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Amulet of Valkrym

Wondrous Item, legendary (requires attunement by a Valkrym)

This amulet is made from a deep black gemstone, connected to a simple silver chain. If your Intelligence,
Wisdom, or Charisma score is lower than that of the amulet, you use the amulet's score in place of your own. 

Sentience. The Amulet of Valkrym is a neutral evil sentient amulet. It has an Intelligence score of 14 (+2), a
Wisdom score of 18 (+4), and a Charisma score of 16 (+3). It has hearing and darkvision out to 120 feet. The
amulet can speak, read and understand Common, Draconic, Dwarvish, Elvish, and Undercommon, and can
communicate telepathically with its wielder. While you are attuned to it, the Amulet of Valkrym understands all
languages you know.

Personality. The amulet is a creation of the Dark Gods and only wants to help the Valkrym succeed on his or
her quest to judge the worthy and unworthy.

Aria

Weapon (longsword), legendary (requires attunement)

Aria is a long katana with a green mist often emanating from the blade. From this blade small winds can be
seen whirling around her blade, and a small gust appears whenever she is drawn (becoming a small storm if
she's angry). On her blade, near the hilt is a etching of blowing winds. Her wrap is a sleek white silk. The blade
has the features: Light and Finesse. Attacks made with Aria have a +3 bonus to attack and damage rolls.
Attacks with Aria also deal an extra d10 slashing damage.

Typhoon 
When you make an attack with Aria, you may spend your bonus action to make a ranged attack, throwing out a
blade of wind with a range of 30 feet. The attack bonus is your Dexterity modifier + your proficiency bonus. On
a successful hit the wind deals 4d12 slashing damage. 

Sentience. Aria is a chaotic good sentient weapon. Intelligence 24 (+7) Wisdom 22 (+6) Charisma 12 (+1). Aria
has hearing and darkvision out to 60 feet. She can speak Common, Draconic, and Elvish. While you are
attuned to it, Aria understands all languages you know.
Personality. Aria was once a simple 18 year old girl, living in a small town nestled in the shadow of a volcano.
She was regarded as a kind light-hearted girl who was never afraid to stand up to bullies and older children
when they attacked younger kids. She was truly loved by many. One day, she had been exploring the caves
leading up into the volcano, simply because she had been dared. When she entered a giant cavern she was
initially in awe, however, she never came out that day. Her body was found a few days later, mutilated. Her
father, who could not accept she had died resorted to black magic to try and revive her. He took her to a windy
ridge, were he attempted the spell. It did not work. All that remained of Aria's corpse was a long deadly looking
katana surrounded by winds. Since that day Aria has grown a deep hatred for men, especially the ones who
killed her. She refuses to allow a man to wield her no matter his skill. For any possible female masters, skill
with katanas and familiarity with wind magic are a must, although she may take another master if she senses
potential. If you are ever in combat with a male, she will refuse to let them live even if they surrender, unless
her master can persuade her, otherwise she will ask you to kill them.

Ascalon
Weapon (longsword), legendary (requires attunement by a creature of good alignment)

Ascalon appears as a gleaming silver blade with sapphires gilding the hilt. 

Sentience. Ascalon is Lawful Good and has an Intelligence of 16 (+3), Wisdom of 20 (+5), and Charisma of 25
(+7). Ascalon has truesight out to 30 feet and Darkvision out to 60 feet. Ascalon can read and speak Common
and Draconic and can telepathically communicate with his user.

Personality. Ascalon speaks with a proud voice when he speaks of past wielders and constantly encourages
his latest wielder to take up arms against more powerful foes and make his mark in Ascalon's internal hall of
fame. Ascalon openly taunts and insults Fiends and Chromatic Dragons hating both creatures.

Traits. You gain a +3 bonus to attack rolls and damage rolls with this magic weapon. It deals an extra 3d6
slashing and radiant to creatures with the dragon type. While wielding Ascalon you have resistance to the
breath weapons of dragons. You cannot be frightened. You can speak, read, and write Draconic.

Bloodsong 
Lore There is a legend of a Bard and his child who lived in a quiet mountain village, safe from any harm until
legions of soldiers and mercenaries from the city nearby arrived to conquer the humble settlement under orders
from the tyrant king of the metropolis. Unable to defend themselves, the villagers surrendered. However, the
armies slaughtered the men and children, enslaving and raping the women. The lucky bard and his son
escaped with about 20 people into the nearby woods - they were the only survivors...

Before long, the soldiers discovered the forest haven and utterly ravaged the villagers left, burning many and
killing more and more. The innocent bard, still hidden, revealed himself in an attempt to make peace by playing
a bittersweet tune and begging for them to stop. Laughing at the frail man, the soldiers made him watch the
killing of all the children in the town, who liked him dearly and would often listen to his stories and music, before
then burning him for being a 'Traitor'.

His dear son (still in hiding) saw every second of this brutal killing and ,with tears in his eyes and a heart dying
with grief, made a solemn vow to avenge his father .He made a prayer to the gods of good fortune and justice.
Alas, they ignored him, to busy to help a single, worthless child. Enraged with a hate and fury far greater than
any other mortal has ever felt, the child sent a desperate call out to Orcus, the demon prince of Undeath.
Hearing his call, the demon price gave him a blade so malicious and powerful it made the gods themselves
tremble. It made him invulnerable and fuelled him with power. Rushing to his father (who was almost dead),he
promised him to have revenge. His father nodded with his head before he sumbucceded to the eternal sleep
which is death. Berserk and in a frenzy, the child threw himself at the soldiers, mangling and utterly destroying
them as he laughed and bathed in their cries of pain and their begs of forgiveness. Within an hour, all the
soldiers in the valley in which the once safe town lay were dead. But this was not enough.

