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Erebor Cultural Herilooms

Axe of Azanulbizar (great axe)

It is said that every Dwarf that survived the Battle of Azanulbizar returned from that battlefield bowed under a heavy burden, as he carried the weapons of those who died that day and whose bodies were burned in the pyre.   You gain a +1 bonus to attack and damage rolls made with this weapon. Additionally, the first time you attack an Orc or Goblin in any combat, you gain advantage on the attack roll.

Dwarf-wrought Hauberk (corslet of mail)

The Dwarves of the Lonely Mountain make good coats of steel rings, but they cannot match the work of the armourers that lived before the Dragon came. These were frequently made suits in Erebor, before the coming of Smaug.   When wearing a Dwarf-wrought Hauberk, you gain a +1 bonus to AC in addition to the normal AC bonus for wearing mail – for a total of a 17 AC.   You are also immune to the bonus damage of critical hits and do not suffer disadvantage on stealth rolls.

Helm of Awe

The Dwarven heroes of old wore helms with visors crafted by the hammer of the smith in hideous shapes, to better dismay the enemy that looked upon them.   While you wear this helm you gain advantage on Charisma (Intimidation) ability checks against Orcs and Goblins. You can also take an action to call upon an ancestor’s wrath to set fear in the hearts of your enemies. A number of creatures of your choice, up to your Wisdom modifier (minimum 1), within 30 foot of you must succeed at a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. This ability cannot be used again until you have finished a short or long rest.

Player Note

These items are not for sale at any price – they are treasures of the respective Free Folk. Usually, they are awarded to Player-heroes who take the Cultural Heirloom virtue, but they might also, in rare circumstances, be found as treasure or awarded as a gift to an honoured ally. If lost, they can be replaced at Sanctuaries.

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