Random Artifact Powers 5e (1d24)

1d24 Result

1

Roll on "Elemental Earth"

2

Roll on "Abjuration"

3

Roll on "Cataclysm"

4

Roll on "Combat"

5

Roll on "Conjuration"

6

Roll on "Cursed"

7

Roll on "Detection"

8

Roll on "Divination"

9

Roll on "Elemental Air"

10

Roll on "Elemental Fire"

11

Roll on "Elemental Water"

12

Roll on "Enchantment/Charm"

13

Roll on "Fate and Fortune"

14

Roll on "Healing"

15

Roll on "Immunity"

16

Roll on "Major Powers"

17

Roll on "Minor Powers"

18

Roll on "Movement"

19

Roll on "Offensive Powers"

20

Roll on "Nature"

21

Roll on "Necromantic"

22

Roll on "Personal Enhancements"

23

Roll on "Planar"

24

Roll on "Protection"

Subcharts

Abjuration (d20)

d20 Result

1

Cast Banishment 1/Day

2

Once per week you can choose a living creature within 30 feet of you that you can see. If either of you try to touch the other then they will be pushed back 5 feet. This also effects melee attacks and any touch attacks.

3

Cast Banishment 3/Day

4

Once per week you can choose an Elemental within 60 feet of you that you can see. The Elemental is immediately destroyed.

5

Cast Forbiddance 1/Week

6

Cast Protection from Good and Evil 1/Day

7

Cast Dispel Magic (3rd level) 1/Day

8

Cast Divine Word 1/Week

9

Cast Mordenkainen's Faithful Hound 1/Week

10

Cast Imprisonment 1/Month. The creature can be freed by naming them.

11

Cast Knock 3/Day

12

Cast Elemental Bane 3/Day

13

Cast Counter Spell (3rd level) at Will

14

Cast Purify Food and Drink at Will

15

Cast Remove Curse (3rd level) 3/Day

16

No insects can be within 30 feet of you at all times.

17

Cast Banishment in a 15 foot cube 1/Day

18

Cast Counter Spell (6th level) 3/Day

19

Cast Dispel Magic (6th level) 3/Day

20

All non-magical wooden objects that are not fixed to the ground or fixed to non-wooden object are pushed back 30 feet away from you. If the object is fixed and fragile then it is destroyed.

Cataclysm (d20)

d20 Result

1

Cast Stinking Cloud 1/Month with a 1 mile diameter Area and a range being anywhere within sight.

2

Cast Hallow 1/Month with a 1 mile diameter Area.

3

Cast Control Weather 1/Month without Concentration and a Duration of 2d6 Days.

4

Cast Call Lightning 1/Month with a 1 mile diameter Area that randomly strikes available targets for 72 hours and range being anywhere within sight.

5

Cast Cloudkill 1/Month with a 1 mile diameter Area without Concentration for 1d6 hours and range being anywhere within sight.

6

Cast Earthquake 1/Month with a 1 mile diameter Area without Concentration and range being anywhere within sight.

7

Cast Cloudkill 1/Month with a 1 mile diameter Area without Concentration for 2d20 hours and range being anywhere within sight.

8

All water within a 1 mile diameter of a target you can see evaporates and causes a drought for 1d4 weeks 1/Month.

9

Cast Earthquake 1/Month with a 1 mile diameter Area without Concentration for 1 hour.

10

Cast Fire Storm 1/Month with each cube being 250 foot cubes and range being anywhere within sight.

11

Cast Tsunami 1/Month with the wall being 1,500 feet long, 500 feet high, and 200 feet thick.

12

Cast Incendiary Cloud 1/Month with a 1 mile diameter Area and range being anywhere within sight.

13

Cast Insect Plague 1/Month with a 1 mile radius sphere and range being anywhere within sight.

14

Cast Antimagic Field 1/Month with a 1 mile radius sphere without Concentration and range being anywhere within sight for 1d4 weeks.

