Jotakent's Demise
Weapon (battleaxe)
Crafted from the broken claw of the Primal Deity Ødger, the Storm Claw following his victory over the Elemental Lords. Jotakent's Demise earns it name from the Storm Giant commander Jotakent, who fought valiantly but was unable to stand before the strength of the Storm Claw.
Jotakent's Demise
Weapon
Legendary Requires Attunement
You gain a +1 bonus to attack and damage rolls made with this battleaxe. Jotakent's Demise has a thrown property with a range of 20/60. Immediately after an attack, the weapon flies back to your hand.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
Increase the bonus to attack and damage rolls made with Jotakent's Demise to +2
Storm Claw. When Jotakent's Demise is thrown, deal 1d6 bonus lightning damage to the target.
Gain Immunity to Lightning and Thunder damage.
Exalted
When a character exalts this item, apply the following changes to the item's traits.
Increase the bonus to attack and damage rolls made with Jotakent's Demise to +3
Increase the damage dealt from Storm Claw to 2d6.
Of Strength and Storm. When you are hit by a spell attack, roll a d10. If you roll an 8 or higher, Jotakent's Demise cancels the spell causing it to miss. On your next turn you can cast the spell Lightning Bolt at 3rd level as a bonus action. Lightning Bolt DC16.
Type |
Damage |
Damage |
Range |
Martial Melee |
1d8 |
Slashing |
20/60 |
Many Faced Wayfarer
Wondrous item
Crafted by the Way of the Wayfarer Monastery after the Primal Deity Natsuko helped free the Rusco from bondage, this porcelain mask resembles the face of a fox with a turquoise gem inlaid in its center. Natsuko the Trickster was so fond of the craftsmanship, she blessed the mask with a sliver of her being in appreciation.
Many Faced Wayfarer
Wondrous Item
Legendary Requires Attunement
While wearing this mask, you gain a +1 bonus to all saving throws and are immune to the grappled condition. You can also use an action to cast the disguise self spell from the mask at will. The spell ends if the mask is removed.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
Increase the bonus to all saving throws to +2.
You become immune to the restrained condition as well as the grappled condition.
Manifest Duplicity (1/day): As an action, the mask wearer creates a spectral illusion of them self that lasts for 1-minute or until they lose concentration. The duplicate appears in an unoccupied space within 30 feet, and is easily distinguishable from the real mask wearer. As a reaction, the mask wearer may transfer themselves to the location of the duplicate, swapping places with the illusion. The mask wearer may also use their movement speed divided between them self and the duplicate on their turn.
Exalted
When a character exalts this item, apply the following changes to the item's traits.
Increase the bonus to all saving throws to +3.
You become immune to the paralyzed condition as well as the grappled and restrained conditions.
Manifest Trickster (2/day): As an action, the mask wearer may create two spectral illusions of them self that lasts for 1-minute or until they lose concentration. The duplicates appear in unoccupied spaces within 40 feet, and both are easily distinguishable from the real mask wearer. As a reaction, the mask wearer may transfer them self to the location of one of the duplicates, swapping places with the illusion. The mask wearer may also use their movement speed divided between them self and the duplicates on their turn.
Pactbearer's Skull
Wondrous item, requires attunement by a Warlock
This ivory mask has been fashioned into the likeness of a human skull and secured with heavy leather straps that when worn covers the wearers face while leaving the bottom jaw exposed.
Covered in infernal runes, this mask has transitioned from warlock to warlock throughout the ages. Its style, shape, and abilties are ever shifting to fit the whims of the current warlock's patron. Not much is known of the origin of the mask. A warlock will never willingly part once attuned to the artifact choosing death over losing its power.
Pactbearer's Skull
Wondrous Item
Legendary Requires Attunement
You gain a +1 bonus to spell attack rolls. You also gain the ability to cast one of your 1st level warlock spells without expending a spell slot. Once you have cast a spell in this way, you can't do so again until you finish a long rest.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
You gain a +2 bonus to spell attack rolls.
You score a critical hit with spell attack rolls on a d20 roll of 19 or 20.
The level of spell you can cast without expending a spell slot increases to 3rd level. If the spell is lower than 3rd level, it is cast at 3rd level.
Exalted
When a character exalts this item, apply the following changes to the item's traits.
You gain a +3 bonus to spell attack rolls.
