Swordmites, as they are affectionately known, are chaos-infused offshoots of the Mimic species. When grasped, their minor telepathy allows them to sense the shape that their wielder desires, and shift to reflect that. The shapes are always slightly organic-looking, with crystalline blades, and odd horns, spikes, eyes, and other protrusions.
Swordmites are found in unusual places, often deep in the Underdark, though there are rumours of a weaponsmith farming them for sale somewhere in the Human realms. Those who bear a swordmite often find themselves with a hand on the weapon's hilt or handle, which they find comforting. They often also sleep beside their weapons, and find the swordmite's little mouth nuzzling up against their skin somewhere. Swordmites are slightly intelligent, and easy to please with attention and physical contact. They are able to speak, although they cannot pronounce or understand many words, and often resort to "baby speak". Swordmites that have experienced large amounts of combat often manifest magical qualities, and become more powerful as they age. If a swordmite's wielder dies, the swordmite suffers psychic feedback, and usually loses their gained powers. Once every few years, the swordmite will crawl off somewhere to bud, laying little crystalline eggs. The wielder is aware of the swordmite's absence, but feels unalarmed about the situation. Hooks:
Statistics: When unbonded, a swordmite is a Tiny sized Monstrosity with 3 hit points, and an Intelligence score of 2. When they have bonded with a host (over a long rest's worth of skin-to-skin contact), they can change into the form of a normal melee weapon, with a clearly unusual appearance. They function as an ordinary weapon of that type until the next time the user gains a level. From this point, attacks using the swordmite count as being magical for the purposes of resistance and immunity to nonmagical attacks. The swordmite can change the form of weapon it takes when the bonded user finishes a long rest. The second time that the bonded user gains a level, attacks using the swordmite gain a +1 bonus to attack and damage rolls. The third time that the bonded user gains a level, when attacks using the swordmite roll a 20 on the attack roll, the target takes an additional 2d6 points of damage if the target isn't a construct or undead, of the weapon's type. The bonded user then gains 5 temporary hit points. The fourth time that the bonded user gains a level, the swordmite reaches its final stage and takes on a permanent magical quality. At the GM's discretion, the swordmite gains the special qualities (but not necessarily the shape) of one of the following magic weapons, based on a creature it has been used to slay: - dagger of venom, dancing sword, defender, dragon slayer sword, flame tongue, frost brand, giant slayer, luck blade (luck quality only), mace of disruption, mace of smiting, mace of terror, scimitar of speed, sword of sharpness, sword of wounding, vicious weapon, or weapon of warning. Swordmites have Intelligence 2, and can sense with sight and hearing within 10 feet, with a Perception skill of +1 and a passive Perception skill of 11. Swordmites do not sleep except when hibernating, so they also guard their wielders while they rest. If sundered by an enemy attacking them directly, they can be harmed and slain as normal. A swordmite's maximum hit points are increased by 5 x the bonded user's proficiency bonus. A newly-hatched swordmite sells for about 1,000 gold pieces to a discerning buyer. Updated for 5e from an earlier post, originally published on 19 April 2019. An unusual mismatched pair of daggers made by Olidammara for use by his champions, these blades bear pommels with the Laughing Rogue's trademark humour and tragedy masks. Ghost Dancer is a long-handled dagger with a sickle-like forward-curving blade, its blade inlaid with ghostly-glowing runes that fluoresce under the light of the moon. Shadow Bringer is a single-edged backward-curving blade, its flattened cheek melded with tiny ingots of obdurium, mined from the depths of the elemental plane of Earth. and possessed of incredible density and darkness.