The spirit of Orcus had infused him with anger and cruelty. He travelled to the city where they came from and
exacted revenge on them as well, relishing in the death he caused. But this was not enough to quench his thirst
for destruction. He engulfed everything on that continent with his flame of hatred, leaving no survivors but
himself on the land. When he stopped, he was freed from the grasp of the sword and realised the catastrophe
he had caused. With a cry of pain, and horror, and depression, he threw himself onto the blade, staining the
metal crimson with his blood. From then on the blade was possessed with the spirit of the boy, ever hungry for
death, and in memory of his father, the sword played a eerier, heart-breaking version of his father's favorited
song whenever blood was spilt. The blade was called Bloodsong.)

Possessing a crimson blade, a ebony steel hilt and a pommel shaped like a miniscule skull, Bloodsong is a
magic sentinel longsword embowed with necrotic energy that consumes peoples souls and feasts on their
sorrows. 

Sentience. Bloodsong is a chaotic evil item with an Intelligence of 30, Wisdom of 20 and Charisma of 25. The
sentience of the sword is the body's spirit, which still lives in the blade, eternally separated from his father.

Personality. Bloodsong lusts for nothing more than utter destruction and talks in a innocent child's voice,
tainted with sadness and anger. It corrupts its wielder to do ever more evil deeds and prefers undead wielders
and remains loyal to a degree to them due to the help given to the it (the boy) by Orcus.

Traits. You can select a chosen creature to be your 'hated enemy'. You are immune to damage dealt by non-
magical weapons by them and are resistant to all other damage done to you by them, including spells, and you
instantly win any saving throws they force you to make. You can only have one 'hated enemy' at a time and you
can choose up to 3 of them in your life. You gain a +5 bonus to attack rolls and damage rolls with this magic
weapon. It deals an extra 3d10 necrotic damage to 'hated enemies'.

While wielding you are immune to necrotic damage and the sword deals 2d8 necrotic damage to people you
hit. You may wield it for as long as you feel a strong hatred and need revenge. Once you have sorted out the
problem, you loose your life essence and your soul is absorbed by the blade. There is an amount of runes of
the swords blade and the number of the amount is the amount of charges it has. You may spend one charge to
force a creature to make a constitution saving throw (DC20) or instantly die and their soul is absorbed by the
sword and it regains a charge. The maximum number of charges there can be is 12 and if you expend the last
charge your soul is absorbed by the sword, you die and it regains a charge. The sword has been lost dozens of
times through war, or thievery or the wielder's soul being consumed by the sword.

Calandil
Weapon (Bastard Sword), Wondrous (Requires Attunement)

A sword spoken of only as legend, forged by the gods, that became the living flesh of a deity known simply as
The King of Storms. The blade lies broken, its blade lodged into stone, though the draconic runes that run the
center of the blade are still legible. They read: Calandil, King of Storms. An Evil creature cannot pull the sword
from its pedestal, and a Good or Neutral creature must pass a DC16 Wisdom check. If the creature that
attempts to pull the sword is either Evil, or fails the check with less than an 8, they must pass a DC 18 Strength
save or take 3d6 points of force damage, be knocked prone, and have one short term madness effect. This
sword, when first found, acts as a +3 Vorpal Shortsword with versatile, and finesse. It also grants five charges
of Misty Step, which recharge after a long rest. When a new piece of the sword is found, it grafts itself magically
to the existing blade, and every two pieces grant an extra +1 buff. There are five pieces, besides the hilt, and
when the sword is complete, it acts as a +5 vorpal bastard sword, with versatile and finesse. It also gains
the Turn Undead ability, along with the ability to intimidate one hostile humanoid within ten feet. This blade also
grants three charges of Chain Lightning, which recharge after a short rest and ten charges of Misty Step, which
recharge after a short or long rest. 
Sentience. Calandil is Chaotic Good , and any Evil creature must make a DC 19 Charisma check, otherwise,
they may not use this sword as anything but a basic Bastard Sword, and Calandil mocks them telepathically. ;
Intelligence (18), Wisdom(17) and Charisma(20); Calandil has Blindsight for 30 feet, along with hearing of 50
feet, He understands all languages his wielder does, along with Celestial and Draconic. He can also
communicate telepathically within a 50 foot radius.

Personality. His ultimate desire is to be whole, and will goad his wielder into searching for the remaining
shards He is a proud sword, who does not take kindly to being taken as unimportant. When Calandil hears an
insult directed toward him, he will attempt to persuade his wielder to make the perpetrator apologize, duel, or
communicate telepathically with the perpetrator.

Cataract 
Weapon (falchion), legendary (requires attunement by a creature of neutral alignment)

Cataract is a uniquely-crafted falchion with a segmented, fully rectangular blade, similar to that of a cleaver.
The entire weapon is forged in pure, pitch-black obsidian metal. In the weapon's hilt is embedded a yellow,
crystalline cat's eye, which swivels and tilts under its own power as Cataract observes its surroundings through
it.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following properties.

Trick Weapon As a bonus action, you can press the trigger embedded into Cataract's handle to separate and
extend its segmented blade parts, transforming the weapon into a heavy, bladed whip. In this
form, Catatact has the reach and finesse weapon traits, and its damage die is reduced to 1d6. You can spend a
bonus action to press the trigger again at any time to retract Cataract's blade back into its original form.

Shadow Images You may spend an action in combat to have Cataract cast the Mirror Image spell on you,
creating three shadow clones of yourself. Once all three clones are destroyed or dismissed, Cataract cannot
use this ability until after your next short rest.

Lore Expert Cataract is a consummate history buff, and will readily share its knowledge when the situation
calls for it. You have proficiency and advantage on all history checks while you are attuned to this weapon. 

