Artifacts
The artifacts are legendary weapons forged by the gods to be used by their champions during the primordial god war. After the war was over, they were all hidden away by the gods. The artifacts can only be wielded by those that the artifact chooses, and each artifact has its own affinity towards people.
Tonitrua and Fulgur
Forged by the goddess Niana. These gauntlets combine the power of thunder and lightning to give the user a good fraction of the goddesses power. The gauntlets are said to favor those who possess great strength. During the primordial war, Tonitrua and Fulgur were wielded by Vivienne, the Lady of the Lake. She typically wielded it as a trident.
When wearing the gauntlets, you gain the following abilities:
+3 to hit and damage
+3 to AC
As a bonus action you can transform both the gauntlets into a trident. While in trident form it has a reach of 10 feet.
You can awaken the artifact as a free action for 10 minutes once a day.
Tonitrua deals 2d6 bludgeoning, and Fulgur deals 2d6 lightning damage that ignores all immunities and resistances. While wearing both gauntlets or in trident form, you deal 4d6 lightning and thunder damage per hit.
When you hit an opponent they must make a DC 15 strength save or be knocked prone or shoved 15 feet back. If they fail by 5 or more they are both.
Once per day, you can use the call lightning spell at 6th level.
You gain a flying speed of 30 feet.
Taking lightning or thunder damage heals you for the damage taken.
You can breathe underwater.
You can use your reaction to rebuke an attacker if they hit you. They must make a dc 15 dex save or suffer 4d6 lightning damage, or half on a save.
If an opponent misses you by 5 or more they are knocked prone
Horologium
Forged by the Raven Queen. This is more of a tool than a weapon, but it’s said to have the power to warp time in various ways. It takes the form of a black pocket watch with a raven engraved on the back, and favors those who have had many near experiences with death. During the primordial war, this was wielded by Azrael. He was the champion of the Raven Queen. This artifact was also wielded by Clyde during the Second Soul Chamber Crisis, who is now a god.
When attuned to it, it has the following properties:
When you attune to it, you can choose to stop aging.
Once per year, you can reverse your age by 1d4 years.
You can transform the weapon into a scythe as a bonus action that deals 1d8 psychic damage.
You can make an attack with the stopwatch as an action, sending confusing visions of the future to a target of your choice. The target must succeed on a wisdom save or take 4d8 psychic damage and half on a save. The range is 120 feet, and requires no verbal, somatic, or component materials. The save is calculated by your normal spell save DC, or 8+ wisdom modifier + proficiency bonus.
Once per day, you can activate its true power for one minute. When its activated, you gain the following abilities:
When someone dies within 60 feet of you, you can trap their soul in the stopwatch. You can only have one soul in the stopwatch at a time. If you capture another soul while one is already inside, the previously captured soul is released. You can return this soul to any corpse provided it has all the necessary functions of life.
You can press the stop button causing the stopwatch to stop ticking. Time freezes around you for 1d4+1 rounds. Everytime you use this feature, the watch has a 25% chance of breaking and becoming unusable. This feature has a 35% chance of being replenished every day at dawn.
As an action, you can use the watch to cast haste on one target within 60 feet
As an action you can cast slow on a target within 60 feet.
If you are hit with an attack, you can use your reaction to reverse time, giving the attacker disadvantage to hit, because you know it's coming this time.
Sanguines Kiss
Nobody really knows who forged this weapon, and scholars debate whether it actually is an artifact or not, however legend says it favors undead. It has the power to build up curse and cause huge amounts of blood loss. During the Second Soul Chamber Crisis, it was first wielded by the vampire lord Godfrey, but eventually it came into the possession of the hero Charlisle. Sanguines Kiss is a rapier with a long thin blade lined with sharp spikes. This hilt is clear and hollow. With a button on the hilt, the rapier blade extends and becomes like a whip.
The weapon has the following properties:
Reach 5ft while in blade form
Reach 20ft in whip form. Free action to switch between whip and blade form
+3 to hit and damage
Damage die 2d6 slashing in whip form, 3d6 in rapier form.
