Relics are similar to ancestral weapons or vestages of divergence in that they are designed to get stronger as their wielder does.
Zeus's Thunderbolt
Poseidon's Trident
Hades Helm of Darkness (or Bident)
Kronos's Scythe
Athena's Aegis
Ares's Spear
Artemis's Bow
Apollo's Lyre
Archery
Music/Inspiration
Creation
Hermes's Winged Boots (or Caduceus)
Pan's Flute
Kroblik's Alms Bowl
Putting coins in it gives special effects
Rarity: Artifact (Requires Attunement)
Type: Wondrous Item
This magical helm was once the prized possession of Hades, the god of the underworld.
Relic. This item is a relic, an item with a personal connection to a particular deity or patron, it grows stronger as its wielder does. Every relic is of a certain tier, when attuned to a relic you gain the benefits of its current tier and any below it. The current tier is decided by the DM when the item is found. The tier may be increased by the DM after significant milestones such as the defeat of a great enemy or the completion of a difficult quest. As a guideline, the tier of a relic should loosely follow the tiers of play but the DM is free to decide if and when any upgrades happen.
Tier 1. You have advantage on Dexterity (Stealth) rolls when in dim light or darkness.
Tier 2. This item has 3 charges and regains 1d4-1 charges daily at dawn. While wearing the helm, you may expend 1 charge to cast Invisibility on yourself.
Tier 3. This item now has 5 charges and regains 1d6-1 charges daily at dawn. In addition, you may now expend 2 charges to cast Greater Invisibility on yourself.
Tier 4. You may now expend 3 charges to cast the Etherealness spell on yourself.
Rarity: Artifact (Requires Attunement)
Type: Shield
This magical shield was once the prized possession of Athena, the goddess of the wisdom and war.
Relic. This item is a relic, an item with a personal connection to a particular deity or patron, it grows stronger as its wielder does. Every relic is of a certain tier, when attuned to a relic you gain the benefits of its current tier and any below it. The current tier is decided by the DM when the item is found. The tier may be increased by the DM after significant milestones such as the defeat of a great enemy or the completion of a difficult quest. As a guideline, the tier of a relic should loosely follow the tiers of play but the DM is free to decide if and when any upgrades happen.
Tier 1. When you take the Attack action on your turn while holding this shield, you can use a bonus action to make an additional melee attack with this shield. The damage die for this attack is a d6.
Tier 2. While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, the damage die for the shield's attack increases from a d6 to a d8.
Tier 3. You can use a bonus action to shift the visage on the shield. You choose one creature within 30ft that can see the shield. The creature must make a DC 15 Wisdom Saving throw or become either restrained or frightened (your choice) until the start of your next turn. In addition, the damage die for the shield's attack increases from a d8 to a d10.
Tier 4. WIP In addition, the damage die for the shield's attack increases from a d10 to a d12.
Rarity: Artifact (Requires Attunement)
Type: Wondrous Item
This thunderbolt was once wielded by Zeus himself.
Relic. This item is a relic, an item with a personal connection to a particular deity or patron, it grows stronger as its wielder does. Every relic is of a certain tier, when attuned to a relic you gain the benefits of its current tier and any below it. The current tier is decided by the DM when the item is found. The tier may be increased by the DM after significant milestones such as the defeat of a great enemy or the completion of a difficult quest. As a guideline, the tier of a relic should loosely follow the tiers of play but the DM is free to decide if and when any upgrades happen.
Tier 1. You may use this item as a spellcasting focus. When you cast a spell that deals lightning or thunder damage, you may reroll any 1s or 2s on the damage dice, you must then take the result of the new roll.
Tier 2. This item has 3 charges and regains 1d4-1 charges daily at dawn. As an action, you may expend 1 charge to cast the Lightning Bolt or Call Lightning spell at 3rd level (save DC 15).
Tier 3. This item now has 5 charges and regains 1d6-1 charges daily at dawn. As an action, you may expend 2 charges to cast the Lightning Bolt or Call Lightning spell at 4th level (save DC 15).
Tier 4.
Rarity: Artifact (Requires Attunement)
Type: Weapon (Trident)
...Desc
Relic. This item is a relic, an item with a personal connection to a particular deity or patron, it grows stronger as its wielder does. Every relic is of a certain tier, when attuned to a relic you gain the benefits of its current tier and any below it. The current tier is decided by the DM when the item is found. The tier may be increased by the DM after significant milestones such as the defeat of a great enemy or the completion of a difficult quest. As a guideline, the tier of a relic should loosely follow the tiers of play but the DM is free to decide if and when any upgrades happen.
