1d20 Minor Property
1–2 Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light.
3 Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.
4 Delver. While underground, you always know the
item’s depth below the surface and the direction to the nearest
staircase, ramp, or other path leading upward.
5–6 Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.
7–8 Harmonious. Attuning to this item takes only 1 minute.
9 Key. The item is used to unlock a container, chamber, vault, or door.
10 Secret Message. A message is hidden somewhere on
the item. It might be visible only at a certain time, under the light of
one phase of the moon, or in a specific location.
11–12 Sentinel. The DM chooses a kind of creature, such
as mind flayers or trolls. This item glows faintly when such creatures
are within 120 feet of it.
13 Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.
14–15 Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
16 Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.
17 Unbreakable. The item can’t be broken. Special means must be used to destroy it.
18 War Leader. You can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn.
19 Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.
20 Roll twice, rerolling any additional 20s.
1d100 Property
01–20 While attuned to the Artifact, you gain proficiency in one skill of the DM’s choice.
21–30 While attuned to the Artifact, you have Immunity to the Poisoned condition.
31–40 While attuned to the Artifact, you have Immunity to the Charmed and Frightened conditions.
41–50 While attuned to the Artifact, you have Resistance to one damage type of the DM’s choice.
51–60 While attuned to the Artifact, you can cast one cantrip (chosen by the DM) from it.
61–70 While attuned to the Artifact, you can cast one level 1 spell
(chosen by the DM) from it. After you cast the spell, roll 1d6. On a
roll of 1–5, you can’t cast it again in this way until the next dawn.
71–80 As 61–70 above, except the spell is level 2.
81–90 As 61–70 above, except the spell is level 3.
91–00 While attuned to the Artifact, you gain a +1 bonus to Armor Class.