Among the magic items in Dungeons & Dragons, there are a select few pieces of gear that qualify as "artifacts." These items are among the most powerful in the game, and obtaining them often takes a campaign's worth of work. While many of them belong to various creatures within the lore of the Forgotten Realms by default, they can be obtained and used by players who seek them out. 11 are included in the 2024 Dungeon Master's Guide, some returning from previous source books, others entirely new.

Aside from having properties equivalent to those of many legendary items, most artifacts have several randomly-determined powers, are often sentient with their own goals and personalities, and can only be destroyed in specific ways. Given the complex stories that exist around each of these items, finding or destroying one could be the crux of an entire adventure. But which of these artifacts is the most powerful, when put in the hands of the player characters?

11 The Book Of Vile Darkness Is More Trouble Than It's Worth

Many More Cons Than Pros

Of all the artifacts included in the 2024 DMG, the Book of Vile Darkness is by far the most harmful to its , both in of damage and detriments. The book, originally made by the feared arch-lich Vecna but added to over the years, is full of the most evil and disturbing knowledge in the universe. Spending 80 hours reading gives creatures a handful of benefits, including being able to cast a handful of necromantic spells and gaining a +2 bonus to any ability score (at the cost of a –2 penalty to another score).

Many artifacts, including this one, only work if the is morally aligned with them. While the alignment chart can be restrictive when applied to player characters, it is also important in understanding how these items function.

However, the book suffers from the danger associated with players using it. Non-fiend or undead creatures who try to attune to the book may turn into a larva permanently, and it comes with three minor and two major random detrimental effects. One of the book's other powers lets the read a page and damage creatures around them, but it damages the reader as well. Plus, the book only works if the continuously commits evil acts, something many players may be averse to.

10 The Eye And Hand Of Vecna Are Too Risky To Use

Weapons That Can Kill You Just As Easily As Your Enemies

Similarly, the Eye and Hand of Vecna pose serious threats to players trying to take possession of them. But while these items are more powerful than the Book of Vile Darkness, they are arguably riskier to attune to, since they will always turn their into a neutral evil creature. Beyond that, they can only be attuned to a creature missing an eye and/or their left hand, and the will immediately die if they are ever removed after becoming attached.

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All of that being said, each artifact is quite powerful in the abilities it grants. The eye gives creatures 240 feet of true sight, as well as access to a list of eye-themed spells. The hand enhances one's strength score up to 20, adds damage to their melee attacks, and provides a list of hand and finger-themed spells. Using both at once is even better, giving the a regenerative property and the power to cast wish. However, using these item's features runs the risk of giving over control of one's body to Vecna, and losing one's character forever.

9 The Orb Of Dragonkind Is Underwhelming In Comparison To Its Peers

Items From Dragonlance That Can't Quite Hold Up

The Orbs of Dragonkind are the only artifacts that reference lore outside the Forgotten Realms, instead relating to the world of Dragonlance. The Orbs are used to lure in and defeat chromatic dragons, and grant a selection of powerful spells to help do that. From a ninth-level casting of cure wounds to casting detect magic at will, the Orbs are pretty good for expanding one's magic options.

There were originally five Orbs of Dragonkind, though apparently only three are thought to still exist. The DMG makes no distinction mechanically in their abilities.

Beyond that, however, the Orbs are pretty situational. They can call nearby chromatic dragons to their location, but that makes them more of a plot device than useful gear. The random effects aren't too great either, and all in all, the Orb doesn't do much to stand out among the other options. Plus, the dragon soul inside may try to charm the and take control of their body, which is a bit of a downside.

8 The Demonomicon Of Iggwilv Is Strong In Certain Settings

Some Campaigns May Not Favor This Artifact

Another rather situational artifact is the Demonomicon of Iggwilv, a book made to contain information on and capture fiends of the Abyss. As a source of information when fighting fiends, the Demonomicon is great, and it's even better for casting certain spells related to containing demonic entities. From magic circle to planar binding, the book grants a plethora of powerful spells to its holder, and they even count as ninth-level when targeted at a fiend.

But the real strength of the Demonomicon is also its greatest weakness. The book's pages can trap demons permanently, sealing them within its ink. The book can hold up to 10 fiends at once, and comes loaded with a few, but the trapped creatures can try to possess the book's holder, taking over their body if they succeed. The fiends are limited in how often they can try this, but it's definitely still a risk factor many parties would rather not deal with.

7 The Wand Of Orcus Is Evil, But Still Useful

A Weapon That Never Forgets Its True Owner

Of all the extremely evil artifacts in this game, the Wand of Orcus stands out as especially destructive. It belongs to a demon prince of the Abyss bent on killing everything in the universe, and shares his goal, though he occasionally loses the wand and allows others to claim it. The item's description makes it clear that the wand is only ever on Orcus's side, and while it may try and trick its wielder into trusting it, it is never truly theirs. Still, it can be used to great and destructive effect by those strong enough to attune to it.

