Relics of the Ascendant

by EnigmaMachinery

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Relics of the Ascendant

There exist, within the hidden corners of the world, artifacts of immense power - tools bestowed upon holy champions; ancient, unknowable technology; accursed weapons, forged in blood, that threaten the gods themselves. Although the passage of time may have dulled their steel, wielders capable enough to awaken the potential of these tools gain the power to turn the tides of war and bend the world to their whims.

The Funeral Dirge

Armor (Plate), Legendary (Requires Attunement)

Dormant

  • You gain a +1 bonus to AC while wearing this armor.
  • Death March: When you are knocked unconscious your armor takes control of your body and continues to fight until you are either brought back to consciousness or die. You must still make a death save at the start of each turn. While unconscious, you must move in a straight line and performs a melee attack against the closest enemy to you. If there are no enemies in range, you stand in place until the following turn. This armor can't be used this way again until the next dawn.
  • While under the effects of a Death March, the you gain the ability to make a Constitution saving throw when receiving damage - calculated is if it were a spellcaster’s concentration check. If you succeed, you do not receive an automatic failed death save.

Awakened

  • The bonus to AC increases to +2.
  • You gain resistance to necrotic damage.
  • You gain immunity to frightened conditions.

Exalted

  • The bonus to AC increases to +3.
  • The Death March ability can now be used once per short rest or long rest.
  • You gain advantage on Constitution saves when you take damage while in a Death March.

Handwraps of the Asura

Wondrous Item, Legendary (Requires Attunement by a Monk)

Dormant State

  • +1 Bonus to Unarmed Attack and Damage Rolls.
  • You become capable of making 2 Reactions per turn.

Awakened State

  • +2 Bonus to Unarmed Attack and Damage Rolls, additionally when you hit with an unarmed attack, the target takes an additional 1d4 radiant damage
  • As a bonus action, you can summon two pairs of ethereal arms that behave as though they are connected to your shoulders. These last for 1 hour and grant advantage on Strength checks and Strength saving throws. You cannot use this ability again until the next dawn.

Exalted State:

  • +3 Bonus to Unarmed Attack and Damage Rolls.
  • The Rage of the Asura - When you spends a ki point to perform a Flurry of Blows, you can instead invoke The Rage of the Asura - allowing you to make 6 unarmed strikes as a Bonus Action. No class features can further modify this ability. Once invoked, this ability can't be used this way again until the next dawn.
  • When the arms are summoned, you gain the ability to grapple creatures 2 sizes larger than yourself.

Luckbringer

Weapon (Pistol), Legendary (Requires Attunement by a Gunslinger)

Dormant State:

  • +1 Bonus to Attack and Damage Rolls.
  • Spin the Chamber: As part of a long rest, you can perform a ritual and spin the bullet chamber of the gun. When you do so, one of the six bullets becomes blessed by fate (DM rolls 1d6 to determine which bullet is blessed, and keeps it secret from the player). If that fate-touched bullet hits a target during combat, the shot deals an additional 2d10 force damage. If the attack was a trick shot that requires the target to make a saving throw, that save is made with disadvantage.

Awakened State:

  • +2 Bonus to Attack and Damage Rolls.
  • Lucky Sevens - When you roll a 7 on your gun’s primary piercing damage before modifiers, you may roll an additional 1d10 damage, adding it to the total and repeating until you roll a non-7.

Exalted State:

  • +3 Bonus to Attack and Damage Rolls.
  • The time required to Spin the Chamber is reduced to once per short rest or long rest.
  • If you roll three 7’s in a row during Lucky Sevens, you instantly regain all of your grit points; the weapon becomes swathed in gold; and deals an additional 7 points of force damage on every successful hit for the next minute. At the end of minute, the weapon returns to its normal state.

The Splintered Crown

Wondrous Item, Legendary (Requires Attunement by a Sorcerer)

Dormant

  • You gains +1 additional Sorcery Point while attuned to this item.
  • The splinters have 4 charges and regain 1d4 expended charges each day at dawn.
  • You can expend up to a charge as an action to cast one of the following spells through the splinters using the your spell save DC and spellcasting ability. You can expend up to 2 additional charges to amplify a spell. For each charge above the base cost, the spell's level increases by 1 per charge.
    • Magic Missile (1 charge)
    • Armor of Agathis (1 charge)
  • During a short rest you can assign an elemental damage type (acid, cold, fire, lightning, or thunder) to the splinters' spells.

