Artifacts of Tasche

The **Artifacts of Tasche** are six ancient and powerful artifacts from the Divine War. These items have since been scattered around the world—lost to the history books, passed down as symbols of power through various bloodlines or government positions, or stolen and un-recovered for hundreds of years. All six Artifacts currently exist on Tasche.

Though imbued with divine power and inspired by each of the gods, the Artifacts were not actually created by the Pantheon. In fact, they were created by the six Solar - each a steward to a god and an immensely powerful divine creature in its own right. As such, they are each named after the Solar and not the god.

The Artifacts are legendary items that grow in power with the experience, force of will, and strength of character of the bearer. Many Artifacts, if sealed away or left without a worthy attuned individual for a period of time, will revert to their *dormant state*. A *dormant state* still imbues a modicum of power to the attuned, but with time, perseverance, and personal growth, the Artifact can regain access to some of its lost ability in its *awakened state*. Eventually, through extreme personal challenge, evolution, and achievement, the Artifact can reach its full potential in its *exalted state*. This is the true power of the Artifact, the state when it was originally utilized in the Divine War and intended to fell gods.

## Hammer of Sho'dur

### Current Location

In the possession of Garec Aurum, in Geldheim.

### Features

#### Description

Weapon (maul), legendary (requires attunement by a character with Strength of at least 15)

Forged in the hottest depths of Geldheim, this massive hammer throbs with power from deep within its dark iron head.

#### Dormant State

* The wielder gains a +1 bonus to strength.
* When the wielder hits with an attack with this weapon, the target takes an additional 1d6 fire damage.

#### Awakened State

* The Hammer of Sho'dur has 6 charges and regains 1d4+2 expended charges daily at dawn.
* While holding the hammer, the wielder can expend some of its charges to cast one of the following spells from it:
	+ **Zerbrechen**. You expend two (2) of the weapon's charges and strike the ground, creating a burst of divine energy that ripples outward from you. Each creature within a 15-foot originating from you must make a Strength saving throw (DC = 8 + STR + PRO). On failure, they take 2d8 fire damage and are knocked prone. On a success, the creature takes half as much damage and isn’t knocked prone.
	+ **Schlagen**. You expend one (1) of the weapon's charges and swing the maul through the air, sending a strike of divine energy that flies 30 feet in a line, striking the first creature or object in its path and dealing 1d6 fire damage. If it is a creature, it must make a Dexterity saving throw (DC = 8 + STR + PRO - 1 per 10 feet away from you). On failure, they are pushed back either 10 feet (if within 15 feet of you) or 5 feet (if beyond 15 feet of you). On success, they are not pushed. Objects are moved as though failing the saving throw.

#### Exalted State

* The hammer's charges increase to a maximum of 12, and it regains 1d8+2 charges at dawn daily.
* The bonus to strength increases to +2.
* The fire damage inflicted on a hit increases to 2d6.

## Girdle of Te'cheb

### Features

#### Description

Wondrous item, legendary (requires attunement)

A wide belt made of thick leather branded with two lightning bolts cross over a compass rose. The girdle's clasps are made from dragon ivory.

#### Dormant State

* The wearer has resistance to lightning damage and thunder damage, and they gain +2 to their Strength score.

#### Awakened State

* The wearer has resistance to lightning damage and thunder damage.
* The wearer's Strength score becomes 23 if it isn't already 23 or higher.
* As an action the wearer can become a Storm Avatar for 1 minute, gaining the following benefits for the duration:
	+ They have immunity to lightning and thunder damage.
	+ When they hit with a weapon attack that normally deals bludgeoning damage, it deals thunder damage instead. When they hit with a weapon attack that normally deals piercing or slashing damage, it deals lightning damage instead.
	+ As a bonus action, they can choose one creature they see within 30 feet of them to be struck by lightning. The target must make a DC 15 Dexterity saving throw, taking 4d6 lightning damage on a failed save or half as much on a successful save.
	+ Once used, Storm Avatar cannot be used again until the next dawn.

#### Exalted State

* The wearer has resistance to lightning damage and thunder damage.
* The wearer's Strength score becomes 25 if it isn't already 25 or higher.
* Storm Avatar's lightning strike deals 5d6 lightning damage (instead of 4d6).
* While transformed into a Storm Avatar, the wearer gains flying speed of 30 feet and can hover.
* The wearer can cast the Control Weather spell from the girdle. This property cannot be used again until the next dawn.

