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# Relics of Legend In the time of the old Caldanorian gods and the scions of their dynasty, the world became engulfed in flame. Chaos and destruction reigned across the continent, bringing death to all caught in the crossfire. In the face of this destruction were the champions of the old world. Warriors, mages, priests and scholars, these men and women of all creeds stood together against the destruction that sought to wipe them from the face of the world. And beside them were the ancient Relics of Legend; powerful artifacts that granted extraordinary strength to those with the knowledge and the skills to use them. Some were forged, some were given, and some have origins unknown even to their first wielders. As the world became scorched, these relics were lost to time, abandoned on the battlefield or buried in crypts with their wielders. Thousands of years later, some of these relics have been uncovered from their resting places. Some are now carried by King's and Queen's, by savage chieftain's and honourable knights, or by a lowly peasant who found one by accident buried under his wheat field. But there are many more that have yet to be discovered, waiting for the right champion to wield them once again and unleash their power upon the world. ### Agogeron, Spear of the Fallen *Weapon (spear), legendary (requires attunement)* This impressively long spear is made entirely of bronze, but appears to be just as strong and as sharp as freshly forged steel. Up and down the shaft are hundreds of notches that have been carefully carved into the metalwork. A red, tattered piece of fabric is tied just beneath the spearpoint, seemingly unremovable. #### Dormant While attuned to this magic item, you gain a +1 bonus to attack and damage rolls made with this weapon. **Vital Strike** When you make an attack with this weapon, you may attempt to strike at its vitals and cause them to bleed from within. The creature takes an additional 2d8 piercing damage, and must make a DC 15 Consitution saving throw. On a failed save, they take an additional 1d8 necrotic damage at the start of each of their turns. They can repeat the saving throw at the end of their turn, ending the bleeding effect on a success. Once you have hit a target using this feature, you cannot do so again until you finish a long rest. #### Awakened The bonus to attack and damage rolls increase to a +2. The additional damage from the Vital Strike increases to 4d8 piercing damage, the bleeding effect causes 2d8 necrotic damage, and the DC to resist the bleeding effect increases to 17. Additionally, it gains an extended throwing range of 40/120 feet. \columnbreak #### Exalted The bonus to attack and damage rolls increases to +3. The additional damage from the Vital Strike increases to 4d8 piercing damage, the bleeding effect increases to 3d8 necrotic damage, and the DC to resist the bleeding effect increases to 19. Additionally, the weapon extends outward and is now double the length of a regular spear, giving it the *Reach* property. **Fallen Guardians.** You gain the ability to call upon the spirits of the fallen warriors that have wielded this weapon to aid you in battle. As an action, you can slam the spiked butt of this weapon onto the ground and shout "To me, my brothers!" You gain a number of Temporary Hitpoints equal to your Constitution modifier x 10. Once you have used this feature, you cannot do so again until you finish a long rest. ### Hallakir’s Thorn *Weapon (longsword) legendary (requires attunement by a druid)* This ancient blade is said to have once been a piece of an ancient treant known as Hallakir, granted towards a devoted druid that sword to protect the forests in which they dwelled. It is heavily weathered from time and disuse, with the surface bearing a resemblance to smoothened oak. Root, vine, and leaf patterns have been engraved into the surface, running up and down the length of the blade. A dark moonstone that is cracked in three places serves as the pommel. #### Dormant While attuned to this magic sword, you gain a +1 bonus to attack and damage rolls made with this weapon. You gain the same bonus to attack and damage rolls while within your Wildshape form. You may also use it as a druidic focus. It has the *finesse* property. You are considered proficient with this longsword even if you lack proficiency with longswords. You can also cast the *spike growth* spell while holding this weapon. It uses your spell save DC. Once it has been cast this way, you cannot do so again until you finish a long rest. #### Awakened The bonus to attack and damage rolls increases to a +2, as well as the bonus to attack and damage rolls while in your Wild Shape. \pagebreakNum **Thorn Barrage.