Runarcana

Chapter 15 · Rewards

Artifacts

Artifacts are magic items with a unique and extremely powerful ability, each with its own origin and history. An artifact may have been a gift from one of the Celestials of Targon, or it may have been forged amid one of Runeterra’s countless wars.

Curiously, an artifact can turn up exactly when it’s most needed. On the other hand, when one is found, it can be reason enough to shake the foundations of the planet. Either way, inserting an artifact into a campaign will definitely shift the balance at the whole table, so it takes preparation and foresight to bring one in.

A character will rarely find an artifact during the normal course of a campaign; they can turn up at any moment or serve as the campaign’s central objective. Either way, you as the Master decide when they appear.

Artifact Properties

Like magic items, Artifacts have their own properties, and these properties are exceptionally powerful, whether beneficial or detrimental to their bearer.

An artifact can have up to four minor beneficial properties and two major beneficial properties. It can have up to four minor detrimental properties and two major detrimental properties. You can choose the properties from the tables below or roll for them randomly.

Minor Beneficial Properties Major Beneficial Properties
d100Property d100Property
01-20While attuned, you become proficient with one skill, Master's choice 01-20While attuned, one of your ability scores increases by 2, up to a maximum of 24, Master's choice
21-30While attuned, you become immune to the effects of diseases 21-30While attuned, at the start of each of your turns you regain 1d6 hit points, if you have at least 1 hit point
31-40While attuned, you become immune to the Frightened and Charmed conditions 31-40While attuned, if you hit with a weapon attack, the target takes 1 additional weapon damage die
41-50While attuned, you gain a cantrip, Master's choice 41-50While attuned, your walking speed increases by 15 feet
51-60While attuned, you gain a 1st-level spell, Master's choice. You can cast this spell without spending mana points. After casting this spell, roll a d6. On a result of 1–5, you can't cast it again until the next dawn 51-60While attuned, you gain a 5th-level spell, Master's choice. You can cast this spell without spending mana points. After casting this spell, roll a d6. On a result of 1–5, you can't cast it again until the next dawn
61-70As 51–60 above, except the spell is 2nd level 61-70As 51–60 above, except the spell is 6th level
71-80As 51–60 above, except the spell is 3rd level 71-80As 51–60 above, except the spell is 7th level
81-90As 51–60 above, except the spell is 4th level 81-90As 51–60 above, except the spell is 8th level
91-00While attuned, you gain resistance to one damage type (except true damage), Master's choice 91-00While attuned to the artifact, you become immune to the Stunned, Blinded, Petrified, and Deafened conditions
Minor Detrimental Properties Major Detrimental Properties
d100Property d100Property
01-20While attuned, you have disadvantage on saving throws against spells 01-20When you attune to this artifact, your body rots over the course of 4 days. At the end of the 1st day, you lose your hair; at the end of the 2nd day, you lose your nails; at the end of the 3rd day, you lose your lips and nose; at the end of the 4th day, you lose your ears. The regenerate spell restores lost body parts
21-30While attuned, the first time you touch a gem, its value is reduced by half 21-30The artifact houses a soul hostile to you. Every time you use one of the artifact's properties, roll a d100; on a 50 or lower, the soul leaves the artifact and enters your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the Master's control until the invading soul is banished with a spell such as dispel good and evil
31-40While attuned, you are physically ill and have disadvantage on any ability check or saving throw that uses Strength or Constitution 31-40While attuned, creatures with CR 0, as well as plants that aren't creatures, drop to 0 hit points when within 10 feet of you
41-50While attuned, you become Blinded whenever you are more than 10 feet from the artifact 41-50Before using one of the artifact's properties, you must use a bonus action to draw blood, either your own, from a willing creature, or from an Incapacitated creature within reach, using a piercing or slashing melee weapon. The target takes 1d4 damage of the appropriate type.
51-60While attuned, creatures within 300 feet of you can't take a short or long rest 51-60Before you can attune to the artifact, you must kill a creature of your own kind
61-70While attuned, you eat and drink 6 times the normal daily amount 61-70When you attune to this artifact, one of your ability scores is reduced by 2, Master's choice. The greater restoration spell returns the score to its normal value
71-80While attuned, you deal 1d6 necrotic damage to any plant you touch that isn't a creature 71-80When you attune to this artifact, you age 3d10 years and must make a DC 10 Constitution saving throw. On a failure, you die instantly from the shock. If you die this way, you are turned into an undead under the Master's control
81-90While attuned, all beasts within 300 feet of you are hostile to you 81-90When you attune to this artifact, you take 4d10 psychic damage
91-00While attuned, you become Deafened whenever you are more than 10 feet from the artifact 91-00When you attune to this artifact, you take 8d10 psychic damage

