Magic Items - Theros Complete

by EinarTheRed

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Theros Magic Items

The following weapons were created in the style of the artifacts presented in the Mythic Odysseys of Theros book. They were created using the same format as the weapons and were styled for each of the other gods of the Theros Pantheon that have not received an artifact. These are not in any way official items for D&D or even a card in Magic the Gathering. I created them from what lore I could find on the gods, their relations with mortals, Theros, or other gods. I used various sights and videos talking about the lore of the Gods, or in many cases from Magic the Gathering cards associated with each god. Enjoy!


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LootTavern


Athreos, God of Passage

Katabasis, Staff of Athreos

Weapon (quarterstaff), artifact (requires attunement)

Atheros wields Katabasis, a gnarled wooden staff he is never seen without. In Atheros's hands the staff is used to ferry the dead, and only the dead, to the underworld. The living rarely, if ever see Athreos, so it is unknown if he has ever granted his staff to a follower. If he should grant the staff, it would have to be a very special soul that is meant to cross into the underworld.

Staff of Passage. This staff grants a +2 bonus to spell attack rolls and to the saving throw DCs of spells you cast (excluding spells cast from this staff). Additionally, while you are holding the staff you can move through other creatures and objects as if they were Difficult Terrain. You take 5 (1d10) force damage if you end your turn inside an object.

Blessing of Ferryman. If you are a worshiper of Athreos, you gain all the following benefits for which you have the required piety:

Piety 10+. The staff has 1 randomly determined minor beneficial property.

Piety 25+. The staff has 1 additional randomly determined minor beneficial property.

Piety 50+. The staff has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Athreos, the staff has 2 randomly determined major detrimental properties.

See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.

Ferry. As an action, the staff can be laid down in water, creating a ferry. The ferry uses the statistics of a Galley (see Appendix: Of Ships and the Sea of the Ghosts of Saltmarsh book) with the following changes:

  • The ship does not have any weapons.
  • The ship can move through other creatures and objects as if they were Difficult Terrain. It and any passengers on board take 5 (1d10) force damage per if it ends its turn inside an object.

The staff can remain in this form for 1 hour or until the attuned creature uses their action to revert the ship back into its staff form. This property cannot be used again until the next dusk.

Spells. The staff has 15 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: spare the dying (0 charges), toll the dead (0 charges), animate dead (3 charges), speak with dead (3 charges), blight (4 charges), create undead (6 charges), finger of death (7 charges). The staff regains 1d12+3 expended charges daily at dawn.

Destroying the Staff. To destroy the staff one must use it against its nature. It is meant to ferry the dead into the underworld. To pervert this and ferry the dead out of the underworld or the living into it breaks the staff down. This process must be repeated at dawn and dusk every day for one month to break the staff completely.

Ephara, God of the Polis

Bazon, Amphora of Ephara

Wondrous item, artifact (requires attunement)

Ephara uses Bazon, a large amphora filled with the power of Nyx. In Ephara's hands she uses Bazon to strengthen a polis warding it from the dangers outside. Should Ephara grant this item to a follower it would be to give them a the power to personally defend a polis and/or the knowledge and ability to make a polis better.

Amphora of the Enlightenment. This amphora grants you +2 to your AC while attuned. Additionally, you are granted enlightenment, you gain proficiency in 4 skills or tools of your choice. When your attunement to Bazon ends you lose proficiency in these skills.

Blessing of of Polis. If you are a worshiper of Ephara, you gain all the following benefits for which you have the required piety:

Piety 1+. The amphora has 1 randomly determined minor beneficial property.

Piety 25+. The amphora increases the user's tremorsense out to 60 feet.

Piety 50+. The amphora has 1 additional randomly determined major beneficial property.

If you aren’t a worshiper of Ephara, the amphora has 2 randomly determined major detrimental properties.

See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.

Tremorsense. While attuned to the amphora you have tremorsense out to 30 feet.

Spells. The amphora has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: mold earth (0 charges), earth tremor (1 charge), maximlian's earthen grasp (2 charges), wall of sand (3 charges), stoneskin (4 charges), wall of stone (5 charges), move earth (6 charges). The amphora regains 1d6+4 expended charges daily at dawn.

Destroying the Amphora. To destroy the amphora one must deep into the wilds protected by Nylea and pour the blood of the hydra Polukranos and pour it into the stars of Nyx within the amphora. Then the amphora must be pierced with each arrow of Nylea's bow, Ephixis (AC 25) within the span of a minute. Once all four have entered the amphora shatters.

