Random Artifact Weapons (3.5e Other)

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Author: Ganteka Future (talk)
Date Created: 28 December 2013
Status: Tentative Completion
Editing: Clarity edits only please
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Random Artifact Weapons[edit]

The SRD's artifact weapons were designed to be specific items with known histories and names. In a game where characters and DMs pave their own stories, legends and histories, you could generate random magical weapons and random intelligent magical weapons but not random artifact weapons. Artifacts are merely items mortals either can't make or have lost the secrets to making. This means they're not generally sold in shops and are often acquired as loot from adventuring. This article presents artifact weapons in a way that allows them to be given as special loot, and you can create them randomly if you want. Most DMs will want to pre-make weapons that specifically fit their game. They're still unique items, but you get to write their histories and name them.

The special artifact weapon properties below range from the easy to implement (simply adding more damage in a different sort of way) to the esoteric (causing strange effects and possessing unusual powers). Depending on your game style, you'll likely lean toward one or the other.

Included in this article is a framework for sealing away an artifact's power or restoring it to its former glory. Of course, if sealing an artifact isn't enough, also provided is some groundwork for destroying these artifact weapons. Accomplishing any of this could be straightforward or a quest in itself.

This article does not encompass a way of choosing a base weapon (or base weapon material). You'll have to do that beforehand elsewhere.

Artifact Seals[edit]

These artifact weapons can have their powers sealed and unsealed by acquiring particular special substances and performing rituals. Restoring (breaking the seal placed upon) an artifact weapon allows DMs a way for PCs to "purchase" an artifact they find (or are granted) and make it's special powers usable again. Weapons with multiple properties require multiple separate rituals and are only considered "sealed" or "restored" once all properties are of the same state, though the individual abilities can be made usable (by restoring) or unusable (by sealing). A sealed weapon is considered sealed until all properties are restored. A restored weapon is considered restored until all its properties are sealed.

Minor artifact weapons, when sealed, function as cursed weapons wherein the enhancement value they grant to attack and damage become negative instead.

To seal or restore a minor artifact weapon, 5,000 gp worth of a particular special substance is required in a ritual lasting 8 hours.

Major artifacts, when sealed, instead function as their masterwork base weapon.

To seal or restore a major artifact weapon, 20,000 gp worth of a particular special substance is required in a ritual lasting 24 hours.

Artifact Sealing Substances[edit]

These special substances are often alchemically treated. Weapons with multiple special properties require the appropriate substances used in separate rituals. The flavor information of these substances is purposely left absent and is up to the DM to describe to fit the campaign.

Table: Artifact Sealing & Restoring Substances
Special Substance gp/lb. Seal Restore
Alicorn 500 Any Dragon-Power¹, Queen's Curse Blinding Burst, Loyal, Shade Banishing
Ambrosia 100 Honey Amber Ceremonial, Destruction, Total Carnage
Bloodrust 50 Vermillion Sacrifices, Savage
Brack Bile 50 Attuning Dragon-Acid, Greatwyrm-Acid
Deva's Nails 100 Cursebonder, Queen's Curse, Sacrifices Confirmation
Dragon's Blood 10 Attuning Any Dragon-Power¹, Savage
Eclipseworm Slime 10 Loyal, Time Warping Disintegrating
God's Mead 50 Dragon-Force, Greatwyrm-Force Honey Amber, Goldcrack
Goldglass 50 Savage Dragon-Shock, Goldcrack, Greatwyrm-Shock
Golognorg 5,000 Disintegrating 7 Armies Crusher, 9 Armies Crusher, Desperation, Total Carnage
Living Marble 50 Dragon-Acid, Greatwyrm-Acid, Total Carnage Doomsayer
Mezmorrian Breath 100 Ceremonial Dragon-Thunder, Greatwyrm-Thunder
Molten Crystal 100 Dragon-Frost, Greatwyrm-Frost Dragon-Flame, Greatwyrm-Flame
Siren's Tears 500 Adaloowood Queen's Curse
Primordial Ice 100 Dragon-Flame, Greatwyrm-Flame Dragon-Frost, Greatwyrm-Frost
Sweetwater 50 Destruction, Doomsayer Adaloowood
Toadswail 500 Confirmation, Spell Stealing Cursebreaker, Vermillion
Upwater 100 7 Armies Crusher, 9 Armies Crusher Spell Stealing
Urdissir Clay 100 Dragon-Shock, Greatwyrm-Shock Attuning, Desperation, Time Warping
Vailbright 100 Disintegrating, Light Eating Blinding Burst, Cursebonder, Queen's Curse, Shade Banishing
Whorleworm 500 Cursebreaker, Desperation Dragon-Force, Greatwyrm-Force
Ymmadrauggan Shade 1,000 Blinding Burst, Dragon-Thunder, Goldcrack, Greatwyrm-Thunder, Shade Banishing, Vermillion Ceremonial, Light Eating
  1. Dragon-Power weapons are Dragon-Acid, Dragon-Flame, Dragon-Force, Dragon-Frost, Dragon-Shock and Dragon-Thunder.

