Staff of the Scarab God
Staff, Artifact (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. While you hold it, you gain a +3 bonus to spell attack rolls.
This staff has 5 charges and regains 1d4 + 1 expended charges daily at dawn.
Spells. While holding the staff, you can expend some of its charges to cast one of the following spells from it. Animate Dead (1 charges) or Danse Macabre (3 charges).
When cast from this staff, the spells creates a Lazotep Soldier instead of a regular skeleton or zombie. Also Lazotep Soldiers raised by Animate Dead spell stay under your control as long as you are attuned to the staff instead of regular 24 hours.
While attuned to the staff, you can also cast Mold Earth or Stone Shape at will, but only targeting Lazotep materials.
Lazotep Soldier
Medium Undead, Lawful Evil
- Armor Class 20
- Hit Points 105 (15d8+45)
- Speed 30
STR DEX CON INT WIS CHA 18 (+4) 20 (+5) 17 (+3) 10 (0) 10 (0) 10 (0)
- Saving Throws Constitution +8, Strength +9
- Skills Athletics +9
- Damage Resistances Necrotic and Bludgeoning, Slashing, Piercing damage from magical weapons.
- Damage Immunities Poison, Psychic and Bludgeoning, Slashing, Piercing damage from non-magical weapons.
- Condition Immunities Poisoned, Fear, Exhaustion
- Senses Darkvision 60 Ft., passive Perception 10
- Languages Understands All languages it spoke in life and all language it's summoner knows, but can't speak
- Challenge 14 (11,500 XP)
- Lazotep Carapace. Any damage taken from weapon attacks are reduced by 10.
- Magic Weapons. The Lazotep Soldier's weapon attacks are magical.
Actions
Multiattack. The Lazotep Soldier makes two shordsword attacks
Shortsword (Kopesh). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17(3d6 + 6) slashing damage
Golden Armor of Bolas
Armor (Half Plate +3), Artifact (requires attunement)
You have a +3 bonus to AC and resistance to all damage while wearing this armor.
Temporal Invincibility. As a reaction you can make yourself immune to all damage until the end of your next turn. Also when you use this special action all existing conditions on you are removed and you are immune to all conditions until the end of your next turn. Once this ability is used, it can't be used again until the next dawn.
When you take damage that takes you to 0 hit points or less, you can use your reaction to regain half your maximum hit points and activate Temporal Invincibility (even if it was used in the same day). Each creature within 120ft. of you must make a DC 18 constitution saving throw or be blinded for the next hour and take 8d10 radiant damage as the blinding radiance illuminates your surroundings. A creature that makes it's saving throw takes half damage and is not blinded. Once this ability is used, neither this ability or Temporal Invincibility can be used again for one week.
Gem of Becoming
Wonderous Item, Artifact (requires attunement)
This golden spherical object floats idly few inches above your forehead as long as you are attuned to it.
This golden egg shaped gem holds a magical connection to other realms and it lets you draw energy from those planes.
While attuned to this gem, you are immune to exhaustion. The gem also allows you to ignore any effect of an antimagic field, dead magic zone or similar effect.
Magic Devoid Lands
This is a plot relevant item that negates the effect of a specific plane on our campaign where all plane is devoid of magic and nearly no one can cast spells or use such abilities.
Staff of Rhonas
Weapon (Halberd +3), Artifact (requires attunement)
If you are proficient with quarterstaffs, you are proficient with the Staff of Rhonas. You can use this halberd as a spellcasting focus.
This magic halberd grants a +3 bonus to attack and damage rolls made with it. While you hold it, you gain a +3 bonus to spell attack rolls. When you hit with an attack using this magic halberd, the target takes an extra 2d10 force damage.
This halberd has 3 charges and regains 1d4 - 1 expended charges daily at dawn.
Whenever you hit a creature with the halberd, you can expend one charge to apply one of the following effects on that target:
- It must make a DC 18 strength saving throw. If it fails, you can push it up to 10 feet away from you and knock it prone.
- It must make a DC 18 constitution saving throw or be stunned until the end of your next turn.
You can use an action to speak this staff's command word and throw the staff on the ground within 60 feet of you. The staff becomes a colossal green snake under your control and acts on your initiative count.
By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake or in your hand. On your turn, you can mentally command the snake if it is within 120 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. When the snake reverts to staff form it regains all of its hit points.
Once this action is used, it can't be used again until the next dawn.
Colossal Green Snake
Huge Beast, Unaligned
- Armor Class 18 (Natural Armor)
- Hit Points 232 (15d20+75)
- Speed 50 ft., swim 50 ft.
STR DEX CON INT WIS CHA 20 (+5) 11 (+1) 20 (+5) 1 (-5) 12 (+1) 4 (-3)
- Saving Throws Constitution +10, Wisdom +6
- Senses Darkvision 60 ft., Blindsight 30 Ft., passive perception 11
- Challenge 12 (8,400 XP)
Actions
Multiattack. The Colossal Green Snake makes two bite attacks
Bite. Melee Weapon Attack:+9 to hit, reach 10 ft., one target. Hit: 16(3d8 + 6) piercing damage plus 35(10d6) poison damage .
