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The Silver Blade, the Scimitar of Reinold the Heretic

1. Level 0: The scimitar is a +0 magical weapon. Its wielder can cast Eldritch
Blast as an action.
2. Level 5: The scimitar becomes a +1 magical weapon. Its wielder becomes
empowered with the gift of speech, allowing them to add double their
proficiency bonus to all Persuasion and Performance checks. The wielder
gains the following Bond: I hold a deep-rooted spiritual belief, and do
everything in my power to share my faith with others.
3. Level 10: The scimitar becomes a +2 magical weapon. Its wielders fame
attracts a disciple to his cause of a random race and class and of half the
wielders level. This disciple swears to the wielder, and will follow them
anywhere, following their every command.
4. Level 15: The scimitar becomes a +3 magical weapon. Its wielder can invoke
the might of heaven. Once per day, the wielder may, as an action, empower a
number of creatures equal to his Wisdom modifier to a righteous fury. For a
number of rounds equal to the wielders proficiency bonus, each may add the
wielders wisdom modifier to their damage rolls. The wielder gains the
following Flaw: I consider any stroke of luck or mighty deed the result of
divine intervention, even going so far as to proclaim myself or one of my
companions a god.
Artibus, the Greataxe of Geoffrey the Wall
1. Level 0: The greataxe is a +0 magical weapon. Its wielder may roll Initiative
checks with advantage.
2. Level 5: The greataxe becomes a +1 magical weapon. Once per day, at the
end of a combat, the wielder may choose one ally other than themselves.
This ally gains double the usual experience from this encounter. The wielder
gains the following Bond: I see greatness in the weakest of allies, and help
them find that greatness for themselves.
3. Level 10: The greataxe becomes a +2 magical weapon. Once per day, after
failing a saving throw, the wielder may choose to pass it instead.
4. Level 15: The greataxe becomes a +3 magical weapon. When attacking the
leader of a religious body, such as a cult leader, the Lord Bishop, or some
other high-ranking religious figure, a critical hit with the greataxe results in
instant decapitation of the foe. The wielder gains the following Flaw: I am
distrustful of the religious, disrespectful to their beliefs, and disdainful of their
gods.
Ter-Imugneter, the Greatsword of Arturus Mammothshide
1. Level 0: The weapon is a magical Greatsword. While attuned to the sword, the
wielder gains proficiency in Strength Saves and Athletics.
2. Level 5: The weapon becomes a +1 magical greatsword. Choose a target with
an intelligence score of 4 or higher. You may set forth a riddle, magically
compelling the target to answer. The target must make a Intelligence Save
(DC 8+Proficiency Bonus+Intelligence Modifier) or use their next action to
ponder the riddle until they can answer. They can repeat the save at the end
of each of their turns, having advantage on the save if they took damage that
turn. The wielder gains the following bond: My companions are my brothers. I
would die before I let them fall.

