My Documents
Become a Patron!
Relics of Arcanum
\pagebreak # Relics of Arcanum During the Separation, the greatest wielders of divine and arcane magics have channeled the power of deities and manipulated the weave to craft items with incredible magical capabilities. The items were created in preparation for, or in reaction to, the conflict that swept the world. Many people of the post Separation world know nothing of these items, and most of those that have heard tale of the Relics of Arcanum believe them to be myths. Some know these stories to be true and devote their lives to searching for the relics, but only a few worthy individuals are fated to find one of these powerful items. Each Relic of Arcanum is a magic item that evolves with its wielder. If not attuned to a worthy individual over a prolonged period, such items commonly revert to their **dormant state**. While in this state, a Relic of Arcanum grants an attuned bearer only some of its power. Over time, and in response to perseverance and personal growth, a Relic of Arcanum might unlock facets of its lost capabilities to enter an **awakened state**. With more dedication and growth of the wielder, a Relic of Arcanum evolves once again and reaches its **empowered state**. Eventually, through extreme personal challenge, evolution, and achievement, these artifacts can reach their ultimate potential in their **exalted state**. The properties and features gained at each new state are cumulative with the properties and features granted at a previous state, unless otherwise noted. > ##### These sound familiar... > These are basically my own spin on the Vestiges of Divergence. As they are adapted to my own campaign, feel free to copy and adapt. > ##### Item states > In general, each item state is intended for 1 tier of play. However, DM's are free to adjust accordingly if they believe a particular tier of any item is too powerful or not powerful enough for a given tier of play. \pagebreakNum ## Alpha's Amulet of Planar Protection *Wondrous item, artifact (requires attunement by a spellcaster)* ___ The seven gems surrounding the crystal center of this amulet represent the planes that this amulet can draw from. When a plane is focused, the crystal becomes the color of the gem associated with that plane. ### Dormant While wearing *Alpha's Amulet of Planar Protection* in its dormant state, you gain the following benefits: - This amulet can focus on one of seven planes listed in the Planar Damage Table. The benefits granted by this item correspond to the plane it is focused on. This item is also considered tuned to the plane it is focused to. The wielder can changed the focused plane on a short or long rest. - As an action, the wielder can cast the *fire bolt* cantrip. The damage type dealt by this spell is the type of damage associated with the plane this amulet is focused on. - When the wielder takes damage from a creature, the wielder can cast *hellish rebuke* as a reaction without expending a spell slot, using the wielder's spell save DC. The damage type dealt by this spell is the type of damage associated with the plane this amulet is focused on. Once this feature is used twice, it can't be used again until the next dawn. #### Planar Damage | Plane | Damage Type | Gem | |:---:|:---:|:---:| | Prime Material | Force | Opal | | Air | Lightning | Diamond | | Fire | Fire | Ruby | | Earth | Bludgeoning | Amethyst | | Water | Cold | Sapphire | | Feywild | Psychic | Emerald | | Shadowfell | Necrotic | Onyx | ### Awakened Once *Alpha's Amulet of Planar Protection* reaches an awakened state, it gains the following properties: - *Hellish rebuke* can be cast from this item up to three times. - The wielder has resistance to the damage type associated with the plane this amulet is focused on. - When the wielder casts a spell that deals damage of the type associated with the plane this amulet is focused on and rolls the highest number possible on any of the dice, they can choose one of those dice, roll it again, and add that roll to the damage. This feature can only be used once per turn. \columnbreak ### Empowered Once *Alpha's Amulet of Planar Protection* reaches an empowered state, it gains the following properties: - *Hellish rebuke* can be cast from this item at will. - The wielder can cast *banishment* without expending a spell slot. On a failed saving throw, the target is transported to the plane this amulet is focused on. Once this feature is used, it can't be used again until the next dawn. - The wielder can cast *armor of agathys* at 5th level without expending a spell slot. The damage taken by attackers is the damage type associated with the plane this amulet is focused on. Once this feature is used, it can't be used again until the next dawn. ### Exalted Once *Alpha's Amulet of Planar Protection* reaches an exalted state, it gains the following properties: - When *hellish rebuke* is cast from this item, it is cast at 2nd level. - The wielder has immunity to the damage type