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jdnd/ideas/Artifact-List.md
2026-04-09 05:03:34 -04:00

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