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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 * The wearer has a +1 bonus to AC while wearing this armor. * *Death March:* Once per long rest, when the wearer is knocked unconscious they can continue fighting with 0 hp until they are either brought back to consciousness or die. The wearer must still make a death save at the start of their turn. While unconscious, the wearer moves in a straight line and performs a melee attack against the closest enemy to them. If there are no enemies in range, the wearer stands in place until the following turn. * While under the effects of a *Death March*, the the wearer gains the ability to make a Con saving throw when receiving damage while unconscious - calculated is if it were a spell caster’s concentration check. If the wearer succeeds, they do not receive do not suffer an automatic failed death save. #### Awakened * The bonus to AC increases to +2. * The wearer gains resistance to necrotic damage. * The wearer gains 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. * The wearer is granted advantage on Con saves when they 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. * The wielder becomes capable of making 2 Reactions per turn. #### Awakened State * +2 Bonus to Unarmed Attack and Damage Rolls, additionally when the wielder hits with an unarmed attack, the target takes an additional 1d4 radiant damage * As a bonus action, the wearer can summon two pairs of ethereal arms that behave as though they are connected to the summoner's shoulders. These last for 1 hour and grant advantage on Strength checks and Strength saving throws. The wearer cannot use this ability again until they finish a short rest or long rest. #### Exalted State: * +3 Bonus to Unarmed Attack and Damage Rolls. * *The Rage of the Asura* - When the wielder spends a ki point to perform a Flurry of Blows, they can instead invoke *The Rage of the Asura* - allowing them to make 6 unarmed strikes as a bonus action. No class features can further modify this ability. Once invoked, the wielder must complete a long rest before it can be used again. * The wearer gains the ability to grapple creatures 2 sizes larger than themselves ### Luckbringer *Weapon (Pistol), Legendary (Requires Attunement by a Gunslinger)* #### Dormant State: * +1 Bonus to Attack and Damage Rolls. * *Spin the Chamber:* Once per 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, adding the damage 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 10 minutes. At the end of the 10 minutes, the weapon returns to its normal Exalted state \pagebreak ### The Splintered Crown *Wondrous Item, Legendary (Requires Attunement by a Sorcerer)* #### Dormant * The wearer gains +1 additional Sorcery Point while attuned to this item. * The splinters have 4 charges and regain 1d4 expended charges at the end of a long rest. * The wielder can expend some of its charges as an action to cast one of the following spells through the splinters, using the wearer's spell save DC and spellcasting ability. The wearer can spend up to 3 additional charges to increase the spell's level by 1 level per charge. - Magic Missile (1 charge) - Armor of Agathis (1 charge) * During a short rest the wearer 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 at the end of a long rest. * 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, the wearer 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 ability cannot be activated again until the end of a long rest. #### 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 at the end of a long rest. * The following spell is added to the list of spells the splinters may be used to cast: - Sunbeam (6 charges) * When using *Ignition* the wielder gains a +1 bonus to spell attack rolls and their spell save DC increases by 1 \columnbreak ### Volonin, The Clockwork Imperator *Armor (Shield), Legendary (Requires Attunement)* #### Dormant * While holding the shield, the wielder has 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 at the end of a long rest. * The wielder 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 AOE attack, 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. \pagebreak ### The Helios Engine *Wondrous Item, Legendary (Requires Attunement by an Artificer's Construct)* #### Dormant * The wielder's Strength score becomes 22. * The wielder gains the Siege effect of being able to deal double damage against objects and structures. #### Awakened * The wielder's Strength score becomes 24. * *Nova:* Once per long rest, the wielder of this core can purge the cooling rods from its system and super heating the system. 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 or otherwise touches the wielder, they take fire damage equal to your Artificer’s Int modifier. * Once per turn, when the wielder hits with a melee attack it can deal fire damage equal to its Artificer’s Int modifier. * The wearer gains resistance to fire damage. #### Exalted * The wielder's Strength score becomes 26. * When the wearer activates a *Nova* they create a localized fireball engulfing every creature within a 15 ft radius of themselves. Targets must make a Dex save against the Artificer’s spell save DC, dealing 8d6 fire damage on a failed save, or half as much damage on a successful one. \columnbreak ### 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 the wielder hits with an attack, they 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 Wis saving throw (using your spell save) or become frightened of the wielder. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The wielder cannot use this ability again until they finish a short or long rest. #### Awakened * +2 Bonus to Attack and Damage Rolls, additionally when the wielder hits with an attack using this weapon, the target takes an additional 1d4 necrotic damage. * *Raven’s Flight:* - As an action, the wielder can transform into a (5ft wide) swarm of ravens and fly in a straight line to an unoccupied space within 50ft that they can see - where they rematerialize. Each creature in the path of this swarm must make a Dex against saving throw (using your spell save), 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 end of a long rest. #### Exalted * +3 Bonus to Attack and Damage Rolls. * The necrotic damage dealt by attacks with this weapon increases to 1d6. * The wielder 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