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Hand of Perdition

Wondrous item, legendary (requires attunement)

A seething hellish cestus of wretched infernal materials given to those who would defy The Heavens. While wearing this gauntlet, unarmed strikes made with it have a +3 bonus to hit, deal an additional 1d8 fire damage, and ignore any damage resistances and immunities of celestials.

Hell’s Fury. You can use a bonus action to engulf half of your body in the fiendish blaze of the Hells. A single devilish wing grows from your back, and one eye glows with searing flame. For one minute, you gain the following properties:

  • You are resistant to all damage dealt by celestials.
  • The first time you deal fire damage to a creature each turn, it must make a DC 20 Constitution saving throw or be set ablaze. The creature takes 1d8 fire damage at the start of its turn until it or another creature uses its action to extinguish it.
  • When you deal fire damage to a celestial, all damage done to it ignores any resistances or immunities it has until the start of your next turn.
  • You have a fly speed of 40 feet until the end of each of your turns. If you are unable to stay aloft when your turn ends, you fall.

You can end this property early on your turn (no action required) and can use this property 3 times before finishing a long rest.

Hand of Salvation

Wondrous item, legendary (requires attunement)

A glorious gilded cestus of pure celestial materials granted to those who would oppose The Hells. While wearing this gauntlet, unarmed strikes made with it have a +3 bonus to hit, deal an additional 1d8 radiant damage, and ignore any damage resistances and immunities of fiends.

Heaven’s Ire. You can use a bonus action to engulf half of your body in the heavenly flame of the Heavens. A single angelic wing grows from your back, and one eye glows with radiant light. For one minute, you gain the following properties:

  • You are resistant to all damage dealt by fiends.
  • The first time you deal radiant damage to a creature each turn, it must make a DC 20 Constitution saving throw or be blinded for 1 minute.
  • When you deal radiant damage to a fiend, all damage done to it ignores any resistances or immunities it has until the start of your next turn.
  • You have a fly speed of 40 feet until the end of each of your turns. If you are unable to stay aloft when your turn ends, you fall.

You can end this property early on your turn (no action required) and can use this property 3 times before finishing a long rest.

Nephilim’s Wrath. While attuned to both Hand of Perdition and Hand of Salvation, you can activate both Heaven’s Ire and Hell’s Fury as a single bonus action, expending a use of both. While both are activated, you gain the following additional properties:

  • You have a fly speed of 60 feet for as long as both properties are active.
  • Unarmed strikes with Hand of Salvation deal an additional 1d8 fire damage.
  • Unarmed strikes with Hand of Perdition deal an additional 1d8 radiant damage.
  • Allies within 30 feet of you have resistance to damage dealt by celestials and fiends.
  • You take 1d6 radiant damage and 1d6 fire damage at the end of your turn. This damage can’t be prevented in any way.

The war between The Heavens and The Hells rages eternally in a cacophony of light and flame. Servants of Good and Evil are conscripted every day, granted weapons forged from the material of the outer planes. With the celestials claiming a “greater good” and devils bringing perpetual torment, countless souls have been lost to the extraplanar conflict that rages around them. With both sides evenly matched, there is no end in sight, dooming the realms to endless suffering. Perhaps it is all a farce, a game played by beings with no regard for mortal lives. What we need is a champion who would defy them, to take up arms against both legions to defend us all.

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