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[Path: Master of Adventures > Treasure > Sentient Magic Items ] f its turns, ending the effect on itself on a success. This property can't be used again until you take a short rest while attuned to the weapon . 97-98 The moonblade fun ctions as a ring of spell storing. 99 You can use an action to call forth an ...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] ses the statistics for a shadow from the Monster Manual, except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remai ns until it drops to 0 hit points o...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] nt neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet. The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's ha...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] ons or dreams, when the wielder is either in a trance or asleep. Personality. Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose. The weapon is bonded to the fam...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals. WAVE Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea) H...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] f the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience. Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Chari...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] n also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality. When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns o...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. CHAPTER 7 I TREASURE WHELM Weapon (warhammer), legendary (requires attunemenc by a dwarf) Whelm is a...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] ay after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can s...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] hecks while you can see the daytime sky. Thrown Weapon. Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or ...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] weapon lands at your feet. Shock Wave. You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitut...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn. Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within ...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] again until the next dawn. Sentience. Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with it...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] sh when used in combat. Personality. Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has tie...
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[Path: Master of Adventures > Treasure > Sentient Magic Items ] hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan...
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[Path: Master of Adventures > Treasure > Artifacts ] a unique magic item of tremendous power, with its own origin and history. An artifact might have been created by gods or mortals of awesome power. It could have been created in the midst of a crisis that threatened a kingdom, a world, or the entire multiverse, ...
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[Path: Master of Adventures > Treasure > Artifacts ] hen discovered, the world trembles at the ramifications of the find. In either case, introducing an artifact into a campaign requires forethought. The artifact could be an item that opposing sides are hoping to claim, or it might be something the adventurers ne...
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[Path: Master of Adventures > Treasure > Artifacts ] u want them to, for they are as much plot devices as magic items. Tracking down and recovering an artifact is often the main goal of an adventure. Characters must chase down rumors, MINOR BENEFICIAL PROPERTIES dl 00 Property Ol-20 While attuned to the artifa...
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[Path: Master of Adventures > Treasure > Artifacts ] fact, you can't be charmed o r frightened . 41-50 While attuned to the artifact, you have resistance against one damage type of the OM 's choice. 51- 60 While attuned to the artifact, you can use an action to cast one cantrip (chosen by the OM) from it. 61- ...
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[Path: Master of Adventures > Treasure > Artifacts ] ast it again until the next dawn. 71-80 As 61 - 70 above, except the spell is 2nd leve l. 81-90 As 61 - 70 above, except the spell is 3rd leve l. 91-00 While attuned to the artifact, you gain a +l bonus to Armor Class. undergo significant trials, and venture...
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[Path: Master of Adventures > Treasure > Artifacts ] lain might already have the artifact. Obtaining and destroying the artifact could be the only way to ensure that its power can't be used for evil. ARTIFACT PROPERTIES Each artifact has its own magical properties, as other magic items do, and the properties are...
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[Path: Master of Adventures > Treasure > Artifacts ] n choose such properties from the tables in this section or determine them randomly. You can also invent new beneficial and detrimental properties. These properties typically change each time an artifact appears in the world. An artifact can have as many as fou...
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[Path: Master of Adventures > Treasure > Artifacts ] AL PROPERTIES d 1 00 Property Ol-20 While attuned to the artifact, one of your ability scores (OM's choice) increases by 2, to a maximum of 24. 21-30 While attuned to the artifact, you regain ld6 hit points at the start of yo ur turn if you have at least l...
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[Path: Master of Adventures > Treasure > Artifacts ] act, the target takes an extra l d6 damage of the weapon's type. 41 - 50 While attuned to the artifact, your wal king speed increases by 10 feet. 51-60 While attuned to the artifact, you can use an action to cast one 4th-level spel l (chosen by the OM) from ...
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[Path: Master of Adventures > Treasure > Artifacts ] ve, except the spell is 5th level . 71-80 As 51 - 60 above, except the spell is 6th level. 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. . 220 MINOR DETRIM...