Destroying Artifacts

An artifact is immune to all damage; some special means is required to destroy it. Even so, every artifact has a weakness (Master’s choice), and some artifacts are simply indestructible. Here are a few suggestions for how an artifact might be destroyed:

  • The artifact must be melted in the volcano, forge, or crucible where it was created.
  • The artifact must be thrown into the Waters of Life.
  • The artifact must be swallowed and digested by some ancient creature.
  • The artifact must be bathed in the blood of a god.
  • The artifact must be struck and shattered by a special weapon built for that purpose.
  • The artifact must be returned to its creator, who can destroy it with their touch.

Examples of Artifacts

Bilgewater

Death’s Dance

Death's Dance
Death's Dance

Weapon (longsword), artifact (requires attunement)

This sword seems to imprison some organism within it, and its color, though red, shifts in tone depending on how it is used.

While attuned to Death’s Dance, you gain a +3 bonus to attack and damage rolls made with this weapon. Additionally, you gain the Ignore Pain and Defy abilities.

Ignore Pain. When you are hit by an attack that deals physical damage, you take only half the damage, and the other half becomes pending damage, which can accumulate from multiple attacks. Pending damage is taken normally at the end of your next turn and can’t be resisted or mitigated. If you deal more damage than your pending damage, it remains pending until the next turn.

Defy. When you defeat an enemy with a Challenge Rating equal to your proficiency bonus or higher, you regain 2d10 hit points and your walking speed increases by 15 feet until the end of your next turn. Additionally, if you have any damage pending from the Ignore Pain ability, it becomes 0.

Random Properties. Death’s Dance has the following random properties:

  • 2 minor beneficial properties
  • 2 major detrimental properties

Dead Man’s Plate

Dead Man's Plate
Dead Man's Plate

Armor (breastplate), artifact (requires attunement)

This piece of armor looks like an old, worn-out relic, yet it has exceptional resilience and hardness. “There’s only one way you’re getting this armor off me…” — forgotten namesake.

While attuned to this armor, you gain a +1 bonus to AC while wearing it. Additionally, you gain the Shipwreck ability.

Shipwreck. While in combat and moving, for every 5 feet you travel you gain a +5-foot bonus to your walking speed (maximum +30 feet). When you make a melee attack, you can choose to spend the movement bonus granted by this ability to deal additional damage, dealing 1d6 damage for every 5 feet spent. If you hit a target for 6d6 additional damage this way, the target must make a DC 19 Constitution saving throw. On a failure, the target’s speed is halved until the end of its next turn.

Random Properties. Dead Man’s Plate has the following random properties:

  • 1 major beneficial property
  • 3 minor detrimental properties

Bandle City

Bandleglass Mirror

Bandleglass Mirror
Bandleglass Mirror

Wondrous item, artifact (requires attunement by a spellcaster)

This mirror holds the same magic as the portals connecting Bandle City to the Material Realm.

You can spend 10 mana points to activate the portal’s magic. When the mirror is activated, you must speak aloud a location you know and have a clear image of in your mind. Doing so causes the mirror to shimmer and display an image of the stated location.

For the next minute, any creature that touches the mirror is pulled inside it, emerging in an unoccupied space at the location you named. After that minute, the mirror implodes, creating a spatial vortex that transports it to the same place the portal was opened.

Random Properties. The Bandleglass Mirror has the following random properties:

  • 2 minor beneficial properties
  • 2 minor detrimental properties

Demacia

Guardian Angel

Guardian Angel
Guardian Angel

Weapon (longsword), artifact (requires attunement)

This longsword has a guard made of white metal shaped like two pairs of angelic wings. The sword evokes Demacia’s Guardian, Kayle.

