One hundred ancient, holy relics with unimaginable power.
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1 | Orichalcum Fiddle: An inscription upon this golden colored metal fiddle made of celestial wood and strings of fine orichalcum reads the name of at least one demigod of music, mirth, and or dance.. the trouble is, everyone who reads the inscription reads a different name. A cleric of the named deity may, 1d3 times per day, use it to cast Irresistible Dance. Anyone not affiliated with the deity may attempt a Medium-Hard DC Religion and a Hard Performance check (using this fiddle) to cast the same spell up to 1d3 times per day. Failing either check results in temporarily losing a level for one month. |
2 | Gno's Picker: This is, surprisingly, a relic of a church of [Music Deity]. It is the finger bone of a once great Bard/Cleric, Gno Adagio, who wrote many hymns, poems, and writings about [Music Deity]. It was excavated, cleaned, and made into a pick for a lute/guitar per their request upon death. It is said any melody played with it is sure to catch the ear of the gods. |
3 | The Khaen of Bes: a simple and unassuming clay and bamboo, free-reed aerophone resembling a cross between an ocarina, a harmonica, and a pipe organ. The khaen covers four octaves, in a diatonic scale. Up to 1d6 times per day, used to cast Knock, the instrument can open any door or opening, even going so far as to be able to cause a seal of up to five feet of solid stone to crumble to dust (although doing so uses all remaining charges, minimum 3)! Alternatively, while being played, as an action, (for up to 10 minutes per charge) the pipes have the effect of Turn Undead at 120 foot range, and with a saving throw DC of 12+Wis Bonus+Proficiency Mod. |
4 | The Marquise of Vavasor He Ji: A fist-sized marquise-cut Alexandrite in a platinum and ruby studded cage atop a long staff. Wielded by a neutrally aligned caster, after attunement for 24 hours, in bright light, this relic projects a 10 foot radius circle region within 100 feet of the staff. Sentient creatures within the circle at the start of their turn must WIS save DC (10 + Casting Ability Mod + Prof Bonus) or be compelled with ongoing feelings of seething envy. Until they save, affected targets turn upon the nearest creature (whether an ally or enemy) and attempt to disarm it of a valuable weapon, steal something it is holding, grapple it and strip it of something it prizes, or enter combat and attempt to kill it (your choice). Affected targets can attempt a new save each round at the end of their turn. Alternatively, 1d4 times per day, the marquise may instead end an enchantment effect (selected at random) on a single target as if casting Dispel Magic at Level 3+1d3; this effect may not be used on the same day as the Envy effect. Attempting to use the opposing effect on the same day has no effect. |
5 | The True Mask of St Loque: An androgynous porcelain mask that St Loque was famously known to wear at all times. The origin is unknown, but the visage is embedded in the minds of those saved at the saint’s hands. Many duplicates can be found, but this is the true mask. Promise. |
6 | The Thyrsus: This staff is wound with ivy and sprouts flowers at random intervals. It is a +3 quarterstaff that allows the user to cast confusion at will. |
7 | A Gilt-Covered Earthenware Pot-Shard of Opiconsivia: It is said that a Demigod of Protection, Plenty, and Prosperity once graced a modest party celebrating both a wedding, birth, and a funeral, in a small isolated village in the distant mountains just after harvest. A traveling priest recognized the deity, and offered them libations from the earthenware pot. In thanks, the deity blessed the simple pot and the wine in the pot never ran out, instead turning into Ambrosia! The party turned into such a rager that fully half of the town remained drunk, after weeks of revelry that only ended when someone accidentally broke the pot. The surviving priest noted, despite many dying early from alcohol poisoning, the village never went hungry or had an instance of plague for the next 30 years. Now, the potshard has been gilded, and when immersed for one year and one day, in up to 50 gallons of wine or hard liquor, along with 25 gp per gallon, the booze transforms into Holy Booze, liquor that doubles as Holy Water, and always tastes of the finest vintage, no matter how lowly to begin with, and never gives a hangover. |
8 | The Everburning Candle of Luminos: This light blue candle never melts, no matter how long the wax is left burning. A Zone of Truth is cast within 30' of the candle while it is lit. |
9 | The Shroud of the Sky Keeper: This beautiful shroud is embroidered with beautiful patterns that resemble the sky. When it is raining, the shroud is covered in storm cloud patterns. When it is sunny and clear, the shroud is a light blue, etc. |
10 | Heimdallr's Staff: This tree branch has been stripped of twigs and other offshoots and is covered in ancient runes that sometimes appear to bleed. When wielded at night or underground it can emit a controllable glow that brightens from a radius from 0 to 240 ft. |
11 | Belsana's Sacred Orb: This orb creates a forcefield, protecting anything that is inside from attacks and magic. Told to have protected the city of Fyranthyr, during the great war of Prodahr. |
12 | A hand-carved canoe that shrinks down to pocket size when the bearer speaks the incantation of the trickster god who stole it first. |
13 | The Pantheon’s Defense: This armor was given to mortals as a show of good faith. While wearing this armor, the user is immune to Radiant damage. The user is resistant to Necrotic, Poison, as well as elemental damage. While wearing this armor, the user cannot be prevented from being revived. Should the user die, the armor instantly revives the player and restores them to full health. The armor retains this ability, but the wearer who used it cannot benefit from it anymore. Any effect that would prevent the user from being revived, via soul stealing for example, is negated by this effect. Once per day, the user can cast Wall of Light as a bonus action not requiring concentration. Once per day the user can cast Sickening Radiance not requiring concentration. |
