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Dec 23, 2020

Deities of Hearth: Artifacts

Among the legendary magic items of Hearth, none are more renowned than the possessions of the gods themselves. These artifacts embody divine will and the power of the Pentatheon. Where they appear, these weapons change the tide of wars and the course of history.

Typically a deity bestows their weapon only on a favored champion or devotee. Depending on the champion’s piety score, the mortal can tap into hidden properties of the weapon. Alternatively, those who don’t worship the weapon’s divine owner often find themselves cursed for their lack of proper devotion.

EDIT 2023: AI art illustrations added!

Auracling, the Beacon Blade

Weapon (sword), artifact (requires attunement)

This sword's hilt is made of mithril and gold, inlaid with five gemstone sockets. The blade seems to be made of razor-sharp, multicolored stained glass. Despite all the gods’ disagreements with one another, this sword marks the ultimate form of their cooperation in claiming a joint champion for world-threatening matters.

When you attune to Auracling and during a short rest afterward, you can transform the sword's form into a dagger, shortsword, longsword, or greatsword. You can use this weapon as a spellcasting focus for your spells. You have a +1 bonus to attack and damage rolls made with it, or +2 if the sword has at least 2 gems in it, or +3 if the blade has all 5 gems in it. Depending on the gemstones inlaid, the blade also has 5 divine benefits, which can be added or changed by divine intervention. The DC for any spell gained is 15, or your own spell save DC if it is higher.

If you die and are not brought back to life within 1 day, if you break your attunement to the weapon, or if another creature attunes to the weapon, all of the currently inlaid gems are destroyed, and you cannot attune to it again until a year and a day have passed.

The following divine benefits can be gained through a gem, one from each deity of the Pentatheon:

Skyfather

You gain a +2 bonus to your spell save DC.

  • The weapon deals an additional 1d6 damage, which can be thunder or lightning. You gain resistance to whichever type of damage you choose.
  • As an action, you gain the effects of the paladin ability Holy Nimbus. You cannot do so again until 3 days have passed.
  • You can cast sunbeam, chain lightning, or wind walk once per dawn

Hearthmatron

  • Your Constitution score and its maximum increases by 2.
  • The weapon deals an additional 1d6 damage, which can be radiant or poison damage. You gain resistance to whichever type of damage you choose. If you choose poison, you gain advantage on saving throws against poison.
  • You gain the effects of the sanctuary spell at the end of each short or long rest.
  • You can cast heal or transport via plants once per dawn.

Moondancer

  • You gain advantage on saving throws against spells and magical effects.
  • The weapon deals an additional 1d6 damage, which can be acid or radiant. You gain resistance to whichever type of damage you choose.
  • As an action, you gain the effects of the paladin ability Elder Champion, except its effects on paladin spells also apply to druid and cleric spells. You cannot do so again until 3 days have passed.
  • You can cast summon beast (6th level) or irresistible dance once per dawn.

Deepwarden

  • You gain darkvision out to 60 feet, you can breathe water, you gain a swimming speed equal to your walking speed, and you ignore the effects of swimming at depths greater than 100 feet.
  • The weapon deals an additional 1d6 damage, which can be necrotic or cold. You gain resistance to whichever type of damage you choose.
  • You gain the effects of the death ward spell at the end of each short or long rest.
  • You can cast bones of the earth or circle of death once per dawn.

Lawbringer

  • You gain a +2 bonus to your Armor Class as long as you are holding Auracling in your hand.
  • The weapon deals an additional 1d6 damage, which can be psychic or fire. You gain resistance to whichever type of damage you choose.
  • As an action, you gain the effects of the paladin ability Avenging Angel. You cannot do so again until 3 days have passed.
  • You can cast mass suggestion or true seeing once per dawn.

Chasm

Weapon (scimitar), artifact (requires attunement)

This is one of the twin swords of the god Deepwarden. In his hands, he can use it to carve through solid stone as if it were clay.

Sword of the Depths. This blade vibrates with the suffocating, dark power of the earth’s depths. If you are not also attuned to Demise, this magic scimitar only grants you a +3 bonus to attack and damage rolls made with it. Otherwise, it also deals an additional 1d8 necrotic damage on a hit and you regain hit


points equal to half of the necrotic damage dealt, and Chasm gains the rest of the properties listed below.

Blessing of the Depths. If you are a worshiper of Deepwarden, you gain all the following benefits for which you have the required piety:

  • Piety 1+. The scimitar has 1 randomly determined minor detrimental property—a burden Deepwarden imposes to test his faithful.
  • Piety 50+. The scimitar has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Deepwarden, the sword has 1 randomly determined minor detrimental property.

Spells. While the scimitar is on your person, you can use an action to cast one of the following spells (save DC 18): bones of the earth, summon undead (6, investiture of stone, and Maximillan’s earthen grasp. Once you use the scimitar to cast a spell, the spell can’t be cast again from it until the next dusk.

