Temporary Unfinished Artefacts Chain of the Chosen One A pair of bracers worn by the first chosen one of Tharzidun, these bracers have been worn by both Tharzidun's disciples and enemies, passing from hand to hand with each battle. Formed from the only chain that Tharzidun was able to shatter in his banishment, these chains were once attached to and now reject the anchor now known as Oblivion's Anchor, and therefore cannot be used in tandem with the ancient artefact, as they have been warped by the servants of Tharzidun. These very chains were designed to rend the mind of Tharzidun as well as hold the form of his avatar, and these properties persist in this fragmented piece. Dormant Wondrous Item (Bracers), Artefact, Requires Attunement The Mental and the Physical. While worn, the wielder can use a bonus action to summon forth a pair of spectral chains. These chains function as weapons that the wielder is proficient in using. The weapons deal 1d8 of either bludgeoning or psychic damage, have a reach of 10 ft., and the wielder can make attack rolls using either their strength or their intelligence. These weapons also have the light property. Attack Bonus. The chain's attack and damage bonus is +1. Grasp of Black Iron. Upon striking a creature with an attack, you can choose to attempt to grapple it with the chain. You make contested grapple checks as per usual, but may instead use your Arcana instead of your Athletics skill. Pull of Eternity. As a bonus action, you may pull a grappled enemy any distance towards you. Awakened Attack Bonus. The chain's attack and damage bonus is +2. Ever-Expanding Grasp. The chain's reach extends to 15 ft. Stunning Grasp. Once per short rest, you can weaken the mind of a foe you strike. As a bonus action, upon striking a foe, you can force them to make an intelligence saving throw. On a failure, the creature is stunned until the start of your next turn, and has disadvantage on all of its intelligence, wisdom and charisma saving throws until the start of your next turn. On a success, they have disadvantage on a mental saving throw of your choice until the start of your next turn, but otherwise suffer no additional effects. The DC for this ability is your spellcasting or psionic save DC. If you do not have one, the DC is 15, which rises to 17 upon becoming Exalted. Exalted Attack Bonus. The chain's attack and damage bonus is +3. Ever-Expanding Grasp. The chain's reach extends to 20 ft. Godcatcher. Once per long rest, you may reform the chain, returning it to its true power. As an action, you may cast Hold Monster on a single creature within reach of the chain. The spell if cast this way has the following modifications. This spell does not need concentration The saving throw required for this spell is changed to an intelligence saving throw.

The spell is considered to be cast at 9th level. The DC for this spell is your spellcasting or psionic save DC, or 17 if you have neither. If the target is a form of Tharzidun, or the wearer is a Champion of Tharzidun, the spell gains the following benefits. The DC is raised to 20, unless this would be less than your own DC.

If the spell lasts for its full duration, the target is affected by the Imprisonment spell, with the release trigger being one of the following, with the wielder choosing the release trigger. The death of the wielder or the wielder unattuning from the bracers A 1d6 decades or until a 9th level Dispel Magic is cast on the target The artefact Oblivion's Anchor is plunged into the target's chest.

Note I reference the artefact Oblivion's Anchor a lot here, which is not an item I created. /u/CrazyGeek31 created it, which is avaliable here https://www.reddit.com/r/UnearthedArcana/comments/77uu5v/additional_vestiges_of_the_divergence_20/ Crown of the Night Eye A gift from the Queen of Air and Darkness, this fey-crafted circlet is crafted from black obsidian and twisted black gold, with a black and blue sapphire the size and shape of an eye sitting at its' centre. Dormant Wondrous Item (Circlet), Artefact, Requires Attunement by a spellcaster Additional Spellcasting. This Circlet has 8 Charges, and regains 1d4+2 each day. You can choose to expend some of its charges while wearing it, casting the following spells using your spellcasting DC and spellcasting ability: Command (1 Charge), Major Image (3 Charges). Fey-Queen's Eye. While worn, the wearer gains darkvision of 60 ft. If the wearer already has darkvision, it extends the range of the darkvision by 30 ft.. Furthermore, the wearer can see through magical darkness and has advantage on seeing through illusions.

