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Apr 27, 2022

Artifacts of Argaenothruzil 5e

There aren't a lot of magic items established in Argaenothruzil lore, unfortunately, but these are the ones I gleaned from the existing publications I still have access to.

The Amber Hand
Wondrous item, legendary (requires attunement)

This block of amber has been chiseled into the shape of a right human hand. The Amber Hand has 6 charges and regains 1d4+2 charges daily at dawn. While holding the Hand, you have a +2 bonus to saving throws, and you can use the following properties:
  • You can cast the prestidigitation cantrip.
  • You can expend 1 charge to cast dimension door, but you must target a space that you have already been in the past 24 hours.
  • You can expend 5 charges to cast word of recall.
  • Choose a creature you have seen in the past 24 hours. You can use your action to expend 2 charges to summon the creature and everything it is holding and wearing to an unoccupied space within 10 feet of you. A creature knows who is summoning it and where it is being summoned to. An unwilling creature can avoid being summoned by succeeding on a DC 15 Charisma saving throw. You can't use the Hand to do this again until the next dawn.
  • If a creature within 60 feet of you attempts to teleport, you can use your reaction to expend 3 charges and force the creature to make a DC 15 Charisma saving throw. On a failure, the creature teleports to an unoccupied space of your choice within 60 feet of you, provided the space is on the ground or on a floor, instead of its intended destination.
  • You can expend 6 charges to cast time stop. After using this property, the Amber Hand stops regaining charges until 1 year has passed.


Orb of Castigation
Wondrous item, very rare

These orbs of volcanic glass are used by demons of the Dungeon Realm to control their inferiors. An orb can be held in one hand and weighs 3 pounds. While holding it, you can cast hold monster with a DC of 16, but you can only target fiends and creatures of an evil alignment with it. You do not have to maintain concentration on the spell. Instead, while you maintain the spell, your movement is 0 feet, and at the start of each of your turns, you take 1d8 fire damage as the orb sears your flesh from its emanating power. You can drop the orb on your turn (no action required) to end the effect early.

If the orb of castigation is used again, the damage dealt to you is triple the amount done the previous time it was used; for example, 3d8 the second time and 9d8 the third time. The damage reverts back to 1d8 nightly at dusk.




Ormerod
Weapon (special), uncommon (requires attunement)

This object resembles a cylindrical rod of crystal about a foot long, and it weighs 1 pound. Ormerods are specialty weapons used by spellswords. As a bonus action or action, you can cause beams of green energy to form a weapon around the ormerod, with the crystal rod itself acting as the hilt. For example, energy could form a shaft and an axe head extending from the top of the ormerod to form a battleaxe, or a blade to form from the bottom, becoming a dagger. The ormerod can effectively become any one-handed or Versatile melee weapon (or a shortbow or longbow) in this manner, gaining that weapon's properties, damage dice, and damage type, though the damage is magical. The ormerod's weight does not change, The energy forming the weapon disappears if you stow or let go of the ormerod, change it to a different weapon type using another bonus action or action on your turn, dismiss it (no action required), or roll a 1 on an attack roll made with it.

If you have a second ormerod, you can attune to it as part of this same attunement, and holding both ormerods together, you can use a bonus action or action on your turn to form two-handed weapons such as polearms, greataxes, or greatswords. Such weapons created in this way do not have the Heavy property, and disappear if you let go of either ormerod.

You may also form other tools and implements that have handles, such as shovels or pitchforks, at the DM's discretion.

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