Pantheons of Auralune

## Artifacts of the Major Pantheon

Below are the artifacts bestowed on the Champions of Auralune whom the gods chose to enact their will:

### **Bahamut**

**Bulwark of High Justice**

*Shield, Legendary (Requires attunement by a Lawful Good Paladin or Cleric)*

While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. While attuned to the bulwark, you gain the following bonuses:

**Voice of Justice.** You have advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures.

**Cone of Honesty.** Three times a day, you may speak the Bulwark's words of power, "Verum ego mandavi tibi ut loquaris," and create a dynamic magical zone that guards against deception in a 30-foot-cone beginning from the face of the shield. The magical effect is identical to the effects of Zone of Truth.

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**Quill of the Feathered Dragon**

*Wondrous Item, Artifact. (Requires attunement by a creature of good alignment)*

This magic-infused quill does not require ink to write messages.

**Leaving Your** **Mark.** Written messages my be left on hard surfaces, liquids, and air. Messages last indefinitely on most hard surfaces but last only 10 days if written on or in a liquid or in the air. Should the written message be dispelled, the message disappears.

**Message** **Delivery.** You may send a written message of 100 words or less to a creature with which you are familiar with by writing on a blank (front and back) sheet of paper and speaking the Quill's words of power ("Sermonem meum"). When the writer signs the paper, the sheet of paper disintegrates. The recipient is alerted, in their mind, of an incoming message and its sender. The creature may choose to accept or decline the message. If the message is accepted, the sheet of paper re-materializes in front of the recipient. If the message is declined or the recipient is unable to accept the message, the writer is notified of the delivery failure.

**Feather from a Feathered Dragon.** Once per day, when you speak the quill's words of power ("Stabiliens Verbum"), a Feather from the Feathered Dragon is created. The Feather from the Feathered Dragon only lasts for a year before disintegrating. The Feather from the Feathered Dragon allows the recipient of a written message from the Quill of the Feathered Dragon to respond with a written message of 100 words or less by writing on the back of the sheet of paper and speaking the words of power ("Verba vestra ego audivi"). The written message is sent when the recipient signs the sheet of paper.

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### **Moradin**

**The Brutal Pick**Wondrous Item, Artifact. With the aid of Moradin, the First King of the Dwarves forged this artifact. This is the first known pick to be able to harvest adamatium ore.

**The Earthheart Forge**Wondrous Item, Artifact. With the aid of Moradin, the First King of the Dwarves forged this artifact. This is the first known forge to be able to smelt adamatium ore.

**The Anvil of Songs**Wondrous Item, Artifact. With the aid of Moradin, the First King of the Dwarves forged this artifact. This is the first known anvil to be able to handle the shaping of adamantine.

**The Shaping Hammer**Wondrous Item, Artifact. With the aid of Moradin, the First King of the Dwarves forged this artifact. This is the first known hammer to be able to shape adamantine.

**Axe of the Dwarvish Lords** Wondrous Item, Artifact (Requires Attunement). 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.

* While you are attuned to the artifact, you are blinded when you are more than 10 feet away from it.
* While you are attuned to the artifact, other creatures cannot take short or long rests while within 300 feet of you.
* **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.
	+ If you are holding the axe, you may use your action to cast Guidance
	+ If you are holding the axe, you may use your action to cast Heroism once per day.
	+ If you are holding the axe, your movement speed is increased by 10 feet.
	+ You gain proficiency with artisan's tools related to blacksmithing, brewing, and stonemason
	+ Conjure Earth Elemental: If you are holding the axe, you can use your action to 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 axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days 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 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), but they can be undone by any effect that removes a curse, such as a greater restoration 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.

### **Avandra**

* **Band of Wishes.** Ring,Wondrous Item, Artifact (Requires Attunement). This ring generates and stores 1d4 charges of Wish at the start of every month, up to a maximum of 4 charges. You may expend a charge to cast Wish from the Band of Wishes.

### **Corellon**

* **Orb of Initiation.** Wondrous Item, Artifact.
* **Staff of the Magi.** *See Dungeon Master's Guide, page 203*

### **Pelor**

* **Sun Blade.** *See Dungeon Master's Guide, page 205*
* **Pelor's Pouch of Seeds.** Wondrous Item. Artifact. (Requires aattunement). This pouch looks like an empty ordinary seed pouch inside and out. Once per day, when you reach inside and imagine a mundane fruit, vegetable, tree, etc., you pull out the seeds of the respective plant. The amount of seeds pulled out of the pouch varies based on plant specie.
	+ **Seeds of the Goodberry Bush.** You are able to pull out seeds of a Goodberry Bush from Pelor's Pouch of Seeds. Goodberry Bush seeds can be planted in any environment on the material plane that is exposed to 8 hours of sunlight a day and is not corrupted. It takes 1d4 weeks for the bush to grow. When fully grown, the bush produces 10 Goodberries each day. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of being plucked from the bush.

* **Pelor's Shining Pendant.** Wondrous Item. Artifact. (Requires attunement). When you speak the pendant's words of power ("Dirige nos Pelor"), a 60-foot-radius sphere of light radiates from the the pendant. The sphere is bright light and sheds dim light for an additional 60 feet. Up to 12 hours of light may be generated per day.
	+ **Pierce the Darkness.** Three times per day, you may speak the pendant's words of power ("Tenebrae Transierunt"). For an hour, any and all types of darkness cease to exist within 120 feet of the pendant.

### **Raven Queen**

* **Raven's Bleak.** Wondrous Item, Artifact. You have a +1 bonus to attack and damage rolls made with this weapon.
	+ **Limbo.** If fatal damage is dealt with this weapon, you may speak the weapon's activating words of power, ("Vivunt in portas mortis") and the creature falls unconscious instead of dying, suspended between life and death. The unconscious creature is stable, remains at 0 health points, and is unaffected by any form of healing. Only when you simultaneously put the dagger in its proper sheath and speak the weapon's releasing words of power ("Redire ad vitam" or "Amplecti mortem"), the unconscious creature regains consciousness with 1 hit point or dies. Only one creature can be affected by this effect at a time.

### **Ioun**

* **Ioun Stone, Absorption** *See Dungeon Master's Guide, page 176.*
* **Ioun Stone, Agility** *See Dungeon Master's Guide, page 176.*
* **Ioun Stone, Awareness** *See Dungeon Master's Guide, page 176.*
* **Ioun Stone, Fortitude** *See Dungeon Master's Guide, page 176.*
* **Ioun Stone, Greater Absorption** *See Dungeon Master's Guide, page 176.*
* **Ioun Stone, Insight** *See Dungeon Master's Guide, page 176.*
* **Ioun Stone, Intellect** *See Dungeon Master's Guide, page 176.*
* **Ioun Stone, Leadership** *See Dungeon Master's Guide, page 176.*
* **Ioun Stone, Protection** *See Dungeon Master's Guide, page 176.*
* **Ioun Stone, Regeneration** *See Dungeon Master's Guide, page 176.*
* **Ioun Stone, Reserve** *See Dungeon Master's Guide, page 176.*
* **Ioun Stone, Strength** *See Dungeon Master's Guide, page 176.*
* **Ioun Stone, Sustenance** *See Dungeon Master's Guide, page 176*

## References

1. ↑ 1.0 1.1 1.2 1.3 1.4 *Dungeon Master's Guide, page 221*