Awakened Charge Enhancement. The maximum number of charges increases to 12, and the circlet regains 1d6+2 charges daily. Enhanced spell list. The circlet gains the following spells: Hallucinatory Terrain (4 Charges) Modify Memory (5 Charges) Versatility Once per Long Rest, you may also add an additional Enchantment or Illusion spell to the list of spells this circlet can cast. The spell must be of a level no greater than the strongest spells the circlet can cast, and only one additional spell can be known by the circlet at a time. The spell's charge cost is determined by the spell's level, similar to the circlet's set spells. Exalted Charge Enhancement. The maximum number of charges increases to 20, and the circlet regains 1d6+4 charges daily. Enhanced spell list. The circlet gains the following spells: Mass Suggestion (6 Charges), Project Image (7 Charges) Powerful Casting. While wearing this circlet, you gain a +1 bonus to spell attack rolls and your spell save DC increases by 1. The Sunblood Heart A platinum amulet with a gemstone that shines with the radiance of a sun god, this item merges with the wearer to shield their wearer from harm. Dormant Wondrous Item, Artefact, Requires Attunement by a Celestial Warlock or a Cleric of good alignment. Merging Form. As a bonus action, the wearer can meld the amulet with their form, or reverse this. While in this state, the wearer has a tattoo that glows softly at their throat in the shape of a stylised shape that can be mistaken for either a sun or a flower. In this form, the amulet cannot be removed from the wearer. All other effects of the artefact remain active. Solar Skin. When worn, the wearer can choose to have their AC equal 10 + Dex + Spellcasting Ability Modifier. The wearer does not benefit from armour while doing so. Furthermore, as a reaction to being struck by a melee attack, the wearer can cause their attacker to take radiant damage equal to their spellcasting ability modifier. Awakened Solar Skin. The damage dealt by the Solar Skin feature increases to 1d6 + Spellcasting Ability Modifier. Healing Winds. When you heal a creature other than yourself, you heal for 1d6+ your spellcasting ability modifier. Exalted. Healing Heart. Once per day, when healing a creature other than yourself, you can choose to heal them for the maximum possible amount. Protective Flames. Once per day, you can cast Wall of Fire. Heart of Corruption The Heart of Dawn, if ever worn by a creature of a dark alignment, warps and twists into a black sphere of infinite night. If you listen closely, legends say you can occasionally hear the faint clanking of chains. Dormant Wondrous Item, Artefact, Requires a creature of evil alignment to attune to the Heart of Dawn Merging Form. As a bonus action, the wearer can meld the amulet with their form. While in this state, the wearer has a tattoo that seems to absorb light in their throat in the shape of a broken stylised sun/flower. In this form, the amulet cannot be removed from the wearer. Abyssal Skin. When worn, the wearer can choose to have their AC equal 10 + Dex + Spellcasting Ability Modifier. Furthermore, as a reaction to being struck by a melee attack, the wearer can cause their attacker to take necrotic damage equal to their spellcasting ability modifier. Awakened Abyssal Skin. The damage dealt by the Abyssal Skin feature increases to 1d6 + Spellcasting Ability Modifier. Shadow Warp. When you cast a spell that deals damage, you can change its damage type to necrotic damage. When casting a spell that deals necrotic damage, you heal for 1d6 + your spellcasting ability modifier. Exalted. Void Heart. Once per day, when harming a creature with necrotic damage, you can choose to maximise the damage of the spell Protective Frost. Once per day, you can cast Wall of Ice. The Seelie King's Spine A staff of warped bone with carvings of vines intricateley engraved around it, this staff is topped with three vertebrae that hint at its origins. When held, the vertabrae orbit the tip of the staff as energy hums within it. This staff was created from the spine of an ancient Fey king, slain by the Queen of Air and Darkness many years ago. The staff was then sent to his wife, the Summer Queen, as proof of his death in that time of conflict. In her grief, the Summer Queen cast it into the Astral Sea, never to see it again. When attuned to this staff, the wielder's eyes change to a vivid green, and an intricate vine tattoo forms upon the arm they use to wield it. These effects vanish after unattuning from the staff. Artefact, Staff (Requires Attunement by a Warlock of the Archfey or an Eladrin Elf) Dormant Additional Spellcasting. This staff has 8 Charges, and regains 1d4+2 each day. You can choose to expend some of its charges while wielding it, casting the following spells using your spellcasting DC and spellcasting ability: Entangle (1 Charge), Wind Wall (3 Charges).