15

Cast Meteor Swarm 1/Month with a range of anywhere within sight creating 4 spheres per round at random points for 1d12 hours.

16

1/Month create a 500 foot diameter Sphere of Annihilation that goes in random directions for 1d12 minutes, moving 100 feet per minute.

17

Cast Druid Grove 1/Month with a 1 mile diameter cube that has a duration of 1 Month.

18

1/Month you can choose a point within sight. All creatures and objects in that 1 mile diameter area are shifted to a random plane of existence.

19

Cast Storm of Vengence 1/Month with a 1 mile radius.

20

Cast Animal Shapes 1/Month with a 1 mile range, the creatures do not need to be willing, and you do not need to see them.

Combat (d20)

d20 Result

1

On hit cause the creature to become Paralyzed until the end of your next turn 3/Day.

2

+10 to all of your Initive rolls and you cannot become surprised.

3

Always be under the effect of the Blur spell.

4

Cast Foresight on yourself 1/Day

5

Double the amount of attacks you make with the Attack Action using this weapon.

6

On hit Cast Vampiric Touch (6th level) on the creature 1/Day.

7

Cast Fire Shield 1/Day.

8

Turn any Critical Hit against you into a Hit and any Hit into a miss 5/Day

9

Deal 2d6 Poison damage with every attack using this weapon.

10

You become proficient with all weapons and armor.

11

On hit Cast Harm on the creature 1/Week.

12

Cast Greater Invisibility on yourself 1/Day.

13

Cast Mirror Image on yourself 3/Day.

14

You can use Action Surge 1/Day.

15

No attack has advantage against you.

16

On hit Cast Power Word: Kill on the creature 1/Week.

17

You can use double you Proficiency bonus on attacks with this weapon.

18

Cast Tenser's Transformation on yourself 1/Day.

19

Always heal for half the damage you deal with this weapon.

20

You Crit on a 18, 19, or 20 with attacks using this weapon.

Conjuration (d20)

d20 Result

1

Cast Animal Messenger at Will.

2

Cast Conjure Animals (4th level) 3/Day

3

Cast Conjure Animals (9th level) 1/Day

4

Cast Animate Objects 1/Day

5

Cast Call Lightning 3/Day

6

Cast Conjure Elemental 1/Day

7

Cast Leomund's Tiny Hut 1/Day

8

Cast Fabricate 1/Day

9

Cast Leomund's Secret Chest at Will.

10

Cast Maze 1/Week

11

Cast Conjure Woodland Beings 1/Day

12

Cast Prismatic Wall 1/Week

13

1/Week Summon 2d6 Berserkers under your command for 1 hour.

14

1/Week Summon a Genie under your command for 1 hour.

15

1/Day Summon an Invisible Stalker under your command for 1 hour.

16

1/Day Summon 1d6 Shadows under your command for 1 hour.

17

Cast Symbol 1/Day

18

Cast Soul Cage 1/Week

19

Cast Unseen Servant at Will.

20

Cast Control Weather 1/Week

Cursed (d20)

d20 Result

1

All Holy Water within 30 feet become polluted and loose all magical properties.

2

You have disadvantage on all Charisma ability checks.

3

You have disadvantage on all saving throws against spells and spell-like effects.

4

You become vulnerable to Poison damage.

5

All small non-magical wooden items rot at your touch.

6

All plants die on touch. 5 Necrotic damage to Plant creatures per round on touching.

7

Any Charisma ability check with NPCs that rolls higher than 10 counts as a 10.

8

You are forced to eat a full meal every hour.

9

Immediately come under the effect of the Reincarnate Spell the first time you touch this object.

10

You become deafened.

11

You become Poisoned and after every Long Rest you must make a DC 15 Constitution save or gain a level of Exhaustion that cannot be removed by Long Rests.

12

Any non-artifact magic item you touch has a 50% chance of loosing their magic until you stop touching it.

13

Take 5d10 Necrotic damage for the first time wielding this object.

