5e Artifacts (Quazeris)
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Mask of the Divine
Wondrous item, artifact (requires attunement)
This mask is carved from the bones of the ancient, dead, gods. Constructed into a mask, wearing this mask grants the wearer the power of a god. Hidden within an ancient seat of power in the ruins of the old world it is a feared and terrifying item and highly coveted by those who know of it.
Putting on and removing the mask of the divine is an incredibly traumatic experience and either action will take the entirety of your turn.
Upon putting on the mask the wearer will begin to glow from within and glowing symbols and runes will appear across their skin.
While wearing the mask you gain the following properties:
- Each of your ability scores increase by 2 to a maximum of 20
- You gain an additional +2 to all saving throws, attack rolls and ability score checks.
- You become resistant to all damage from nonmagical weapons and immune to all conditions.
- You can speak, read and write all languages and can communicate telepathically up to 120 feet.
- Your gain a base walking, swimming and flying speed equal to 30 feet.
- You gain truesight up to 60 feet, divine awareness, frightful presence, legendary resistance, magic resistance and magic weapons.
- You can cast aid, bane, bless, darkness, detect magic, eldritch blast, identify, mending, minor illusion, purify food and drink, resistance, sacred flame, shield of faith and thaumaturgy at will.
- You can cast aura of life, aura of purity, create food and water, cure wounds, guards and wards, guiding bolt, moonbeam, programmed illusion or telekinesis up to 8 times per day.
- You can cast aura of vitality, banishment, bestow curse, contact other plane, control weather, disintegrate, fabricate, hallow or heal up to 5 times per day.
- You can cast animate objects, astral projection, arcane gate, circle of death, conjure celestial, divine word, holy aura, plane shift, regenerate or 'resurrection up to 3 times per day.
- You can cast antimagic field, earthquake, gate, meteor swarm or time stop once per day.
- You can cast wish once.
- Upon putting on the mask, roll a d6 to determine a random ability score, then you must succeed a DC 18 saving throw in that ability score. On a success the mask bonds to you and you become attuned to it. On a failure you must make a DC 10 saving throw with the same ability score, on a success you age 3d10 years, on a failure you die instantaneously and become a wight under the DM's control bound to protect the artifact, and cannot be restored or resurrected by any means.
Destroying the Artifact
In order to destroy the artifact, The mask must be worn, then the wearer must travel to Quazeris's afterlife and walk into the ocean, destroying both themselves and the mask as their identity is washed away.
Three Sacred Treasures
With the awakening of the Supermassive Black Dragon, 3 of the world’s gods gifted treasures imbued with their might to the denizens of Quazeris. While each of these treasures is powerful in its own right, their true strength is displayed when all three come together.
A gift from Yatogami, Kusanagi can cut the air itself, swinging the sword sends out a slice of compressed air in an arc, dealing an additional 1d6 damage to any creatures within a cone 30 ft in front of the blade.
Creatures with the Dragon and Fiend type are treated as having vulnerability to this weapon’s damage.
If the three sacred treasures are attuned to the same creature, the sword becomes a +2 weapon and the bearer becomes able to, as a bonus action, teleport up to 60 ft. to an unoccupied space that it can see, this action takes two rounds to recharge.
The Mirror Shield
The mirror shield is a gift of Eadala, it is a mirror of true-seeing, the truth of anything reflected upon its surface is revealed.
When you are subjected to the effect of a spell of 6th level or lower while attuned to the mirror shield, as a reaction you may make a Dexterity check of DC 15. On a successful check, you return the effect of the spell to its caster as though you were the one that cast the spell.
If the three sacred treasures are attuned to the same creature, the mirror grants the user the ability to cast the scrying spell (save DC 17) while touching it.
A string of 100 jewels with energy stored within each stone. The wearer of the necklace can expend that energy to cast cure wounds, bless, lesser restoration, or a single magic missle. Each jewel has one charge, the necklace regains 1d10 charges every morning at dawn.
If the three sacred treasures are attuned to the same creature, the jewels gain the ability to expend three slots and cast remove curse, or expend five slots to cast the conjure elemental spell and summon an earth elemental.
Bringing the three treasures together by attuning each to the same creature modifies the properties of each piece of the treasure, granting each the listed additional abilities.
Once the three items have been attuned to a single individual, they can each be summoned at will and may hover around their owner, akin to an ioun stone.
When you become attuned to each of the three items that compose the artifact you gain the attention of each of the gods that created them. They may each send the character on a quest or test which the player must complete, until this is completed these three items may not become the artifact. If the player fails the test, they may be struck blind, deaf, or mute, or suffer some other curse. }}