You can awaken the blade for 10 minutes as a free action once per day. When awakened, you gain the following properties:
Before you hit, you can prick your hand on the blade, dealing 1d6 damage to yourself. This cant be reduced in any way. If you hit, the target takes an additional d6 of damage. If you hit the target with this move 3 times, their bleeding builds up and they lose a bunch of blood, taking massive damage all at once. They take damage equal to your max hp divided by 5 rounded up. You can instead activate the bonus damage as a reaction or bonus action on a different turn, but it must be done within 5 minutes of the third hit. You also cannot build up multiple of these, only one can be on a creature at a time, however you can have multiple on different creatures at a time.
After hitting a creature 3 times and activating that status effect, you collect their blood in the clear hilt. As an action, you can drink it and replenish hp equal to your level +5. You can only hold one charge of this at a time.
You can use your action to attempt to grapple someone with the whip form. A creature within 20ft of you must succeed on a DC 17 dex saving throw or be grappled by you. When the creature is grappled, if they use their action for anything (including trying to break free) besides staying completely still, the blades on the whip inflict 1d6 slashing damage. As an attack on your turn, you can pull the whip tighter instantly dealing 2d6 damage to the target, no attack roll required. You cannot build up bleed while doing this attack.
You can do a spin attack in whip form and hit all creatures within 20ft of you. You make an attack roll for each creature. On a hit, you deal 1d6 slashing damage.
When you are hit by a melee attack, you can use your reaction to start spinning the whip around your body in a defensive technique. You add 1d6 to your AC for that attack.
As an action, you can attempt to disarm an opponent within 20ft. They must succeed on a DC 15 strength saving throw or the weapon is whipped out of their hand and lands on the ground next to their feet.
Firebrand
Firebrand was once a powerful phoenix demigod who merged himself with a magic weapon forged by the god of war Atos to combat ancient primordial titans. Firebrand was unique, because he chose an ordinary mortal human being named Solaris to wield him into battle against the immortals, while all the other demigods chose champions created by the gods. Solaris became the strongest warrior in the entire universe, outclassing all the other champions by sheer skill, and eventually somehow ended up wielding two artifacts. Solaris persisted after the primordial war, and became the protector of the universe alongside Firebrand.
While attuned this way, you gain the following benefits:
Firebrand can mimic any normal weapon, copying it’s damage dice, damage type, and properties.
You can switch the type of weapon it is as a free action on your turn.
Firebrand has a +3 to hit and damage
Firebrand deals an extra 1d6 fire damage
You can use your bonus action to give yourself advantage on all your attacks until the end of your next turn.
Any time you would normally trigger an attack of opportunity, you cause an explosion that deals 3d6 fire damage to any enemy creatures within 10 feet of you
Once per day, you can awaken Firebrands true power for 10 minutes as a free action. You can unawaken the weapon, and then reawaken it with any remaining time you have left. While awakened, you gain the following benefits:
Your attacks with Firebrand score a critical hit on a roll of 18-20
You deal an extra 3d6 fire damage with all your attacks with Firebrand
Upon being killed, you can choose to erupt back to life with 1 hit point at any time, provided that firebrand is still intact. Everyone within 20 feet of your corpse must make a dex save equal to 10+your dex+your proficiency bonus, or suffer the damage of a 9th level fireball. Every time you use this feature, you gain 1 level of exhaustion. If you reach 6 stacks of exhaustion, you are unable to use this feature again.
Moonshard
Moonshard was a timeless being who shifted through space and time at will. She was said to have travelled further than the gods had ever gone. Moonshard accidentally shifted to the wrong place at the wrong time, and was merged with a bow crafted by the goddess Sehanine. With no way to safely extract her, Moonshard reluctantly agreed to help the fight against the primordials, with the condition that she would be free to do as she pleased after the battle was won. She lended her power to a champion named Kallisto, and after the battle was over, Moonshard went back to exploring the cosmos while trapped in the form of a bow. Eventually she joined Solaris on his journey to protect the universe.
While attuned, you gain the following benefits:
Moonshard appears as a bow made of purple and pink crystal with a string made of light, and requires no arrows because it forms its own ethereal arrows when the bow is drawn back.
