Professional Documents
Culture Documents
Ars Artifexam Full
Ars Artifexam Full
Ars Artifexam
Being An Account Of Some
Few Mystic Items,
Well Known in the Successor States of
Rega
By Vendis Aristeides
Translated from the Regan by Jack Kellum
Compatible with the Fifth Edition
of the world's most popular roleplaying game.
1
Anguish, the First Black Blade (weapon, greatsword. Artifact, requires attunement)
No one knows whence came the great black blade, Anguish. Forged of some strangely light black metal that devours all light, it is
etched with runes that somehow manage to be yet darker black. A dull red radiance seems to limn its outline, but it gives no light. Its
bone white hilt is wrapped with leather the texture and appearance of black dyed human gut. Its pommel is a flat surface, and the
bone white guard, again of some unknown metal, is shaped like a demon's face and horns. When swung by an attuned wielder, it
sometimes howls and wails like the winds of Pandemonium, or like banshee foretelling death...which is most apt. The blade and
guard are slightly warped, and the weapon is chipped and pitted from countless millenia of conflict. For thousands of years, despite
its appetite and evil reputation, Anguish has been a sword born by heroes...heroes that have paid a tragic price to wield it. Anguish
will not allow anyone to wield it who is not attuned, and no one truly knows the criteria by which it chooses its wielders.
You have a +3 bonus to attack and damage with this weapon. On rare occasions it may choose to act as a sword of dancing, under its
own control, usually to defend its fallen wielder, although it has been known, even more rarely, to turn on its wielder in this way. It
has the following additional properties.
Random Properties. Anguish has the following random properties:
2 minor detrimental properties
1 minor beneficial property
1 major detrimental property
1 major beneficial property
Always At Hand. Anguish may be summoned to its wielder as a bonus action, and will escape any attempt to prevent the summons,
automatically. It will cross any distance to get to its wielder, so long as they are on the same plane.
Life Drinker. In addition to its mundane damage, Anguish does 3d6 necrotic damage that ignores all necrotic resistances and
immunities, and affects both undead and constructs. The target’s hit point maximum is reduced by an amount equal to the necrotic
damage taken, and the wielder regains hit points equal to half that amount. The reduction lasts until the target finishes a long rest. If
Anguish reduces a creature to 0 hit points, it slays the creature and devours its soul, regardless of creature type. When it devours a
soul, Anguish grants the wielder temporary hit points equal to half the slain creature's hit point maximum. These hit points fade after
24 hours. While you retain these temporary hit points, and have Anguish in hand, it grants you advantage on all attack rolls, saving
throws, and ability checks. It may choose to deny you this benefit at any time.
Life Sense. While Anguish is in hand, you are aware of all creatures within 60' of you regardless of type, and Anguish allows you to
know whether they are alive, undead, or constructs.
Mental Shield. The attuned wielder of Anguish is immune to the charmed and frightened conditions, and has resistance to psychic
damage.
Sapience. Anguish is a sentient chaotic evil weapon, with an Intelligence of 20, a Wisdom of 16, and a Charisma of 20. It has full
hearing, and darkvision out to 120 feet. It also possesses the same Life Sense it grants its wielder. Anguish understands all languages,
and when it chooses to speak to its wielder (which is rare) it does so telepathically, at any range.
Strange Metal. The unearthly metal of Anguish's blade is lighter than it has any right to be, and more easily wielded, but strikes as if it
were far heavier than a blade of its size. Any attuned creature may wield Anguish as if it were a simple weapon, and may wield it easily
in one hand despite its size. In addition, its base damage is 4d6 slashing, as if it were a Large greatsword.
Supernatural Speed. Anguish grants its wielder +5 to initiative rolls, +10 to base movement speeds, and +2 to armor class. Once per
day it may cast haste on the wielder, at its own discretion, and will maintain concentration on the spell itself as well.