Seelie Tongue. You gain 3 Fey Marks, which are shown as alien flowers that form on the vine tattoo. When making an insight, deception or persuasion check, you can choose to expend a single mark to reroll one of the dice used for the check. However, if the wielder tells an outright lie, this feature is unusable for the next minute. Much like the Seelie King, the staff pushes its user to speak in half-truths and misdirections rather than outright lies. The Fey Marks recover at the end of a long rest. Warrior King. You can choose to place any item into the tip of the staff, where it will bond with the staff. While the item is there, you can use it as you normally would. If the item is a melee weapon, it gains the reach and two-handed properties, and its damage die increases by 1 size. Furthermore, unless it already a magical weapon, it gains a +1 to attack and damage rolls. This bonus increases each time the staff grows in power. You cannot place an item that weighs more than 5lb. onto the staff, and it cannot have the versatile, heavy, reach or two handed properties. Awakened Charge Enhancement. The maximum number of charges increases to 12, and the staff regains 1d6+2 charges daily. Enhanced spell list. The staff gains the following spells: Stone Shape (4 Charges) Geas (5 Charges) Fey Marked. You can no longer be charmed, and creatures charmed by you no longer realise they were charmed by you at the end of the spell's effect. Instead they believe that another creature charmed them, although they do not know who. Exalted Charge Enhancement. The maximum number of charges increases to 20, and the staff regains 1d6+4 charges daily. Enhanced spell list. The staff gains the following spells: Wall of Thorns (6 Charges), Antipathy/Sympathy (7 Charges) Powerful Casting. While wielding this staff, you gain a +1 bonus to spell attack rolls and your spell save DC increases by 1.

Relics of the First Men Fang of the Thunder Serpent A staff carved from bone and black iron consisting of 4 hand length pieces and a single, central piece that is triple the length of the others, this staff is not one solid staff but instead 5 parts held together with incredible magical power. This power means that the staff's parts never separate or move apart, remaining an inch apart from the piece next to them at all times. Anything that tries to move between the pieces is instead blocked as though encountering a solid object. This staff was created when the last sorcerer king of the First Men sought to augment his forces with the power of the primordials. They sought out Mual-Tar the Thunder Serpent and attempted to slay it, instead finding death and despair. In the battle, the serpent struck down vast numbers of the men, but then was wounded, one of its fangs and part of its snout sheared off and falling to the earth, and was forced to retreat. This weapon was forged using half of the fang, the second half used for its twin - the Serpent's Hide. Dormant Staff, Artefact, Requires attunement by a spellcaster) Enhanced Spellcasting. This staff crackles with primordial storm energy, and enables you to unleash its energy in a wide array of spells using your spell save DC and spellcasting ability. This staff has 8 charges and regains 1d4+2 each dawn. The following spells can be cast from it: Thunderwave (1 Charge), Lightning Bolt (3 Charges). Voice of the Storm. You may cast the Thunderclap Cantrip as though you know it, and can also cause the sound of thunder to rumble across the sky once per hour. Awakened Charge Enhancement. The maximum number of charges increases to 12, and the staff regains 1d6+2 charges daily. Enhanced spell list. The staff gains the following spells: Storm Sphere (4 Charges) Destructive Wave (5 Charges) Storm Repeater If the enemy fails their saving throw against a spell or effect that deals thunder or lightning damage, you may roll an additional number of the spell's damage dice equal to the difference between your DC and their saving throw to a maximum of 5 dice. Exalted Charge Enhancement. The maximum number of charges increases to 20, and the staff regains 1d6+4 charges daily. Enhanced spell list. The staff gains the following spells: Chain Lightning (6 Charges), Fire Storm, although its damage type is changed to thunder or lightning (7 Charges) Powerful Casting. While holding this staff, you gain a +1 bonus to spell attack rolls and your spell save DC increases by 1. Serpent's Hide Twin to the Fang of the Thunder Serpent, this was worn by the last Sorcerer-King of the First Men in his charge against the gates of Mount Celestia. In his folly, he fell against Kord the Stormlord, who left his domain to defend his bretheren, working alongside his ancient foe Bane to end the armies of the First Men once and for all. This set of armour is crafted from finely crafted serpent scales of black and yellow, and upon closer inspection reveals that every scale is intricately carved with arcane runes. When worn, the armour appears as a partial set of studded leather armour and a robe or long coat combined. The spine of the armour is formed from the second half of the Thunder Serpent's fang. Dormant Studded Leather Armour, Legendary, Requires Attunement. AC Increase. This armour has a +1 bonus to AC Serpent's Strike. Once per short rest, the wearer can, as a bonus action, take the dash action and become unable to be targeted by attacks of opportunity until the end of their next turn. Any hostile creatures the wearer passes within 5 feet of during this time must make a Dexterity saving throw (DC13) or take 1d8 Lightning and 1d8 Thunder damage. A success halves this damage. Awakened AC Increase. This armour has a +2 bonus to AC Serpent's Strike. The Serpent's Strike ablity's DC increases to 15, and the damage increases to 2d8 thunder and 2d8 lightning damage. Enhanced Movement The wearer's movement speed increases by 10ft. Storm Scales. The wearer is resistant to thunder and lightning damage, and can cast jump on themselves at will, and takes half damage from falling Exalted AC Increase. This armour has a +3 bonus to AC Serpent's Strike. The Serpent's Strike ablity's DC increases to 17, and the damage increases to 3d8 thunder and 3d8 lightning damage. Furthermore, this ability can be used twice per short rest. Enhanced Movement. The wearer's additional movement increases to 20ft. Storm Scales. Upon finishing a long rest, the wearer can choose to become immune to either thunder or lightning damage, and once per short rest can use their reaction to heal themselves for the damage they would have taken. Furthermore, the wearer is immune to falling damage