Moonshard is a +3 longbow. You do not roll to attack, moonshard always hits. It deals 1d8 force damage.
You can add charisma, intelligence, or wisdom for damage rolls instead of dexterity.
You can teleport up to 60 feet as a bonus action to a place that you can see
Once per day, you can awaken Moonshards true power for 10 minutes as a free action. You can unawaken the weapon, and then reawaken it with any remaining time you have left. While awakened, you gain the following benefits:
You can cast teleport and plane shift at will, but it only affects you.
You can use your action to banish a target that you can see. The target is banished to a harmless area of a random plane or timeline. They remain there until the end of their next turn. Once affected this way, they cannot be affected this way again for 1 hour.
You can launch a volley of arrows from different timelines as an action. Roll 1d10, the number on the d10 determines how many arrows seek your target. The arrows all deal 1d8 force damage like normal.
Lance of Longinus
The most powerful artifact created, the lance was forged by Aether. The lance was so powerful that it was only ever used once by Freyr, the champion of Aether during the primordial war, before vanishing from history. It eventually reappeared and was briefly wielded by the legendary hero Orion Pax. It was so powerful that when Orion used it, it blew a chunk of the moon off. The weapon itself takes the appearance of a 10ft rusty piece of rebar.
This weapon only has one effect:
You can throw this lance at any target, and it does not miss. When you throw the lance, it has a high percentage of disintegrating your entire body and soul because of the raw power needed to use the lance. If you are disintegrated by this effect, you cannot be brought back by any means except for a wish spell. When the lance hits, it deals massive damage, and if the target still remains alive, it is permanently weakened unless a wish spell is used to remove the effect. (The exact damage is unknown, but it has killed a god with one shot)
Yuvon
Yuvon is a shield forged by Bahumat, the god of dragons, justice and law. This shield is said to provide the perfect combination of offense and defense. The Shield is said to favor those who have a strong sense of justice. It was wielded by Aevros, an adamantine dragon who was the champion of Bahumat during the primordial war. It was later wielded by the legendary hero Orion Pax during the Second Soul Chamber Crisis.
While attuned, you gain the following benefits:
Yuvon appears as a brilliant shield made of platinum dragon scales, with a dragon head on the front of the shield.
Yuvon is a +3 shield
Your shield can be used to attack using strength, and deals 1d12 bludgeoning damage
Yuvon has the thrown property, with a range of 30/60. If you throw it, it magically returns to your hands after the attack.
Once per day, you can awaken Yuvon's true power for 10 minutes as a free action. You can unawaken the weapon, and then reawaken it with any remaining time you have left. While awakened, you gain the following benefits:
You cannot be forcibly moved by any normal attacks while wielding the shield
Once per day, you can instantly block one attack either on yourself or another creature within 30 feet, but this must be done before the damage is rolled.
If another creature is attacked within 30 feet of you, you can use your reaction to impose disadvantage on the attack by tossing your shield to deflect the enemies attack.
You have advantage on spell saves that force you to make a dex or strength saving throw. If you succeed you take no damage, if you fail you take half
You can toss the shield and hit every creature in a 30 foot radius. Those creatures must make a DC 18 dex saving throw. Instead of 1d12, you deal 1d8 damage when using this attack, and it can only be used once per turn
You can also just make a regular ranged attack with a radius of 60 feet and still deal 1d12.
Once per day, you can cast any ancient dragon breath attack as an action through the shield.
You have resistance to fire, cold, lightning, acid, and poison damage. If you already have resistance to one of those from something else, this shield instead gives you immunity
Corrupted Artifacts
Legends tell of a dark and twisted timeline, where Septius Crowe spread his influence from within his prison, the Soul Chamber. He corrupted the protector of the universe, Solaris, and the world went down a dark path. The artifacts were corrupted with Crowe's necrotic energy, making them more powerful than usual, but also with serious draw backs.
Toniture and Fulgur (Ruined)
These were once metal gauntlets carved with intricate patterns of the sea and adorned with sapphire gems, but now they are scraps of jagged metal. When attuned to Tonitrua and Fulgur, the metal scraps impale themselves into the user's arm.