Erebos, God of the Dead

Mastix, Whip of Erebos

Weapon (whip), artifact (requires attunement)

Erebos wields Mastix, a whip capable of extending like an impossibly long shadow. In the hands of the god of the dead, the whip snares the reluctant dead and drags them into his realm. When Erebos grants his weapon to a mortal follower, it’s typically to reclaim a powerful soul or to humiliate Heliod.

Whip of the Dead. Erebos’s whip seethes with the enervating energy of the Underworld. This magic whip grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this whip, the target takes an extra 2d8 necrotic damage and you regain hit points equal to half the amount of necrotic damage dealt.

Additionally, when you make an attack with the whip on your turn, you can increase the range of the attack to 300 feet. This property of the weapon can’t be used again until the next dusk.

Blessing of the Dead. If you are a worshiper of Erebos, you gain all the following benefits for which you have the required piety:

Piety 1+. The whip has 1 randomly determined minor detrimental property—a burden Erebos imposes to test his faithful.

Piety 25+. The whip has 1 randomly determined major beneficial property.

Piety 50+. The whip has 1 additional randomly determined major beneficial property.

If you aren’t a worshiper of Erebos, the whip has 2 randomly determined major detrimental properties.

Erebos’s Claim. While carrying the whip, you can use an action to cast either circle of death or dominate monster (targeting only undead) from the whip. The save DC for these spells is 18. Once you use the whip to cast a spell, that spell can’t be cast from it again until the next dusk.

Destroying the Whip. To destroy the whip, it must be taken to the heights of Mount Hiastos in Nyx, unraveled by a Returned, and left to bask in continual daylight for one month.

Heliod, God of the Sun

Khrusor, Spear of Heliod

Weapon (spear), artifact (requires attunement)

Heliod wields Khrusor, a spear blessed with the power of the sun. In his hands, it can be pitched from Nyx to any point on Theros. When Heliod lends his weapon to a mortal, it’s typically so they can perform some great work in his name or as a test of their worthiness.

Spear of the Sun. This spear grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra 2d8 radiant damage.

Blessing of the Sun. If you are a worshiper of Heliod, you gain all the following benefits for which you have the required piety:

Piety 3+. You gain 15 temporary hit points each dawn.

Piety 10+. The spear has 1 randomly determined minor beneficial property.

Piety 25+. The spear has 1 additional randomly determined minor beneficial property.

Piety 50+. The spear has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Heliod, the spear has 2 randomly determined major detrimental properties.

Luminous. The spear sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.

Sun’s Retaliation. When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee attack with the spear against that creature. On a hit, the spear deals damage as normal, and the creature is blinded until the start of its next turn. This property of the spear can’t be used again until the next dawn.

Spells. The spear has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: guiding bolt (1 charge), daylight (3 charges, targeting the tip of the spear only), sunbeam (6 charges). The spear regains 1d6+4 expended charges daily at dawn.

Destroying the Spear. If taken to Erebos’s palace in Tizerus, and used to sacrifice a champion of Heliod to Erebos, Khrusor is either destroyed or fundamentally twisted to Erebos’s service.

Iroas, God of Victory

Bulwark of Brotherhood, Shield of Iroas

Armor (shield), artifact (requires attunement)

Otherwise known as Fotita, Iroas wields the Bulwark of Brotherhood, a battle-warn but unbreakable shield that has seen uncountable battles. In the hands of the god of victory it is usually used in a spar against the god of slaughter. When Iroas grants his shield to a follower it is usually to let them lead a battle to victory when victory should have been impossible.

Shield of Victory. This shield grants a +2 bonus to your AC. While you wield this shield you gain resistance to your choice of bludgeoning, piercing, or slashing damage. You may choose which type each day at dawn.

Blessing of Victory. If you are a worshiper of Iroas, you gain all the following benefits for which you have the required piety:

Piety 3+. The shield can be used as a melee weapon. The shield has +2 to attack and damage rolls. It deals 1d6 + your Strength modifier bludgeoning damage.

Piety 10+. The shield has 1 randomly determined minor beneficial property.

Piety 25+. The shield has 1 additional randomly determined minor beneficial property.

Piety 50+. The shield has 1 additional randomly determined major beneficial property.