Artifact Destruction[edit]

Artifacts require a specific (usually cryptic or simply highly unlikely) means to destroy them. They are otherwise indestructible. Things that might destroy them (such as having the plane that they reside upon be destroyed) instead sends the artifact back to the most recent plane it occupied or a place it had been once before. Occasionally, artifacts return to their place of origin in this manner.

If you'd like to randomly generate a means of destruction for a generated artifact weapon, use the table below. DMs may want to pick and choose or use the table to get ideas for how the artifact should be destroyed.

Table: Artifact Destruction Methods

# Required Action
1 Plunged into primal acid.
2 Dropped into volcanic lava.
3 Struck by lightning from the sky.
4 Doused with deva's blood.
5 Drenched in balor's blood.
6 Covered with phoenix ashes.
7 Struck by a titan's forge hammer.
8 Buried in the chest of a nightwalker.
9 Blessed by a blind solar.
10 Fed to the tarrasque.
11 Dropped into a bag of devouring.
12 Thrown into a sphere of annihilation.
13 Hammered upon an alter of obsidian.
14 Delivered to the top of the highest mountain peak.
15 Drowned at the bottom of the ocean.
16 Crushed in a vault of onyx covered with cinnabar.
17 Scorched by dragon fire.
18 Placed upon the seal of an evil god on desecrated grounds.
19 Fed to a kraken.
20 Driven into a sacrificial virgin's heart.
# Required Timing
1 At the last light of day.
2 At the first light of dawn.
3 During a solar eclipse.
4 During a lunar eclipse.
5 During a celestial planetary alignment.
6 During the night of a full moon.
7 During the night of a new moon.
8 On the winter solstice.
9 On the summer solstice.
10 On the autumnal equinox.
11 On the vernal equinox.
12 On a wild magic plane.
13 On a plane possessing fast flowing time.
14 On a highly morphic plane.
15 On a strongly good aligned plane.
16 On a strongly evil aligned plane.
17 On a strongly chaoticly aligned plane.
18 On a strongly lawfully aligned plane.
19 When in the presence (200 ft.) of a deity's avatar.
20 Immediately following the casting of both wish and miracle upon the weapon.

Special Weapon Properties[edit]

It is recommended to make all base weapons rolled on this table Attuning weapons. Simply grant this power and re-roll the 10's place die if it results in Attuning. The Minor category is recommended for characters of ECL 5-15 and the Major category is recommended for characters ECL 10-20.

