The Ogre
Attuning to the Ogre
Attuning to the Ogre requires the wielder to sacrifice 10 sentient creatures within the span of 1 hour. Upon attunement the wielder takes 3d10 physical damage and each time you become attuned to the artifact, you age 3d10 years, unless you don't age. You must make a DC 7 Constitution saving throw or die from the shock. If you die, you are instantly transformed into an Illithid (see the Monster Manual) under the DM’s control that is sworn to protect the artifact. You become proficient with the weapon once you are attuned with it. The Ogre slowly changes the wielders eyes, making them darker than they were before. Additionally when the rifle is drawn, any non-magical flames are extinguished when the wielder passes within 60 ft. of the flame. Any magical flame or light also is extinguished when the wielder touches it.Sentient Weapon
The Ogre is partially sentient and encourages the user to kill sentient beings. If the wielder spares an enemies' life for any reason other than personal gain they take 3d10 physical damage and cannot use any of the Ogre's special actions until they either kill the enemy or wait for dawn. Once attuned the Ogre disappears if moved further than 50 feet of the user, unless thrown by the user. When the Ogre disappears, it reappears in the owners space or hand(s).Abilities
Killing in Thy Name: This magic weapon grants a +3 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to dim light 2 levels in a 30-foot radius and dim light 1 level for an additional 30 feet. The wielder can extinguish the light as a bonus action. (Eg. Bright light becomes darkness for 30 feet and dim light for 30 ft., Dim Light becomes magical darkness for 30 ft and darkness for 30 ft.) Blinding Retaliation. As a reaction immediately after being hit by a melee attack, the wielder can cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. Once used, this reaction can’t be used again until the wielder finishes a short or long rest. Assuage the Pain. Anytime the Ogre hits, it deals an additional 1d8 necrotic damage. The wielder gains temporary hit points equal to damage dealt in this way. Temporary hit points can be used to fuel the Special Actions presented later. The user becomes proficient with the Ogre upon attunement. Kill to Be Reborn. Upon killing an enemy they drop a physical manifestation of their soul in death called a Fragment of Agony, only visible to the attuned wielder of the Ogre. When the attuned walks over a fragment the Ogre's necrotic damage becomes a damage over time effect, dealing an additional 1d8 necrotic upon hit and another 1d8 necrotic at the start of the foes turn. A fragment only lasts until the start of your next turn. If multiple fragments are picked up the effect stacks up to a maximum of ×3; each fragment picked up also increases the duration of the damage over time or D.O.T. equal to the amount of fragments picked up. Multiple enemies can have the D.O.T. effect on them, however the additional 1d8 necrotic upon hit only applies for the first successful attack of the turn.Special Actions
Evolution Through Torture. The wielder can use a bonus action to cast hex, upon casting the spell the wielder takes 1d10 necrotic damage. Evil Eye. The wielder can use a bonus action to cast anti-magic field, however the effects only apply to targets within view, represented in combat as a cone in front of the wielder (See the Beholder). Upon casting the spell the wielder takes 1d10 necrotic damage for each turn the spell anti-magic field is active. Ascendance through Rage. Each time you kill an enemy add +1 to a counter out of 5. When you reach +5 the counter resets. Every two times the counter resets the counters maximum increases by an additional +5. Whenever the counter resets the Ogre gains a +1 to its magic bonus (to hit and damage bonus) or a +1 to its Overheating property.Overheating and Reloading
Overheating 2: A weapon with the Overheating property fires normally for a number of attacks per turn indicated by a following number. After that many attacks have been made by the weapon, there is a cumulative 25% chance that the weapon will overload, rendering the weapon permanently inoperable and dealing 1d8 Fire damage to the wielder. For example, a weapon with Overheating 1 will gain a 25% chance of overloading on the second attack made with it in a turn. Reload 10
Item type
Weapon, Ranged
Subtype / Model
Related Technologies
Rarity
Artifact, Requires attunement
Comments