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#### The Judge's Scales
Kelemvor
*Wondrous item, artifact (requires attunement)* --- *The Judge's Scales* appear to be made from the bones of various creatures. Said to have been created by Kelemvor himself, the scales are perfectly balanced. While attuned to the scales, you are immune to hit point reduction, exhaustion, and attempts to possess you or remove your soul from your body. In addition, you gain darkvision to 60 feet, resistance against necrotic damage, and have advantage on saving throws against illusions. In addition, once per day, you may cut yourself and bleed onto one side of the scales. You take 1d20 + 9 damage and can increase one stat of your choice by 4. After one hour, the stat returns to its previous value. #### Crown of Horns
Myrkul
*Wondrous item, artifact (requires attunement by wizard, warlock or sorcerer)* --- The *Crown of Horns* is a simple silver circlet silver circlet with a black diamond set on the brow and four bone horns mounted around its edge. It emanates raw power and whispers tempting proposals. You gain these benefits while wearing the crown: - While wearing this item your alignment becomes neutral evil. - You gain the following flaw: “No one but I can have the power of the crown. I will protect it at all costs.” - You can cast *Myrkul’s hand* as an action once every long rest. - Undead with an Intelligence score less than 10 regard you as friendly.` - Resistance to cold damage and nonmagical bludgeoning, piercing, and slashing weapon damage. - You can fly 30 ft. (hover). - Undead you create gain 5 extra hit die on top of their normal amount of hit die. **Curse:** The crown of horns saps its wearer of strength if it is worn for a long time. Over the time period of two years, the wearer of the crown will slowly turn into a lich gaining all the benefits and drawbacks an undead creature would have. The creature gains all the features and actions a lich would have, except for its spellcasting feature (The turned creature uses its own spellcasting). Every use of *Myrkul’s hand* will advance the change into lich for 1d4 months. The crown will act as the lich’s phylactery. If the target takes off the crown after he/she has turned into a lich, he/she will crumble into dust. It can only be removed if Myrkul wills it or if it is teleported away.
####
Myrkul's Hand
# - Necromancy Spell - Level: 10 - Casting Time: 1 Action - Range: Touch - Components: V, S - Duration: Instantaneous
The caster invokes black flames that cover its hands, infusing a creature you try to touch with necrotic energy. Make a melee spell attack against the target. On a hit the target takes 7d8 + 30 necrotic damage and must make a Constitution saving throw, or die instantly. A slain target rises 1d4 rounds later as a wraith under the control of the caster.
\pagebreakNum #### Fate's Coin
The Raven Queen
*Wondrous item, artifact* --- *Fate's Coin* is slightly larger than a normal gold piece. The heads side depicts a raven's head facing to the left. The tails side depicts a raven's skull facing to the right. You may place this coin in a dead creature's mouth. After 24 hours, the creature returns to life as if it had never died. The creature has no recollection of their death. After this effect takes place, roll a D20. On a 1, the coin is destroyed forever. On a 2-19, The coin teleports to a place of the DM's choice. On a 20, the coin remains where it is. #### Vecna's Eye
Vecna
*Wondrous item, artifact (requires attunement)* --- *Vecna's Eye* looks like a bloodshot organ torn free from the socket. To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die. --- The Eye of Vecna has the following random properties: - While attuned to the eye, you have resistance against fire damage. - While attuned to the eye, you can use an action to cast *power word pain* from it. After you cast the spell, roll a d6. On a roll of 1-5, you can't cast it again until the next dawn. - While attuned to the eye, all holy water within 10 feet of you is destroyed **Properties of the Eye.** Your alignment changes to neutral evil, and you gain the following benefits: - You have truesight. - You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action. - The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: *clairvoyance* (2 charges), *crown of madness* (1 charge), *disintegrate* (4 charges), *dominate monster* (5 charges), or *eyebite* (4 charges). The eye regains 1d4+4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control. \columnbreak #### Vecna's Hand