Table: Artifact Special Weapon Properties
Minor Major Special Ability
01–09 01–09 Attuning
10–14 Dragon-Flame
15–19 Loyal
20–24 Dragon-Frost
25–29 Queen's Curse
30–34 Dragon-Shock
35–39 Desperation
40–44 Dragon-Acid
45–49 Time Warping
50–54 Dragon-Thunder
55–59 Vermillion
60–64 Dragon-Force
65–69 Light Eating
70–74 10–13 Savage
75–79 Shade Banishing
80–84 14–17 Spellstealing
85–89 18–21 Confirmation
90–94 22–25 Total Carnage
95–99 26–29 7 Armies Crusher
30–33 Disintegrating
34–37 Honey Amber
38–41 Adaloowood
42–45 Blinding Burst
46–49 Sacrifices
50–53 Greatwyrm-Flame
54–57 Ceremonial
58–61 Greatwyrm-Frost
62–65 Cursebreaker
66–69 Greatwyrm-Shock
70–73 Cursebonder
74–77 Greatwyrm-Acid
78–81 9 Armies Crusher
82–85 Greatwyrm-Thunder
86–89 Goldcrack
90–93 Greatwyrm-Force
94–97 Doomsayer
100 98–100 Roll again twice1
  1. Reroll if you get a duplicate special ability or an ability incompatible with an ability that you’ve already rolled.

Special Weapon Property Descriptions[edit]

7 Armies Crusher: A 7 armies crusher allows the wielder to make a number of special attacks per day equal to the weapon's enhancement bonus. With these special attacks, the wielder's attack roll is considered to have been a 10 (with no chance of critical hit). Additionally, on an attack roll of a natural 20 made by a 7 armies crusher, the wielder may give up any remaining extra attacks due to a high base attack bonus and instead add an additional 50% of his weapon's damage to the attack.

9 Armies Crusher: A 9 armies crusher allows the wielder to make a number of special attacks per day equal to the weapon's enhancement bonus. With these special attacks, the wielder's attack roll is considered to have been a 15 (with no chance of a critical hit). Additionally, on an attack roll of a natural 20 made by a 9 armies crusher, the wielder may give up any remaining extra attacks due to a high base attack bonus and instead add an additional 50% of his weapon's damage to the attack.

Adaloowood: An adaloowood weapon may change size at the will of the wielder once per round by one size and up to three sizes away from its default size. An adaloowood weapon grants the wielder the ability to wield it without penalty to attack so long as it is within 1 size of the wielder's appropriate weapon size. Additionally, when a creature is reduced to below 0 hp with an adaloowood weapon, the creature's body is transformed into living wood. If appropriate soil is under the affected creature, it plants itself with roots. An adaloowood weapon appears to have a wood-like grain, but may be made of other materials.

Attuning: An attuning weapon attunes itself to the power of the wielder. The weapon's enhancement bonus is based on the wielder's ECL, with a minimum of +1 (+2 at 6 ECL, +3 at 10 ECL +4 at 14 ECL and up to a maximum of +5 at 18 ECL). Additionally, any DCs calculated from effects originating from the weapon are calculated as DC 10 + 1/2 the wielder's ECL + the weapon's enhancement bonus.

Blinding Burst: A blinding burst weapon releases sparking flares on impact. On successful attacks, the target becomes dazzled (no save) for 1 round. On an attack roll of a natural 20, a blinding burst weapon releases a focused flare against its target, which must make a Fortitude save (DC 10 + 1/2 the wielder's ECL + the weapon's enhancement bonus) or be blinded for 1 minute.

Ceremonial: A ceremonial weapon is encrusted with gemstones and decorated with elaborate inlays of precious metals and mystical symbology. A ceremonial weapon always remains clean and untarnished. Even for an artifact, ceremonial weapons are particularly difficult to destroy, as such a weapon takes only 10% of any damage that it would have otherwise taken (after reductions in damage like hardness). Additionally, any creature reduced to 0 or fewer hp by a ceremonial weapon instead remains at 1 hp and suffers banishment (regardless of what plane either the wielder or the target are on). The target is allowed a Will save (DC 10 + 1/2 the wielder's ECL + the weapon's enhancement bonus + 4 as a special arcane focus), though in doing so instantaneously takes whatever damage the ceremonial weapon would have forgone, regardless whether the save is successful or not. This effect bypasses Spell Resistance. A successfully banished creature is sent to a specific plane determined at the weapon's creation.