The attunement process is risky for this wand, and may instantly kill the creature attempting to do it. But once it's under a creature's control, the wand of Orcus becomes a tool of destruction. It doubles as a +3 mace that deals extra necrotic damage and a spellcasting focus that can dole out devastating magic. It can even create a small army of 30 undead once per day, loyal to the wand's wielder. Warlocks of Orcus may find the wand especially useful, given that his influence makes it easier to wield.

6 The Sword Of Kas Is A Powerful Weapon For Fighting The Undead

Taking Up The Mantle Of The Sword's Last Wielder

Kas was Vecna's right-hand man, but he betrayed the lich-god using this blade. Though Kas is now dead, the sword itself hungers for combat with Vecna and the undead, and can be a great asset for players seeking the same goals. It counts as a +3 magical longsword, which deals extra damage to undead foes on a critical hit, and can be used to cast spells like call lightning and divine word. The sword even has a neat feature that allows its wielder to exchange its attack bonus points for added AC on a given turn.

Given all of that, it might sound like a sword perfect for a paladin or cleric. But it's important to point out that the blade is chaotic evil, with a violent and bloodthirsty personality that is near impossible to satiate. Once drawn, the sword expects blood, and may turn on its wielder if it does not receive blood. In a campaign where the party is fighting Vecna, this sword is great; outside of that, however, it may be difficult to control.

5 Blackrazor Is The Weakest Of A Powerful Trio

Bonded Weapons Within White Plume Mountains

White Plume Mountain houses three of the 11 artifacts described in the 2024 DMG, one of which is Blackrazor, an obsidian greatsword with a penchant for violence. It's a +3 magical weapon that grants its wielder immunity to charmed and frightened, as well as 30 feet of blindsight. It can also cast haste on the wielder, though when and where is up to the blade itself.

Blackrazor and the other more animated artifacts operate essentially like NPCs under the DM's control, albeit still within the arsenal of a player character.

Blackrazor is among the more willful artifacts, with a more forward personality and control over its own magic. It's also a chaotic entity that consumes the souls of those it kills. That last bit can be extremely powerful in combat, since Blackrazor's gains temporary hit points equal to the max HP of a creature they kill. But the blade is terrible against undead specifically, since it damages its wielder when it attacks them, potentially killing the player character and consuming their soul.

4 Whelm Is Especially Powerful In The Hands Of A Dwarf

A Hammer To Shatter Worlds

Another of the artifacts in White Plume Mountain, Whelm is less double-edged than Blackrazor. It's a very helpful and even protective weapon, one of the few artifacts that doesn't actively dislike a player holding it. And it's quite powerful, to boot, acting as a +3 magical warhammer with the same throwing properties as the Dwarven Thrower (an incredible item for DnD dwarves) and a shockwave special move to stun creatures.

But there is a catch: Whelm can only be attuned to by a dwarf, or otherwise a creature wearing a Belt of Dwarvenkind. It's loyal only to dwarves, desiring to keep them safe, but players have many other options for their species, and it's possible that a party won't be able to use Whelm at all because of this stipulation. For those that can use Whelm, however, it's one of the best weapons in the entire game.

3 Wave Can Turn You Into An Aquatic Superhero

Harnessing The Strength Of The Seas

Finally, Wave comes out as the most powerful of White Plume Mountain's artifacts. It's certainly the most widely accessible, possessing neither a proclivity for dwarves nor a tendency to consume its wielders' souls. It's a powerful +3 magical trident that deals a monumental amount of extra crit damage and grants its several interesting features, most of which are aquatic in nature. Wave gives its wielder the ability to breathe underwater and cast dominate beast on water-faring animals.

Despite the disparate moral viewpoints of Wave, Whelm, and Blackrazor, and their differences in perosanlity, the three weapons long to be fought with together.

But that's not all. The trident lets creatures cast globe of invulnerability once per day and gives them advantage on initiative rolls. It provides a healthy mix of offensive and defensive options that any player can make use of, regardless of their species or moral alignment. Plus, the weapon loves to hum sea shanties, which could either be delightful or annoying depending on one's musical preferences.

2 The Axe Of The Dwarvish Lords Is Just A Really Good Weapon

A Plethora Of Powerful Abilities To Choose From

Of all the artifacts that work as weapons, the Axe of the Dwarvish Lords by far has the least downsides and the highest level of accessibility. It seems to be less sentient than the others, and despite its name, does not require its wielder to be dwarvish in any way. It was originally forged by a dwarvish prince, but was lost during a bloody civil war, and now, any player can seek to use it in combat.

In functions as a +3 magical battleaxe that deals massive critical damage, and much like Whelm, has the ranged abilities of a Dwarven Thrower. But that's far from all. The axe also gives its wielder increased darkvision, proficiency with several tools, a +2 boost to constitution, immunity to poison, resistance to fire damage, can summon an earth elemental once per day, and can even be used to teleport to known underground locations, greatly speeding along travel in a DnD campaign. It honestly does not make sense how many powers this axe grants its wielder, but they do make it one of the best artifacts across the board.