Vecna
*Wondrous item, artifact (requires attunement)* --- *Vecna's Hand* is a mummified and shriveled left extremity. To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. --- The Hand of Vecna has the following random properties: - While attuned to the hand, you gain proficiency in Sleight of Hand. - While attuned to the hand, you can't be blinded, deafened, petrified, or stunned. - When you become attuned to the hand, you gain a form of long-term madness (see chapter 8, "Running the Game"). **Properties of the Hand.** Your alignment changes to neutral evil, and you gain the following benefits: - Your Strength score becomes 20, unless it is already 20 or higher. - Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 2d8 cold damage on a hit. - The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: *finger of death* (5 charges), *sleep* (1 charge), *slow* (2 charges), or *teleport* (3 charges). The hand regains 1d4+4 expended charges daily at dawn. Each time you cast a spell from the hand, it casts the *suggestion* spell on you (save DC 18), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you. \pagebreakNum #### Almaerifuh
Ioun
*Staff, artifact (requires attunement by a wizard)* --- This staff can be wielded as a magic Quarterstaff that grants a +4 bonus to Attack and Damage Rolls made with it and a +4 bonus to Armor Class, saving throws and spell attack rolls. The staff has 100 Charges. When you hit with a melee Attack using it, you can expend up to 10 of its Charges. For each charge you expend, the target takes an extra 1d8 psychic damage. The staff regains 5d12 + 40 expended Charges daily at dawn. --- **Spell Absorption:** While holding the staff, you have advantage on saving throws against Spells. In addition, you can use your reaction when another creature casts a spell that Targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of Charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of Charges above 100, the staff explodes. --- **Spells:** While holding the staff, you can use an action to expend some of its Charges to cast one of the following Spells from it, using your spell save DC and spellcasting ability: *Cone of Cold* (9th level version 9 charges), *Cure Wounds* (1 charge per Spell Level), *Conjure Elementa*l (7 charges), *Dispel Magic* (3 charges), *Dominate Person* ( 5 charges), *Dominate Monster* (8 charges), *Fireball* (9th level version, 9 charges), *Flaming Sphere* (2 charges), *Globe of Invulnerability* (6 charges), *Hold Monster* (5 charges), *Ice Storm* (4 charges), *Invisibilit*y (2 charges), *knock* (2 charges), *Lesser Restoration* (2 charges), *Levitate* (2 charges). *Lightning Bolt* (9th level version, 9 charges), *Magic Missile* (1 charge per level), *Mass Cure Wounds* (5 charges), *Passwall* (5 charges), *Plane Shift* (7 charges), *Ray of Enfeeblement* (1 charge), *Telekinesis* (5 charges), *Wall of Fire* (4 charges), *Wall of Force* (5 charges), or *Web* (2 charges). #### Robes of Pelor
Pelor
*Wondrous Item, artifact (requires attunement)* --- This elegant garment is made from exquisite cloth of gold and adorned with silvery runes. --- You gain these benefits while wearing the robe: - Your Armor Class increases by 4 - You gain immunity to necrotic damage. - All healing you receive is doubled. \columnbreak #### Hornblade
Yondalla
*Weapon (shortsword), artifact (requires attunement by a halfling)* --- You musts have a strength of at least 22 to wield this shortsword. *Hornblade* is a +4 shortsword and inflicts 6d6 slashing damage on a hit. Additionally, it ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d6 slashing damage from the hit. #### Venras
Yondalla
*Armor (shield), artifact (requires attunement by a halfling)* --- While holding this Shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. While wielding this shield you have advantage on saving throws against spells and magical effects. Additionally, if you are target by a magic missile spell, line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1-3, you are unaffected. On a 4-6, you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target. As an Action you can release Venras and it will hover magically in an unoccupied space within 5 ft. of you. While the shield is hovering you can use both of your hands normally and also gain the benefit of wielding the shield. Additionally, if you can see the shield, you can mentally command it as a bonus action to fly up to 120 ft. and defend a creature of your choice, or return to a hovering position adjacent to you. If the shield is defending another creature, that creature gains the AC bonus and magical protections of the shield. If the hovering shield is targeted by any effect, you are considered to be holding it. \pagebreakNum #### Eye of the Storm
