Legendary Artifacts

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These mighty magical items are unique even among legendary artifacts and designed to grow alongside a player throughout a campaign. The point at which a character finds an artifact and what artifact they hope to see is up to the Dungeon Master – though it is a topic players, and their DM will hopefully discuss and mutually strive to in between sessions. It's recommended that players only have one artifact attuned at a time, but you could allow for multiple in high-power games.
 

Advancing Legendary Artifacts

The conditions by which a Legendary Artifact progresses to the next stage can vary and often revolve around the artifact's nature and its wielder. A character attuned to a Legendary Artifact typically advances the item to its next state through backstory self-discovery or in-game accomplishments.   General advancement is to awaken an artifact between levels 10-15 and exalt between levels 16-20. Events that trigger advancement are entirely up to a Dungeon Master and will likely manifest in unexpected and exciting ways!
 

Legendary Artifacts

Aratil's Sapphire Eyepatch

Wondrous item
Imbued with the famous sapphire arcane focus used by the legendary Aratil, previous Flock Leader of the Zeffari, this finely crafted leather eyepatch has long been a symbol of power amongst the Aves community. The sapphire eyepatch was worn by Aratil as he struck down Sebastian Vaneras, the first vampire, in his dirt coffin with a wooden stake.   Unfortunately, the powerful artifact was lost when Aratil was forced to flee as the denizens of Sebastian came to their masters aid and hell itself crumbled around him.
Aratil's Sapphire Eyepatch

Aratil's Sapphire Eyepatch

Wondrous Item

Legendary Requires Attunement

You gain a +1 bonus to spell attacks and have advantage on Constitution saving throws to concentrate on spells. However, you can no longer see out of the eye that is covered by the eyepatch.  
Awakened
When a character awakens this item, apply the following changes to the item's traits.
  • The bonus to spell attack rolls becomes +2.
  • The user of Aratil's Sapphire Eyepatch is always under the effects of Mage Armor.
  • Exalted
    When a character exalts this item, apply the following changes to the item's traits.
  • The bonus to spell attack rolls becomes +3.
  • You gain a +1 to your spell save DC.
  • Once per long rest, you may choose to have a spell that requires an attack roll to have advantag on hit when you cast it, or you may have the target of a spell that requires a saving throw to have disadvantage on the saving throw


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    Armadillo Armor

    Armor (scale mail)
    Deep under the Grenchester Rise mountains where the river flows outward into the Kingswall Channel, an underground labyrinth lies. For those with the fortitude to traverse the dangerous underground depths, the hidden monastery of Ulek’vern rests.   Ulek’vern’s skilled blacksmiths craft powerful armor as a means to show respect and to replicate the unique fighting style of the mighty Earthbound Dwarves who have transcended into pure primordial beings worthy of the Ulek’vern monks worship.
    Armadillo Armor

    Armadillo Armor

    Armor

    Legendary Requires Attunement

    This +1 scale mail is made of interlocking plates of hardened leather. As a bonus action, the wearer can curl up into a ball and move by rolling up to their remaining movement speed, preventing attacks of opportunity.  
    Awakened
    When a character awakens this item, apply the following changes to the item's traits.
  • Increase the bonus to AC to a +2.
  • The armor no longer poses disadvantage to stealth checks.
  • Exalted
    When a character exalts this item, apply the following changes to the item's traits.
  • Increase the bonus to AC to a +3.
  • Earthen Roll. Use a bonus action to curl up into a ball, followed by an action to roll over a creature of large size or smaller smashing them into the ground as you pass over top of them. The creature must make a Constitution saving throw DC (8 + proficiency modifier + str modifier). On failure the creature is stunned until the end of their turn. You may roll over as many creatures as possible with your movement speed as long as you do not end your turn on top of a creature. Earthen Roll has three charges. You regain all charges after a long rest.

  • Type AC STR Req. Stealth Dis.
    Medium AC 14 + Dex (max 2) Yes


     

    Boomstick

    Weapon (cannon)
    This modified cannon propels balls of fire at destructive speed. Thanks to an attached handle on the underside of the Boomstick, the wielder can balance the firearm on their shoulder, bracing themselves for impact.   Those who have mastered the artifact have learned to mimic a jetpack lifting off, launching themselves high into the air, escaping any deadly close combat threats.
    Boomstick

