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  1. - Top - End - #1
    Orc in the Playground
     
    ClericGuy

    Join Date
    Sep 2015

    Default Absurdly Powerful Artifacts

    For my current campaign I created five hugely powerful artifacts-
    The Titanhammer (Maul) - designed for our half-orc barbarian, I left out the things that make it specific to that character.
    Moonblade of Durthu (longsword)
    Bow of Ehlonna (longbow)
    Titan's Hand (battleaxe)
    The Lightkeeper (nunchaku)

    Added:
    The Rod of Law

    Keep in mind that these are designed to blow past "bounded accuracy" and are for epic-level campaigns where the characters are more or less demigods/lesser deities by the end.

    The Titanhammer
    Spoiler: The Titanhammer
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    An ancient hammer, wrought in divine flame as a gift for a god-king of old. The hammer resonates with its bearer and grows in power as its wielder does; the more powerful the wielder is, the more powerful the weapon becomes.
    The weapon gains additional abilities and features as the character gains levels.

    1st level - A normal maul. Its power is undetectable.
    3rd level - The weapon's magic becomes noticeable; while held, the bearer feels more self-assured and confident, and attuning to the weapon only takes 1 minute.
    5th level - The hammer allows it's wielder's voice to carry up to 300 feet away and is magical for the purposes of overcoming damage resistances.
    7th level - The hammer gains the power of a Frostbrand - 1d6 additional cold damage, fire resistance, etc.
    11th level - The weapon functions as a Dwarven Thrower and is a +3 magical weapon.
    15th level - It also functions as a Staff of Frost
    20th level - The Titanhammer increases the wielders strength by 2, to a maximum of 30, and becomes a +5 magical weapon.


    The Moonblade of Durthu
    Spoiler: Moonblade of Durthu
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    This pristine, blue/silver blade is ancient beyond reckoning and was originally owned by Durthu, the lord of the treants.
    This weapon is a Vorpal longsword that also functions as a Defender and is a +6 magical weapon. Additionally, the wielder of this moonblade may transform into an avatar of Durthu once per day, using the stats below:
    Avatar of Durthu
    Huge plant, chaotic good
    Armor Class 16
    Hit Points 230 (20d12 + 100)
    Speed 50 ft., swim 50 ft.
    STR
    29 ( +9)
    DEX
    14(+2)
    CON
    20(+5)
    INT
    16 (+3)
    WIS
    18 (+4)
    CHA
    18(+4)
    Saving Throws Str +14, Con+ 10, Wis +9, Cha +9
    Skills Arcana +8, Athletics +14, History +8, Perception +9
    Damage Resistances Acid, Cold, Fire, Lightning, Thunder
    Damage Immunities Poison, non-magical bludgeoning, piercing, and slashing
    Senses truesight 20 ft., blindsight 10 ft., passive Perception 19
    Languages All the languages the wielder speaks

    Amphibious. Durthu can breathe air and water.
    Aura of Hope. As long as Durthu is conscious, all friendly creatures within 50 feet of it are under the effect of the beacon of hope spell.
    Innate Spellcasting. Durthu's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:
    At will: detect magic, mass healing word
    3/Day: Sunbeam, mass cure wounds, erupting earth
    1 /day: sunburst
    Magic Weapon. Durthu's weapon attacks are magical.

    ACTIONS
    Multiattack. Durthu makes two greatsword attacks.
    Greatsword. Melee Weapon Attack: +14 to hit, reach 10 ft ., one target. Hit: 30 (6d6 + 9) slashing damage.
    Thorn. Ranged Weapon Attack: +14 to hit, range 60/240 ft., one
    target. Hit: 35 (4d12 + 9) piercing damage.
    Prismatic Orb (Recharge 5-6). Durthu hurls a magical orb of prismatic energy at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) acid, cold, fire, or lightning damage (chosen before the attack is made) on a failed save, or half as much damage on a successful save.



    Bow of Ehlonna
    Spoiler: Bow of Ehlonna
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    A powerful wooden bow with ornate decorations of vines, flowers, and animals.
    The Bow of Ehlonna is an Oathbow that is also a +3 magical weapon and functions as a Staff of the Woodlands. If the bearer also has the Quiver of Ehlonna, the bow gains 2 more charges and may cast lightning arrow (1 charge), flame arrows (1 charge), or swift quiver (2 charges).



    Titan's Hand
    Spoiler: Titan's Hand
    Show

    This battleaxe looks like it is made of molten rock, constantly cooling and cracking to reveal the magma at its core.
    The Titan's Hand is a +3 magical weapon that also functions as a flame tongue. The damage from this weapon ignores any resistances or immunities to slashing or fire damage.



