Lots of work on the artifacts game.
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# The Ten Artifacts
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All artifacts are six-foot-tall staves, each topped with a different symbol.
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Each is magically enchanted to inconvenience the bearer in a different way.
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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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## Staff of the Songbird
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## Protection from Energies
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*Symbol: a perched songbird.*
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You have resistance to acid, cold, fire, lightning, and
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thunder.
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The staff chirps loudly and constantly, attracting attention from
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everyone in the vicinity. Stealth is impossible while carrying this
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staff.
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## Fire Shield
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## Staff of Levitation
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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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*Symbol: a floating feather.*
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## Stoneskin
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The bearer hovers a few feet off the ground and cannot control their
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movement through the air. They will probably need to be dragged
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around by their teammates.
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You have resistance to bludgeoning, piercing, and slashing.
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## Staff of the Beacon
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## Blinking
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*Symbol: a blazing sun.*
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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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The staff emits a brilliant column of light visible from anywhere in
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the arena. There is no hiding with this one.
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## Counterspell
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## Staff of Frost
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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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*Symbol: a snowflake.*
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## Invisibility
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The bearer's hands freeze to the staff and they shiver uncontrollably,
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imposing disadvantage on DEX saves and attack rolls. On the bright
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side, you can't be forced to drop it.
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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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## Staff of the Lodestone
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## Haste
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*Symbol: a horseshoe magnet.*
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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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The staff is powerfully magnetic. Metal weapons, armor, and shields
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within 10 feet are pulled toward it. Allies in metal armor have
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trouble staying away from the carrier.
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## Healing
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## Staff of Honesty
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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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*Symbol: an open eye.*
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## All-Seeing
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The bearer cannot lie, whisper, or use nonverbal signals. Everything
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they say comes out at full volume and must be truthful. No secret
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plans while carrying this staff.
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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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## Staff of Tangling
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## Gigantism
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*Symbol: a twisted vine.*
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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.
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Roots and vines constantly sprout from the base of the staff, making
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the ground around the bearer difficult terrain for everyone, including
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allies.
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## Staff of Shrinking
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*Symbol: a tiny figure.*
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The bearer shrinks to 2 feet tall, but the staff remains full size.
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A tiny person dragging an enormous staff.
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## Staff of Stench
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*Symbol: a skunk.*
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The staff emits an overwhelming smell. Anyone within 10 feet must
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make a CON save each round or be nauseated (disadvantage on attacks).
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This affects allies too.
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## Staff of Laughter
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*Symbol: a grinning jester.*
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The bearer and everyone within 15 feet must save against uncontrollable
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laughter each round. Failed saves waste your action. The perfect
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counter to a well-organized team.
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