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🌪️🌩️🌀 Wrath Set 🌪️🌩️🌀

Legends whisper of ancient artifacts, conceived at the dawn of time, when elder tempests roared and gods still walked among mortals. These relics, lost to eons, are said to harbor the raw, untamed power of the primordial storms that once sculpted our world.

In a time of the old world, sages wrote of a wrath so immense, it echoed the very fury of the seven heavens. The gods, fearing the might of such artifacts, concealed them, letting their essence blend with the winds, rain, and thunder.

Yet, whispers persist... of a set of artifacts that once invoked, can resonate with the ancient wrath of the world itself. The quest to uncover these legendary pieces is not for the faint-hearted, for their power is bound to the very essence of nature and magic, a testament to an age when the world was wild, and gods feared what they had created. 

Seekers, adventurers, and scholars, do you have the mettle to unearth the Wrath Set? Are you prepared for the storm that awaits? 

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Leggings of Cosmic Wrath

Wondrous Item (pants), artifact (requires attunement)

These white wide leggings seem to be constantly shifting, resembling both the tranquility of passing clouds and the ferocity of a raging storm.

Tempestuous Might. When donned, these pants imbue you with the vehemence and vigor of untamed tempests, enhancing your melee weapon attacks and unarmed strikes. With every successful hit, a shard of this stormy rage latches onto your opponent, applying a stacking debuff known as "Tempest's Wrath."

Tempest's Wrath. For every stack of Tempest's Wrath on a target, they suffer an added 1d10 thunder damage on subsequent hits. Each layer of Tempest's Wrath is like an individual storm, each growing in ferocity with every subsequent attack. These turbulent energies cling to the target, manifesting as swirling, miniature storm clouds enveloping them. However, the storms are fleeting – the stacks will dissipate at the end of the target's next turn if not renewed.

Whirlwind Limit. The unbridled intensity of these storms has its limits. The Tempest's Wrath can accumulate on a target up to a maximum of 7 stacks.

Confluence of Storms. The tempestuous energies can also amplify your arcane and, or, divine capabilities. On a subsequent turn, if you unleash a spell that inflicts damage, you can channel the stored tempestuous might from the stacks of Tempest's Wrath upon the target. By doing so, you add the cumulative thunder damage from the stacks to the spell's damage. As the stormy energies merge with your spell, arcs of lightning and roaring winds briefly manifest around your form. After this combination attack, the Tempest's Wrath stacks on the target are consumed.

Random Properties. The Leggings of Cosmic Wrath have the following random properties:

  • 3 minor beneficial properties
  • 1 minor detrimental properties
  • 2 major beneficial properties
  • 1 major detrimental properties

Destruction. The only way to eradicate the Leggings of Cosmic Wrath from existence is a task as tumultuous as the storms they encapsulate. They must be donned and then submerged within the heart of the most formidable storm on the Plane of Air.

Sash of Forgotten Storms

Wondrous item, artifact (requires attunement)

Woven from the whispers of tempests lost to memory and adorned with runes of force etched into strands of celestial wind, this sash serves as a swirling archive of every storm that ever was and ever will be. Each flowing thread captures the wail of a hurricane, the howl of a typhoon, or the lament of a gale. When worn, the sash wraps itself around the wearer like an ever-shifting storm, constantly adapting to both their movements and intentions.

This sash has 10 charges. You can use 1 charge to activate Forgotten Storms.

Forgotten Storms. Using an action, you can expend 1 charge to unleash the pent-up fury stored within the sash, setting off a devastating chain of storms.

For one minute, you become the center of this tempest, channeling storms collected from distant times and places. A shifting 60-foot aura surrounds you, evolving in intensity and form over four turns. Each turn unfolds a unique phase of the storm:

  • Turn 1: Whispering Winds. Any creature within the aura initiating its turn or venturing into it for the first time must attempt a Strength saving throw (DC 22). On a failure, they are thrust 15 feet away from the wielder, the winds eager to send them spiraling into forgotten realms.
  • Turn 2: Void Rain. raindrops made of force, plucked from the void's embrace, descend in torrents that singe and sear. All creatures that commence their turn within the aura or enter it for the first time suffer 4d10 force damage. The terrain morphs, becoming treacherous and hampering movement. This downpour persists, drenching the aura until the storm's last turn.
  • Turn 3: Bolts of Timeless Ire. From the storm's heart, jagged bolts of light arc unpredictably. Three creatures within the aura, determined at random, must succeed on a Dexterity saving throw (DC 22) or suffer 4d10 lightning damage and become paralyzed with the electric aftermath until the start of their next turn. Furthermore, As the bolts of light arc unpredictably around you, you also gain the benefits similar to the haste spell, which lasts until the end of Turn 4.
  • Turn 4: Grasp of the Final Gale. As the storm reaches its crescendo, a nebulous force extends from the storm's core. Every creature within the aura must succeed on a Strength saving throw (DC 22) or be yanked 20 feet toward the wearer, becoming restrained by the swirling energies and suffering 4d10 force damage. Furthermore, during this turn, any creature that strikes the wearer with a melee attack is repelled by a burst of force, taking 2d10 force damage.

Once the storm settles, the wearer is burdened with the weight of channeling such raw power, gaining 3 levels of exhaustion. However, with each passing turn thereafter, the storm's residual energy flows back into the sash, removing one level of exhaustion until the toll has been paid in full. You can only have one storm active at one time.

By personally witnessing an elder tempest, you can replenish the Sash of Forgotten Storms. Each unique sighting of an elder tempest restores up to 10 charges to the sash.

Random Properties. The Sash of Forgotten Storms have the following random properties:

  • 2 minor beneficial properties
  • 1 minor detrimental properties
  • 1 major beneficial properties
  • 1 major detrimental properties

Destruction. The process to nullify the Sash of Forgotten Storms demands an intricate ritual known to but a few. While attuned to the sash and within the Plane of Air, a wielder can perform this ancient rite to conjure the "Ecliptic Tempest" — a storm brimming with enigmatic energies, existing in a delicate balance of creation and oblivion. As the tempest forms, the sash's innate defenses activate, sporadically unleashing its chaotic powers upon the bearer, a defiant bid to sway their intent. Those who persevere and see the ritual to its end will witness the sash being consumed by the Ecliptic Tempest. As the tempest fades and the sash's presence wanes, a portal materializes, beckoning to realms unknown.


2-Set Bonus: Final Wrath

When you fall unconscious or die, the artifacts’ synergy triggers a forceful explosion within a 60-foot radius. Every creature therein must make a DC 22 Constitution saving throw or be cast into the Astral Plane.

In this celestial domain, your spirit assumes a storm-forged form:

  • Hit Points: Equal to half your maximum hit points.
  • AC: 15 + your Dexterity modifier.
  • Attacks: Two unarmed strikes, each dealing 2d8 + your Strength modifier in force damage.
  • Movement Speed: 60 ft.

Your spirit sustains this state for 1 minute. As the duration culminates, a potent implosion ensues, expelling all beings back to the Material Plane. Concurrently, the sky overhead rains multicolored sparks for 1d4 hours within a 1-mile radius from the detonation's epicenter, causing magic to waver erratically and nature to respond with unbridled fervor.

You regain the ability to invoke this set bonus upon making a tribute to the deity of nature and magic. After the tribute, roll a 1d6. On a roll of 1, the artifacts reject your offering and the set bonus remains dormant.

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