When you cast a warlock spell, you can grant yourself advantage on any attack rolls for the spell. You can use this ability twice per long rest. Additionally, you can instead expend a use of this ability when you cast a spell that requires a saving throw to force the target(s) to roll with disadvantage.
Salthiel's Anguish
Weapon (greatsword)
This mighty great sword was once the weapon of an angel who shared the weapon's name. The blade retains a commanding aura of holy light, but minor aspects of the appearance can only be described as disturbing. Eternal writing along the edge seems correct, but anyone who can read the language sees the words become blasphemous halfway to the sword's tip.
Salthiel was once a favored angel in service of Rezmir, standing at his right hand, carrying out true law and defending the faithful against depredations. Salthiel's influence grew, and many of Rezmir's worshipers prayed not to the winged lion but to an angel for aid. It is unknown if this worship caused Salthiel to grow arrogant, or perhaps another unknown force manipulated the angel, but regardless Salthiel sought to replace Rezmir atop Zion Mountain. Easily defeating the angel, with great sadness, Rezmir banished Salthiel, his choir of light hurling the fallen angel down to The Below. Salthiel's sword was separated from him as he fell and came to rest somewhere upon Erenel.
Salthiel's Anguish
Weapon
Legendary Requires Attunement
You gain a +1 bonus to attack and damage rolls made with this great sword. As an action, cause the blade to glow in radiant or necrotic energy. Salthiel's Anguish deals 1d6 radiant or necrotic damage depending on which glow is active.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
You gain a +2 bonus to attack and damage rolls made with this great sword.
Radiant/necrotic damage increases to 2d6.
Torn between (1/day). You can cast either Cure Wounds or Inflict Wounds at 3rd level. Your spellcasting ability modifier is Intelligence, Wisdom or Charisma (your choice).
Exalted
When a character exalts this item, apply the following changes to the item's traits.
You gain a +3 bonus to attack and damage rolls made with this great sword.
Torn between (2/day). You can use your torn between feature twice a day regaining both uses after a long rest.
Once per long rest you may cast either Heal or Harm at 6th level. Your spellcasting ability modifier is Intelligence, Wisdom or Charisma (your choice).
Type |
Damage |
Damage |
Range |
Martial Melee |
2d6 |
Slashing |
|
Scaled Shield of Razmarn
Armor (shield)
During the Draconic Rebellion against the Mad Sorcerer Morthos Dray, the Storm Phalanx commander Razmarn led from the front, inspiring the united race. Gleaming in the fires of war, Razmarn held a large-scaled shield, inlaid with dragon teeth and claws.
Enduring years of suffering under the Mad Sorcerer’s rule, Razmarn secretly crafted his legendary shield, fashioned from those in slavery alongside him. His brethren willingly gave scales and teeth in death, lending aid to their commander from beyond the ethereal plane. After helping free his people from bondage, Razmarn carried his Scaled Shield and the memories of those lost until his death with a heavy heart.
Scaled Shield of Razmarn
Armor
Legendary Requires Attunement
While holding the shield, you have a +1 bonus to AC. this bonus is in addition to the shield's normal bonus to AC. Additionally, when an attack would score a critical hit against you, the attack must be rolled again against your AC with the same modifiers as the previous critical hit. If the rerolled attack hits, the critical hit is confirmed. If the rerolled attack missed, the critical hit instead becomes a normal hit.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
Increase the bonus to AC to a +2
Storm Phalanx. Once per long rest, you can summon spirits of the Storm Draconic Phalanx to aid you in battle. Once per day as an action, you cast the Spirit Guardians spell (3rd-level, radiant damage, save DC 15) from the shield. The spirits spectral form resemble deceased warriors from the Storm Phalanx.
The fallen Draconic will not permit bondage. You are immune to the grappled, frightened, and restrained condition.
Exalted
When a character exalts this item, apply the following changes to the item's traits.
Increase the bonus to AC to a +3
Elite Storm Phalanx. Your Storm Phalanx ability increases to 5th-level (save DC 17).
The fallen Draconic's presence increases. In addition to the previous immunities, you are immune to the charmed, paralyzed and petrified conditions.
Type |
AC |
STR Req. |
Stealth Dis. |
Shield |
2 |
|
No |
Spire of Twilight
Weapon (quarterstaff)
The Spire of Twilight was crafted from one of Aymara the Foremother’s fallen branches by the Midnight Eyrie. This was done by request of the Luniwyn, the Silver Maiden, during a particularly troubling lunar cycle.