14 | The Grace of Aglibol: A Large, Single Feather Made of Platinum and Silver said to have been gifted by a celestial follower of a major deity. It glows with a soft light, within a rose-red glass container, granting the effect of Guidance (up to once per hour) on any non-evil and non-chaotic creatures within 50 feet that can perceive it, and it is said that if removed, it will burst into a bright searing flame (for 1d6 hours, which can be extinguished, but consuming the feather in increments of 1 minute) in the presence of evil aligned undead, demons, or devils; within 500 feet (a Moderate DC Wisdom based Stealth check each hour by a triggering creature prevents this from occurring), and dealing 1d6 radiant damage per round to those creatures within 50 feet, Moderate DC Constitution save for half. |
15 | The Book of Wisdom: This tome contains a collection of sayings, stories, poems, and hymns from every known culture, religion, and philosophy. New entries appear at random, as new Wisdoms are collected and recorded by other disciples carrying a copy of the Book of Wisdom. This magical item has 3 charges, refreshed daily by spending an hour meditating on its contained Wisdoms. Spend a charge to either 1) make an entry that will appear in every other copy of the Book of Wisdom or 2) read from the book to pacify hostile creatures that can hear you within 60 ft. (Wisdom save, DC 12). |
16 | The Ring of Chronos: Upon wearing this plain gold band, the user gains an absolute sense of connection to time. This connection grants such strength of purpose that the user is effectively immune to mind affecting spells such as confusion, fear, etc that are of 5th level or lower and can roll to escape spells such as maze with advantage. |
17 | The Sacred Bones of St. Renald: The bleached and ancient bones of the 'Savior', St. Renald. When the bones of St. Renald are buried properly, Sacred Ground is cast 100' around the bone's location. |
18 | Nature's Anvil: A slab of stone roughly in the shape of an anvil. It appears to have been uncovered from the rock surrounding it, and it appears to be an incredibly dirty, but durable diamond like stone. In ancient times, weapons of holy warriors of the local deity were made here; sharpened and smashed from rock. As time went on, partially finished blades, red hot and cooling, were brought here and hammered to their final forms, imbuing the weapon with radiant energy. Now the relic is studied, worshiped, and protected. However... Every now and then, a weapon will be commissioned and allowed to be completed upon this anvil rock. The weapon is usually gifted to a new leader, a new cleric of [deity], or a new holy warrior to assist the community. |
19 | Aphrodite's Allure: Your charisma score becomes 23 while wearing this armor. You have advantage on persuasion and deception checks. People find you much more attractive while wearing this armor. |
20 | The Soggy Mummy of [Port Name]: This ancient corpse was discovered and brought to civilization for study. In transit, it was found to ward off storms and calm winds when exposed to the elements. Now, a religious port city of [Port Name] keeps the relic at a temple of a sea located near the levees for the city. The artifact is used to calm hurricanes, smooth the sea, and attract schools of fish. It is worshiped and protected by the sea god worshipers and is believed to have been an ancient mouthpiece of their god in an age when the desert was a great ocean/lake. |
21 | Forsetti's Stool: This unassuming three legged wooden stool would look quite at home in a bar in the slums. Those who know its purpose will sit on it at important negotiations for a bonus to diplomacy. |
22 | Dice believed to be made from the bones of a trickster Goddess's Father, and used to play to save his soul from a deal gone wrong with a demon. |
23 | The Flask of Aeolus: This enchanted bottle allows the user to 'drink' air to achieve tasks underwater for up to one hour. |
24 | Pipes of the Ulrich-Dal: A small chest where inside are the rotting remains of part of a bagpipe's bag and a single, long, bone pipe. The relic itself hums with a light divine magic, but does not appear to actually give any outward benefit. It is believed to have been used in a great battle between celestials and [local religion] vs devils and an ancient cult. These pieces are all that have been excavated from the site of the great battle. |
25 | The dog-pulled cart of a paraplegic saint. The saints themselves are buried in their home temple with the collar of the dog that pulled their cart. According to the history of the temple, the dog was so devoted to their charge that after death their ghost continued to pull the cart until the saint also passed away of natural age. |
26 | The War Pipe of the Fire Feet: The southern tribes of the Fire Feet barbarians worship this pipe as their holy war pipe. Whenever they go to war, they smoke the pipe the day before. And whenever they return from war, they bath the pipe in the blood of the last of their lost brothers and sisters. Usually this person dies right at that ceremony. |
27 | Iron Slug: A bent and crooked iron sword sized for the largest of giants. Its metal, although by all accounts: iron, is of an incredibly hard and impervious make, and has never been able to be altered by mortal hands. It is believed to be a forge god's "mistake" and was discarded from the heavens. In its presence, ores tend to always make more bars then they should, forges always tend to burn at the perfect temperatures and correct for user errors, and blades sharpened around it always seem to stay sharper for longer. It is a prized possession of a temple of the forge or a wealthy Blacksmith's Guild. |
