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# Weapons of the Four Horsemen These weapons are legendary items crafted by some unknown entity to create four enforcers of its will. These individuals became known as the Four Horsemen of the Apocalypse due to their unimaginable wrath and power. Despite the horsemen being powerful in their own right, what really makes them horsemen are these items. The identities of the four horsemen have changed over centuries, but there are always 4, and they always wield these weapons. These weapons are designed for DnD 5e, and have the following considerations for balance: * Each item is a +3 magic weapon * Each item requires attunement * Each item deals 2d8 elemental damage of a type that is not rarely resisted * Each item grants resistance to its respective element * Each item grants a variation of the Find Steed spell, with all 4 Warhorses being a different creature type * Each item has one passive property or ability with practically unlimited charges * Each item has one daily ability in the form of a 5th or 6th level spell (the 5th level spells are slightly buffed)
#### Chain Whip (base stats) *Martial Melee Weapon* 1d6 Slashing Finesse, Reach Counts as a Monk Weapon #### Scythe (base stats) *Simple Melee Weapon* 1d8 Slashing/Piercing Versatile (1d10)
This document was inspired by various pop culture adaptations of the classical mythology (most notably Darksiders) and
this
Reddit post. \columnbreak There is no RAW player build that cannot use any of the four items, though martial characters will have an easier time due to them all being weapons. If you have more than one full-caster in your party and you want to give these out, you may need to get creative. * War's Greatsword is intended for strength-based melee martial characters * Death's Scythe is intended for spellcasting characters * Famine's Chain Whip is intended for dexterity-based melee martial characters * Pestilence's Longbow is intended for ranged martial characters If you have Small characters in your party that you want to give these to, it will not significantly affect the balance to change the Greatsword and Longbow into a Longsword and Shortbow.
> ##### Variant: Critrole-Style Vestiges > If you want to give these items to your players at low levels and have them level up alongside each other: here's my personal suggestion: > > * **Dormant state:** When your players first discover the items, they will only grant +1 to attack and damage, deal 1d8 elemental damage, and grant the elemental resistance. The characters can feel the spirit of their steeds, but they "haven't awakened yet" > * **Awakened state:** When a player first makes a conscious decision fitting their specific role as a Horseman, the item awakens - increasing the bonus to +2, granting the passive ability, and allowing them access to their steed. > * **Exalted state:** When your players finally accept their roles as the Horsemen of the Apocalypse, their items reach their final form - increasing the bonus to +3, increasing the elemental damage to 2d8, and allowing access to the daily ability. If you're feeling generous, you can also replace the steeds' Warhorse stats with Pegasus stats, and grant immunity to their element. > > If you also want to keep the Horseman connection secret at first, you can name each weapon, or use the weapon type followed by the horse's name (e.g. "Greatsword of Ruin"). \pagebreak ## War's Greatsword *Greatsword, Legendary (requires attunement)* This greatsword has a rune-inscribed blade of Adamantine, a leather wrapped oak handle, and a steel ring pommel. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This magic weapon deals an extra 2d8 fire damage. You also have resistance to fire damage. This weapon scores a critical hit on a roll of 19 or 20. When this weapon scores a critical hit against a creature wielding a weapon, the target is disarmed and the weapon either lands on the ground or gets thrown up to 60ft away. If the weapon is nonmagical and no stronger than steel, it is destroyed instead. As a bonus action, you can summon Ruin in any unoccupied space within 30ft of you. You have an instinctive bond with him that allows you to fight as a seamless unit. While mounted on Ruin, you can make any spell you cast that targets only you also target him. When Ruin reaches 0 hit points, you use a bonus action to dismiss him, or you unattune from the sword, Ruin disappears until he is summoned again. You cannot summon Ruin while he is already summoned. If the wielder of this sword casts the Find Steed spell through normal means, they summon Ruin instead of what they were intending to summon. If the wielder casts Find Greater Steed, they still summon Ruin, but with Pegasus stats instead of Warhorse stats. Once per day, you can use this sword to cast the Blade Barrier spell (save DC 17). The blades created by the spell resemble larger copies of the sword itself. If you are attuned to any of the other 3 weapons of the Horsemen, you cannot attune to this sword. Similarly, if you are attuned to this sword, you cannot attune to any of the other 3 weapons of the Horsemen. \columnbreak ___ > ## Ruin >*Large Fiend (Warhorse), True Neutral* > ___ > - **Armor Class** 11 > - **Hit Points** 19 (3d10+3) > - **Speed** 60ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|18 (+4)|12 (+1)|13 (+1)| 6 (-2)|12 (+1)| 7 (-2)| >___ > - **Senses** passive Perception 11 > - **Damage Resistances** Fire > - **Languages** Understands Common, cannot speak. > - **Challenge** 1/2 (100 XP) > ___ > > ***Spirit Form.