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[Path: Master of Adventures > Treasure > Artifacts ] lls. 06-10 The first time you touch a gem or piece of jewelry while attuned to this artifact, the value of the gem or jewelry is reduced by half. 11-15 While attuned to the artifact, you are blinded when you are more than 10 feet away from it. 16-20 While a...
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[Path: Master of Adventures > Treasure > Artifacts ] u emit a sour stench noticeable from up to 10 feet away. 31-35 While attuned to the artifact, all holy water within 10 feet of you is destroyed . 36-40 While attuned to the artifact, you are physically ill and have disadvantage on any ability check or saving...
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[Path: Master of Adventures > Treasure > Artifacts ] ct, your appearance changes as the OM decides. 51-ss- While attuned to the artifact, you are deafened when you are more than 10 feet away from it. 56-60 While attuned to the artifact, your weight drops by 1d4 x 5 pounds. 61-65 While attuned to the artifact, ...
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[Path: Master of Adventures > Treasure > Artifacts ] within 30 feet of you. 71-80 While you are attuned to the artifact, other creatures can't take short or long rests while within 300 feet of you. 81-85 While attuned to the artifact, you deal 1 d6 necrotic damage to any plant you touch that isn't a creature. ...
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[Path: Master of Adventures > Treasure > Artifacts ] d drink six times the normal amount each day. 96-00 While you are attuned to the artifact, your flaw is amplified in a way determined by the OM . CHAPTER 7 I TREASURE MAJOR DETRIMENTAL PROPERTIES d 1 00 Property 01-05 While you are attuned to the artifact,...
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[Path: Master of Adventures > Treasure > Artifacts ] lose your hair by the end of day 1, finger tips and toe tips by the end of day 2, lips and nose by the end of day 3, and ears by the end of day 4. A regenerate spell restores lost body parts 06-10 While you are attuned to the artifact, you determine your align...
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[Path: Master of Adventures > Treasure > Artifacts ] ro ll, a 1-2 indicates good, 3-4 neutral , and S-6 evil. 11-15 When you first attune to the artifact, it gives you a quest determined by the OM. You must complete this quest as if affected by the geas spell. Once you complete the quest, you are no longer affec...
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[Path: Master of Adventures > Treasure > Artifacts ] action to use one of the artifact's properties, there is a 50 percent chance that the life force tries to leave the artifact and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds , and you become an N PC under the OM's control until the i...
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[Path: Master of Adventures > Treasure > Artifacts ] aren't creatures, drop to 0 hit points when within 10 feet of the artifact. 26-30 The artifact imprisons a death slaad (see the Monster Manual). Each time you use one ofthe artifact's properties as an action, the slaad has a 10 percent chance of escaping, wher...
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[Path: Master of Adventures > Treasure > Artifacts ] d (as chosen by the OM) are always hostile toward you . 36-40 The artifact dilutes magic potions within 10 feet of it, rendering them nonmagical. 41-45 The artifact erases magic scrolls within 10 feet of it, rendering them nonmagical. 46-50 Before using one...
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[Path: Master of Adventures > Treasure > Artifacts ] g or incapacitated creature within your reach , using a piercing or slashing melee weapon . The subject takes 1 d4 damage of the appropriate type. 51-60 When you become attuned to the artifact, you gain a form of long-term madness (see chapter 8, "Running the...
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[Path: Master of Adventures > Treasure > Artifacts ] mage when you become attuned to the artifact. 71-75 Before you can become attuned to the artifact, you must kill a creature of your alignment. . dl 00 Property 76-80 When you become attuned -o: e artifact, one of your ability scores is reduced ':>Y 2 at ran...
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[Path: Master of Adventures > Treasure > Artifacts ] -85 Each time you become attuned to the artifact, you age 3d10 years. You must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you are instantly tra nsfo rmed into a wight (see the Monster Manual) unde r the OM 's control that i...