Bow of Oketra
Weapon (Longbow +3), Artifact (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magical longbow. When you hit with a ranged weapon attack using this longbow, the target takes an extra 2d8 radiant damage.
When you take the Attack action and attack with this longbow, you can make two additional attacks with it as a bonus action.
When you are attuned to this longbow, you do not require ammunition to attack. The bow creates an arrow made from pure light when you pull the string to attack. These arrows are considered magical and deal radiant damage instead of piercing damage. You can still use your own ammunition if you chose to do so.
As a bonus action, you can summon two spirits on an empty space within 30ft. of you. They are medium sized, completely white creatures made of light and resemble female humanoids with shortbows. Each spirit has 17 AC, 75 hit points and resistance to slashing bludgeoning and piercing damage from non magical weapons. They act on your initiative. On your turn you can mentally command each spirit to attack a target within 80ft. of them. They have an attack bonus of +9 and deal 2d6 radiant damage on a hit. The spirits last for one minute or until they are killed.
Once this ability is used, it can't be used again until the next dawn.
Bident of Hazoret
Weapon (Trident [Bident] +3), Artifact (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magical bident. When you hit with an attack using this magic bident, the target takes an extra 2d10 radiant damage.
While you are holding the bident in your hand, you have a +2 bonus to your AC.
When a creature you hit with this weapon is reduced to 50 hit points or lower, the target must make a DC 18 Constitution saving throw or die instantly.
As a bonus action you can command the staff to cast the haste spell on you once per short rest. The staff maintains concentration on it so that you don't have to.
As an action you can hold the staff to the sky and radiate a blinding light around you. Each creature of your choice within 120ft. must make a DC 18 wisdom saving throw or take 50(8d10) radiant damage and be charmed by you until the end of your next turn. On a successful save, the target takes half damage and it is not charmed.
Once you use this action, you can not do so again until you take a short rest.
Vest of Kefnet
Armor (Studded Leather +3), Artifact (requires attunement)
You have a +3 bonus to AC while wearing this armor.
While wearing this armor, you have advantage on saving throws against spells and resistance to damage from spells.
While wearing this studded leather armor, you can use an action to speak its Command Word. A pair of golden bird wings appear on your back until you repeat the Command Word as an action. The wings give you a flying speed of 60ft.
Halberd of Kefnet
Weapon (Halberd +3), Artifact (requires attunement)
This magic halberd grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this magic halberd, the target takes an extra 2d10 psychic damage.
This halberd has 3 charges and regains all expended charges daily at dawn. While holding the halberd, you use your reaction and expend 1 charge when another creature casts a spell that targets only you. If you do, the halberd absorbs the magic of the spell, canceling its effect and you regain a spell slot equal to or lower than the level of the spell absorbed by the halberd if you have spell slots.
When all charges are expended the bonus psychic damage increases by 2d10 until the charges are regained.
Halberd of Kefnet and Vest of Kefnet uses a single attunement slot if you are attuned to both of them. Also as long as you are attuned to both these items, you are considered to be under the effects of the "Mind Blank" spell.
Mace of Bontu
Weapon (Quarterstaff +3), Artifact (requires attunement)
This magical quarterstaff grants a +3 bonus to attack and damage rolls made with it. While you hold it, you gain a +3 bonus to spell attack rolls. When you hit with an attack using this magic quarterstaff, the target takes an extra 2d10 necrotic damage and you regain hit points equal to the necrotic damage dealt this way.
When you cast a spell that deals necrotic damage, increase the number of damage die by 2. You also regain hit points equal to half of the necrotic damage dealt by a spell.
This staff has 3 charges and regains all expended charges daily at dawn.
While holding the quarterstaff, you ignore resistances and immunities of all targets.
As an action you can plunge the end of the quarterstaff to the ground and cast Earthquake.
Artifacts
of
Amonkhet
Created by: Waldorf
Created for the campaign "Tales of Altharia"
Many Thanks to Kai, Piknik Gearheart and Nikolai Hel for the inspiration.
Disclaimer
Atrifacts in this document might be overpowered and unbalanced. These items are made for a group of level 27-28 player characters. Most of them already have more overpowered items and will probably either sell these or give these to non player characters.
But seriously, these items belong to GODS of a realm, so it is normal for them to be a bit overpowered.
Changelog
Version 1.03 (4.11.2018) - Image links changed to Imgur.
Version 1.02 (4.11.2018) - Images added.
Version 1.01 (4.11.2018) - Few grammar errors fixed.
Version 1.00 (3.11.2018) - Released
Credits
Cover Art: Florian de Gesincourt
Bontu the Glorified: Chase Stone
Kefnet the Mindful: Chase Stone
Hazoret the Fervent: Chase Stone
Rhonas the Indomitable: Chase Stone
Oketra the True: Chase Stone
Gem of Becoming: Jack Wang
Nicol Bolas, God-Pharaoh: Raymond Swanland
Scarab God: Grzegorz Rutkowski
Supreme Will: Alayna Danner
No Mercy: Jonas De Ro
All characters and names belongs to Wizards Of The Coast's Magic the Gathering