Posts Tagged ‘artifact’

It all started when I wanted my PCs to fight Santa. I started creating an adventure to do just that and I shared the Dungeons and Dragons fifth edition monster statistics for Mr. Claus and his crew on this very blog. I plan on posting the entire adventure next week, but before I put it all together in a free holiday PDF for ya’ll, I wanted to share the final important piece of the adventure. This is the magic item that makes St. Nick go insane.

You see Narese, an evil empyrean on Santa’s naughty list, got her hands on the Crown of Bewitching Enchantment. This powerful artifact allowed her to dominate the jolly old celestial and turn him bad. Soon he started sending gifts to everyone on his naughty list and exploding coal to the kiddies on the nice list. Dang that must be one powerful crown! Read about it below.

I should also mention that this blog post is part of this month’s RPG Blog Carnival, which is being hosted right here on this very blog for all of December. The theme is “Homebrew Holiday Gifts.” I’m asking bloggers everywhere to share their RPG creations for their favorite systems with me. At the end of the month I’ll make a list linking all participating blog posts so everyone can checkout the fine homebrew creations in one place.

The Crown of Bewitching Enchantment

Wondrous Item, artifact (requires attunement)

Forged millennia ago for the Prince of Frost of The Winter Court in the Feywild, the Crown of Betwitching Enchantment can force all but the most willful beings into utter subjugation to the wearer. The crafter, an elf witch who fell madly in love with the Prince of Frost, spent more than 500 years pouring magical energy into the crown each day before she presented it to the man of her affection.

This was long before the Prince of Frost was cruel and heartless. He accepted the gift from the witch, but feared the ultimate power it possessed and ordered the crown sent away. For centuries it sat in the Nine Hells. Those who knew of the crown were unable to retrieve it and the devils had no idea it was hidden in the wastes of Avernus. Eventually Asmodeus himself felt the pull of the crown. He ordered it retrieved and gave it to one of his pit fiend commanders named She’kalor. The fiend brought balor generals under her control and the eternal stalemate of the Blood War began to tip in the favor of the devils.

Solars took notice and realized the fiends had to be stopped. If the armies of The Nine Hells took over The Abyss, how many other planes might the combined forces of demons and devils conquer together? The angels sacrificed much to get the Crown of Bewitching Enchantment, but they keep it with them at all times. Should the need arise and a hero prove strong of heart and mind, they will award the crown for a short time to aid the doing of good deeds.

Random Properties. The Crown of Bewitching Enchantment has the following random properties:

  • 1 major detrimental property
  • 2 minor beneficial properties
  • 1 major beneficial property
  • 1 minor detrimental property

Properties of the Crown. While attuned to the crown you gain the following benefits.

  • You are immune to psychic damage.
  • You are immune to the charmed condition.
  • You cannot be surprised.
  • You can cast the following spells at-will (spell save DC 20): dominate personfey stepinvisibility, zone of truth
  • As an action you cast a special form of dominate monster (spell save DC 20). This spell functions the same way as the normal spell except all creatures have disadvantage against this saving throw, it does not require concentration, and the duration is indefinite. You can have up to three creatures charmed this way. If you want to charm a fourth creature using this ability, you must choose to release one of the creatures you already have charmed (no action). The effect ends on all creatures if you are killed, a new wearer becomes attuned to the crown, or the crown is destroyed.
  • As an action you can emit a 60-foot cone of psychic power from the crown. Creatures you choose in the cone must succeed on a DC 20 Wisdom saving throw or take 8d8 psychic damage and become paralyzed for 1 minute. Creatures paralyzed in this way can repeat the saving throw at the end of their turns, ending the effect of a success. Once you have used this power three times, you cannot use it again until the next day at dawn.

Destroying the Crown. The only way to destroy the Crown of Bewitching Enchantment is to gather a coven of fifty hags to perform a daylong ritual which summons a blessed elder purple worm to devour the crown.

PDF

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Crown of Bewitching Enchantment

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You may have already read about the dwarven gods of Exploration Age and their religion, Hierotheism. Well each of the seven dwarf gods wields a unique weapon. Today I’d like to show you an excerpt from the Exploration Age Campaign Guide about those weapons… well not the weapons of the dwarven gods, but rather their copies which exist on Canus.

That’s right, the Exploration Age magic item preview continues today with a look at these artifacts. After covering wondrous items, weapons, armor, rings, rods, staffs, wands, and bioarcane items, this was clearly the next thing to show off. Once all of these magic items have been shown revealed and reviewed by the public (that’s you!), I’ll add them to the Free Game Resources section of the site.

Say hello to the weapons of the dwarven gods and enjoy the excerpt below!

Tools of Order

Weapons (varies), artifacts (requires attunement)

Hierotheist priestesses preach that the goddesses of the caste created copies of their weapons for seven mighty warriors to rise up against the chromatic dragons. These weapons, the Tools of Order, had the laws of the caste system eventually used in Bragonay engraved into them. The seven dwarf warriors were the leaders of their stations and enforced the divine will of their goddesses. While the weapons were lost in the war with the dragons, their laws remain in place today. Many dwarfs spend centuries hunting for any clue of the Tools of Order.