    The Lightkeeper
    Spoiler: The Lightkeeper
    Show

    This golden nunchaku lighter than it looks. It is finely crafted and decorated with feathered wings, suns, and other symbols of good. The Lightkeeper is another weapon that grows in power as its owner does.
    1st level - A normal nunchaku with the finesse property. Its power is undetectable.
    3rd level - The weapon's magic becomes noticeable; while held, the bearer gains a +2 bonus to their Initiative. Fiends find the weapon repulsive.
    5th level - The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. It is magical for the purposes of overcoming damage resistances. The bearer can also cast the haste spell on themselves once a day.
    7th level - The nunchaku is a +2 magic weapon and the light the weapon emits is sunlight.
    11th level - The weapon functions as a Staff of Power and is a +3 magical weapon.
    15th level - The weapon deals an additional 1d8 radiant damage, or 2d8 radiant damage against fiends or undead.
    20th level - The Lightkeeper functions as a Sword of Sharpness, and becomes a +5 magical weapon.



    The Rod of Law
    Spoiler: The Rod of Law
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    The Rod of Law is one of the most powerful artifacts ever created. Some say it was created to be the antithesis to the Ruby Rod of Asmodeus after he rose to power in the Nine Hells, while some claim it was simply the creation of a powerful cleric, infused with the power of his god. Regardless, a single piece is powerful; combined, they are a weapon fit for a god.
    The weapon gains additional abilities and features as the pieces are found and combined. Once found, each piece can be attached to another. To combine the pieces, the character performing the action must make both a DC 25 Wisdom (Insight) and Intelligence (Arcana) check. The person attempting to combine the pieces must be good; if an evil creature attempts to form the Rod of Law, they automatically fail both ability checks and gain vulnerability to all damage for a week. Any failure results in the sunburst spell to be cast from one of the pieces. When multiple pieces are combined correctly, they can never be separated, except by the power of the Fates card. Once all of the pieces have been combined, not even the Fates can break the Rod of Law apart; either five lawful good greater deities or Ao must lay a hand on the rod and will it to be separated again.

    (Note: Unlike attack and damage bonuses, charges gained are combined as the rod is formed. The total charges when all five pieces are combined is 82)

    One piece - A single piece of the rod is a +1 magical weapon and functions as a staff of healing. While in possession of at least one piece, you feel more confident and self-assured.

    Two pieces - Two pieces of the rod combined are a +2 magical weapon and also function as a Rod of Resurrection and Rod of Alertness.

    Three pieces - Three pieces together are a +3 magical weapon and also functions as a Staff of the Magi, however the Rod of Law has different spells that may be cast from it; conjure celestial (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), guiding bolt (4th-level version, 4 charges), sunbeam (6 charges), sunburst (8 charges), crusader's mantle (3 charges), destructive wave (radiant, 4 charges), invisibility (2 charges), Holy Aura (8 charges), passwall (5 charges), wall of fire (4 charges), and freedom of movement (4 charges). The bless spell can be cast without using any charges. The Retributive Strike feature of the Staff of the Magi can never be used.

    Four pieces - The rod becomes a +5 magical weapon and gains the functions of a holy avenger, a staff of striking and wand of the war mage +3. The rod can also now cast mass heal (9 charges)

    Five pieces - The Rod of Law is complete, and it's power is almost frightening. It becomes a +6 magical weapon and functions a Book of Exalted deeds (as if you had already spent 80 hours reading it) and a Talisman of Pure Good. The rod can also cast true resurrection (9 charges) and meteor swarm (9 charges). The wielder becomes immune to radiant and necrotic damage. Regardless of if the Rod of Law is in their possession, the person who assembled the rod gains the Boon of Perfect Health, the Boon of Immortality, and the Boon of Planar Travel, which is associated with Mount Celestia.
    Last edited by McNinja; 2016-01-14 at 06:14 AM.

  2. - Top - End - #2
    Pixie in the Playground
     
    SamuraiGuy

    Join Date
    Dec 2015

    Default Re: Absurdly Powerful Artifacts

    I love the titan hammer I have been trying to think of a way to emulate the feeling of leveling up with your weapon and this does it for me so goooood......I may be a little drunk

  3. - Top - End - #3
    Bugbear in the Playground
     
    DwarfClericGuy

    Join Date
    May 2015
    Location
    The Netherlands
    Gender
    Male

    Default Re: Absurdly Powerful Artifacts

    Well more than +3 weapons don't exsist but I ignore that rule anyway so yeah, sounds cool, I really like it!

  4. - Top - End - #4
    Orc in the Playground
     
    ClericGuy

    Join Date
    Sep 2015

    Default Re: Absurdly Powerful Artifacts

    Added one more absurdly powerful artifact - the Rod of Law.

    Usually it's broken into seven pieces, but I like 5.

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