Minor Artifacts

A supplement for D&D 5th edition and Ryuutama (or other tabletop RPG systems).

by Dylan Wolf

Email: dylan.wolf@gmail.com

Mastodon: @dylan@osmcast.social

Bluesky: @dylanwolf.com

Artifacts

These artifacts give a small, minor effect. They are good options for giving to low-level characters to add a bit of flavor to your world.

Conceptually, they represent ancient artifacts whose origins have been forgotten, which have been taken out of ruins by adventurers and spread through trade. A character does not have to be attuned or capable of spellcasting to use any of these items’ effects (though some items have additional effects by channeling spell slots).

Ring of Daybreak

A tarnished, rusty ring with a sapphire stone dulled from years in salt water. When worn, it acts as the spell Light in proportion to the light around it.

In daylight, it emits a faint glow; in low light, a small amount of light; and in the dark, a bright light. This light has a faint blue glow to it.

Magnetic Rod

A partially-rusted medium-gray rod made of material that appears to be stone or metal. It is about 1 1/2 feet long and 3 inches in diameter. If one looks closely, some unreadable script is engraved into its side.

When held, it allows the user to move one metal object as with the spell Mage Hand. To properly guide the object, the user must make a DC 15 Constitution check every minute under normal conditions, or every round under stress (combat, time limitations, or dangerous situations). The rod must be moved to affect the metal object.

Characters who have spent a lot of time practicing with the rod may receive bonuses to this roll.

Ryuutama rules for the Magnetic Rod

The check to maintain concentration is a DC 8 INT+SPI check. It is limited to metal objects under 5 pounds (size 1).

Gear Box

A small, flat rusted metal box about the size of one’s hand. A broken piece of glass covers one side, and under it one can see intricate layers of gears (most of them rusted). Some gears have flecks of shiny or intensely-colored paint visible, suggesting it was a toy.

When first held, the gears beging moving and a faint, almost musical clicking noise can be heard. After about a minute, the gears and the corresponding noise begin slowing down unnaturally, and then suddenly stop.

Glowstone

A small, brightly-colored crystal. When held or set in water (they float), they glow brightly in their color(s) but not enough light to be used as a light source.

Staff of the Wind

You hold in your hands a staff about five feet long and made of shiny, deep black metal that always feels very cold to the touch. It has flowing curves ending in fluted edges here and there, giving it an almost otherworldly appearance; to say nothing of how thin and fragile it appears. It’s as if it could be shattered by the slightest touch, though you find it to be extremely sturdy and nearly unbreakable.

When you focus on it, you can feel energy flow between the staff and the air around it. Harnessing this ability is difficult, if not dangerous. You have found that you can create small storms by feeding more energy into the air around you, but it is an act of will to force this upon nature. Likewise, you can absorb energy from the air around you to calm the weather, but trying to draw the fury of nature through your frail body is always a risky task.

When a small amount of magical power is channeled through it (in game terms, spending one spell slot), it acts similar to the Control Weather spell.

A user can calm the weather (requiring a Constituion save) or cause the weather to become turbulent (requiring a Charisma save). The DC depends on the strength of the current weather and the change being attempted, with the level of the spell slot added as a bonus to the save.

Change DC
One stage 10
Two to three stages 20
Four or more stages 30

 

 

If the save succeeds, the change occurs. If the save fails, the change does not occur and the user takes 1d20 points of damage. (This cannot reduce the user to below 0 hit points–they will be stable, but unconscious.)

Users who do not have (or do not wish to expend) spellcasting ability can attempt to use the staff, but failure in such cases can reduce the user to below 0 hit points and trigger death saves.

The saves represent the caster attempting to absorb (Constitution) or add (Charisma) energy into the weather. Such a change is volatile, so DCs are increased by 5 for every additional use of the staff (past one) in a 24-hour period.

Ryuutama rules for the Staff of the Wind

A user can spend 4 MP to use the Staff of the Winds. To calm the weather this requires a STR+SPI check; to cause the weather to become more turbulent this requires a SPI+SPI check. The user can spend Concentration or Fumble Points on this check.

The target number depends on the strength of the current weather and the change being attempted. For each increase or decrease of 1 in the Weather level, the target number is increased by 6. The target number is increased by 4 for every use of the staff in a 24-hour period.

On a failure, the change does not happen and the character takes 2d4 damage.

Spinners

Small, circular discs about 2 to 3 inches across. They are generally made from a gray rock similar to limestone, but have also been found made of a shiny obsidian-like material, red stone, or marble.