14

Every time you use a power of this object you have a 50% chance of being effected by the Geas spell chosen by the DM. The Geas must be completed before you can use this object again.

15

Each time you use a power of this object you age 1d10 years. You cannot die of old age while wielding this object.

16

You are afflicted with lycanthropy.

17

Your touch becomes Poisonous. Deal 1d6 Poison damage each time you touch a creature.

18

You have disadvantage on attack rolls and Perception checks that rely on sight when direct sunlight is involved.

19

Loose one small worldly good every hour, coins and gems. Once all small goods are gone the next larger goods will disappear at the same rate.

20

Loose small bits of memories at the dawn of every day until you have no memories left.

Detection (d20)

d20 Result

1

You can never be surprised while wielding this object.

2

You become proficient in the use of all tools.

3

Always be under the effect of Comprehend Languages while wielding this object.

4

Always be under the effect of Detect Magic while wielding this object.

5

Cast Detect Good and Evil 3/Day

6

You can see through all Illusions.

7

Cast See Invisibility 3/Day

8

Cast Detect Magic 3/Day with a range of anywhere within sight.

9

Cast Detect Magic 3/Day

10

You always know where wooden and simple traps are within 30 feet.

11

You always know where stonework and complex traps are within 30 feet.

12

You always know where undead are within 30 feet.

13

You can know the emotional state of every creature within 30 feet of you 3/Day.

14

You can detect Planer rifts and Gates within 120 feet 3/Day.

15

Cast Find Traps 1/Day

16

Always be under the effect of Darkvision while wielding this object.

17

Cast Locate Object 3/Day

18

Cast True Seeing 1/Day

19

Cast Arcane Eye 3/Day

20

Cast True Seeing 3/Day

Divination (d20)

d20 Result

1

Cast Detect Good and Evil 1/Day

2

Cast Augury 3/Day

3

Cast Commune 1/Week

4

Cast Scrying 1/Day

5

Cast Contact Other Plane 1/Week

6

Cast Zone of Truth 3/Day

7

Cast See Invisibility 3/Day

8

Cast Divination 1/Day

9

Cast Divine Word 1/Day

10

Cast Detect Thoughts 3/Day

11

Cast Find the Path 1/Day

12

Cast Foresight 1/Week

13

Cast Identify 1/Day

14

Cast Detect Good and Evil 2/Day

15

Cast Divination 2/Day

16

Cast Detect Good and Evil 3/Day

17

Cast Commune 3/Day

18

Cast Scrying 2/Day

19

Cast Identify 3/Day

20

Cast Commune with Nature 3/Day

Elemental Air (d20)

d20 Result

1

Cast Animal Messenger 1/Day

2

Cast Lesser Restoration 2/Day

3

Cast Cloudkill 1/Day

4

Cast Conjure Elemental 1/Day only an Air Elemental.

5

Cast Control Winds 3/Day

6

Cast Whirlwind 1/Day

7

Always be under the effect of Featherfall while wielding this object.

8

Cast Fly 3/Day

9

Cast Gaseous Form 1/Day

10

Cast Gust of Wind 3/Day

11

Cast Fog Cloud 1/Day

12

Cast Stinking Cloud 3/Day

13

Cast Fog Cloud 3/Day

14

Cast Control Weather 1/Day

15

Cast Wind Walk 1/Day

16

Cast Wind Wall 1/Day

17

A 10 foot zone of sweet wind swirls around you while you wield this object.

18

Open a Gate to the Elemental Plane of Air that lasts for 1 hour at Will.

19

You have a 60 foot fly speed while wielding this object.

20

Cast Sending at Will as long as the subject is on the same plane of existence.

Elemental Fire (d20)

d20 Result

1

1/Week you can summon a flaming chariot with two flaming horses lashed to it. It follows your commands and can carry up to 8 creatures at a time. It has a 120 foot walking speed and a 240 foot fly speed. It lasts for 24 hours.

2

Cast Conjure Elemental 1/Day only a Fire Elemental.

