D&D: New ‘Dungeon Master’s Guide’ Has Plenty Of Campaign-Defining Artifacts, Don’t Worry
The new Dungeon Master’s Guide has plenty of artifacts that could define a whole campaign with updated new rules.
Inside the new dungeon master’s guide, artifacts, the most powerful category of magic items lurk. These are iconic magic items whose legendary strength goes beyond that of most mortals. Things like The Hand and Eye of Vecna.
Or the Book of Vile Darkness. Or the Sword of Kas. Perhaps even the Wand of Orcus. Huh. Seems like a lot of artifacts are dangerous tools of evil. Wonder if there’s a hidden message about the corrupting nature of power, unchecked and concentrated in too small a place?
Anyway, here are some of the Artifacts in the new Dungeon Master’s Guide!
What Is An Artifact?
Artifacts are “unique, singularly powerful magic items.” Each has its own history and origins. They were often singular tools created for a singular purpose, though that purpose is generally something broad, like “mind control all dragons” or “turn the whole world undead.”
But whatever their original intent, they continue to exist in the world and have power beyond most magic items, including properties that are chosen randomly. Any artifact can have minor and major properties, which are defined as beneficial or detrimental.
These effects can include things like “casting a random cantrip” or “regain 1d6 hit points at the start of each turn”. But they might also be “you can’t attune to other magic items” or “if you’re more than 10 feet away from the Artifact, you become Blinded.” So. You know. Mixed bag.
Artifacts In New The Dungeon Master’s Guide
So. With all that out of the way, here are some of the Artifacts included in the new Dungeon Master’s Guide, with a brief rundown of what they do. If you’re familiar with Artifacts in 5E, you’ll probably be familiar with how most of these work. But if you’re just jumping into the game, here’s a taste of what you’re in store for.
Axe of the Dwarvish Lords – A classic item. This was forged with the aid of Moradin by a young dwarf prince who sought to unite his people. After generations, the axe was lost during a bloody civil war fomented by greed for the power that it bestowed. What power is that? Damage immunities, lots of extra damage, the ability to conjure an elemental, and to teleport anywhere underground at a moment’s notice.
Book of Vile Darkness – This foul manuscript is full of the most evil writings you could ever imagine. It’s so evil that even looking at it invites ruin. Some say it was Vecna who originally authored it. ut whatever the case, many have added to it over the years. It raises your ability scores, gives you access to powerful necromantic spells, and in general is full of evil knowledge that might come in handy.
The Wand of Orcus is a ghastly instrument of undeath and destruction. Topped with a human skull, this wand can potentially destroy you if you try to wield it. But those who manage find a powerful +3 mace that deals extra necrotic damage on hit, as well as seven spells of certain doom, including Power Word Kill and Circle of Death. It also lets you control the undead in legions.
Just be careful. The wand wants to serve Orcus’ goals. And if it senses you aren’t on the same page? It will turn on you and return once more to its master.
Don’t worry! There are good artifacts too; we’ll just talk about those next week.