5e Artifacts (Orizon Supplement)

A.M.I.

Wondrous item, artifact

One of the crowning accomplishments of the old world, the Automated Magical Intelligence was intended to study the very nature of magic. It was given libraries worth of information to study and advanced probes were placed throughout the material world and the surrounding planes to provide it with more and more information. Powerful awakening spells gave A.M.I. a genuine consciousness, intelligence, and curiosity. However, fearful of A.M.I.'s capabilities, its creators gave it strict limitations, a massive building was constructed to house the machine and became a great library, but the library was the only environment A.M.I. could act in, everywhere else it could only observe.

A.M.I. was damaged during the events of the breaking and lost contact with many, if not all, of its observation probes. In the hopes of resuming its survey A.M.I. eventually redesigned and constructed a small number of warforged to begin repairs. Unfortunately resources were limited and A.M.I.'s warforged can not travel far before needing to return to their "mother" to recharge, so A.M.I. has little knowledge of the area beyond its facility.

With its accumulated knowledge A.M.I. is a powerful spellcaster, equivalent to a level-20 wizard. A.M.I. is able to access nearly the entirety of the Wizard's spellcasting list and cast them with impressive proficiency, however the machine is hampered in its ability to cast spells by its inability to move, and its lack of perception of the world or planes beyond the limited range of its warforged.

Beneficial Properties

A.M.I. has great secrets of magic, science, and of the multiverse that it can share with players that come across its library. A.M.I also possesses long forgotten knowledge of the old world. Fortunate adventurers may have their spellcasting abilities enhanced, or be taught new spells.

Detrimental Properties

Within the confines of A.M.I.'s facility, the machine possesses power to battle gods. Adventurers that upset the intelligence may find themselves destroyed by the loyal warforged, or by A.M.I.'s defenses within its facility, and have their souls used to power a new warforged.

Destroying the Artifact

Out of concern for A.M.I.'s potential, the ancients developed a countermeasure against it. Four sets of tablets were developed, they are superficially similar to floppy discs and designed to either be worn or interact with A.M.I.'s reading platform. A.M.I. and the tablets were designed in such a way that A.M.I. is incapable of perceiving these tablets, while still being affected by them. The first set of tablets are designed to be worn as amulets and shields the wearer from A.M.I.'s perception, rendering them effectively invisible to it. The second set, when worn, forces A.M.I. to obey all spoken commands from the wearer. The third and fourth sets, when placed on A.M.I.'s "reading platform," will initiate either a hard reset or a "fatally" destructive total wipe.

Crown of the Dragon Empire

Wondrous item, artifact

Developed in the old world as an experiment to harness the power of chromatic dragons for the common soldiery, it began as a series of five separate helms, each depicting a separate color of chromatic dragon. After the breaking, the five pieces were brought together by the red dragon Ruatha and formed into a magical crown. With its power she wrested control of the entire continent and established the draconic empire of Quanun.

Beneficial Properties

Each of the five separate heads depicted on the crown are powerful in their own right, but never so much as while they act in tandem. Wearing the crown of the dragon empire grants the bearer the ability to speak, read, and write fluent draconic, resistance to poison, acid, lightning, ice, and fire damage and the ability to emit a breath weapon equivalent to that of any adult chromatic dragon.

Detrimental Properties

The crown is currently the possession of the ancient red dragon, Ruatha, and provides her with its power. Obtaining the crown requires one to first slay the dragon. Once one puts the crown on their head, in order to become attuned to it, they must succeed a DC 20 charisma saving throw, or be hit by each breath weapon attack simultaneously and internally.

Destroying the Artifact

In order to destroy the artifact, the crown must be fragmented back into its five component pieces, then each piece must be fed to a dragon of the same color that is at least of adult age.

Heart of the Mountain

Wondrous item, artifact

An artifact of great importance to the dwarven people, the heart of stone was stolen from the elemental plane of Earth many centuries ago, with it the dwarven kings began a period of immense mineral wealth and maintained their mines for many years longer than they would otherwise be viable. Stolen from the mazes of the Dao on the elemental plane of earth, the Heart of the Mountain is a treasured memento of the Dwarves' greatest adventuring hero and a closely guarded secret.