3. Level 10: The weapon becomes a +2 magical greatsword. You may cast
Animal Friendship at will (DC 8+Proficiency Bonus+Intelligence Modifier). If
the beast fails its wisdom save by an amount equal to or greater than its CR,
the spell is permanent.
4. Level 15: The weapon becomes a +3 magical greatsword. A number of times
per day equal to your strength modifier, as an action, you may strike the
ground with Ter-Impugneter, causing a rift to tear in the very rock itself. Roll a
damage roll, but no attack roll. An area a number of feet equal to the amount
of damage you would have dealt in length, five feet wide, ten feet high (if
applicable) and ten feet deep tears into the earth. Creatures that were
standing on that spot fall in, taking 2d6 fall damage. The wielder gains the
following Flaw: I aim to impress - I can never turn down a challenge.
Corvacus, Longbow of Amer the Crow
1. Level 0: The weapon is a magical longbow. It grants proficiency in Stealth and
immunity to fear effects.
2. Level 5: The weapon becomes a +1 magical longbow. Once per day, after
hitting a target with an attack roll, all creatures within 30 feet of the target
must make a Wisdom save (DC 8+Proficiency Bonus+Charisma Modifier) or
be frightened as per the effects of the Fear spell for 1 minute. The wielder
gains the following Ideal: Law and order is the basis of our society. The law
must be upheld lest we fall to chaos.
3. Level 10: The weapon becomes a +2 magical longbow. A number of times per
day equal to your proficiency bonus, you may fire an arrow at a point within
300 feet on the ground as an action. You then immediately teleport to that
point.
4. Level 15: The weapon becomes a +3 magical longbow. The wielder gains the
loyalty of the Hellknights of the Crow. In addition, the fear arrow effect gained
at level 5 may now be used a number of times per day equal to the wielders
Charisma modifier. The wielder gains the following Flaw: I ensure that those
who break the law suffer their own sin thrice over.
Deuvis and Deunsis, the Shining Blade and Maplewood staff of Tybald
Martyrsblood
The Staff Deuvis:
1. Level 0: The staff is a +0 magical quarterstaff that acts as a Holy Symbol. The
wielder may cast Augury at will.
2. Level 5: The staff becomes a +1 magical quarterstaff that acts as a Holy
Symbol. The wielder may cast Cure Wounds as a first level spell once per
short rest without consuming a spell slot. The wielder gains the following
Ideal: All men deserve a second chance.
3. Level 10: The staff is a +2 magical quarterstaff that acts as a Holy Symbol.
Once per long rest, the wielder may cast Shield of Faith on a number of
creatures equal to its Wisdom modifier for one minute. Doing so requires
concentration.
4. Level 15: The staff is a +3 magic quarterstaff that acts as a Holy Symbol.
Once per long rest, the wielder may cast Sunbeam as a 6th level spell without
consuming a spell slot.
The Sword Deuensis

1. Level 0: The longsword is a +0 magical weapon. As an action, the wielder can


speak the weapons name to cause it to grow brightly, emitting bright light in
a 30 foot radius. This light may be dismissed by speaking its name once
more.
2. Level 5: The longsword is a +1 magical weapon. Its wielder can use an action
to call out to two allies, allowing each of those allies to make a weapon attack
using their reaction. The wielder must finish a short or long rest before using
this action again.
3. Level 10: The longsword is a +2 magical weapon. When the wielder hits a
target with a melee attack using this weapon while wielding the staff Deuvis,
they may cast a spell through the staff with a casting time of one action
against the target as a bonus action. In addition, when the wielder lands a
critical hit, they may deal an additional twice their Wisdom modifier in radiant
damage. The wielder gains the following Ideal: My life is worth nothing if its
loss can save another.
4. Level 15: The Longsword becomes a +3 magical weapon. Once per short rest,
the wielder may shine the light of LoroMir on the unfaithful. A burst of
sunlight erupts from the blade, affecting all creatures within a 15 foot cone.
Those creatures must make a Dexterity Save (DC 8+Proficiency
Bonus+Wisdom Modifier) or take 5d6 radiant damage (half on a failed save).
Dente and Unguis, the Twinned Daggers of Balain of the Wilds
1. Level 0: The daggers are +0 magical weapons. A creature may be attuned to
both using only one attunement slot. They gain no bonus when not used in
tandem. Beasts are vulnerable to the damage inflicted by these daggers.
Using the daggers to harvest pieces of a monster results in an automatic
success.
2. Level 5: The weapons become +1 magical daggers. They gain no bonus when
not used in tandem. You can always forage enough food for you and a
number of companions equal to your wisdom modifier to eat, provided that
the location offers such food. The wielder gains the following Bond: The
impoverished and downtrodden mean everything to me, and I will do what is
in my power to help them.
3. Level 10: The weapons become +2 magical daggers. They gain no bonus
when not used in tandem. The wielder gains immunity to mind-altering
effects such as Charm or Fear.
4. Level 15: The weapons are +3 magical daggers. They gain no bonus when
not used in tandem. The wielder gains resistance to damage caused by any
dragons breath weapon. In addition, they deal an additional 3d6 damage to
dragons. The wielder gains the following Flaw: If there is a great beast that is
obviously beyond my power, Im going to hunt it.
Redemptor, the Longsword of Teodric the Pious
1. Level 0: The longsword is a +0 magical weapon. The wielder may cast
Thaumaturgy at will.
2. Level 5: The longsword becomes a +1 magical weapon. The wielder also
gains the ability to summon a friendly Mephit for one minute once per short
rest, randomizing the type by rolling a d6. 1: Dust, 2: Ice, 3: Magma, 4: Mud,
5: Smoke, 6: Steam. The mephit obeys the wielders commands. The wielder
gains the following Ideal: Faith is the glue that holds society together, and it
should be shared.