Personality. Anguish is a sardonic and mocking entity with a melodic but terrifying mental voice that ranges from high tenor to low
baritone. Its purpose is obscured, but seems focused, in the main, on its own hunger for life energy, and on keeping its wielder alive...
until it decides otherwise. Everytime it is unsheathed, it must be fed, and if it is not fed for three days it will initiate a conflict at sunset.
Destruction. It is unlikely that Anguish can be truly destroyed. A strong willed wielder can cast it away, and while it is unattuned it is
subject to banishment and similar effects, though no one knows where it actually goes. It will always make its way back to the world,
in time. Or...to a world, anyway.
2
Charisma save. If they do not, the form is randomly determined or chosen by the DM. At the end of the normal effect, which
maintains itself, they must make a DC 20 Charisma saving throw if they wish to return to their original form.
3
7-8: Weretiger
9-10: Werewolf
Optional Random Tables/
Random Gender Table (roll seperately for presentation if desired, 1d6)
1: Masculine
2: Demimasc
3: Gender fluid
4: Nonbinary, androgynous
5: Demifemme
6: Feminine
Random Sex Table(1d6):
1-2 Male
3-4 Intersex
5-6 Female
Random Species Table (1d8):
1: Human
2: Elf (1d4, 1: wood, 2: high, 3: sea, 4: plains. Other settings substitute dark elf for plains elf.)
3: Dwarf (1d4, 1: mountain, 2: hill, 3: deep, 4:city. Other settings, 1-2: Mountain 3-4 Hill)
4: Halfling (1d4, 1: stout, 2: lightfoot, 3: deepwood, 4: underhill. Other settings, 1-2: stout, 3-4:lightfoot)
5: Spartoi (1d4, 1: coppertooth, 2: silvertooth, 3:brasstooth, 4:bronzetooth)(In Non-Rega settings this could be
Goliath or Orc)
6: Half-Elf (as elf)
7: Dragonborn (1d10, 1-2:black 3-4: white 5-6: red 7-8: blue 9-10: green) (In non-Rega settings roll 1d4 first, 1-2:
chromatic, 3-4: metallic, then if metallic, roll 1d10, 1-2 gold, 3-4 silver, 5-6 copper, 7-8 brass, 9-10 bronze.)
8: Plane touched (1d6 , 1: aasimar, 2: tiefling, 3: earth genasi, 4: air genasi, 5: water genasi, 6: fire genasi)
The girdle is fairly well known, and may be identified as such with a DC 15 Arcana or Religion check. If the wearer follows the moon
deity or the trickster deity, the DC is only 12.
note: Due to the sensitive nature of people's identities and interaction with gender, sex, and even species, this item should not be
sprung on anyone unaware, used as a 'cursed' item, or used without discussing soft and hard limits (or lines and veils).
4
Marean Harpoon (weapon, rare)
This magic weapon is tethered to a leather wristcuff by a cord or chain that extends as far as the weapon can be thrown, which is 300
feet without disadvantage. You receive a +2 to hit and damage with this weapon, and it penetrates the flesh of the target with its
barbed head, effectively grappling the target automatically with an Athletics bonus of +9. Any round that the foe does not escape, they
take harpoon damage again and are drawn 30 feet back toward the wielder, unless they succeed on a DC 16 Strength save. This
requires only a bonus action from the wielder, who may otherwise act normally. The harpoon's base damage is 1d8 piercing.
The Second Piece is the Sentinel Spear. It grants you a +1 to hit and damage, has
the finesse quality, and can be extended to as long as 10', gaining reach. When
paired with the Scutum, it can be wielded one handed for 1d8 base damage,
and grants advantage on attacks of opportunity. With three of the set attuned,
the wielder gains the Sentinel feat. With four items attuned, the wielder gains the
Polearm Master feat.
The Third Piece is the Sentinel Helm. Usually this resembles a Roman galea or a Corinthian helmet.
