Artifacts of the Gods The month's following the first peace summit in Valla, Elven, Dwarven and Human smiths and craftsmen gathered to craft magical items worthy of their Unbound protectors. Adjudicator’s Pride Heavy Armor, (splint mail), legendary (requires attunement)

Weighing far less then the average steel armor, this mithral construction is deceptive in its protective capabilities. The dwarves and humans cooperated in crafting one of the most prominent armors to ever created for the new Earl of Tyr's Hand, Eric the Unbound. Elven mystics infused the seemingly extravagant armor with magical capabilities so strong that at times the magic radiate, embracing nearby allies in its godlike protection. While attuned to this item it offers its wearer a series of magical features. Dwarven Plating. This armor is a fine example of why the dwarves are known for their craftsmanship. The nearly impenetrable metal plates and delicate metallurgy makes it better than a normal splint mail, granting its wearer +2 to AC. Magical Warding When the wearer is struck by mitigable magic damage the armor activates and casts a 2nd level Absorb Elements. You can use this feature as many times as your Constitution modifier per dawn. Judgement. Once per dawn you may enforce judgement of the Aesir upon a target by casting a empowered version of Bane. The spell has no saving throw, instead it is immediately enforced on the target if the target has done something illegal or wrong in the eyes of the gods. Additionally, the spell can only target one creature, which if judged subtracts 1d8 instead of 1d4. Auras of the Aesir. You draw upon inter-dimensional powers to empower you with protective powers. The armor holds two charges which regenerate after at dawn. As a bonus action you may expend one charge to cast Aura of Purity, Aura of Life or Aura of Vitality at its original level. Alternatively, you may expend two charges as a free action to gain all three effects but they only affect yourself. In this case they would share concentration but you also roll to maintain concentration with advantage. Godlike Radiance. You can use an action to command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. Once used, this ability can't be used again until the next dawn. Tyr's Courage. You are immune to being frightened.

Royal Master Engineer Grîmz's Trinket of Dwarven Supremacy. Amulet, legendary (requires attunement)

Royal master engineer Grîmz's trinket of dwarven supremacy. This artifact hold powers like few others in this world. Although infused with powers bestowed by both humans and elven craftsmen, Grîm stubbornly boasts about his impressive craft with both SPC and RTRS-Mk4 as a feat of dwarven supremacy. Originally crafted as a symbol for Sigmarr's heroic feats it is only dwarven artifact ever crafted for a Halfling. While attuned to this item it offers its wielder a series of magical features. SPC Supreme Protective Capsule. As a reaction you may activate the trinket, causing it to shield you in a metallic capsule, protecting you from harm. You can only do two things once the capsule has been activated as you are heavily obstructed by it when inside. Either you can cast Thunderclap as a free action once per round or you can deactivate the capsule an action. The capsule is made from adamantium, has 60HP, AC22 and resistance against all types of damage. Any melee attacks against the capsule within 5ft take 2d4 lightning damage per attack. Once activated, the capsule cannot be used again until you have reparied it during a long rest, which consumes 1GP. RTRS-Mk4 Royal Tactical Retreat System Mk.4. If the capsule breaks or if you chose to end the effect, it reverts back to the amulet, automatically triggering a Misty Step out of harm’s way. Baldr's Blessing Beauty and a lovable charm radiates from the wearer granting +2 Charisma while attuned to this item. Additionally, you may cast Calm Emotions without spending a spell slot once per long rest. Elven Guile. Ancestral wisdom enlightens the wearer who gains proficiency in Wisdom saving throws while attuned to this item. Additionally, you may reroll a saving Wisdom saving throw once per long rest before you know the outcome. Master Key. This amulet may also serve as a thieves toolkit. Any simple lock is opened automatically by any attempt to pick the lock with the amulet. If used to open any tougher lock, the wearer gains advantage on the thieves tools check. The amulet cannot open magical locks, it can however, cast the Knock spell once per long rest. Self Destruct Sequence. You can activate a self-destruct mechanism which causes devastating damage in a small radius but also completely destroys the amulet. Dwarves commonly use these mechanisms as a last resort against assassination attempts. No one knows the activations sequence but its wearer. If you activate the mechanism, it will explode sometime within 1 minute as chosen by you. Once complete, it will explode in a volatile reaction of fire, lightning and piercing damage for 20d10 damage of each type in a 10 ft radius. You can trigger the mechanism at any time as a free action, even just as you fail your last Death saving throw.

High Goði Staff of Marvelous Mystery Quarterstaff (+2), legendary (requires attunement)

Long and wide followers of the Aesir and Vanir Gods share rumors about what really happened in the Shimmering Depths and what part, Hefrig the seemingly bland acolyte played in it. Some say he is a direct descendant from Odin himself while others accuse him as a supporter of the New Dawn. In the end, however, no one has doubted his power, be it friend or foe. While attuned to this item it offers its wielder a series of magical features, a caster may also use it as a focus. Arcane Accelerator. The wearer gains +2 to all attack rolls, be it ranged, melee, magical or physical while wielding the staff. Additionally, you may add force damage equal to your spell casting modifier for melee attacks with this staff. Divine Strikes. You may cast the Divine Favor spell at will and you may chose to alter the range of the spell to touch. If you target someone else than yourself they only recieve half of the effect however. Shaper of Magic. The staffs grants you the ability to alter magic fluidly, allowing you to shape spells. You can use the Sculpt Spells feat from the Evocation wizard as many times as your intelligence modifier per long rest. Ethereal Embrace. You can plant the staff into the ground as a reaction or bonus action, it becomes immovable unless some godlike force or exceptional magic dispels the effect. It remains in place until the end of your next turn, immovable even by you. While planted, the staff sheds a protective aura in a 30 foot radius which gives you and allied creatures a bonus to saving throws, AC and attack rolls equal to your intelligence modifier. Once you use this feature you cannot use it again until you have finished a long rest. Temple Binding. As a 10 minute ritual you can bind your soul to a temple . If the temple would face any danger you immediately know it if you are on the same plane of existence. If you run out of spell slots, roll a religion check DC20 and regain spell slots of a combined level of 1d4 if successful, or 2d4 on a roll of 20. Once you have used this feature it cannot be used again until the next dawn. Temple Teleportation. Additionally, as a 10 minute ritual you may teleport up to 10 people in a 10-ft radius to your soul bound temple as long as you are within a 100 mile radius of the temple. The teleportation cannot carry anything larger than medium size and the maximum total weight cannot exceed 3000 lbs. Teleporting this way gives you a level of exhaustion once finished.