Awakened

  • The number of additional Sorcery Points increases to +2.
  • The splinters' charges increase to a maximum of 6, and they regain 1d6 charges each day at dawn.
  • The following spells are added to the list of spells the splinters may be used to cast:
    • Spirit Guardians (3 charges)
    • Ice Storm (4 charges)
  • Ignition: As a bonus action, You can ignite the splinters for one minute. When you deal damage with a metamagic spell or spend at least 1 charge to deal damage with a splinter during this period, you can add an additional 1d6 damage of the splinter’s assigned element type to the damage total. Once used, this property cannot be activated again until the next dawn.

Exalted

  • The number of additional Sorcery Points increases to +4.
  • The splinters' charges increase to a maximum of 10, and they regain 1d8+1 charges each day at dawn.
  • The following spell is added to the list of spells the splinters may be used to cast:
    • Sunbeam (6 charges)
  • When using Ignition you gain an additional +1 bonus to spell attack rolls and your spell save DC increases by 1.

Volonin, The Clockwork Imperator

Armor (Shield), Legendary (Requires Attunement)

Dormant

  • While holding the shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
  • This shield has maximum of 2 charges. When you or an ally you can see within 5 feet of you would be damaged by an attack, you can use your reaction to spend 1 charge and activate the shield. When active, a wall of light bursts from the core. This wall has 20 hp and absorbs all damage that would have been dealt to the target. The wall disappears after the attacker’s turn, or if it takes 20 points of damage. If an attack does more than 20 total damage, the remainder is dealt to the target normally. All charges are regained each day at dawn.
  • You can spend an Action to feed a piece of electrum (or another suitablely rare piece of material of the DM’s discretion) into the shield to immediately regain 1 charge.

Awakened

  • The bonus to AC increases to a +2.
  • The shield wall’s hp increases to 25.
  • The shield's maximum number of charges increase to 3 per long rest.
  • Overclock: If an enemy’s attack would otherwise break the shield wall, as a free action you can burn a second charge to double the total hp of the wall.

Exalted

  • The bonus to AC increases to a +3.
  • The shield wall’s hp increases to 35.
  • The shield's maximum number of charges increases to 5 per long rest.
  • Multiple Redundancies: When you summon a shield wall to protect yourself from an attack that would damage multiple targets in an area, you can spend an additional charge to protect up to 2 additional creatures within 5 ft of you. The wall is treated as a singular entity for the purposes of calculating hp and using the Overclock ability.

The Helios Engine

Wondrous Item, Legendary (Requires Attunement by an Artificer's Construct)

Dormant

  • Your Strength score becomes 22.
  • You gain the Siege effect and are able to deal double damage against objects and structures.

Awakened

  • Your Strength score becomes 24.
  • Nova: Once per long rest, you can purge the cooling rods from your system and super heat the core. For the next minute, the engine provides the following abilities:
    • You shed bright light in a 20-foot radius and dim light for an additional 20 feet.
    • If a creature within 5 feet hits you with a melee attack or otherwise touches you, they take fire damage equal to your Artificer’s Int modifier.
    • Once per turn, when you hit a creature with a melee attack, you can deal fire damage equal to your Artificer’s Int modifier.
  • You gain resistance to fire damage.

Exalted

  • Your Strength score becomes 26.
  • When you activate a Nova, you create a localized fireball engulfing every creature within a 15 ft radius of yourself. Targets must make a Dexterity save against the Artificer’s spell save DC, taking 8d6 fire damage on a failed save, or half as much damage on a successful one.

Sylnorn, The Raven’s Claw

Longbow, Legendary (Requires Attunement by a Spellcaster)

Dormant

  • +1 Bonus to Attack and Damage Rolls.
  • Whispers from the Grave - When you hit with an attack, you can invoke Whispers from the Grave. The target takes an additional 3d8 psychic damage as spirits' memories bleed into its mind. The target must make a Wisdom saving throw (using your spell save) or become frightened of you. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. You cannot use this ability again until you finish a short or long rest.

Awakened

  • +2 Bonus to Attack and Damage Rolls, additionally when you hit with an attack using this weapon, the target takes an additional 1d4 necrotic damage.
  • Raven’s Flight: - As an action, you can transform into a 5ft wide swarm of ravens and fly in a straight line to an unoccupied space within 50ft that you can see - where you then rematerialize. Each creature in the path of this swarm must make a Dexterity saving throw against your spell save DC, taking 4d8 piercing damage on a failed save, or half as much damage on a successful one. This ability cannot be used again until the next dawn.

Exalted

  • +3 Bonus to Attack and Damage Rolls.
  • The necrotic damage dealt by attacks with this weapon increases to 1d6.
  • You can use Whispers from the Grave twice per short rest.
Acknowledgements:
  • Vestiges of Divergence framework by Matt Mercer
  • Gunslinger Subclass by Matt Mercer
  • Alternate Artificer by KibblesTasty
 

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