Initially, it grants you Darkvision 60' and gives you advantage on Wisdom (Insight) checks. With two
items attuned, you gain Devil's Sight, and can see through even magical darkness, as well as gaining
advantage on Intelligence (Investigation) checks. With three items attuned you become immune to
the friends spell, and gain advantage on all saves vs charm. With all four items you gain truesight 60'.
The Fourth Piece is the Sentinel Armor. Usually lorica segmentata (splint) or a breastplate, but can
be any type of armor. By itself, it grants a +1 to AC, and you gain the Tireless Watchman trait: You
don't need to sleep, and magic can't put you to sleep. When you take a long rest, you must spend
at least six hours in an inactive, motionless state, rather than sleeping. It doesn’t render you
unconscious, and you can see and hear as normal. With two pieces of the set, you gain the Armor Mastery feat appropriate to the type
of armor, usually Medium. Three pieces of the set grants you resistance to nonmagical bludgeoning, piercing and slashing damage.
Four pieces of the set grant you immunity to the frightened and charmed conditions.
The Omnitelus, weapon of Saevios (weapon, wondrous item, Artifact, requires attunement by someone with Saevios' favor)
The shapeshifting weapon of the King of the Gods was forged near the dawn of time by Ignia and her dwarven servants. Its base form
is a forearm length rod of silvered steel, in which form it has the statistics of a mace, and functions, if desired, as an immovable rod
and a rod of rulership. In all weapon forms, it grants a +3 bonus to hit and damage, and doubles the dice of the normal weapon. In all
its forms, it adds 2d6 thunder damage, and 2d6 lightning damage. When you roll a natural 20 on an attack against a chromatic dragon
or evil serpent creature, they must make a DC 20 Constitution save or immediately die.
It has the following additional properties:
5
Random Properties.
One minor detrimental property
One major beneficial property
Additional Forms. The Omnitelus can take the form of any melee or thrown weapon. In all forms it returns to the wielder's hand the
instant it is thrown, swiftly enough to make multiple attacks with it in the same round. It can also be summoned to the attuned
wielder's hand across any distance on the same plane, circumventing (or destroying) all obstacles.
Greater Range. In all its throwable forms (including warhammer and battle axe) the Omnitelus triples the normal ranges.
Warhammer and battleaxe may be thrown as if they were light hammer and throwing axe respectively.
Wrath of the God. The rod also has 7 charges, and regains 1d6+1expended charges every day at dawn.
These charges may be expended, as many as 3 at a time, to create the following effects, possibly simultanously.
Thunderclap: When it is thrown, the wielder can expend 1 charge to have the Omnitelus create a thunderclap when it strikes, audible
for 300 feet or more. The target, and all creatures within 30 feet of it, must make a DC 20 Constitution save or be Stunned for one
round.
Lightning Strike: When commanded to do so and hurled, the Omnitelus becomes a bolt of lightning, forming a line 10 feet wide that
extends out from you to a target within 300'. Each creature in the line excluding you and the target must make a DC 20 Dexterity save,
taking 8d6 lightning damage on a failed save, and half as much damage on a successful one. Then the weapon returns to hand. Make a
ranged attack against the target. If it hits, the target takes normal weapon damage for the form
the Omnitelus was in, plus 8d6 lightning damage.
Brilliant Flash: On impact, thrown or melee, the Omnitelus does an additional 8d6 radiant damage to the target, and all creatures
except the wielder, including the target, within 30' of the target, must make a DC 20 Dexterity save to avert their eyes, or be blinded
for a full minute.
Destruction. The Omnitelus must be melted down in Ignia's own forge with her full permission.
6
3rd level: spirit shroud, vampiric touch
4th level: blight
5th level: enervation
6th level: eyebite
7th level: finger of death
8th level: horrid wilting
9th level: power word: kill
Touch of Death. The attuned owner of the Heart does 2d8 necrotic damage and 2d8 cold damage on a touch, and can add this
damage to any melee spell, unarmed, or weapon attack they make.
