Legendary
LEGENDARY
Ascending to the Morning Star
Legendary - Helmet - Attunement
Also known as Gangway. It releases a band of light from the slit on its front to strike at what the user strongly focuses on. The helmet has 5 Charges. You can expend a charge to use the following effect as a bonus action. Hit up to 3 targets with a beam of radiant light that darts from target to target, dealing 3d10 radiant damage to each target, all targets must be in the line of sight, you cannot target the same creature more than once per round, targets make a DC 17 Dexterity saving throw or are hit by the beam if a creature succeeds the save suffer half damage. The helmet regains 1d4 + 1 expended Charges daily at dawn. If you expend the helmet's last charge, roll a d20. On a 1, the helmet crumbles into ashes and is destroyed.
The Cradle of Greed
Legendary - Egg
When this fist-sized egg is touched, the creature who touched its most desirable wish is instantly granted and the egg disappears, however depending on their age it may result in the user becoming petrified after 1 hour. Use the table below to determine if they wish to cause petrification of the user.
Eon Depths
Legendary - Elixer
This artifact consists of a twirling container with a liquor capable of greatly extending the lifespan of those who drink it. When drunk, heal 10d4 + 30 hit points, if this would surpass your normal Hit point max, add the remaining as temporary Hitpoints. Shaker Bolt
Legendary - Crossbow Bolt
These bolts are tipped with Curse Steel. Curse Steel is an artifact capable of inducing a Curse of the Abyss in those who touch it. While this is terrifying to humans, creatures of the deep are immune to the curse, so these bolts have no effect on them. Upon hitting a humanoid, the target must make a DC 18 Constitution saving throw or be poisoned for 1 minute, roll on the table below for the effect the target will suffer for 1 minute.
Star Thread
Legendary - Rope
A small Shell that dispenses rope up to 500ft., the rope shimmers a dim light in a 5ft radius around it. The rope can be recalled by tightly gripping the shell, automatically untying any knots in it. The rope is unbreakable unless cut with a magical weapon, when cut, the maximum rope that can be dispensed is reduced by the amount cut and the cut pieces cease to emit light becoming mundane. Unheard Bell
Legendary - Bell
An artifact was retrieved by the white whistles Lyza and Ozen. It was discovered somewhere around the 4th layer in a highly inaccessible place. Somehow, information on its location was leaked and reached multiple countries, which sparked a fierce competition to get it. This bell is capable of stopping time for 1 hour when used, the user may move around freely during this time, if the user makes an attack, the effect ends, once used it cannot be used again until the next dawn. Zoaholic
Legendary - Machine - Attunement
A horrifying artifact capable of planting the soul of the user into other creatures. Simply touching the machine is enough to become a target for the attuned creature. A Creature that is placed within Zoaholic must make a DC 17 Charisma saving throw or suffer 12d10 Psychic damage, on a successful save half as much damage, after making connection within the Zoaholic, the creature's soul becomes bound to it, only one creature may be bound to Zoaholic in this way at any one time, if a new Creature attempts to bond with Zoaholic, the old bond ends and that soul is lost. Any Creature, other than one who is bonded to Zoaholic, who touches it, must make a DC 17 Wisdom saving throw, on a failure a fraction of the consciousness belonged to the bonded creature of Zoaholic is transferred to the creature who failed its saving throw. (This consciousness may only be removed with a wish to remove curse spell). As an action, the creature bonded with Zoaholic may cast scrying on any creature that holds part of their consciousness by touching Zoaholic. If the creature bonded with Zoaholic should die, they may attempt to take control of the nearest living Creature that holds part of their Consciousness, that creature must make a DC 17 Wisdom saving throw or lose their body to the mind of the creature who is bonded with Zoaholic, All statistics other than Wisdom become that of the target. Should the bonded Creature fail to take control in this way, they are dead. Zoaholic is a colossal machine that requires a 26 Strength score to move.