Talos
*Wonderous item, artifact (requires attunement)* --- The Eye of the Storm appears to be a normal black eyepatch. but as soon as an attuned user wears it, their eye is destroyed, leaving a rippling of electricity in the socket. You gain these benefits while attuned to the Eye of the Storm: * You gain resistance to lightning and thunder damage. * During a storm you gain a fly speed of 30 feet. If you already have a fly speed, it is doubled instead. * While flying, you are unaffected by averse weather conditions, such as high winds. * Your vision is unaffected by weather conditions. ***Destructive Wrath.*** Twice per day, when you deal lightning or thunder damage, you can choose to deal maximum damage instead of rolling. The uses of this ability reset at dawn. #### Razor's Edge
Cyric
*Weapon (longsword),artifact (requires attunement by a non-good creature)* --- This stunning, black longsword thins out to almost a needle point. The blade itself is incredibly thin and is sharper than even the best medical blades. You Gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following addition properties: ***Sentience.*** Razor's Edge is a sentient, chaotic evil weapon with an intelligence of 18, a wisdom of 12, and a charisma of 19. It has hearing and blindsight out to a range of 60 ft. This weapon can understand undercommon & common, and can communicate with anyone who's wielded it telepathically. While you are attuned to it, Razro's Edge also understands every language you know. ***Mantle of Lies.*** While you hold Razor's Edge in your hand, a near-invisible cloud of black shadows surround you, granting you advantage on Charisma (Deception) checks. ***Beguiling Facade.*** You can cast *alter self* at will as long as you choose the "change appearance" option. ***Takes One to Know One.*** You have advantage on Wisdom (Insight) checks to determine if someone is lying. ***Personality.*** Razor's Edge is the epitome of insanity. It can hardly formulate a coherent sentence, but still is able to convey a general message demanding the player submits to the insanity. ***Curse.*** After each use of alter self and each successful Deception check, there is a 50% chance of you gaining a short-term madness (as per the table in the DMG). After 10 bouts of short-term madness, the DM rolls on the long-term madness chart. \columnbreak #### Armor of Glittergold
Garl Glittergold
--- The following items make up the full set of the Armor of Glittergold. As an action, the wearer can transform the articles into a suit of gold and silver armor. #### Waistcoat of Wonder *Wondrous Item,artifact (requires attunement by a good creature)* --- While wearing this waistcoat you are treated as if you are wearing +3 studded leather armor and you can’t be Frightened. #### Jacket of Holding *Wondrous Item,artifact (requires attunement by a good creature)* --- This russet coat is finely tailored with burgundy trim and fine brass buttons. While wearing the jacket you gain a +1 bonus to your AC and have advantage on saving throws against spells and magical effects. In addition, the jacket has four pockets, two on the outside and two in the interior lining. As a bonus action you can activate any pocket. When a pocket is activate it acts as a bag of holding. #### Cap of Keen Mind *Wondrous Item,artifact (requires attunement by a good creature)* --- While wearing this cap your Intelligence and Wisdom score change to 20. If your Intelligence and Wisdom scores are already equal to or greater than the cap’s score, this trait has no effect on you. Additionally, while wearing this cap you gain a +1 bonus to your AC and you are immune to any effect that would sense your emotions or read your thoughts. #### Trousers of Escape *Wondrous Item,artifact (requires attunement by a good creature)* --- While wearing these trousers you gain a +1 bonus to your AC and can use two reactions per turn. Additionally, while wearing these trousers you can use a reaction to gain a +5 bonus to AC against one ranged attack that would hit you. To do so, you must be able to see the attacker. #### Blink Shoes *Wondrous Item,artifact (requires attunement by a good creature)* --- While you wear these shoes, your Dexterity score changes to 18. If your Dexterity score is already equal to or greater than the shoe’s score, this trait has no effect on you. Additionally, when you take the Dash action you can move at twice your normal speed. While wearing these shoes, you can click the heals together as a bonus action and teleport, including any equipment you are wearing or carrying, to an unoccupied space you can see within 120 feet of you. \pagebreakNum