associated with the plane this amulet is focused on. - The wielder can cast *plane shift* without expending a spell slot, if they are traveling to the plane this amulet is focused on. Once this feature is used, it can't be used again until the next dawn. \pagebreakNum ## Boreas *Weapon (longsword), artifact (requires attunement)* ___ Molded with frost and shadows, it doesn't have a visible edge, yet it strikes true, granting its victims the cold kiss of death. ### Dormant While wielding *Boreas* in its dormant state, you gain the following benefits: - This weapon deals an extra 1d6 cold damage. The extra damage dealt is the wielder's choice of cold or necrotic. - Once per turn, when the wielder hits a creature with an attack with this weapon, they can decrease the speed of that creature by 10 feet until the start of the wielder's next turn. ### Awakened Once *Boreas* reaches an awakened state, it gains the following properties: - The extra damage dealt by this weapon increases to 1d8 cold or necrotic damage. - The wielder gains a +1 bonus to attack rolls made with this weapon. - The wielder gains resistance to cold damage. - As a bonus action, the wielder can utter the blade's command word to become a shadowy form of themself. While in this state, the wielder can't talk or manipulate objects, and any objects they were carrying or holding can't be dropped, used, or otherwise interacted with. The wielder can't attack or cast spells while in this form. This effect ends if the wielder drops to 0 hit points. While in this form, the wielder has a walking and climbing speed of 30 feet, can enter and occupy the space of another creature, has resistance to nonmagic damage, and has advantage on Strength, Dexterity, and Constitution saving throws. They can also pass through small holes, narrow openings, and even mere cracks without difficulty, but they treat liquids as though they were solid surfaces. In addition, while in this form, the wielder is invisible while in dim light or darkness. Once this feature is used once, it can't be used again until the next dawn. \columnbreak ### Empowered Once *Boreas* reaches an empowered state, it gains the following properties: - The extra damage dealt by this weapon increases to 1d10 cold or necrotic damage. - This weapon's bonus to attack rolls increases to a +2. - As an action, the wielder can briefly freeze time and strike from the shadows. The wielder chooses up to 3 creatures within 60 feet of them. The wielder vanishes and reappears in their shadows and strikes. The wielder makes a melee weapon attack with advantage against each target with this weapon. On a hit, the target takes 4d8 necrotic damage and 4d8 cold damage. The wielder then reappears in their original location. Once this feature is used once, it can't be used again until the next dawn. ### Exalted Once *Boreas* reaches an exalted state, it gains the following properties. - The extra damage dealt by this weapon increases to 1d12 cold or necrotic damage - This weapon's bonus to attack rolls increases to a +3 - The wielder can take their shadow form up to three times per day. - The wielder gains resistance to necrotic damage. \pagebreakNum ## Bulwark of Baator *Armor (shield), artifact (requires attunement)* ___ This deep red tower shield has the symbol of Asmodeus etched into it. Anyone wielding it feels slightly more inclined to a Lawful Evil alignment. ### Cumbersome The *Bulwark of Baator* is extremely large and unwieldy. A creature must be Medium or larger and have a Strength score of 15 or higher in order to wield it. A creature that doesn't meet these requirements can still attune to the shield, but it's speed is reduced to 15 feet if it is not already lower and they cannot hold any other items in their hands while wielding the shield. ### Dormant While wielding the *Bulwark of Baator* in its dormant state, you gain the following benefits: - The wielder has half cover and can grant themselves three-quarters cover by spending half their movement to duck behind this shield. - The wielder has disadvantage on attack rolls made with weapons other than this shield. - The wielder has disadvantage on Dexterity ability checks and saving throws. - The wielder has disadvantage on Strength (Athletics) checks made to climb or swim. - As an action, the wielder can command fealty from all creatures within 120 feet. Each creature of the wielder's choice within the radius must make a Wisdom saving throw or be charmed by the wielder for up to 1 hour or until the wielder or their companions do anything harmful to it. While charmed, a creature regards the wielder as its trusted leader. If the wielder unattunes to this shield or becomes incapacitated, the effect ends. - As an action, the wielder can make a melee weapon attack to bash a target with this shield. On a hit, the target takes 1d8 bludgeoning damage and 1d6 force damage and must make a Strength saving throw or be pushed back 10 feet. - This shield has a save DC of 13. ### Awakened