They are fairly common in wilderness areas near ruins, and many of the smaller, rough limestone discs can be bought for a silver or copper piece from junk dealers. Often, strange unreadable script or decorative patterns are found burned in around the edge. When placed face-down on the ground, they will spin around for about a minute or two like a top.

Aetherial Compass

A contraption consisting of several sets of concentric brass rings, many tarnished and corroded beyond normal cleaning. (A few are clearly missing.)

The inner ring, marked with an arrow, always spins to the north. It is unaffected by magnetism or magic.

Using the compass will give you advantage on any rolls needed to navigate or find directions.

Ryuutama rules for the Aetherial Compass

Using an Aetherial Compass on a Direction check gives you a +1. Once per week, you may also re-roll a Direction check and take the higher result.

Water Vial

A small vial, no more than two or three inches long. When placed in a cool, damp spot, water will begin to form inside it and fill it in about 24 hours. There is a 50% chance that this will be blessed water, which:

  • always remains ice cold
  • heals 1d6 points of damage
  • grants advantage on saves against poison

Blessed water poured out of the vial becomes normal water (with no effects) after one hour.

Ryuutama rules for the Water Vial

Blessed water heals 2 HP and gives +1 on the next day’s Condition check.

Symphonic Chime

A thin tube of dense metal, it appears to be a normal chime. When struck, it produces a number of harmonic tones. No musical ability is required to play the chime; all the player must do to reproduce a tune is concentrate on it (DC 12 Constitution save) while striking the chime. Those who listen closely can sometimes hear it faintly echo the tune before it is even struck.

Ryuutama rules for the Symphonic Chime

To produce a tune from the chime, make a DC 7 INT+SPI check.

Bottle of Lights

Upon first examination, it is a bottle with four pebbles in it. When opened, the pebbles glow brightly and fly out of the bottle (as the Dancing Lights cantrip), returning one minute later.

The lights cannot be captured, and will move through any solid object to return to the bottle. This can only be used once every four hours and after it has been used, cannot be opened until it can be used again.

 

 

Runestones and Runediscs

Runestones can be used as a plot device, where the players must collect runestones to unlock ruins sealed by a magical device.

Runestones

You hold in your hands a chipped, broken wedge-shaped piece of brownish clay with a large, strange symbol carved into its surface. It appears to be a fragment of a large stone disc that would measure about four to five feet across. When you hold the runestone and concentrate on it, you can feel something moving in [direction].

Runestones act keys to a ruin. When held, the character holding it begins sensing the location of the “keyhole” where the discs can be placed. The feeling grows until the holder feels a nearly physical pulling towards the direction of the ruins, no matter where they are in the world.

Runediscs

You hold in your hand a circular disc, about one to two feet across. When you hold it and concentrate, you get a sense of several small points scattered in multiple directions. But most strongly, you get a sense of the closest point, which seems to be located…

When held, they give the holder a sense of the direction and distance of the nearest runestone.

Gnarled Rod

You hold in your hands a rod that has the form and texture of a gnarled tree limb, but is carved from a piece of dark grey flecked stone, perhaps granite. When you hold it and concentrate on the trees around you, you can sense energy flowing from the rod into the trees.

When used in an area with trees, it creates 1d4 Assassin Vines in the immediate area. Additional vines may be created by expending one spell slot; the number of extra vines is equal to the level + 1. (You do not control the Assassin Vines; they act on their own instinct.)

Ryuutama rules for the Gnarled Rod

The Gnarled Rod may be used by spending 4 MP. It creates one vine that behaves as a Level 2 Animal (page 206), but cannot take the Move action.

Herbs

In D&D 5e, these herbs may be harvested with a Wisdom (Survival or Medicine) check and provide minor medical effects (+1d4 HP, advantage on saves, etc.).

In Ryuutama, these are new Healing Herbs. When making a herb gathering check, the player can opt to take one of these herbs rather than the default for the terrain.

Herb Terrain Portion Description Ryuutama Use
Bitterweed Grassland, Wasteland, Hills Blades A tall, broad-leafed grass found in temperate climates. In remote areas, it is often used to substitute for coffee or tea in a pinch Adds 1 to your Condition for the day
Thrushroot Woods, Forest Root The root of a forest plant used for balms and ointments for skin conditions. Reduces the level of an Injury status effect by 1
Thimberry Grassland, Wasteland, Woods, Forest, Hills Berries A berry found on bushes in plains and forests, often used to treat poisons and pain. Reduces the level of a Poison, Injury, or Shock status effect by 1
Clearthistle Grassland, Wasteland, Hills Flower A weedy flower that grows in the plains, used to treat some diseases. Reduces the level of a Sickness, Exhaustion, or Muddled status effect by 1