Confirmation: A confirmation weapon's enhancement bonus value is doubled for d20 rolls made to confirm critical hits. In addition, on an attack roll of a natural 20, critical hits are automatically confirmed without the need for a confirmation roll.

Cursebonder: A cursebonder weapon allows it's wielder to activate or deactivate the effects of any single spell effect or curse upon him once per round as a free action, halting any duration. Any effects that were deactivated when the weapon is no longer wielded immediately reactivate. The wielder automatically forgoes any saving throw to resist curses when wielding a cursebonder weapon, though he may drop the weapon as a free action (if he is able) to allow himself a save instead. If a cursebonder weapon strikes a target with an attack roll of a natural 20, any gear it is wearing/wielding is cursed and the target is unable to drop it or remove it for 24 hours. The DC to remove this curse is equal to 10 + 1/2 the wielder's ECL + the weapon's enhancement bonus. dispel magic has no effect on this curse, though a remove curse or break enchantment will remove it with a successful check.

Cursebreaker: Any target struck by a cursebreaker weapon, dealing damage, is treated as if break enchantment had been cast upon it. Instead of a caster level check, the wielder makes an empowered level check (1d20 + 1/2 1/2 the wielder's ECL + the weapon's enhancement value) against a DC of 11 + the caster level of the effect. This check bypasses the typical +15 maximum imposed by break enchantment.

Desperation: A desperation weapon is capable of healing its wielder. When a desperation weapon's wielder has hp equal to or less than his HD total, the weapon activates for 1 round. During that time, any successful attacks made by the weapon heal the wielder a number of hp equal to half of the damage dealt by the weapon to living creatures (in the case of living wielders). Undead wielders and construct wielders are healed by damage dealt to targets of their respective types.

Destruction: A weapon of destruction deals double its weapon damage to objects, including magical objects and constructs.

Dragon-Acid: A dragon-acid weapon deals an additional 2d4 acid damage. For every d4 resulting in a 4 for this damage, roll an additional 1d4 acid damage.

Dragon-Flame: A dragon-flame weapon deals an additional 2d4 fire damage. For every d4 resulting in a 4 for this damage, roll an additional 1d4 fire damage.

Dragon-Force: A dragon-force weapon deals an additional 2d4 force damage. For every d4 resulting in a 4 for this damage, roll an additional 1d4 force damage.

Dragon-Frost: A dragon-frost weapon deals an additional 2d4 cold damage. For every d4 resulting in a 4 for this damage, roll an additional 1d4 cold damage.

Dragon-Shock: A dragon-shock weapon deals an additional 2d4 electricity damage. For every d4 resulting in a 4 for this damage, roll an additional 1d4 electricity damage.

Dragon-Thunder: A dragon-thunder weapon deals an additional 2d4 sonic damage. For every d4 resulting in a 4 for this damage, roll an additional 1d4 sonic damage.

Disintegrating: A disintegrating weapon often appears pitted, corroded or cracked. Any creature struck by a disintegrating weapon's attack and reduced to fewer than 0 hp is reduced to dust, leaving behind any gear it carried.

Doomsayer: A doomsayer weapon, when commanded with a shout, doubles its enhancement bonus for 1 attack roll. However, if the attack misses, the weapon releases a vengeful wave of force energy in a 20 ft. radius burst. Creatures (including the wielder) caught in the wave must make a Reflex save (DC 10 + 1/2 the wielder's ECL + the weapon's enhancement bonus) for half damage or take damage as if the weapon had struck. Unattended objects automatically take damage. Creatures and objects reduced to below 0 hp by a doomsayer weapon's enhanced attack are transformed into brittle stone that immediately breaks and collapses. A doomsayer weapon can be commanded only once per round.

