Homebrew Black Silence Species Details

Wondrous Item, Artifact (Requires Attunement)

These gloves were created by bending an abyssal pocket dimension into a wearable form. Their darkened surfaces act as gateways to the Abyssal Weaponry, an arsenal of twelve weapons repeatedly reconstructed within the dimension.

Each weapon is formed from nothing when summoned and erased when returned. Their dimensional edges require perfectly still air to function, making the Black Sphere of Silence an essential part of the artifact rather than a cosmetic effect.

Hush!

When you roll Initiative while wearing the gloves, you can expend one use of this property to create a barely visible sphere of motionless air centered on the space you occupy. The sphere has a 60-foot radius and remains fixed at its point of origin.

No sound can be created within or pass through the sphere. A creature entirely inside it has the Deafened condition, is immune to Thunder damage, and cannot cast a spell that includes a Verbal component.

The sphere lasts until Initiative ends. It ends early if you are reduced to 0 Hit Points, have the Incapacitated condition, or are no longer inside the sphere. If it ends early, it rapidly collapses into its point of origin and disappears.

You can create the sphere a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.

The Necessity of Silence

The weapons contained within the gloves function by cutting through perfectly still air.

You can summon the weapons while outside the Black Sphere of Silence, but they remain inert. You cannot make an attack with an Abyssal Weapon or activate its Distortion Bonus unless you, every target of the attack, and every space affected by it are inside a Black Sphere of Silence created by the gloves.

A defensive Distortion Bonus that intercepts an incoming attack can function as long as you, the Abyssal Weapon, and the point at which the attack is intercepted are inside the sphere. The creature responsible for the attack can be outside the sphere.

If the sphere ends, each currently summoned weapon immediately disappears.

Abyssal Weaponry

While inside the Black Sphere of Silence, you can summon an available Abyssal Weapon into one or both free hands without using an action.

Whenever you make an attack as part of the Attack action, you can summon an available Abyssal Weapon as part of that attack. You can dismiss a currently held Abyssal Weapon immediately before summoning another, allowing you to use different Abyssal Weapons for separate attacks made as part of the same Attack action.

For example, if you can make two attacks with the Attack action, you can summon the Old Boys Workshop Hammer for the first attack and the Atelier Logic Pistols for the second.

A summoned weapon disappears at the end of your turn. Outside Initiative, a summoned weapon disappears after 6 seconds.

A weapon summoned as part of a Reaction disappears immediately after that Reaction is resolved.

A summoned Abyssal Weapon is immune to all damage and cannot be destroyed before it dematerializes.

Attuned Wielder

While attuned to the gloves, you are proficient with every Abyssal Weapon.

Attacks made with Abyssal Weapons are magical.

Only the creature attuned to the Dimensional Gloves can wield an Abyssal Weapon, make attacks with it, or activate its properties.

If another creature takes possession of a summoned Abyssal Weapon, the weapon becomes inert and immediately disappears. This restriction does not cause a weapon to disappear when it is thrown, lodged inside a creature, or otherwise released as part of one of its listed attacks or Distortion Bonuses.

Reconstruction

When a weapon dematerializes, it begins a three-turn reconstruction period and cannot be summoned during that time.

At the end of each of your subsequent turns, reduce that weapon’s reconstruction period by one turn. The weapon becomes available again when the reconstruction period reaches 0.

Outside Initiative, a weapon completes its reconstruction 18 seconds after dematerializing.

Each weapon has its own reconstruction period. Summoning one weapon does not prevent another weapon from being summoned.

A weapon must be available before you can use its Distortion Bonus.

Attacks

Unless a weapon feature states otherwise, an attack with an Abyssal Weapon can be made as one of the attacks granted by your Attack action.

When you make an attack using an Abyssal Weapon, the attack modifier is determined by the ability specified in that weapon’s description.

Strength weapon attack modifier: your Proficiency Bonus + your Strength modifier

Dexterity weapon attack modifier: your Proficiency Bonus + your Dexterity modifier

Whenever a weapon forces a creature to make a saving throw, the save DC is calculated using the ability associated with that weapon.

Dimensional save DC: 8 + your Proficiency Bonus + the weapon’s associated ability modifier

Distortion

The gloves cannot tolerate prolonged incompetence.

When you hit the same creature five times with any combination of Abyssal Weapons during the same combat and that creature remains alive after the fifth hit, the entire arsenal becomes Distorted until the combat ends.

The hits do not need to be consecutive.

While the arsenal is Distorted, each weapon gains the Distortion Bonus described in its entry. Each weapon’s Distortion Bonus can be used only once during that combat.