Ascending to the Morning Star
Legendary - Helmet - Attunement
Also known as Gangway. It releases a band of light from the slit on its front to strike at what the user strongly focuses on. The helmet has 5 Charges. You can expend a charge to use the following effect as a bonus action. Hit up to 3 targets with a beam of radiant light that darts from target to target, dealing 3d10 radiant damage to each target, all targets must be in the line of sight, you cannot target the same creature more than once per round, targets make a DC 17 Dexterity saving throw or are hit by the beam if a creature succeeds the save suffer half damage. The helmet regains 1d4 + 1 expended Charges daily at dawn. If you expend the helmet's last charge, roll a d20. On a 1, the helmet crumbles into ashes and is destroyed.
The Cradle of Greed
Legendary - Egg
When this fist-sized egg is touched, the creature who touched its most desirable wish is instantly granted and the egg disappears, however depending on their age it may result in the user becoming petrified after 1 hour. Use the table below to determine if they wish to cause petrification of the user.
Age | Chance of Purification |
0-10 | 5% |
11-20 | 17% |
21-30 | 32% |
31-45 | 62% |
46-60 | 83% |
61+ | 95% |
Eon Depths
Legendary - Elixer
This artifact consists of a twirling container with a liquor capable of greatly extending the lifespan of those who drink it. When drunk, heal 10d4 + 30 hit points, if this would surpass your normal Hit point max, add the remaining as temporary Hitpoints. Shaker Bolt
Legendary - Crossbow Bolt
These bolts are tipped with Curse Steel. Curse Steel is an artifact capable of inducing a Curse of the Abyss in those who touch it. While this is terrifying to humans, creatures of the deep are immune to the curse, so these bolts have no effect on them. Upon hitting a humanoid, the target must make a DC 18 Constitution saving throw or be poisoned for 1 minute, roll on the table below for the effect the target will suffer for 1 minute.
Roll 1d4 | Curse |
1 | Disadvantage on rolls that rely on sight |
2 | Disadvantage on rolls that rely on sight, Movement is reduced by 10ft. and Hallucinations of their past or future |
3 | Disadvantage on all rolls, Movement reduced by 15ft. and Take 1d4 force damage |
4 | Disadvantage on all rolls, Fall prone, Unable to speak, Take 1d6 force damage, Blinded and Defend |
Star Thread
Legendary - Rope
A small Shell that dispenses rope up to 500ft., the rope shimmers a dim light in a 5ft radius around it. The rope can be recalled by tightly gripping the shell, automatically untying any knots in it. The rope is unbreakable unless cut with a magical weapon, when cut, the maximum rope that can be dispensed is reduced by the amount cut and the cut pieces cease to emit light becoming mundane. Unheard Bell
Legendary - Bell
An artifact was retrieved by the white whistles Lyza and Ozen. It was discovered somewhere around the 4th layer in a highly inaccessible place. Somehow, information on its location was leaked and reached multiple countries, which sparked a fierce competition to get it. This bell is capable of stopping time for 1 hour when used, the user may move around freely during this time, if the user makes an attack, the effect ends, once used it cannot be used again until the next dawn. Zoaholic
Legendary - Machine - Attunement
A horrifying artifact capable of planting the soul of the user into other creatures. Simply touching the machine is enough to become a target for the attuned creature. A Creature that is placed within Zoaholic must make a DC 17 Charisma saving throw or suffer 12d10 Psychic damage, on a successful save half as much damage, after making connection within the Zoaholic, the creature's soul becomes bound to it, only one creature may be bound to Zoaholic in this way at any one time, if a new Creature attempts to bond with Zoaholic, the old bond ends and that soul is lost. Any Creature, other than one who is bonded to Zoaholic, who touches it, must make a DC 17 Wisdom saving throw, on a failure a fraction of the consciousness belonged to the bonded creature of Zoaholic is transferred to the creature who failed its saving throw. (This consciousness may only be removed with a wish to remove curse spell). As an action, the creature bonded with Zoaholic may cast scrying on any creature that holds part of their consciousness by touching Zoaholic. If the creature bonded with Zoaholic should die, they may attempt to take control of the nearest living Creature that holds part of their Consciousness, that creature must make a DC 17 Wisdom saving throw or lose their body to the mind of the creature who is bonded with Zoaholic, All statistics other than Wisdom become that of the target. Should the bonded Creature fail to take control in this way, they are dead. Zoaholic is a colossal machine that requires a 26 Strength score to move.
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