28 | Rhongomyniad (Ron): This is an ancient spear once belonging to [King Arthur]. It was not magical. It slayed no threat to the ancient kingdom, and yet it was named and wielded preferentially by the great King. It is now kept to honor the old king, but some Paladins of Order [Law | Light | The Kingdom] will take their oaths on the ancient relic to remind them to be humble and brave. |
29 | The Silver Arm of Saint Etheldreda: A female noble agreed to an arranged marriage that failed the night after the wedding due to the spouse being murdered by bandits on the road. Rather than marry again, she claimed the right to rule the lands her spouse once held, and proceeded to personally ride out to battle to clear the bandit camp. The bandits, having coincidentally taken residence in a local holy shrine after slaughtering those inside, fled before Etheldreda's fearless assault. In the process of combat, Etheldreda lost an arm, but showed great sword skill. The silver replacement prosthetic made from a suit of silver armor, was provided by the church in thanks for her protection, along with the patents of nobility granting rule of the lands where this artifact is now kept. The Silver Arm, occupies an arm slot, and once attuned for at least 24 hours, either grants extra attack actions akin to the fighter class's "Extra Attack" ability, or if the wearer already has the Fighter's "Extra Attack" ability, instead adds an extra damage die of the same type to any melee attack that hits. |
30 | The Mandible of Kurzzathix: The mandible of a demon slain by Theodore the Redeemer, high destrient of the phoenix. When mounted on a weapon, the relic allows critical hits against fiends to force a charisma save, banishing the fiend to its native plane on a failure. |
31 | The Monolith of Abo'Lesh: Ancient druids worshiped one of the old gods in the shadow of this obsidian monolith. It is overdrawn with runes and inscriptions and shows a giant tentacled monstrosity at its peak. |
32 | Bronze Mirror of [Deity]: This is an ancient bronze mirror once lost in a shipwreck, but has since been recovered. It depicts the story of [deity] as well as a rough, ancient star calendar. The mirror is studied and kept by practitioners of [Deity]. It appears to give no benefit, but some do claim to feel slight radiant energies emitting from this relic. |
33 | Xolotl's Blade: A ceremonial weapon from the devout of a forgotten deity; a short-sword, +2 wooden blade studded with razor thin chips of obsidian for a cutting edge, turquoise and jade handle, with a bone head carved in the image of a dog, on the pommel. Once per day, if this weapon has dealt at least 50% of the damage necessary to slay a foe with more than 5 hit dice (same day), the wielder may recover 1d2 additional free hit die worth of hp when taking a short rest. Additionally, up to once per day, with the expenditure of 1d3+1 of their hit dice (or an equivalent amount of hp if they do not have unspent hit dice), and a Medium DC Religion check, the wielder may summon a casting of Faithful Hound that deals radiant damage. |
34 | Ritual Glass Leech, of the Eastern Swamp Tribe's shamans: this arm-long, coiled and toothy creature belongs to the shamans of a swamp-dwelling community of fishers who worship He of the Black Water, The Eater of Fears. The glass leeches are considered His emissaries and will, following the correct invocations and a lengthy attachment procedure, make their target ("Champion") absolutely fearless for the next week. |
35 | A sacred silver mirror that does not reflect the viewer, but instead shows an omen of their past or their destiny. |
36 | The Smile of Ulrech: A series of pendants made out of the teeth (and tusks) of an ancient Paladin warrior, Ulrech the Pure. Each acts as a holy symbol for a Cleric or Paladin and they are coveted in the religion of [deity]. |
37 | A Sacred Hairpiece from Saint Elphege the Martyr: Said to have been collected from the scalp of a martyr, ironically convicted of heresy against a competing religion; the martyr's head was shaved prior to being drawn and quartered, the scraps of hair sold for tuppence to a (secretly devout) poor widow, who (instead of selling the scraps to a wigmaker for enough money for a few loaves of stale bread, tearfully prayed upon the hair all night, and awoke to find eight gold-pieces, each bearing the holy icon of the deity she prayed to. Each night, for eight nights she prayed in thanks, and received another eight gold the next morning. She stitched the hair into a hairpiece, and donated half the gold to her church in thanks, and had enough gold to live off of until the next winter, when she died of consumption. |
38 | The Heavenly Bell Of Blinding: This simple brass bell has a very powerful effect against undead creatures. Once per day, the bell can be rung, and all undead creatures within 50' of the bell are blinded for 1d8 turns. Their eyes turn a milky white while under the effect. |
39 | Fangs of Otsah: These two ancient crochet needles used to be the fangs of the terror Yuan-Ti Otsah the Twisted. It is said garments crafted with the aid of these tools offer protection against many types of poisons, and they were said to have been lost a decade prior. |
40 | Forge Shell: This simple named Relic is a relic of the Blacksmith Uam who is said to have forged a Holy Avenger in a humble forge with scraps. Uam was immortalized after Locathah cultists assaulted their forge and poured molten bronze over them until dead. The shell is now said to radiate holy energy, and apprentices training in its presence are said to master Blacksmithing in half the time. |
41 | Ourean Sandals: A Bard once played for a host of ancient deities of a range of sacred mountains, and won these heavy stone sandals by way of a wager from one of them. These crudely hewn sandals are sized to fit a medium creature, but weigh 60 pounds, and are made of dense stone. The attuned wearer gains the following benefits: If a spell or effect would force the wearer to move, they may choose instead to attempt Strength, Dexterity, or Constitution saving throw against the movement effect (The sandals help limit unwanted movement; if there are additional effects, those are applied normally). Additionally, up to 1d6 times per day, they may cast the spell Ashardalon's Call upon themselves, except instead of flames, they are stone, glass, or metal (the wearer must be in contact with the ground or something made of stone at least two size categories larger than them, from which the effects of the spell are magically extracted), the effect deals piercing damage in the form of jagged stones, spear like needles, and the path traveled by the caster (after they have moved) is treated as difficult terrain for the rest of the encounter. |