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[Path: Master of Adventures > Treasure > Artifacts ] 86-90 While attuned to the artifact, you lose the ability to speak. 91 - 95 While attuned to the artifact, you have vulnerability to all damage. 96-00 When you become attuned to the artifact, there is a 10 percent chance that you attract the attention of a ...
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[Path: Master of Adventures > Treasure > Artifacts ] the artifact, the avatar vanishes. DESTROYING ARTIFACTS An artifact must be destroyed in some special way. Otherwise, it is impervious to damage. Each artifact has a weakness by which its creation can be undone. Learning this weakness might require extensive ...
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[Path: Master of Adventures > Treasure > Artifacts ] re: The artifact must be melted down in the volcano, forge, or crucible in which it was created. The artifact must be dropped into the River Styx. The artifact must be swallowed and digested by the tarrasque or some other ancient creature. The artifact must be...
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[Path: Master of Adventures > Treasure > Artifacts ] The artifact must be pulverized between the titanic gears of Mechanus. The artifact must be returned to its creator, who can destroy it by touch. SAMPLE ARTIFACTS The artifacts presented here have appeared in one or more of D&D worlds. Use them as guides when ...
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[Path: Master of Adventures > Treasure > Artifacts ] young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol. Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing h...
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[Path: Master of Adventures > Treasure > Artifacts ] great tools: the Brutal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With them, he forged the Axe of the Dwarvish Lords. Armed with the artifact, the prince returned to the dwarf clans and brought peace. His axe ended grudges and answ...
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[Path: Master of Adventures > Treasure > Artifacts ] came old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations. Later, in a dark era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed...
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[Path: Master of Adventures > Treasure > Artifacts ] d vaults to find it. Magic Weapon. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of sharpness. Random Properties. ...
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[Path: Master of Adventures > Treasure > Artifacts ] iSH LoRDS . ~~~ Blessings of Moradin. If you are a dwarf attuned to the axe, you gain the following benefits: You have immunity to poison damage. The range of your darkvision increases by 60 feet. • You gain proficiency with artisan's tools related to blacksm...
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[Path: Master of Adventures > Treasure > Artifacts ] cast the conjure elemental spell from it, summoning an earth elemental. You can't use this property again until the next dawn. Travel the Depths. You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the a...
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[Path: Master of Adventures > Treasure > Artifacts ] s have passed. Curse. The axe bears a curse that affects any non- dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature's physical appearance and stature become more dwarflike. After seven days, the...
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[Path: Master of Adventures > Treasure > Artifacts ] After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren't considered magical in nature (and therefore can't be dispelled), bu...
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[Path: Master of Adventures > Treasure > Artifacts ] ation or remove curse spell. Destroying the Axe. The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed. BOOK ...
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[Path: Master of Adventures > Treasure > Artifacts ] alignment) The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book's various authors filled the pages with their...
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[Path: Master of Adventures > Treasure > Artifacts ] ace. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translat...
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[Path: Master of Adventures > Treasure > Artifacts ] wings, . keeps the book's contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its cont...
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[Path: Master of Adventures > Treasure > Artifacts ] tries to read from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can't be reduced or avoided by any means. A creature reduced to 0 hit CHAPTER 7 I TREASURE points by this damage disappears in a blinding flash is destroyed...
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[Path: Master of Adventures > Treasure > Artifacts ] or generosity wit the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book. Random Properties. The Book of Exalted Deeds h~ the following random properties: 2 minor beneficial properties • 2 major beneficial p...
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[Path: Master of Adventures > Treasure > Artifacts ] udying the book, your Wisdom score increases by 2, to a maximum of 24. Y - can't gain this benefit from the book more than once. Enlightened Magic. Once you've read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spe...
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[Path: Master of Adventures > Treasure > Artifacts ] . This halo sheds bright light in a 10-foot radius and dim light for an additionallO feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures a...