3

Cast Delayed Blast Fireball 1/Day

4

Cast Dragons Breath 1/Day only Fire damage.

5

Cast Flaming Sphere 3/Day

6

Cast Polymorph on yourself 1/Day taking the form of a Fire Elemental.

7

Cast Fire Shield 1/Day

8

Cast Fireball 3/Day

9

Cast Firestorm 1/Day

10

Cast Flame Strike 1/Day

11

Cast Investiture of Flame 1/Day

12

Cast Immolation 1/Day

13

You are immune to Fire damage while wielding this object.

14

Cast Light at Will.

15

Cast Flame Strike 3/Day

16

You are always under the effect of Protection from Energy choosing Fire while wielding this object.

17

You can shape any open flame to your desire without taking damage from the fire. The new shape lasts for 1 minute.

18

Cast Sunbeam 1/Day

19

Cast Wall of Fire 1/Day

20

Open a Gate to the Elemental Plane of Fire that lasts for 1 hour at Will.

Elemental Water (d20)

d20 Result

1

Cast Create or Destroy Water 3/Day

2

Cast Cone of Cold 1/Day

3

Cast Conjure Elemental 1/Day it must be a Water Elemental.

4

3/Day transform up to 1 pint of liquid into Holy Water.

5

Cast Control Water 1/Day

6

Cast Sleet Storm 1/Day

7

Cast Disintegrate 1/Day. Does not turn creatures or objects into ash, instead turning them into a puddle of ooze. Does nothing to creatures that are water-based or lack solid structure.

8

Cast Scrying 1/Day

9

You can change 1 cubic foot of liquid on touch to another liquid of the same volume at Will. Both liquids must be non-magical.

10

Cast Otiluke's Freezing Sphere 1/Day

11

Cast Control Water 3/Day

12

You are immune to the crushing depths of oceans and can breath water while wielding this object.

13

Cast Scrying 2/Day

14

You are Proficient in all skills and tools needed to navigate a ship while wielding this object.

15

Cast Legend Lore 1/Day

16

Cast Wall of Ice 1/Day

17

You are always under the effect of Water Breathing while wielding this object.

18

You are always under the effect of Water Walking while wielding this object.

19

Cast Polymorph on yourself 1/Day only to become a Water Weird.

20

Open a Gate to the Elemental Plane of Water that lasts for 1 hour at Will.

Elemental Earth (d20)

d20 Result

1

Cast Animate Objects (7th level) 1/Day

2

You know the value of all gems and jewelry within sight while wielding this object.

3

Cast Conjure Elemental 1/Day it must be an Earth Elemental.

4

You always know how far underground you are while wielding this object.

5

You know the location of any gems within 60 feet of you while wielding this object.

6

You know the location of stonework traps withing 30 feet of you while wielding this object.

7

Cast Earthquake 1/Week

8

3/Day you can use an Action to cause your hand to be encased in stone and make melee attacks with it. It deals 1d6+Strength bonus in bludgeoning damage.

9

Cast Flesh to Stone 1/Day

10

You become Proficient in all skills and tools involved in cutting and setting gemstones.

11

Cast Meld into Stone 3/Day

12

Cast Move Earth 1/Week

13

Cast Passwall 1/Day

14

Cast Investiture of Stone 1/Day

15

Cast Stone Shape 3/Day

16

Cast Stone Skin 1/Day

17

Cast Commune with Nature 1/Day

18

Cast Transmute Rock 1/Day

19

Cast Wall of Stone 1/Day

20

Open a Gate to the Elemental Plane of Earth that lasts for 1 hour at Will.

Enchantment/Charm (d20)

d20 Result

1

You have advantage on all Charisma ability checks.

2

You are always under the effect of Animal Friendship while wielding this object.

3

Cast Charm Monster 1/Day

4

Cast Charm Person 2/Day

5

Cast Speak with Plants 3/Day

6

Cast Skill Empowerment 1/Day

7

Cast Command 3/Day

8

Cast Confusion 1/Day

9

Cast Enthrall 1/Day

10

Cast Dominate Person 1/Day

11

Cast Calm Emotions 1/Day

12

Cast Cause Fear at Will.

