Remnants of the First Men The First Men were a race of powerful spellcasters and warriors who sought to rule the multiverse. The first creations of the gods, they were arrogant and cruel, and believed themselves to be superior to all. As such, they declared war on the gods themselves, and were largely destroyed for their arrogance. Those that remained resigned themselves to an ordinary life amongst those they thought beneath them and the crumbing ruins of their empire, becoming known as the Remnants. Many eons later, their descendants have inherited part of their power, and artefacts of their power have begun to resurface. Descendant of the First Men You are a descendant of the First Men, and have gained the power of their golden blood. You are usually indistnguishable from humans until you summon the power in your blood to enchance your prowess. Ability Score Increase. Your Constitution score increases by 2. Age. Descendants age and mature at the same rate as humans, and typically die at the same age. Alignment. Descendants are usually similarly split as humans, but due to their tendancy to rule and lead, often lean towards a lawful alignment. Size. Your size range is equal to that of humans. You are Medium. Speed. Your base walking speed is 30 feet. Golden Aura. As an action, you can emit golden motes of light, emitting bright light for 30 feet and dim light for another 30 feet. This is a magical effect, and lasts until you choose to end it freely or fall unconscious. Golden Visage. You learn the thaumaturgy cantrip, and gain the following additional effects You can make your skin appear to be made of gold for 1 minute.

You can make a 5 foot cube or an object that fits within a 5 foot cube emit golden lights, emitting bright light for 5 feet and dim light for another 5 feet for 1 minute.

You can make your eyes and veins emit golden light for 1 minute.

You can make your voice resonate as though filled with immense power for 1 minute. Languages. You speak, read and write Common and one additional language of your choice. Subrace. A Descendant's subrace reflects the boon that their blood provides, and shows a sliver of the powers their distant ancestors once wielded as mighty warriors and spellcasters. Descendant of Might Ability Score Increase. Your Strength score increases by 1. Golden Might. – Starting at 3rd level, you can enhance your might with the power in your blood. For 1 minute your carry, push, lift and drag weights are doubled, and once per turn, you can deal additional radiant damage equal to your level when damaging a target with an attack. Once used, you must finish a long rest before you can do so again. Descendant of Swiftness Ability Score Increase. Your Dexterity score increases by 1. Golden Swiftness. Starting at 3rd level, you can enhance your speed with the power in your blood. For 1 minute, your speed increases by 15 feet, and as a bonus action, you can teleport up to 30 feet to a location you can see. Once used, you must finish a long rest before you can do so again. Descendant of Thought Ability Score Increase. Your Intelligence score increases by 1. Golden Mind. Starting at 3rd level your mind is strengthened by the power in your blood. For 1 minute, you have advantage on intelligence saving throws and gain proficiency in all intelligence checks. If you are already proficient in a skill, you add your proficiency modifier twice. Once used, you must finish a long rest before you can do so again. Descendant of Speech Ability Score Increase. Your Charisma score increases by 1. Golden Tongue. At 3rd level, your wit, charm and willpower is strengthened by the power in your blood. For a minute, you are immune to charm and fear effects, have advantage on saving throws that would take away your free will, and have advantage on all charisma checks. Once used, you must finish a long rest before you can do so again.