Once the *Bulwark of Baator* reaches an awakened state, it gains the following properties. - The force damage dealt on a bash attack by this shield increases to 2d6. - This shield's save DC increases to 15. - The wielder can cast the spell *counterspell* at 3rd level without expending a spell slot using Charisma as their spellcasting ability. Once this feature is used twice, it can't be used again until the next dawn. ### Empowered Once the *Bulwark of Baator* reaches an awakened state, it gains the following properties. - The force damage dealt on a bash attack by this shield increases to 3d6. - The wielder can cast the spell *wall of force* as a flat surface that extends from the sides of this shield. As long as the wall of force is up, this shield cannot be moved. Once this feature is used once, it can't be used again until the next dawn. - The wielder gains a +1 bonus to AC while wielding this shield. ### Exalted Once the *Bulwark of Baator* reaches an awakened state, it gains the following properties. - The force damage dealt on a bash attack by this shield increases to 4d6. - As an action, the wielder can activate the Reverie of Nessus to encase themselves in a barrier that heals them and stops enemies from attacking them. This barrier acts as a 9th-level *globe of invulnerability* and lasts for three rounds. If at any point during this effect the wielder takes damage, the effect immediately ends and the wielder gains 3 points of exhaustion. At the end of the first round (the beginning of the wielder's next turn), the wielder is purged of any unwanted enchantments. At the end of the second round, the wielder is purged of any diseases, poisons, or physical maladies (including lost body parts) and regains half of their missing hit points. At the end of the third round, the wielder gains the benefits of a long rest and the effect ends. ### Sentience The *Bulwark of Baator* is a sentient lawful evil item with an Intelligence of 18, Wisdom 12, and Charisma of 20. It has hearing and darkvision out to a range of 120 feet. The shield communicates telepathically, in baleful whispers, with it’s wielder. It can speak, read, and understand Infernal, Celestial, and Common. ### Personality The *Bulwark of Baator's* purpose is to corrupt the universe, and everything therein, into its most evil form; so that Asmodeus may gain dominion over it. To that end, the shield pretends to be polite and helpful; offering aid, insight, and strength to anyone who wields it. Over time, it tries to nudge the wielder into committing more and more depraved acts, so that before they know it, their soul is lost to damnation. The shield is wholly subservient to Asmodeus, yet it will feign devotion to its current wielder making grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Asmodeus. ### Destroying the Bulwark of Baator While Asmodeus lives, the *Bulwark of Baator* is utterly indestructible. If Asmodeus is killed for good, the shield can be destroyed by taking it into an *antimagic field* or dead magic zone and destroying it as one would any mundane shield. \pagebreakNum ## Ciradyl's Band *Wondrous item, artifact (requires attunement by a bard)* ___ This choker-style necklace was used by the elven singer Ciradyl Oriphyra to enhance her performances. It is crafted from fine leather and has a smooth circular sapphire over the throat. ### Dormant While wearing *Ciradyl's Band* in its dormant state, you gain the following benefits: - The wearer gains a +3 bonus to any Charisma (Performance) checks made by singing or speaking. - The wearer can cast the *thaumaturgy* cantrip at will, but only to create the booming voice effect. - This band has 4 charges and regains 1d4 expended charges daily at dawn. - The wearer can choose to expend some of its charges to cast one of the following spells from it at the lowest level, using their own spell save DC when necessary. - *Dissonant whispers* (1 charge). ### Awakened Once *Ciradyl's Band* reaches an awakened state, it gains the following properties: - The bonus to Charisma (Performance) checks increases to +5. - This band's charges increase to a maximum of 8, and it regains 1d4 + 2 charges at dawn daily. - The following spells are added to the spells that may be cast: - *Suggestion* (2 charges). - *Motivational speech* (3 charges). - The wearer gains a +1 bonus to their spell attack rolls and spell save DC. ### Empowered Once *Ciradyl's Band* reaches an empowered state, it gains the following properties: - The bonus to Charisma (Performance) checks increases to +7. - This band's charges increase to a maximum of 12, and it regains 1d6 + 2 charges at dawn daily. - The following spells are added to the spells that may be cast: - *Charm monster* (4 charges). - *Dominate person* (5 charges). - This band's bonus to spell attack rolls and spell save DC increases to a +2. ### Exalted Once *Ciradyl's Band* reaches an exalted state, it gains the following properties: - The bonus to Charisma (Performance) checks increases