Sentience. Cataract is a sentient true neutral weapon with an Intelligence of 18, a Wisdom of 14, and a
Charisma of 12. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically.
While you are attuned to it, Cataract also understands every language you know.
Personality. Cataract possesses the soul of a lone wolf from a past age, a learned young outcast who often
worked in the shadows. In spite of its ability to communicate, Cataract is normally calm and reserved, and
doesn't talk much, preferring to speak through the actions of it and its wielder. When it does speak, it prefers
not to take ideological sides, preferring to simply focus on getting the current job done. It is a moderate in all
things, and does not have a high opinion of extremists of any stripe.
Cataract is more willing to open up regarding the subject of history and literature. It is a bookworm at heart, and
is always on the lookout for new historical lore, and actively requests to preserve literature found in dangerous
places that it might find interesting. It will even request to read such texts together with her wielder, if only to
continue fulfilling its love of reading. If Cataract goes seven days or more without finding new historical lore, a
conflict between the blade and its wielder occurs at the next sunset.
Cataract also has a secret weakness for smutty literature, to the point where it can sense where such literature
might be located nearby. It will sometimes try to subtly direct its wielder towards locating examples of smut,
under the guise of looking for historical texts. Unfortunately, this makes its assistance in searching for historical
literature somewhat unpredictable, much to its secret shame.

Crimson Dawn 
Weapon (scimitar), legendary (requires attunement by a creature of a lawful alignment)

Crimson Dawn is a magic scimitar with a jet black blade and a blood red hilt inlaid with three rubies of equal
size along each side. In places, the black blade is marked with red, and the pommel is made in the shape of a
rose, crafted from ruby. Many great warriors would kill to have their hands on this blade. You gain a +3 bonus
to attack and damage rolls made with this weapon. The weapon also functions as a scimitar of speed. The
wielder can also use an action to cast magic missile at will as a 1st-level spell. 

Sentience. Crimson Dawn is a lawful neutral sentient weapon. It has an Intelligence score of 21 (+5), a
Wisdom score of 18 (+4), and a Charisma score of 25 (+7). It has hearing and darkvision out to 120 feet. The
weapon can speak, read and understand Common, Draconic, Dwarvish, Elvish, and Undercommon, and can
communicate telepathically with its wielder. While you are attuned to it, Crimson Dawn understands all
languages you know.

Personality. Crimson Dawn is quick witted and loves to make jokes, but is deadly serious in times of conflict. It
has an intense hatred of creatures from the Underdark, though not deep gnomes, and refuses to allow them to
attune to it. Conflict arises during the next dawn if the wielder allows creatures from the Underdark to perform
evil acts.
Eiryka
Weapon (Longsword), Legendary (requires attunement)

Eiryka is a graceful adamantine longsword with an azure blade, akin to the sky. Her fuller is a deep crimson in
color and her guard points towardthe blade to be used as a swordbreaker. Her grip is wrapped in various
dragon scales and the pommel is an intricate dragon head with ruby eyes. Eiryka has no sheath of her own as
she dislikes them. Her blade appears to hum and shimmer. Attacks made with Eiryka have a +3 bonus to
attack and damage rolls. She also has the finesse property. Eiryka also deals an extra 1D8 of lightning
damage.

Soul of Lightning You may use your action to loose a vicious and piercing crimson bolt from the point of
Eiryka. You make a ranged spell attack with a range of 80 feet. The attack bonus is your dexterity modifier +
your proficiency bonus. On a successful hit, the bolt deals 6D12 lightning damage. You must wait one hour
before using this attack again. 

Sentience. Eiryka is chaotic neutral. Intelligence 14(+2) Wisdom 22(+6) Charisma 22(+6). Hearing for 80 feet
and darkvision for 50. Eiryka understands and speaks common, draconic, sylvan, fey, giant, and gnomish. She
can also communicate telepathically with her wielder.

Personality. Eiryka prefers to have skilled warriors wield her. Specifically, she prefers to have wielders who
value freedom and have a sense of purpose. She can be fairly talkative with those she is fond of and tends to
switch emotions rather quickly. She distrusts those who follow others blindly. She dislikes laws made for most
reasons other than to protect the innocent. She is quick to anger but generally good-natured. She does not
know or care how or when she was made. When Eiryka is excited or very happy she tends to hum music she
has heard before, occasionally humming to something of her own creation. She has a tendency to be a bit
darker while in the midst of a fight, laughing gleefully as she plunges into foes and as she cuts them down.

Emberfist 
Weapon (Caestus), Legendary (requires attunement by a creature of chaotic good alignment)

Emberfist is the collective name for a pair of big, heavy, studded, iron punching gauntlets, designed to fit over a
person's hands. They are coloured in bright, fiery-orange tones, with black flame patterns decorating the tops
of the hands.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. Whenever you are wielding
them, your unarmed strikes deal bludgeoning damage, and use d8 for your damage dice. This weapon
performs the same functions as a flame tongue weapon, and has the following additional properties.
Throw Flames. Instead of attacking in melee, you may instead use your attack action to punch the air with
your fists, which will cause each gauntlet to cast the fire bolt cantrip at your intended target. You may target
one or two different creatures with this ability. Each firebolt thrown in this manner uses your Dexterity modifier
for your attack roll, has a maximum range of only 60 feet, and it's damage roll scales with your level range in
the same manner as the normal cantrip would.

Ember Fury Whenever your current hit points are less than your maximum value, you may use a bonus action
to go into a Rage, causing your hair to be surrounded by flames in the process. This ability functions exactly
the same as the barbarian's Rage feature, and lasts for 1 minute.
If you already are a barbarian, then Emberfist will simply double their damage bonus for 1 minute whenever
you use your Rage feature. 

Sentience. Emberfist is a sentient chaotic good weapon with an Intelligence of 10, a Wisdom of 10, and a
Charisma of 18. It has hearing and darkvision out to a range of 80 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically.
While you are attuned to it, Emberfist also understands every language you know.

