomania. This shield is cursed, and attuning to it extends the curse to you. Until the curse is broken you are unwilling to part with it, keeping it within reach at all times. You cannot resist a good game of chance, taking part in any gamble or bet proposed to you no matter how potentially disastrous the outcome.

Gambling. A vice that transcends the mortal plane and infects even those of celestial and infernal persuasions. For aeons both devils and angels bet and wagered against one another in all manners of debased games, till the excitement finally ran dry.

In a moment of twisted inspiration, both above and below put aside their differences to overcome their ennui. And so a new game was born. One that twisted the strings of fate for those perverted beings to relish in. And the mortals that staked their very lives on every spin remain unaware that their desperation serves as nothing but vapid entertainment for forces beyond their understanding.

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