If you aren’t a worshiper of Iroas, the shield has 2 randomly determined minor detrimental properties.

See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.

Victor's Defiance. When you take the attack action on your turn you can use your bonus action to make 1 attack with your shield. Additionally, any critical hits against you or allies within 5 feet of you become normal hits.

Destroying the Shield. To destroy the shield it must be used to slay no less than 50 warriors in dishonorable combat, such as a warrior who is not wielding a weapon or cannot fight back. Then it must be taken to the Temple of Malice in the Labyrinth of Skophos and struck with a +3 weapon by the Champion of Mogis.

Karametra, God of Harvests

Komidi, Scythe of Karametra

Weapon (glaive), artifact (requires attunement)

Karametra wields Komidi, a scythe meant to harvest the gifts of nature or those who would dare endanger it. In Karametra's hands it changes the land around it, warding off dangerous creatures while allowing mortals who are worthy to harvest nature's bounty.

Scythe of Harvests. This scythe grants a +2 bonus to attack and damage rolls made with it. Whenever you finish a short or long rest you gain temporary hit points equal to half your piety score (minimum of 1, maximum of 25).

Blessing of Abundance. If you are a worshiper of Karametra, you gain all the following benefits for which you have the required piety:

Piety 1+. The scythe has 1 randomly determined minor beneficial property.

Piety 25+. The scythe can cast heroes' feast once. When you finish a long rest roll 1d10. On a 10 the scythe regains this ability.

Piety 50+. The scythe has 1 additional randomly determined major beneficial property.

If you aren’t a worshiper of Karametra, the scythe has 2 randomly determined major detrimental properties.

See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.

Bronze Sable Companion. While attuned to this weapon you gain an animal companion in the form of a Sable. The Sable obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). Use the Bronze Sable stat block (Mythic Odysseys of Theros pg. 210) with the following changes:

  • The Bronze Sable gains additional hit points equal to twice your character level. Additionally, the creature gains extra hit points equal to your piety score (maximum 50).
  • You add your proficiency modifier to the creatures attack rolls.

Spells. The scythe has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: goodberry (1 charge), sanctuary (1 charge), barkskin (2 charges), spike growth (2 charges), plant growth (3 charges), awaken (5 charges), commune with nature (5 charges), tree stride (5 charges), wall of thorns (6 charges). The scythe regains 1d6+4 expended charges daily at dawn.

Destroying the Scythe. To destroy the scythe one must bathe it in the blood of 100 orphans. This corrupts and removes the power of the scythe. Then it must be taken to Erebos’s palace in Tizerus where it must be left without sunlight or water for one year, wilting the scythe to dust.

Keranos, God of Storms

Epiphany, Bolt of Keranos

Weapon (javelin), artifact (requires attunement)

Otherwise known by a lesser name, Faneia, Keranos wields the very lightning itself. In Keranos's hands lightning is used to strike down any impetuous mortal who has earned his ire. However, Keranos is not without his favorites, granting inspiration and epiphanies to those who please him. Should he ever decide a mortal has earned more, he may grant Epiphany for a time. However, should this prove the mortal to be too rash, more lightning could solve the issue.

Javelin of Storms. This javelin grants a +2 bonus to attack and damage rolls made with it. Additionally, you deal an extra 3d4 lightning damage with the javelin that also arcs to any enemy creatures within 5 feet of your target. Immediately after the Attack, the weapon flies back to your hand.

Blessing of Storms. If you are a worshiper of Keranos, you gain all the following benefits for which you have the required piety:

Piety 10+. The javelin has 1 randomly determined minor beneficial property.

Piety 25+. The javelin casts the cantrip thunderclap (DC 18) centered on your target whenever you land a critical hit and the javelin has 1 additional randomly determined minor beneficial property.

Piety 50+. The javelin has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Keranos, the javelin has 2 randomly determined major detrimental properties.

See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.

Epiphany. When you land a critical hit you are given a sudden burst of inspiration and insight. You receive a d12 Inspiration die. Once within the next 10 minutes, you can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails.

Once the Inspiration die is rolled, it is lost. You can only have one Inspiration die at a time.

Spells. While the javelin is on your person, you can use an action to cast one of the following spells (save DC 18): lighting bolt (at 5th level), storm sphere, or chain lightning. Once you use the javelin to cast a spell, the spell can’t be cast again from it until the next dusk.