Personality. Emberfist possesses the soul of a feisty, female brawler from a past age, who was well-regarded
for having both great beauty and brawn. It loves nothing more than to find the biggest, ugliest monsters it can
find, and punching them in the face. Both caestus often express themselves through simple hand gestures of
their own accord, regardless of wether or not the wielder is actually wearing them at the time. Combined
with Emberfist's habit of hurling taunts and bad puns at potential enemies, this can sometimes get their wielder
into bigger trouble than intended.
Emberfist loves three things most of all: explosions, puns, and fighting huge or gargantuan-sized monsters. It
will often express its desire to fight monsters of these sizes, and will get rather annoyed if you keep fighting
"small-fries" for an extended period of time. If Emberfist goes seven days or more without fighting a huge or
gargantuan creature, then a conflict between it and its wielder occurs at the next sunset.
Though anyone with the right alignment can attune with the gauntlets, Emberfist prefers females, and will
sometimes broadcast its own lesbian thoughts telepathically to its wielder when encountering another,
particularly-attractive female.

Grimluck 
Weapon (sickle), Legendary (Requires attunement by a creature of neutral alignment)

A black sickle with a shorter, straighter blade (referred to as a Kama). A gray cloth is wrapped around the
whole weapon. However when wielded; the bindings unravel from the blade and attach to the user's hand. This
creates a connection of cloth from the handle of the weapon to the user wrist and palm. 

Sentience. Grimluck is a neutral evil weapon with an Intelligence of 18, Wisdom of 12, and a Charisma of 12. It
has hearing and darkvision out to a range of 60 feet. The weapon can understand common and may speak
telepathically with its wielder in common.

Personality. Grimluck speaks with a warm and encouraging tone, though what it says is usually not. It is
unaware of its creation or creator, but that doesn't concern it. What does concern it is the next kill. It is entirely
consumed with the idea and fantasy of the 'perfect kill' and believes that since it might be a 'one-in-a-million'
kill, might as well kill a million.

Thrown - Grimluck has the thrown weapon property with a range of 20/60 feet. After you throw Grimluck, you
can have it return to your hand with a bonus action.

Garrotte - While you are grappling a creature whilst wielding Grimluck, you can use your action to strangle the
target. This deals 2d6 bludgeoning damage. The strangled creature must make a DC 17 Constitution saving
throw at the beginning of their turn. On a failure, the creature is restrained and suffocating. Grimluck
casts silence as a 2nd level spell centered on itself during this. This may only work on enemies that are
surprised and are Small or Medium size.

Hiyori 
Weapon (Katana), Legendary (attunement required)

Hiyori is a razor sharp O-Katana that has a frosty white tint to her silver blade. From her blade, an aura of cold
radiates, frosting her blade further as well as where her blade meets her sheath. On her blade, near the guard,
is engraved a flower and her guard depicts a snowflake with sapphires inlaid around the perimeter. Her wrap is
a sleek white silk.Attacks made with Hiyori have a +4 bonus to attack and damage rolls. Attacks with Hiyori
also deal an extra D10 of cold damage. The blade has the finesse and versatile property, 1d8+Ability
Mod(Str/Dex)+4 when wielded with one hand, or 1d10+Ability Mod(Str/Dex)+4 when wielded with two hands

Heart of ice

You can use your action to make a ranged spell attack with a range of 30 feet. A line, about 3 feet wide, of
jagged and sharp ice spikes, about 4-6 feet long, erupt across the floor (originating from the tip of Hiyori) until it
reaches the end of its 30 foot range where it culminates into one last large spike 7 feet long. The attack bonus
is your dexterity modifier + your proficiency bonus. On a successful hit, the spikes deal 1D12 cold damage. You
must wait one hour before you can use this attack again. 
Sentience. Hiyori is (True) neutral. Intelligence 24(+7) Wisdom 22(+6) Charisma 12(+1). Hiyori hearing up to
60 feet and darkvision up to 50. She can speak common, elvish, draconic, and gnomish as well as her wielder's
language.

Personality. Hiyori likes to be very picky about who wields her, preferring users of wind or ice magic, who have
skill in melee combat. Hiyori prefers to have well-kept wielders who are proficient with katanas. She dislikes
dirtying her blade and therefore likes to have wielders who take proper care to clean it. Hiyori thinks herself a
noble blade and that she should be treated as such.

Kataima Incarnate
Weapon (Sword; Flail; Rapier & Shield, Dual Blade, Dual Whip, Greatsword, Maul, Pike), Legendary (Requires
attunement by a Neutral or Lawful Good aligned Warrior [Cleric, Paladin or Fighter])

Kataima Incarnate appears originally as an ornate rose made completely out of gold, with the Omega symbol
embedded in the centre of the roses face, once attuned to the rose it magically attaches to your non-dominant
arm, wrapping its thorny stem around it and embedding the thorns into the wielders skin. The rose spreads its
petals over your hand and reveals the Omega symbol on the back of your palm. You gain a +3 bonus to attack
and damage rolls made with this magic weapon. It has the following additional properties.

Ever-changing form. Once attuned to this weapon you gain the ability to transform its shape and properties
with an action, telepathically communicating with the weapon to activate this trait. The weapon can transform
from its original rose form up to 3 times, having to take a short or long rest to recharge the weapon. These
forms consist currently of;

Shield form; The petals of the rose magically enlarge and spread out in a spiral shape forming a magical
shield, made of gold and having the Omega symbol in the centre of it. The shield gives you +5 to your AC.
When activating this form Kataima Incarnate creates a weapon in your Dominant hand of your choosing, either
a Longsword, Flail or Rapier.

Dual Blade form; Kataima Incarnate magically forms into one beautiful Longsword and a shortsword both
made of gold with the longsword in your dominant hand having a rosebud as its guard and the off-hand
shortsword having the Omega symbol as its guard. When using this form you act as if you're under the haste
spell without the bonus AC. This consumes your concentration slot.

Dual Whip form; Kataimas thorny stem extends and magically forms into two long golden whips with thick
barbs stemming, sporadically. When making an attack with this weapon you may choose to grapple a creature
of no larger then huge (DC 8 + Strength + Proficiency + 3) you may no longer attack with the whip used to
grapple a creature until the creature is released, the creature may use its action to try escape the grapple.
Once a creature is grappled you may spend your action to constrict the target, the target must make another
saving throw (same DC as before). On a failed save the target 4d8+6 piercing damage, on a success a
creature takes 1/2 damage.

