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The Honor Hold Set

🔥🗡🛡 In the chaotic far realms, the Honor Hold orcs carved their place amidst a relentless onslaught of demons. While many would falter in such hostile lands, these orcs thrived, fostering a bond of brotherhood and might that surpassed all challenges.

Their fortress, Honor Hold, stood as a beacon of hope, its stone walls echoing tales of valor, sacrifice, and the fierce heart of its defenders. These tales spoke not of mere weapons but of items steeped in the spirit and determination of their bearers. A sword, not limited by form or size, carried the weight of their resolve, the mantle mirrored their audacity to protect and yet remain open to the world, and the guards, marked by spikes, were a testament to their tenacity in the face of overwhelming odds.

While many tales from the far realms are lost in whispers and shadows, the story of the Honor Hold orcs and their legacy endures, a beacon of hope for all who dare to dream and fight against the tide. 🔥🗡🛡

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Honor Hold Warblade

Weapon (any sword), rare (requires attunement)

A sword of unmatched ferocity, its blade sharpened by the countless battles it has seen. While many blades might shimmer in the light, the Warblade's beauty comes from its battle-worn scars and the stories each notch tells.

You have a +1 bonus to attack and damage rolls made with this weapon.

Warcry. By shouting the blade's command word as you swing it, the blade channels the fury of a thousand orcish war cries. On a hit, the target takes an extra 1d6 thunder damage and must make a Constitution saving throw (DC 17). On a failed save, the creature is deafened until the end of your next turn. Moreover, for every creature you reduce to 0 hit points with this blade, you mark it with a temporary orcish rune, stacking up to 5. Any unused rune will be depleted at dawn. By using an action, you can release all stored runes, causing the blade to let out a screaming gust of wind in a 30-foot cone, pushing back creatures by 10 feet for each rune released and forcing a Strength saving throw (DC 17) or be knocked prone.

Honor Hold Bloodmantle

Wondrous Item, uncommon

An intimidating upper body brace, dyed deep red, it boldly reveals the wearer's torso, showcasing their battle-hardened physique. A thick, protective layer shields the neck, signifying the orc's resilience and their pride, ensuring their head is always held high, even in the face of danger.

Bloodsiphon. Whenever you engage in a grapple or are grappled, the mantle's protective essence activates. You gain advantage on checks to maintain or break free from a grapple. Each consecutive turn you successfully maintain the grapple, the mantle increases its grip on your opponent, dealing additional necrotic damage: 1d4 on the first turn, 2d4 on the second, 3d4 on the third, and so on, up to a maximum of 5d4 necrotic damage as it persistently saps their vitality.

Guards of Honor Hold

Wondrous Item, rare (requires attunement)

The spiked Guards of the Honor Hold set carry a unique enchantment that connects the user's raw physical prowess to their inherent resilience.

Exhausting Onslaught. When wearing these guards, calculate your carrying capacity by using your Constitution score instead of your Strength score. Once per turn, when you make a melee attack, you can add three times your Constitution modifier to the damage roll, rather than your Strength modifier. However, using this ability puts strain on your body. After the attack, until the end of your next turn, your movement speed is reduced by 20 feet.

2-Set Bonus: Bloodlust

Upon reducing an enemy to 0 hit points with a melee attack, your next strike within the following round seethes with anticipation, hungering for more carnage. This attack deals an additional 2d6 damage and, if it reduces another creature to 0 hit points, you regain an action (limited to one regained action per round).

3-Set Bonus: Warlord's Resurgence

Upon taking damage that would reduce you to 0 hit points but not outright kill you, you instead drop to 1 hit point and are imbued with the ancestral fury of countless orcish chieftains. For the next minute, your attacks deal an additional 1d8 damage, you have resistance to all damage types, and any enemy that starts its turn within 10 feet of you must succeed on a Strength saving throw (DC 17) or be pushed back 5 feet, overwhelmed by the sheer intensity of your presence. Once this effect has been triggered, you cannot benefit from it again until you finish a long rest.

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