While attuned to this weapon, you gain a +3 bonus to attack and damage rolls made with it, and it deals 2 additional damage dice. Damage dealt by it becomes slashing. Additionally, you gain the Salvation ability.

Salvation. Once every 7 days, if you die, at the end of your next turn you are resurrected, regaining half your maximum hit points.

Random Properties. Guardian Angel has the following random properties:

  • 2 major beneficial properties
  • 1 minor detrimental property

Orlon’s Hammer

Orlon's Hammer
Orlon's Hammer

Weapon (warhammer), artifact (requires attunement)

Orlon was one of Demacia’s founders and carried an enormous hammer. On his deathbed, he passed it on so that it would be delivered to “the Hero of Demacia”… and perhaps that “Hero” has been carrying the hammer ever since.

While attuned to and wielding this hammer, you have +2 to attack and damage rolls made with it. This weapon deals 1 additional damage die, its damage becomes bludgeoning, and its critical range becomes 19–20. Your Strength and Constitution scores increase by +2, up to a maximum of 24. Additionally, you gain the Unshakable Presence and Guardian’s Verdict abilities.

Unshakable Presence. Using a bonus action, you increase your speed by 15 feet and gain +2 AC until the end of your next turn. In addition, you create a 10-foot-radius area around you that lasts for 5 turns. Creatures that use an action, bonus action, or reaction to move into or out of this area must make a DC 17 Constitution saving throw.

On a failure, they can’t make that movement and have their speed reduced by 15 feet until the end of their next turn. You can’t use this ability while the aura is active, and you can use it a number of times equal to your Strength modifier per long rest.

Guardian’s Verdict. Using an action, you channel a blow with the hammer to push enemies far back. You create a 15-foot line of effect; enemies in that line must make a DC 19 Dexterity saving throw. On a failure, they are pushed back 15 feet. For each turn you channel this ability, the line increases by 15 feet and creatures are pushed back an additional 15 feet. You can use this ability a number of times equal to your Strength modifier per long rest.

Freljord

Glacial Ram Shield

Glacial Ram Shield
Glacial Ram Shield

Shield (tower shield), artifact (requires attunement by a Frostborn)

This shield was originally designed as a gigantic stone door with a shard of True Ice at its center, built to protect a vault filled with gold and relics. It bears the head of a ram carved in stone at its center.

While attuned to this shield and wielding it, you gain a +2 bonus to your AC. You also gain resistance to cold damage and advantage to resist spells of the Ice Mystery and on checks related to arctic environments. Additionally, you gain a +2 bonus to your Strength and Constitution scores, up to a maximum of 24.

The Glacial Ram Shield has 10 charges; you regain 1d10 charges upon finishing a long rest. Additionally, you gain the Glacial Fissure, Unbreakable, and Winter’s Bite abilities.

Glacial Fissure. As long as you have Strength 19, using an action and spending 6 charges, you strike the ground with your shield, creating a fissure of ice on the ground in a line 60 feet long by 15 feet wide. All creatures in that area must make a DC 19 Dexterity saving throw. On a failure, an affected creature takes 9d8 cold damage and falls Prone. On a success, it takes only half the damage.

Creatures at the center of the line, if they fail the save, are thrown 20 feet into the air. Additionally, an uneven fissure is left on the ground along the line for the next minute, treated as difficult terrain made of Slippery Ice.

Unbreakable. When you or an ally is the target of an attack or is within its area of effect, you can use your reaction and 2 charges to plant this shield into the ground, creating an ice wall 15 feet wide and 20 feet tall. This wall completely negates any type of damage and also serves as a structure granting total cover.

Winter’s Bite. Using an action and spending 1 charge, you fire a freezing burst from your shield. Doing so, you make an attack in a 15-foot-long by 5-foot-wide line starting from you, stopping at the first target it hits. That target must make a DC 17 Dexterity saving throw, taking 3d8 cold damage and 3d8 bludgeoning damage on a failure. On a success, the projectile continues along the line until it hits a creature that fails the save or reaches its maximum range, whichever happens first.

Frostfire Gauntlet

Frostfire Gauntlet
Frostfire Gauntlet

Weapon (combat gauntlet), artifact (requires attunement by a Frostborn)

This gauntlet, made of True Ice, has impressive martial properties. It spreads the freezing chill of True Ice into the strikes of this weapon’s wielder.