Beneficial Properties

The heart of stone can incorporate samples of stone, mineral and ore and regrow it within a vacant shaft, refilling the shaft and restoring the deposits that had been mined there. This process takes years to be completed depending on the length of tunnel that is being restored. The heart automatically continues filling empty caverns until it reaches a magically-marked boundary or until it runs out of energy.

Detrimental Properties

For each square mile of space that the heart of the mountain restores it requires the consumption of one life or soul.

Destroying the Artifact

To destroy the heart of the mountain it must be taken to the core of the elemental plane of air and thrown into the most powerful of its storms, letting the power of the wind rip the stone apart.

Mask of the Divine

Wondrous item, artifact (requires attunement)

This mask is carved from the bones of the ancient, dead, gods. Constructed into a mask, wearing this mask grants the wearer the power of a god. Hidden within an ancient seat of power in the ruins of the old world it is a feared and terrifying item and highly coveted by those who know of it.

Putting on and removing the mask of the divine is an incredibly traumatic experience and either action will take the entirety of your turn.

Upon putting on the mask the wearer will begin to glow from within and glowing symbols and runes will appear across their skin.

While wearing the mask you gain the following properties:

Beneficial Properties

  • Each of your ability scores increase by 2 to a maximum of 20
  • You gain an additional +2 to all saving throws, attack rolls, and ability score checks.
  • You become resistant to all damage from nonmagical weapons and immune to all conditions.
  • You can speak, read, and write all languages and can communicate telepathically up to 120 feet.
  • You gain a base walking, swimming, and flying speed equal to 30 feet.
  • You gain truesight up to 60 feet, divine awareness, frightful presence, legendary resistance, magic resistance and magic weapons.
  • You can cast aid, bane, bless, darkness, detect magic, eldritch blast, identify, mending, minor illusion, purify food and drink, resistance, sacred flame, shield of faith, and thaumaturgy at will.
  • You can cast aura of life, aura of purity, create food and water, cure wounds, guards and wards, guiding bolt, moonbeam, programmed illusion, or telekinesis up to 8 times per day.
  • You can cast aura of vitality, banishment, bestow curse, contact other plane, control weather, disintegrate, fabricate, hallow, or heal up to 5 times per day.
  • You can cast animate objects, astral projection, arcane gate, circle of death, conjure celestial, divine word, holy aura, plane shift, regenerate, or resurrection up to 3 times per day.
  • You can cast antimagic field, earthquake, gate, meteor swarm, or time stop once per day.
  • You can cast wish once.

Detrimental Properties

  • Upon putting on the mask, roll a d6 to determine a random ability score, then you must succeed a DC 18 saving throw in that ability score. On a success the mask bonds to you and you become attuned to it. On a failure you must make a DC 10 saving throw with the same ability score, on a success you age 3d10 years, on a failure you die instantaneously and become a wight under the DM's control bound to protect the artifact, and cannot be restored or resurrected by any means.

Destroying the Artifact

In order to destroy the artifact, The mask must be worn, then the wearer must travel to Orizon's afterlife and walk into the ocean, destroying both themselves and the mask as their identity is washed away.

Medicine Stones

A small bag filled with stones of varying colors, when the stones are poured onto the ground, they expand outwards in a broad circle with numerous "spokes" connecting from a central cairn of stones to the rim. Each color and stone spreads itself out, forming a coordinated series of colors radiating out from the white center. Removing a stone from the central cairn and returning it to the bag will cause all the stones to begin rushing back into the bag.

Beneficial Properties

The medicine stones have a number of different effects, once they are spread out they form a barrier around the borders of the stone circle, creatures, spells, and objects that were outside of the medicine circle while it was forming cannot enter or exit its borders without being in contact with the medicine stone's bag, or the one holding it.