Destroying the Bolt. To destroy the bolt it must be thrust into the heart of the Colossus of Akros, which then must be carried to Purphoros's Forge in Mount Velus and struck with Akmon, Hammer of Purphoros every minute for 1 day to shatter the heart and bolt forever.

Klothys, God of Destiny

Nimoiras, Threads of Klothys

Weapon (spear), artifact (requires attunement)

Klothys wields Nimoiras, a spear entwined with the threads of fate. In the hands of the god of destiny, she peers across the threads of fate attached to the weapon and her own head, looking up the destiny of mortals and ensuring they are followed. In the most extreme and dire of circumstances she may need to cut the thread with the golden nail on her left thumb. This has never occurred before. Klothys is largely unknown in Theros as she acted as jailer to the Titans, thus she has never granted her weapon to a mortal. If a follower were to be granted Nimoiras it would be to capture someone seeking to escape their destiny or change the destiny of others.

Spear of Destiny. This spear grants a +2 bonus to attack and damage rolls made with it. Additionally, the first time you miss with an attack roll on your turn you may choose to hit instead.

Blessing of Destiny. If you are a worshiper of Klothys, you gain all the following benefits for which you have the required piety:

Piety 10+. The spear has 1 randomly determined minor beneficial property. Additionally, the spear has a reach of 15 feet.

Piety 25+. You are always under the effects of a guidance spell.

Piety 50+. The spear has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Klothys, the spear has 2 randomly determined major detrimental properties.

See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.

Portent. When you finish a long rest, roll one d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Spells. The spear has 15 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: gift of alacrity (1 charge), augury (2 charges), fortune's favor (2 charges), divination (4 charges), legend lore (5 charges), scry (5 charges), foresight (9 charges). The spear regains 1d12+3 expended charges daily at dawn.

Destroying the Spear. To destroy the spear one must cut each of the 1d1000 threads entwined in the spear with the golden nail that Klothys wears on her left thump. Then the spear must be thrust into an oracle of any god.

Kruphix, God of Horizons and Time

Asteri, Cowl of Kruphix

Wondrous item, artifact (requires attunement)

Kruphix wears Asteri, a cowl made of Nyx. Kruphix uses this cowl to help govern the cycle of time. He counts few followers among the population so none have been known to receive this power. However, should he grant this item to a mortal it would be to aid all of Theros.

Cowl of Time. This cowl grants a +2 bonus to spell attack rolls and to the saving throw DCs of spells you cast (excluding spells cast from this cowl). Additionally, you have resistance to necrotic and radiant damage.

Blessing of the Timeless. If you are a worshiper of Kruphix, you gain all the following benefits for which you have the required piety:

Piety 10+. The cowl has 1 randomly determined minor beneficial property.

Piety 25+. The cowl has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Kruphix, the cowl has 2 randomly determined major detrimental property.

See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.

Rewind. You can use your reaction to reroll a saving throw. You must use the new roll.

Spells. The cowl has 15 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: hold person (2 charges), blink (3 charges), haste (3 charges), slow (3 charges), hold monster (5 charges), temporal shunt (5 charges), time ravage (9 charges), time stop (9 charges). The cowl regains 1d12+3 expended charges daily at dawn.

Destroying the Cowl. The only way to destroy the cowl is to unravel it with Klothys's spear Nimoiras, unwinding its destiny, in the very prison of the Titans in the Underworld.

Mogis, God of Slaughter

Wrathbringer, Axe of Mogis

Weapon (greataxe), artifact (requires attunement)

Otherwise known by its lesser name, Orgis, Mogis wields the greataxe Wrathbringer, which is stained with the blood of past kills. In the hands of the god of slaughter it is used to spar against his brother Iroas or to bury it into a mortal Mogis seeks to fight. When Mogis grants his weapon to a follower it would be to further cement their growing savagery. Mogis may even grant the weapon to any warrior in a moment of desperation, trying to draw out their malice.

Greataxe of Slaughter. This greataxe grants a +2 bonus to attack and damage rolls made with it. Additionally, if the target is missing any of its hit points, it deals 1 additional die of damage. If the enemy's hit points are below half their hit point maximum you can reroll the damage once, taking either result.

Blessing of Slaughter. If you are a worshiper of Mogis, you gain all the following benefits for which you have the required piety:

Piety 1+. The greataxe has 1 randomly determined minor beneficial property.

Piety 25+. The greataxe has 1 randomly determined major beneficial property.