to +10. - This band's charges increase to a maximum of 20, and it regains 1d6 + 4 charges at dawn daily. - The following spells are added to the spells that may be cast: - *Mass suggestion* (6 charges). - *Otto's irresistible dance* (6 charges). - This band's bonus to spell attack rolls and spell save DC increases to a +3. \columnbreak ## Circlet of the Scholar *Wondrous item, artifact (requires attunement)* ___ This circlet is made of thin bands of electrum braided around a phosphorescent copper wire. Embedded in the center is a milky white pearl, which gives the appearance of a third eye when worn. ### Dormant While wearing the *Circlet of the Scholar* in its dormant state, you gain the following benefits: ### Awakened Once the *Circlet of the Scholar* reaches an awakened state, it gains the following properties: ### Empowered Once the *Circlet of the Scholar* reaches an empowered state, it gains the following properties: ### Exalted Once the *Circlet of the Scholar* reaches an exalted state, it gains the following properties: \pagebreakNum ## Crimson Twins *Weapon (shortswords), artifact (requires attunement by a blood hunter)* ___ These shortswords are made of red and white prismetal and have hilts wrapped in dark brown leather. Anyone wielding these blades can sense the eternal struggles between good and evil, and law and chaos. ### Dormant While wielding the *Crimson Twins* in their dormant state, you gain the following benefits: - These weapons only take 1 attunement slot. - These weapons deal an extra 1d6 radiant damage to undead creatures or half as much damage to all other creatures. ### Awakened Once the *Crimson Twins* reach an awakened state, they gain the following properties: - The extra damage dealt by these weapons increases to 2d6 radiant damage. - The wielder can spend 1 minute and spend up to 15 hit points to store the same number of hit points in the swords. Whenever the wielder amplifies a blood curse or activates a crimson rite, they can choose to expend hit points from the swords instead of taking some or all of the damage themselves. - The wielder gains a +1 bonus to attack and damage rolls made with these weapons. ### Empowered Once the *Crimson Twins* reach an empowered state, they gain the following properties: - The number of hitpoints that the wielder can store in the swords increases to 20. In addition, if the wielder is knocked unconscious while the swords have at least 10 hit points stored, all of the hit points stored in the swords are expended and the wielder immediately regains an equal number of hit points and does not fall prone. - These weapons' bonus to attack and damage rolls increases to a +2. ### Exalted Once the *Crimson Twins* reach an exalted state, they gain the following properties: - As an action, the wielder can cause a blast of radiant energy to emit from the swords. The wielder expends 2 hit dice and takes damage equal to the amount rolled. In addition, the wielder's maximum hit points are decreased by the same amount. All enemy creatures within 15 feet of the wielder must make a DC17 Constitution saving throw or suffer 6d10 radiant damage and have their maximum hit points reduced by the same amount. Undead creatures suffer an additional 2d10 radiant damage. On a successful save, a creature takes half as much damage and their maximum hit points aren't reduced. - The number of hitpoints that the wielder can store in the swords increases to 30. - These weapons' bonus to attack and damage rolls increases to a +3. \pagebreakNum ## Evos'delar *Weapon (longbow), artifact (requires attunement)* ___ This longbow is adorned with silver dragon scales and is cold to the touch. ### Dormant While wielding *Evos'delar* in its dormant state, you gain the following benefits: - The wielder gains resistance to cold damage. - This weapon deals an extra 1d6 cold damage. ### Awakened Once *Evos'delar* reaches an awakened state, it gains the following properties: - This weapon's extra damage increases to 1d8 cold damage. - When the wielder hits a creature with a ranged attack with this weapon, that creature must make a DC15 Constitution saving throw. On a failure, the creature takes an additional 1d4 cold damage at the start of its next turn. - The wielder gains a +1 bonus to attack rolls made with this weapon. ### Empowered Once *Evos'delar* reaches an empowered state, it gains the following properties: - The weapon's extra damage increases to 1d10. - The damage a creature takes at the start of its next turn on a failed saving throw increases to 1d6 - This weapon's bonus to attack rolls increases to a +2. - When a creature fails a saving throw against an attack from this weapon, its speed is decreased by 10 until the start of the wielder's next turn. - As an action, the wielder can cast the spell *cone of cold* without expending a spell slot. This property can't be used again until the next dawn. ### Exalted Once *Evos'delar* reaches an exalted state, it gains the following properties: - The