##### Bastard Sword This weapon is too large to wield in one hand normally unless you have a Strength score of at least 18. If not, you have disadvantage on all attacks made with this weapon. | damage | properties | |:---:|:-----------:| | 1d10 S/P | Heavy, Special, Versatile (1d12) |
Credit to Expanded Armory and Gear by JASON MENDELL
#### Druniazth (the Claw of Tharizdun)
Tharizdun
*Weapon (bastard sword), artifact (requires attunement)* --- This long blade is made out of a purplish-black metal, and misty patterns swirl across the surface. The blade itself seems to draw in heat and light. Fire wanes in its presence, and the blade is freezing cold to the touch. Light dims when it is drawn. --- You gain a +3 bonus to attack and damage rolls made with this magic weapon. Additionally, on a hit the blade deals an additional 2d6 cold damage. ***Sentience.*** Druniazth is a sentient, chaotic evil weapon with an intelligence of 20, a wisdom of 16, and a charisma of 16. It has hearing and blindsight out to a range of 60 ft. This weapon can understand abyssal & common, and can communicate with anyone who's wielded it telepathically. While you are attuned to it, Druniazth also understands every language you know. ***Aura of Darkness.*** As a bonus action when you draw Druniazth, you can extinguish all nonmagical fires and lights within 100 ft. ***Hypothermic Rend.*** When you hit a creature with Druniazth, there is a 5% chance that a magical frost invades their wounds. If the effect activates, the creature must succeed a DC 18 Constitution saving throw, or fall unconscious. Creatures under this effect fall into a restless sleep for 1d6 weeks, during which time they suffer horrific nightmares of Tharizdun's apocalyptic return. Even after they awaken, the nightmares plague the victim for the rest of their life. This effect cannot be dispelled by anything less than a *wish*. ***Personality.*** Druniazth shuns those of non-evil alignments. It will actively be rude and condescending if the attuned user is not evil. ***Curse.*** Druniazth prevents the user from attacking a creature affected by Hypothermic Rend, citing that the madness it brings is a fate worse than death. In addition, if the wielder is not of evil alignment, they become Chaotic Evil after a period 3d20 + 15 days. \columnbreak #### Allhammer
Moradin
*Weapon (warhammer), artifact (requires attunement by a dwarf/follower of Moradin)* --- The Allhammer is fabled to have been forged in the center of the world. Slightly larger that a normal warhammer, Allhammer has a delicate black leather-wrapped handle and a silver-like head adorned with complex celtic weaves. Allhammer is a +3 warhammer and deals 4d8 bludgeoning damage on a successful hit. As an action you may slam Allhammer into the ground. All undead and fiends within 60 feet of you must succeed a DC 18 Wisdom saving throw or be *frightened* of you for 1 minute. Once per short rest you can use an action to let the hammer take control of your attacks. Target up to 7 creatures within 20 feet of you. You may make an attack against each with Allhammer. #### Soul Reaver
Maglubiyet
*Weapon (greataxe), artifact (requires attunement)* --- Soul Reaver is a large black greataxe. The blade is always coated in a layer of blood, even after desperate attempts to clean it. --- Soul Reaver is a +3 greataxe and deals and additional 1d12 slashing damage on a successful hit. **Heart of Battle.** Once per day you gain a +10 to your initiative. You choose when to add this bonus. **Bloodlet.** Through Maglubiyet's strength you cleave deeper into your foe. When you make a successful weapon attack with Soul Reaver, you can use your bonus action to deal half of the half of the damage you deal to the creature at the end of its next turn. **Curse.** Maglubiyet demands that his followers be goblinoid. As such, attunement to this weapon slowly transforms you into a goblin. Each week, roll a d100 and consult the table. If you reach 100% you turn into a goblin, hobgoblin, or some other goblinoid of the DM's choosing. It is up to your DM whether your stats change.