Greatsword; Kataima Incarnate transforms into a long golden masamune with a rose bud as its pommel and
multiple omega symbols all along its side, glowing a fiery red. your strength modifier is doubled when the
weapon takes this form.

Maul; Kataima incarnate transforms into a great maul with the face being a rosebud and its back having a
searing Omega symbol which glows a fiery red. Thrice per-day you can spend your action to cast Erupting
Earth in a 60ft cone from you

Pike; Kataima Incarnate transforms into a beautiful golden pike formed from constricted twines of thorny rose
stems, ending with a thick spike. The pike gains the throwing property with a range of 60/300 feet, when the
pike is thrown at a target you may cast lightning bolt, which spawns from the pike targeting the creature and all
creatures in its line. This property may only be used Three times per-day. 

Sentience. Kataima Incarnate is a sentient Lawful Good weapon with an intelligence of 20 Wisdom of 18 and
Charisma of 18. It has hearing and Truesight out to 120 feet. The weapon can speak, read and understand
Common and Celestial. It communicates telepathically with any character that carries or wields it.

Personality. Kataima Incarnate speaks with a Strong, Leading, female voice. The weapon was created in the
spitting image of the Honorable Daughter Kataima which is the goddess of War using the gods own essence to
form the soul and properties of the weapon. Kataima Incarnate seeks out Honorable battle to prove its owners
strength as a warrior enjoying not only chivalrous duels but destroying creatures which have brought great
dread into the world and slaying them in glorious combat. Kataima loves planing out a confrontation with the
enemy forces no matter the competition, war is no different the chess in the strategical fields to victor however
it does love defeating strong and evil opponents. Kataimas purpose is to rid the world of dishonorable and
merciless monstrosities that ruin the battlefield with their disgusting behavior, it will destroy and imprison them
all! A conflict arises if Kataima believes its wielder is not being worthy of its assistance in life and on the
battlefield. This belief can occur from the wielder being dishonorable, merciless or weak.
La Fleur du Mal 
Weapon (Longsword), Legendary (requires attunment)

Also known as the Flower of Evil, this blade hungers with an insatiable bloodlust tempting people that fall victim
to its goading to wield this blade under the guise of Guillotine or just an equally bloodthirsty adventurer with a
death wish.

Magic Weapon. You gain a +3 bonus to attack and damage rolls when you attack with this magic weapon. In
addition, this weapon ignores resistance to slashing damage.

Bloodthirsty. La Fleur du Mal enjoys inflicting pain. When you attack with La Fleur du Mal and roll an 18, 19 or
20, you score a critical hit. In addition, instead of rolling 2 times the damage dice on critical hits, roll 4 times the
damage dice on critical hits.

Bloodless Hatred. La Fleur du Mal detests creatures without blood as it cannot feel their agony as it strips
them of life. As a result, attack rolls against constructs and undead are made at disadvantage.

Life Force Stealer. La Fleur du Mal will steal the very life of your opponents. When you deal a critical hit, you
regain hit points equal to one third of the damage dealt. If the amount of hit points you regain goes above your
hit point maximum, you gain the excess as temporary hit points. You must finish a short rest before you can
use this feature again.

Spiritual Guard. La Fleur du Mal has had many wielders since it has been forged but refuses to let any of
them rest in peace after death. As an action, you can cast the spell Spirit Guardians once per short or long rest.

Sentient. La Fleur du Mal speaks with a never-ending thirst for blood, which is absorbed by the sword as it cuts
through the enemies of its user. The sword speaks telepathically up to 30ft to its current wielder or to potential
wielders. La Fleur du Mal understands Common, Elvish, Undercommon and has darkvision out to 60ft. La Fleur
du Mal has an Intelligence of 16, Wisdom of 13 and a Charisma of 20.

Curse. La Fleur du Mal hates to let anything go. Upon death, while you are attuned to this weapon, La Fleur du
Mal attempts to take your soul. Make a Charisma saving throw (DC 20). On success, you are unharmed and La
Fleur du Mal hates you for the rest of your days and will not let you attune to it ever again. On failure, your soul
it taken into the weapon leaving only a lifeless husk where your body once stood.

This weapon was inspired by the weapon of the same name from Marvel Contest of Champions.

Neekar 
Weapon (broadsword), very rare (requires attunement by a creature with proficiency in Charisma
(Persuasion))
Neekar is a sentient blade highly prized by diplomats and politicians. Throughout the ages it has appeared in
the treasuries of noble houses, lost in duels with rival nobles, and bought and sold as the families fall in and out
of favour.

Neekar is a steel broadsword with a plain silver pommel and an ivory scabbard. It sheds no light and does not
grant a bonus to attack or damage rolls. It grants the following property.

Comprehend Languages. While you hold the weapon, you gain the benefits the comprehend languages spell
(PHB p. 224). 

Sentience. Neekar is a sentient lawful neutral weapon with an Intelligence of 16, Wisdom of 10 and Charisma
16. It is proficient in Charisma (Pursuasion). It has hearing and darkvision out to a range of 60 feet.

The weapon can speak, read and understand Common; and can speak and understand Dwarvish, Elvish,
Giant, Gnomish, Goblin, Halfling and Orc.

Personality. The weapon was meant to be an inconspicuous aide in politics and is indeed a shrewd negotiator.
It has a history of participation in delicate treaties that it is quite proud of, and the sword is often willing to parley
on behalf of its wielder for even trivial matters.

Ombréclat 
Weapon (Shortsword), Artifact (Attunement yes)

Shortsword +3 that ignore every resistance. the sword can cut through force shield and force wall. whenever
the wielder strike with this sword it can deals an additional 1d12 of radiant or necrotic damage depending of the
alignment of the wearer (good = radiant evil = necrotic neutral = choose between both). The sword can strike
ethereal creature.