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[Path: Master of Adventures > Treasure > Artifacts ] with disadvantage. Destroying the Book. It is rumored that the Book 0: Exalted Deeds can't be destroyed as long as good exi .. in the multiverse. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book po...
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[Path: Master of Adventures > Treasure > Artifacts ] tem, artifact (requires attunement) The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil's thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages i...
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[Path: Master of Adventures > Treasure > Artifacts ] ple of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs. Other practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their ...
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[Path: Master of Adventures > Treasure > Artifacts ] t. There are places where pages are missing, torn. or covered so completely with ink, blood, and scratches that the original text can't be divined. Nature can't abide the book's presence. Ordinary plants wither in its presence, animals are unwilling to approach...
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[Path: Master of Adventures > Treasure > Artifacts ] ile Darkness touches on every evil in the cosmos. A character can use the lore the book contains to unearth terrible secrets no mortal should know. Among the contents a character might find are the following, plus whatever else you choose: Vile Apotheosis. The ...
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[Path: Master of Adventures > Treasure > Artifacts ] es of any number of fiends might be in the book. Dark Magic. Several spells of horrific evil of the OM's design and choosing could be in the book. Spells could impose dreadful curses, disfigure others, require human sacrifice, afflict creatures with crippling p...
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[Path: Master of Adventures > Treasure > Artifacts ] e creature can then freely modify the book's contents, provided that those modifications advance evil and expand the lore already contained within. Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma savin...
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[Path: Master of Adventures > Treasure > Artifacts ] n the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of great evil claims your soul. You can't be restored to life by a...
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[Path: Master of Adventures > Treasure > Artifacts ] minor beneficial properties • 1 major beneficial property 3 minor detrimental properties 2 major detrimental properties Adjusted Ability Scores. After you spend the requisite amount of time reading and studying the book, one ability score of your choice increa...
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[Path: Master of Adventures > Treasure > Artifacts ] of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again. Mark of Darkness. After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as...
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[Path: Master of Adventures > Treasure > Artifacts ] from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and...
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[Path: Master of Adventures > Treasure > Artifacts ] you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can't use this property again until the next dawn. . BooK OF VILE DARKNESS· BooK OF EXAL TEO D EEDS . . . ., •' Dark Lore. You can reference the Book of Vile Da...
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[Path: Master of Adventures > Treasure > Artifacts ] recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check. Dark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite word from its pag...
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[Path: Master of Adventures > Treasure > Artifacts ] CHAPTER 7 I TREASURE 223 . 224· psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage. Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way...
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[Path: Master of Adventures > Treasure > Artifacts ] o the tome. If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse. A creature attuned to the book for one hundred years can unearth a phrase hidden in the original text that, when ...
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[Path: Master of Adventures > Treasure > Artifacts ] multiverse, the book reforms 1d10 x 100 years later. If all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed. EYE AND HAND OF VECNA Wondrous item, artifact (requires attunement) Seldom is the name of Vecna spoken except in a ...
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[Path: Master of Adventures > Treasure > Artifacts ] mpire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about. Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death...
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[Path: Master of Adventures > Treasure > Artifacts ] red and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower. So...
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[Path: Master of Adventures > Treasure > Artifacts ] him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One'...
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[Path: Master of Adventures > Treasure > Artifacts ] d is a mummified and shriveled left extremity. To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golde...
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[Path: Master of Adventures > Treasure > Artifacts ] ress the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die. Random Properties. The Eye of Vecna and the Hand ofVecna each have the following random properties: CHAPTER 7 I T...
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[Path: Master of Adventures > Treasure > Artifacts ] utral evil, and you gain the following benefits: You have truesight. You can use an action to see as if you were wearir:_, a ring of X-ray vision. You can end this effect as a bonus action. The eye has 8 charges. You can use an action and expend 1 or more char...