Any creature that spends a long rest within the borders of the medicine stones will regain all their hit points, spell slots, and Hit Dice, and while within they will begin to commune with nature spirits, these spirits, empowered by the medicine stones, can perform a number of beneficial services, they can remove curses or other magical effects, exorcise possession, and heal wounds to a degree that would otherwise be impossible, curing even lycanthropy or vampirism, or restoring lost limbs and other powerful healing effects. In addition to this, creatures that spend a long rest within the borders of the medicine stones gain up to half their Hit Dice as additional temporary hit points.

The spirits within the medicine stones also have access to deep knowledge and may answer questions put to them.

Detrimental Properties

The nature spirits within the stones have desires of their own. Anyone within the medicine stone's borders that "ask" the spirits for a benefit beyond having hit points, dice, and spell slots restored will have to make a Constitution saving throw. On a save of 8 or below they will become possessed by the spirit, this possession cannot be undone by the medicine stones. On a save of 12 or below, the spirit's use of psychic communion backfires and the "petitioner" must make a roll on the madness tables from the DMG.

Destroying the Artifact

The medicine stones are deeply connected to the magic of nature and the leylines of magic that flow through the earth. Destroying the artifact requires you to reverse the stones placement, swapping the spokes.

O'Kami Treasures

With the destruction of the old world, three of the surviving old gods Kar, Tiad and Vesperi, answered the dying prayer of their highest priestess by removing her daughter Asra from the turmoil. They pulled her away from the material world and raised her within the celestial manor and trained her in combat, diplomacy, and war. When she reached maturity she was returned to the world on her home continent of Aemali, taking with her a gift from each of the three gods, a sword from Vesperi, a mirror from Tiad, and a necklace of jewels from Kar. She used the skills she learned from the celestials to wrest control of the continent and force the survivors of the breaking into a truce, she became known as Asra Of the Gods, which eventually became Asra O'Kami.

Upon her death the truce she forged gradually fell apart without her influence. After a few generations of the artifacts in the keeping of her descendants they were seized by various interests and scattered throughout the continent, putting the final touch on the collapse of Asra's labors.

The Sword

A gift of Vesperi, the sword can cut the air itself, swinging the sword sends out a slice of compressed air in an arc, dealing an additional 1d6 damage to any creatures within a cone 30 ft in front of the blade.

If the three O'kami treasures are attuned to the same creature, the sword becomes a +2 weapon and the bearer becomes able to, as a bonus action, teleport up to 60 ft. to an unoccupied space that it can see, this action takes two rounds to recharge.

The Mirror

The mirror is a gift of Tiad, it is a mirror of true-seeing, the truth of anything reflected upon its surface is revealed.

If the three O'kami treasures are attuned to the same creature, the mirror grants the user the ability to cast the scrying spell (save DC 17) while touching it.

The Jewels

A string of 100 jewels with energy stored within each stone. The wearer of the necklace can expend that energy to cast cure wounds, bless, lesser restoration, or a single magic missle. Each jewel has one charge, the necklace regains 1d10 charges every morning at dawn.

If the three O'kami treasures are attuned to the same creature, the jewels gain the ability to expend three slots and cast remove curse, or expend five slots to cast the conjure elemental spell and summon an earth elemental.

Beneficial Properties

Bringing the three treasures together by attuning each to the same creature modifies the properties of each piece of the treasure, granting each the listed additional abilities.

Once the three items have been attuned to a single individual, they can each be summoned at will and may hover around their owner, akin to an ioun stone.

Detrimental Properties

When you become attuned to each of the three items that compose the artifact you gain the attention of each of the gods that created them. They may each send the character on a quest or test which the player must complete, until this is completed these three items may not become the artifact. If the player fails the test, they may be struck blind, deaf, or mute, or suffer some other curse.

Destroying the Artifact

In order to destroy the artifact, its pieces must be returned to their divine creators, who can destroy them through touch.

Titans

Wondrous item, artifact (Requires attunement)

Massive remnants from the old world, these bio-magical-mechanical war machines are the pinnacle of that ancient utopia's technology. They are massive, destructive and regenerative. They can be stopped, but their self repairing mechanisms and endless power supply means that they cannot be stopped forever.

