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Help me balance crazy over the top artifacts
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<blockquote data-quote="AmandaBarbarian" data-source="post: 9062351" data-attributes="member: 7042010"><p>Okay, so I have been world building and game creating for the first time. I have an artifact and a bunch of ideas for more of them.</p><p></p><p>here is my first:</p><p>Ruat Caelum Fiat Justitia Ecce Lex Rex "Though chaos reign, let justice be done. Behold! Law is king."</p><p></p><p></p><p><strong><em>Helm of the forbidden one</em></strong></p><p>An attuned spellcaster can carry the helm as a spellcasting focus that adds 1 to the DC of all saving throws and 1 to attack rolls. All radiant damage rolled also gains +1 damage. Then 1/long rest as a bonus action the attuned caster may glimpse the future… (roll 3d20 choose 2 and record the result, as a reaction at any point until this power is used again you can replace the roll you or a creature within 50ft makes with one of these rolls, when you do this once the glimpse is gone) (so roll 3, keep 2 but only ever use 1)</p><p></p><p></p><p>Anyone can attune and place the helm on their head when they do they wildshape into an arcmage as per the MM. In this form they have the spells and abilities and HP of the archmage, any items you have that may help the archmage get added but armor and weapons other than daggers vanish. This effect MAY end when you run out of HP or when you take a action to shift back removing the helmet.</p><p></p><p>Danger: every time you done the cap you risk the spirits inside it taking you over. If the spirit chooses to take control (aka DM) both when you put on the helm AND when you turn back you must make a Cha save DC 16. IF you had just put it on, you become an NPC until it runs to 0hp but most likely will teleport off… if it was from you hitting 0hp your body contingency teleports to a divine domain and awakens them in control, if you had attempted to remove the helm they take control instead.</p><p></p><p>When the spirit takes over it is also an achmage but with double HP an divine essence 3 (so +3 to all attacks saves and AC, and regen 3 that doubles to 6 when at half hp or less) and is immune to non magic damage, and resistant to magical weapon damage. BUT vulnerable to psychic damage and anything that would stun the spirit instantly reverts you to you… and it gains glimpse but more powerful, the DM rolls 5d20, records 3 of them, and when the 3rd one is used the spirit can use a bonus action to again roll 5 but this time only record 2 when the 2nd is used the spirt may again as a bonus action roll 5 record 1 but once that has been used he can’t use it again until he takes a long rest</p><p><em>The spirit can take short rests as 15min and long rests as 2 hours and has no need to eat or drink or sleep</em></p></blockquote><p></p>
[QUOTE="AmandaBarbarian, post: 9062351, member: 7042010"] Okay, so I have been world building and game creating for the first time. I have an artifact and a bunch of ideas for more of them. here is my first: Ruat Caelum Fiat Justitia Ecce Lex Rex "Though chaos reign, let justice be done. Behold! Law is king." [B][I]Helm of the forbidden one[/I][/B] An attuned spellcaster can carry the helm as a spellcasting focus that adds 1 to the DC of all saving throws and 1 to attack rolls. All radiant damage rolled also gains +1 damage. Then 1/long rest as a bonus action the attuned caster may glimpse the future… (roll 3d20 choose 2 and record the result, as a reaction at any point until this power is used again you can replace the roll you or a creature within 50ft makes with one of these rolls, when you do this once the glimpse is gone) (so roll 3, keep 2 but only ever use 1) Anyone can attune and place the helm on their head when they do they wildshape into an arcmage as per the MM. In this form they have the spells and abilities and HP of the archmage, any items you have that may help the archmage get added but armor and weapons other than daggers vanish. This effect MAY end when you run out of HP or when you take a action to shift back removing the helmet. Danger: every time you done the cap you risk the spirits inside it taking you over. If the spirit chooses to take control (aka DM) both when you put on the helm AND when you turn back you must make a Cha save DC 16. IF you had just put it on, you become an NPC until it runs to 0hp but most likely will teleport off… if it was from you hitting 0hp your body contingency teleports to a divine domain and awakens them in control, if you had attempted to remove the helm they take control instead. When the spirit takes over it is also an achmage but with double HP an divine essence 3 (so +3 to all attacks saves and AC, and regen 3 that doubles to 6 when at half hp or less) and is immune to non magic damage, and resistant to magical weapon damage. BUT vulnerable to psychic damage and anything that would stun the spirit instantly reverts you to you… and it gains glimpse but more powerful, the DM rolls 5d20, records 3 of them, and when the 3rd one is used the spirit can use a bonus action to again roll 5 but this time only record 2 when the 2nd is used the spirt may again as a bonus action roll 5 record 1 but once that has been used he can’t use it again until he takes a long rest [I]The spirit can take short rests as 15min and long rests as 2 hours and has no need to eat or drink or sleep[/I] [/QUOTE]
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