| d100 | Goblin % | |:---:|:-----------:| | 1-5 | +20% | | 6-25 | +10% | | 26-50 | +5% | | 51-75 | +3% | | d100 | Goblin % | |:---:|:-----------:| | 76-90 | +2% | | 91-97 | +1% | | 98-99 | No Change | | 100 | -5% |
\pagebreakNum #### Eyes of The Maimed
Tyr
*Wondrous item, artifact (requires attunement)* --- *Eyes of The Maimed* appear to be a a pair of golden eyes covered in blood. To attune to the eyes, you must gouge out your own eyes and press the artifacts into the empty sockets. The eyes grafts themselves to your head and remain there until you die. Once in place, the eyes become entirely transparent, showing only your eye sockets. --- **Properties of the Eyes.** Your alignment changes to Lawful Good, and you gain the following benefits: - You gain proficiency on Wisdom (Insight) checks. If you already have proficiency you gain expertise. - You have truesight out to 30 ft. - You can use an action to detect the alignment of creatures around you. Each creature of your choice within 30 ft must succeed a DC 18 a Charisma saving throw or their true alignment is revealed to you. - The eyes have 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells, without requiring material components, from it (save DC 18): *imprisonment* (8 charges), *true seeing* (3 charges), *banishment* (1 charge). The eyes regains 1d2+1 expended charges daily at dawn. Each time you cast a spell from the eyes, there is a 5 percent chance that Tyr takes notice of his eyes. If he has taken notice, he knows your location for the next week. - If you are also attuned to the Even Hand, these two items share one attunement slot. #### The Even Hand
Tyr
*Wondrous item, artifact (requires attunement)* --- *The Even Hand* is a gold plated right hand covered in blood. To attune to the hand, you must lop off your right hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. --- --- **Properties of the Hand.** Your alignment changes to Lawful Good, and you gain the following benefits: - Your Wisdom score becomes 20, unless it is already 20 or higher. - Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 1d12 radiant damage on a hit. - The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: *holy aura* (5 charges), *holy weapon* (2 charge), or *dispel magic* (1 charge). The hand regains 1d2+1 expended charges daily at dawn. Each time you cast a spell from the hand, it casts the *suggestion* spell on you (save DC 18), demanding that you complete a righteous deed. The hand might have a specific act in mind or leave it up to you. - If you are also attuned to the Eyes of the Maimed, these two items share one attunement slot. \columnbreak #### Duty's Bond
Torm
*Weapon (greatsword), artifact (requires attunement by a creature of the following alignments: LG, LN, NG)* --- This greatsword has a long silver blade and a gold handle. While wielding the sword, a white gauntlet appears over your right hand. --- You gain a +3 bonus to attack and damage rolls made with this magic weapon. Additionally, evil creatures take an additional 1d10 radiant damage on a successful hit. In addition, while attuned to Duty's Bond, your Strength score is 20 unless it is already higher. ***Loyal Fury.*** Once per day, if you were to take damage that would reduce you to 0 hit points, you are instead reduced to 1 hit point. You cannot use this effect again until the next dawn. #### Ever Watchful
Helm
*Weapon (bastard sword), artifact (requires attunement by a creature of a lawful alignment)* --- This bastard sword has a damascus patterned blade and a dark silver handle. The gem set in the pommel resembles an eye. While wielding the sword, a gauntlet with an eye painted on the back appears over your right hand. --- You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, while attuned to Ever Watchful, your Constitution score is 20 unless it is already higher. ***Vigilant Sentry.*** If you are within 5 feet of an ally that is the target of an attack, you can use your reaction to swap places with the ally. When you do, you become the target of the attack. \pagebreakNum
####
This item uses the same system that Vestiges of divergence use for progressing to another stage.