Currently used in the battle against Tiamat's champion, the blades have incredible magical powers alone, but when used in conjunction, their powers truly shine. [Statistics for D&D 3.5 format, as requested] GHOST DANCER +3 keen, ghost touch dagger Known colloquially as 'ghost dancer', the truer translation of this blade's name means something more akin to thief of essence. Its runes enable it to cut into the Ethereal plane as easily as the Material, allowing it to strike incorporeal creatures with no miss chance, as well as being able to deal critical hits and other types of precision damage to them, even if they are usually immune to critical hits and sneak attack damage. SHADOW BRINGER +3 defending, shadow burst dagger Upon command, Shadow Bringer trails a faint blur of shadow behind it as it moves, which hangs in the air temporarily. The shadowy energy does not harm the wielder, and remains until the command is given to deactivate it, or it is sheathed. While in effect, Shadow Bringer deal an additional 1d6 points of negative energy damage on a successful hit. In addition to the negative energy damage from this ability, Shadow Bringer deals an additional 1d10 points of negative energy damage on a successful critical hit. When wielded at the same time, the enhancement bonus to attack and damage rolls increases to +4 for both weapons, and in addition, both weapons counts as having epic enhancement for the purposes of striking creatures with damage reduction and immunity. Those magical artisans who can accurately scribe marks and runes have a valuable skill, one that is highly-prized. Originally a dwarven invention, the concept was surreptitiously copied for the creation of Elven Moonblade runes, although their use has now spread to other races and cultures. These marks, while temporary, can be valuable to those who do battle with strange and dangerous monsters.
Here are a few of the runes or marks they might be able to inscribe, each taking around an hour and expensive components (usually diamond dust, although other gems are sometimes used). A weapon can usually have no more than three runes if non-magical, or an additional one per +1 of enchantment: Rune of Enchantment (Common): This rune can be engraved in a weapon, and activated as a bonus action by running a finger over the rune. When activated, the weapon counts as being magical for the purposes of damage reduction and damage immunity for 1 hour. Rune of Smiting (Uncommon): This rune causes the weapon to buzz with restless energy, and does not require activation, instead lasting for 24 hours. A weapon with this rune inflicts an additional 3 points of force damage when it hits an enemy. Rune of Death (Uncommon): This rune causes the weapon to feel heavy and ponderous within the hand. When you hit with a melee attack using this weapon, you can activate the rune to inflict an additional 4d6 points of necrotic damage. Rune of Rage (Uncommon): Although named for rage, this rune merely causes restlessness and agility. When activated as a bonus action, you gain a +10 bonus to Initiative, and gain the benefits of the Mobility feat for 1 minute. Rune of Strength (Uncommon): This rune causes the wielder to feel mighty of arm, and can be activated as a bonus action, allowing you to make attacks with this weapon as if you had a Strength score of 18 until the end of your turn. This rune can be activated four times before it burns out. Rune of Finesse (Uncommon): This rune causes the weapon to feel light in the hand, and can be activated as a bonus action, allowing you to treat it as if it had the Finesse quality for 1 minute. This rune can be activated three times before it burns out. Rune of Clarity (Rare): This rune is activated as a reaction when you fail a saving throw against an effect that would make you charmed or frightened, ending the condition immediately. Rune of Breaking (Rare): This rune activates when you make a critical hit using it. The target takes an additional 10 points of force damage. Rune of Swiftness (Rare): This rune can be activated as a bonus action when you make the Attack action, allowing you to make an additional melee attack with the weapon. This rune can be activated three times before it burns out. Rune of Sure-Striking (Rare): This rune can be activated as a bonus action, giving you advantage on the next attack roll made with the weapon. This rune can be activated three times before it burns out. Rune of Restoration (Rare): When activated as an action, you recover 1 hit point at the start of your turn for 10 rounds. Also posted on Game Masters Stash on 5 January 2022. This longsword was forged in secret by a vile lich, and placed in a trap-filled vault, with rumours spread that this was the only weapon that could overcome him. Hundreds of years later, a teenage hero rose, destined to defeat the lich. The hero, their town laid to waste and their family slain, assembled a rag-tag band of companions and made a raid on the lich's vault. Emerging victoriously armed with the Fabled Blade of Flame, the hero forged an unlikely alliance between outcasts and exiles, and led the kingdom in battle against the lich. He walked to the gates of the lich's keep and challenged him to honourable combat. The lich emerged, and slew the hero in a single blow with his vorpal sword.