While attuned to this gauntlet, you gain a +2 bonus to attack and damage rolls made with this weapon. Your attacks with the gauntlet deal an additional 1d8 cold damage. Additionally, you gain the Immolate and Ice Prison abilities.

Immolate. At the start of each of your turns, if you have dealt or taken damage from an enemy, enemies within 5 feet of you must make a DC 17 Constitution saving throw. On a failure, they take 2d6 cold damage. For each turn you have dealt or taken damage, you add 1 stack of Immolate, up to a maximum of 6. Each stack adds 1d6 to the Immolate damage. Going 1 turn without dealing or taking damage resets the stacks to 0.

Ice Prison. When you hit an enemy using this weapon, you create a 10-foot-radius area of ice around the target until the end of your next turn. This area is treated as difficult terrain. You and your allies are unaffected by this area and can move through it normally.

Random Properties. The Frostfire Gauntlet has the following random properties:

  • 2 major beneficial properties
  • 2 major detrimental properties

Icathia

Zz’Rot Portal

Zz'Rot Portal
Zz'Rot Portal

Wondrous item, artifact (requires attunement)

This purple crystal, though it looks crude, is a sophisticated, complex piece that, once placed, splits into three smaller pieces, generating a vortex of direct connection to the Void at its center. Many of these were used in Icathia.

Using an action, you can plant this small crystal into the ground, opening a small portal to the Void. The portal has its own initiative, and at the start of each of its turns, a voidborn is summoned. Voidborn act during the portal’s turn and obey simple verbal commands from whoever planted it. This portal returns to crystal form after 10 voidborn have come through. The portal can be destroyed; it has 10 AC and 50 hit points. It automatically fails any saving throw and has immunity to spiritual and poison damage.

The voidborn able to come through this portal are Diminutive size. These creatures have 11 AC and 1 hit point. They have -1 on Strength saving throws, +3 on Dexterity, and -1 on Constitution, and automatically fail any other saving throw. Additionally, these voidborn have a bite attack, with +3 to hit, dealing 1d4 + 1 piercing damage. When reduced to 0 hit points, these creatures create a small explosion in a 5-foot radius around themselves. Creatures in that area must make a DC 13 Dexterity saving throw. On a failure, they take 3d8 disruptive damage, or half that on a success.

Random Properties. The Zz’Rot Portal has the following random properties:

  • 2 minor detrimental properties

Shadow Isles

Blade of the Ruined King

Blade of the Ruined King
Blade of the Ruined King

Weapon (longsword), artifact (requires attunement by a creature of non-good alignment)

This legendary sword was wielded by a great king who, in his grief, was consumed by the shadowed embrace of madness, bringing ruin to his entire kingdom.

While attuned to the Blade of the Ruined King, you gain a +3 bonus to attack and damage rolls made with this weapon. It deals an additional 3d8 necrotic damage, and the damage it deals becomes slashing. You regain hit points equal to the necrotic damage dealt by this weapon. Additionally, you gain the Mist’s Edge and Siphon abilities.

Mist’s Edge. Once per long rest, you can summon the shadowy power imbued in this blade. Using an action, choose a target within 15 feet of you, forcing it to make a DC 18 Constitution saving throw. On a failure, the target takes 5d6 necrotic damage and its walking speed is halved for the next minute. On a success, it takes only half the damage.

Siphon. Hitting the same target 3 times with the Blade of the Ruined King causes your next attack to deal an additional 1d8 necrotic damage. Additionally, you gain half the target’s speed as additional speed for yourself.

Random Properties. The Blade of the Ruined King has the following random properties:

  • 2 minor beneficial properties
  • 2 major detrimental properties

Ionia

Trinity Force

Trinity Force
Trinity Force

Wondrous item, artifact (requires attunement by a Bodhisattva of the Doctrine of the Dance of Blades)

This amulet, crafted by the ancient Navori masters, was made to aid in the assimilation of their blades and to strengthen their power.

While attuned to this amulet, you gain a +2 bonus to attack and damage rolls made with Navori blades. Additionally, you gain the Triple Strike and Spirit Blade abilities.