** As an action, you can cause the blade to sprout thorn-like serrations along the blades edge and shoot out towards the enemy. Choose between a 15-foot cone or a 30-foot line. Each creature caught in either must succeed on a DC 16 Dexterity saving throw taking 8d6 magical piercing damage on a failed save, and half as much on a successful one. Once you have used this feature, you cannot do so again until you finish a long rest. You can also cast the *guardian of nature* spell while holding this weapon. #### Exalted The bonus to attack and damage rolls increases to a +3, as well as the bonus to attack and damage rolls while within your Wild Shape. You can now use Thorn Barrage twice between long rests, the DC to halve the damage increases to 18, the range of the cone and the line are increased to 30 feet and 60 feet respectively, and the damage is increased to 12d6. You can also cast the *wall of thorns* spell while holding this weapon. ### Cloak of the Valkyrie Queen *(Wondrous item) legendary (requires attunement)* This large white cloak appears heavily frayed at first glance, but upon closer inspection one will realize that it is a pattern designed to resemble the tips of feathers. Although these feathers appear soft, they are durable enough to protect the wearer from harmful effects. It was originally carried by a favoured champion of the Valkyrie Queen, to aid them in battle and bring death to their foes. #### Dormant While wearing this cloak, you gain the ability to cast the *featherfall* spell. As a reaction when you are hit by an attack, you can grant yourself a +2 bonus to your AC. If they would miss you as a result, you can immediately make a melee attack against the creature. #### Awakened This cloak now acts as a *cloak of protection*, granting a +1 bonus to AC and Saving Throws. The AC bonus granted by the reaction granted by this item is increased to +3 As a bonus action, you can command the cloak to split apart and form into a pair of glorious, white wings. You gain a flying speed of 60 feet that lasts for 10 minutes. Once you have used this feature, you cannot do so again until after finishing a long rest. #### Exalted Your flight now lasts for 1 hour. If a creature misses you with an attack as a result of your reaction, the follow up attack you make is made with advantage. Additionally, you do not provoke attacks of opportunity when you fly out of a hostile creatures range. \columnbreak ### Crown of the Grove Keeper *(Wondrous item) legendary (requires attunement by a druid)* This headpiece is woven together with the leaves, bark, vines, and thorns from various forms of plantlife. Their colours change with the seasons, but remain forever pristine no matter how harsh the weather becomes. Created by Grove Keeper Thandaris with the aid of Fey allies, it is both a symbol of power amongst the highest ranking Elvarith (elven) druids and represents the eternity of nature. #### Dormant While you are attuned to and wearing this magic item, your Wisdom score changes to 21. Additionally, you gain the ability to cast the *barkskin* spell on yourself without the need for material components or requiring concentration. Once you have cast the spell this way, you cannot do so again until you finish a short or long rest. #### Awakened Your Wisdom score changes to 23, and the *barkskin* now lasts for 2 hours. Additionally, the crown will lash out at those who would try to harm you up close. While you are under the effects of *barkskin*, thorny protrusions now extend from your body when you are harmed. Whenever you are hit with a melee attack while under this effect, they take 2d8 piercing damage as the thorns lash out towards your attacker. #### Exalted Your Wisdom score changes to 25, the *barkskin* now lasts for 4 hours and sets your AC to 18, and the thorn damage increases to 4d8. As an action, you can cause the thorns to shoot out from you. Every creature within 15 feet of you must make a DC 18 Dexterity saving throw. On a failure they take 12d8 piercing damage, or half as much on a successful one. Once you have used this feature, you cannot do so again until you finish a long rest. ### The Frost Wyrm's Hide *(studded leather armour) legendary (requires attunement)* INSERT FLAVOUR TEXT HERE AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA #### Dormant The wearer gains a +1 bonus to AC while wearing this armour. While attuned to and wearing this armour, you also have resistance to cold damage. Additionally, you ignore the effects of difficult terrain when walking through snow or across ice. #### Awakened The bonus to AC granted while wearing this armour increases to +2. \pagebreakNum While you are attuned to and wearing this armour, you can cast the *ice knife* spell at 4th level (DC 16) through the armour once per long rest. Additionally you have advantage on Constitution saving throws against the effects of exhaustion in cold environments. **Winter's Grasp.** The frozen power of the Great Wyrm has begun to awaken within the armour.Additionally as an action you can can call upon the dragon's strength to power your own strikes. For 1 minute, all of your attacks deal an additional 2d6 cold damage. Once you have used this feature or expended all the charges you cannot do so again until you finish a long rest. #### Exalted The bonus to AC granted while wearing this armour increases to +3. You have immunity to cold damage and resistance to fire damage while wearing and attuned to this armour. You gain the ability to cast the *cone of cold* spell through the armour once per long rest, and the DC for it and *ice knife* increases to 18. Additionally, while you are under the effects of **Winter's Grasp,** the cold damage increases to 2d8, ignores resistance to cold damage, and treats immunity to cold damage as resistance instead. ### Girdle of Tormundr *(Wondrous item) legendary (requires attunement)* This belt once belonged to a warrior known for their tendency to wrestle creatures far larger than themselves, and is believed to be infused with the strength of a Frost Giant Jarl. It is made of weathered, reddish-brown leather and is lined with soft, dark fur. The surface of the leather is covered in a combination of Drankaran and Giant runes. #### Dormant While attuned to and wearing this belt, your Strength score changes to 21. Additionally, you count as 1 size larger when determining your carrying capacity and the weight you can push, drag, or lift while wearing this belt. #### Awakened Your Strength score changes to 23. **Adrenaline Rush.