Ombréclat is a legendary sword made of dark iron with no reflection. The sword itself seems to absorb light. No
one remember where this sword came from, who made it or when it was made not even by whom. Ombréclat
appeared at the very first dawn of the multiverse, she is made of the fusion of Planes, her steel is made of
negative energy, and her hilt is made of positive energy. 

Sentience. Ombréclat is Chaotic/Neutral, Int 16(+3), Wis 30(+10) Charisma 14(+2), Blind sense 60feet, can
communicate telepathically with its' wearer, Ombréclat can speak its' wielders language.

Personality. Ombréclat is a very old sword and it mean she as seen a lot of things, she has witnessed the rise
and destruction of nations, birth and death of gods. She is wiser then most living things even wiser then some
gods. Her purpose in the universe is to balance everything. She does not believe in religions nor law, she does
not believe in neutrality or pure destruction, she only believe in the balance of everything by all means
necessary. If the sword wants do act against its wearer, the wielder needs to do a Will DC check of 18 or fall
under control of Ombréclat for 24 hours. The wielder can do the a test again the next day at dawn if hes lawfull
or good or at Dusk if chaotic or evil.

Pahlem 
Weapon (greatsword), legendary (requires attunement)

This blade of darkness seems to absorb the surrounding light. You have a +3 bonus to attack rolls and damage
rolls with this magic weapon.
Drain

You can use your action to make a drain attack against a creature within 5 feet of you. The target must make a
DC 19 Constitution saving throw or take 6d10 poison damage. You regain hit points equal to the poison
damage you dealt. You must wait one hour before you can use this feature again. 

Sentience. Pahlem is Lawful Evil. Intelligence 18 (+4), Wisdom 24 (+7), Charisma 14 (+2). hearing and
Darkvision 60 feet. Understands and speaks Common, Dwarvish, Elvish, Giant, Gnomish, Primordial, Infernal.

Personality. when in combat, Pahlem can be heard making comment's such as "yess, more blood....", "Feed
me...", etc. Pahlem is, for one, not very talkative. It

Sunlight Rose 
Weapon (Great Scythe), Legendary (requires attunement by a creature of any good alignment)

Sunlight Rose is an ornately-crafted great scythe, forged from a blend of glittering metal ores. Its lengthy hilt is
pure, shining silver, with brass bands interspersed along the shaft's length. At the top of its pole lies a metal
cradle, forged in the shape and image of a shining golden rose. At the centre of the rose sits a silver, unblinking
crystalline eye, which almost constantly swivels and tilts, as it uses it to observe its surroundings. Finally, a
large, glittering, curved vorpal blade extends from the side of its eye-cradle, with a thin, golden metal shell
covering the dull side of the blade. Sunlight Rose's blade never gets dirty, and the weapon emits a trail of
blood-red rose petals every time you swing.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The weapon also functions of
a vorpal sword for combat purposes.
Lightning Dash. As an action, Sunlight Rose can channel its inner power to supercharge your body, granting
you a very brief period of blinding speed. While you are in this state, enemies cannot target you with attacks of
opportunity. As you dash, you may run up to an enemy, strike them, and then run up to another enemy and
strike them, and so on for as many weapon attacks as you are allowed for this given turn. Once this ability is
used, it cannot be used again until the next dawn.

Create Cookies. During a long or short rest, you may speak a special command word inscribed into Sunlight
Rose's hilt. Doing so will activate a simple conjuration spell, causing a big plate of chocolate-chip cookies to
magically materialize on top of whatever surface is in front of you at the time. The spell does not consume any
spell slots, and creates enough cookies to feed up to four people. After your short or long rest ends, the plate of
cookies disappears, and cannot be summoned again until the next dawn. 

Sentience. Sunlight Rose is a sentient neutral good weapon with an Intelligence of 14, a Wisdom of 12, and a
Charisma of 14. It has hearing and darkvision out to a range of 80 feet. The weapon can speak, read, and
understand Common, and can communicate with its wielder telepathically. While you are attuned to it, Sunlight
Rose also understands every language you know.

Personality. Sunlight Rose possesses the soul of an energetic 15 year old girl, a young fighting prodigy from a
past age who died from a crippling inflicted illness before her time. As such, the scythe is quite excitable, and is
intensely curious about the world around it. In spite of the fearsome reputation attached to scythes, Sunlight
Rose is very friendly towards its wielder, and is enthusiastic about being wielded in combat against evil
creatures of any type. In fact, it is not uncommon for it to literally leap into its wielder's arms for a "hug",
whether the individual is ready for it or not.
Sunlight Rose is a diehard weapons enthusiast, and wishes to explore the world in search of more magical
weapons to learn more about them. It remembers that it once learned and read everything it could about some
of the most famous (and infamous) artifact weapons in the world, and will start gushing about them as soon as
anyone starts mentioning the name of one. It doesn't have much interest in mundane weapons however,
stating that they're "too boring" for its tastes.
Sunlight Rose's desire to find more magical weapons will need to be satisfied on a weekly basis. If the scythe
goes seven days or more without discovering a new magical weapon, a conflict between it and its wielder
occurs at the next sunset.
Superiore
Weapon (Rapier), Legendary (Characters with a superiority complex.)

Sentience. Superiore is a Chaotic Neutral Weapon with an intelligence of 16 and a Charisma of 20. This sword
can speak "Common." "Abyssal." and "Celestial".

Personality. This weapon was forged by a legendary blacksmith who wished for the weapon to belong in the
hands of those who "Truly deserved it." The Gods, impressed by the magnificent piece of art decided to give
the weapon life. Unfortunately this has caused the weapon to only those who have displayed a magnificent art
of swordplay. Upon not showing their superiority to 7 People per week, it will cause a conflict.

