Professional Documents
Culture Documents
Legendary
Requires Attunement
While Attuned to the mantle your Intelligence score increases by 2, as does your maximum for that
score.
Additionally the wearer feels vastly intellectually superior among his/her peers. The wearer also
gains the ability Summon Invoker Orbs and Invoke, class features and feats will not work with all the
spells from the item.
Expend a Level 3/6/9 spell slot to summon a set of invoker orb in any combination
Exort- +2/+4/+6 damage to any damage spell (can stack with multiple exorts)
Quas- 5/10/15 temp hit points refreshes per round (can stack with multiple quases)
Invoke spell- Requires an action to cast (Invoker Orbs are not consumed)
V/S
Level 6- Add your int mod to the mefits attack roll and gives them your wizard level in temp hp
The mefits have there own turn *does not go with the player*
lvl 6 orb 2-lifts the creatures 20 feet in air if within the difficult terrain range and has disadvantage on
all attack rolls while in the air (makes a dex save)
lvl 9 orb 3-creatures within the tornado take 4d8 bludgeoning damage
Level 3- double movement speed (refer to move speed before casting the spell)
When invoking this upon your enemy's they must make a con saving throw or take 10/20/30 cold
damage. Lasts until the end of you next turn. Additionally:
Level 3- Cannot make reactions and take 2d6 initial cold damage
Level 9- Takes 3d8 cold damage at the start of its turn and has disadvantage on ability checks. Cold
snap lasts for 4 rounds
Level 6- Does 3d10 psychic damage and must make a con saving throw or be deafened
Level 9- Has zero movement and can only make melee attacks additional 2d10 psychic damage
Level 3- rolls up to 20 feet in a straight line. The initial impact deals it does 4d6 fire damage and 4d6
bludgeoning damage to any creature within 10ft of the meteor. Creatures caught within the initial
impact must do a dexterity saving throw or take half the damage. Any within 10ft of the meteor takes
4d6 fire damage at the start of its turn. If a creature is rolled over they takes additional 2d6
bludgeoning damage.
Level 6- rolls up to 30 feet in a straight line. The initial impact deals 7d6 fire damage and 7d6
bludgeoning damage to any creature within 10ft of the meteor. Creatures caught within the initial
impact must do a dexterity saving throw or take half the damage. Any creature within 10ft of the
meteor takes 3d6 fire damage if a creature is rolled over they takes additional 4d6 bludgeoning
damage.
Level 9- chaos meteor-rolls up to 40 feet in a straight line. The initial impact deals 12d6+30 fire
damage and 12d6+30 bludgeoning damage to any creature within 10ft of the meteor. Creatures
caught within the initial impact must do a dexterity saving throw or take half the damage. Any
creature within 10ft of the meteor takes 4d6 fire damage if a creature is rolled over takes additional
6d6 bludgeoning damage.
After the meteor has traveled it’s maximum range or hits a wall it explodes dealing damage equal to
the roll over damage and must do a strength save of be pushed 10ft and be pushed from the
meteor’s area and be prone.
Level 6- size increased by 5ft deal an additional 5d6 extra lightning and lowers there movement for 1
round by 5ft