Undeath's Blessing. The attuned owner doesn't require air, food, drink, or sleep. In addition, they become immune to necrotic and
poison damage, and the frightened and poisoned conditions, unless inflicted by Bhel-Baidas. They gain resistance to cold and
lightning damage. Undead creatures see them as undead, and mindless undead will ignore them.
Whispers of the Dead. Part of Bhel-Baidas soul, and the souls of countless creatures sacrificed to extend his existence, are trapped in
the Heart. Drawing on their knowledge and advice, the attuned owner can gain proficiency in two skills they do not already possess ,
and an additional language, chosen once every 24 hours at dusk. In addition, the attuned owner gains the message cantrip, and may
cast it without focus or material components, by sending a vestige of one of the spirits to deliver it.
Destruction. The destruction of the Ruby Heart is fraught with peril, for it must be returned to Bhel-Baidas, inserted into his chest,
and reattuned. Then, before he can ascend to godhood, and only then, he may be slain, and the Heart destroyed, by impaling the Ruby
Heart on the point of Anguish, the First Black Blade.
7
the powers of the lesser tokens, allowing it to cast minor illusion or an invisible mage hand at will, as a bonus action. At the cost of a
single charge, it can cast any of the following spells as a bonus action: alter self, blink, confusion, disguise self , freedom of movement,
hideous laughter, invisibility, or major image.
The token has the following random properties, that change each time a new owner attunes it:
2 minor detrimental properties
2 minor beneficial properties
1 major detrimental property
1 major beneficial property
While it is attuned, it has the following additional effects:
Adjusted Ability Scores: The token grants +2 to Dexterity and Charisma, which can take the owner above 20, but subtracts 2 from
Wisdom.
Change of Type: The owner is considered a shapechanger and is no longer subject to hostile polymorphs or any spells that would only
work on a humanoid.
Granted Feats: The owner gains the feats Lucky and Bountiful Luck, as well as the halfling racial ability Lucky.
Destroying the Token: It must be melted down in the fire or acid of a lawful evil greatwyrm after being offered in sacrifice to the God
of Tyranny.
8
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc.
and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions:
(a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game
Content; (b)"Derivative Material" means copyrighted material including derivative works and
translations (including into other computer languages), potation, modification, correction, addition,
extension, upgrade, improvement, compilation, abridgment or other form in which an existing work
may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game
mechanic and includes the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any additional content
clearly identified as Open Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright law, but specifically excludes
Product Identity. (e) "Product Identity" means product and product line names, logos and identifying
marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio representations; names and
descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or
effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly
identified as Product identity by the owner of the Product Identity, and which specifically excludes the
Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used
by a Contributor to identify itself or its products or the associated products contributed to the Open
Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit,
format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or
"Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open
Game Content that contains a notice indicating that the Open Game Content may only be Used under
and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this License except as described by the License itself. No
other terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms
of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms
of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You represent that Your Contributions are Your
original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice
of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include
the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or
distributing, and You must add the title, the copyright date, and the copyright holder's name to the
COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity:
You agree not to Use any Product Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the owner of each element of that Product
Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered
Trademark in conjunction with a work containing Open Game Content except as expressly licensed in
another, independent Agreement with the owner of such Trademark or Registered Trademark. The use
of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that
Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights,
title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content
You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this
9
License. You may use any authorized version of this License to copy, modify and distribute any Open
Game Content originally distributed under any version of this License. 10. Copy of this License: You
MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11.
Use of Contributor Credits: You may not market or advertise the Open Game Content using the name
of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to
Comply: If it is impossible for You to comply with any of the terms of this License with respect to
some or all of the Open Game Content due to statute, judicial order, or governmental regulation then
You may not Use any Open Game Material so affected. 13. Termination: This License will terminate
automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the termination of this License. 14.
Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game
License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1
Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. END OF
LICENSE
10