13

Cast Feeblemind 1/Week

14

Cast Modify Memory 1/Day

15

Cast Geas 1/Week

16

Cast Hold Person 1/Day

17

Cast Hypnotic Pattern 1/Day

18

Cast Otto's Irresistible Dance 1/Day

19

Cast Geas 2/Week

20

Cast Suggestion 3/Day

Fate and Fortune (d20)

d20 Result

1

You have +1 to all saving throws.

2

You have +1 to all attack rolls.

3

You have advantage on Investigation checks.

4

You have Proficiency with all Gaming tools.

5

You add double your Proficiency on all Charisma checks against Hostile NPCs.

6

You have advantage on all Initiative rolls.

7

You cannot be Surprised.

8

You gain 1 Luck point, as part of the Lucky feat.

9

When you and your party act in a surprise round you can choose to grant everyone advantage on all ability checks and attack rolls until the end of the surprise round. You can only do this once a week.

10

You gain 2 Luck points, as part of the Lucky feat.

11

Every week of downtime you will always earn or find at least your level in Gold Pieces.

12

You will always have enough money to be decently fed and have a room at a cheap inn or someones spare room.

13

Any ship you are on-board has favorable winds in the sails and can move at maximum speed.

14

No one can steal from you unless they are specifically trying to take this artifact. They will always either find nothing or anything they take reappears where they took it.

15

Merchants will never overcharge you for goods and services.

16

You can never become lost from both magical and non-magical means.

17

Merchants will always buy your goods at fair or greater prices.

18

You can never become hungry, you will always find some meal or prey will come into your reach to be hunted.

19

You will always appear innocent of crimes unless there are no other suspects. Even then there is a chance that a plausible explanation can convince others of your innocence.

20

All spells you cast deal maximum damage and operate at the maximum effect.

Healing (d20)

d20 Result

1

When you roll your hit dice for healing you may reroll any 1s rolled. You must keep the new result.

2

Cast Aid 3/Day

3

Cast Greater Restoration 1/Day

4

Make a creature you can touch immune to a specific poison or disease once a week.

5

Cast Lesser Restoration 3/Day

6

Cast Cure Wounds (6th level) 2/Day

7

Cast Greater Restoration 2/Day

8

Cast Greater Restoration 3/Day

9

Cast Cure Wounds 5/Day

10

Cast Cure Wounds (3rd level) 3/Day

11

Cure one creature of drugs and drunkenness on touch 3/Day

12

Cast Heal 1/Day

13

Gain the ability to use Lay on Hands based on your highest class level.

14

As an action touch a creature and cause 1d6 Necrotic damage to every other creature within 10 feet of you. You heal the creature for the total amount of damage caused.

15

Cast Protection of Poison 3/Day

16

Cast Raise Dead 1/Day

17

Cast Regenerate 1/Day

18

Cast Sequester 1/Day on a creature.

19

All healing magic cast on you is doubled in effect.

20

All scars and disfigurements are removed. Any new scars or disfigurements are immediately healed.

Immunity (d20)

d20 Result

1

You are immune to all forms of non magical disease.

2

You are immune to all magical diseases but not non magical diseases.

3

You are immune to both magical and non magical disease.

4

You are immune to the Frightened condition.

5

You are immune to all harmful forms of gasses, but you still need to breath.

6

You are immune to the Charmed condition.

7

You are immune to the Magic Missile spell.

8

You are immune to all psychic damage.

9

You are immune to the Stunned condition.

10

You are immune t the Paralyzed condition.

11

You are immune to Cold damage.

12

You have advantage on all saving throws against spells and magical effects.

13

You are immune to Poison damage and the Poisoned condition.

14

You are immune to Fire damage.

15

You are immune to Lightning damage.

16

You are immune to effects that would reduce your abilities scores or Max Hit Points.

