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# The Ten Artifacts
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All artifacts are six-foot-tall staves, each topped with a different symbol. Each has a powerful defensive spell.
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Staves have written summaries right on them.
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## Protection from Energies
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You have resistance to acid, cold, fire, lightning, and
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thunder.
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## Fire Shield
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When somebody hits you with a melee attack, they take
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3D8 fire damage.
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## Stoneskin
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You have resistance to bludgeoning, piercing, and slashing.
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## Blinking
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Every round, as a bonus action, you can teleport
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up to 20 feet.
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## Counterspell
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As a reaction, you may block a spell. If the spell
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is 3rd level or lower, it is blocked. If it is 4th
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level or higher, you must roll 10 + level on an INT
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check.
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## Invisibility
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You are invisible while you carry this staff, to all
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nonmagical forms of sight.
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## Haste
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Your speed is doubled, you gain a +2 bonus to AC,
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you have advantage on DEX saving throws, and you gain
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an additional attack per turn (one standard attack
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with one weapon).
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## Healing
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Every round, at the start of your turn, you gain 6 hit
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points.
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## All-Seeing
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You can see everything in a 500 foot radius, even if your
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line of sight is blocked, even if the thing is invisible.
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This does not allow you to see underground.
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## Gigantism
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Your size and height are tripled. You gain temporary hit
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points equal to your max hit points. Your damage with
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strength based attacks is doubled. Your movement speed
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is doubled. Temporary hit points return after 1 minute of
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no combat.
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