However, the alliance which the hero had forged managed to overcome and destroy the lich, ironically leading to his ultimate downfall. The Fabled Blade of Flame was looted from the battlefield, passing from hand to hand for many years. THE FABLED BLADE OF FLAME Unique magical weapon (longsword), requires attunement The handle of this weapon emits a blade of pure flame when held in one or more hands. You gain a +3 bonus to hit and damage with this magical weapon. Its base damage is 3d6 fire damage instead of 1d8 slashing, or 4d6 fire damage if wielded with two hands. The wielder can cast Fire bolt as an action (5th-level caster). However, as the sword is cursed to betray its wielder and has no physical substance, it cannot be used to parry. The wielder has vulnerability to damage from melee attacks, and if the wielder is not using a shield or other weapon, melee weapon attacks against the wielder are made with advantage. Also posted on Game Masters Stash on 1 December 2021. This technomagical component forged for the Last War allows a warforged to assume a new role- that of magical artillerist.
ARMCANNON Weapon (ranged weapon), very rare (requires attunement by a warforged) An armcannon is a magical weapon that attached to one arm, becoming inseperable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period. As a bonus action, you can retract the armcannon into your your forearm or extend it from there. While it is extended, you can use the cannon as a ranged weapon, and you can't use that hand for other purposes. The armcannon is a ranged weapon that deals 3d8 radiant damage on a hit, and has range of 100/300, with the Heavy and Loading qualities. Once it has been fired three times, the armcannon cannot be used again until you have finished a short rest, unless you spend 1 hit die as a bonus action to refresh all expended uses. Also posted on Game Masters Stash on 12 November 2021. A broadsword forged centuries ago for a battle against now-vanquished forces of darkness, this weapon possesses a low intelligence. Its demeanour is that of a warm mentoring presence, one that prefers to nudge its wielder rather than lead them itself.
THE SWORD OF THE SUN Weapon (longsword), uncommon (unique), requires attunement You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword communicates by transmitting emotion to its wielder, either when drawn or sheathed, but can hear and 'see' from the weapon's pommel out to 30 feet. The sword is neutral good, and prefers to be used in battle against evil creatures. If it is used against servants of Tharizdun, it has the ability to cast Daylight once per day, and True strike once per short rest. Also posted on Game Masters Stash on 29 October 2021. No-one knows exactly who made this magical blade, but when drawn, it forms a black vortex that shimmers and glistens along its blade, seemingly drinking in all of the light in the vicinity. As it is used in battle, it makes no sound except for a faint gasp as air is sucked through it.
THE SINGULARITY BLADE Magic weapon (longsword), very rare (unique), requires attunement You gain a +1 bonus to attack rolls made with this magic weapon, and a +10 bonus to damage rolls. All damage inflicted by this weapon is force damage. On an attack roll of 1, the wielder takes 10 points of force damage. Once per round, a creature reduced to 0 hit points by this weapon is disintegrated, and everything they are wearing and carrying, except magic items, is reduced to a pile of grey dust. The creature can be restored to life only by means of a true resurrection or wish spell. Also posted on Game Masters Stash on 24 September 2021. This weapon, wrought of a Druid's vengeance and broken heart, writhes in the hand as if alive. Its thorns shiver and jut unexpectedly. Within its handle beats a sagging and withered humanoid heart, which drips dark sticky blood.