17

You can see through all Illusions.

18

When you attempt, whether willingly or not, to go against your convictions or ideals you are instead stunned for 1d6 rounds. Continues if the character still continues to try and go against their convictions or ideals.

19

You are immune to all shape changing spells and magical effects.

20

You are immune to being Petrified and Restrained.

Major Powers (d100)

d100 Result

1-3

Cast Disintegrate 1/Day

4-7

Cast Animate Dead 1/Day

8-10

Cast Blade Barrier 1/Day

11-13

Cast Inflict Wounds (6th level) 1/Day

14-17

Cast Inflict Wounds (3rd level) 3/Day

18-20

3/Day you can choose an Undead within 60 feet and force them to make an Intelligence Saving throw (DC15) or come under your control for 1 hour.

21-23

Cast Control Weather 1/Day

24-26

Cast Shatter (6th level) 1/Day

27-30

Cast Force Cage 1/Day

31-33

Cast Globe of Invulnerability 1/Day

34-36

Cast Harm 1/Day

37-40

Cast Hold Monster 2/Day

41-43

Cast Wrath of Nature 3/Day

44-46

Cast Magic Jar 1/Day

47-50

Cast Feeblemind 1/Day

51-53

Cast Antimagic Field 1/Day

54-57

3/Day cause a creature you touch to be Paralyzed for 1 minute.

58-60

Cast Project Image 1/Day

61-62

Cast Prismatic Spray 1/Day

63-67

Cast Resurrection 1/Week

68-70

Cast Reverse Gravity 1/Day

71-73

Cast Phantasmal Killer 3/Day

74-76

Cast Teleport 1/Day

77-80

Cast Telekinesis 3/Day

81-83

Cast Time Stop 1/Week

84-86

Cast Weird 1/Day

87-90

Cast Wall of Force 1/Day

91-95

Cast Wall of Thorns 1/Day

96-100

Cast Power Word Kill 1/Day

Minor Powers (d100)

d100 Result

1

Cast Spare the Dying at Will

2-3

Cast Minor Illusion at Will

4-5

Cast Bless 5/Day

6-7

Cast Burning Hands 5/Day

8

Cast Guidance at Will

9-10

Cast Animal Friendship 5/Day

11

Cast Calm Emotions 5/Day

12-13

Cast Chill Touch at Will

14-15

Cast Calm Emotions 3/Day

16

Cast Contagion 3/Day

17-18

Cast Darkness 3/Day

19-20

Cast Light at Will

21-22

Cast Druid Craft at Will

23-24

Cast Create Food and Water 5/Day

25-26

Cast Bane 5/Day

27-28

Cast Dancing Lights at Will

29

Cast Darkness at Will

30

Cast Dispel Magic 3/Day

31

Cast Dust Devil 5/Day

32-33

Cast Enlarge/Reduce 3/Day

34

Cast Enthrall 3/Day

35-37

Cast  Evard 's black tentacles 3/Day

38-39

Cast Faerie Fire 3/Day

40

Cast Fear 3/Day

41

Cast Control Flames at Will

42-43

Cast Flame Arrows 3/Day

44-45

Cast Flaming Sphere 5/Day

46

Cast Absorb Elements 3/Day

47-48

Cast Glyph of Warding 3/Day

49-50

Cast Grease 7/Day

51-52

Cast Hold Person 3/Day

53-54

Cast Hold Person 5/Day

55

Cast Hypnotic Pattern 3/Day

56-57

Cast Invisability 3/Day

58-60

Cast Levitate 5/Day

61

Cast Dissonant Whispers 5/Day

62-63

Cast Phantasmal Force 3/Day

64

Cast Phantasmal Killer 3/Day

65-66

Cast Plant Growth 3/Day

67-68

Cast Polymorph 3/Day

69-70

Cast Resistance at Will

71-72

Cast Crown of Madness 3/Day

73-74

Cast Shocking Grasp at Will

75

Cast Thunderwave 5/Day

76-77

Cast Silence 3/Day

78-79

Cast Sleep 5/Day

80

Cast Slow 3/Day

81

Cast Protection from Poison 5/Day

82

Cast Spike Growth 5/Day

83-84

Cast Stinking Cloud 5/Day

85-86

Cast Stone Shape 5/Day

87-88

Cast Moonbeam 5/Day

89-90

Cast Tongues 3/Day

91-92

Cast Snare 5/Day

93-95

Cast Vampiric Touch 3/Day

96-98

Cast Web 5/Day

99-100

Cast Arcane Lock 3/Day

Movement (d20)