## Blade of L'iat

### Features

#### Description

Weapon (dagger), legendary (requires attunement)

Forged with ores mined from the highest point on Tasche, light dances across its blade like dust in a breeze.​

#### Dormant State

* The wielder gains a +1 bonus to attack and damage rolls made with this weapon.
* Whenever a creature is struck with a critical hit from this weapon, the target must make a DC 13 Wisdom saving throw or become frightened of the wielder for 1 minute. On a success, they are immune to being frightened by this effect for the next 24 hours.

#### Awakened State

* The bonus to attack and damage rolls increases to a +2. Additionally, a target that is hit with this weapon takes an additional 1d6 cold damage.
* The DC to resist being frightened from a critical hit increases to 15.

#### Exalted State

* The bonus to attack and damage rolls increases to a +3 and the additional damage taken increases to 1d8 cold damage.
* The DC to resist being frightened from a critical hit increases to 17.
* Whenever Whisper is thrown, but before it hits, the wielder can choose to transform into light and merge with the blade, teleporting instantly to wherever the blade impacts. If the target is a creature, the wielder emerges adjacent to the target in a space of their choice. If they miss with the attack, the DM determines where the wielder teleports accordingly.

## Sif'dar's Guard

### Features

#### Description

Armor (shield), legendary (requires attunement)

This ancient shield is made of steel-hard bark from Tasche's oldest tree, dating to the world's creation, and seems to flex and shift like a living entity.

#### Dormant State

* While holding the shield, the wielder has a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
* The wielder is immune to the prone condition while bearing this shield.

#### Awakened State

* The bonus to AC increases to a +2.
* Whenever a creature’s attack against the wielder misses, they can use their reaction to immediately attempt to make a shove attack against that creature.

#### Exalted State

* The bonus to AC increases to a +3.
* Using a reaction the wielder can protect an ally within 10 feet, imparting +3 to their AC until the beginning of the wielder's next turn.

## G'nisi's Mantle

### Features

#### Description

Wondrous item, legendary (requires attunement)

This cloak of dark leather and platinum trim seems to occasionally shimmer with small sparks of white energy across the shadowed lining.

#### Dormant State

* G'nisi's Mantle has 4 charges and regains 1d4 expended charges daily at dawn.
* When the wearer is targeted by an enemy’s spell, they can use their reaction to have the cloak swallow part of the spell. The cloak gains a number of charges equal to the spell level of the triggering spell. The wearer is still subject to whatever effects the spell would normally inflict on them, but any damage to be taken is halved. The ability cannot be used again until they finish a short or long rest.
* When the wearer hits with an attack, they can choose to expend any number of charges from the cloak, dealing an additional 1d6 radiant damage per charge expended, which is inflicted on the target of that attack. If the attack strikes multiple targets, the wearer must choose one target from the group to be subject to this damage.

#### Awakened State

* The wearer gains advantage on all saving throws against spells and other magical effects.
* The cloak’s maximum charges becomes 6, and it regains 1d4+2 charges daily at dawn.
* When using the cloak’s ability to swallow a spell, the wearer gains resistance to the damage of that spell.

#### Exalted State

* The cloak’s maximum charges becomes 10, and it regains 1d6+4 charges daily at dawn.

## I'de's Crown

### Features

#### Description

Wondrous item, legendary (requires attunement)

This loop of platinum braids is inset with dozens of gems of white, black, green, blue, and red.

#### Dormant State

* The wearer gains Darkvision out to a range of 60 feet. If the wearer already has Darkvision, the range of it is increased by 60 feet.
* When the wearer hits a beast, dragon, or monstrosity of CR 5 or below with an attack, or when they grapple it, they can use the crown to cast Dominate Monster (save DC 13). On a successful save, the target is immune to the power of the crown for 24 hours. On a failure, a shimmering, violet image of the crown appears as a collar around the target's neck until it is no longer charmed by the spell. If this is used to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was charmed by the wearer.

#### Awakened State

* Dominate Monster can be cast on creatures of CR 10 or below.
* The save DC for Dominate Monster is increased to 15.

#### Exalted State

* Dominate Monster can be cast on creatures of CR 15 or below.
* The save DC for Dominate Monster is increased to 17.