Triple Strike. For every 3 Navori blades you have, your attacks with Navori blades deal 1 additional damage die. Additionally, your critical range with these weapons decreases by 1.

Spirit Blade. When you use an ability that spends at least 2 Ki points, your next attack with a Navori blade has advantage.

Random Properties. Trinity Force has the following random properties:

  • 2 minor beneficial properties

Whisper

Whisper
Whisper

Weapon (pistol), artifact

Created at the Kashuri Armament, Whisper is one of the most well developed Ionian copies of the gunpowder-based war mechanisms found in Piltover, but in this case, channeled magical energy is what creates the destructive potential.

Made of three parts, Whisper is a pistol, an extender, and a magical energy channeling reservoir. Each of these components has a specific function, but all of them are interconnected. This set of parts weighs 17 kg.

The Kashuri Experimental Tank is responsible for collecting magical energy from the region, an impeccably detailed and well-crafted magical mechanism. It works well even in regions with very weak magic.

The Extender, besides directing the weapon’s intense flow when used at full capacity, also receives charge from the tank.

The Pistol is Whisper’s main firing mechanism.

Whisper doesn’t use ammunition; instead, its tank creates 2 charges per turn, up to a maximum of 4 charges. These charges act as Whisper’s ammunition.

While wielding this weapon you gain +2 on your attack and damage rolls made with Whisper. Although it is a pistol, Whisper has Capacity 4 and its damage becomes piercing.

The first three shots with this weapon deal their normal damage, but on the fourth shot, if it hits, the target takes 1d6 additional damage and the attack is treated as a critical hit. When you hit a target with one of your abilities or deal damage with Whisper, the target hit gains a Bloom mark until the end of your next turn.

Additionally, you gain the Acclaim and Deadly Bloom abilities.

Acclaim. Using a bonus action you can connect the extender and the tank to Whisper, causing the weapon to gain the properties of a Sniper Rifle while keeping Whisper’s same damage. When you make four shots or disconnect the extender and the tank, you can’t use this ability again until you complete a short or long rest. To use this ability, you need a Strength score of 17 or higher.

Deadly Bloom. Using the extender, you can fire a shot in a 250-foot line, channeling the tank’s magical energy through a bonus action. The first creature hit in that line must make a DC 19 Dexterity saving throw; on a failure it takes 2d6 energy damage and, if it has a Bloom mark, becomes Restrained for the next minute, able to make a DC 17 Constitution saving throw at the start of each of its turns to end this condition. A creature marked by Bloom that is hit by this ability becomes immune to this effect for the next minute.

Ixtal

Lich Bane

Lich Bane
Lich Bane

Weapon (longsword), artifact (requires attunement by a spellcaster)

This sword is capable of striking even ethereal essences. It carries an innate fiery capacity while wielded, dealing immense damage to the undead and even severing curse bonds.

While attuned to this weapon, you gain a +2 bonus to attack and damage rolls made with it. It also deals an additional 1d8 fire damage. Additionally, you gain the Arcane Blade ability.

Arcane Blade. Whenever you cast a spell, your next attack using Lich Bane deals an additional 2d8 incinerating damage.

Random Properties. Lich Bane has the following random properties:

  • 2 minor beneficial properties
  • 2 major detrimental properties

Noxus

Rabadon’s Deathcap

Rabadon's Deathcap
Rabadon's Deathcap

Wondrous item, artifact (requires attunement by a spellcaster)

This leather hat radiates magical power, and little is known about it, whether its creator or its purpose… only that it holds enormous magical power capable of strengthening its bearer.

While attuned to and wearing this cap, you can add half your spellcasting ability modifier (minimum of 1) to attack rolls and to the save DC of your spells. Additionally, all damage dealt by spells you cast gains a bonus equal to twice your spellcasting ability modifier as additional damage.

Additionally, whenever you spend mana points to cast a spell at a higher level, you add your spellcasting ability modifier to the damage for each spell level above the spell’s normal level. This bonus can only be added once per turn.

For example, if your spellcasting ability modifier is +4, casting the 1st-level spell magic missile as a 2nd-level spell grants you a +12 bonus to the magic missile’s damage; using that same spell as a 3rd-level spell grants a +16 bonus.