42 | Wings of Thysrath: This glider is said to be made from the actual wings of the dragon Thysrath the Stormbringer. Although a sturdy and large glider in its own right, it is believed to be granted additional abilities during storms or in the elemental plane of air. |
43 | Talorc's Declaration of Pilgrimage: A handwritten note by the great hero of the dwarves on his intention to leave with his group of loyal pilgrims to settle in the western mountains. A great piece of dwarven history and a relic of their practice of ancestor worship. Strangely though, the note is written in orcish. |
44 | The Fury of Gelos: A bloodstained and water-spotted leather tube containing a 66 foot long scroll of (once) finest linen, white gessoed (with, it is said, the ground and bleached bones of an angel), and which contains an introduction in a stodgy dated mishmash pidgin of Common, Undercommon, and what appears to be languages more ancient. The rest of the text is a mish-mash of glyphs in Infernal and Abyssal, containing many, many, many terrible jokes from the nine hells, as well as a legalistic and confounding diagram on every 9th foot of the scroll. Although the scroll doesn't say to, if one reads a specific numbered glyph from each jape according to the diagrams, one can construct over 111,111,111 jokes, japes, and jibes as confoundingly funny as the ones before it, although doing so may profoundly affect one's sanity after prolonged use. As an action, up to 1d6 times per day, creatures with an INT of 5 or more, within 60 feet that can see or hear the wielder must WIS save or be affected by the Spell Hideous Laughter for up to 1d6 minutes; those that save take 3d6 psychic damage (but may attempt to resist half this damage with a CON save). |
45 | The Broken Helm of Lumitor, the Mortal Weapon of Pellor: Once per day the helm can be placed in bright sunlight and summon the ghost of Lumitor to fight for what is good and just for one minute. |
46 | Balar's Consecrated Eye: After the Celestial realm defeated the Fomorian Demon-Lord named Balar of the Piercing Gaze, its oversized ruby eye was taken up by the Great Consecrated Weaponsmith Tubal. The heat contained in the eye was such that even after being immersed in holy water for 111 years, it was not destroyed. Tubal, with great skill, managed to etch holy runes upon each of 777 facets of the basketball-sized ruby, and encased the hateful thing in a cage made of adamantine and orichalcum, turning it into a weapon. The artifact floats and slowly orbits the head of the attuned wielder. 1d3 times per day, as a bonus action, the Eye may used to cast the spell Sunbeam, except it fires a line up to 120 feet long, and it deals 6d10 radiant damage instead, igniting flammable objects in the line as well (dealing 2d6 fire damage each turn until extinguished). Despite the protection that the cage offers, firing the weapon is still dangerous; creatures adjacent to the eye, the wielder included, suffer 2d6 fire damage each round it is used, DC 15 Constitution save for half. Unattended flammable objects adjacent to the eye burst into flame. |
47 | Aion's Orrey: An orichalcum and adamantine magical time-peice that fits on the end of a staff that resembles a wizard's orrey. The Orrey perfectly tells the time, date, with 1 minute of concentration, and with an Medium DC INT check allows one to predict astrological events like alignments, conjunctions, phases, etc, and or determine one's rough location to within 1d100 miles, with 1 hour of concentration, or accurately discern their current plane with only 10 minutes of concentration. The Orrey contains 1d6 charges, and regains 1d2 per day. As a bonus action, the attuned user may choose to expend one or more charges and pause time for 1d3 rounds per charge as per the spell Time Stop, applying the effect to a single target per charge. |
48 | A small blanket that once swaddled a newborn god, or so the temple elders say. |
49 | The Headdress of Al-Cabeen: A headpiece of leather and a set of massive ram's horns said to have once belonged to the Sorcerer Ibrahim Al-Cabeen. He was well known for battling fey beings and navigating the fey realm, and it is said this ancient Headdress grants strange insights into the fey realm and its inhabitants. |
50 | Maui's Hook: A large and heavy stone 12 feet high and heavy. It is said despite its massive weight, the stone floats on seawater. The relic is protected by a temple of [Ocean / Sea Deity] as the relic is deeply tied to their creation myth. It is said the priests of the temple believe one day their deity's champion will return, in disguise, and reclaim their ancient tool. |
51 | A first-sized colorful spider trapped in a boulder of amber that is held in an elaborate web of woven silver. The sun-catching spider was sacred to a nomadic tribe of the north, who had it carried on the backs of two of their finest horses every summer to catch the sun's rays. In the dark desolation of the winter camp, the spider would dispense light and warmth to those who tell it the best stories. |
52 | The Harp of Suneos: A musical instrument said to have been carried by the deity Suneos. When played, the harp gives off a beautiful radiant light that casts fear into the mind of undead creatures. This effect can happen 1d4 times a day. |
53 | Infinity Root: A petrified tentacle said to originate from a plane outside of the known multiverse, it is said to slowly drive mad those who possess it. Organizations of both Good and Evil have been interested in its perspective properties in finding Eldridge Artifacts and Magical Items. |
