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JNAProductions
2018-04-22, 09:11 PM
Artifacts Of Agony

All Artifacts of Agony have four minor and two major beneficial properties, and four minor and two major detrimental properties. However, these artifacts never have the following detrimental properties, in the spoilers below.

6-10
11-15
41-45
51-55
56-60

6-10
11-15
16-20
26-30
61-65
66-70
71-75
81-85
96-100

In addition, none of the Artifacts of Agony require attunement. However, they are treated as attuned for the purposes of the beneficial and detrimental properties.

Finally, due to the changes wrought by these artifacts, you are in constant pain, and have disadvantage on Persuasion and Performance checks made against most people, but advantage on Intimidate checks.

Arachnoid Limbs
Your chest has been hollowed out, and within it, placed four extra limbs. You can conceal the limbs within your hollow chest, but you look unusually gaunt, yet the arms never stay still, giving a constant wriggling beneath the surface while concealed. In addition, you've been given chitinous plating in a slightly-off skin color, and a web sac.

This artifact has the following properties:
-You have four extra arms. These arms are hidden, normally, in your hollow chest. Concealing or revealing all four limbs take a bonus action or action, but a single limb takes only an object interaction.
-While the limbs are out, you have a climbing speed equal to your land speed, advantage on Athletics check made to start or maintain a grapple, and may wield weapons as appropriate to your many-limbed form.
-You gain +1 to AC from your chitin.
-You may, Constitution modifier times per short rest, launch a web at someone as an attack. This attack is treated like a net, except the DC to escape is 8+your proficiency modifier+your Constitution modifier, and it has a range of 30'/90'.

Eyes Of Aether
Your eyes are nothing but portals to an endless abyss. While this grants you sight beyond that of mere mortals, you are also unnerving to anyone who sees your eyes.

This artifact has the following properties:
-You have darkvision out to 300'.
-You have Truesight out to 30'.
-You may, as an action, attempt to draw someone into your void. Make a ranged spell attack (with Charisma as your casting stat) with a range of 30' against a single animate creature. On a hit, they take 1d10 Necrotic damage (increasing to 2d10 at level 5, 3d10 at 11, and 4d10 at 17) and must make a Charisma save. On a failure, their soul begins to leave their body, and the damage they take is doubled. If they fail their initial save, they must make another the each subsequent turn, taking the initial damage again on a failure and gaining a level of exhaustion on a failure. The effect goes away on a success. Should they die to this ability, their soul is sucked into the abyss, and they may only be raised by deific intervention.

Ablative Chunks
Beneath your skin is a thousand crawling plates, ablative armor in case of combat. However, their constant squirming is disgusting to most.

This artifact has the following properties:
-You gain your level in THP at the start of every turn.
-Anyone who strikes you in melee while you still have this THP takes damage equal to half the damage they dealt.
-Your AC increases by 2, due to the armored nature.

Heart Of The Unrequited-Suggested by Illven
Your heart has born torn asunder, replaced with a swirling void of miasmic misery. While outwardly you appear normal, your very nature conflicts with most, causing an intangible but ever-present friction. The rift itself consumes luck and drive, drawing it in only to be released explosively later.

This artifact has the following properties:
-You can cast Bane as a 9th level spell at-will, with Charisma as your spellcasting stat.
-For each person who fails a save against Bane, and subsequently fails a roll due to it, you gain one charge. These charges may be spent to cast Bless. Three charges allows you to cast Bless at level one, and each further charge increases the level by one, to a max of nine.
-As a bonus action, you may focus your rifted heart on one creature within 120'. Until your next turn, they have disadvantage on all saves inflicted by you and attack rolls made against you, as their drive is sapped.