Unless a Distortion Bonus states otherwise, an attack made through it deals the weapon’s normal damage in addition to the bonus damage described by the feature.

Abyssal Weapons

Durandal

Steel Longsword

It was made to look refined, though the gray-black mist flowing along its edge reveals its origin.

Weapon Attack. Melee Weapon Attack: your Strength or Dexterity weapon attack modifier to hit, reach 5 feet, one target. Hit: 1d10 + the chosen ability modifier Slashing damage.

Distortion Bonus

As an action, you make a lateral slash that releases a black-gray wave of corrosive mist through a 10-foot cone.

Make a separate Dexterity weapon attack against each creature of your choice in the cone. On a hit, a target takes Durandal’s normal damage plus 2d12 Necrotic damage.

Wheels Industry

Mechanical Greatsword

It was too big to be called a sword. Massive, thick, heavy, and far too rough.

Weapon Attack. Melee Weapon Attack: your Strength weapon attack modifier to hit, reach 5 feet, one target. Hit: 4d4 + your Strength modifier Bludgeoning damage.

Distortion Bonus

As an action, make one attack with Wheels Industry.

Before making the attack, choose a visible part of the target’s body. On a hit, the mouth of the blade opens, black fumes pour from within it, and the exposed gears begin rotating at a violent speed.

The target takes the weapon’s normal damage and must succeed on a Dexterity saving throw against your Dimensional save DC. On a failed save, the gears gnaw into the chosen body part and grind it into a fine paste, dealing an additional 2d10 Necrotic damage.

The DM determines whether this produces an appropriate lasting injury.

Zelkova Workshop Axe

Abyssal Axe

Weapon Attack. Melee Weapon Attack: your Strength weapon attack modifier to hit, reach 5 feet, one target. Hit: 3d6 + your Strength modifier Slashing damage.

Distortion Bonus

As an action, you smash the axe into the ground and use the impact to launch yourself into the air.

Choose a point on breakable ground within 15 feet of yourself. You leap to an unoccupied space adjacent to that point without provoking Opportunity Attacks and make one attack with the axe against a creature within your reach.

On a hit, the target takes the weapon’s normal damage plus 2d10 + your Strength modifier Bludgeoning damage.

Whether the attack hits or misses, your landing creates a crater in a 10-foot-diameter circle centered on the chosen point. The crater is Difficult Terrain and remains indefinitely. No crater is created if the surface cannot be broken.

Zelkova Workshop Mace

Abyssal Mace

Weapon Attack. Melee Weapon Attack: your Strength weapon attack modifier to hit, reach 5 feet, one target. Hit: 2d10 + your Strength modifier Bludgeoning damage.

Distortion Bonus

As an action, make one attack with the mace against a creature within its reach.

The mace distorts as it approaches the target, passing through armor, protective plating, and similar defenses before striking the flesh beneath them directly.

For this attack, ignore any bonus to the target’s Armor Class granted by worn armor, shields, natural armor, magical armor, or another physical layer of protection through which the mace can extend.

On a hit, the target takes the weapon’s normal damage plus 1d10 Necrotic damage.

The mace cannot bypass a defense if the distance through that defense would place the target’s body beyond the weapon’s reach.

Old Boys Workshop

Abyssal Hammer

Weapon Attack. Melee Weapon Attack: your Strength weapon attack modifier to hit, reach 5 feet, one target. Hit: 3d8 + your Strength modifier Bludgeoning damage.

Distortion Bonus: World Tour

As an action, you take a wide, immovable stance and bury the hammer into a creature with all your strength.

Make one attack with the hammer. On a hit, the target takes the weapon’s normal damage plus 2d6 + your Strength modifier Bludgeoning damage and is pushed 30 feet directly away from you.

The target receives no saving throw against this movement.

A creature two or more sizes larger than you is not pushed but still takes the additional damage.

Ranga Workshop Claws

Pair of Abyssal Claws

Weapon Attack. Melee Weapon Attack: your Dexterity weapon attack modifier to hit, reach 5 feet, one target. Hit: 2d8 + your Dexterity modifier Slashing damage.

Distortion Bonus

When you hit a creature with the claws, you can bury their fingers deep into its flesh and inject a stream of burning gray-black mist.

The effect lasts until the end of the target’s turn a number of turns later equal to your Wisdom modifier, to a minimum of one turn.

At the start of each of its turns for the duration, the target takes 1d8 Fire damage and 1d8 Necrotic damage.

The effect ends early if the target receives magical healing that restores Hit Points.

Ranga Workshop Dagger

Abyssal Dagger

Weapon Attack. Melee or Ranged Weapon Attack: your Dexterity weapon attack modifier to hit, reach 5 feet or range 20/60 feet, one target. Hit: 1d6 + your Dexterity modifier Slashing or Piercing damage, chosen when you make the attack.