weapons extra damage increases to 1d12. - This weapon's save DC increases to 17. - This weapon's bonus to attack rolls increases to a + 3. - When a creature fails a saving throw against an attack from this weapon, its AC is decreased by 1 until the start of the wielder's next turn. - When you make an attack roll with this weapon, you score a critical hit with a roll of 19 or 20. \columnbreak ## Flameskull Helm *Woundrous item, artifact (requires attunement)* ___ This steel helm is molded into the shape of a screaming, skeletal face. ### Dormant While attuned to the *Flameskull Helm* in its dormant state, you gain the following benefits: - As an action, the wearer can activate the helm, causing it to surround itself in a wreath of harmless green flames. In this state, the wearer gains a +1 bonus to all Charisma (Intimidation) checks. The helm stays active for 10 minutes or until the wearer deactivates it as a bonus action. This helm can be activated twice per day. - While the helm is active, it sheds bright light in a 15-foot radius and dim light for an additional 15 feet. - The wearer gains resistance to fire damage. - This item has 4 charges and regains 1d4 expended charges daily at dawn. - While the helm is active, the wielder can choose to expend some of its charges to cast one of the following spells from it at the lowest level. This helm has a spell save DC of 13. - *Burning hands* (1 charge). ### Awakened Once the *Flameskull Helm* reaches an awakened state, it gains the following properties: - The bonus to Charisma (Intimidation) checks increases to +3. - This helm's charges increase to a maximum of 8, and it regains 1d4 + 2 charges at dawn daily. - The following spells are added to the spells that may be cast: - *Flaming sphere* (2 charges). - *Fireball* (3 charges). - This helm's save DC increases to 15. - The wearer gains blindsight out to 30 feet. ### Empowered Once the *Flameskull Helm* reaches an empowered state, it gains the following properties: - The bonus to Charisma (Intimidation) checks increases to +5. - This helm's charges increase to a maximum of 12, and it regains 1d6 + 2 charges at dawn daily. - The following spells are added to the spells that may be cast: - *Fear* (3 charges). - *Fire shield* (4 charges). When casting this spell from this helm, you can only choose the warm shield option. - When the helm is activated, the wielder gains a number of temporary hit points equal to double the amount of charges remaining. ### Exalted Once the *Flameskull Helm* reaches an exalted state, it gains the following properties: - The bonus to Charisma (Intimidation) checks increases to +7. - This helm's charges increase to a maximum of 20, and it regains 1d6 + 4 charges at dawn daily. - The following spells are added to the spells that may be cast: - *Immolation* (5 charges). - *Investiture of flame* (6 charges). - This helm's save DC increases to 17. \pagebreakNum ## Forge Ring *Wondrous item, artifact (requires attunement)* ___ This 5 inch diameter ring is made of a mixture of glittering metals weaved together in a geometric pattern. 6 barbed prongs, spaced equally apart, point from one side of the ring ### Embedded To attune to this ring, a creature must insert it into their chest and make a Constitution saving throw with a DC of 20. A creature takes magical piercing damage equal to half their maximum hit points and gains a point of exhaustion on a failure, or half as much damage and suffers no exhaustion on a success. After unattuning from this ring, a creature must pull it out of their chest, and make the same saving throw, but with a DC of 15. ### Dormant While attuned to the *Forge Ring* in its dormant state, you gain the following benefits: - The wielder's Charisma and Constitution scores increase by 1. - The wielder's weight increases by 100 pounds. - The wielder gains resistance to fire damage. - The wielder has disadvantage on Strength (Athletics) checks made while swimming. ### Awakened Once the *Forge Ring* reaches an awakened state, it gains the following properties: - As a bonus action, the wielder can activate this ring for 1 minute. Upon doing so, the wielder must make a Constitution saving throw with a DC of 12. On a failure, they gain a point of exhaustion. When activated, metal springs from the wielder's chest to cover their entire body and their AC becomes 18 + their Dexterity modifier. The wielder can deactivate the ring as a free action. This ring can only be activated once per long rest. ### Empowered Once the *Forge Ring* reaches an empowered state, it gains the following properties: - While this ring is activated, the wielder grows large wings of metal and gains a flying speed of 40 feet. - While this ring is activated, the wielder gains resistance to nonmagical bludgeoning, piercing, and slashing damage. ### Exalted Once the *Forge Ring* reaches an exalted state, it gains the following properties: - The wielder can activate and deactivate this ring at will, with no limit to its duration