Piety 50+. The greataxe has 1 additional randomly determined major beneficial property.

If you aren’t a worshiper of Mogis, the greataxe has 2 randomly determined major detrimental properties.

See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.

Brutality. You can roll two additional weapon damage dies when determining the extra damage for a critical hit with a melee attack. Additionally, attacks made with this weapon only deal lethal damage.

Mogis's Favor. While attuned to this weapon and in combat horns, cloaked in stars, adorn your head. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.

Destroying the Greataxe. To destroy the greataxe it must be used in honorable combat to win the Iroas Games then must be broken against the stone of the Colossus of Akros during a fight against it.

Nylea, God of the Hunt

Ephixis, Bow of Nylea

Weapon (shortbow), artifact (requires attunement)

Nylea wields the shortbow Ephixis, the bow whose arrows herald the turning of the seasons. Nylea is quick to let her favored followers borrow her bow, particularly when they intend to use it to perform great deeds, put an end to foul creatures, or cast down the arrogant.

Bow of the Wild. This divine weapon includes a shortbow and a quiver with four arrows, each tied to one of the four seasons. You gain a +3 bonus to attack and damage rolls made with this bow, and you suffer no disadvantage when attacking at the weapon’s long range. Additionally, Ephixis scores a critical hit on a d20 roll of 19 or 20.

Blessing of the Wild. If you are a worshiper of Nylea, you gain all the following benefits for which you have the required piety:

Piety 10+. The bow has 1 randomly determined minor beneficial property.

Piety 25+. The bow has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Nylea, the bow has 1 randomly determined major detrimental property.

Arrows of the Seasons. The four arrows—each associated with a season—that accompany this bow can be fired only from it. Each arrow disappears immediately after it’s used, and it reappears in the quiver at the next dusk. The save DC against spells cast with the arrows is 18. Each arrow has a unique property:

Spring. As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals no damage, and the target gains the benefits of the awaken spell for 8 hours.

Summer. As an action, you can fire this arrow at an unoccupied space on the ground that you can see within 320 feet of you, no attack roll required. A Nyxborn lynx is summoned in that space (use the stat block for a tiger with the Nyxborn traits from chapter 6). The lynx understands your verbal commands and obeys them as best it can, and it takes its turns immediately after yours. The emissary remains for 1 hour before fading away.

Autumn. As an action, you can fire this arrow at a space on the ground that you can see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.

Winter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no attack roll required, casting the ice storm spell there.

Destroying the Bow. The bow can’t be destroyed without first destroying all its arrows. The winter arrow must be fed to a cerberus on the winter solstice. The spring arrow must be planted at the base of a Black Oak of Asphodel on the spring equinox. The summer arrow must be broken by a sea giant on the summer solstice. Then the autumn arrow must be shot into the carcass of a hydra on the autumnal equinox. When all four arrows are destroyed, the bow and quiver dissolve into dust.

Pharika, God of Affliction

Theneia, Kylix of Pharika

Potion, artifact (requires attunement)

Pharika holds a bowl with her most potent concoctions. To some, it is a potent poison enough to kill any mortal, to others a cure that heals the wounds. For Pharika, it brings diseases, poisons and death to her enemies while empowering, healing, and bringing life to her followers. Should she grant Thenia to a follower, it would be to save one of her own, or to destroy someone who would target her faith and followers.

When you drink this potion you take poison damage equal to your character level and gain the following benefits:

Libation of Affliction. After drinking this potion you regain 2 hit points at the start of your turn for the duration of the effect. Additionally, you gain resistance to poison damage.

Blessing of Affliction. If you are a worshiper of Pharika, you gain all the following benefits for which you have the required piety. For any effect given below treat yourself as the target. For example the weapon targeted for any benefit would be your unarmed attacks or natural weapons and for an increase to your AC your skin hardens from the potion. Roll these effects each time you drink:

Piety 1+. The potion gives 1 randomly determined minor detrimental property-the dangers of this concoction.

Piety 10+. The potion gives 1 randomly determined minor beneficial property.

Piety 25+. The potion gives immunity to poison damage and 1 additional randomly determined minor beneficial property.

Piety 50+. The potion gives 1 randomly determined major beneficial property.

Pharika's Cure. You gain the effects of the greater restoration spell the moment you drink the potion. Additionally, if a creature hits you with a melee attack while under the effects of this potion, the creature takes 5 poison damage. Poison damage dealt by this ability ignores resistances to poison damage. Treat immunity to poison damage as resistance instead.