** As an action, you can cause a surge of adrenaline and power to course through your veins. For 1 minute you are considered proficient with Athletics while under this effect, and have advantage on Strength checks and Strength saving throws. If you are already proficient with Athletics, then your proficiency bonus is doubled. Additionally, your horizontal and vertical jump distance is doubled. Once you have used this feature, you cannot do so anything until you finish a long rest. #### Exalted Your Strength score changes to 25. While under the effects of Adrenaline Surge, you are now considered 2 size categories larger. You also gain enough power through this surge to throw foes at greater distances than normal. As an action, you can make a Strength (Athletics) check contested by their Strength (Athletics) or Dexterity (Acrobatics) against a creature that you have grappled. On a success, you can throw them a number of feet equal to 10 x your Strength modifier. This amount is reduced by 10 feet if the creature is Large, and 20 feet if the creature is Huge. Upon landing, they take bludgeoning damage equal to 6d12 + your Strength modifier. ### Golturskera, the Orc Slasher *Weapon (greatsword) legendary (requires attunement)* The Drankaran Saga’s speak of a Jarl whose lands were plagued by orcs. Wanting to protect his people and also destroy the orcs that plagued his home, he made a deal with the Fire Giant smith, Aurnsi. She forged what to her was a dagger, but to a man was a mighty greatsword. Drankaran runes bearing the weapons namesake run up the length of the blade, and glow icy blue when in battle. Though the bloodline of its originally wielder lost the blade, it was at one point found by the family of Sven Eraksson, and has since been passed down to the Drankaran warrior. #### Dormant While attuned to this magic item, you gain a +1 bonus to attack and damage rolls made with this weapon. **Terrifying Slaughter.** Whenever you kill a creature with the orc subtype, you can attempt to terrifying its nearby allies. Any orcs within 30 feet that can see you must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. They can repeat the saving throw at the end of each of their turns, ending the effect on itself on a success. Once you have used this feature, you cannot do so until you finish a short or long rest. #### Awakened The bonus to attack and damage rolls increases to +2, and the DC for the Terrifying Slaughter increases to 17, and can now affect orcs and any creatures they have as allies. **Death to my Foes.** As an action, you can empower the blade to slay all who stand in your way, rather than just Golturskera’s designated foes. For 1 minute, any attacks that you hit with deal an additional 2d6 magical slashing damage. Once you have used this feature, you cannot do so until you finish a long rest. #### Exalted The bonus to attack and damage rolls increases to +3, the DC for Terrifying Slaughter increases to 19, and can now affect all creatures, regardless of whether they are orcs or their allies. Death to my Foes now last for 10 minutes rather than 1 minute, and the additional damage increases to 4d6. \pagebreakNum ### Pactsworn’s Remnant *(Wondrous item) legendary (requires attunement by a warlock)* This dull iron ring appears inconspicuous at first glance, with a similarly grey gem as the centerpiece. Once attuned however, the stone shifts colour to accommodate the pact made by its wearer. Garnet for the Fiend, lapis for the Old One, onyx for the Hexblade, moonstone for the Archfey, and amber for the Celestial. #### Dormant While you are attuned to and wearing this ring, your Charisma score changes to 21. It may also be used as an arcane focus. You gain an additional spell slot while wearing this ring that can be used to cast any Warlock spell you know. The level of spell that can be cast through this ring is the same as the level of your Pact Magic feature. Once you have cast the spell using this ring, you cannot do so again until you finish a long rest. #### Awakened Your Charisma score changes to 23. Additionally, you gain a second spell slot that can be cast through this ring. **Bearer of Invocations.** This ring can serve as a means to contain fragments of forbidden knowledge. This ring allows you to have an additional Eldritch Invocation. This does not count to the maximum number of Invocations you can have at a time. #### Exalted Your Charisma score changes to 25. You gain a third spell slot that can be cast through this ring. **Eldritch Wave.