    Boomstick

    Weapon

    Legendary Requires Attunement

    You gain a +1 bonus to attack and damage rolls made with the Boomstick. When firing the Boomstick, you can add your Strength modifier to your damage roll. Additionally, the Boomstick does not suffer disadvantage when firing at an adjacent target. 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 Boomstick to +2
  • Boom Goes The Dynamite. When Boomstick hits a target it explodes in a 5-foot radius. The projectile can be fired at an unoccupied space within its range. Creatures other than the target within this blast radius must succeed on a DC 15 Dexterity saving throw, taking half the damage rolled on a failed save and no damage on a success. The wielder of Boomstick is immune to this damage.
  • Explosive. If you make an attack against a target within half Boomsticks normal range, you deal 2d12 fire damage instead of the normal 2d10 fire.
  • 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 Boomstick to +3
  • Boom Goes the Dynamite's explosion increases to a 10-foot radius.
  • Click Click Boom. If you have not spent any movement and are standing on a solid surface, you can expend all movement and activate Click Click Boom. You point Boomstick at the ground and fire, hurling yourself up into the air. You can reach a maximum height of 30 feet and can move 30 feet in any direction before falling back to the ground. Moving in this way does not provoke opportunity attacks. You can use Click Click Boom a number of times per day equal to your proficiency bonus, regaining all uses after you finish a long rest.

  • Type Damage Damage Range
    Martial Ranged 2d10 Fire Ammunition (40/120 ft), heavy, loading, two-handed, misfire 1


     

    Chronos Codex

    Wondrous item, requires attunement by a creature with a spellcasting ability
    Written by the wizard Liu Quen, the Chronos Codex is one of four mighty codices crafted during Erenel's rediscovery. Unfortunately, Liu Quen was a very private wizard; thus, the Chronos Codex is the least known of the four.   Considered lost following Liu Quen's murder, the codex is believed to allow the manipulation of the time stream. However, the Royal College's archchancellor suggests the book's author has not yet been born and that the Chronos Codex instead drifts through time.
    Chronos Codex

    Chronos Codex

    Wondrous Item

    Legendary Requires Attunement

    While attuned to the codex, you gain a +1 bonus to concentration check saving throws. You can also use an action to regain spell slots. Once per day, you may spend Hit Dice equal to the spell slot level you wish to regain, up to maximum of 5 Hit Dice.  
    Awakened
    When a character awakens this item, apply the following changes to the item's traits.
  • Increase the bonus to concentration check saving throws to +2
  • Temporal Expedition (1/day): As a reaction, you may choose a target. If the target is friendly, their initiative instantly becomes 20. If the target is hostile, their initiative instantly becomes 1, if they fail a Wisdom saving throw to resist.
  • Exalted
    When a character exalts this item, apply the following changes to the item's traits.
  • Increase the bonus to concentration check saving throws to +3
  • You cease aging. If for any reason you lose possession of the Chronos Codex or chose to unattune, your lost years rush back as you rapidly age to reflect your true age. No form of magic can prevent the re-aging process.
  • Summon Past Self (1/day): As a bonus action, you reach into time's manifold and summon yourself from the past. Your past self will assist you by casting one spell from your class spell list. Roll 1d4 and subtract the roll from 6 with the final number being the maximum spell level your past self may cast. Your past self is not under your control but it is a version of you and will assist you. Because of this, the GM decides which beneficial spell to cast from your class spell list after the spell level is calculated. Your past self uses your current spell attack and spell save DC for the spell and disappears at the end of your turn. The past self cannot speak or take damage and appears ethereal. The spell cast does not detract from the players spell slot total and is not considered cast from the player. (Player may still use an action to cast a spell other than a cantrip this turn.)
  • GM Rule: While attuned to the book, the GM may ask you to roll a d20 at their choosing. If you roll a 1, you disappear for 6 seconds or 1 round of combat, as you are pulled backward or forward in time to assist yourself in an alternate timeline.


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    Creed Peacemaker

    Weapon (warhammer), requires attunment by a Lawful creature
    A powerful antimagic weapon used by Creed Justicars while hunting magic users afflicted by Tetherbane, the Peacemaker nullifies anyone struck by the Warhammer. As the justicar grows in strength and reaches the Arbiter title, their ability to negate magic increases.
    Creed Peacemaker

    Creed Peacemaker

    Weapon

    Legendary Requires Attunement

    You gain a +1 bonus to attack and damage rolls made with the Creed Peacemaker. When you hit a creature that is concentrating on a spell or magical effect, the creature takes an additional 1d6 force damage.  
    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 weapon to +2.
  • The extra damage from hitting a concentrating creature increases to 1d8 force damage.
  • Once per round, when you hit a creature with this weapon, you can force the creature to make a DC 15 Constitution saving throw. On a failure, it can't cast spells other than cantrips until the end of its 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 the weapon to +3
  • The extra damage from hitting a concentrating creature increases to 2d8 force damage.
  • The Peacemaker gains 3 charges. As an action, you can expend a charge and cast the antimagic field spell which lasts until the end of your next turn. While this antimagic field is active, you can use a bonus action to expend 1 charge to extend its duration until the end of your next turn. The Creed Peacemaker regains all charges after a long rest.