The effects of the potion last until you complete a short or long rest. The bowl refills each day at dawn.

If you aren’t a worshiper of Pharika, the potion gives 2 randomly determined major detrimental properties.

See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.

Pharika's Curse. If a creature not attuned to the potion attempts to drink the potion that creature immediately suffers 3 levels of exhaustion. If your attunement to Theneia ends after having drank it, that creature immediately drops to 0 hit points.

Destroying the Libation. Everything malady and poison has a cure on Theros. Even Pharika's. To destroy the libation one must seek out gather a fang from Arasta of the Endless Web and the acidic blood of Polukranos, grinding the fang in the acid. Finally one must acquire the head of Hythonia the Cruel and have it stare at the concoction for 3 days and nights. At the end of the this time the libation will cease to exist.

Phenax, God of Deception

Kryvo, Mask of Phenax

Wondrous item, artifact (requires attunement)

Phenax wears Krybo, a golden mask hiding his secrets and lies. In his hands he meddles into the affairs of mortals, spreading lies, coaxing betrayals, and starting wars. Phenax has never been seen without his mask, but given his nature, no one can even be sure it exists at all. Should one of his followers be granted the mask it would be to sow the seeds of betrayal into the hearts of mortals and enact a grand plan with Theros as the stage.

Mask of Deception. This mask grants a +2 bonus to your AC as your form seems to shift and dance. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Blessing of Lies. If you are a worshiper of Phenax, you gain all the following benefits for which you have the required piety:

Piety 10+. The mask has 1 randomly determined minor beneficial property.

Piety 25+. The mask has 1 randomly determined major beneficial property and 1 randomly determined major detrimental property.

Piety 50+. The mask has 1 additional randomly determined major beneficial property and 1 randomly determined minor detrimental property.

If you aren’t a worshiper of Phenax, the mask has 1 randomly determined major detrimental properties.

See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.

Liar's Embrace. While you wear the mask, it projects an Illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.

Spells. The mask has 15 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: minor illusion (0 charges), disguise self (1 charge), blur (2 charges), invisibility (2 charges), mirror image (2 charges), hallucinatory terrain (4 charges), mislead (5 charges), simulacrum (7 charges), illusory dragon (8 charges). The spear regains 1d12+3 expended charges daily at dawn.

Destroying the Mask. To destroy the mask, one must take it Erebos’s palace in Tizerus. There one must speak a truth of the world while shattering a mask of the Returned within 5 feet of Kryvo every day for 100 days. Finally, one must then find the original Eidolon place the mask upon it and then defeat the creature.

Purphoros, God of the Forge

Akmon, Hammer of Purphoros

Weapon (warhammer), artifact (requires attunement)

Purphoros’s hammer works wonders and disasters, the god of the forge using it to craft ground-breaking marvels and dangerous inventions in equal measure. Purphoros rarely bestows Akmon on mortals but occasionally leaves it unattended at his forge in Mount Velus. When Purphoros does permit a mortal to use the hammer, it’s usually so they might bring an important work into being, wreck a force of destruction, or forge something remarkable somewhere the god isn’t welcome.

Hammer of the Forge. This magic warhammer grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 3d10 fire damage.

Blessing of the Forge. If you are a worshiper of Purphoros, you gain all the following benefits for which you have the required piety:

Piety 10+. The hammer has 1 randomly determined minor beneficial property.

Piety 25+. The hammer has 1 randomly determined major beneficial property.

Piety 50+. The hammer has 1 additional randomly determined major beneficial property.

If you aren’t a worshiper of Purphoros, the hammer has 2 randomly determined minor detrimental properties.

Reforged. While holding the hammer, you have resistance to fire damage and are immune to exhaustion. Additionally, you have proficiency with smith’s tools and have advantage on all ability checks made using them.

Spells. While the hammer is on your person, you can use an action to cast one of the following spells (save DC 18): animate objects, heat metal, fabricate, magic weapon, mending, shatter. Once you use the hammer to cast a spell, the spell can’t be cast again from it until the next dusk.

Destroying the Hammer. To destroy the hammer, it must be taken to the realm of Tizerus, in the Underworld. There it must be coated in clay from the Mire of Punishment. The heat of the hammer hardens the clay, which fuses to it after one month. Once fully hardened, the clay-covered hammer must be swallowed and digested by a kraken.