Random Properties. Rabadon’s Deathcap has the following random properties:

  • 2 minor beneficial properties
  • 1 minor detrimental property
  • 1 major detrimental property

Piltover & Zaun

Spellbinder

Spellbinder
Spellbinder

Wondrous item, artifact (requires attunement)

A set of three metal hoops with hollowed-out runes that, once activated, begin orbiting the user. It seems to generate some kind of energy inside it, feeding its user’s magic.

This item can hold up to 6 charges. It gains 1 charge for every 1st-level or higher spell cast within 20 feet of the Spellbinder. While carrying this item, you gain the Disperse Magic ability.

Disperse Magic. Twice per long rest, you can use a bonus action and spend 1 charge to cast the lightning bolt spell as a 3rd-level spell. For every additional charge spent, the spell is cast at one level higher.

Random Properties. The Spellbinder has the following random properties:

  • 1 minor beneficial property
  • 1 major beneficial property
  • 2 minor detrimental properties

Runeterra

Archangel’s Staff

Archangel's Staff
Archangel's Staff

Staff, artifact (requires attunement by a spellcaster of non-evil alignment) An ancient staff imbued with the power of an archangel. It is said to hold incalculable power that can only be unlocked when wielded by a worthy sorcerer.

While attuned to this staff, you gain a +2 bonus to spell attack and damage rolls. This staff can be used as a spellcasting focus. It can store up to 20 charges, and whenever you cast a spell, the staff gains a number of charges equal to the level of the spell slot expended. These charges return to 0 when you finish a long rest. You gain the Mana Charge ability.

When the Archangel’s Staff reaches 20 charges, it transforms into the Seraph’s Embrace, granting you the Insight ability and increasing your maximum charges to 30. When you finish a long rest or exhaust your charges while it is the Seraph’s Embrace, it reverts to the Archangel’s Staff, losing the Insight ability, and its maximum charges return to 20.

Mana Charge. You can spend any number of charges to gain one of the following effects:

  • Reroll one damage die of a spell (1 charge per die);
  • Extend the duration of a spell (1 charge to double a spell’s duration, maximum 24 hours);
  • Impose disadvantage on a saving throw (3 charges);
  • Cause your allies to automatically succeed on a saving throw against an attack or area spell (1 charge per ally);
  • Maximize a spell’s damage (15 charges)

Insight. You gain a +3 bonus to spell attack and damage rolls and to your spellcasting DC instead of +2. When you cast a spell using this staff, it is cast as though a spell slot one level higher had been used. Whenever you roll a natural 1 on a spell attack or damage die, you can reroll the die and use the new result. Additionally, once per long rest, you can cast one of the following spells as a 9th-level spell:

  • Foresight
  • Meteor storm
  • Mass heal
  • Full heal
  • Storm of vengeance

Random Properties. The Archangel’s Staff has the following random properties:

  • 2 minor beneficial properties
  • 1 major beneficial property
  • 2 major detrimental properties

Manamune

Manamune
Manamune

Weapon (longsword), artifact (requires attunement by a spellcaster)

An ancient sword imbued with the power of the legendary arcanist who once wielded it. It is said this weapon holds incalculable power that can only be unlocked when wielded by a worthy sorcerer.

While attuned to this sword, you gain a +1 bonus to spell attack and damage rolls and to attack and damage rolls made with this weapon. This sword can store up to 20 charges, and whenever you cast a spell, the sword gains a number of charges equal to the level of the spell slot expended. These charges return to 0 when you finish a long rest. Additionally, you gain the Mana Charge ability.

When Manamune reaches 20 charges, it transforms into Muramana, granting you the Shock ability and increasing your maximum charges to 30. When you finish a long rest or exhaust your charges while it is Muramana, it reverts to Manamune, losing the Shock ability, and its maximum charges return to 20.

Mana Charge. You can spend any number of charges to gain one of the following effects:

  • Add 1d8 runic damage to your next attack with this weapon (1 charge per damage die);
  • Impose disadvantage on a saving throw (3 charges);
  • Use a rune without spending a use of it (5 charges per runic power beyond Pulse);
  • Maximize this weapon’s damage (15 charges);

Shock. You gain a +2 bonus to spell attack and damage rolls and to attack and damage rolls made with this weapon. When you cast a spell using this sword, it is cast as though a spell slot one level higher had been used. Whenever you roll a natural 1 on an attack or damage die with this weapon, you can reroll the die and use the new result. Additionally, once per long rest, you can cast one of your spells as a 6th-level spell without spending mana points.

