On the Subject of Crests The Genesis of Crests Proof of a bloodline traced back to a storied figure of old, be it one of the mighty Ten Elites, the Four Saints, the Four Apostles, or the goddess Sothis herself, Crests manifest themselves in a person's blood and grant the bearer strength beyond that of a normal mortal's. Many nobles see Crests as a mark of a worthy heir, and several houses disown any heirs born without the presence of a Crest. However, with Crest-bearing blood growing thinner, some younger nobles have been trying to reform this antiquated notion. Feat: Major Crest Manifestation The dormant power of a major Crest has awoken within you. You gain the power of one Crest from the list below. Crests Crest Effect Crest of Aubin, Ernest When you hit a creature with a melee weapon attack on your turn, roll a d20. On a result of 20, the affected creature cannot take the Attack option on its next turn. Crest of Blaiddyd When you hit a creature with a weapon attack on your turn, roll a d20. On a result of 20, your damage dice are tripled for the attack, but your next attack has disadvantage and cannot trigger Crests. Crest of Cethleann When you would roll one or more dice to restore hit points with a spell on your turn, roll a d20. On a result of 20, you instead use the highest possible number for each die. Crest of Charon, Daphnel, Gautier, Seiros When you hit a creature with a critical hit on a weapon attack on your turn, roll a d10. On a result of 0, the attack deals an extra 2d8 damage of your weapon's damage type. Crest of Chevalier, Riegan When you hit a creature with a critical hit on a weapon attack on your turn, roll a d10. On a result of 0, you restore hit points equal to half the damage you deal. Crest of Cichol, Goneril When you hit a creature with a weapon attack on your turn, roll a d20. On a result of 20, the target creature cannot take reactions until the end of your next turn. Crest of Dominic, Noa When you cast a damaging spell of 1st - 5th level on your turn, roll a d20. On a result of 20, you cast the spell without expending a spell slot. Crest of Fraldarius, Maurice When you hit a creature with a weapon attack on your turn, roll a d20. On a result of 20, you instead use the highest possible number on each dice. Crest of Gloucester, Macuil When you cast a damaging spell, roll a d20. On a result of 20, you instead use the highest number possible for each die. Crest of Indech When you make a weapon attack on your turn, roll a d20. On a result of 20, you can immediately make an additional attack. Crest of Lamine, Timotheos When you cast a spell of 1st - 5th level that restores hit points to a creature on your turn, roll a d20. On a result of 20, you cast the spell without expending a spell slot. Crest of Flames When you hit a creature with a weapon attack on your turn, roll a d100. On a result of 95-00, you regain hit points equal to half the damage you deal. On a roll of 00, you additionally double the damage dice and the target creature cannot take the Attack option on its next turn.

Heroes' Relics Aegis Shield Armour (shield), artifact (requires attunement by a creature with the Crest of Fraldarius) This shield feels heavy in your grasp - heavy with the weight of one's duty. While you are attuned to this item, when you take damage, you can use your reaction to halve the damage you take. This does not affect area of effect damage. Areadbhar Weapon (pike), artifact (requires attunement by a creature with the Crest of Blaiddyd) Once wielded by a prince cast out by his own people, this lance glows with an eerie red light and seems to delight in the suffering of its foes. You gain a +3 to attack and damage rolls made with this weapon. While you are attuned to this weapon, you can use a bonus action to grant yourself advantage on the next attack you make with this weapon. If this attack hits, the target creature's speed becomes 0 until the end of your next turn. You can use this feature only if you have have not yet moved on your turn, and once you use it your speed becomes 0 for the rest of your turn. Aymr Weapon (battleaxe), artifact (requires attunement by a creature with the Crest of Seiros) An axe forged in the shape of a dragon's gaping maw, once wielded by an emperor who waged war against heaven. You gain a +3 to damage rolls made with this weapon, and you have advantage on attacks against fiends, celestials, and dragons. Aymr spurs you on in battle, making you like a raging storm. While you are attuned to this weapon, when you take the Attack action with Aymr, you make make an additional weapon attack as a bonus action. Blutgang Weapon (scimitar), artifact (requires attunement by a creature with the Crest of Maurice) The curved blade of this sword seems to pierce into your soul with the weight of a thousand sins. It is stained red with the blood of countless victims. You gain a +3 to attack and damage rolls made with this magic weapon. Additionally, you can use your Wisdom modifier for attack and damage rolls with this weapon. While you are attuned to this weapon, you can call down the curse of the Beast on your foes. As an action, you force a creature within 60 feet of you to make a Wisdom saving throw (DC 17). On a failed save, they have disadvantage on the next attack roll or saving throw they make, and you can't use this ability again until you finish a long rest. On a success, they suffer no effects, and you can use this ability again. All art used copyright of Nintendo, unless otherwise stated Crusher Weapon (warhammer), artifact (requires attunement by a creature with the Crest of Dominic) This hammer feels uncommonly light. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you are attuned to this weapon, you can use your choice of your Strength or Intelligence modifier for attack and damage rolls. You must use the same modifier for both rolls. Additionally, your strikes can pierce through an opponent's defenses. When you hit an opponent with a melee attack using this weapon, you may reduce their AC by 2 until the end of your next turn. Dark Abraxas Wondrous item, artifact (requires attunement by a creature with the Crest of Timotheos) While you are attuned to this item, you may prepare an additional spell when you prepare spells. Additionally, you may use an action while holding this item to regain one expended spell slot of 3rd level or lower. Once you have done so, Dark Abraxis regains the ability to do so at dusk. Finally, you may attempt to cast a spell from the Cleric spell list as an action, even if you do not have that spell prepared. Make a check using your spellcasting modifier (DC 17). If you pass the check, you succeed in casting the spell. Whether the check succeeds or fails, you expend a spell slot matching the level of the spell you attempt to cast.

Failnaught Weapon (longbow), artifact (requires attunement by a creature with the Crest of Riegan) Once wielded by a scheming duke who protected his people from the war against heaven, this bow feels light but firm in your grasp. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This bow creates arrows of magic when you draw it. These arrows disappear after they hit their target. This weapon has 5 charges. While you are attuned to this weapon, you can expend 1 charge and use your bonus action after you take the Attack action to become invisible until the start of your next turn. Failnaught regains 1 charge at dawn. Fetters of Dromi Wondrous item, artifact (requires attunement by a creature with the Crest of Aubin) This Relic, made after the War of Heroes, is light and strong. You feel emboldened wearing it. While you are attuned to the Fetters of Dromi, your walking speed increases by 5 feet and you may take the Dash or Disengage actions as a bonus action. Additionally, when you take damage, you may use your reaction to halve the damage you take. Freikugel Weapon (greataxe), artifact (requires attunement by a creature with the Crest of Goneril) This axe feels heavy in your hands, as though it carries the burdens of its past wielders. You gain a +4 to damage rolls made with this weapon. While you are attuned to this weapon, you can call debilitating flame down on your enemies. As an action, you can force a creature within 30 feet to make a Strength saving throw (DC 17). On a failed save, they take 4d6 fire damage and have disadvantage on attack rolls until the end of your next turn. On a success, they take half as much damage and no additional effects. Once you have used this ability, you can't use it again until the next dawn. Great Tree God's Arm Staff, artifact (requires attunement by a creature with the Crest of Noa) This staff is carved from wood grey as ash and strong as iron. It is decorated with carvings of draconic runes, telling the story of a child lost in a twilight forest who became a wolf. While you are attuned to this staff, you gain a +1 bonus to your spell attack bonus and spell save DC. Lance of Ruin Weapon (pike), artifact (requires attunement by a creature with the Crest of Gautier) This lance occasionally shakes and rattles in your grasp. You gain a +2 to attack and damage rolls made with this magic weapon. This weapon has 3 charges. While you are attuned to this weapon, you can expend one charge to double the damage you deal to a creature you hit with this weapon. However, you also take 1d6 + 2 necrotic damage when you do so. This damage cannot be reduced and ignores resistances. Additionally, you can use the Lance of Ruin to cast the enhance ability spell on yourself. Once you have done so, the Lance of Ruin regains the ability to do so again at dusk. Lucky Thorn Weapon (longsword), artifact (requires attunement by a creature with the Crest of Ernest) This sword, once an heirloom of a merchant family, gleams with a warm light. Its blade is tinted gold, and you feel more daring just holding it. While you are attuned to this weapon, when you hit a creature with a critical hit, you can force the target to make a Wisdom saving throw contested against your Strength check. If you win the contest, the creature cannot cast spells or benefit from the Innate Spellcasting feature until the end of your next turn. Additionally, your weapon attacks land critical hits on a roll of 19 or 20. Lúin Weapon (spear), artifact (requires attunement by a creature with the Crest of Daphnel) This weapon is light and steady. You feel calm holding it. While you are attuned to this weapon, you can take the Dodge action as a bonus action. Additionally, you can add half your proficiency bonus to any saving throw you lack proficiency in. Ochain Shield Armour (shield), artifact (requires attunement by a creature with the Crest of Macuil) This shield is decorated with the face of a roaring lion, with its flowing mane braided with beads. While you are attuned to this item and bearing it, critical hits against you turn into normal hits. Any effects triggered by a critical hit are cancelled.