d20 Result

1

Cast Misty Step 3/Day

2

Cast Blink 3/Day

3

Cast Dimension Door 1/Day

4

While holding this object your movement is doubled.

5

Cast Investiture of Fire 1/Day

6

Cast Fly 2/Day

7

Cast Freedom of Movement 1/Day

8

Cast Haste 1/Day

9

Cast Jump 5/Day

10

Cast Pass Without Trace 5/Day

11

Cast Pass Wall 1/Day

12

Cast Word of Recall 1/Day

13

Cast Tree Stride 1/Day

14

Cast Spider Climb 3/Day

15

Cast Teleport 1/Day

16

Cast Transport via Plants 1/Day

17

Cast Water Walk 5/Day

18

Cast Fly 3/Day

19

Cast Word of Recall 3/Day

20

Cast Gaseous Form 1/Day

Offensive Powers (d20)

d20 Result

1

On hit age the creature by 1d6 years.

2

Cast Bigby's Hand 1/Day

3

Cast Blight 3/Day

4

Cast Inflict Wounds (6th level) 1/Day

5

Cast Chain Lightning 1/Day

6

Cast Investiture of Earth 1/day

7

Any melee damage dealt to you is dealt the same to the attacker.

8

Cast Disintegrate 1/Day

9

Cast Finger of Death 1/Day

10

Cast Fireball 1/Day

11

Cast Flamestrike 1/Day

12

Cast Lightning Bolt 1/Day

13

Cast Feeblemind 1/Day

14

Cast Power Word Pain 1/Day

15

Cast Power Word Stun 1/Day

16

Cast Power Word Kill 1/Day

17

Cast Shape Change 1/Day

18

Cast Maze 1/Day

19

Cast Forcecage 1/Day

20

Cast Weird 1/Day

Nature (d20)

d20 Result

1

Always be under the effect of Animal Friendship while holding this object.

2

Cast Beast Sense 3/Day

3

Cast Guardian of Nature 3/Day

4

Cast Beast Sense 5/Day

5

Cast Woodland Beings 3/Day

6

Cast Call Lightning 1/Day

7

You have advantage on all Stealth checks and other creatures have disadvantage on Perception checks against you.

8

Cast Plant Growth 3/Day

9

Cast Entangle 3/Day

10

You have advantage on all Perception checks and Initiative rolls.

11

Cast Hold Monster 3/Day

12

Always be under the effect of Pass without Trace while holding this object.

13

Cast Plant Growth 3/Day

14

Always be under the effect of Speak with Plants while holding this object.

15

CastSpeak with Animals at Will.

16

Cast Transport via Plants 1/Day

17

Cast Wall of Thorns 1/Day

18

Cast Barkskin 3/Day

19

Cast Control Weather 1/Day

20

Cast Anti-Life Shell 1/Day

Necromantic (d20)

d20 Result

1

Cast Abi-Dalzim's Horrid Wilting 1/Day

2

Cast animate dead (3/day)

3

Cast Mental Prison 1/Day

4

Cast Negative Energy Flood 1/Day

5

Cast Blindness/Deafness 3/Day

6

Cast Phantom Steed 1/Day

7

Cast Chill Touch at Will

8

Cast contagion (2/day)

9

3/Day you can choose an Undead within 60 feet and force them to make an Intelligence Saving throw (DC15) or come under your control for 1 hour.

