Page 219 - Dungeon Master's Guide
P. 219
undergo significant trials, and venture into dangerous,
ARTIFACTS
half-forgotten places to find the artifact they seek.
An artifact is a unique magic item of tremendous power, Alternatively, a major villain might already have the
with its own origin and history. An artifact might have artifact. Obtaining and destroying the artifact could
been created by gods or mortals of awesome power. be the only way to ensure that its power can't be
It could have been created in the midst of a crisis that used for evil.
threatened a kingdom, a world, or the entire multiverse,
and carry the weight of that pivotal moment in history. ARTIFACT PROPERTIES
Some artifacts appear when they are needed most.
Each artifact has its own magical properties, as
For others, the reverse is true; when discovered, the
other magic items do, and the properties are often
world trembles at the ramifications of the find. In either
exceptionally powerful. An artifact might have other
case, introducing an artifact into a campaign requires
properties that are either beneficial or detrimental.
forethought. The artifact could be an item that opposing
You can choose such properties from the tables in
sides are hoping to claim, or it might be something the
this section or determine them randomly. You can
adventurers need to overcome their greatest challenge.
also invent new beneficial and detrimental properties.
Characters don't typically find artifacts in the
These properties typically change each time an artifact
normal course of adventuring. In fact, artifacts only appears in the world.
appear when you want them to, for they are as much An artifact can have as many as four minor beneficial
plot devices as magic items. Tracking down and properties and two major beneficial properties. It can
recovering an artifact is often the main goal of an
have as many as four minor detrimental properties and
adventure. Characters must chase down rumors,
two major detrimental properties.
MINOR BENEFICIAL PROPERTIES
MAJOR BENEFICIAL PROPERTIES
dl 00 Property
d 1 00 Property
Ol-20 While attuned to the artifact, you gain proficiency
Ol-20 While attuned to the artifact, one of your ability
in one skill of the OM 's choice.
scores (OM's choice) increases by 2, to a
21- 30 While attuned to the artifact, you are immune to
maximum of 24.
disease.
21-30 While attuned to the artifact, you regain ld6 hit
31- 40 While attuned to the artifact, you can't be charmed
points at the start of yo ur turn if you have at least
o r frightened .
l hit point.
41-50 While attuned to the artifact, you have resistance
31 - 40 When yo u hit with a weapon attack while attuned
against one damage type of the OM 's choice.
to the artifact, the target takes an extra l d6
51- 60 While attuned to the artifact, you can use an action
damage of the weapon's type.
to cast one cantrip (chosen by the OM) from it.
41 - 50 While attuned to the artifact, your wal king speed
61- 70 While attuned to the artifact, you can use an action
increases by 10 feet.
to cast one 1st-level spell (chosen by the OM) from
51-60 While attuned to the artifact, you can use an action
it. Afte r you cast the spell, roll a d6. On a roll of
to cast one 4th-level spel l (chosen by the OM) from
l -5, you can't cast it again until the next dawn.
it. After you cast the spell , roll a d6. On a rol l of
71-80 As 61 - 70 above, except the spell is 2nd level.
l - 5, you can't cast it again until the next dawn.
81-90 As 61 - 70 above, except the spell is 3rd level.
61 - 70 As 51 - 60 above, except the spell is 5th level .
91 -00 While attuned to the artifact, you gain a +l bonus
71-80 As 51 - 60 above, except the spell is 6th level.
to Armor Class.
81-90 As 51 - 60 above, except the spell is 7th level.
91-00 While attuned to the artifact, you can't be blinded,
deafened, petrified , or stunned.