Talor's Sacrifice 
Weapon (Pincer Staff), Very Rare

Talor, the kuo-toan blood mage, sacrificed his brother to instill his life-force into this staff. His brother, Sangley,
perished at his brother's feet, unsure of what had happened in the moments that lead to that point. "Had his
brother been corrupted for long?" He thought, "Or was this a kind of initiation ceremony?" He didn't know the
answer, all he knew for sure was that he had to cleanse the world of blood mages. For extra information on
what each thing are, the item is called Sangley Kourkaz when in communication with it, i.e. it refers to itself in
the third person as 'Sangley' or 'he,' and anyone talking to it refers to him as Sangley, or SK. However, when
talking ABOUT the item itself, not directly to it, people generally refer to it as Talor's Sacrifice, though I
understand this could be easily confused, so just refer to him as SK. The Pincer Staff is a weapon (probably
martial) that you may find in the official Monster Manual for 5e. It is used by the Kuo-Toa Whips.

PINCER STAFF STAT BLOCK

 To Hit : +4

 Damage : 1d4+2 (+other normal mods)

 Reach : 10 ft.

If the target is a medium or smaller creature, it is grappled (escape DC 14). Until this ends, the pincer staff can't
be used in any other way.

Detect Blood Mage. SK can sense the presence of any blood mage within 30 ft. automatically, and may do a
Perception DC 16 roll to detect within 1200 ft. (automatic with the check) (work with your DM so he/she can
alert you of their presence)

Detect Magic. SK can cast detect magic 3 times per day, resets at a long rest. 

Sentience. SK is a Chaotic-Neutral character, with tendencies for happiness to end the life of any blood mage.
This can be constreud has either Chaotic-Evil (Deriving joy from the assassination of creatures) or Chaotic-
Lawful (Like a Paladin, cleansing the world of unholiness).

SK has sight 30 ft. - 120 ft. (Disadvantage on any check requiring sight)

Intelligence: 16

Wisdom: 16

Charisma: 19

Personality. SK is a quiet, untalkative, sadistic young man who is constantly on the hunt, and urges you to
continue on whenever stopped for too long. When his brother is brought up, SK is a very solemn,
condecendingly sarcastic grouch. SK is hell-bent on the removal of any, not restricted to but including the
following,

 Blood Mages (which are a homebrew class)

 liches

 necromancers (I assume are found as either a homebrew class or just in the game, if not the link will
point to the homebrew.)

and any other being that uses dark forces or evil to overcome, mercilessly, innocent creatures. SK is motivated
by the unending thirst for knowledge of the evil magic of the world. He uses this knowledge in destroying
other's who possess it, he doesn't utilize it himself, and will search for eternity to cleanse the world.

The Twins (Luke and Lisa)

Weapon (Large Shuriken), Legendary (attunement required)

The Twins, 2 large Shuriken that often float just at the end of the users arms. they appear to be of a fine silver,
which surrounds a rich green center for Luke, and a royal purple for Lisa. these blades appear at will from the 2
bracelets (one on each arm). the first is Lisa, whos bracelet takes the form of a silver serpent that coils around
the arm a total of 3 times. she is embedded with beautiful Purple gems. the second is Luke, his bracelet is that
of a long dragon, coiling itself around the arm a total of 3 times. He is a deep green, lined with black gems.
Large shuriken act similarly to glaives. they can be thrown up to 30ft and will return immediately. they can be
used at close range, dealing 2d6 slashing damage each. this damage scales accordingly to the players level,
increasing hit die by 1 for each 5 levels the player has passed. these shurikens are controlled mentally through
2 bracelets on the users arm, and can be summoned and unsummoned. the 2 shurikens may also control
themselves, but only if the owner if unconscious or unable to give commands. finally both shuriken can change
their form to their old appearances, but only for a limited amount of time (1 hour maximum + 30 minutes for
each user level). while like this the twins can perform simple tasks like untying a not, or picking something up,
however they cannot attack, and will slowly drain the owners energy while in this form. Because spirits
inhabitants of the ethereal plane and they became lonely you can use an action to cast etherealness so you
may be

Shadow Shuriken Barrage you expend an action to create up to 25 clones on the 2 shuriken, each will be
automatically fired at an enemy, dealing 1d4 damage each. this attack may only be used once per long rest.

Substitute as a reaction you can switch places with one of your shuriken, to either dodge and attack, or to
instantly appear behind a target after throwing one of the daggers

Dual-Wielding you may attack twice with these weapons

Magic Weapon You gain a +3 bonus to attack and damage rolls when you attack with this magic weapon. In
addition, this weapon ignores resistance to slashing damage.

Arachnophobia Lisa has a crippling fear of spiders, and as a result the weapon will literally pull back in its
wielder's hand whenever hostile spiders are encountered. While wielding The twins, your weapon attacks have
permanent disadvantage against spiders and driders. 

Sentience. The Twins are Chaotic good. their intelligence 20(+5) Wisdom 18(+4) Charisma 24(+7). they can
hear up to 60 feet and darkvision up to 50. She can speak common and draconic, as well as her wielder's
language.

Personality. Luke is Protective, while Lisa loves exploring. both were young when they died, Lisa had wanted
to go and explore the woods, and even though he knew it was dangerous Luke couldn't say no to her. it wasn't
long before a large wolf found then, and Luke died protecting his sister. afterwards Lisa found her way home,
however she couldn't comprehend the fact her brother was dead, so much so in fact that she eventually went
back to the woods, back to where her brothers body lay, and that night Lisa took a large shuriken from her
pocket, and rammed it into her throat. the next day the village elder found the pair laying together, he pitied
them, they did not deserve to die like this, and so using the help of a powerful mage he transported their minds
into a pair of large ornate shuriken. since that day the twins have had many owners, but prefer someone young
and skilled. they tend not to talk about their past much. they are playful, kind and sometimes a bit clueless, but
they are always loyal, and will protect their owner as best they can

The person attuned AC increases by 5

The mimic sword 


Weapon (longsword), rare

A sword that is also a mimic. Or, is that the other way around? Anyway, this is basically just a mimic that
chooses to let you fight with it. It also speaks one language of the DM's choice. 