54 | Lists of Kaeps Dend: This tomb is full of lists and writings from the Mad Sage Mawiulad. In it, they have written countless lists of opportunities, ideas, catalogs, and possible futures. It is said those seeking advice on a topic may search its pages for a list, roll some dice, and find an answer they seek. |
55 | The Silver Fork of Sir Gustos: Known to have been in the possession of Sir Gustos for most of his life, the portly nobleman became the head of a coven of Bloodhunters after using the fork to stab a werewolf assassin to death. The coven would later grow into the church and thus enshrine Sir Gustos fork as a holy relic. |
56 | The Slate of [Deity]: Although now a collection of shards that appear to be made of stone slate, legend says when a great prophet was teaching his first followers about [Deity], he wrote and taught on a slab of slate provided by a celestial solar themselves. However, in a great war (also ancient) an attacking force smashed the slate upon the ground. The pieces were recovered, and are now kept in a small, ornate box with no known opening or puzzle. It is prayed upon in certain ceremonies and oaths are sworn on those who complete their education to become priests, teachers, missionaries, or clerics of [deity]. |
57 | The Bowl of Tethys: This bowl creates water at a rate of 1 pint per minute when set on a table. It stops filling when full, it can be thus manipulated to never stop filling by the clever and the cunning. |
58 | The Axe of the Warrior Priest: This ax has been passed down by great warriors priests for countless generations, it is usually kept inside a church or monastery in case it is raid but has been used to hunt down external threats, it was forged by the god of protection, and it can only be held by a follower of protection gods faith. |
59 | Digit of Coeus: Literally the rune etched finger bone of a long-dead Titan, encased in a filigree of orichalcum and inside a sphere of perfect crystal over a foot and a half across. The artifact is said to slowly float, orbiting the head of an attuned user (similarly to an Ioun Stone). The artifact holds a total of 1d6 charges assigned to a specific stat (Either INT or WIS). Before attempting to use a skill, spell, or ability (with a duration of no more than 1 hour) the attuned user may choose to expend a charge (matching the stat) to temporarily add 1d6+1 to their chosen stat (To a maximum stat value of 25) for the purposes of determining bonuses saves or other defenses for that use. Each morning, the attuned user must spend a half hour, selecting a chosen stat (Either INT or WIS) passing a Hard DC skill check corresponding to the chosen stat, if they succeed, the artifact regains one charge of that stat, if they fail, they have Disadvantage on all skills spells or abilities that use that stat to determine bonuses.. until the end of their next long rest. |
60 | The Sacred Raft: This large piece of wood once carried dozens of people, including a saint, to safety after a shipwreck. It's said to be able to support any weight without sinking. |
61 | The grave dirt of a hermit saint who was laid to rest by a pack of wolves and a wandering priest led to the grave they'd dug in order for the appropriate prayers to be said over the body. |
62 | Ao's Light: This is a sacred stone of a seafaring people. It is believed that one who is spiritually connected to the relic may call upon a small cloud to obscure them from view, or a smaller cloud that emits light in the darkness. |
63 | The Sigil of the Ophanim: A clear sphere of rutilated quartz six inches in diameter, with a perfect starburst of rare orichalcum naturally growing in its center, on an intricate chain made from mithril and pure iridium. The wearer, having attuned to the Sigil for at least 1 year, may, 1d3 times per year cast Resurrection without requiring a material component (via a ritual lasting for 1 week). |
64 | The Ladle of Al'Tahn: operates like Merilyn's spoon, but fills a vessel (2 gallons or less in volume) with Chicken Noodle Soup for the Soul - gives the person who consumes their portion of soup an additional d4 hit points to any hit dice spent during a short rest while eating the soup. |
65 | Anansi's Web: A slab of petrified stone that depicts a large, ancient spider's web. It is said that those who sleep near it or study it closely for a while are gifted a single mote of D12 inspiration to be used on either an intelligence or wisdom check. This appears to only work roughly once a week per person. The local community uses this to assist mages and holy practitioners prepare for important exams, important diplomatic events, or in preparation for battle against magical foes. |
66 | The Great Dhammazedi-Dolos Bell: An ancient adamantine bell 30 feet high and 20 feet across, etched with over 4 million unique runes in Celestial, a holy language only partially understood today. The bell was said to be able to comply even a Greater Demon to speak truth if the entire ritual encoded by the runes were enacted, a feat requiring a 40 divine casters undergo a 40 day and night vigil of chanting each of the runes, procession, and holy purification to utilize its true power. When employed in a lesser rite (more easily completed by mere mortals, in a ritual taking only 1d6 divine casters, 1d3 days, Hard DC Religion each day, during which the bell must be tolled once per hour): when completed, any who heard the bell's final tolling (out to a radius of 30 miles!) would be forced into a Zone of Truth, (Duration: 1 day, Hard DC Charisma save). Creatures near to or beneath the bell (within 30 feet, take 3d6 sonic damage, Hard DC Constitution save for half) and are under the effects of Dominate Person (Duration 10 minutes: Very-Hard DC Will Save) to fully and truthfully answer their interrogator. They are also under the effects of the Zone of Truth. |