Goldcrack: A goldcrack weapon, when activated, coats itself in a covering of aged gold that shines as a light spell through the cracks. When active and a natural 20 is rolled for an attack with the weapon, the target is coated in a magical layer of luminous gold. This layer nullifies the effects of any ability that grant concealment, miss chance or a hide bonus (such as invisibility, blur, displacement, hide in plain sight and fog) for a number of rounds equal to the weapon's enhancement bonus. Creatures reduced to below 0 hp by an activated goldcrack weapon's attack are transformed into ash flaked with gold worth 1 gp per size above Small per HD. Example: An elephant slain by a goldcrack weapon would leave a golden shell worth 33 gold pieces (3 per size with 11 HD).

Greatwyrm-Acid: A greatwyrm-acid weapon deals an additional 4d4 acid damage. For every d4 resulting in a 4 for this damage, roll an additional 1d4 acid damage.

Greatwyrm-Flame: A greatwyrm-flame weapon deals an additional 4d4 fire damage. For every d4 resulting in a 4 for this damage, roll an additional 1d4 fire damage.

Greatwyrm-Force: A greatwyrm-force weapon deals an additional 4d4 force damage. For every d4 resulting in a 4 for this damage, roll an additional 1d4 force damage.

Greatwyrm-Frost: A greatwyrm-frost weapon deals an additional 4d4 cold damage. For every d4 resulting in a 4 for this damage, roll an additional 1d4 cold damage.

Greatwyrm-Shock: A greatwyrm-shock weapon deals an additional 4d4 electricity damage. For every d4 resulting in a 4 for this damage, roll an additional 1d4 electricity damage.

Greatwyrm-Thunder: A greatwyrm-thunder weapon deals an additional 4d4 sonic damage. For every d4 resulting in a 4 for this damage, roll an additional 1d4 sonic damage.

Honey Amber: A honey amber weapon constantly emits a sweet smell that masks the wearer's scent in a 20 foot radius. The scent fades 1 round after leaving the area. When activated with a command, a honey amber weapon releases entangling, crystalizing honey on attack rolls of a natural 20. Targets hit by this become entangled and must make a Strength check (DC 10 + 1/2 the wielder's ECL + the weapon's enhancement bonus) to break free. The crystalized honey amber becomes brittle and breaks off on its own after 1 minute.

Light Eating: A light eating weapon dims magical and non-magical light sources and light within 120 feet, lowering any illumination to dim illumination. Magical light sources cast by a caster of a level higher than the wielder are allowed an opposed caster level check, with the wielder's caster level functioning as half his ECL. The weapon harmlessly absorbs "prismatic" spells and spells with the Light effect descriptor cast upon the wielder or that the weapon touches, no save. The dimming effect is countered by a shade banishing weapon.

Loyal: A loyal weapon returns to its master's free hand instantly upon command. If the weapon resided on another plane or was in the possession of another creature, the weapon's return incurs a 1 round delay after calling it in which the master must concentrate (by taking a standard action), appearing in his open hand at the start of his turn in the next round. In can only be commanded once per round. To become a loyal weapon's master, the previous master must relinquish ownership willingly without coercion -or- gain possession of the weapon after the previous master has not wielded the weapon for 1 year. After going untouched by its master for a year, a new potential master must win the weapon's favor by performing an 8 hour long ritual. At the end of the ritual, the prospective master must make a Charisma check (DC 20). If the check fails, he must restart the ritual to make another attempt.

Shade Banishing: A shade banishing weapon enhances any magical and non-magical light source within 120 feet to produce bright illumination, doubling their radius of illuminations. Darkness effects within the area are allowed an opposed caster level check, with the wielder's caster level functioning as half his ECL, or be dispelled. The weapon harmlessly absorbs spells with the Darkness effect descriptor cast upon the wielder or that the weapon touches, no save. The illuminating effect is countered by a light eating weapon.

