Archways, ancient gateways to countless planes, lie ruined and scattered across the land of Erenel. Adventurers who come across them claim wildly different stories about what they experienced when they ventured inside: tales of delving through ancient crypts to battle long forgotten evils, negotiating with kings, and solving intricate puzzles. Those who have succeeded in solving the mystery of the Archway collect a token as proof of their deeds; a small coin containing the pure essence of Al'Madoon.
Found in secluded and forgotten areas of the world, Archways are doorways to various pocket dimensions created by a large amount of spiritual essence left over after Al'Madoon sacrificed himself. Each Archway leads to a different place, some as small as a single room, others large enough to fill a city. An Archway typically has an inscription which provides a clue as to what can be found inside, or perhaps the portal gives a glimpse of what players can see showcasing what lies beyond the gateway. A party who stumbles across an Archway in the desert might see a snow blizzard on the other side, melting as it comes in contact with the hot air, giving enough context to prepare for the bitter cold they might experience. After entering the Archway, the party is spirited away to deal with the theme of the gateway. Whatever they might encounter, the purpose and prize are always consistent between Archways: successfully navigating the challenge presented to them will lead to the reward of Archway Coins. After a party succeeds or fails an Archway's challenge, it is impossible for them to attempt it again. An important note when accepting an Archway challenge. If you die in the Archway, you are not dead in the mortal plane.
Archway Coins: Enchanting Weapons
Weapon Enchantment Descriptions
+1, +2, +3
You gain a bonus to attack and damage rolls made with this weapon equal to the modifier.
When near creatures of the given type, sheds dim light in a 15-foot radius. Attack and damage rolls against targets of this type deal an extra 2d6 damage of the weapon's type.
A significant portion of this weapon is transformed into light which sheds bright light in a 15-foot radius and dim light for an additional 15 feet. You have advantage on attack rolls made with this weapon against foes who rely on metal armor or shields.
When you reduce a hostile creature to 0 hit points, with this weapon, you may immediately attack with this weapon against another creature within 5 feet of the target..
You may release your hold on this weapon at any time, and it will remain hovering in place. While this weapon is hovering, you can use a bonus action to cause it to move up to 30 feet and attack one creature of your choice within 5 feet of it using your attack roll and ability score modifier. It can remain hovering until it has made 4 attacks, after which it flies up to 30 feet toward you and tries to return to your hand.
If the hovering sword is targeted by any effect, the player is considered to be holding it. The hovering sword falls if the player dies.
The first time you attack with this weapon on each of your turns, you can transfer some or all of the weapon's bonus to your armor class. The bonus increases your armor class by the same amount, and does not improve your attack or damage rolls until the start of your next turn.
An undead creature struck by this weapon must succeed on a DC 15 Wisdom Saving Throw or be destroyed if its CR is equal or less than half your proficiency bonus (rounded up).
You can use a bonus action to speak a command word, causing elemental forces to erupt from this weapon. These forces can be one of acid, cold, fire, lightning, or thunder. While active, this weapon deals an extra 1d6 damage of the chosen type to any target it hits.
Attacks with this weapon score a critical hit on a roll of 19 or 20.
When you score a critical hit with this weapon, the target takes an additional 10 necrotic damage and you gain that many temporary hit points. Does not work against construct or the undead.
Once per day, as a bonus action, slice the air in front of you to create a rift in space. Stepping through the rift allows you to teleport as though with misty step.
When you make a ranged attack roll with this weapon, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range.
When you take the Attack action using this weapon, you can use a bonus action to make one additional attack.
Gains the ability to store one targeted spell of up to 3rd level cast into it. Whenever this weapon strikes a creature or object, the wielder may immediately cast the spell targeting that creature or object. After releasing the spell, another must be stored before this effect can be used again.
When you score a critical hit with this weapon, it deals an additional 8 thunder damage. The target must make a DC 15 Constitution saving throw or be deafened until the finish a short rest.
Gains the thrown property if it does not already have it with a normal range of 10 feet and a long range of 30 feet. Immediately after being thrown, the weapon flies back to your hand.
When this weapon strikes a target, it deals an additional 2d6 psychic damage to the target and 1d6 psychic damage to the wielder.
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Once per turn, when you hit a creature with an attack using this weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each wound, after which it can make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, as an action, the wounded creature, or a creature within 5 feet of it, can make a DC 15 Wisdom (Medicine) check, ending the effect of all such wounds on a success.
|Enchantment Name||Coins Required|
|1 Only bludgeoning weapons.|
|2 Only piercing or slashing weapons.|
|3 Only ranged weapons.|
|4 Only slashing weapons.|
Archway CoinsImbued with the essence of Al'Madoon, Archway Coins allow the wielder the power to freely shape, change or enhance magical items which are not bound by the attunement property. The power of the coin itself wants to create something, it just requires the right tough of intelligence to push the essence in the correct direction.
MechanicsAn Archway Coin can be used to add an entirely new effect to a magical item similar to enchanting. When creating a magical item, the modifier to attack and damage rolls cannot exceed +3 and the total modifier cannot exceed +5. Consult the charts below for a list of possible enchantments. The number of Archway Coins required to create a new enchantment on an item is equal to the modifier of that enchantment.
Archway Coins: Enchanting Armor and Shields
Armor Enchantment Descriptions
+1, +2, +3
You gain a bonus to AC equal to the modifier.
As a bonus action, speak a command word and cause this shield to float near you. The shield provides all benefits, and requires proficiency, as normal while freeing the wielder's hands for other tasks.
Whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Whenever an attacker makes a ranged attack against you, you can use your reaction to change the target of that attack to a creature or object within 5 feet of you.
As a bonus action, speak a command word and cause this shield to flash a brilliant light. Creatures who can see the shield except the wielder must make a DC 15 Dexterity saving throw or be blinded for 1d4 rounds.
Choose one of the following: acid, cold, fire, lightning, thunder. The wearer of this armor has resistance to the chosen damage type.
Once per day, you may speak a command word to cause this armor, yourself, and all equipment you are wearing to become ethereal as per the etherealness spell.
You may speak a command word to cause this armor to appear as a normal set of clothing. It retains all of its properties, and its illusion can only be pierced by a true seeing spell or similar effect.
The wearer of this armor has resistance to non-magical damage.
Once per day, you may use your reaction reflect a spell that targets only you. You are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.
The wearer of this armor has advantage on Dexterity (Stealth) checks when using dim light and shadows to hide.
The wearer of this armor has advantage on Dexterity (Stealth) checks when attempting to move silently.
The wearer of this armor has advantage on Dexterity (Acrobatics) or Strength (Athletics) checks made to escape grapples.
|Enchantment Name||Coins Required|
|1 Only shields|
|2 Only armor|