67 | Saint Maugris's Steed: Said to be owned by a Cloud Giant who converted to the faith, and was slain for it after proselytizing to their brethren; a caricatured figurine of a horse-head made of polished basalt, about one foot high, weighing 50 pounds, bearing holy symbols. Once per day (resetting at dawn), for up to 8 hours, the figurine summons a Phantom Steed, with the following additional properties: It is Huge Sized, carries up to 4 Large sized creatures, or 8 medium sized, has AC 11, 19 HP, Speed 100 ft, (and stats of a War Horse), and is capable of walking on top of natural or magical mist or fog, including fog-like gasses such as those created by cloudkill, incendiary cloud, or stinking cloud. Walking on top of such clouds carries no danger for you but walking through the cloud has its normal effect. |
68 | A Conch Shell Horn: chiefly known for being blown to guide a fishing fleet miraculously home through a monstrous fog. The revered devotee who did the guiding is unknown as the conch was found left on the lap of the goddess's statue at the harbor. The Goddess admits it was a mortal who directed the fleet, but, out of deference to the mortal's wishes to remain anonymous, the goddess refuses to name the savior of the fleet. |
69 | A piece of petrified wood. It is unclear why, but a village of Grung have been compelled to keep it safe on an alter and keep it under protection of traps. In an emergency, they will rush for this and hide it. It appears to yield no value and grant no benefit, but Grung cannot help but instinctively want to protect it. |
70 | Fingers of the Lost Goddess: A tree branch said to have been touched by the earth goddess Enarentia. She has since been silent and her followers continue to try and contact her using relics such as this. The branch is alive though it has been severed from its parent tree and still bears leaves, flowers, and fruits with the seasons. |
71 | A copper horn played by a young goddess's champion before the champion did battle to free her from a siege by a rival god's followers. |
72 | A piece of coal used at Uliver's cremation: It is said that this is a rest of the coal that was used to cremate Uliver the Green and that a glimpse of his soul still resides in it. In a completely dark room, this piece of coal sometimes shimmers with the faintest green light. |
73 | Divine Orb of Burra-Buriyaš: Looted from a series of ancient and now forgotten realms' artifact-vaults, each of its previous provenances now lost to time, this divine six-inch sphere of force surrounds a globe of storm-wracked seas, within which is visible a much weather-beaten tablet made of fired red clay, half-submerged, and etched with a series of magically untranslatable glyphs -- literally any attempt to translate the glyphs features a different result, usually inane greetings and well-wishes between non-existent (as far as the best scholars can determine) heads of state, fictitious (again, as far as Scholars can determine) historical accounts or records of harvests and weather that never happened, and occasionally some profound but ultimately disprovable (after much tortuous study) logical or paradoxical statement. The appearance of the tablet is dangerously deceptive; attempts to extract the tablet have revealed that the space within the orb is distorted, the tablet is nigh-on infinitely large, and equally far away, and the stormy sea within the orb is effectively boundless. Despite the miraculous nature of the orb, to-date no arch-scholar or -mage has ever been able to coax more than a gallon of brine from the sea within, any more simply dis-apparates within seconds, leaving nothing behind. The attuned user of the orb gains the following abilities: 1) At will, may cast Waterbolt (a cantrip similar to firebolt, except it deals bludgeoning damage instead and generates about 1 gallon of water per bolt, with each previous bolt dis-apparating upon firing the next.); 2) Up to a number of times per day equal to their proficiency modifier, as an action, use the Large Water Elemental's Whelm ability on a number of square adjoining theirs (up to their proficiency modifier), sustained by concentration, or up to 10 minutes. and 3) Once per day, may cast Storm Of Vengeance; any liquids generated by the casting also dis-apparate once the effect ends. |
74 | The Skull of St Haines: After sacrificing himself in a ritual to banish the undead king once and for all, the mortal remains of St Haines were distributed to all the holy temples and churches of St Haines. His skull remains in the citadel of Goranor and is used in a yearly ceremony, where it is shown on the great plaza to all of the sick and ill people, as it can heal their maladies. |
75 | Uliver's Bowl: A huge wooden bowl that once belonged to Uliver the Green who used to feed the hungry children of the wooden city with it. One drop of water from the bowl nourishes a person for a whole day, it is said. |
76 | Mimir's Rock: This black jagged rock was allegedly ejected from the very fiery mouth of the planet itself. It struck and killed by accident a villager passing by and was found centuries later by a shepherd. This shepherd understood its utility as upon holding it he felt the wash of the totality of the villagers memories. |
77 | A fragment of stone from a headstone struck by lightning. The person buried in that grave was average, but the life that emerged from the grave was a great champion of their order. |