Undergarde March. While the scimitar is on your person, you have darkvision out to 120 feet, you can breathe water, and you always know how deep underground or underwater you are; however, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight while you or your target are in sunlight.

Destroying the Scimitar. In order for Chasm to be destroyed, both it and Demise must be taken to the top of a tower in Overheaven and left to bask in continual daylight for one month.

Lifeflower Crown

Wondrous item, artifact (requires attunement)

This rosewood wreath of flowers and leaves is the crown of the goddess Hearthmatron, and it can only be attuned to by a creature of good alignment. A creature of evil alignment takes 4d6 psychic damage if it tries to attune to the crown.

Crown of Life. This crown shines with the radiant positive energy of life. While wearing it, your Constitution score becomes 22, unless it is already higher.

Aura of Benevolence. While wearing the crown, you and all creatures of your choice within 20 feet of


you have resistance to necrotic damage, immunity to poison and disease, and advantage on death saving throws.

Blessing of Life. If you are a worshiper of Hearthmatron, you gain all the following benefits for which you have the required piety:

  • Piety 3+. You restore the maximum amount of hit points when expending Hit Dice.
  • Piety 10+. The crown has 1 randomly determined minor beneficial property.
  • Piety 25+. The crown has 1 randomly determined major beneficial property.
  • Piety 50+. The crown has 1 additional randomly determined major beneficial property.

If you aren’t a worshiper of Hearthmatron, the crown has 2 randomly determined minor detrimental properties.

Friend of Nature. While wearing the crown, you can cast the tree stride spell at will. In addition, you can speak and understand plant creatures and animals, and they have disadvantage on attack rolls against you.

Spells. The crown has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: cure wounds (1 charge per spell level), lesser restoration (2 charges), or mass cure wounds (5 charges). The crown regains 1d6+4 expended charges daily at dawn.

Destroying the Crown. In order for the Lifeflower Crown to be destroyed, it must be dipped in molten lead and sewn into the murdered corpse of one of Hearthmatron’s champions. Then the corpse must be tossed into the Lake Terminus in Undergarde.

Daybreaker

Weapon (spear), artifact (requires attunement)

This crackling golden spear is the weapon of Skyfather.

Spear of the Skies. This spear sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This light is sunlight. It grants a +3 bonus to attack and damage rolls made with it. Immediately after you make a ranged thrown attack with the spear, the weapon teleports back to your hand.

Blessing of the Firmament. If you are a worshiper of Skyfather, you gain all the following benefits for which you have the required piety:

  • Piety 10+. The spear has 1 randomly determined minor beneficial property.
  • Piety 25+. You are immune to being blinded, and you have a flying speed of 40 feet while you are outdoors and it is during the daytime.
  • Piety 50+. The spear has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Skyfather, the spear has 2 randomly determined minor detrimental properties.

Spells. While the spear is on your person, you can use an action to cast one of the following spells (save DC 18): control weather or storm of vengeance. Once you use the spear to cast a spell, the spell can’t be cast again from it until the next dusk.

Wrath of Overheaven. The spear has 2 charges and regains both charges at dawn. The spear always has a focus, which can be changed during a short rest during the daytime. The focuses are:

  • Sun. You have resistance to radiant and necrotic damage. When you hit with an attack made with this spear, it deals an additional 2d8 radiant damage. You can expend 1 charge to cast sunbeam or sunburst.
  • Tempest. You have resistance to lightning and thunder damage. When you hit with an attack made with this spear, it deals an additional 2d8 lightning damage. You can expend 1 charge to cast chain lightning at 8th level.
  • Winter. You have resistance to cold and fire damage. When you hit with an attack made with this spear, it deals an additional 2d8 cold damage. You can expend 1 charge to cast ice storm at 8th level.

Destroying the Spear. In order for Daybreaker to be destroyed, it must be taken to the depths of Undergarde and buried deep beneath the mud at the bottom of Lake Terminus until its light can no longer be seen. Then it must stay encased in complete darkness for one month.

Demise

Weapon (shortsword), artifact (requires attunement)

This is one of the twin swords of the god Deepwarden. In his hands, he can use it to cleave through a soul as easily as it could through a physical body.

Sword of Death. This blade roils with the negative energy of Undergarde. If you are not also attuned to Chasm, this magic shortsword only grants you a +3 bonus to attack and damage rolls made with it. Otherwise, it also deals an additional 1d8 necrotic damage on a hit and you regain hit points equal to half of the necrotic damage dealt. If the creature is a humanoid, it rises as a specter under your control for 10 minutes before disappearing. Demise also gains the rest of the properties listed below if you are attuned to Chasm.

Bane of Life. When you hit a creature with Demise, you can use a bonus action to immediately cast one of the following spells on that creature (DC 18): contagion, dominate monster (undead target only),


finger of death. Once you use the shortsword to cast a spell, the spell can’t be cast again from it until the next dusk.