Some outside the Heirotheist religion claim these weapons are not divine at all but rather made by powerful shardmind mages. In fact these naysayers claim that the dwarves refused to rise up with the shardminds against the chromatic dragons so the crystalline beings created the Tools of Order to appeal to the dwarves’ piety. They say it is the shardminds themselves who hid these weapons so the dwarves would never know of their deception. These sacrilegious claims have only made seekers of the Tools of Order all the more desperate to find the weapons of their gods.

Each of the Tools of Order is a magic weapon which grants a +3 bonus to attack and damage rolls made with it. When you score a critical hit with one of these weapons roll the attack’s damage dice three times and add it together with any relevant modifiers. Each of the Tools of Order also functions as a ring of evasion, defender, and dragonslayer.

If a non-lawful or non-dwarf creature attempts to attune one of the weapons, it must make a DC 15 Charisma saving throw. On a failed save this creature takes 8d6 psychic damage taking only have damage on a successful one. The creature must repeat this saving throw anytime it attacks with the weapon.

Random Properties. Each of the Tools of Order has the following random properties:

  • 2 minor beneficial properties
  • 1 major beneficial property
  • 1 minor detrimental property

Dominate Person. While holding one of these weapons you can cast dominate person (save DC 18). Once you have cast the spell you cannot cast it again until next dawn.

Strength of the Caste. If 2 or more of the Tools of Order are within 100 feet of one another, each wielder gains an additional +1 bonus to damage and initiative rolls for every other weapon within range.

Destroying the Tools. The only way to destroy the Tools of Order is by freezing them in the coldest part of the Nine Hells and then breaking them against the hardest stone in the Plane of Earth.

Order-Keeper

This greatsword is forged of adamantine and has diamonds shaped into Dwarish runes along the center of the blade. Its engraved hilt of gold depicts a mighty army of dwarves working together to slay an ancient red dragon. It is made in the likeness of the weapon wielded by Caramey, the Heirotheist goddess of the empress caste.

Increased Strength. While wielding this weapon your Strength score increases by 2, to a maximum of 24.

Resist Fire. While wielding this weapon you resist fire damage.

Head-Remover

This sickle’s blade is made of pure emerald. Its ebony wood shaft is marked with silver Dwarish runes on one side and plated with gold depiction of an army of dwarves removing the head of an ancient blue dragon on the other. It is made in the likeness of the weapon wielded by Meralla, the Heirotheist goddess of the warlord caste.

Increased Constitution. While wielding this weapon your Constitution score increases by 2, to a maximum of 24.

Resist Lightning. While wielding this weapon you resist lightning damage.

Secrets Released

This dagger is made entirely of obsidian and embedded with small sapphire Dwarish runes on the blade. Its gold-plated hilt depicts a noble family of dwarves executing a bound ancient green dragon. It is made in the likeness of the weapon wielded by Zelti, the Heirotheist goddess of the noble caste.

Increased Charisma. While wielding this weapon your Charisma score increases by 2, to a maximum of 24.

Resist Poison. While wielding this weapon you resist poison damage. If you are a dwarf, you are immune to poison damage while wielding this weapon.

Judgement

This adamantine battleaxe is adorned with ruby Dwarish runes. Its gold haft depicts a lone dwarf hero standing victorious over the bodies of several dead green dragons. It is made in the likeness of the weapon wielded by Swarvune, the Heirotheist goddess of the warrior caste.

Increased Strength. While wielding this weapon your Strength score increases by 2, to a maximum of 24.

Resist Poison. While wielding this weapon you resist poison damage. If you are a dwarf, you are immune to poison damage while wielding this weapon.

Dragonsbane

This oversized maul is adorned with Dwarish runes of pearl along its marble head. Its gold haft depicts a hail of arrows taking down an ancient black dragon in flight. It is made in the likeness of the weapon wielded by Shalleal, the Heirotheist goddess of the artisan caste.

Increased Intelligence. While wielding this weapon your Intelligence score increases by 2, to a maximum of 24.

Resist Acid. While wielding this weapon you resist acid damage.

Servitor

This war pick’s head is made of pure ruby carved with Dwarish runes. Its gold haft depicts a group of villagers defeating an ancient white dragon in combat. It is made in the likeness of the weapon wielded by Berga, the Heirotheist goddess of the peasant caste.

Increased Wisdom. While wielding this weapon your Wisdom score increases by 2, to a maximum of 24.

Resist Cold. While wielding this weapon you resist cold damage.

Worthy Example

This simple club is carved of oak and inlaid with diamond Dwarish runes around its head. An image of a dwarf slave bowing to another is carved into its wood. It is made in the likeness of the weapon wielded by Almahad, the Heirotheist god of the slave caste.

Increased Wisdom. While wielding this weapon your Wisdom score increases by 2, to a maximum of 24.

Resist Fire. While wielding this weapon you resist fire damage.

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Your feedback has been so helpful in designing these magic items. Please continue to leave comments and let me know what you think!

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!