# ARTIFACT SET: THE RELICS OF THE DROWNED ECLIPSE
Each item begins Dormant, becomes Awakened, and finally Ascendant.
All are **Artifacts (Requires Attunement).**
Each relic counts as 1 attunement slot.
If three or more are attuned within 60 ft of each other, they resonate.
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# 🔨 THE BLACKENED HAMMER
### Artifact (Warhammer), Requires Attunement
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## Dormant State
- +2 magical warhammer
- Deals +1d6 force damage
- Ignores resistance to bludgeoning damage
**Gravity Pulse (1/Short Rest):**
On hit, target must make STR save (DC = 8 + Proficiency + STR mod).
On fail: knocked prone and pushed 10 ft.
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## Awakened State
- +3 weapon
- +2d6 force damage
- Creatures you hit have disadvantage on concentration checks
**Worldfracture (1/Long Rest):**
Strike the ground. 20-ft radius.
Creatures of your choice take 6d10 force (DEX save half).
Area becomes difficult terrain for 1 minute.
**Passive Effect:**
You gain resistance to force damage.
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## Ascendant State
- +3 weapon
- +3d6 force damage
- Critical range expands to 19–20
**Cataclysmic Oath (1/Long Rest):**
Choose a creature within 60 ft. For 1 minute:
- You deal an additional 3d10 force on first hit each turn
- If they drop to 0 HP, you gain 30 temporary HP
After use, roll a d6. On a 1, reduce Seal Integrity by 1.
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# 🧥 THE BLACKENED CAPE
### Artifact (Wondrous Item), Requires Attunement
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## Dormant
- Advantage on Stealth in dim light
- Gain 30-ft teleport between shadows (Bonus Action, PB/Long Rest)
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## Awakened
- Resistance to necrotic and lightning damage
- Fly speed 40 ft for 1 minute (1/Long Rest)
- While in dim light or darkness: enemies have disadvantage on first attack against you
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## Ascendant
- You may become heavily obscured in shadows as a Bonus Action (1 minute, PB/Long Rest)
- Teleport between any shadows within 120 ft (no line of sight required)
**Veil Sovereign (1/Long Rest):**
All creatures of your choice in 20-ft radius must make CHA save or be frightened for 1 minute.
Each time Veil Sovereign is used, roll a d8. On a 1–2, Seal Integrity -1.
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# 🌙 THE BLACKENED MOONBLADE
### Artifact (Longsword, Finesse), Requires Attunement
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## Dormant
- +2 weapon
- +1d8 radiant or necrotic (choose at dawn)
- Grants +1 AC while wielded
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## Awakened
- +3 weapon
- +2d8 radiant or necrotic
- You may reroll one missed attack per turn
**Eclipse Step (PB/Long Rest):**
After hitting a creature, teleport to another creature within 30 ft and make a second attack.
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## Ascendant
- +3 weapon
- +3d8 radiant or necrotic
- Critical hits deal maximum weapon dice
**Steel of the Dying Sun (1/Long Rest):**
Make up to 5 attacks against different creatures within 30 ft (no movement required).
After use, roll a d6. On a 1–2, Seal Integrity -1.
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# 💎 THE BLACKENED GEM
### Artifact (Wondrous), Requires Attunement
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## Dormant
- Store up to 5 spell levels.
- As Reaction, absorb spell targeting you (Arcana check DC 15 + spell level). On success, spell is negated and stored.
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## Awakened
- Stores 10 spell levels
- You may cast stored spells using your spellcasting ability
**Planar Surge (1/Long Rest):**
Cast Plane Shift without material component.
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## Ascendant
- Stores 15 spell levels
- Once per week: duplicate effect of Wish (no stress penalty)
However:
After Wish, automatically reduce Seal Integrity by 1.
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# SET BONUS – RELIC RESONANCE
If three Ascendant relics are within 30 ft:
- All wielders gain +2 to saving throws
- Once per day: negate a critical hit
- Each dawn: roll d20
On 1–3 → Seal Integrity -1
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# SEAL INTEGRITY SYSTEM
Seal Integrity begins at 10.
Track publicly or secretly.
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## SEAL 8–10 (Stable)
Minor omens:
- Sky distortions
- NPCs report strange dreams
- Animals behave oddly
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## SEAL 6–7 (Fracturing)
- Minor planar rifts
- Random wild magic surges
- CR 8–10 creatures emerge
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## SEAL 4–5 (Tearing)
- Permanent rift locations
- Powerful extraplanar entities take interest
- Legendary monsters appear
- Spellcasting above 6th level triggers instability checks
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## SEAL 2–3 (Collapse Imminent)
- Day/night irregular
- Gravity distortions
- Dead speak spontaneously
- CR 18+ entities begin scouting
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## SEAL 1 (Pre-Rupture)
- Massive planar storm
- All artifacts glow constantly
- Final prison weakens
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## SEAL 0 (Rupture Event)
Campaign Final Arc Triggered.
Release:
- Void Herald
- Primordial Titan
- Forgotten God
- Or something custom to your setting
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# 9-SESSION ARC OUTLINE
Level 15–20 pacing.
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## Session 1 – The Echoing Forge
Retrieve Aetheric Alloy from Astral Forge ruin.
Introduce ghost-smith lore.
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## Session 2 – The Storm Citadel
Climb floating storm giant bastion to capture lightning essence.
Introduce yellow sphere origin.
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## Session 3 – Moonlit Trial
Restore first rune via dueling trial.
Sword spirit awakens.
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## Session 4 – The Shardglass Cavern
Underdark crystal city overtaken by elemental fracture.
Acquire Shardglass Resin.
Seal Integrity drops to 7.
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## Session 5 – Shadow Court Bargain
Negotiate with Shadowfell monarch for Umbral Thread.
Major moral choice.
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## Session 6 – Battlefield of the Godfall
Relive ancient divine war memory.
Hammer Awakens.
Seal Integrity drops to 5.
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## Session 7 – Prism Heart Ritual
Gem reaches Awakened state.
First major planar rupture occurs.
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## Session 8 – Factions Converge
Celestials, fiends, and arcane orders demand relic surrender.
Political tension or battle.
Seal at 3.
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## Session 9 – The Eclipse Convergence
Players choose:
- Restore seal permanently (lose artifact Ascendant power)
- Break seal and fight what emerges
Final confrontation CR 23–26 entity.
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# BALANCE NOTES (5.5e)
These artifacts:
- Rival official artifact-tier items
- Do not permanently alter bounded accuracy
- Use limited daily abilities
- Tie ultimate power to Seal consequence
They are strong but cost the world stability.
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If you want next:
- I can stat the final imprisoned entity (CR 24–28)
- Or build a corruption mechanic that affects individual players
- Or scale this to Level 12–15 instead
Where are your players sitting right now level-wise?