Tier 1. You can cast the shape water cantrip at will.
Tier 2. You have a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while holding this trident, you have a swimming speed of 50ft and can breathe underwater.
Tier 3. The bonus to attack and damage rolls with this weapon increases to +2. In addition, while holding this trident, you have resistance to cold damage and advantage on saving throws to avoid the effects of extreme cold.
Tier 4. The bonus to attack and damage rolls with this weapon increases to +3. In addition,
Rarity: Artifact (Requires Attunement)
Type: Weapon (Longbow)
...Desc
Relic. This item is a relic, an item with a personal connection to a particular deity or patron, it grows stronger as its wielder does. Every relic is of a certain tier, when attuned to a relic you gain the benefits of its current tier and any below it. The current tier is decided by the DM when the item is found. The tier may be increased by the DM after significant milestones such as the defeat of a great enemy or the completion of a difficult quest. As a guideline, the tier of a relic should loosely follow the tiers of play but the DM is free to decide if and when any upgrades happen.
Tier 1. While attuned to the tier 1 version of this item, you gain the following benefits:
You have advantage on attack rolls against beasts and monstrosities with this weapon.
As an action, you can have this bow produce dim light out to 120ft. You can use another action to stop emitting this light.
Tier 2. While attuned to the tier 2 version of this item, you gain the following benefits:
You have a +1 bonus to attack and damage rolls made with this magic weapon.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon deals radiant damage rather than piercing and vanishes the instant after it hits or misses a target.
Tier 3. While attuned to the tier 3 version of this item, you gain the following benefits:
The bonus to attack and damage rolls with this weapon increases to +2.
This item has 3 charges and regains 1d4-1 charges daily at dusk. While holding this weapon, you can expend 1 charge to cast the Conjure Volley spell (save DC 15).
Tier 4. While attuned to the tier 3 version of this item, you gain the following benefits:
The bonus to attack and damage rolls with this weapon increases to +3
When you cast conjure volley using this weapon and a target fails the saving throw by 5 or more, they take an additional 2d8 damage.
Rarity: Artifact (Requires Attunement)
Type: Musical Instrument (Lyre)
This golden lyre was a gift to Apollo from the young Hermes, as an apology for stealing Apollo's sacred cows. Apollo adored the instrument
Relic. This item is a relic, an item with a personal connection to a particular deity or patron, it grows stronger as its wielder does. Every relic is of a certain tier, when attuned to a relic you gain the benefits of its current tier and any below it. The current tier is decided by the DM when the item is found. The tier may be increased by the DM after significant milestones such as the defeat of a great enemy or the completion of a difficult quest. As a guideline, the tier of a relic should loosely follow the tiers of play but the DM is free to decide if and when any upgrades happen.
Tier 1. While attuned to the tier 1 version of this item, you gain the following benefits:
You are proficient with this lyre and your proficiency bonus is doubled for any ability check you make using this lyre.
As an action, you can have this lyre to produce bright light out to 30ft and dim light out to 60ft. You can use another action to stop emitting this light.
Tier 2. While attuned to the tier 2 version of this item, you gain the following benefits:
This lyre has 7 charges and regains 1d6 charges daily at dawn. As a bonus action, you can expend one charge to inspire a creature that can hear you within 30ft. Once within the next minute, that creature can add a d6 to an ability check or attack roll they make. If they make an attack roll, they can forgo the bonus and instead add 2d6 to the attack's damage roll. The extra damage is is fire or psychic (your choice) and the attack ignores resistance to that damage type.
Tier 3. While attuned to the tier 3 version of this item, you gain the following benefits:
As an action, you can expend 3 charges to cast the conjure volley spell (save DC 15) without providing material components. The spell's projectiles take the form of arrows made of sunlight and deal fire damage.
Over the course of 1 minute you can expend a number of charges to cast the creation spell without providing material components. For 3 charges, you cast the 5th-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The duration of objects created with the spell is doubled.
Tier 4. While attuned to the tier 4 version of this item, you gain the following benefits:
Rarity: Artifact (Requires Attunement)
Type: Wondrous Item
...DESC
Relic. This item is a relic, an item with a personal connection to a particular deity or patron, it grows stronger as its wielder does. Every relic is of a certain tier, when attuned to a relic you gain the benefits of its current tier and any below it. The current tier is decided by the DM when the item is found. The tier may be increased by the DM after significant milestones such as the defeat of a great enemy or the completion of a difficult quest. As a guideline, the tier of a relic should loosely follow the tiers of play, but the DM is free to decide if and when any upgrades happen.