While attuned, your strength score increases by 4.
Your AC increases by 2
Whatever weapon you wield has an additional +3 to hit and damage rolls.
Your critical hit range with your weapon increases by 1.
You must succeed on a concentration check of 30 at the start of each of your turns or you can only make one attack at disadvantage regardless of any abilities on that round due to the pain of the jagged metal in your arms.
Once per day, you can awaken Tonitrua and Fulgur’s true power for 1 minute as a free action. While awakened, you gain the following benefits:
You can push any enemy up to 30 feet when you hit them with a weapon attack.
Any attack you make deals an extra 4d6 necrotic damage that ignores all resistances and immunities
You no longer age, and you no longer need to breathe.
Whenever a creature hits you, they take 3d6 necrotic damage
If an opponent misses you by 5 or more, they are knocked prone.
Once per awakening, you can cast call ligning at 9th level, but it doesn't need concentration and it deals necrotic damage instead of lightning.
Horologium (Shattered)
This watch was once a very fancy black obsidian stopwatch with a raven head as the button. Now the glass that protects the hands is broken, and the hands tick erratically.
While attuned to the watch, as a reaction you can capture the soul of any creature within 30 feet of you when they die. You can only have one soul in the stopwatch at a time. If you capture another soul while one is already inside, the previously captured soul is released. You can return this soul to any corpse provided it has all the necessary functions of life. Once a soul has been captured, it cannot be captured again for 24 hours.
You can make an attack with the stopwatch, sending confusing visions of the future to a target of your choice. The target must succeed on a wisdom save or take 8d8 necrotic damage +your wisdom or intelligence modifier, and half on a save. The range is 120 feet, and requires no verbal, somatic, or component materials. The save is calculated by your normal spell save DC, or 8+ wisdom modifier + intelligence modifier + proficiency bonus.
Once per year, you can reverse your age by 1d4 years.
Because the watch is shattered, if you are ever reduced to 0 hit points your soul is sucked into the watch. Upon being sucked into the watch, roll 1d4. On a 1, your soul is transported to a random place in space and time.
Once per day, you can awaken Horologiums true power for 1 minute as a free action. While awakened, you gain the following benefits:
You can press the stop button causing the stopwatch to stop ticking. Time freezes around you for 1d4+1 rounds. This works like the time stop spell, but this effect doesn’t end if you attack. This ability replenishes after a long rest.
As an action, you can cast the haste spell on one target within 60 feet.
As an action, you can cast the slow spell on one target within 60 feet.
If a target goes to attack you, you can watch visions of the future to see where their attacks will strike. As a reaction, you can give that target disadvantage on all attacks to hit you.
Firebrand (Corrupted)
Firebrand was once the trusted companion of the legendary champion Solaris. It imparted the power of a phoenix into anybody with a strong enough fighting spirit. It looked like an ordinary weapon with no distinguishing features, but it could change shape and form to suit the situation of the wielder at will. Now Firebrand lies corrupted, glowing with black flames wrapped around the weapon, and drains the energy from those who wield it.
Firebrand can mimic any normal weapon, copying it’s damage dice, damage type, and properties.
You can switch the type of weapon it is as a free action on your turn.
Firebrand has a +5 to hit and damage.
Firebrand deals an extra 1d6 of necrotic damage
You always have advantage to hit with Firebrand
Firebrand is corrupted, and at the start of each turn you wield Firebrand in it’s awakened state, it deals 25 necrotic damage to you that cannot be reduced in any way. These hit points cannot be regained while Firebrand is awakened. If you are reduced to 0 hit points from this damage, your soul is devoured.
Once per day, you can awaken Firebrands true power for 1 minute as a free action. While awakened, you gain the following benefits:
Your attacks score a critical hit on a 15-20
You deal an extra 3d10 necrotic damage
You can make 2 extra attack when you use the attack action
As an action, you can cast fireball at 7th level without expending any spell slots or material components. The save DC equals 8+your constitution + your strength or dex+ proficiency modifier. The damage is necrotic instead of fire. You can then use a bonus action to make one sword strike.