** As an action, you can spend one of the spell slots within this ring and cause a wave of eldritch energy to surge out from the gem. Each creature in a 30-foot cone must make a Dexterity saving throw against your spell save DC. Each creature takes 10d10 force damage on a failed save, or half as much damage on a successful one. Once you have used this feature, you cannot do so again until you finish a long rest. ### Plate of the Pale Prince *Armour (plate), legendary (requires attunement)* This suit of mithral plate armour is beautiful to behold and appears unscarred by battle. The breastplate is marked with a constellation pattern representing the Pale Prince, a nearly forgotten Elvarith (Elven) deity of the moon and stars. The Pale Prince was once an evil god who sought to claim dominion over life and death. In doing so however he nearly destroyed himself, an experience which severely humbled him. The Pale Prince now stands as a guide and a salvation for those cursed by undeath, and serves as a lesson to those who would seek to disrupt the natural order of the world. #### Dormant The wearer gains a +1 bonus to AC while wearing this armour. While attuned to and wearing this armour, you have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep. Additionally, due to the mithral material this armour is crafted from, this armour does not impose disadvantage on your Dexterity (Stealth) checks. #### Awakened The bonus to AC granted while wearing this armour increases to +2. You gain the ability to cast the *remove curse*, *revivify*, and *speak with dead* spells while wearing this armour without requiring material components. Once each of theses spells have been cast this way, you cannot do so again until you finish a long rest. #### Exalted The bonus to AC granted while wearing this armour increases to +3. As an action, you can project a powerful aura up to a 30-foot radius centered on yourself. This effect lasts for 1 minute and requires concentration. While it is active, you and friendly creatures within the aura cannot be charmed, frightened, or possessed by hostile creatures. If they are already under these effects when the aura is activated, the effects immediately end. You can choose one of the following effects to apply to creatures within the radius: * **Moonlight.** Bright moonlight fills the area. Magical darkness created by spells of 4th level or lower can’t extinguish the light. Additionally, the speed of hostile creatures is halved, and when hostile creatures enter the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw (DC 17). On a failed save, the creature takes 4d8 radiant damage. Undead have disadvantage on this saving throw. On a successful save, the creature takes half as much damage. * **Energy Protection.** Friendly creatures in the area have resistance to one damage type of your choice. ### Renthvar, the Shadow Razor *Weapon (dagger), legendary (requires attunement by a spellcaster* This dagger appears to be all that remains of a broken sword, yet still retains a razor-sharp edge and hints of magic from within. Dark runes of a forgotten language are carved into the fuller, occasionally pulsing with dull, orange light. #### Dormant While attuned to this magic weapon, you gain a +1 bonus to attack and damage rolls made with this weapon. In addition, you also gain a +1 bonus to spell attack rolls. It may also be used as an arcane focus. This dagger has 8 charges, and regains 1d4+2 charge’s daily at dusk. While holding this dagger, the wielder can expend some of its charges to cast one of the following spells from it, using their spell save DC and spellcasting ability: \pagebreakNum * *burning hands* (1 charge) * *darkness* (2 charges) * *searing smite* (3rd level version, 3 charges) #### Awakened The bonus to attack and damage rolls, and spell attacks, increases to a +2. Whenever you hit with a melee attack with this weapon, the target takes an additional 1d4 psychic damage. The dagger’s charges increase to a maximum of 12, and it regains 1d6+2 charges daily at dusk. The following spells to the list of spells the dagger may be used to cast are added: * *vampiric touch* (3 charges) * *shadow of moil* (4 charges) * *shadow blade* (5th level version, 5 charges) #### Exalted The bonus to attack and damage rolls, and spell attacks, increases to a +3. The additional psychic damage dealt by this weapon increases to 1d6. The daggers charges increase to a maximum of 18, and it regains 1d6+4 charges daily at dusk. The following spells to the list of spells the dagger may be used to cast are added: * *banishing smite* (5 charges) * *disintegrate* (7th level version, 7 charges) * *maddening darkness* (8 charges) ### Skyreaper *Weapon (longbow), legendary (requires attunement)* This bow was created during the time of the Devastation, when dragon's ruled the skies and the denizens of Caldanor were fighting for their very survival. Made from the heart of a fallen ironwood tree, it is marked with brass inlays that depict the Elvarith runes of death and the distant sky. #### Dormant While attuned to this magic bow, you gain a +1 bonus to attack and damage rolls made with this weapon. You also deal an additional 1d4 force damage when you hit with this weapon. This damage increases to 2d4 if the target has an innate flying