#### Aegis of the Threefold
The threefold god
*Wonderous item, artifact (requires attunement)* --- If a creature is attuned to the ***Eyes of the Maimed***, ***The Even Hand***, ***Duty's Bond***, and ***Ever Watchful*** at the same time, the 4 artifacts are destroyed in a blinding flash of light. All that is left is a shimmering spectral gauntlet over the creature's missing right hand and a faint shimmer in the eye sockets of the creature. The gauntlet appears to be purely white with gold trim creating an eye on the back side. It is incorporeal and unable to be removed by anything less than the will of a god. It automatically attunes to the wearer. ***Properties of the Aegis.*** Your alignment changes to Lawful Good. Your Wisdom, Strength, and Constitution scores all become 22, unless they are already higher. You gain truesight out to 30 feet. ***Just Sight.*** As an action you can gleam more information about your surroundings in a 20 foot radius. For 1 minute, you know the alignment of all creatures in range, and know if they are an aberration, celestial, elemental, fey, fiend, or undead. ***Vindicator.*** As a free action, you can draw your right hand across you waist, as if you were drawing a sword. An incorporeal sword springs into existence from the gauntlet. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and it does 2d12 force damage on a successful hit. You can sheathe the sword as a free action to cause it to disappear. ***Holy Warden.*** When an ally within 10 feet of you is targeted by an attack, you can use your reaction to surround them with a shield of holy energy. The ally gains a +7 bonus to their AC until the end of their next turn. ***Martyr.*** Once per day, if an ally would take damage that would reduce them to 0 hit points, you can choose to take the damage instead. If the damage reduces you to 0 hit points, you automatically succeed one death save. ***Spellcasting.*** The Aegis has 12 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it, without requiring material components: *imprisonment* (8 charges), *holy aura* (5 charges), *true seeing* (3 charges), *holy weapon* (2 charge), *banishment* (1 charge), or *dispel magic* (1 charge). The Aegis regains 2d4 expended charges daily at dawn. --- If a creature dies permanently while attuned to the Aegis of the Threefold, it is destroyed, and the 4 original items that created it are scattered across the planes. \columnbreak ###
Awakened
When the Aegis of the Threefold awakens, apply the following changes to the item: - ***Vindicator.*** The bonus to attack and damage rolls increases to +4. - ***Holy Warden.*** The bonus to AC increases to +8. - ***Spellcasting.*** The save DC becomes 19 and you regain 2d4+2 charges. ###
Exalted
When the Aegis of the Threefold exalts, apply the following changes to the item: - ***Vindicator.*** The bonus to attack and damage rolls increases to +5 and it scores a critical hit on 18-20. - ***Holy Warden.*** The bonus to AC increases to +10 and the range increases to 20 feet. - ***Martyr.*** If the damage would reduce you to 0 hit points, it reduces you to 1 instead. - ***Spellcasting.*** The save DC becomes 20. --- \pagebreakNum Corellon Mystra ~~Kelemvor~~ ~~Myrkul~~ ~~The Raven Queen~~ ~~Vecna~~ ~~Moradin~~ ~~Ioun~~ Bahamut ~~Helm ~~ ~~Pelor~~ ~~Yondalla~~ Mielikki Bane ~~Maglubiyet~~ ~~Tyr~~ Gruumsh ~~Talos~~ ~~Cyric~~ ~~Garl Glittergold~~ Lolth ~~Tharizdun~~ Tiamat ~~Torm~~ Credit to dave2oo8 becuase I based several items on ones from his Epic Monsters sheet. Artifacts of the Gods is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.