Warp-Runner Plate This Mithril set of plate armour is covered in wires that lead from a glowing crystal on the armour's back to a glowing device on the centre of its chest. Its modified joints boost its wearer's mobility, and enable rapid movement. The magical core warps space around its wearer, allowing them to slip in and out of their plane. Armour such as this was used by the first explorers of the multiverse. Dormant Full Plate, Legendary (Requires Attunement) Smooth Joints. The wearer's base movement speed increases by 10 feet while this armour is worn. Warp Core. The wearer can use a bonus action to activate the warp core in the armour. While active, the bearer enters the Border Etherial, and remains there until they run out of movement, end their turn, or end it early freely. The wearer takes 1d10 force damage if they end their turn or run out of movement inside an object or another creature, and appears prone in the nearest unoccupied space. Once used, the wearer must finish a long rest before this property can be used again Awakened When this item is awakened, make the following changes and additions to the armour. Enhanced Defence. The armour becomes a set of +1 Plate Mail. Smooth Joints. The wearer's base movement speed is increased by 15 feet. Warp Burst. When the wearer leaves the Border Etherial, they can force any creatures of their choice within 5 feet of where they appear to make a Strength saving throw (DC 8 + Intelligence + Proficiency). On a failure, the targets take 1d6 lightning damage and fall prone. On a successful save, the targets take half damage and do not fall prone. Exalted When this item is exalted, make the following changes and additions to the armour. Enhanced Defence. The armour becomes a set of +2 Plate Mail. Smooth Joints. The wearer's base movement speed is increased by 20 feet. Warp Core. This ability can now be used twice, and the wearer must finish a long rest before this property can be used again Planar Jump. As an action, the wearer can cast Plane Shift, targeting only themselves, requiring no material components. Once used, the wearer must finish a short rest before this feature can be used again. Wings of the Frost Wraith A set of Mithril Half-Plate armour engraved with imagery of feathers and snow. At the wielder's command, the metal plates float up and rearrange themselves into a pair of ornate wings with a 20 foot wingspan, turning the armour into a set of studded leather armour. Frost and mist emanates from these wings when extended. This white and silver armour was used by the Terror of the North, who singlehandedly eliminated the wandering tribes of the northern continent in the time of the First Men. Dormant +1 Half Plate/Studded Leather Armour, Legendary (Requires Attunement) Wings of the Peak. As a bonus action, the wearer can summon forth the wings, morphing the armour from a set of half plate into a set of studded leather armour. The wings have a span of 20 feet across, so to use their flight feature, the wearer must have at least 10 feet of space open on either side of them. Otherwise, the wielder can leap a distance equal to half their flight speed. While fully extended, the wearer gains a fly speed of 30 feet. The wearer can retract the wings as a bonus action, turning the armour into a set of half plate once more. Shield of Ice. The wearer gains resistance to cold damage, and is immune to the harmful effects of cold environnments or high altitude. Light Construction. Due to the lightweight construction of this armour, the wearer only has to be proficient in light armour to be considered proficient in the half plate version of this armour. Awakened Enhanced Defence. The armour's AC bonus increases to +2 Enhanced Flight. The fly speed given by this armour becomes 45 feet. Flurry of Feathers. As an action, the wielder can spin in place, twisting frigid air around them. All enemies within 15 feet of the wearer must make a Constitution saving throw (DC 15), taking 3d8 cold damage and having their speed halved until the end of their next turn. On a success, they take half damage and their speed is not halved. This ability can be used once, and the wearer must finish a long rest before they can use this ability again. Exalted Enhanced Defence. The armour's AC bonus increases to +3 Enhanced Flight. The fly speed given by this armour becomes 60 feet. Freezing Winds. The DC for the Flurry of Feathers ability increases to 17