speed. Additionally, whenever you hit a creature that has a flying speed, that speed is reduced by 15 ft. If its flying speed is reduced to zero this way, the creature falls as if it didn’t have any flying speed. This reduction lasts until the creature finishes a long rest. #### Awakened The bonus to attack and damage rolls increases to a +2. The force damage dealt by attacks with this weapon also increases to 1d6 and 2d6 respectively. As a bonus action you can call upon the energy that resides within Skyreaper, granting you a greater chance of striking foes that are out of your reach. For 1 minute the range of Skyreaper becomes 300/1200 feet, and you score a critical hit on a roll of 19 or 20. \columnbreak #### Exalted The bonus to attack and damage rolls increase to a +3. The force damage dealt by attacks with this weapon increases to 1d8 and 2d8 respectively. Additionally, whenever you hit a creature that has a flying speed, that speed is reduced by 30 ft., instead of ft. Whenever you score a critical hit against a creature, the target takes an additional 4d8 force damage and must make a DC 17 Wisdom saving throw, or become frightened of you. Creatures with a flying speed have disadvantage against this saving throw. ### Tempest’s Wake *Weapon (warhammer), legendary (requires attunement)* Forged from the core of a fallen meteor, this warhammer is dull and weathered in appearance. Faint cracks can be seen all along the surface of the metal, resembling a pattern similar to forked lightning. Every so often, a faint electrical spark shoots between the cracks before vanishing as quickly as it appeared. #### Dormant While attuned to this magic warhammer, you gain a +1 bonus to attack and damage rolls made with this weapon. When you hit with a melee attack using this weapon, the target takes an additional 1d4 lightning or thunder damage (your choice). This warhammer has 2 charges, and these can be expended to cast *thunderwave* (DC 13) and *lightning bolt* (DC 13) one time per day each. #### Awakened The bonus to attack and damage rolls increase to a +2. The thunder and lightning damage dealt by attacks with this weapon increase to 1d6. The DC for the spells that can be cast through this weapon increases to 15. Additionally, Tempest’s Wake gains the Thrown property with a normal range of 20 feet and a long range of 60 feet. #### Exalted The bonus to attack and damage rolls increase to a +3. The DC for the spells that can be cast through this weapon increases to 17. You now deal additional thunder and lightning damage (roll separately for both) instead of having to choose between them. Tempest’s Wake gains a third charge, which can be used to cast either of the previous two spells an additional time per day. Alternatively, when you hit with a ranged attack using this weapon, you can instead expend all three charges to cast *chain lightning* at 8th level centered on the target. ### Wraps of the Patient Warrior *(Wondrous item) legendary (requires attunement by a monk)* These beige coloured wraps are as durable as stone, but as light as silk. Grey inscriptions are woven into the surface of the fabric, representing the essence of Ki, inner balance, and patience. When bloodied in battle, are easily cleaned and do not stain. \pagebreakNum #### Dormant #### Awakened The bonus to attack and damage rolls increases to a +2. Additionally, the maximum amount of extra force damage you can deal per Ki point increases to a maximum of 6. At the start of your turn, if you did not use any of your movement on your previous turn, when you first hit a target with an unarmed strike or a monk weapon, you can choose to attempt to knock them prone. If the target is Large or smaller, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). You may spend 4 of the Ki points granted by the wraps to give the target disadvantage on the roll. #### Exalted The bonus to attack and damage rolls increases to a +3. The maximum amount of extra force damage you can deal per Ki point increases to a maximum of 8, and the damage increases to 1d6 per Ki point spent. Additionally, when a creature of Large size or smaller misses you with an attack, you can use your reaction to attempt to grapple and hold them in place. Make a **Strength (Athletics)** or **Dexterity (Acrobatics)** check contested by the targets **Strength (Athletics)** or **Dexterity (Acrobatics)** check. If they fail, they are grappled. Alternatively, you may spend 8 of the Ki points granted by the wraps to give the target disadvantage on the roll. If they fail this way, they are also Restrained. \columnbreak
These magic items have taken inspiration from the Vestiges of Divergence on Critical Role, though they will not be referred to as such. They have similar states as the VoD’s (Dormant, Awakened, Exalted), and have a similar progression as on CR. They are a work in progress, and are still subject to change. > ##### Credits > * Made using *[The Homebrewery](https://homebrewery.naturalcrit.com/)* > * Credit to all the good people on the Discord of Many Things for helping me out with these items. > * And credit to Matthew Mercer and everyone at Critical Role for inspiring me to create my own take on the Vestiges. **Relics of Legend** 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.