Upon being killed, you can choose to erupt back to life, like a phoenix. Everyone within 120 feet of your corpse must make a dex save equal to your fireball save, or suffer the damage of a 9th level fireball, but necrotic damage instead of fire. You come back with half your maximum hit points. Every time you use this feature, you must succeed on a DC 10 con check. If you fail, you gain one exhaustion point. If you succeed, the DC increases by 5. If you reach 6 levels of exhaustion, you cannot come back with this ability. Also, the corruption damage from Firebrand doesn’t devour your soul if you can still use this ability.
Moonshard (Fractured)
Moonshard was once a crystal bow that allowed the wielder to fire arrows that pierced through space and time. It is said that Solaris once used this bow to protect the universe from threats unseen. Moonshard lies fractured, now a floating collection of shards instead of a bow.
Moonshard is a +5 longbow that deals 2d8 force damage and floats around your head. You do not roll attack rolls for moonbow, it always hits. Moonshards can target anybody you can see.
You can use charisma, intelligence, or wisdom for attack and damage rolls instead of dexterity. If you use wisdom, you get an extra +3 to hit and damage.
If the number you roll on the 2d8 for damage is equal to or above 13, you can make another attack for free, because the arrow splits.
You can cast the spell teleport at will.
Because Moonshard is fractured, everytime you make an attack with it, roll 1d10. On a 1, the attack hits you and you are teleported to a random plane of existence until the end of your next turn.
Once per day, you can awaken Moonshards true power for 1 minute as a free action. While awakened, you gain the following benefits:
You can teleport a distance of 120 feet once per turn.
You can reaction teleport 30 feet, but on your next turn you can't teleport.
You can launch a volley of arrows from different timelines as an action. Roll 1d10, the number on the d10 determines how many arrows seek your target. The arrows all deal 2d8 force damage like normal.
You can use your action to banish a target. The target is banished to a harmless area of a random plane or timeline. They remain there until the end of their next turn. Once affected this way, they cannot be affected this way again for 1 hour.
As a reaction, you can use Moonshard to cause a strike that you can see to become a critical hit, or a critical fail.
Yuvon (Broken)
Yuvon was once a pristine platinum shield made of dragon scales with a dragon head sculpted on the front of the shield, however Yuvon stands broken. The platinum has rusted, cracks have formed in the dragon scales, and the head of the dragon has snapped off of the shield. Despite all this, Yuvon stands strong. It’s powers have adapted to its new form.
Yuvon requires a strength score of 28 or higher to carry, or else your speed is reduced to 5 feet
Yuvon is a +5 shield
You can make a weapon attack with Yuvon, dealing 1d12 bludgeoning damage, and an extra 1d6 necrotic damage.
Yuvon has the thrown property, with a range of 60/120. If you throw it, it magically returns to your hands after the attack.
If you score a critical hit with a one handed weapon while also wielding Yuvon, you can make a bonus action attack with Yuvon.
Yuvon is broken, and occasionally it’s powers falter, making it impossibly heavy to even the one who is attuned to it. Roll 1d4 at the start of each of your turns. If you roll a 1, your speed is reduced to 0 feet, and at the end of your turn you are prone.
Once per day, you can awaken Yuvons true power for 1 minute as a free action. While awakened, you gain the following benefits:
You cannot be forcibly moved by an attack or spell
Whenever you are forced to make a dexterity saving throw, you can put the shield up like a wall and add the shields bonus to the saving throw.
As a reaction, when a saving throw would make you take half damage on a save, you can instead take no damage on a save, and half on a failure.
3 times per awakening, you can fully block one attack, reducing the attacks damage to 0. You can use this on an ally within 30 feet of you by throwing the shield to intercept the attack.
You can use your reaction to impose disadvantage on any attack within 30 feet of you. If this causes the attack to miss, you can make one shield attack as part of the reaction used to activate this ability.
You have advantage on all strength saves and con saves.
You have immunity to necrotic damage, and whenever you receive necrotic damage you gain temporary hit points equal to half the damage you would’ve taken.
As an action, you can pick any ancient dragon breath attack to use, however the breath weapon does necrotic damage regardless of it’s normal damage.