or number of uses. For every hour the ring is activated, the wielder must make the same Constitution saving throw made upon activation. \columnbreak ## Mantle of Mosia *Wondrous item, artifact (requires attunement)* ___ This mantle is lightweight and, though elegant, is not overly ornate. At a glance, it seems no more than an ordinary garment. ### Dormant While wearing the *Mantle of Mosia* in its dormant state, you gain the following benefits: - As an action, the wearer can cause the mantle to change its appearance. - As an action, the wearer can cause the mantle to radiate dim light in a 20-foot radius. The wearer can dismiss the light as a bonus action. - As a reaction, when the wearer is hit with an attack, they can reduce the damage they take by 1d6. - The wearer gains a +1 bonus to Wisdom (Insight) and Charisma (Persuasion) checks. ### Awakened Once the *Mantle of Mosia* reaches an awakened state, it gains the following properties: - The damage reduced by the mantle is increased to 2d6. - This mantle's bonus to Wisdom (Insight) and Charisma (Persuasion) checks increases to a +3. - The wearer does not suffer from the effects of dangerous weather (extreme cold, extreme heat, strong winds, heavy precipitation). - As a reaction, the wearer can give themselves advantage on a saving throw against the effect of a spell. This feature can't be used again until the next dawn. ### Empowered Once the *Mantle of Mosia* reaches an empowered state, it gains the following properties: - The damage reduced by the mantle is increased to 3d6. - This mantle's bonus to Wisdom (Insight) and Charisma (Persuasion) checks increases to a +5. - The wearer gains immunity to poison damage and the poisoned condition. - Creatures have disadvantage on attack rolls against the wearer. - The wearer can cast the spell *calm emotions* at will. ### Exalted Once the *Mantle of Mosia* reaches an empowered state, it gains the following properties: - The damage reduced by the mantle is increased to 4d6. - This mantle's bonus to Wisdom (Insight) and Charisma (Persuasion) checks increases to a +7. - As an action, the wearer can cast the spell *invulnerability* without expending a spell slot. Once this feature is used, it cannot be used again for 7 days. \pagebreakNum ## Plate of Mercuria *Armor (plate), artifact (requires attunement)* ___ This armor is made of hallowed steel and is adorned with golden runes. Anyone wearing this armor feels slightly more inclined to a Lawful Good alignment. ### Dormant While wearing the *Plate of Mercuria* in its dormant state, you gain the following benefits: - As an action, the wearer can cause the armor to radiate light as if the *light* cantrip had been cast on it. The wearer can dismiss the light as a bonus action. - When struck by a melee attack, the wearer may use their reaction to cause the attacker to suffer 1d6 points of radiant damage. ### Awakened Once the *Plate of Mercuria* reaches an awakened state, it gains the following properties: - The damage inflicted on an attacker by the armor increases to 2d6 radiant damage. - The wearer gains resistance to radiant damage. - The wearer gains a +1 bonus to AC while wearing this armor. ### Empowered Once the *Plate of Mercuria* reaches an empowered state, it gains the following properties: - When the wearer chooses to damage an attacker, the attacker must also make a DC15 Constitution saving throw or be blinded until the end of the wearer's next turn. - This armor's bonus to AC increases to a +2. - The wearer increases their Constitution score by 2, along with their maximum for that score. ### Exalted Once the *Plate of Mercuria* reaches an exalted state, it gains the following properties: - The armor's save DC increases to 17. - This armor's bonus to AC increases to a +3. - If the wearer is knocked unconscious by an attack or spell, a blast of healing light surrounds them. The wearer immediately regains 5 hit points and is lifted to their feet. All enemy creatures within 15 feet of the wearer must make a Constitution saving throw. On a failed save, a creature suffers 6d6 radiant damage and is blinded until the end of the wearer's next turn. On a successful save, it takes half as much damage and isn't blinded. The wearer cannot use this ability again until the next dawn. \columnbreak ## Shroud of the Clockmaker *Wondrous item, artifact (requires attunement)* ___ This black and cobalt blue cloak is embroidered with golden gears that appear to slowly turn. ### Dormant While wearing the *Shroud of the Clockmaker* in its dormant state, you gain the following benefits: - The wearer always knows the time of day and the number of hours left before the next sunrise or sunset. - The wearer can cast the *gift of alacrity* spell without expending a spell slot. This property can't be used again until the next dawn. - The wearer's speed increases by 10 feet. ### Awakened Once the *Shroud of the Clockmaker* reaches an awakened state, it gains the following properties: - When a creature