Relics of the First Men The Relics of the First Men are what remain of their great armories and inventions. Often guarded by powerful Automatons deep in the remains of their expansive buildings, these artefacts are powerful, and often have great potential to grow with their wielder. Consistent Properies While the Relics of the First Men have many potential abilities, there are consistent features most of these Relics share, which are detailed below. Persistent Magic. Built with a knot of the Weave embedded in their core, these relics carry their magic with them. These items ignore the effects of Antimagic Fields and similar effects. These items cannot be suppressed or have their magic removed. Remnant Carver. Creatures of Remnant origin typically have enhanced defences that weaken or negate damage from sources that are not of Remnant design. As these tools are of Remnant design, they ignore these weaknesses and resistances. Weapons and spells cast through a remnant focus ignore some of the resistances and immunities of Remnant creatures. Remnant Structure. Due to the skillful crafting and design of Remnant relics, few things can damage or destroy a Remnant relic. The only consistent method to do so is an ancient Remnant forge, where the item is melted down, although some creatures and effects can also damage or destroy the items. Optional Properties These properties may not fit every DM's style, so are optional. These properties are still consistent across most relics. Fatal Flaw. Due to the power and construction of the relics, many relics have a flaw which can overload the item, such as a source of damage or an enviromental issue. When the flaw affects the bearer of the item, the bearer must make a DC 5 Constitution saving throw. Each time the flaw affects the wielder, the DC increases by 5. On a failure, the item overloads and its effects are unusable for 24 hours. If the DM chooses to, they may also implement a critical fail variant of this rule. If the bearer rolls a 1 on their d20 roll for the saving throw, they may suffer an addtional effect. For instance, armour designed to warp space may trap them on the Border Etherial for 1d10 turns. The effect is down to the DM's choosing, although some items may have a suggested effect. Bond of Power. Due to the might of these relics, a bond is formed with the bearer on becoming attuned to the item. While bonded, you cannot become unattuned with the item due to distance, and always know where the item is. However, if you should choose to break your attunement with the item, you can no-longer attune to the item for 2d10 months. Alternatively, the DM may decide that breaking attunement with the item bars the creature from ever attuning with it again. This does not stop another creature from attuning to the item in the original creature's place. The players may find a method to re-attune with an unbonded weapon deep in a Remnant Dungeon, but this is down to the DM's discretion Example Relics Channeller Longbow An ornate black and gold longbow with no visible string, this longbow glows with arcane power when it is held, a string of arcane energy forming. When aimed without an arrow nocked, the bow forms an arrow of pure, radiant energy. After the First Men declared war on the gods, they slew any faithful they came across and twisted their holy items into these weapons, using them in place of godly power to fight their undead and fiendish foes. Fatal Flaw. If the wielder takes damage from a melee attack from a fiend or undead, they must make a Constitution saving throw. On a failure, the bow becomes corrupt and its magical effects are unusable until the next dawn. On a critical failure, the bow detonates in a burst of radiant light. the wielder must make a Dexterity saving throw. On a failure, the wielder takes 1d8 radiant damage + 1d8 radiant damage for each charge in the weapon. The weapon then vanishes for 24 hours, and appears in the nearest unoccupied space near the wielder once this time has passed. Dormant +1 Longbow, Legendary (Requires Attunement) Charges. The bow has 5 charges, and regains 1d4+1 each dawn. Radiant Shot. When taking the attack action, the wielder can choose to instead use a charge in place of any ammunition. Each time a charge is used, the target takes 2d8 radiant damage on a hit. If the creature was invisible, it cannot benefit from its invisibility until the start of its next turn. Awakened Attack Bonus. The weapon's bonus to attack and damage rolls becomes +2. Charges. The bow now has 10 charges, and regains 2d4+2 each dawn. Guiding Shot. As an action and at the cost of two charges, the wielder can fire a guiding shot. On a hit, the target takes 4d8 radiant damage and glows, emitting bright light for 10 feet and dim light for an additional 10 feet. The next attack against the target has advantage, and deals an additional 1d4 radiant damage on a hit. Exalted Attack Bonus. The weapon's bonus to attack and damage rolls becomes +3. Charges. The bow now has 15 charges, and regains 2d6+3 each dawn.

Radiant Pulse. As an action, the wielder can spend 5 charges to fire off a blast of radiant energy in a 30ft cone. Any creature of the wielder's choice in the cone must make a Dexterity saving throw (DC 17). On a failure, each target takes 8d6 radiant damage and is pushed back 15 feet. On a success, they take half damage and are not pushed 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 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 circlet 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 circlet 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. 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. 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 start 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, and the wearer can now hover whilst flying. Freezing Winds. The DC for the Flurry of Feathers ability increases to 18 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.