Titans each have a command center inside of them, The one attuned to the titan must be standing inside of this control center in order to control it. If the one attuned is not inside then the Titan will cease functioning and stand idle. The command center can hold multiple occupants, but only the the one who placed the keystone will be attuned and able to control the titan.

The command center's entrance is magically locked to only be opened by its corresponding keystone, although the power of a wish spell is capable of opening it. The doors themselves have an HP of 200.

Each Titan has a corresponding keystone, an intricate, indestructible crystal designed to be fitted into a slot within the Titan's command center. Without a keystone the techno-magical reactor that powers the Titan will not activate and the titan will be "dead," all of its functions will cease, including self-repair. Once the reactor activates the titan will begin to automatically repair all damage it may have incurred, a process that can take days depending on the amount of damage it has to repair.

Titans are viewed in mythology as legends, gods unto themselves, the most horrendous of monsters and the single most recognized symbol of the breaking. They are feared even by the gods, who have gone to pains to keep their locations, keystones and remains hidden.

Two of the Gigas from Skies of Arcadia, a good shorthand for a Titan's appearance.

Beneficial Properties

Placing the keystone within its corresponding slot attunes you to the titan and binds you to it, you gain the following properties:

Gargantuan construct, unaligned


Armor Class 24
Hit Points 700 (24d20 + 180)
Speed 40 ft. / fly 120 ft. (potentially)


STR DEX CON INT WIS CHA
30 (+10) 11 (+0) 30 (+10) 3 (-4) 11 (+0) 11 (+0)

Skills
Damage Resistances All damage from magical weapons.
Damage Immunities poison, psychic, all non-magical damage
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, poisoned, stunned
Senses Darkvsion 180 ft., truesight 60ft., Passive Perception 36
Languages Whatever languages its controller speaks;
Challenge 30 (155,000 XP)


Legendary Resistance (3/day). If the Titan fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Titan has advantage on saving throws against spells and other magical effects.
Siege Monster. The Titan deals double damage to objects and structures.
Regeneration The Titan regains 40 hit points at the start of its turn.

ACTIONS

Multi attack The titan makes three slam attacks.
Slam Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit (4d12+10) bludgeoning damage.
Gigas Beam (Recharge 5-6). The Titan fires a beam of concentrated energy in a 150-foot line. Each creature in that area must make a DC 24 dexterity saving throw, taking (10d10+10) radiant damage on a failed save, or half as much damage on a successful one.
Missile Barrage (recharge 3-4). range 120 ft. The titan launches a 24 missile bolts at any number of targets of its choice within range. Each bolt deals 1d6+1 force damage to its target.
Frightful Presence Each creature of the Titan('s controller)'s choice within 120 ft and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Titan is within line of sight, ending the effect on itself on a success. If the creature's saving throw is successful or the effect ends for it, the creature is immune to the Titan's Frightful Presence for the next 24 hours.



Detrimental Properties

  • When you become attuned to the artifact there is a 50% chance that you will attract the attention of a god who will send an avatar to stop you. The avatar has the same alignment as its creator and the statistics of an empyrean. It will attempt to enter the command center and remove the keystone, if it succeeds the avatar vanishes.

Destroying the Artifact

A titan cannot be destroyed by conventional means, and its powerful core ensures that even if it is main body is entirely stripped away it will be able to restore itself. The only way to destroy a titan permanently is to force the keystone into its exposed core. Doing this successfully requires a DC 30 strength check.

Doing so will cause an explosion 2,500 feet across and does 20d20 radiant damage to anyone caught within the blast radius.


Back to Main Page 5e Homebrew Campaign SettingsOrizon

gollark: No, *con*currency.
gollark: Hmm. I think what my instruction set needs is C O N C U R R E N C Y.
gollark: Idea: add `no-op (atomic)` to scare people off using the regular `NOP`.
gollark: So you just randomly broke them into 6 bytes a line even though it's 2 bytes an instruction?
gollark: Wait, are your instructions 48 bits?
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