10

Cast Power Word Kill 1/Day

11

Cast Negative Energy Flood 2/Day

12

Cast  feign death (3/day)

13

Open a Gate to the Shadowfell that lasts for 1 hour at Will.

14

Cast Blight 1/Day

15

Cast Speak with Dead at Will

16

Cast Create Undead 1/Day

17

1/Day as an Action you can become immune to Poison damage, exhaustion, the poisoned condition, the charmed condition, and resistance to all non-magical damage for 1 minute.

18

Cast vampiric touch (3/day)

19

Cast Danse Macabre 1/Day

20

Cast Enervation 1/Day

Personal Enhancements (d20)

d20 Result

1

Cast Alter Self at Will

2

Cast clairvoyance at will

3

Always be under the effect of Animal Friendship as long as you are holding the object.

4

All pockets on your person function as bags of holding.

5

Cast augury at will

6

No undead creatures can see you while you hold this object.

7

Always be under the effect of Protection from Good and Evil while holding this object.

8

Heal 1 Hit Point per round while holding this object.

9

Cast feign death at will

10

Cast friends at will

11

Cast spare the dying at will

12

You have +1 to all saving throws.

13

You have +1 to your Proficiency bonus.

14

Cast comprehend languages at will

15

You can no longer loose Max Hit Points.

16

Cast Tongues at Will

17

Cast speak with animals at will

18

Cast speak with plants at will

19

Cast water breathing at will

20

Cast Minor Illusion at Will

Planar (d20)

d20 Result

1

Cast Farstep (I/Day)

2

Cast dimension door 1/Day

3

Cast Planar Binding 1/Day

4

Cast Contact Other Plane 1/Day

5

Cast dimension door (2/day)

6

When you deal damage to a creature they must make a DC 15 Con save or loose that much of their max HP.

7

Cast Teleport 1/Day

8

Open a gate to a particular island of protomatter in the Ethereal Plane 100' x 100' across. This can be used by the character as a residence, storage place, or even prison (2/day)

9

Create a 10' x 10' ethereal window, allowing viewing of whatever lies beyond. The window is one-way, so those viewed do not know it is there. Stepping through the window strands the person in the Ethereal Plane (I/day).

10

Cast Plane Shift 1/Day

11

Cast Plane Shift 2/Day

12

Cast Gate 1/Day

13

Cast Mordenkainen's magnificent mansion (2/weck)

14

Cast Blink at Will

15

You are immune to the negative effects of all hostile environments.

16

Open a window to any outer plane. Nothing can pass through the window, but events can be seen and heard in both directions (I/week).

17

Cast Plane Shift 3/Day

18

Cast Contact Other Plane 3/Day

19

Cast Planar Ally 1/Week

20

Cast wish (1/month)

Protection (d20)

d20 Result

1

+2 to your AC while you wield this object.

2

+1 to your AC and saving throws while you wield this object.

3

Cast anti-magic shell (1 /day)

4

Cast Anti-Life Shell 1/Day

5

Cast Mage Armor 5/Day

6

You are always under the effect of the Feather Fall Spell.

7

Cast Fire Shield 1/Day

8

Generate a sphere of forbiddance, 15' in radius, centered on the artifact. Theforbiddance is not permanent (as is the spell), but has a duration of 2d6 hours. It can be password locked, however (I/week)

9

Always be under the effect of the Mind Blank spell while holding this object.

10

While holding this object your max HP cannot be reduced.

11

Always be under the effect of the Nondetection spell while wielding this object.

12

Always be under the effect of the Warding Wind spell while wielding this object.

13

You are resistant to Lighting damage while wielding this object.

14

You are resistant to Fire damage while wielding this object.

15

You are immune to the Restrained and Paralyzed condition while wielding this object.

16

Cast Shield at Will

17

Cast Leomund's Secret Chest 1/Day

18

Cast Antipathy on yourself against undead 1/Week

19

Cast Mordenkainen's Faithful Hound 1/Day

20

Cast Zone of Truth 1/Day