Possible Enhancement Shards of Ice. While the wings are extended, the wearer can now fire part of the wings as a ranged attack. The wearer makes a ranged attack using their Dexterity modifier, Proficiency modifier and a +2 bonus to attack rolls. This attack has a range of 80/320 feet, and deals 1d6 piercing and 1d6 cold damage. Once fired, regardless of if it hits or misses, the wearer's base fly speed reduces by 5 feet. The wearer cannot fall below a base fly speed of 10 feet with this effect, and cannot fire any more wing segments until their base fly speed increases again by at least 5 feet The wearer can regain their full fly speed by recalling a wing segment. As a bonus action, the wearer can recall a single wing segment, adding 5 feet onto the base fly speed. Alternatively, as an action, the wearer can recall all of the missing wing segments, returning their fly speed to 60 feet. The wing segments magically return back to the wings if there is no clear path back to the wearer. Great One's Fang Longsword, Artefact (Requires Attunement) A weapon wielded by the leader of the Order of the Radiant Dawn, an order who sought to end the reign of the Order of Starry Wisdom, a cult of insane humans that had made contact with a powerful entity known as the Haunter of the Dark. After slaying the cult and their abomination, their twisted magics were fused with the weapon of the Inquisitor in an attempt to turn their powers on other dark forces. The longsword is a simple steel grey longsword that perpetually drips dark blood when drawn. After being bathed in the blood of the wielder's foes, the weapon reveals itself to be a sword of bone that shimmers with powerful psychic energies. Dormant Attack Bonus. This weapon has a +1 bonus to attack and damage rolls Finesse This weapon has the Finesse property Twisted Visions. As an action, the wielder can slash the weapon through the air, opening a rift into the Far Realm for a moment. All creatures in a 60 ft. cone must make a DC 13 Wisdom saving throw. The targets take 2d8 Psychic damage, are frightened for one minute and must use their reactions to move their full movement speed away from the wielder. The targets are frightened for a minute, but can make a wisdom save to break the effect earlier as an action if the wielder is not within their direct line of sight. On a successful save, they suffer half damage and suffer no other effects. This ability can be used once, and then the wielder must complete a short rest before this can be used again. Creatures that cannot see with their eyes or are immune to fear are entirely immune to this ability. Awakened Attack Bonus. This weapon has a +2 bonus to attack and damage rolls. Ability Power Increase. Any abilities granted by this weapon have their DCs set to 15 Haunter's Eyes. As an action, the wielder can touch a creature. The creature must make an Intelligence saving throw. On a failure, the wielder can now choose to see through the senses of the target at will so long as they are within 1 mile. Only one creature can be marked like this at a time. Using this ability on another creature removes the mark from the previous target. If the wielder is not noticed when making contact with the target, the target will remain unaware of the mark. If the target is willing, it succeeds automatically. Eldritch Form. The wielder plants their sword into the ground. All creatures see an illusion form around the wielder, realistic but otherworldly, of any eldritch form of their choice and description. If they cannot decide on one, the form is automatically one of a large, Bat-like creature with burning eyes and a twisted form. The illusion appears to be real in every sense but if a creature touches it, the form's illusionary nature is revealed. The wielder can move in this form at half speed, and speaks in a horrifying voice that seems to creep into the minds of those around them. Any creature that tries to detect any trickery or illusons must make an investigation check against the item's DC. This ability lasts for an hour, and can be used once per long rest. Exalted Attack Bonus. This weapon has a +3 bonus to attack and damage rolls. Ability Power Increase. Any abilities granted by this weapon have their DCs set to 17 Crush of Eldritch Truth. Once per day, the wielder can cast mass suggestion, but is limited to the following options with the following assumed effects Apathy - "You realise now that all you do is meaningless as you are less than an ant beneath the might of all those above you."

Madness - "You realise that nothing you know is real, and that instead we are but playthings of greater beings."

Fear of the End of Times - "The End approaches with every step you take, and one day soon all you know will crumble around you as the world burns." Crusader's Wing Wonderous Item, Artefact, Requires Attunement. Twin to the Great One's Fang, this cloak is a heavy cloak with a deep set hood made of a golden material. A single puncture wound can be seen in the bottom left part of the cloak, and the area around the puncture is partially transformed into a brown, flesh-like material. In the centre of the cloak is a symbol of a radiant sunrise that glows softly when worn.