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Dungeons & Dragons Magical Items Roleplaying

DnD Artefact Yehm’s Diamond

Dungeons and Dragons – Mystara

Artefact – Yehm’s Diamond

0e-wi-b1 Wrath of the Immortals Book one
0e-wi-b1 D&D BECMI Wrath of the Immortals Book One

Player Section – Yehm’s Diamond

  • Artefact – Thought – Korotiku – Yehm’s Diamond
    • Standard: A palm sized clear sparkling diamond, cut as if it’s a fifth of a whole stone.
      • Gem acts as a +0 item bonus to Knowledge checks about History while providing proficiency with these skills.
      • A command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.
      • An airologist can use PP in place of part of all SB taking no additional Soul Burn for the effort. Each PP counts as one SB.
      • This item has standard powers: Speak with Yehm and Thought’s Answer. (these hurt the user to activate)
    • Attunement: To attune to item, you need to place it into another item, weapon on armour which it merges into as part of the attunement. If this item is attuned you gain the following qualities:
      • If the attached item is also attuned, it no longer counts as one of your limited attunement slots. If that item is a weapon it increases your proficiency level by the item bonus with that weapon (see Weapons Mastery), for every increase over Grand Master, you gain an extra dice of damage.. If that item is armour you are considered proficient in its use of not already.
      • Gem acts as a +1 item bonus to Knowledge checks about History or Geography while providing proficiency with these skills.
      • A command word causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
      • An airologist can use PP in place of part of all SB taking no additional Soul Burn for the effort. Each PP counts as two SB.
      • This item has attuned powers: Detect Magic. (these hurt the user to activate)
    • Relic: An air aspected character gains a bonus to their wisdom and saving throws of the item bonus. If a acid, poison or earth magic is used, the user takes a penalty equal to the item bonus.
  • Note: When a power with PP is used, roll a d20. Further awakening on the item can bring more powers.

Item still to be Awakened

  • Awakened: One the item is awakened it auto-attunes to someone, no longer takes up an attunement slot and makes you unable to touch another Artefact.
    • Gem acts as a +2 item bonus to Knowledge checks about History, Geography or Astronomy while providing proficiency with these skills.
    • A command word causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the attuned command word.
    • An airologist can use PP in place of part of all SB taking no additional Soul Burn for the effort. Each PP counts as three SB.
    • This item has awakened powers: .
    • Gem gains Sentience Stage 1.
  • Exalted Status: Currently unknown.
  • Exalted: Once the item is exalted it remains that way.
    • Gem acts as a +3 item bonus to Knowledge checks about History, Geography, Astronomy or Philosophy while providing proficiency with these skills.
    • You and your allies within 15 ft have resistance to fire damage while you hold this staff
    • An airologist can use PP in place of part of all SB taking no additional Soul Burn for the effort. Each PP counts as four SB.
    • This item has exalted powers:
    • Gem gains Sentience Stage 2

Campaign Item – GM Section

Artefact Details

Note: Discussing GM Section in character at the game table causes your character to take a penalty. Full penalty details are discovered by trial and error.

  • Handicap: A -2 to saving throws vs Air, Thunder or Lightning based attacks. Lasts until the next full moon.
  • Power Points: Base 8, Attuned 10, Awaken 12, Exalted 14 PP.
  • Recharge: Base 4 PP, Attuned 5 PP, Awakened 6 PP, Exalted 7 PP per long rest.
  • Set Item: This is a fragment of the Hollow World crown. All five pieces need to be assembled and attuned for them to be combined. Extra powers available when two or more are combined.
  • Powers:
    • Thought’s Answer: Can use this item as part of casting a spell to enhance the spell with time with one of the following effects: Note: This can’t enhance acid, poison or earth spells.
      • Caster check to cast a Divination and Enchantment spell as if native to region including in the hollow world. (1 PP)
      • 1 PP Change the damage of a spell to Lightning or thunder damage.
      • +1 damage dice per extra PP used.
      • 1 PP per level of spell Empower Divination and Enchantment Spell with Immortal power.
      • 1 PP per level of spell to bypass spell restrictions on mortal magic.
      • A critical success with this item against a target will give you advantage on checks against that target for a round.
    • Detect Magic: Costs 2 PP. Use Detect Magic, but double the range and not blocked by anything less than immortal magic. (1 to2 on d20 chance of penalty)
    • Speak with Yehm: Costs 3 PP. You can communicate with Yehm and ask him three questions. (1 to 3 on d20 chance of penalty)

Penalty

Permanent -1 to all saving throws. This compounds with each use. Can’t be removed with magic. Does not fade with time.

Known History

  • 1005-06-24 – Dmitri (Human Rogue/Wizard) Gift from Yehm in the Gentle Lands, Hollow World.

Artefact Traits

  • Handicap – This is an effect applied to all who pend PP while handling the item until the given time has passed.
  • Penalty – A penalty can be removed by a special downtime activity with discussion and approval by games master only. (limit once per game year)
  • Plane Locked – All artefacts cannot be taken through extra dimensional travel, this includes teleportation, fey step and dimensional travel.
  • Power Points (PP) – This is the amount of power points that the artefact can draw upon to use its abilities. All abilities with a PP cost have a chance of causing a penalty on a d20 equal to the cost. Use of PP also causes the wielder to reduce their maximum hit points by the PP spent. This lost hit points uses the Soul Burn mechanics from Secret Crafts.
  • Recharge – the amount of power points that the artefact will refresh over a set time.
  • Set Items – can be combined to form a more powerful item.
  • Team Item – can provide other powers if members of the part wield other items in the team set.

Design Details

Reduced the recharge from 5 per power level to 4 plus 1 per increase in power level, providing a maximum of half the total power returned in a long rest. This is make it work smoother, and not gain more power than it can hold. I also added 1 PP to the abilities that did not have a cost in the GM section.

Content Updates

  • 2021-08-06 – Updating layout, including secret craft, weapons mastery enhancements.
  • 2020-10-26 – Item cleanup, clarification and empowerment.
Mystara Artefacts

Staves: Mazikeen’s Staff (Energy – Mazikeen), Rheddrian’s Staff (Energy – Benekander),

Weapons: Blackrazor (Entropy – Masauwu), Haziwarn (Entropy – Alphaks), Wave (Time – Protius), Whelm (Matter – Kagyar),

Wondrous Items: Crown of Air (Matter – Opal), Crown of Darkness (Entropy – Idris), Crown of the Dragonlord (Matter – The Great One), Crown of Earth (Matter – The Great One), Crown of Fire (Matter – Diamond), Crown of Water (Matter – Pearl), Tree of Life (Energy – Ilsundal), Yehm’s Diamond (Thought – Korotiku)

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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