78 | Seshat's Abacus: An attuned user holding this abacus can track the number of deaths that occur within 60 feet of them and assign the individual who is most responsible for the death, a token (which takes the form of small, carved bone polyhedra with inscribed with inscrutable runes upon each face. Followers of Seshat often display their tokens by wrapping them in gold wire and wearing them as jewelry. Each time an enemy creature is killed that is equal to or at a higher Level or Challenge Rating than the one that the attuned user of the abacus deems responsible for the killing, the abacus awards them a token. If the holder of the abacus cannot determine the one responsible for the kill, no token may be awarded. A creature may not have more tokens than their proficiency bonus. Assigning a token requires the attuned user investigate the scene of the battle for at least 3d6 minutes per token to be awarded, and the inspection must occur within 24 hours of the kill, and the individual to receive the token must remain within 60 feet of the attuned user for the duration of the inspection. The attuned user may not award more tokens than their proficiency bonus each day. The size of the token to be awarded is equal to the nearest dice size equal to or less than the attuned user's level (at the time of the kill), or the level of the individual receiving the token (at the time of the kill), whichever is lesser (+1 at Lvl 1, +1d2 at Lvl 2, +1d4 at Lvl 4, +1d6 at Lvl 6, +1d8 at, +1d10 at Lvl 10, +1d12 at Lvl 12, +1d20 at Lvl 20). Before the result of a roll is announced, the holder of a token may spend it, adding the value of that token to their roll. Once used, the token disappears. No more than one token may be used per encounter; attempting to use a token when one has been used already in the encounter results in the token instead being awarded to one's opponent. Tokens may not be otherwise exchanged. A creature may not gain a token in the same encounter where they have used one. The bearer of this abacus has a weighty burden upon their shoulders; should Seshat determine an abacus holder to be corruptly awarding tokens, divine retribution invariably occurs. |
79 | The Staff of Saint Anselm: 7 1/2 foot long staff made from the branch of a willow tree. Immediately after a being has held the staff and moved 1 mile, on their next turn, they will enlarge to double their original height/next size category, and the staff will enlarge proportionately. So long as the holder continues to move and hold the staff, each time 10x further, their size will continue to increase. The holder must use at least one appendage for the staff. The staff can be used in combat as a staff. If the staff rolls maximum damage during an attack, it will fall to splinters. The longest splinter will be 1 foot long, and will grow back into the staff over the next 2 weeks. If the holder releases the staff, the holder and staff will return to their original size immediately. |
80 | Feathers from a holy turkey, carefully preserved on the headdress of the holy fool, whom history describes as the person who kept a vengeful god up all night distracted in laughter by his antics till dawn broke and broke the resentment fueling the god's anger. |
81 | The Twig of Life: This is said to be a twig from the original tree of life, that many elven legends sing about. Whoever touches the twig, gets a glimpse of the future. |
82 | Mouth-harp of the Forgotten: A simple bamboo mouth-harp. The name of the deity this musical instrument was dedicated to has been forgotten, but it still holds powerful magic. For up to 1d6 rounds per day, play the instrument (each round the user must make a Medium DC Performance or Religion check) spending an action and reaction each round, and should any ally within 60 feet able to hear the music, drop below 0 hp, they do not fall unconscious or die, instead they go to 1 hp, and any damage inflicted is deferred until the music stops. If an ally is already forced to make death-saves, they neither succeed nor fail at them, instead remaining in a sort of suspended animation; taking damage or being attacked while suspended does not cause a failed death save, but the target does continue to accumulate damage. Should the music stop, at the end of the round, all deferred damage is applied to the victim, and the consequences of receiving said damage take immediate effect. If the victim was making death-saves, this applied damage must be healed before the victim can recover; they remain unconscious and must continue making death-saves until brought above 0 hp. |
83 | The Oven of Kamutef: A medium sized earthenware oven, now gilded and placed upon a set of iron rods to be carried in procession, is decorated in carved, ornate motifs featuring Lactuca Serriola, a type of wild, prickly lettuce; the Sun, and flails. It is said that, using this oven, Saint Kamutef, before doing battle with a Host of Gnolls (and dying), baked a trio of small oat-cakes mixed with poppy and prickly lettuce, sprinkled with ambergris, and gold-amalgam (worth 300gp, for three cakes); upon eating it, feeding one to their romantic partner, and crumbling once upon the land of their farm, is said to have Reincarnated. When eaten no more than 72 hours before death, grants Reincarnation as per the spell, as well as the effect of Plant Growth (as if cast via the 8 hour ritual). |
84 | An ivory crown from the queen who thrice refused marriage to a local demigod, each time demanding a boon for her lands past the reach of his power, forcing him to make allies of the other demigods that now make up the local pantheon. Once he had gathered such allies, she married him, becoming a goddess revered for her blessing upon new friendships, marriages, and other community-building relationships. |
85 | A necklace of small bird skulls, each containing a small, dried seed. When the wearer travels, the seeds rattle around the skulls softly, one at a time, as if in conversation. In their dreams, the wearer encounters a group of bird spirits that can give the wearer powerful magic if they can solve the bird's riddles. |
86 | The Fan of Color: Brass folding fan with blades shaped like peacock feathers. When a character with divine spell levels waves the fan at a natural rock wall (canyon, cliff, cave, etc.) 3d10 geodes will grow from the stone. Each geode can be harvested and the crystals inside ground to make pigments of many colors. A pinch of these pigments can be used to replace up to 99GP worth of material components for any spell. Paintings made with these pigments will have mystical properties. A rock wall affected by the fan will be immune to its effects until one year has passed. |
87 | A driftwood idol: found on the beach by a child who'd flung themselves from the seaside cliff to escape a pursuing mob. The child carried the palm sized idol of the god in their travels and grew to be a revered monk of a seaside abbey. |