Thassa, God of the Sea

Dekella, Bident of Thassa

Weapon (trident), artifact (requires attunement)

Thassa wields Dekella, a two-pronged weapon gifted to her by Purphoros. When the god of the sea bestows her weapon on a mortal, it’s often so they might work her will far from the ocean, right some wrong affecting those she’d prefer not to harm, or give a mortal a glimpse of her terrible responsibilities.

Bident of the Deep. Thassa’s signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10 cold damage.

Blessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety:

Piety 10+. You can breathe underwater, and you gain a swimming speed of 60 feet.

Piety 25+. The bident has 1 randomly determined minor beneficial property.

Piety 50+. The bident has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Thassa, the bident has 1 minor detrimental property and 1 major detrimental property, both randomly determined.

Command the Deep. The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s Guide) or calming a storm. In either case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can’t be used again until the next dusk.

Additionally, you can cast the dominate monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can’t be used again until the next dusk.

Aquatic Metamorphosis. You can cast the true polymorph spell (save DC 18) from the bident, but you must cast it on a creature to turn it into a kind of creature that has an innate swimming speed. Once used, this property of the bident can’t be used again until the next dusk.

Destroying the Bident. To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River.

Xenagos, God of Revels

Gelio, Glaive of Xenagos

Weapon (glaive), artifact (requires attunement)

Xenagos wields Gelio, a glaive always with a pair of orangish lights floating within. In his hand it was used to start the greatest of parties or play the best of pranks. He was well known for his ability to whip revelers into a frenzy. Xenagos is said to be dead, but for a creature based in belief who is to say what is permanent. If he were to grant this weapon to a follower it would be for them to finish the Grand Revel, a party of such proportions it threatens to ruin the world.

Glaive of Revels. This magic glaive grants a +2 bonus to attack and damage rolls made with it. Creatures you hit with this weapon must make a DC 18 Wisdom saving throw or have disadvantage on the first attack roll made against you until the end of their next turn.

Blessing of Revelry. If you are a worshiper of Xenagos, you gain all the following benefits for which you have the required piety:

Piety 10+. The glaive has 1 randomly determined minor beneficial property.

Piety 25+. The glaive has 1 randomly determined major beneficial property.

If you aren’t a worshiper of Xenagos, the glaive has 2 randomly determined major detrimental property.

See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.

Duplicity. Whenever you fall below half your hit point maximum or receive a critical hit the spell mirror image is cast on you, lasting the duration, no concentration required.

Spells. The glaive has 15 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: friends (0 charges), charm person (1 charge), Tasha's Hideous Laughter (1 charge), charm monster (3 charges), enemies abound (3 charges), dominate beast (4 charges), dominate person (5 charges), otto's irresistible dance (6 charges), dominate monster (8 charges). The spear regains 1d12+3 expended charges daily at dawn.

Destroying the Glaive. To destroy the glaive, it must remain untouched in a location without any form of entertainment for one month, then it must cast from Mount Hiastos in Nyx into the depths of the Underworld where it will shatter.

Godless Artifacts/Legendaries

Shadowspear

Weapon (spear), artifact (requires attunement)

The cursed nightmare image of Khrusor, Heliod's Spear pulled from the nightmare of the champion he betrayed. It is every bit as powerful as the original, but horrifically twisted and empowered by those who curse Heliod's name.

Spear of Shadows. This spear grants a +1 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra 2d8 necrotic damage, healing you for half the necrotic damage dealt.

Godslayer. Damage dealt by this spear ignores resistances and treats immunity as resistance.

Random Properties. Shadowspear has the following random properties:

  • The spear has 2 randomly determined minor beneficial property.
  • The spear has 1 randomly determined major beneficial property.
  • The spear has 1 randomly determined major detrimental property.

If you are a worshiper of Heliod, the spear has 2 randomly determined major detrimental properties.

See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.

One With Shadows. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. Additionally, you gain darkvision out to 60 feet and can see in magical darkness.

Spells. The spear has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: arms of hadar (1 charge), darkness (3 charges, targeting the tip of the spear only), shadow of moil (4 charges). The spear regains 1d6+4 expended charges daily at dusk.

Destroying the Spear. To destroy the spear, it must be taken to the heights of Mount Hiastos in Nyx, and shattered by the champion of Heliod while they wield Khrusor, Spear of Heliod.

