The final, perfected creation of the Forger of Six Horizons. A set meant not for mortals — but for those who stand at the edge of legend.
🪐 1. Crown of the Six Horizons
Wondrous item, very rare (requires attunement)
A circlet of six interlocking alloys, each glowing with one of the horizons.
Properties
-
You gain +1 to all saving throws.
-
You can see invisible creatures within 60 ft as shimmering outlines.
-
Once per short rest, choose one:
-
Burn a enemy who hits you for 4d6 fire damage
-
Give off magical darkness (20 ft)
-
Emit a gravity‑lightening aura for ten minutes (your jump distance triples)
-
Emit a heat shimmer (you gain +2 AC until the start of your next turn)
-
Be able to breath underwater for a hour
- All foes within 10ft of you must make a DC 18 CON save or be frozen for a turn
-
✋ 2. Gauntlets of Perfect Balance
Wondrous item, rare
SIx metals braided into a single perfect weave.
Properties
-
You gain +1 to attack rolls made with weapons you wield.
-
Once per short rest, you may add +5 to a Strength, Dexterity, or Constitution check.
-
You can safely handle extreme heat, cold, pressure, or electricity.
🧣 3. Mantle of the Unified Path
Wondrous item, very rare
A mantle that shifts color depending on your stance and movement.
Properties
-
You gain +10 ft movement speed.
-
You have advantage on all checks to resist forced movement.
-
Once per long rest, choose one movement mode for 1 hour:
-
Fly speed equal to walking speed
-
Swim speed equal to walking speed
-
Climb speed equal to walking speed
-
Ignore all difficult terrain
-
🛡️ 4. Aegis of the Sixfold Forge
Armor (medium), legendary (requires attunement)
Armor forged from the combined metals of all six elemental sets.
Properties
-
AC 18 + Dex modifier (max +2).
-
You gain resistance to one damage type of your choice (choose at dawn).
-
Once per long rest, enter a state of perfect equilibrium for 1 minute:
-
You gain 20 temporary hit points.
-
You have resistance to ALL damage until the temp HP are gone.
-
You double your speed.
-
You cannot be knocked prone.
-
⚔️ 5. Horizon’s Edge
Weapon (any melee weapon), legendary (requires attunement)
A weapon forged from six elemental cores fused into one.
Properties
-
+3 weapon.
-
On hit, choose one damage type: fire, cold, lightning, thunder, radiant,necrotic.
-
The attack deals +1d6 of that type.
-
-
Once per turn, when you hit a creature, you may force it to make a DC 20 Strength save or be pushed or pulled 10 ft.
-
Once per day, when you reduce a creature to 0 HP:
-
You regain one expended spell slot of 7th level or lower, OR
-
You regain three expended hit die, OR
-
You gain temporary hit points equal to 3 × proficiency bonus
-
⭐ SET BONUSES — Ecliptic Masterwork
2 Pieces Equipped — Balanced Step
-
+10 ft movement speed.
-
You ignore the first 30 ft of fall distance.
-
You gain advantage on initiative rolls.
3 Pieces Equipped — Horizons Power
Once per short rest, choose two resistances for 1 minute:
-
Fire
-
Cold
-
Lightning
-
Psychic
-
Force
- Necrotic
4 Pieces Equipped — Harmonic Flow
-
You can gain advantage on saving throws against a spell once every long rest.
-
When you hit a creature with a melee attack, you may:
-
Add 1d6 damage of your weapons damage type.
-
Reduce its speed by 20 ft
-
Or give yourself +1 AC until the start of your next turn
-
⭐ 5 Pieces Equipped — Avatar of the Forge
Passive Effects
-
You can cast Elemental Weapon (6th level) once per day.
-
You cannot be tracked by magical or nonmagical means.
-
You gain +1 to AC.
-
You gain +1 to all saving throws (stacks with the crown).
-
You have advantage on all Arcana, Nature, and Insight checks.
⭐ Ecliptic Form (1/day)
As an action, you become the living embodiment of the Six Horizons for 1 minute:
-
You gain resistance to Fire,Cold,Necrotic,Force,Lightning and Psychic
-
You gain a fly speed equal to twice your walking speed.
-
You can move through creatures and objects as if they were difficult terrain.
-
You can choose a damage type at the start of each turn:
-
Fire, Cold, Lightning, Thunder,Psychic, Force
-
-
Your first attack each turn deals +3d6 of the chosen type.
-
When you hit a creature, you may teleport to any space within 30 ft of it (no action).
-
When the form ends, you reform in your current space.
Comments