HEARTSTHORN Weapon (rapier), unique (requires attunement by a humanoid spending 3 hit dice) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on your attack roll with this weapon, the target's maximum hit points are reduced by the amount equal to the damage inflicted. This can be restored by a restoration spell or a healing spell of 5th level or higher. Heartsthorn then gains one charge. When Heartsthorn has gained three charges, the heart inside its handle swells and then on its next turn, Heartsthorn attempts to plant itself in the nearest fertile soil. Over the course of the next 24 hours, it grows into a mighty tree forty feet tall, and then a Dryad named Junipher hatches forth from it, confused by her return to life. Also posted on Game Masters Stash on 10 September 2021. Bloodspiller is a viciously-shaped greataxe wrought of some alien metal, with a brightly-pulsing gem at its heart. Its shape is viciously-pointed and hooked, and it thrums lightly when held. Its powers are strong, but attuning to this axe drains vitality from the user. Its ability to sap life from its targets is powerful, but its most incredible ability is rumoured to be the ability to replicate itself and strike all around like a monstrous hydra.
BLOODSPILLER Weapon (axe), unique (requires attunement by spending at least 2 Hit Dice per day) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a creature with this weapon, maximize your damage dice. When you attack a creature with this weapon and roll a 20 on the attack roll, the target takes an extra 15 points of necrotic damage as blood pours from their every wound and is absorbed by the axe. The axe gains one charge, which is lost at dawn the next day. The axe can hold up to three charges. You can spend one charge from the axe when you make an Attack action in order to make a single melee attack against each creature in reach. Also posted on Game Masters Stash on 19 August 2021. The great and powerful Smoldrisanian al-Wazzani is known as the Prince of Embers and is an influential merchant-lord of Dis. His emporium, The Fyrre Sayle, is known by plane-travelers and deities as a site to find preposterously-priced but fabulously rare wares.
Here are some of the specials available at The Fyrre Sayle: 1. Liquid fire: This liquid catches and burns when exposed to flame, but burns cool enough not to harm skin. It feels warm to the touch, and has the consistency of honey, but can only be put out when exposed to magical cold. 20gp per vial. 2. Phoenix Feathers: The feathers of this fabulous bird crumble to ash at gentle pressure. When firmly crushed in the hand as an action, a target in touch range is subject to a Revivify effect. 1,000gp per feather. 3. Vulcan's Chili Seeds: A pinch of this spice has enough heat to stagger a storm dragon, while a handful can send a red dragon into a fit of coughing and spluttering for minutes. A single sesame-seed, ground into a fine powder, can imbue a feast for dozens with amazing fiery taste. This spice sells by the pound, for around 10,000 gold pieces. 4. The Star of the North: A diamond of incredible size, forged from the heart of a star and heated by the thousand wives of Imix, Archomental of Fire, on the Plain of Burnt Dreams, and carved by blunting a dozen vorpal blades. Rumour tells that this was set aside for the resurrection of Mystryl herself, but that it was stolen before it could be used. This diamond is the prize possession of Smoldris, and he will part with it for no less than a million gold pieces. 5. Sunflare: This dagger's blade is forged of pure flame plasma, folded upon itself so many times that it has become a white-hot solid. So hot that it cannot be sheathed in anything less than pure adamantium, a strike from this dagger deals 6d6 fire damage. The intricately-wrought hilt forms the head of a slender dragon with pearl scales. 25,000 gold pieces. 6. Sparkchaff: A foil-lined bag of volatile sparks from the depths of the Plane of Fire, this can be tossed to create a blaze of incredible light, automatically blinding all creatures that can see within 50 feet for one minute, and dealing 1d4 points each of fire, radiant, and psychic damage to all creatures and objects in the area. Each sack sells for 1,000 gold pieces. Also posted on Game Masters Stash on 31 July 2021. This blade, made from the sawlike bones of some giant monster and set into a steel hilt, is a weapon fit for a giant of a warrior. Although originally made as a display piece, it functions as a vicious weapon and certainly has an intimidating presence. Its sharp toothlike blades tear horrid rents
Bloodthirsty Blade Weapon (greatsword), Very rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a humanoid or beast with this weapon, the humanoid takes an extra 2d6 slashing damage. Using this weapon can certainly bring a bloodthirsty reputation, and someone who carries this weapon casually may be distrusted by common folk due to the sheer presence of the weapon. Also posted on Game Masters Stash on 14 May 2021. This magical weapon slowly grows crystals along the back of the blade, which shear off inside the wounds it inflicts. Its enamelled handle is decorated with tiny rubies, and the sharp blade is able to penetrate steel.
