5e Artifacts (Vestige Gods Supplement)
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Book of Thaff
Woundrous item, artifact (requires attunement)
The fabled Book of Thaff is every tyrant’s dream, as it holds the knowledge of every event in the realms—even the ones that are yet to come. Thus, it is highly sought after, but rarely obtained. Legends of old speak of entire wars being won in a single battle by the reader of this tome, and a cleric of fate, particularly of Thaff, Ahrk, or Sahl, would pay with their freedom to procure it for their faith.
Thaff, the Foreseer himself, penned this book when Lyrius was still young. He used his power to write of what would soon happen, and when the previous Head Fate (whose name has been lost to all but Arhk himself) discovered so, Thaff was banished from being one of the Twelve Fates. As a mortal, he locked himself in a tower for 144 days and 144 nights. While inside, he became a legendary diviner—renown among wizards as the greatest diviner—and eventually atoned to regain his position by hiding the book and guarding it well. It was the only condition he could remain a Fate.
Thaff watches the book closely. Should a character use the book in a way that displeases Thaff, the tome ceases to function. While you are attuned to the book, you can add your Intelligence modifier to any Wisdom (Insight) or Wisdom (Perception) check you make. Further, wizards can use the book as an arcane focus if they’re in the School of Divination.
Random Properties. The Book of Thaff has the following random properties:
- 2 minor beneficial properties
- 2 minor detrimental properties
Spells. The book has 6 charges and regains 1d4 + 2 expended charges at dawn. While attuned to the book, you can use an action to cast the following spells: clairvoyance (1 charge), commune (can only commune with Thaff, 2 charges), and divination (2 charges).
Fortune. If you spend at least one hour reading the Book of Thaff, you gain advantage on one ability score of your choice. Alternatively, you could choose melee, ranged, or spell attack rolls, defense rolls, spell DC rolls, or initiative rolls, or any one saving throw. This benefit lasts for 8 hours; once you use this feature of the book, you can’t use it again until the next dawn, and you can only have one such advantage at a time.
Destroying the Book. In order to destroy the Book of Thaff, the pages must be burned, one by one, in a fire blessed by any Fate who is higher than Thaff is while a wizard (diviner) casts a divination spell at 9th level. This destroys the book for 1d10 x 10 years. Thaff himself could also choose to rip apart the book, destroying it forever. Should Thaff ever die, the book loses all magic and can be destroyed by mundane means.