Wondrous Item, varies

 

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.

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