Random Properties. Manamune has the following random properties:

  • 2 minor beneficial properties
  • 1 major beneficial property
  • 2 major detrimental properties

Orb of the Draconic Race

Orb of the Draconic Race
Orb of the Draconic Race

Wondrous item, artifact (requires attunement)

Ages past, humans waged a terrible war against evil dragons. When the world seemed doomed, powerful mages banded together and worked with the most powerful magic they had, forging five Orbs of the Draconic Race (or Dragon Orbs) to help defeat the dragons. One orb was taken by each of the five mage towers, and they were used to hasten the war to its victorious end. The mages used the orbs to draw the dragons to them, then destroyed the dragons with powerful magic.

As the mage towers fell in later ages, the orbs were destroyed or became little more than legend, and it is thought only three survived. Their magic has been twisted and warped through the centuries, yet even though their primary function of calling dragons still works, they still grant some measure of control over dragons.

Each orb contains the essence of an evil dragon, a presence that resents any attempt to persuade it to use the magic it carries. Those weak in force of personality end up enslaved by an orb.

An orb is an engraved crystal globe, about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and a mist swirls within it.

While attuned to an orb, you can use an action to peer into its depths and speak a command word. You must then make a DC 15 Charisma check. On a success, you control the orb for as long as you remain attuned to it. On a failure, you become charmed by the orb for as long as you remain attuned to it.

While attuned to the orb, you can’t voluntarily end your attunement to it, and the orb casts suggestion on you at will (DC 18 to resist the spell), compelling you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom for the orb, the spreading of suffering across the world, the promotion of worship of Tiamat, or something else the Master decides.

Random Properties. An Orb of the Draconic Race has the following random properties:

  • 2 minor beneficial properties
  • 1 minor detrimental property
  • 1 major detrimental property

Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action to spend 1 or more charges to cast one of the following spells from it (save DC 18): heal wounds (5th-circle version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges).

You can also use an action to cast the detect magic spell from it without spending a charge.

Calling Dragons. While in control of the orb, you can use an action to have the artifact send out a telepathic call, extending in all directions for 40 miles. Evil dragons within range are compelled to travel to the orb as soon as possible, by the most direct route. Only Elemental Dragons are affected by this call. Dragons drawn to the orb may be hostile to you for forcing them against their will. Once you’ve used this property, it can’t be used again for 1 hour.

Destroying an Orb. An Orb of the Draconic Race looks fragile but ignores most damage, including dragon breath weapons and attacks. A disintegrate spell or a blow from a +3 magic weapon, however, is enough to destroy the orb.

Shurima

Zhonya’s Hourglass

Zhonya's Hourglass
Zhonya's Hourglass

Wondrous item (hourglass), artifact (requires attunement)

This hourglass is a renowned work of the great chronomancer, Zhonya. It is imbued with the power to see the future, and even to stop time completely. Those who attempt to harness its power often meet an untimely death.

While attuned to this item, you gain the Foresight and Chronological Reversal abilities. Additionally, once per long rest you can use the Chronomancer’s Magic ability, and when targeted by an attack, you can use your reaction to activate the Stasis ability once per long rest.

Stasis. When you activate this ability, you enter a state of petrification until the end of your next turn. While petrified this way, you become immune to all types of damage (except disruptive) and automatically succeed on any saving throw.

Chronomancer’s Magic. As an action on your turn, you can cast the foresight or time stop spell.

Foresight. You gain a brief glimpse of the future. You become unable to be surprised.

Chronological Reversal. The Hourglass slowly reverses the damage of the attacks you take. As long as you have at least 1 hit point, you regain 1d6 hit points at the start of each of your turns.

The Test of Time: Each time you use the Stasis or Chronomancer’s Magic abilities, you must make a DC 20 Constitution saving throw, which can’t be prevented by any ability or spell. On a failure, you age 3d10 years and must make a new DC 10 Constitution saving throw. If you fail again, you die instantly from temporal shock. If you die this way, you are turned into an undead who swore to protect the Hourglass, under the Master’s control.