  • Type Damage Damage Range
    Martial Melee 1d8 / 1d10 Bludgeoning


     

    Ebonhart's Teeth

    Weapon (twin daggers)
    Moonsteel Mavros was a loot hoarder and lair delver of much renown until time stole his youth. The mention of his name in a local tavern is enough to stir tall tales, perhaps none more famous than the delve against the Black Dragon Ebonhart in the Scabbard Wastes. Legend has it that Moonsteel Mavros snuck into Ebonhart’s lair undetected, and while the dragon was asleep, extracted all of his teeth and a sizable portion of the treasure hoard.   While Moonsteel Mavros neither confirms nor denies the tale, he is quick to draw attention to the two legendary dragon tooth daggers joined at the hilt by a black iron chain.
    Ebonhart's Teeth

    Ebonhart's Teeth

    Weapon

    Legendary Requires Attunement

    The damage dealt by both daggers is 1d6. You gain a +1 bonus to attack and damage rolls made with Ebonhart's Teeth. Immediately after you make a ranged attack with Ebonhart's Teeth, the dagger returns to your hand, if you currently hold the other dagger.
    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 Ebonhart's Teeth to +2
  • Cruel Critical. Ebonhart's Teeth scores a critical hit on a 19 or 20. If you have a critical enhancement, this improves it by one step. For example, if you crit on a 19 or 20 before wielding Ebonhart's Teeth, you instead crit on a 18-20.
  • When a critical hit is scored, if the creature has blood, they are given the hemorrhage condition. While hemorrhaged, the creature takes 1d6 damage at the beginning of their turn. An action must be used to close up the hemorrhage.
  • 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 Ebonhart's Teeth to +3
  • Ebonhart's Rage (2/day). You slam the Ebonhart's Teeth together projecting acid in a 60-foot cone. Each creature in the area must make a DC17 Dexterity saving throw, taking 8d6 acid damage on a failed save, or half as much damage on a successful one.

  • Type Damage Damage Range
    Simple Melee 1d6 Piercing 20/60


     

    Fairwind's Eyepatch of Unerring Direction

    Wondrous item
    This once magical compass and beloved trinket crafted by the famous pirate captain Xavi Fairwind never left its masters side. The handcrafted compass was a constant sight either in his front chest pocket or held out guiding the Fairwinds across the Crimson Shores. When the Fairwinds were assaulted by the ghost ship, Peril’s End, a pistol shot meant for Xavi Fairwind instead struck the compass, denting the frame and shattering its needle.   Escaping the attack with the loss of his right eye, Xavi Fairwind shaped his beloved compass into an eyepatch. Upon donning the eyepatch, Fairwind was shocked and delighted to learn remnants of both Peril’s End and the Fairwind Compass were interwoven, granting sight beyond sight.
    Fairwind's Eyepatch

    Fairwind's Eyepatch of Unerring Direction

    Wondrous Item

    Legendary Requires Attunement

    You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You also have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight.
    Awakened
    When a character awakens this item, apply the following changes to the item's traits.
  • You are immune to the blinded condition.
  • You can see invisible creature and objects within the same range as your darkvision.
  • If aboard a ship, you always know the direction of the nearest island or landmass. You do not know the size or name of the nearest landmass, only the direction.
  • As a bonus action, you can speak a command word and see into the Ethereal Plane. Ethereal plane creatures are ghost-like and translucent.
  • Exalted
    When a character exalts this item, apply the following changes to the item's traits.
  • Once every 7-days, you can concentrate for 1-minute to uncover lost treasure. Similar to a compass, you know the direction of the nearest shipwreck, treasure hoard, or Erenel Archway for 8 hours. You must concentrate as if you were concentrating on a spell during this 8 hour period. If you lose concentration, the direction uncovered is lost until you can use this ability again.
  • You automatically detect illusions you can see and succeed on saving throws against them.


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    Falling Stars

    Weapon (twin daggers)
    These twin curved daggers are embedded with a small chunk of moon rock pulled from the Silver Maiden's Chamber. The Falling Stars are gifts from Luniwyn, the Silver Maiden, to her Collectors, who traverse the liquid shadow, searching for souls ready for rebirth. The crescent daggers represent the wielder's sublime beauty as they slice through shadow and the formless skies brought by an endless void.
    Falling Stars

    Falling Stars

    Weapon

    Legendary Requires Attunement

    You gain a +1 bonus to attack and damage rolls made with Falling Stars. When you hit an aberration with Fallen Stars, the creature takes an additional 1d6 radiant damage. Immediately after you make a ranged attack with Falling Stars, the dagger returns to your hand, if you're currently holding the other dagger.
    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 Falling Stars to +2
  • Star Surge (1/day). You throw one of the Fallen Stars as a ranged weapon attack causing the Falling Star to ricochet between every creature in a 10-foot radius. Make a separate ranged weapon attack roll for each creature.
  • Radiant damage against abberations increases to 2d6.
  • 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 Fallen Stars to +3
  • Star Surge (2/day). You can use your Star Surge feature twice a day regaining both uses after a long rest.
  • Path of Stars. While holding the Falling Stars, as a bonus action, gain a flying speed equal to your movement speed for 1-minute. Additionally, while under the effects of Path of Stars, as a subsequent bonus action, you can teleport up to 15-feet to an unoccupied space that you can see. You can teleport in this way a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.