Tier 1. As a bonus action, you can command this goblet to fill with a non-magical wine of your choice. A creature that consumes the wine as an action gains 1d4+1 temporary hit points. The wine disappears after 1 minute if it is not consumed, or if you use the goblet to produce another liquid.
Tier 2. This goblet has 3 charges and regains 1d4-1 charges daily at dawn. As a bonus action, you can expend 1 charge and command the goblet to produce one of the liquids from the list below. The liquid disappears after 1 minute if it is not consumed, or if you use the goblet to produce another liquid.
Tier 3. This goblet now has 5 charges and regains 1d6-1 charges daily at dawn. As a bonus action, you can expend 2 charges and command the goblet to produce one of the liquids from the list below. The liquid disappears after 1 minute if it is not consumed, or if you use the goblet to produce another liquid.
Tier 4. This goblet now has 7 charges and regains 1d8-1 charges daily at dawn. As a bonus action, you can expend 3 charges and command the goblet to produce one of the liquids from the list below. The liquid disappears after 1 minute if it is not consumed, or if you use the goblet to produce another liquid.
Very useful but maybe not as fun as some of the other suggestions (e.g. shape water)
Maybe add some randomness to this?
neutralise any poison in the goblet
Change potion for any other potion of same rarity
cast shape water on wine from goblet
wine gives temp hp
Summon Wine Weird
Rarity: Artifact (Requires Attunement)
Type: Weapon (Dagger)
Don't let its simple appearance or small blade deceive you, when in the hands of someone as cunning as the trickster god Hoffnar, this knife can be very dangerous.
Relic. This item is a relic, an item with a personal connection to a particular deity or patron, it grows stronger as its wielder does. Every relic is of a certain tier, when attuned to a relic you gain the benefits of its current tier and any tiers below it. The current tier is decided by the DM when the item is found. The tier may be increased by the DM after significant milestones such as the defeat of a great enemy or the completion of a difficult quest. As a guideline, the tier of a relic should loosely follow the tiers of play but the DM is free to decide if and when any upgrades happen.
Tier 1. This weapon can be used as a spellcasting focus. In addition, you can use an action to make this weapon appear invisible or as any other tiny object. This illusion fails to hold up to physical inspection as anyone who touches the seax feels the true shape of it. This illusion lasts until you end it (no action required) or you use another action to change its appearance again.
Tier 2. You have a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while holding the seax, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells you cast from the Enchantment or Illusion schools of magic.
Tier 3. While holding the seax, you can use a bonus action to make an attack with this weapon or to cast a spell from the Enchantment or Illusion school of magic that has a casting time of 1 action.
Tier 4.
Rarity: Artifact (Requires Attunement)
Type: Weapon (Dagger)
Don't let its simple appearance or small blade deceive you, when in the hands of someone as cunning as the trickster god Hoffnar, this knife can be very dangerous.
Relic. This item is a relic, an item with a personal connection to a particular deity or patron, it grows stronger as its wielder does. Every relic is of a certain tier, when attuned to a relic you gain the benefits of its current tier and any tiers below it. The current tier is decided by the DM when the item is found. The tier may be increased by the DM after significant milestones such as the defeat of a great enemy or the completion of a difficult quest. As a guideline, the tier of a relic should loosely follow the tiers of play but the DM is free to decide if and when any upgrades happen.
Tier 1. While attuned to the tier 1 version of this item, you gain the following benefits:
You can use this weapon as a spellcasting focus.
You can use an action to make this weapon appear invisible or as another tiny object of your choice. This illusion fails to hold up to physical inspection as anyone who touches the seax feels the true shape of it. This illusion lasts until you drop it (no action required) or you use another action to change its appearance again.
Tier 2. While attuned to the tier 2 version of this item, you gain the following benefits:
You have a +1 bonus to attack and damage rolls made with this magic weapon. This bonus increases to +2 once this weapon reaches tier 4.
While holding this weapon, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells you cast from the Enchantment or Illusion schools of magic. This bonus increases to +2 once this weapon reaches tier 4.
Tier 3. While attuned to the tier 3 version of this item, you gain the following benefits:
While holding this weapon, you can cast disguise self at will, without expending a spell slot.
While holding this weapon, you can use a bonus action to make an attack with this weapon or to cast a spell from the Enchantment or Illusion school of magic that has a casting time of 1 action.
Tier 4 While attuned to the tier 4 version of this item, you gain the following benefits:
You have a +2 bonus to attack and damage rolls made with this magic weapon.
While holding this weapon, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of spells you cast from the Enchantment or Illusion schools of magic.