The Great Guns of Greyhawk These mighty weapons were recovered from a nearby ruin, and have protected Greyhawk from their enemies for two thousand years, allowing it to be the great bastion of humanity that it is Fatal Flaw. If the same gun is used 5 turns in a row, the gunners must make an intelligence check rather than a saving throw, the DC increasing every time it is used 5 turns in a row. On a failure, the gun overheats and must wait 1d10 minutes before it can be used again. On a critical failure, it detonates, dealing 10d10 damage to all creatures and objects in a radius of 120 feet. Large object Armour Class: 20 Hit Points: 100 Damage Immunities: poison, psychic Versatile Cores. The weapons can deal a variety of damage. It takes 1 hour to swap the weapon's magical cores. The types of cores that have been discovered are as follows - Cold

Fire

Acid

Lightning

Thunder

Force Energy Blast. Ranged Weapon Attack: +8 to hit, range 600/2,400 ft., One target. Hit: 10d10 core type damage. Area Detonation: The gunner chooses a point within 2,400 ft.. Any creatures within 120 ft. of the point must make a dexterity saving throw. They take 14d10 core type damage on a failure, or half as much on a success. This ability recharges on a d6 roll of a 5-6. Using this ability counts as 2 turns of use for the Fatal Flaw. Spectrum Pike A complex pike designed to slay the early Archdragons, this weapon uses ancient sorceries to enhance its potential against the great creatures. The weapon is a large pike with three crystals at the base of the spearhead. A button on the handle switches the three around, changing which is pointed at the spear tip. A second button activates the chosen crystal. The handle also has a compartment with a selection of different crystals, most of which are dormant when the weapon is first selected Dormant +1 Pike, Legendary (Requires Attunement) Attack Bonus. This weapon has a +1 bonus to attack and damage rolls. Dragonslayer. This weapon deals an additional 3d6 damage to dragons and dragon-kin on a hit. Flame Crystal. As a bonus action, the wielder can activate the flame crystal currently in the weapon. The weapon deals an additional 1d6 fire damage on a hit for 5 turns. The crystal recharges each dawn. Awakened Attack Bonus. This weapon has a +2 bonus to attack and damage rolls. Crystal Chamber. As a bonus action, the wielder can swap to one of the three crystals in the spinning chamber. They can also activate it as part of the same bonus action. The wielder can also use their action to swap a crystal from the compartment with one from the chamber. Enhanced Armoury. The wielder gains access to crystals that give the acid, lightning and cold damage types. All additional crystals follow the same rules as the Flame Crystal ability. Exalted Attack Bonus. This weapon has a +3 bonus to attack and damage rolls. Full Spectrum. The wielder gains access to a crystal for each damage type except slashing, piercing and bludgeoning. Crystal Shield. Rather than using a crystal on the weapon, the wielder can instead use a third button, now revealed, to use the crystal on themselves. While active, the wielder gains resistance to the chosen damage type for 5 turns. As a result, there can be two damage types active at one time - one on the weapon and one on the wielder. Frostdream A grey and black longsword imbued with a violet arcane mist. The steel is cold to the touch, and the mist follows the blade when swung. Dormant +1 Longsword, Very Rare (Requires Attunement) Attack Bonus. This weapon has a +1 bonus to attack and damage rolls. Mist on the Water. As an action, the wielder can transform into a violet mist. While in this form, the wielder is resistant to non-magical slashing, piercing and bludgeoning, cold damage and psychic damage. While in this form, the wielder gains a flight speed of 30 feet (hover), and can pass through a space that is as small as one inch wide. This ability lasts for a minute, or until the wielder uses a bonus action to change back Once used, the wielder must finish a long rest before this ability can be used again. Awakened Attack Bonus. This weapon has a +2 bonus to attack and damage rolls. Frost Blade. This weapon deals an additonal 1d4 cold damage on a hit Sleep Fog. Once per long rest, the wielder can cast sleep at 5th level. Exalted Attack Bonus. This weapon has a +3 bonus to attack and damage rolls.