Artifacts of the Guild
Artifacts of the Guild is a DMs Guild Dungeons and Dragons community project that gives you more magic items to use at your table. From minor trinkets to ancient relics, these items will enthrall your players, power up your NPCs, and inspire your campaigns.
Written by 58 of the Guild's most talented and exciting creators, this book instantly provides you with more heroic magic items, suitable to fill a treasure chest of any size. From a sunken shipwreck to a dragon’s hoard, these items will fit perfectly into any fantasy campaign.
Inside the book you will find:
10 incredible artifacts, including the Blades of the Archrogue, the Sanguine Shield, and the Staff of Tiamat
30 legendary items, such as Baldur’s Gatehouse, Gruumsh’s Blessing, and the Heart of Hydrathis
More than 50 very rare items, like the Black Blade of Vartigan, the Gift of Graz’zt, and the Tome of the White Hand
More than 70 rare items, including the Airstep Shroud, the Fey-Touched Summoning Egg, and the Sky Piercer
Plus almost 100 more!
What an absolutely wonderful collection of magic items. We had the pleasure of interviewing some of the core people involved, Terry Herc and Alan Tucker! The items are some of the most fun and engaging that we have seen yet. The noisy cricket magic item is just a steller creation! Had us laughing for an hour when it was found in our game. Magic items are full of flavor and detail. If you're looking for a large variety of magic items to add to your collection, this is the book for you.
Unearthed Tips and Tricks! We bring you new and creative content for you to bring with you on your next adventure
This character can easily be persuaded to believe any conspiracy no matter how outlandish. This character spends a lot of time gossiping and trying to gather any evidence, no matter how small to support their belief.
Regional governments are all controlled by Mind Flayer collectives. If any ruler ever escapes their control, they are replaced by a Doppelganger impostor.
Orcs were originally made when humans and dwarfs mated and tried to have children.
The Gods are not actually in conflict with each other. They fake being in conflict to keep mortals busy and prevent the mortals from eventually overthrowing them.
Rage is actually a form of demonic possession and all the barbarians are slowly becoming more corrupted and turned to evil from demons.
The War Chanter
Commanding Chant: The war chanter can forgo one of its attacks and shout in a rhythmic chant to inspire one of its companions to strike. When the war chanter does so, it can choose a friendly creature who can see or hear it. That creature can immediately use its reaction to make one weapon attack.
Battlefield Chant. The war chanters chooses up to three creatures it can see within 30 feet of it. Until the end of its next turn, each target can add a d4 to its attack rolls and saving throws.
Visions of the past
Dalanar’s visions or I Robot holovid
Allows PC’s to experience a past event.
This is fun because it could be triggered after a traumatic event, or some sort of mind altering spell, causing many to believe its delusion.
Artifacts of the Guild
VERY RARE Wand, requires attunement
This tiny wand is the size of a toothpick, but darker in color.
This wand has 3 charges and regains 1d3 charges at dawn each day.
When activated, it fires a 25 foot cone of energy. Any creatures in the area of effect
must make a DC 18 Dexterity saving throw or take 6d8 force damage, saving for half damage.
You must also make a DC 15 Strength saving throw or be knocked prone as well from the recoil.
Dungeon Master Tip:
Thieves Cant Symbols
I used real-world hobo symbols as the basis for my campaign’s thieves cant. My rogue player enjoys it very much when she gets to decipher them occasionally. This can really bring the thieves cant into play far more than it normally does, as it's a unique language that you can only learn as a rogue. I’ve used it for many things, but the best way is for warnings, secret meeting areas and looking for assassin work.
Player Tip: Don’t be a Dick
Might and Magic: Grapple and Bonfire
Grapple is often considered a weaker feature in 5e, but it has so much utility. Holding an enemy in place can be as deadly as any sword.
Bonfire cantrip allows you to create a 5-foot burning fire. If the barbarian is holding an enemy in place over top of it, they will be forced to make a save to take damage every round.
This frees up the caster to use another cantrip such as firebolt, effectively allowing them two damage opportunities every round instead of one.
Taking it a step further, bonfire indicates when the enemy enters the square for the first time on a turn, so the barb could also cause damage just by using their movement to move the enemy in and out of the fire, added another burst of damage.
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