Stewing some items:
Lance of the High King
Weapon (lance), artifact (requires attunement by a lawful-aligned creature)
This ornately decorated lance symbolizes the authority and strength of the High King of Aerdy.
- Unerring Strikes: When you attack a chaotic creature with this lance, your attack rolls gain a +3 bonus, and the weapon deals an additional 2d6 radiant damage.
- Inspiring Presence: Allies within 30 feet of you who can see you have an advantage on saving throws against being frightened or charmed.
- Commander's Aura: As a bonus action, you can grant up to 10 allies within 60 feet who can hear you an extra 10 feet of movement until the start of your next turn.
- Sentience: The lance is sentient (Int 16, Wis 14, Cha 20). It has hearing and darkvision out to 120 feet and communicates telepathically. It seeks to unite the land under a just ruler.
Eternal Vigilance
Weapon (glaive), artifact (requires attunement by a paladin or cleric of Heironeous)
This gleaming glaive shines with holy light, symbolizing Furyondy’s resolve.
- Holy Light: The glaive sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Undead and fiends within the bright light have a disadvantage in saving throws.
- Radiant Smite: When you hit a creature with this glaive, you can use a bonus action to deal an extra 4d8 radiant damage. You can use this feature three times per long rest.
- Turn the Tide: As an action, you can emit a wave of radiant energy. Each hostile creature within 30 feet of you must succeed on a DC 17 Wisdom saving throw or be turned for 1 minute. Once used, this feature can’t be used again until the next dawn.
- Blessing of Heironeous: You gain a +3 bonus to AC while wielding this weapon.
Halberd of Elemental Fury
Weapon (halberd), artifact (requires attunement)
Forged by dwarves with elemental power, this halberd harnesses the destructive forces of nature.
- Elemental Power: You can choose fire, ice, or lightning damage for your attacks when you hit with the halberd. Add 2d6 damage of the chosen type.
- Elemental Strike: As an action, you can unleash a powerful blast of elemental energy. Each creature in a 30-foot cone must make a DC 18 Dexterity saving throw, taking 8d8 damage of your chosen type on a failed save or half as much on a success. This feature recharges after a long rest.
- Elemental Resistance: You gain resistance to fire, cold, and lightning damage while attuned to the weapon.
Oeridian Pike of Victory
Weapon (pike), artifact (requires attunement)
A relic of the old Oeridian tribes, this pike inspires unity and valor in battle.
- Unity’s Edge: With this weapon, you gain a +3 bonus to attack and damage rolls. When attacking alongside at least one ally within 10 feet, the pike deals an additional 2d6 radiant damage.
- Leadership Aura: Allies within 30 feet of you gain a +2 bonus to attack rolls and saving throws while you’re conscious.
- Commander's Rally: As an action, you can grant up to 10 allies within 60 feet who can see or hear you temporary hit points equal to your level + your Charisma modifier. Once used, this feature can’t be used again until you finish a long rest.
Bardiche of the Feral King
Weapon (bardiche), artifact (requires attunement by a barbarian)
This primal weapon channels the ferocity of the Fists and unleashes devastating power in battle.
- Primal Might: When raging, your attack rolls with the bardiche have advantage, and the weapon deals an extra 2d12 slashing damage.
- Feral Rage: You gain a +2 bonus to AC while raging.
- Critical Devastation: When you score a critical hit with the bardiche, you can roll all damage dice one additional time.
- Howl of Fury: As an action, you unleash a feral roar. Each creature of your choice within 30 feet must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. Once used, this feature can’t be used again until you finish a long rest.