Crystal Khanjar Weapon (dagger), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you harm a target with this weapon, the target has disadvantage on any saving throws against psionic attacks until the start of your next turn. Also posted on Game Masters Stash on 7 May 2021. Knight's Fall, the blade which was shattered and shall one day be reforged, the blade of seven shards, the ender of two kings, is a sword of great legend. Now its shards rest on a curtain of velvet, cradled by a statue of the assassin who once wielded it. The Rutherford line, descendants of the legendary assassin, hone their skills in secret and keep their true ambitions deadly close to their chests.
Statistics: Knight's Fall was a magical longsword, which granted a +2 bonus to attack and damage rolls. When you hit a target with royal blood with this weapon, that creature takes an extra 2d10 slashing damage. Currently, the shards of the sword can be used to inflict damage as a dagger, but attacks made with this weapon have disadvantage. How you can use Knight's Fall in your games: - The Rutherfords are a ruthless line of vicious assassins, disguising their intentions for generations. Their youths are sent to learn the arts of the blade at a dozen different locations, bringing back their learnings to share- perhaps one of the PCs is even one of these. If the shards of the sword were ever to go missing, the search for them would be immediate and ruthless, sparing no effort to recover their weapon and conceal their identity. - At some point, the elders of the family may attempt to reforge the weapon, perhaps even recruiting or kidnapping a master weaponsmith for their efforts. Their vengeance goes back a dozen generations, and has its roots in an ancient rivalry. - The ruling family know well the story of the master assassins who have slain two ruling members of their family in the past four generations, and of the sword which was shattered in the last attempt. They have no clue as to the identity of the assassins' family, although one of the Duke's young nephews vanished in the heat of battle last year, only to be found violently murdered several weeks later. Also posted on Game Masters Stash on 1 May 2021. Li Yueliang is a blade carved from sacred jade, with power to reveal and defeat shapechangers. It was made for Queen Lai Xinyi, who was plagued by a cabal of witches that could change into snakes, undermining her reign.
Li Yueliang Weapon (longsword), unique (requires attunement) You gain a +1 bonus to attack and damage rolls made using this magic longsword. When you are within 30 feet of any creature with the (shapechanger) tag, or with a feature that allows them to change shape (like a Druid's wild shape), the translucent green blade glows from within, shedding bright light within 20 feet and dim light in another 20 feet beyond that. Any creature with the (shapechanger) tag which takes a critical hit from this weapon is immediately subject to a Faerie Fire effect (no save) for 1 minute. How you can use Li Yueliang in your games: - Queen Lai Xinyi eventually vanished after many years of battling the snake-witches, and her famous sword was lost with her. It may have traveled a long way in the years since her disappearance, and might be found in the treasure-hoard of some creature. - The sword might be handed down by an order of witch-finders as their chief weapon. A player character might even have inherited it, but need to complete some deed to awaken its magic (bathing it in the blood of a shapechanger, carrying it to the peak of the sacred mountain during a full moon, or something similar). Also posted on Game Masters Stash on 6 March 2021. This last part of Chapter 4 of the ongoing Sorcerer-Kingmaker adventure path conversion, today's chapter includes statistics for Ovinrbaane, Enemy of All Enemies, as well as conversion of the included side quests.