Queen's Curse: A queen's curse weapon's enhancement value to attack is negative instead, giving a penalty to attacks (though its enhancement value is added to damage as normal). Attempts made to disarm a queen's curse weapon automatically fail. The wielder of a queen's curse weapon must command the weapon to leave his hand in order to be dropped. Additionally, sundering attacks against a queen's curse weapon instead deal double damage (before hardness) back to the attacking source, taking no damage itself. Any creature struck by an attack made with a natural 20 by a queen's curse weapon must make a Will save or suffer the following curse:
You no longer muster the success of other's good fortune. Any d20 roll resulting in a natural 20 is instead counted as if it were a 1 (but not a natural 1). The DC to remove this curse is equal to 10 + 1/2 the wielder's ECL + the weapon's enhancement bonus. dispel magic has no effect on this curse, though a remove curse or break enchantment will remove it with a successful check.

Sacrifices: A weapon of sacrifices deals damage to its wielder in order to deal additional damage to its target. On successful hit, the wielder of a weapon of sacrifices may add a number of d6s (up to the total enhancement of the weapon) to be dealt as damage against himself with no reduction. However, twice that number of d6s are then added to the attack as weapon damage against its target. This ability may only be used once per round.

Savage: A savage weapon deals an additional 2d4 weapon damage. For every d4 resulting in a 4 for this extra damage, roll an additional 1d4 damage.

Spellstealing: A spellstealing weapon has the ability to redirect the target of spells into the wielder as they are cast nearby. A spell cast in an adjacent space with a single target effect (other than personal) may be stolen by a spellstealing weapon. The caster makes a caster level check opposed to the wielder's enhanced level check (10 + 1/2 the wielder's ECL + the weapon's enhancement value). On a success, the spell may either be disbursed harmlessly without effect or instead target the spellstealing weapon's wielder as if he had been the initial target.

Time Warping: A time warping weapon grants its wielder the effects of haste for 1 round whenever the a natural 1 for an attack roll is rolled with the weapon. Whenever a natural 20 is rolled for an attack roll with the weapon the target is subject to the effects of slow for 1 round. Spell resistance applies as normal. The caster level for the effect is as the wielder's ECL.

Total Carnage: A total carnage weapon always deals its maximum weapon damage on attacks rolled with a natural 20. Additionally, a total carnage weapon may deal its maximum weapon damage on command a number of times per day equal to the enhancement value of the weapon, decided after the attack roll is determined as a hit or miss. Additional damage from abilities not native to the weapon (such as from a sneak attack or a martial maneuver) are not part of the weapon's damage and must be calculated separately.

Vermillion: A vermillion weapon, when willed by its wielder, sheds dim red light in a 120 foot radius. A vermillion weapon also grants the wielder low-light vision and is immune to rusting and corrosion.

Naming & Identifying An Artifact Weapon[edit]

Artifact weapons should have names. This helps identify them as specific items with a story and a background rather than as more treasure. An "attuning savage queen's curse adamantine halberd" named Shardluck which had passed down from a lineage of knights to the present owner is different from an "attuning savage queen's curse adamantine halberd" named Gromgore which was bestowed upon a troll king from a celestial patron in a past age. Names also add a bit of mystery to the item, putting it beyond the scope of the here-and-now of a game session.

Since these artifact weapons have names, it means that they are identified in a different way than by casting a simple spell. These items are identified by making appropriate Knowledge skill or bardic knowledge checks. The DC varies per specific weapon and it's history. A well known item might be easier to identify by name at a glance, but it's powers are still difficult to discern if all you have to go on is stories. By default, a check result of greater than 30 allows the character to identify one aspect of the weapon's power after 1 hour of study. Additional checks are required to discern additional properties. NPC scholars may be used to make the check and perform the research given more time and payment for their services.

A DM may even want to consider keeping an artifact weapon's abilities secret until it is used in combat or some other condition is met.



Back to Main Page3.5e HomebrewOther

AuthorGanteka Future +
Identifier3.5e Other +
RatingUndiscussed +
SummaryA collection of tables and descriptions for generating custom artifact weapons. +
TitleRandom Artifact Weapons +