3. Level 10: This longsword is a +2 magical weapon. Instead of a single Mephit,


the wielder can either summon a friendly Water Weird or d6 friendly Mephits
for one minute once per short rest. The summoned creatures obey the
wielders commands.
4. Level 15: This longsword is a +3 magical weapon. When wielding this
weapon, you deal double damage against followers of the Old Gods of Man.
You have disadvantage on Charisma checks towards Outlanders or other
followers of their faith. The wielder gains the following Flaw: I am an
overbearing zealot, and hateful towards anyone who doesnt follow my own
religion.
Ordinem, the Driving Lance of Averil the Constant
1. Level 0: The weapon is a +0 magical lance. The wielder can make a
Performance check to make an inspiring speech or yell a battle cry prior to
combat, providing a +1 Initiative bonus to all allies capable of hearing the
speech.
2. Level 5: The weapon becomes a +1 magical lance. Its wielder can use their
bonus action to allow their mount to make a single attack. The wielder gains
the following Ideal: Offering my aid is a vow, not a service. I will not move on
until I am sure I have improved the lives of those I have sworn to aid.
3. Level 10: The weapon becomes a +2 magical lance. At the beginning of any
combat, after initiative is rolled but before the first turn is taken, the wielder
may make an Investigation check (DC 15) to assess the situation. On a
successful check, the wielder gains a single tactical advantage from the
following list:
1. The wielder may move one step forward in the initiative order or allow
an ally to do the same.
2. The wielder knows the weaknesses and AC of any one creature.
3. The wielder gains advantage on their first attack.
4. The wielder forces a single opponent to lose their action on their first
turn.
b. Level 15: The weapon becomes a +3 magical lance. Each successive time the
wielder damages a foe, they collect a die of increasing size. For example, if
they damage a foe a single time, they collect a d4. The second time, they
collect a d6. The third, a d8; the fourth, a d10; and the fifth, a d12, at which
point they can collect no more dice. If they do not damage the same foe on
their next turn, all of these dice are lost. At any time, after landing a
subsequent hit against that foe, they can expend all of their collected dice to
be rolled as additional damage. After expending these dice, they may begin
collecting again, starting at a d4. The wielder gains the following Flaw: Most
people run when they see an impossible scenario; I stop and figure out how
to make it less impossible.
Lux Aurora, Longsword of Cecily Godsdaughter and of Knight-Paladin
Lawrence
1. Level 0: The weapon is a +0 magical longsword. Its wielder has advantage on
saves against disease.
2. Level 5: The weapon is a +1 magical longsword. Its wielder may turn undead
a number of times per short rest equal to the wielders Charisma modifier.

The wielder gains the following Ideal: Life is sacred, and must be protected;
unlife is evil, and must be destroyed.
3. Level 10: The weapon is a +2 magical longsword. The wielder may use a
bonus action to bestow d4+Charisma modifier temporary hit points to
themselves or an ally within 5 feet at will. Temporary hit points do not stack.
4. Level 15: The weapon is a +3 magical longsword. On an unmodified attack
roll of a 19 or 20, half of the damage dealt by the attack is added to the
wielders total HP, up to their maximum HP value. The wielder gains the
following Flaw: My own path is superior to any other - no one elses plan will
do.
Aspectunatus, the Greatsword of Urien the Fallen
1. Level 0: This weapon is a +0 magical greatsword. Once per short rest, the
wielder may take the Help action as a bonus action.
2. Level 5: This weapon is a +1 magical greatsword. The wielder is well
respected by followers of the Old Gods of Man, particularly Outlanders, and
has advantage on Charisma checks towards them. In addition. The weapon
can be banished from the material plane, disappearing from the wielders
hand, as a free action at will. It can be called back from the aether to the
hand of the wielder at any time as an object interaction. The wielder gains
the following Ideal: Freedom must be fought for at all costs.
3. Level 10: This weapon is a +2 magical greatsword. If the wielder reduces to 0
HP a creature who is the leader of a group, the remaining creatures must
each make a Wisdom save (DC 8+proficiency+Charisma modifier), or be
Frightened for 1 minute.
4. Level 15: This weapon is a +3 magical greatsword. The wielder may now take
the Help action as a bonus action at will. When the wielder is struck by a
critical hit, the wielder enters a Berserker Frenzy. The damage dice of the
weapon are doubled, and the wielder must attack the nearest creature each
turn for 1 minute. If there is no creature in melee range during this minute,
the wielder moves towards the nearest creature and attacks it. If there are
multiple creatures in melee range, the DM rolls a die to determine the
wielders target. The wielder gains the following Flaw: I cannot sit by when I
perceive an injustice - I must act.