88 | The Body of Taybar, The Hare of Winter: When worn by a beast, the relic allows the beast to ignore difficult terrain caused by snow or ice. |
89 | The Underworld’s Shroud: This armor was a gift from the lord of the underworld to their champion. While wearing this armor, you are immune to necrotic and poison damage. You are resistant to fire and cold damage. Once per day, should the user fall unconscious or die, the armor teleports them to a safe location (at the DM's discretion) far away from the current danger and restores 1 hit point or revives with 1 hit point. While wearing this armor, the user cannot have their soul stolen. Should the user die while wearing this armor and the effect already activated, their soul is sent to the lord of the underworld and cannot be retrieved via a revive spell. While wearing this armor, the user can cast a spell similar to animate dead at 5th level, with the difference being that at the end of the 24 hours the target(s) turn to dust. 3 times per day the user can cast Inflict wounds at 5th level as a bonus action. |
90 | Mount Honor: A small, perfectly smooth pebble kept by religious Aarakocra. It is said to save the realm from the awakening of an evil dragon resting dormant in an ancient volcano, a collection of Aarakocra, Celestials, and Air Elementals banished the great mountain of Honor to the plane of air, where it roiled and eroded and churned for centuries. Eventually, nothing was left of the dragon and the mountain but a single, smooth stone made of the hardest carbon and imbued with the dragon's malice. The Aarakokra of this temple keep and protect the stone, named Mount Honor, as a reminder of the great things their people can accomplish and a reminder of the power of the elemental plane of air. |
91 | A delicate silver necklace in the shape of a fish's skeleton, worn by the statue in a temple of a saint who was said to have led the first migration of salmon upriver. |
92 | Cauldron of Streganona: This large cauldron is a religious staple at the monastery of [DM Discretion]. It is said it was beloved by a jolly Saint Steganona and, in honor of her, the cauldron has a tendency to always make far more food than the used ingredients would suggest. The monastery uses this to feed the needy and the local, as well as to support the monks in times of scarcity. |
93 | The Seed of Drikolia: A stone artifact inlaid with bronze and silver with a few speckled, uncut gems adorning it. It is covered in moss and ivy. When placed upon the ground, it encourages rapid, healthy, and enlarged growth of all plants. On the first day it's immediately around it, in the next week it's within a 40 foot range, over the next weeks it grows to a 400 foot radius. Could be used to regrow a lost forest, produce a bountiful harvest immediately, or choke up a harbor with entangling seaweed growth. |
94 | Censer of Dumathoin, a Dwarven deity of Secret Knowledge. An ornate, decorated censer made entirely from a single emerald the size of a basketball, this priceless dwarven artifact is supported by a mithril pole that itself is finely and intricately engraved with a peerless record of use in a nearly lost dialect of ancient dwarven, although one would need a jeweler's loupe and good light to resolve the fine (but slightly verbose) markings indicating the lineage and circumstances of any that use it and when (great for gripping though!). The length of the pole magically increases to store the information, although there is also likely some divine spatial shortening shenanigans going on, the pole currently is ten feet long and is rather unwieldy, but the record is several thousand years long. Once per day, the attuned user of the censer may cast Cloudkill. Additionally up to once per hour, the attuned user may cast Silence (even if they themselves are silenced) by burning a bit of incense worth at least 1 gp; finally, any individual within (and under the effect of) the smoke generated by Silence may, up to a number of times per day equal to their proficiency modifier, choose to re-roll any INT based skill, check, or save (before the results of the roll are resolved), but if they do so, they must take the new result, even if it is lower. |
95 | The Devourer’s Jaw(Shield): When the user is attacked with a melee weapon, as a reaction, they can destroy the non-magical weapon used in the attack. Magical weapons required a DC. As a reaction, they can roll to disarm the target with advantage. |
96 | Longbow of the Var: A bow made from ash wood and strung with yarrow stems. It is gifted to champions of the sun goddess Mon-Var. It is a powerful bow in its own right however its true usage is its ability to cut through clouds to let the sun shine through. |
97 | A saint's sandals, ritually replaced on the feet of their entombed body. It is believed the saint still walks the earth, and each year the old sandals have holes worn into them. Thus the need for new shoes. The old shoe leather is cut into strips that are then stitched onto the shoes for a novice's first year with the temple. |
98 | Wig of Adala: A wiry and crusty collection of what appears to be dried plant matter braided into many strands to simulate hair. It is worn as a headdress for a priestess and grants advantage on all rolls modified by wisdom or charisma. It is used during important rituals and ceremonies and is said to have been the wig worn by a powerful mage many centuries ago. |
99 | The painted image of a mother and child fleeing a burning city. The eyes of the mother, though pressed closed as she clutches the child to her and runs, weep cactus water that drips from the image and has demonstrated miraculous properties. |
100 | Burdening Chain: A single link of the chain once used to bind a primordial god accused of a terrible crime. The link is flattened and polished and can be worn as a ring, otherwise looking unremarkable. At a word it can call forth magic chains from the ethereal plane that will ensnare a target. |