All artifacts are magical items, but not all magical items are artifacts. In Dungeons and Dragons, there exist magical items that carry immense magical power. These items could have been created by the gods, or by tremendously powerful mortals for a specific purpose.
Maybe these items were created to destroy entire kingdoms or save entire civilizations. Perhaps they were created to influence the entire multiverse. Whatever the case, these magical items carry the weight of whatever pivotal moment in history they were created for, and shouldn’t be used lightly.
Mythic Odysseys of Theros adds 5 new magical artifacts to the D&D universe, each tied to the specific god that made them, or for whom they were made. As it so happens, since Theros is first and foremost a Magic: the Gathering world, these artifacts also exist as MTG cards.
In any case, these artifacts shouldn’t be given out lightly. They all carry substantial magical power that has the ability to unravel campaigns. As such, it’s suggested to review their power and decide if you want to include them in your campaign.
Akmon, Hammer of Purphoros (Weapon, Warhammer, artifact, requires attunement)
Hammer of the Forge — This magic warhammer grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an additional 3d10 fire damage.
Blessing of the Forge — If you’re a worshipper of Purphoros, you gain the following benefits when you reach different Piety levels:
- (Piety 10+) — The hammer has one randomly determined minor beneficial property.
- (Piety 25+) — The hammer has one randomly determined major beneficial property.
- (Piety 50+) — The hammer has one additional randomly determined major beneficial property.
Keep in mind that if you aren’t a worshipper of Purphoros, the hammer will have two randomly determined minor detrimental properties.
Reforged — While holding this hammer, you have resistance to fire damage and are immune to exhaustion. Additionally, you have proficiency with smith’s tools and have advantage on all ability checks made with them.
Spells — While the hammer is on your person, you can use an action to cast the following spells with a DC of 18: Animate Objects, Heat Metal, Fabricate, Magic Weapon, Mending, Shatter.
Destroying the Hammer: To destroy the hammer, it must be taken to the realm of Tizerus in the Underworld. There, it must be coated in clay from the Mire of Punishment. The heat of the hammer hardens the clay, which fuses to it after one month. Afterward, it must be swallowed and digested by a kraken.
Dekella, Bident of Thassa (Weapon, Trident, artifact, requires attunement)
Bident of the Deep — This weapon functions as a trident with a +3 bonus to attack and damage rolls made with the weapon. When you hit with an attack made with this weapon, it deals an extra 2d10 cold damage to the target.
Blessing of the Deep — If you are a worshipper of Thassa, you gain the following benefits when you reach the required Piety levels:
- (Piety 10+) — You can breathe underwater, and you gain a swimming speed of 60 feet.
- (Piety 25+) — The bident has one randomly determined minor beneficial property.
- (Piety 50+) — The bident has one randomly determined major beneficial property.
If you aren’t a worshipper of Thassa, the bident instead has one randomly determined minor detrimental property.
Command the Deep — As an action, you can change the condition of the sea within 1 mile of you, either calming or creating a storm. This lasts for 1 hour, and can’t be used again until the next dusk. Additionally, you can cast the Dominate Monster spell (DC 18), but only on beasts and monsters that have an innate swimming speed.
Aquatic Metamorphosis — You can cast the True Polymorph spell (DC 18) but must cast it on a creature to turn it into a creature with an innate swimming speed. Once per dusk.
Destroying the Bident — To destroy the bident, it must be heated by the fire of an Ancient
Red Dragon and then dipped in the Tartyx River.