Artifact

An Artifact is a powerful magical item. Rather than merely another form of magic equipment, they are the sorts of legendary relics. Each could be the center of a whole set of adventures—a quest to recover it, a fight against a opponent wielding it, a mission to cause its destruction, and so on.

Stella Felixis
A sleek, elegant metallic wand with a starburst tip, gleaming with an ethereal sheen. Given to Amory Smallkin by Jacque at The Platinum Goose.

Base effects: ______________________________________________________________________________________________
 * +1 to the spellcaster's DC
 * 1 use of Portent on a creature other than the spellcaster per day
 * The user can cast Guiding Bolt without expending a spell slot. They then flip a "coin of fate," and upon falling on Tymora, the user can use this ability again. If the coin lands on Beshaba, they must wait until the next day.
 * Minor Detrimental Property:Causes character's greatest trauma to induce an Indefinite Madness, uncurable while attuned to this artifact.

Tuzar's Artifact
A medallion that was split into three pieces, each in the possession of the Senune triplets. After Antivenom fought Fuzar, the two artifacts were merged. Given to Tuzar Senune by Jacque at The Platinum Goose

Base effects: Upgraded effects: ______________________________________________________________________________________________
 * Auras increased by 5ft.
 * The user can use each of their Channel Divinity features in between short rests, rather than simply one
 * The user can go into a Rage twice per day and receive the benefits of that feature, regardless of armor.

Dragon's Bite
A whip of exceptional quality. Given to Jeremiah Belmont by Jacque at The Platinum Goose.

Base effects: ______________________________________________________________________________________________
 * +1 whip dealing 1d8 damage of an elemental type, randomly chosen

Thracia's Artifact
A double sided scimitar Thracia given to her by her mother.

Base effects:
 * Dark side: 2d6 slashing damage but deals 1d6 damage to the user
 * Light side: 2d4 slashing damage but heals user by 1d4 damage
 * The user chooses which side they will use for the entire round, until their next turn