  • Type Damage Damage Range
    Simple Melee 1d4 Piercing 20/60


     

    Frostbite's Vengeance

    Weapon (longsword)
    A giant snow leopard wreaked havoc over the hamlet Aurvang killing anyone that approached the mountains. The villagers came to name the beast Frostbite and lived in fear of its fury. Coming to their aid, renowned Caelian ranger Joriaul promised to hunt Frostbite and bring an end to his terror.   While harvesting the hide, Joriaul noticed Frostbite's spine had a strange blue glow and was made of solid ice. He carefully removed the spine and made way to the Five Cantons to craft a keepsake of his greatest kill.
    Frostbite's Vengeance

    Frostbite's Vengeance

    Weapon

    Legendary Requires Attunement

    You gain a +1 bonus to attack and damage rolls made with this longsword. The blade is made of unmelting ice and deals an extra 1d6 cold damage on hit.  
    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 longsword.
  • Cold damage on hit increases to 2d6.
  • When you critically hit with Frostbite's Vengeance, the target is frozen solid and considered paralyzed until the end of their next turn.
  • 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 longsword.
  • Cold damage on hit increases to 2d8.
  • Frostbite's Fury (2/day): As an action, you plunge Frostbite's Vengeance into the ground at your feet. When you do, up to five frozen spikes explode from the ground nearby. Choose up to five different targets who currently stand on the ground, within 60 feet of you. Targets effected must succeed on a DC18 Dexterity Saving Throw or take 3d8 cold damage and become restrained until the end of their next turn, as a frozen spike erupts from below and impales them.

  • Type Damage Damage Range
    Martial Melee 1d8 / 1d10 Slashing


     

    Goblet of the Soulthief

    Wondrous item, requires attunement by a creature with a spellcasting ability or pact magic
    This silver goblet is inlaid with multiple amethysts and radiates an unclean aura. Upon closer examination, subtle engravings covered in grim imagery reveal a devil prince, known only as the Soulthief, once drank from this unholy cup.
    Goblet of the Soulthief

    Goblet of the Soulthief

    Wondrous Item

    Legendary Requires Attunement

    While attuned to Goblet of the Soul Thief you can speak, read and write infernal and gain the following abilities.
  • Soul Harvest. As an action, while within 10-feet of a humanoid creature that died less than 1-minute ago, harvest the creature's soul. The opaque soul floats into the goblet before becoming trapped and causing the goblet to bubble as if a hot liquid was inside. The goblet can hold up to 5 souls.
  • Drink Deep. As an action, drink from the goblet of the soul thief. If the goblet contains souls, gain an amount of temporary hit points equal to 1d6 per soul, and the soul is expended. When drinking deep, you must drink the full contents of the goblet, consuming all souls in the process.
  • Awakened
    When a character awakens this item, apply the following changes to the item's traits.
  • Increase the temporary hit points gained from Drink Deep to 1d8 per soul.
  • Beyond the Grave. As an action, you can expend a number of souls to cast the following spells, using your spell save DC: speak with dead (2 souls), animate dead (3 souls), raise dead (5 souls).
  • Exalted
    When a character exalts this item, apply the following changes to the item's traits.
  • Goblet of the Soul Thief can now hold up to 6 souls.
  • Summon Devil. As an action, expend a number of souls to summon a devil from the list below. Any devil you summon with Goblet of the Soul Thief is friendly to you and your allies for the duration. The devil obeys any verbal commands you issue and returns to their home plane 10-minutes after being summoned. You can only have one devil summoned at a time.
  • Available Devils: Imp (2 souls), Spined Devil (3 souls), Bearded Devil (4 souls), Barbed Devil (6 souls)


  • Item type
    Unique Artifact
    Rarity
    Legendary artifacts (requires attunement)
    These dormant artifacts will grow in power with the player and are very powerful items! General advancement is to awaken an artifact by some feat of strength or backstory tie in between level 10-15 and exalt between levels 16-20. Inspired by the Taldoeri Campaign setting written by Matthew Mercer.

    Ebonhart's Teeth


    Frostbites Vengeance

    by Blanton

    Scaled Shield of Razmarn


    Spire of Twilight

    druid staff_small.jpg

    Staff of Four Seasons

    by Ziemidian

    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

    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

    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.


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    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

    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.


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    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

    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

    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

    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

    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

    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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