that the wearer can see makes an attack or spell attack roll, but before the result of the roll is known, the wearer can use their reaction to roll 1d4 and subtract the result from the creature's roll. - The wearer can't be surprised while conscious. - When the wearer takes a long rest, they receive all the benefits of a long rest after only 4 hours. ### Empowered Once the *Shroud of the Clockmaker* reaches an empowered state, it gains the following properties: - When the wearer chooses to impose a penalty on a creature's attack or spell attack roll, they instead get to roll 1d6 and subtract the result from the creature's roll. - As an action, the wearer can cast the *haste* spell on themself without expending a spell slot. The spell does not require concentration and lasts the full duration, or until the wearer dismisses the effect as a bonus action. In addition, when the spell ends or is dismissed early, the wearer does not experience the lethargic effect of the spell. This property can't be used again until the next dawn. ### Exalted Once the *Shroud of the Clockmaker* reaches an exalted state, it gains the following properties: - When the wearer chooses to impose a penalty on a creature's attack or spell attack roll, they instead get to roll 1d8 and subtract the result from the creature's roll. - The wearer increases their Intelligence or Wisdom score by 2, along with their maximum for that score. \pagebreakNum ## Storm's Edge *Weapon (greatsword), artifact (requires attunement)* ___ This sword's blade glows faintly and occasionally sparks with electricity. Anyone who picks up this blade hears a quiet rumble of thunder. ### Dormant While wielding *Storm's Edge* in its dormant state, you gain the following benefits: - As a bonus action, the wielder can cause a clap of thunder to emit from this sword. Each creature within 30 feet must make a DC13 Constitution saving throw, taking 1d6 thunder damage on a failed save or half as much damage on a successful one. - This weapon deals an extra 1d4 lightning damage. ### Awakened Once *Storm's Edge* reaches an awakened state, it gains the following properties: - This weapon's thunderclap damage increases to 2d6 thunder damage. - This weapon's save DC increases to 15. - This weapon's extra damage increases to 1d6 lightning damage. - The wielder's Strength score becomes 21 if it isn't already 21 or higher. ### Empowered Once *Storm's Edge* reaches an empowered state, it gains the following properties: - This weapon's thunderclap damage increases to 3d6 thunder damage. - This weapon's extra damage increases to 1d8 lightning damage. - The wielder's Strength score becomes 23 if it isn't already 23 or higher. - The wielder gains resistance to thunder and lightning damage. - The wielder gains a fly speed of 30 feet and can hover. ### Exalted Once *Storm's Edge* reaches an empowered state, it gains the following properties: - This weapon's thunderclap damage increases to 4d6 thunder damage. - This weapon's save DC increases to 17. - This weapon's extra damage increases to 1d10 lightning damage. - The wielder's Strength score becomes 25 if it isn't already 25 or higher. \columnbreak ## Sunshard *Weapon (dagger), artifact (requires attunement)* ___ This dagger is made out of a translucent, crystal-like substance. When light catches the blade, it is refracted into a rainbow. ### Dormant While wielding *Sunshard* in its dormant state, you gain the following benefits: - Immediately after the wielder make a ranged attack with this weapon, it returns to their hand. - Attacking at long range with this weapon doesn't impose disadvantage on ranged attack rolls. - This weapon has 3 charges and regains 1d2 expended charges daily at dawn. - When the wielder makes a ranged attack with this weapon, they can choose to expend some of its charges to cast one of the following spells from it at the lowest level. On a hit, the target takes damage from both the dagger and the spell. In addition, if the spell requires a Dexterity saving throw and the ranged attack hits, the target automatically fails the saving throw. - *Chaos bolt* (1 charge). This spell is considered to be part of the same attack; it has the same target and does not make a separate spell attack roll. ### Awakened Once *Sunshard* reaches an awakened state, it gains the following properties: - This weapon's charges increase to a maximum of 7, and it regains 1d4 + 1 charges at dawn daily. - The following spell is added to the spells that may be cast: - *Prismatic arc* (3 charges). This spell is aimed in the same direction as the thrown dagger. - This weapon's save DC for the spells it can cast is 15. - The wielder gains a +1 bonus to attack and damage rolls made with this weapon. ### Empowered Once *Sunshard* reaches an empowered state, it gains the following properties: - This weapon's charges increase to a maximum of 12, and it regains 1d6 + 2 charges at dawn daily. - The following spell is added to the spells that may be cast: - *Prismatic