As Luniwyn stood vigilant in the night sky, shining with the silver light of the stars and forcing back the unending void, her vision expanded. Blessed with All Sight, Luniwyn saw her eventual death and the need for another to one day ascend and join the plight shared by the sun and stars. Only one truly able and willing to stare back at cosmic horror may unlock the Spire of Twilight’s full power.
Spire of Twilight
Weapon
Legendary Requires Attunement
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have a +1 bonus to spell attack rolls. As a bonus action, this staff will cast bright light in a 15-foot radius and dim light for an additional 15 feet.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
Increase the bonus to attack, damage and spell attacks to +2
Cascade: As a bonus action, you cascade star light upon a creature you can see within 60 feet. The creature emits dim-light in 20-foot radius until the end of your next turn. If you or an ally attack a creature affected by Cascade, the creature takes an additional 1d6 radiant damage and the Cascade is consumed. If the Cascade is on an ally and you cast a spell that would cause the ally to regain health, they regain an extra 1d6 hit points and the Cascade is consumed. You may use cascade a number of times per day equal to your classes spellcasting ability modifier, regaining all charges after a long rest.
Lunar Rush: As a bonus action, you turn into a flash of starlight and teleport next to a creature affected by Cascade. This instantly consumes Cascade on the target.
Exalted
When a character exalts this item, apply the following changes to the item's traits.
Increase the bonus to attack, damage and spell attacks to +3
Your Cascade damage and healing increases to 2d6. Also, your Lunar Rush ability no longer consumes cascade on the target. - Ikaram the Sol (1/day): Erenel's Sun lends you aid in combat. As an action, choose a number of hostile creatures you can see within 60 feet of you, up to your spellcasting ability modifier. Ikaram emits a beam of brilliant light which falls from the sky. Each chosen creature must make a Dexterity saving throw against your spell save DC, taking 4d6 fire, 4d6 radiant and becoming blind until the end of their next turn on a failed save, or half as much damage on a success.
Type |
Damage |
Damage |
Range |
Simple Melee |
1d6 / 1d8 |
Bludgeoning |
|
Staff of the Four Seasons
Weapon (quarterstaff)
Tiren, the archdruid, took a branch from the fading treant. He admired the quality of the bark, wood, and leaves before turning back to his old companion. The archdruid didn't say a word, but it was evident that he was thanking the dying treant for its generosity. With the slightest of gestures, he picked a thorn from a nearby shrub and placed it point-first into the branch's bark.
In an instant, the branch sprouted vines and thorns from the point he touched, covering the branch and amassing all at one end. It took only a moment, but what was once fading had been born anew.
Staff of the Four Seasons
Staff of the Four Seasons
Weapon
Legendary Requires Attunement
This magical staff changes with the seasons. You can spend 10 minutes concentrating on the staff to change it to a different season. It remains in this new form for the next 8 hours before reverting to the current season again.
The staff has 6 charges. While holding it, you can expend 1 or more of its charges to cast one of the following spells from it as an action (depending on the season) using your spell attack modifier and/or spell save DC:
Winter. Darkvision (1 charge)
Spring. Guiding bolt (2 charges)
Summer. Burning hands (1 charge)
Autumn. Pass without a trace (2 charges)
Awakened
When a character awakens this item, apply the following changes to the item's traits.
The staff grows to 8 charges in total. While holding it, you can expend 1 or more of its charges to cast one of the following spells from it as an action (depending on the season) using your spell attack modifier and/or spell save DC:
Winter. Ray of sickness (1 charge), darkvision (1 charge), sleet storm (3 charges)
Spring. Guiding bolt (2 charges), moonbeam (2 charges), plant growth (3 charges)
Summer. Burning hands (1 charge), spike growth (2 charges), fireball (3 charges)
Autumn. Inflict wounds (1 charge), pass without a trace (2 charges), vampiric touch (3 charges)
Exalted
When a character exalts this item, apply the following changes to the item's traits.