Ovinrbaane, Enemy of All Enemies is a weapon crafted during the time of the Cleansing Wars of enchanted steel and ogres' bones, instilled with a vicious personality by the incredible psionic powers of the Sorcerer-King Kalak himself. Its head is heavy and viciously sharp, and it was the signature weapon of Armag, Kalak's first lieutenant, in his battles against the ogres. Although Armag's rage and prowess were legendary, the powers of this axe were equally well-storied. Weapon (greataxe), legendary (requires attunement by slaying 20 Hit Dice of creatures) You gain a +2 bonus to attack and damage rolls made with this magic steel greataxe. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with this attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each tim you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself with a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check ending the effect of such wounds on it by a success. Abilities: Int 11, Wis 12, Cha 15 (Ego DC 14) Communication: empathy, senses with hearing and normal vision out to 60 feet Alignment: Chaotic neutral Characteristics: Bloodthirsty, prone to rage Special purpose: Bane (all enemies); Special powers: The axe can cast Counterspell without the wielder needing to spend an action. It can cast this again after a short rest. Side Quests Cha'thrang shell armour Source: A druid who offers to craft the item. Task: A druid in the region, named Borzoki, offers to craft armour from the shell of a Cha'thrang, if someone can bring the remains of the creature for him. Completion: The shell and remains of a Cha'thrang (area P) will meet Borzoki's needs. Reward: Borzoki builds and enchants a +1 Breastplate from the Cha'thrang's remains. Wanted: Speartooth Source: Wanted poster, backed by seals of each of the local cities Task: The silt wyrm Speartooth has long agued the hills west of the silt flats. They say he's killed and eaten a hundred people. So far, no-one has brought the beast down. Completion: Find Speartooth, kill it, and bring its 22-inch long fangs to the captain of the guard in any local city. Reward: The local cities have agreed on a bounty of 8,000 ceramic pieces for this feat. Drinks in any local bar will likely be free, on telling of the deed. Road to the Wyvernstone Bridge Source: Loy Rezbin, mayor of Siltford Task: The mayor of Siltford wants to increase traffic and trade. He's drafted plans for a road between his village and Wyvernstone Ford over the silt flats, but he doesn't have any workers to start building the road. Completion: Build a road that connects Siltford to the Wyvernstone Ford. Reward: Not only will building this road help travel and trade, but the influx of business fom the East Sellen also increases the nation's Economy by +1. The next Sorcerer-Kingmaker post will begin the War of the Silt Princes, coming next week! Also posted on Game Masters Stash on 8 January 2021. This axe is a terrible weapon, able to transform its steel blade entirely into gleaming, dense ice which radiates intense cold. It is said to be an ancestral relic of the fierce Frost Reivers, and is highly sought-after since its loss in battle.
The Axe of Black Ice Weapon (battle axe), rare (requires attunement) When you hit with an attack using this magic axe, the target takes an extra 1d3 cold damage. In addition, while you hold the axe, you have resistance to fire damage. As an action, you can cause the axe to transform into ice itself. When you do this, a hit from an attack using this magic axe inflicts 2d8 cold damage instead of its usual slashing damage and the bonus cold damage. Also posted on Game Masters Stash on 30 December 2020. This sword is simply a hilt, to the touch. The blade appears to be only a translucent illusion made of light, which causes a warm feeling if touched, but has no substance. However, its effect on spirit creatures is incredible- causing great pain, and reactions as if it harming a real creature.
The Blade Immaterial Weapon (longsword), legendary (requires attunement) You cannot harm any living creature or cause damage to a physical object with this weapon- even when held in close contact, it causes a slow warming effect only, not even enough to melt ice or start a fire. However, when used against a creature with the Incorporeal Movement quality or Possession ability, it has a +2 bonus to attack and damage rolls. In addition, it inflicts +2d6 force damage on such creatures, and on a critical hit, they are subject to a Dispel Evil and Good effect (saving throw DC 15). Also posted on Game Masters Stash on 24 December 2020. Effulgence is a greatsword hammered from a moonbeam by the master Dwarven smith Nemril. It glides through the air without sound, and glows with an inner radiance. Dust or small objects nearby the sword which are left unattended orbit around it slowly.