Sentience. 20 intelligence 20 wisdom and 10 charisma. One language of the DM's choice

Personality. friendly but makes stupid remarks and odd compliments. "Hey, half-elf, you look less ugly than
before!" "Hey! Who wants to go kill somethin'?"

Veil 
Weapon (glaive), legendary (requires attunement)

At first, veil appears as a well crafted, radiant weapon that beckons for a worthy wielder to use it for good, but
that is just a facade. The longer it is wielded by someone, the more they see it's true nature. It will progressively
lose it's radiant light, being replaced by a shadowy aura as it's clean white blade tarnishes and turns black.
Attack and damage rolls made with Veil are considered +3 and deal an extra 1d8 necrotic damage.

Beyond the Veil The moment the blade comes into contact with it's target, intended or not, the wielder must
make a wisdom save with a DC of 10. On a failure, the wielder's vision shifts and they peer into an alternate
reality wreathed in shadow. In this world dark, twisted, and shadowy forms call out the wielders name as they
grab and reach. The sky in this world is a purple black interwoven with a scarlet red that seems to drip. the
surroundings differ depending on where the wielder was at the time of striking the target. They appear to
themselves as if they are covered in gore and thy themselves are also wreathed in shadow. This all occurs in a
flash and by the time it has ended the blade has just finished it's path. If two or more saves are failed in a single
round of attacks then the wielder starts to become visibly wreathed in shadow. Enemies hit with Veil must also
make this saving throw and if they fail two or more times in a single round of attacks then they take an
additional 1d8 necrotic damage from each of your attacks next round and they have disadvantage on the save.
Warped Wound The shadows surrounding Veil swirl intensely around the blade and they reach out and wrap
around your arm. The blade begins to glow a deep purple black and plant life and tiny creatures within a 5 foot
radius begin to wither and die. every hour you may perform one Warped Wound attack. A Warped Wound
attack deals an extra 2d8 necrotic damage and enemies brought below 0 hit points rot away leaving nothing but
their armor and weapons (if these were non-magical they are now tarnished and rusted). 

Sentience. Veil is Chaotic Evil with 22 Intelligence 14 Wisdom 18 Charisma. Veil has truesight up to 20 feet
and darkvision for 40. Veil speaks common, infernal, celestial, and primordial and can communicate
telepathically within 10 feet of it.

Personality. Veil entices pure souls to wield it, coaxing them to use it's blade for justice. It claims that it's
motives are pure, but it lies. Veil's true intentions are to corrupt those who are pure and bend them into dark
amalgamations of what they once were. At every turn, it will seek to convince it's wielder that an unnecessary
show of strength must be made to show that it's wielder is not to be feared. It might also convince it's wielder to
commit unnecessarily and increasingly violent acts. Of course, it assures it's wielder that such acts are
perfectly natural and are indeed necessary to make the world a better place. the blade will also try to infect the
wielder's dreams, turning peaceful slumbers into nightmarish fits of crying and screaming filled with dark
thoughts of beings not of this world. Those corrupted by Veil invariably become raving maniacs and
psychopaths. After all, the road to the underworld is paved with good intentions ;).

Winterweiss 
Weapon (Rapier), Legendary (requires attunement by a creature of lawful neutral alignment)

Winterwiess is an exotic rapier crafted from pure, platinum crystal. Icy-blue gems are embedded into the
weapon's guard, and it constantly feels cold to the touch.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has all the functions of a
typical frost brand weapon, as well as the following additional properties.

Frost Missiles During your turn in combat, you may command Winterweiss to cast the spell magic missile, as
if you were using a 9th-level spell slot. the darts created by Winterweiss deal cold damage instead of force.
Once cast, this spell does not recharge until the next dawn.

Frigid Construct. You may use your action to focus Winterweiss' inner power on an enemy creature of your
choice. When the image of that creature is firmly set in your mind, Winterweiss will create a crude simulacrum
of your target made entirely out of ice at a space of your choice that is directly adjacent to you. You may then
give whatever commands you wish to your frigid construct as a free action on your next turn. The construct
understands the commands of its master but cannot speak, and it otherwise possesses the exact same
statblock, features and abilities as the creature it is mimicking.
Only one frigid construct can be created each day, and it will stay with you until midnight, at which time it
disintegrates into inert shards of ice. You may spend a free action to dismiss it early at any time, but if you do,
then you may not create another frigid construct until the next dawn.
Arachnophobia. Winterweiss secretly has a crippling fear of spiders, and as a result the weapon will literally
pull back in its wielder's hand whenever hostile spiders are encountered. While wielding Winterweiss, your
weapon attacks have permanent disadvantage against spiders and driders. 

Sentience. Winterweiss is a sentient lawful neutral weapon with an Intelligence of 14, a Wisdom of 12, and a
Charisma of 16. It has hearing and darkvision out to a range of 80 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically.
While you are attuned to it, Winterweiss also understands every language you know.

Personality. Winterweiss possesses the soul of a young, teenage heiress from a past age, presumably once a
member of a long-forgotten noble family. Winterweiss is often insistent on following rules and laws, and will
typically favor actions that run parallel to that predisposition. It is also very picky in terms of who it is willing to
attune with. Stick it in the hands of an inexperienced rapier-user, and it will waste no time in calling you a
dunce, and berating you for your amateurish lack of form.
Winterweiss has a somewhat bossy attitude in general, though slightly less so towards its attuned wielder. It
also insists on being cleaned on a regular basis, as it absolutely hates being left dirty for too long.
In spite of its usual attitude, Winterweiss is most of all an attention-seeker. Its ultimate goal is to accrue glory
and recognition for itself and its wielder whenever the opportunity presents itself, and it will actively encourage
its wielder to either boast about his or her recent accomplishments, or to praise its craftsmanship as the
primary contributor to triumphing over a particularly harrowing obstacle. If the rapier goes three days or more
without having these desires met, a conflict between it and its wielder occurs at the next sunset.

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