blast* (5 charges). This spell is centered around the impact point of the dagger and targets every creature other than the wielder within range - This weapon's bonus to attack and damage rolls increases to a +2. ### Exalted Once *Sunshard* reaches an exalted state, it gains the following properties: - This weapon's charges increase to a maximum of 20, and it regains 1d6 + 4 charges at dawn daily. - The following spell is added to the spells that may be cast: - *Prismatic spray* (7 charges). This spell is aimed in the same direction as the thrown dagger. - This weapon's save DC increases to 17. - This weapon's bonus to attack and damage rolls increases to a +3. \pagebreakNum ## Tapestry of Radiant Mercy *Wonderous item, artifact (requires attunement by a spellcaster)* ___ This purple robe is adorned with beautiful weaves of silver thread in intricate patterns. ### Dormant When wearing the *Tapestry of Radiant Mercy* in its dormant state, you gain the following benefits: - As an action, the wearer can cast the *mage armor* spell without expending a spell slot. This property can't be used again until the next dawn. - When struck by an attack or spell, the wearer may use their reaction to reduce the damage they take by 1d4. ### Awakened Once the *Tapestry of Radiant Mercy* reaches an awakened state, it gains the following properties: - The damage reduced by the robe is increased to 1d6. - The wearer gains resistance to necrotic damage. - The wearer gains a +1 bonus to their spell attack rolls and spell save DC. ### Empowered Once the *Tapestry of Radiant Mercy* reaches an empowered state, it gains the following properties: - When the wearer regains hit points by rolling hit dice at the end of a short rest, they regain an extra 1d10 hit points. - The damage reduced by the robe is increased to 1d8. - This robe's bonus to spell attack rolls and spell save DC increases to a +2. ### Exalted Once the *Tapestry of Radiant Mercy* reaches an empowered state, it gains the following properties: - As an action, the wearer can cause a blast of healing energy to radiate from the robe. The wearer and every creature of the wearer's choice within 15 feet of the wearer regain 8d8 hit points. Once this property is used, it can't be used again until the next dawn. In addition, the properties that give extra hit points when rolling hit dice and reduce damage no longer apply until the next dawn. - The extra hit points gained when rolling hit dice increases to 1d12. - The damage reduced by the robe is increased to 1d10. - This robe's bonus to spell attack rolls and spell save DC increases to a +3. \columnbreak ## Wolf's Idol *Armor (hide), artifact (requires attunement)* ___ This armor is crafted from the hide of a dire wolf. ### Dormant When wearing the *Wolf's Idol* in its dormant state, you gain the following benefits: - The wearer gains proficiency in Animal Handling and Survival. - The wearer has advantage on Wisdom (Perception) checks that rely on hearing or smell. - The wearer can cast the *speak with animals* spell without expending a spell slot. ### Awakened Once the *Wolf's Idol* reaches an awakened state, it gains the following properties: - Once per turn, the wearer can give themselves advantage on an attack roll or spell attack roll against a creature if at least one of their allies is within 5 feet of the creature and the ally isn't incapacitated. - The wearer can cast the *locate animals or plants* spell without expending a spell slot. - The wearer increases their Dexterity or Wisdom score by 2, along with their maximum for that score. - The wearer gains a +1 bonus to AC while wearing this armor. ### Empowered Once the *Wolf's Idol* reaches an empowered state, it gains the following properties: - The wearer's proficiency bonus is doubled for any Animal Handling or Survival checks they make. - The wearer can cast the *conjure animals* spell without expending a spell slot. This property can't be used again until the next dawn. - The wearer gains resistance to bludgeoning, piercing, and slashing damage from attacks that aren't silvered. - This armor's bonus to AC increases to a +2. ### Exalted Once the *Wolf's Idol* reaches an exalted state, it gains the following properties: - The wearer can cast the *commune with nature* spell without expending a spell slot. This property can't be used again until the next dawn. - The wearer increases the skill they did not choose to increase when the *Wolf's Idol* reached an empowered state by 2, along with their maximum for that score. - This armor's bonus to AC increases to a +3. \pagebreakNum ## Warlock Thing *Something, legendary (requires attunement by a warlock)* ___ ### Dormant ### Awakened ### Empowered ### Exalted \pagebreakNum ## Monk Thing *Something, legendary (requires attunement by a monk)* ___ ### Dormant ### Awakened ### Empowered ### Exalted \columnbreak ## Artificer Thing *Something, legendary (requires attunement by an artificer)* ___ ### Dormant ### Awakened ### Empowered ### Exalted