Effulgence Weapon (greatsword), unique (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which also counts as being silver. The sword has 1d8+1 charges. You can spend 1 charge to cast Sacred Flame at your character level, and 2 charges to cast Moonbeam at your character level. The sword regains a maximum of 1 charge per night if exposed to moonlight, and 1 charge per hour if exposed to the full moon's light. The sword's luminous blade emits bright light in a 10-foot radius and dim light for an additional 20 feet. This light counts as moonlight. You can use an action to expand or reduce its radius of bright and dim light, to a minimum of 5 feet of dim light. How you can use Effulgence in your game: - Some say that the blade was forged for the Lunar Eladrin, who rule the distant moons, and that it has slipped from their grasp when Accretian, the Bad Moon, rose. They may come seeking it again, jealous of its radiance being held by another. - This weapon is feared and respected by the Were-clans of the Elden Reach. Its use against them may trigger panic, and a quickly escalated reaction. They may even convene a Meet to bring one of their clan warlords before its wielder, authorised to visit terrible violence, or trade some great treasure, for its use. - As a powerful and unique magical blade, this item might be sought out by collectors of rare and exotic weapons. The Gith, for example, might send first exploratory agents seeking out the rumour of such a weapon, and then a strike-team to seize it from whoever currently holds it. Also posted on Game Masters Stash on 2 December 2020. The shivered sword is a nightmare of steel, an artifact of pure chaotic energy able to pierce any spell. It was forged in the Dawn War to slay the great Titans, and it is said that it shattered against the Rod of Purest Order when they clashed together, breaking them both.
When viewed, the blade hangs together in the air as if it were not shattered, shifting ever so slightly in the wind and jangling like a windchime. It pulses with angry heat, and seems to 'steam' runes of chaotic power as it moves. Statistics: The Shivered Sword is a +3 longsword which inflicts +2d6 psychic damage against any target with a Lawful alignment. Its wielder can ignore any magical spells protecting the target when making melee weapon attacks using the sword. They can also use Dispel Evil and Good up to three times, which reset after a long rest. How you can use the Shivered Sword in your games: - Following its damage, one of the chief Inevitables of the planes of Order was trusted with the blade, for only it could possibly not be corrupted by the blade's power. However, this belief was incorrect, and the rampant Inevitable now wanders the planes in a wild fugue state. - If a PC is able to gain control of the sword, even temporarily, its essence will start corrupting them as well. No champion is proof against its power, not even a mighty hero, and they may soon have to find some way to look into its destruction or at least dissolution. - An artifact like this cannot be destroyed by simple mortal magic, and even the mighty Lawful gods might shy away from handling such a corrupting influence. The last time it was even damaged, it destroyed the artifact which is now the Rod of Seven Parts. Also posted on Game Masters Stash on 14 October 2020. The Mace of the Ravager is a fabled weapon from times long past, a huge and terrifying mace with hooked flanges. Legend tells that it was used by the mightiest of the Giant Kings, one who ruled the entire world, and that no hide could withstand its blows.
Statistics: The Mace of the Ravager is so large and unwieldy that only a Large or bigger creature can wield it, and even then only two-handed. Its base damage is 3d8 magical bludgeoning damage, and a critical hit causes triple damage. How you can use the Mace of the Ravager in your games: - Rumours say that the Mace rests in the mouldering grip of the Giant-King who once wielded it, and the ribcage of the dragon he slew while holding it. The vault that holds themhas been reinforced and trapped to keep the weapon from emerging again- but a dedicated expedition might be able to uncover it. - Once word of the Mace spreads, the various prophets and would-be kings of Giantkind would go to all-out war to recover it, regardless of what humanoid defenses are in the way. Such an event might even unite the dragons against the giant nations, an event unheard-of for Ages. Also posted on Game Masters Stash on 5 September 2020. |
AuthorI'm Luke. He/him pronouns. Archives
May 2022
Categories
All
|