Godsend

Weapon (glaive), legendary (requires attunement)

Originally a sword forged by Purphoros, God of the Forge, known as the Blade of Chaos. It was transformed into a swordspear and named Godsend by Heliod and given to his champion. The weapon appears as a sword with a spear length handle and a crossguard with two glowing gems. The spear radiates with Heliod's light.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties:

Blessing of Heliod. When you hit with an attack using this spear, the target takes an extra 2d6 radiant damage.

Banishing Blade. When you hit with an attack using this spear, you can choose to cast banishing smite as part of the attack. You can use this ability once per long rest.

Blade of Chaos. The powers of Heliod cannot completely eclipse the power of a weapon forged by Purphoros. When you land a critical hit you ignore resistances and immunities to necrotic and radiant damage.

Additional Weapons NOT from Theros

Its from God of War but can fit pretty well in Theros (well maybe not the Leviathan Axe, but if Kaldheim is ever introduced to Magic or D&D proper then I will move it there.)

Blades of Chaos

Weapon (twin shortswords), legendary (requires attunement)

The jagged and dark twin blades were forged with hatred and made for warfare. The blades seem to respond to a will for fighting reaching out for an attack, extending on the chains as they unravel from your arms.

Attunement. When you first attune to these swords, chains extend from the hit of the blades and wrap around your forearms. The chains sear you and fuse onto your arms. You take 6d8 fire damage. Additionally, the blades count as a single weapon when it comes to the number of magic items you can normally attune to.

Dormant

While wielding the blades in their dormant state, you gain the following benefits:

  • You gain a +1 bonus to attack and damage rolls made with this weapon.
  • The weapon has the reach property, extending its range to 10 feet as it extends out on a chain.
  • You can use a Bonus Action to speak this magic sword's Command Word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a Bonus Action to speak the Command Word again or until you drop or sheathe the sword.

Awakened

When the blades reaches an awakened state, they gains the following properties:

  • The bonus to attack and damage rolls increases to +2.
  • The weapon's range extends by 5 feet to a total of 15 feet.
  • The fire of your weapons now deal 2d6 fire damage to any target it hits.

Exalted

When the blades reaches an exalted state, they gains the following properties:

  • The bonus to attack and damage rolls increases to +3.
  • The weapon's range extends by 5 feet to a total of 20 feet.
  • The fire of your weapons now deal 3d6 fire damage to any target it hits.

Leviathan Axe

Weapon (battleaxe), legendary (requires attunement)

A brilliant large axe of dwarven make. It emanates a cold mist off the blade, and readies to be called back to its owner at any distance.

Dormant

While wielding the axe in it's dormant state, you gain the following benefits:

  • You gain a +1 bonus to attack and damage rolls made with this weapon.
  • The weapon deals an extra 2d6 cold damage.
  • It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. Immediately after the Attack, the weapon flies back to your hand.

Awakened

When the axe reaches an awakened state, it gains the following properties:

  • The bonus to attack and damage rolls increases to +2.
  • The normal range for the weapon increases to 30 feet and the long range increases to 80 feet.
  • As an action you can throw the weapon at an enemy, and on it hit, the enemy must make a DC 15 Constitution saving throw, on a failed save, the enemy is Stunned until the end of your next turn. However, the Leviathan Axe remains lodged in the opponent and does not return to your had until the end of your next turn either. You can call the weapon back to your hand as a bonus action but the enemy immediately loses the stunned condition. You can use this trait once and cannot use it again until you complete a short or long rest. On a successful save the creature is not stunned and the weapon immediately returns to your hand.

Exalted

When the axe reaches an exalted state, it gains the following properties:

  • The bonus to attack and damage rolls increases to +3.
  • The weapon deals an extra 1d6 cold damage, to a total 3d6 cold damage.
  • The normal range for the weapon increases to 45 feet and the long range increases to 100 feet.
  • The DC saving throw for your stun is now a 17.

Guardian Shield

Armor (shield), very rare (requires attunement)

A nigh unbreakable shield that is retracts back into the user's gauntlet. You gain the following benefits:

  • The shield can be retracted as a bonus action. While retracted your AC does not benefit from the shield but your hand is free. As a reaction when you are the target of an attack you can have the shield expand granting the AC bonus of the shield to the triggering attack. You do not drop what was in your hand at the time, but it cannot be used while the shield is out.
  • You gain a +l bonus to AC while the shield is expanded.
 

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