Blessing of Death. If you are a worshiper of Deepwarden, you gain all the following benefits for which you have the required piety:

  • Piety 10+. You stabilize whenever you are dying at the start of your turn, and attack rolls have disadvantage against you when you are at 0 hit points.
  • Piety 25+. The shortsword has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Deepwarden, the sword has 1 randomly determined minor detrimental property.

Destroying the Shortsword. In order for Demise to be destroyed, both it and Chasm must be taken to the top of a tower in Overheaven and left to bask in continual daylight for one month.

Mistral Aegis

Shield, legendary (requires attunement)

This swirling shield is the artifact of Skyfather. You have a +3 bonus to AC while wielding it. In addition, after a creature within 5 feet of you makes a melee attack against you, you can use your reaction to blast it with a gust of wind. It must succeed on a DC 18 Strength saving throw or be pushed 10 feet away from you. While you are holding the shield, you can cast the gust cantrip and the warding wind spell at will, and the shield can also cast the following spells each once per dawn: control winds, investiture of wind, and wind walk. The DC for all spells cast from the shield is 18.

Nightfall

Weapon (longbow), artifact (requires attunement)

This pearlescent bow is the weapon of Moondancer, and it can only be attuned to by a creature of chaotic alignment. A creature of lawful alignment takes 4d6 psychic damage if it tries to attune to the bow.

Bow of the Endless Hunt. This bow sheds dim moonlight in a 10-foot radius. It grants a +3 bonus to attack and damage rolls made with it, and you suffer no disadvantage when attacking at the weapon’s long range. Additionally, if you hit a beast with an attack made with this bow, the beast takes an additional 2d10 piercing damage.

Blessing of the Wilds. If you are a worshiper of Moondancer, you gain all the following benefits for which you have the required piety:

  • Piety 10+. The bow has 1 randomly determined minor beneficial property.
  • Piety 25+. The bow has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Moondancer, the bow has 2 randomly determined minor detrimental properties.

Shadow Step. If you are in dim light or darkness, you can use a bonus action on your turn to teleport to an unoccupied space you can see within 60 feet that is also shrouded in darkness or dim light.

Spells. While the bow is on your person, you can cast one of the following spells (save DC 18): animal shapes, dominate beast, conjure animals (7th level), moonbeam, pass without trace, polymorph. Once you use the bow to cast a spell, the spell can’t be cast again from it until the next dusk.

Trek the Wilds. While the bow is on your person, you have darkvision out to 120 feet, and you cannot be surprised or get lost.

Destroying the Bow. In order for Nightfall to be destroyed, it must be brought into the center square of a metropolis of at least 20,000 people and put on display in plain sight for one week. Then, it must be struck and shattered with Verdict, the gavel of Lawbringer.

Scales of Unwavering Justice

Wondrous item, legendary (requires attunement)

These are the scales of Lawbringer. If a creature of lawful alignment is attuned to them, creatures who enter an area within 60 feet of the scales are affected as if by the zone of truth spell (DC 18). Also, if you attune to the scales, you gain the following benefits:

  • You always know if a creature is telling you a lie.
  • You have resistance to psychic damage.
  • You have truesight out to 30 feet.

Lastly, you can cast the identify spell at will with no components.

Verdict

Weapon (mace), artifact (requires attunement)

This hammer resembles an ornate gavel, and is the weapon and instrument of judgment of Lawbringer.

Hammer of Judgment. You have a +3 bonus to attack rolls made with this hammer. It deals 8 bludgeoning damage and 5 fire damage on a hit, or 16 bludgeoning damage and 10 fire damage on a critical hit, instead of rolling dice.

Blessing of Justice. If you are a worshiper of Lawbringer, you gain all the following benefits for which you have the required piety:

  • Piety 3+. The hammer has 1 randomly determined minor beneficial property.
  • Piety 10+. You are immune to being charmed or frightened.

  • Piety 25+. The hammer has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Lawbringer, the hammer has 2 randomly determined minor detrimental properties.

Soul of Knowledge. You can speak, read, and understand all languages while holding the hammer. When you attune to the hammer, you can choose one type of artisan’s tools. You are considered proficient with those tools and can add double your proficiency to ability checks made using them. During a short rest, you can meditate while holding the hammer to change a set of artisan’s tools to a different type. This change lasts for 24 hours or until you use this feature again.

Spells. The hammer has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it, requiring no material components: command (1 charge), fabricate (4 charges), heat metal (2 charges), or summon construct (4 charges). You can also expend 3 charges to automatically hit a target with the hammer (no roll required). The hammer regains 5 expended charges daily at dawn.

Destroying the Hammer. In order for Verdict to be destroyed, it must be brought into the middle of an uncharted forest and left for one month to be overgrown with vines. Then, the hammer must be struck and shattered by the horn of a unicorn.

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