Alienum, the Halberd of Rendel the Lost


1. Level 0: The halberd is a +0 magical weapon. The wielder may use their
action to stare into a spellcasters eyes, forcing them to roll a wisdom saving
throw with a DC equal to 8+proficiency bonus+Intelligence modifier. If they
fail the save, their concentration is broken.
2. Level 5: The Halberd becomes a +1 magical weapon. It begins to fill the mind
of the wielder with knowledge they cannot know. The wielder gains
proficiency in Nature, History, Religion, and Arcana. If the wielder does not
know a piece of information based on one of these checks, they know where
they can learn the information if it is available on the material plane. The
wielder gains the following Ideal: I am unimportant. My deeds are
unimportant. It is only the net good they bring that matters.

3. Level 10: The Halberd becomes a +2 magical weapon. A number of times per
day equal to the wielders proficiency bonus, the wielder may, after causing
damage to a foe with the halberd, fill their mind with visions of the unknown.
They must then make a wisdom save with a DC equal to 8+proficiency
bonus+Intelligence modifier. If they fail the save, they take 2d6 Psychic
damage and cannot take an action on their next turn. If they pass, they take
half damage, and may still act.
4. Level 15: The Halberd becomes a +3 magical weapon. The wielders
Intelligence and Wisdom Scores each go up by two while wielding the
weapon, but their Charisma score is lowered by two. The wielder gains the
following Flaw: I am cursed to be forgotten - even my closest friends will not
remember me when I am gone.
Columbastella, the Amulet of Droart, Champion of the Open Hand
1. Level 0: The amulet grants the bearer +1 to their Proficiency Bonus.
2. Level 5: The amulet grants the bearer a +2 to their Proficiency Bonus. The
bearer gains the following Ideal: Violence is never the answer; I will not bring
harm to another living thing, even if it results in harm to myself. If the bearer
ever harms another creature, this bonus is lost permanently, and that bearer
can never make use of the amulet beyond its level 0 feature.
3. Level 10: The amulet grants the bearer a +3 to their Proficiency Bonus.
4. Level 15: The amulet grants the bearer a +4 Proficiency Bonus. They gain the
following Flaw: I am disdainful of those who use violence to solve their
problems. I will not aid anyone who uses violence. The bearer can forgo this
flaw by maintaining the Level 10 feature, rather than gaining the Level 15.
Ceannmharu, the Morningstar of Brennard Wildtamer and of Knight-Cleric
Eobard
1. Level 0: The morningstar is a +0 magical weapon. The wielder has advantage
on Survival checks to track animals.
2. Level 5: The morningstar becomes a +1 magical weapon. When the wielder
attacks a Beast or Monstrosity with the mace, they may make another melee
weapon attack with the mace as their bonus action. The wielder gains the
following Ideal: Beasts... why did it have to be beasts? Pests, monsters, and
livestock-killers are the enemies of a thriving society and should be
exterminated.
3. Level 10: The morningstar becomes a +2 magical weapon. When a creature
within five feet of you casts a spell, you may use your reaction to make a
melee attack with the mace against that creature.
4. Level 15: The morningstar becomes a +3 magical weapon. The wielder rolls
double damage dice against High Elves. The wielder gains the following Flaw:
I am disdainful of nature and the wilds. They should be civilized as soon as
possible.

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