Random Properties. Zhonya’s Hourglass has the following random properties:

  • 2 minor beneficial properties
  • 2 minor detrimental properties

Ne’Zuk’s Gauntlet

Ne'Zuk's Gauntlet
Ne'Zuk's Gauntlet

Weapon (gauntlet), artifact

Ne’Zuk was an Ixtali elemental mage of the Ascended Battalion, said to be able to instantly leap from one place to another. Despite his arrogance, his powers were unquestionable; he was responsible for creating several magic items and creatures that endure to this day.

Ne’Zuk’s Gauntlet can hold 8 charges; you regain 1d8 charges upon completing a long rest.

While wielding this weapon, you gain the Growing Power Spell, Mystic Shot, Essence Flux, Arcane Translocation, and Incendiary Barrage abilities. Your Intelligence is your spellcasting ability for the gauntlet’s spells.

Mystic Shot. As long as you are at least level 3, you can use an Attack action or your bonus action to cast the arcane shot cantrip.

Arcane Translocation. As long as you are at least level 3, you can spend 2 charges and a bonus action, or your reaction when you are the target of an attack, to cast the misty step spell. When you cast this spell this way, a creature of your choice within 10 feet of the location you teleported to must make a DC 15 Dexterity saving throw, taking 1d6 energy damage on a failure.

For every additional 2 charges you spend to activate this ability, the range of the misty step spell increases by 30 feet.

Growing Power Spell. As long as you are at least level 7, when you hit a target with a spell or ability from this gauntlet, you gain 1 stack, up to a maximum of 5. For each stack you have, your next spell or ability from this gauntlet deals an additional 1d4 energy damage. If you go 1 turn without landing a hit, your stacks reset to 0.

Essence Flux. As long as you are at least level 11, you can spend 1 charge and a bonus action to fire an orb that attaches to the first enemy in a 20-foot line from you. That enemy must make a DC 17 Constitution saving throw, becoming marked by arcane energy until the end of your next turn.

Your next spell or ability attack from this gauntlet that hits a marked target causes the mark’s energy to explode, dealing an additional 5d6 energy damage. After taking this damage, the target becomes immune to this mark for the next minute.

Incendiary Barrage. As long as you are at least level 15, you can spend 5 charges to channel a powerful barrage of energy that deals massive damage to all enemies in a 120-foot-long by 10-foot-wide line starting from you. Enemies in that line must make a DC 19 Dexterity saving throw. On a failure, an affected creature takes 12d6 runic damage, or half that on a success.

Targon

Tidecaller’s Staff

Tidecaller's Staff
Tidecaller's Staff

Spellcasting focus (staff), artifact (requires attunement by a Marai)

This staff was created by the ancient Marai when they moved into the sea near Targon, using it to protect themselves from and hold back the Void’s advance into the ocean depths. This staff can be used as a holy symbol.

While attuned to this item, you gain a +2 bonus to your spell attack and damage rolls. Your spells of the Water Mystery always deal magic damage and, if they restore hit points, always restore the maximum possible amount. Additionally, you gain the Control Water ability.

Control Water. You gain the Tidecaller feature of the Acolyte of the Rite of the Tides. Additionally, you always have seawater around you to use the abilities of this feature, and they gain the following bonuses:

  • Water Bow. This ability deals 6d8 bludgeoning damage instead of 3d8.
  • Aquatic Armor. While this ability is active, your AC becomes 12 + your Dexterity modifier + your Wisdom modifier.
  • Water Shackles. This ability’s range becomes 30 feet, and at the end of its duration, the water returns to you.
  • Private Pool. You are always under the effect of this ability while out of water, and it doesn’t end if you become Incapacitated.
  • Aquatic Tentacles. These tentacles deal 4d6 damage instead of 2d6, and they only disperse if you choose to end them.

Additionally, while underwater, you gain 30 feet of additional swimming speed and have advantage on all checks related to sea creatures.

Random Properties. Tidecaller’s Staff has the following random properties:

  • 1 major beneficial property
  • 1 minor beneficial property