The staff grows to 10 charges in total. While holding it, you can expend 1 or more of its charges to cast one of the following spells from it as an action (depending on the season) using your spell attack modifier and/or spell save DC:
Winter. Ray of sickness (1 charge), darkvision (1 charge), sleet storm (3 charges), conjure elemental air (5 charges)
Spring. Guiding bolt (2 charges), moonbeam (2 charges), plant growth (3 charges), conjure elemental water (5 charges)
Summer. Burning hands (1 charge), spike growth (2 charges), fireball (3 charges), conjure elemental fire (5 charges)
Autumn. Inflict wounds (1 charge), pass without a trace (2 charges), vampiric touch (3 charges), conjure elemental earth (5 charges)
Type |
Damage |
Damage |
Range |
Simple Melee |
1d6 / 1d8 |
Bludgeoning |
|
Thundercrack Rifle
Weapon (heavy sniper)
This heavy sniper rifle is a unique firearm which crackles with thunderous energy. Thanks to a modified breech loading wheel lock which fires thru a tesla module elongated barrel, the Thundercrack Rifle fires with extreme precision and incredible range.
After each shot, electricity polarizes your skin with enough electrical discharge to let you know you're alive!
Thundercrack Rifle
Weapon
Legendary Requires Attunement
You gain a +1 bonus to attack and damage rolls made with the Thundercrack Rifle. If you cause a misfire, you can instead choose to take 1d4 lightning damage and unjam the weapon with a bonus action instead of an action. Due to the inner workings of the weapon, no further modifications can be made by class features.
Misfire. When you roll an attack roll and the dice roll, before modifiers, is equal to or lower than the weapon’s misfire score, the weapon jams. A jammed weapon cannot be used until you use your action to fix the weapon’s malfunction.
Firearm Ammunition. The ammunition used from a firearm is destroyed upon use. All firearm unless stated otherwise use bullets.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
Increase the bonus to attack and damage rolls made with the Thundercrack Rifle to +2
Overdrive. As a bonus action, you cause the Tesla Module to overdrive. Thundercrack Rifle's weapon damage changes to Lightning while Overdrive is active. Overdrive lasts for 1-minute or until you choose to cancel the effect with a bonus action. You can use Overdrive a number of times per day equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Static Arc. When a creature takes a minimum of 17 damage from the Thundercrack Rifle in one round, they can't take reactions until the start of their next turn.
Exalted
When a character exalts this item, apply the following changes to the item's traits.
Increase the bonus to attack and damage rolls made with Thundercrack Rifle to +3
Boom Shot. Before firing the Thundercrack Rifle, you can announce a Boom Shot. When you hit a target with a ranged attack made from the Thundercrack Rifle during a Boom Shot, all creatures within 5-feet of the target must make a DC17 Dexterity saving throw or take the same damage dealt to the target and are pushed 5 feet away.
Type |
Damage |
Damage |
Range |
Martial Ranged |
2d12 |
Piercing |
Ammunition (240/800 ft), heavy, loading, two-handed, misfire 2 |
Wail of the Revenant King
Weapon (scythe)
For thousands of years, before the Great Sacrifice, the Olothine Elves ruled what is now known as the Nevermore Expanse. Vis'quey, their first king, was a powerful and respected warrior king. The Olothine did not believe in hereditary leadership. Instead, they thought their king would return as a specter after death and choose his replacement. Vis’quey eventually passed from old age, laid to rest with his favored weapon, the scythe Wail.
Centuries would pass without a word from Vis'quey. The Elf Thryil, a lesser born with great ambition, summoned enough courage to journey into Vis'quey's tomb, learning Vis'quey's soul was trapped inside his scythe. A deal was made between Thyril and Vis'quey, and in return for being free, Vis'quey would choose Thyril as his replacement. For 300 years, Thryil ruled the Olothine people until his inevitable death. The lesserborn turned king would be buried alongside the scythe Wail upon his death, which again consumed the soul of its wielder. Thryil, still trapped in Wail, seeks to escape his fate, forever bound inside the legendary artifact.
Wail of the Revenant King
Wail of the Revenant King
Weapon
Varies Requires Attunement
Wail of the Revenant King may be wielded as either a two-handed Scythe or split in the center shaft to form two sickles. As an action, you may change how you wield the weapon by assembling or deassembling Wail. You gain a +1 bonus to attack and damage rolls made with Wail in either form.
When wielding as a Scythe, use the following weapon stats.
Damage: 1d12 slashing Properties: Heavy, Two-handed
When wielding as two one-handed sickles, use the following weapon stats.
