Campaign Setting: Aleithia Universe
- A quick look at what classes are in your world and how they each fit in.
- Various gear, goods, equipment and magical items available to characters.
- Information on spells and enchantments, as well as the nature, uses and practices of magic.
- Within the Aleithia Universe, every race within the D&D handbooks exist. The following is a list of homebrew races that can also be used. Not all of these races were created by me (SureenInk), but were carefully examined and determined to be balanced enough for this universe.
- An examination of the world's pantheon of gods, their common appearances, their attributions, their practices of worship and how they commonly interact with the world
- Factions and Organizations
- Detailed information of the different groups of the world and how they all interact with each other and the rest of the world.
World of Versumi
- An examination of monsters and beasts in the world of Versumi and how they've adapted to the world
- The common calendar and holidays of Versumi
- World's interactions and connections with the broader multiverse and planes.
- The World & Locales
- The world of Versumi and the nations cultures and peoples within it
- The broad history of Versumi, divided into general eras
- A quick look at common societal trends and laws found in the world of Versumi.
Dungeon Master's Guide
- A general explanation of Versumi and the general world building mindset, along with various outside resources and examples to use as references in developing a campaign or understanding the world. As well as a to-do list.
- Artifacts of great power and importance
- General maps for the DM's use.
- Variant Rules
- Optional rules for DMs to implement while playing a campaign in Versumi.
- Adventures & Tables
- Ideas for quests, dungeons, campaigns and conflicts. Also tables for random encounters and other things.
- Adding to the world of Versumi
- A page for submitting ideas, advice and anecdotes from your campaigns for the development of the setting
Weapon (maul), artifact (requires attunement by a creature of good or neutral alignment)
The Hammer of Torrak was forged by the dwarven god of war. While its creation method is unknown, the Hammer holds immense power able to make an entire army invincible. It was forged long ago when war threatened to destroy the dwarven capital of Myntrogh and since has been used by the dwarven king to protect his kingdom. It is said, though, that the wielder must have the true heart of a dwarf or the hammer will not glow with Torrak's blessing.
Random Properties. The Hammer of Torrak has the following random properties:
- 2 minor beneficial properties
- 1 major beneficial property
- 2 minor detrimental properties
Magic Weapon. The Hammer of Torrak is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
Blessing of Torrak. While attuned to the hammer, you gain the following benefits:
- Your Constitution score increases by 2, to a maximum of 24.
- You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
If you are a dwarf attuned to the hammer, you gain the following additional benefits:
- You have immunity to poison damage and cannot be poisoned.
- The range of your darkvision increases by 60 feet.
- You gain proficiency with artisan's tools related to blacksmithing, brewing, and stonemasonry.
Magical Bluntness. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 2d6 bludgeoning damage. Then roll another d20. If you roll a 20, you maximize all of the damage and deal an extra 24 bludgeoning damage.
Might of Torrak. While attuned to this hammer, you can spend a bonus action to make yourself invulnerable to damage not dealt by an artifact. While invulnerable, you can spend a bonus action to also make one ally within 120 feet invulnerable as well. You cannot have more than one ally invulnerable in this manner. The invulnerability on you and your ally lasts for 1 hour, or until dispelled by a dispel magic spell of 9th-Level.
Destroying the Hammer of Torrak. The Hammer of Torrak can only be destroyed by dropping it into the lava inside of the Great Forge in Myntrogh. Even then, it is not instantly destroyed. It must remain within the lava for a period of 100 days, after which the magic of the Forge weakens its magic enough to destroy it.
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