Rafail Gem Wondrous item, artifact (requires attunement by a creature with the Crest of Lamine) This pendant is adorned with sapphir and gold. The stone in the center is carved with the image of Lamine's Crest. While you are attuned to this item, you have resistance to the damage of spells. Additionally, you cannot be slowed by nonmagical difficult terrain. Spear of Assal Weapon (lance), artifact (requires attunement by a creature with the Crest of Cichol) This lance glows with a protective power. Holding it makes you feel safe. You gain a +3 to attack and damage rolls made with this magic weapon. While you are attuned to this weapon, you gain the ability to guard others from death. When a creature within 30 feet of you drops to 0 hit points without being killed outright, you can use your reaction to have them instead drop to 1 hit point. Once you have used this ability, the Spear of Assal regains this ability at dawn. Staff of Cethleann Staff, artifact (requires attunement by a creature with the Crest of Cethleann) This staff is decorated with wings surrounding a large ruby. While you are attuned to this staff, when you roll one or more dice to restore hit points to a creature, you may reroll results of 1. Additionally, your Spell Save DC increases by 1. Sword of the Creator Weapon (longsword), artifact (requires attunement by a creature with the Crest of Flames) This sword only awakens its power in the hands of one chosen by fate. While you are attuned to this blade, its reach becomes 10 feet. Additionally, this weapon deals an additional 2d10 radiant damage to beasts, dragons, and fiends. Finally, You may use your reaction when you take damage while wielding this weapon to gain resistance to one damage type from the triggering attack until the end of your next turn. The Inexhaustible Weapon (longbow), artifact (requires attunement by a creature with the Crest of Indech) Holding this bow instills you with a restless vigor. You gain a +2 to attack and damage rolls made with this magic wepaon. While you are attuned to this weapon, you can gain the benefit of a long rest in half the time you would otherwise require. Additionally, when you take the Attack action using this weapon, you can make an additional attack as a bonus action. Finally, this bow creates arrows of magic when you draw it. These arrows disappear after they hit their target. Thunderbrand Weapon (rapier), artifact (requires attunement by a creature with the Crest of Charon) This sword's blade is adorned with a lightning bolt and wicked spikes, yet it cuts through the air itself. While you are attuned to this weapon, you have advantage on initiative rolls. Additionally, you score critical hits with this weapon on a roll of 19 or 20. Finally, when you attack at advantage with this weapon, you deal an additional 1d8 lightning damage on a hit. Thyrsus Rod, artifact (requires attunement by a creature with the Crest of Gloucester) Holding this rod spurs you forward with divine purpose. While you are attuned to Thyrsus, the range of your spells is doubled. Spells with a range of touch now have a range of 10 feet. Additionally, you have advantage on saving throws against spells, and resistance to the damage of spells. Vajra-Mushti Wondrous item, artifact (requires attunement by a creature with the Crest of Chevalier) These gauntlets are large and strong, but lightweight, like bone. They are formed in the shape of a mighty dragon's claws. While you are attuned to Vajra-Mushti, your unarmed strikes deal 1d8 slashing damage instead of the normal damage for an unarmed strike. Additionally, when you take the Attack action and make an unarmed strike, you may make one additional unarmed attack. Finally, when you make an unarmed strike, you may use your choice of your Strength modifier or your Charisma modifier for attack and damage rolls. You must use the same modifier for both rolls.