Distortion Bonus

As an action, throw the dagger and make one ranged attack with it.

On a hit, the target takes the weapon’s normal damage, and the dagger transfers a massive quantity of gray-black mist into the point of impact before exploding.

The target takes an additional 6d6 + your Dexterity modifier Fire damage.

Each other creature within 5 feet of the target must make a Dexterity saving throw against your Dimensional save DC. On a failed save, a creature takes the same Fire damage. On a successful save, it takes half as much damage.

Mook Workshop Katana

Abyssal Katana

Weapon Attack. Melee Weapon Attack: your Dexterity weapon attack modifier to hit, reach 5 feet, one target. Hit: 2d8 + your Dexterity modifier Slashing damage.

Distortion Bonus

When you are hit by an attack that is not a Critical Hit, you can use your Reaction to summon the katana, provided it is available.

A dense mass of gray-black mist rises around the blade, allowing it to deflect or absorb the incoming attack. The attack misses you, regardless of whether it is magical or nonmagical.

This property can affect only an effect that uses an attack roll.

The point at which the katana intercepts the attack must be inside the Black Sphere of Silence, but the attacker can be outside it.

The katana disappears immediately after the attack is deflected or absorbed.

Crystal Atelier Dual Blades

Pair of Abyssal Swords

Weapon Attack. Melee Weapon Attack: your Dexterity weapon attack modifier to hit, reach 5 feet, one target. Hit: 3d6 + your Dexterity modifier Slashing damage.

Distortion Bonus

As a Bonus Action, you join the two swords at their pommels, transforming them into a double-bladed sword with a central grip and a blade extending from each end.

Until the weapon dematerializes, its reach increases by 10 feet, and its attacks deal 4d6 + your Dexterity modifier Necrotic damage instead of their normal damage.

Atelier Logic Pistols

Pair of Abyssal Pistols

Weapon Attack. Ranged Weapon Attack: your Dexterity weapon attack modifier to hit, range 60 feet, one target. Hit: 2d8 + your Dexterity modifier Piercing damage.

Being within 5 feet of a hostile creature does not impose Disadvantage on your attack rolls with these pistols.

Distortion Bonus

As an action, you unload all six bullets from one pistol.

Make six separate ranged attacks using the pistol. You can direct the attacks at one target or distribute them among multiple targets within range.

On a hit, an attack deals the pistol’s normal damage.

Whenever one of these attacks misses, the bullet detonates inside the weapon. You take 2d8 + your Dexterity modifier Piercing damage for each missed attack.

Atelier Logic Shotgun

Abyssal Shotgun

Weapon Attack. Ranged Weapon Attack: your Dexterity weapon attack modifier to hit, range 20 feet, one target. Hit: 5d4 + your Dexterity modifier Piercing damage.

Distortion Bonus

As an action, choose one creature within 20 feet of yourself.

The shotgun attack automatically hits that creature and is a Critical Hit. Instead of rolling the damage dice, use the maximum possible result. The attack therefore deals 40 + your Dexterity modifier Piercing damage.

If this damage exceeds one-fifth of the target’s Hit Point Maximum, one of its extremities chosen by the DM is completely destroyed.

The DM determines the mechanical consequences of losing the chosen extremity. It remains destroyed until restored by an effect capable of regenerating missing body parts.

A creature without an appropriate extremity suffers no additional effect beyond the damage.

Allas Workshop Lance

Abyssal Lance

Weapon Attack. Melee Weapon Attack: your Strength weapon attack modifier to hit, reach 10 feet, one target. Hit: 3d6 + your Strength modifier Piercing damage.

Distortion Bonus

As an action, make one attack with the lance.

On a hit, the target takes the weapon’s normal damage. Long metal spikes immediately emerge from the lance inside the wound, dealing an additional 1d8 Piercing damage and lodging the weapon inside the target.

You remain holding the lodged lance unless you release it. While holding it, you and the target cannot willingly move more than 10 feet apart.

Before the end of your turn, you can use a Bonus Action while the target remains within the lance’s reach to pull it free with all your strength.

When you do so, the expanding spikes mangle the wound, and the target takes an additional 3d6 Slashing damage. The lance then immediately dematerializes.

If you do not pull the lance free before the end of your turn, it dematerializes normally without dealing the additional Slashing damage.

Black Silence Traits

Black Silence creates a sphere of absolute silence, summon twelve magical weapons from an abyssal arsenal, and distort each weapon after five hits to unlock a devastating once-per-combat attack.

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