Damage: 1d8 slashing Properties: Light
Sentience
Wail of the Revenant King is a sentient weapon of lawful neutral alignment, with an Intelligence of 16, a Wisdom of 16, and a Charisma of 14. It has hearing and darkvision out to a range of 60 feet. The weapon communicates telepathically with its wielder and can speak, read and understand Olo'thi (Ancient Elvish).
Wail is inhabited by the spirit of Thyril, the Olothine Elf King. Outside of a brutally honest personality and desire to be freed from the weapon, the Dungeon Master should mold Thyril's personality to fit the campaign. If the character who claims Wail chooses to release Thyril's spirit, Wail of the Revenant King is no longer sentient upon his soul's departure. If Thyril's spirit has left Wail and the character dies while attuned, their soul becomes trapped inside Wail.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
Increase the bonus to attack and damage rolls made with Wail of the Revenant King to +2
Vengeance: When you hit with Wail against a creature already damaged by Wail this turn, deal an extra 1d6 slashing damage to the creature.
When you score a critical hit with Wail, the target must make a DC13 Wisdom saving throw or become frightened of you for 1-minute. On a success, they are immune to being frightened by this effect for the next 24 hours.
Exalted
When a character exalts this item, apply the following changes to the item's traits.
Increase the bonus to attack and damage rolls made with Wail of the Revenant King to +3
Increase the damage dealt from Vengeance to 1d8.
Increase the DC to resist being frightened from a critical hit to 17.
Revenant Fury: Once per long rest as an action, you assume the form of a dark shadow. While in this form you gain resistance to acid, cold, fire, lightning, thunder, bludgeoning, piercing and slashing damage. You also gain advantage on all melee attacks you make with Wail while under the effects of Revenant Fury. To assume this form, you must sacrifice 3 Hit Dice at the end of each of your turns. If you consume your last hit dice and stay in Revenant Fury, at the end of your turn your soul is absorbed by Wail. If you fall unconscious while in Revenant Fury, you revert to your normal form.
Wrath, Hatred Incarnate
Weapon (greatsword)
The primal deity Hrólfr’s rage following the Great Sacrifice guided the Ancient Wolf into the Trance. Here, the Ancient Wolf hoped to carve out a new existence away from the other primal deities that betrayed their creator. Unfortunately for the denizens of the Trance, Hrólfr’s intense rage and sorrow filled the fey with hatred, causing them to lash out against one another.
To quell Hrólfr’s fury, the mighty centaur warrior Sodok Taran ventured into the Ancient Wolf’s Kingdom of Embers. Catching Hrólfr by surprise, Sodok Taran drove his greatsword through the Ancient Wolf’s maw and deep into the soil, silencing his tormented howls and pinning Hrólfr to the ground. The Ancient Wolf’s wrath consumed the greatsword for centuries, soaking its hilt with fury.
As fate would have it, a young Caelian warrior lay severely wounded and near death following the betrayal of his clan. Hrólfr reached out, promising to save the warrior by filling his soul with anger if the warrior would return the favor. A pact was made that would eventually lead the Caelian warrior, Magnus Darkshield, to free Hrólfr by pulling the greatsword from his mouth. In return, Hrólfr would aid Magnus into ascending as the Warlord’s Alliance leader.
Wrath, Hatred Incarnate
Weapon
Legendary Requires Attunement
You gain a +1 bonus to attack and damage rolls made with this greatsword. As a bonus action, you can speak a command word, causing flames to erupt from the blade. These flames shed bright light in a 20-foot radius and dim light for an additional 20 feet. While the greatsword is ablaze, it deals an additional 1d6 fire damage on hit. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the greatsword.
Awakened
When a character awakens this item, apply the following changes to the item's traits.
You gain a +2 bonus to attack and damage rolls made with this great sword.
The fire damage dealt increases to 2d6.
When you make an attack while the greatsword is ablaze and roll a natural 20, a Fireball (level 3, DC14) centered on your target explodes. The Fireball blossoms out in a 20-foot radius damaging everyone in the blast, excluding yourself. The fireball spreads around corners and ignites flammable objects in the area that aren't being worn or carried.
Exalted
When a character exalts this item, apply the following changes to the item's traits.
You gain a +3 bonus to attack and damage rolls made with this great sword.
If you drop to 0 hit points while the greatsword is ablaze, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature the DC increases by 8. When you finish a long rest the DC resets to 10.
Type |
Damage |
Damage |
Range |
Martial Melee |
2d6 |
Slashing |
|
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