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[Path: Master of Adventures > Treasure > Artifacts ] madness (1 charge), disintegrate (4 cha =- dominate monster (5 charges), or eyebite (4 char _ The eye regains 1d4 + 4 expended charges dail a- dawn. Each time you cast a spell from the eye, the: is a 5 percent chance that Vecna tears your soul your body, devours ...
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[Path: Master of Adventures > Treasure > Artifacts ] nd you gain the following benefits: Your Strength score becomes 20, unless it is air - 20 or higher. Any melee spell attack you make with the hand. any melee weapon attack made with a weapon he it, deals an extra 2d8 cold damage on a hit. • The hand has 8 charg...
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[Path: Master of Adventures > Treasure > Artifacts ] om it: finger of death (5 char: sleep (1 charge), slow (2 charges), or teleport (3 charges). The hand regains 1d4 + 4 expended ch : daily at dawn. Each time you cast a spell from the hand, it casts the suggestion spell on you (save DC 18), demanding that you co...
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[Path: Master of Adventures > Treasure > Artifacts ] ain the following additional benefits: • You are immune to disease and poison. Using the eye's X-ray vision never causes you to s :::- exhaustion. • You experience premonitions of danger and, u nle-~ you are incapacitated, can't be surprised. • If you start yo...
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[Path: Master of Adventures > Treasure > Artifacts ] n do so by using an action to make a melee attac against a creature you can reach, using your choice your melee attack bonus for weapons or spells. On- hit, the target must succeed on a DC 18 Constituti saving throw or drop to 0 hit points. • You can use an acti...
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[Path: Master of Adventures > Treasure > Artifacts ] me creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn . to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one ofVecna's many hidde...
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[Path: Master of Adventures > Treasure > Artifacts ] ONKIND Wondrous item, artifact (requires attunement) Ages past, on the world of Krynn, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and worked their greatest m...
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[Path: Master of Adventures > Treasure > Artifacts ] used to -peed the war toward a victorious end. The wizards u ed the orbs to lure dragons to them, then destroyed the dragons with powerful magic. As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are...
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[Path: Master of Adventures > Treasure > Artifacts ] w some measure of control over dragons. Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from ·. Those lacking in force of personality might find · emselves enslaved to an orb. An orb is an etched crystal globe ...
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[Path: Master of Adventures > Treasure > Artifacts ] While attuned to an orb, you can use an action to xer into the orb's depths and speak its command :ord. You must then make a DC 15 Charisma check. n a successful check, you control the orb for as long - you remain attuned to it. On a failed check, you xcome cha...
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[Path: Master of Adventures > Treasure > Artifacts ] oluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from th...
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[Path: Master of Adventures > Treasure > Artifacts ] on kind has the following random properties: • 2 minor beneficial properties • 1 minor detrimental property 1 major detrimental property Spells. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an a...
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[Path: Master of Adventures > Treasure > Artifacts ] charges), or scrying (3 charges). You can also use an action to cast the detect magic spell from the orb without using any charges. Call Dragons. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in a...
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[Path: Master of Adventures > Treasure > Artifacts ] n deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour. Destroying an Orb. An Orb of Dragonkind appea...
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[Path: Master of Adventures > Treasure > Artifacts ] weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however . CHAPTER 7 I TREASURE . SwoRD OF KAs Wondrous item, artifact (requires attunement) When Vecna grew in power, he appointed an evil and rut...
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[Path: Master of Adventures > Treasure > Artifacts ] or, warlord, and assassin. His successes earned him Vecna's admiration and a reward: a sword with as dark a pedigree as the man who would wield it. For a long time, Kas faithfully served the lich but as Kas's power grew, so did his hubris. His sw;rd urged him t...
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[Path: Master of Adventures > Treasure > Artifacts ] came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind. The world was made brighter thereby. The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It...
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[Path: Master of Adventures > Treasure > Artifacts ] of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder take 3d6 psychic damage. On a failed save, the wielder is dominated by the sword, as if by the dominate monster spell, and the sword demands...