5e Artifacts (Broadbarrel Supplement)
Broadbarrel has less magical artifacts than most places, but here is a collection of them anyway.
⬊ Important Information about this Broadbarrel Page Below ⬋
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Artifacts
Infernal Key
Wondrous item, artifact (requires attunement)
This key is the size of a sledgehammer and of unknown origin. It is composed of red magma that somehow will not harm the one holding it. Some say that it has some relation to The Forgotten Phoenix, others say it was created in the blood sky that scorched Broadbarrel, some even say it simply was made by a mage. It can be found at the bottom of a magma ocean in No Man’s Land.
Abilities
As a full action, you can unlock any lock, unseal any seal, destroy any barrier, lock any lock, make a magic seal that only a wish spell or this key can unseal, create a barrier made of indestructible obsidian, or set a creature or object ablaze.
Destroying the Artifact
In order to destroy the artifact, it must be cooled at the tip of the tallest landmass in the elemental plain of ice, then a wish spell must be cast upon it to dispel it’s magical effects, then it must be “killed” (it has an armor class of 25 and 2000 hit points). However, it will simply reform back the the bottom of the magma ocean in No Man’s Land unless whatever it was made to (un)lock is unlocked, whatever that may be.
Magic Items
Staff of Gunfire
Staff, Uncommon (Requires Attunement) The Staff of Gunfire is an long tube with a handle the runs perpendicular to main shaft. On this handle is a trigger that will conjure a bullet a propel it forth when pulled. Placed at the tip is a rather large beyonet like spike. This weapon can be attacked with as if it was a magic war pick (this property is applied even if the user is unattuned, though it won’t count as magic). This item has 10d8+20 charges. As a bonus action, the wielder can expend 1 charge to cast mimic bullet, 10 charges to cast fireball (flavored as a magical explosive round), and 35 charges to cast delayed blast fireball (flavored as a magical bomb). It regains 1d12 charges each day at dawn. A piece of ammunition can be sacrificed to the staff to restore a 1d4 (with disadvantage) charges.
Magic Grenade
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