# 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. --- # 🔨 THE BLACKENED HAMMER ### Artifact (Warhammer), Requires Attunement --- ## 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. --- ## 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. --- ## 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. --- # 🧥 THE BLACKENED CAPE ### Artifact (Wondrous Item), Requires Attunement --- ## Dormant - Advantage on Stealth in dim light - Gain 30-ft teleport between shadows (Bonus Action, PB/Long Rest) --- ## 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 --- ## 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. --- # 🌙 THE BLACKENED MOONBLADE ### Artifact (Longsword, Finesse), Requires Attunement --- ## Dormant - +2 weapon - +1d8 radiant or necrotic (choose at dawn) - Grants +1 AC while wielded --- ## 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. --- ## 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. --- # 💎 THE BLACKENED GEM ### Artifact (Wondrous), Requires Attunement --- ## 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. --- ## 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. --- ## Ascendant - Stores 15 spell levels - Once per week: duplicate effect of Wish (no stress penalty) However: After Wish, automatically reduce Seal Integrity by 1. --- # 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 --- # SEAL INTEGRITY SYSTEM Seal Integrity begins at 10. Track publicly or secretly. --- ## SEAL 8–10 (Stable) Minor omens: - Sky distortions - NPCs report strange dreams - Animals behave oddly --- ## SEAL 6–7 (Fracturing) - Minor planar rifts - Random wild magic surges - CR 8–10 creatures emerge --- ## SEAL 4–5 (Tearing) - Permanent rift locations - Powerful extraplanar entities take interest - Legendary monsters appear - Spellcasting above 6th level triggers instability checks --- ## SEAL 2–3 (Collapse Imminent) - Day/night irregular - Gravity distortions - Dead speak spontaneously - CR 18+ entities begin scouting --- ## SEAL 1 (Pre-Rupture) - Massive planar storm - All artifacts glow constantly - Final prison weakens --- ## SEAL 0 (Rupture Event) Campaign Final Arc Triggered. Release: - Void Herald - Primordial Titan - Forgotten God - Or something custom to your setting --- # 9-SESSION ARC OUTLINE Level 15–20 pacing. --- ## Session 1 – The Echoing Forge Retrieve Aetheric Alloy from Astral Forge ruin. Introduce ghost-smith lore. --- ## Session 2 – The Storm Citadel Climb floating storm giant bastion to capture lightning essence. Introduce yellow sphere origin. --- ## Session 3 – Moonlit Trial Restore first rune via dueling trial. Sword spirit awakens. --- ## Session 4 – The Shardglass Cavern Underdark crystal city overtaken by elemental fracture. Acquire Shardglass Resin. Seal Integrity drops to 7. --- ## Session 5 – Shadow Court Bargain Negotiate with Shadowfell monarch for Umbral Thread. Major moral choice. --- ## Session 6 – Battlefield of the Godfall Relive ancient divine war memory. Hammer Awakens. Seal Integrity drops to 5. --- ## Session 7 – Prism Heart Ritual Gem reaches Awakened state. First major planar rupture occurs. --- ## Session 8 – Factions Converge Celestials, fiends, and arcane orders demand relic surrender. Political tension or battle. Seal at 3. --- ## 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. --- # 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. --- 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?