*** Ruin appears as a dark red Warhorse with skin the texture of smoldering coals, and bright orange fire for his mane and tail. His soul is bound to War's Greatsword, and he retains all memories of every time he has been summoned by every rider he has had. > > ***Trampling Charge:*** If Ruin moves at least 20 ft. straight toward a creature and then hits it with a Hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, Ruin can make another attack with its Hooves against it as a bonus action. > > ### Actions > > ***Hooves.*** *Melee Attack:* +6 to hit, Reach 5ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. \pagebreak ## Death's Scythe *Scythe, Legendary (requires attunement)* This scythe has a handle of White Ash, and a blade of rune-inscribed bone, with bars carved into the center of the blade to resemble the wall of a cage. It is a valid target for the Shillelagh spell, and can act as a Druidic or Arcane spell focus. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This includes spell attack and damage rolls for spells cast through this scythe. This magic weapon deals an extra 2d8 necrotic damage on a melee weapon hit. You also have resistance to necrotic damage. When this weapon reduces a humanoid to 0 hit points with a melee weapon attack, that creature rises on the start of your next turn as a zombie under your control. The zombie lasts for one hour, at which point it becomes a lifeless corpse once again. As a bonus action, you can summon Despair in any unoccupied space within 30ft of you. You have an instinctive bond with him that allows you to fight as a seamless unit. While mounted on Despair, you can make any spell you cast that targets only you also target him. When Despair reaches 0 hit points, you use a bonus action to dismiss him, or you unattune from the longbow, Despair disappears until he is summoned again. You cannot summon Despair while he is already summoned. If the wielder of this scythe casts the Find Steed spell through normal means, they summon Despair instead of what they were intending to summon. If the wielder casts Find Greater Steed, they still summon Despair, but with Pegasus stats instead of Warhorse stats. Once per day, you can use this bow to cast the Soul Cage spell. When this spell is in effect, the soul is trapped in the cage-like section of the blade. If you are attuned to any of the other 3 weapons of the Horsemen, you cannot attune to this scythe. Similarly, if you are attuned to this scythe, you cannot attune to any of the other 3 weapons of the Horsemen. \columnbreak ___ > ## Despair >*Large Undead (Warhorse), True Neutral* > ___ > - **Armor Class** 11 > - **Hit Points** 19 (3d10+3) > - **Speed** 60ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|18 (+4)|12 (+1)|13 (+1)| 6 (-2)|12 (+1)| 7 (-2)| >___ > - **Senses** passive Perception 11 > - **Damage Resistances** Poison > - **Languages** Understands Common, cannot speak. > - **Challenge** 1/2 (100 XP) > ___ > > ***Spirit Form.*** Despair appears as a pale green skeletal Warhorse, with a green plasma-esque mane and tail. His soul is bound to Death's Scythe, and he retains all memories of every time he has been summoned by every rider he has had. > > ***Trampling Charge:*** If Despair moves at least 20 ft. straight toward a creature and then hits it with a Hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, Despair can make another attack with its Hooves against it as a bonus action. > > ### Actions > > ***Hooves.*** *Melee Attack:* +6 to hit, Reach 5ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. \pagebreak ## Famine's Chain Whip *Chain Whip, Legendary (requires attunement)* This chain whip has rune-inscribed blades of steel connected by chain links, tethered to a handle made of solid, polished Oak. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This magic weapon deals an extra 2d8 cold damage. You also have resistance to cold damage. Once per turn, when you hit a creature with this weapon, you can force them to make a DC 10 Constitution saving throw. On a failure, they suffer one point of Exhaustion. As a bonus action, you can summon Fear in any unoccupied space within 30ft of you. You have an instinctive bond with him that allows you to fight as a seamless unit. While mounted on Fear, you can make any spell you cast that targets only you also target him. When Fear reaches 0 hit points, you use a bonus action to dismiss him, or you unattune from the chain whip, Fear disappears until he is summoned again. You cannot summon Fear while he is already summoned. If the wielder of this sword casts the Find Steed spell through normal means, they summon Fear instead of what they were intending to summon. If the wielder casts Find Greater Steed, they still summon Fear, but with Pegasus stats instead of Warhorse stats. Once per day, you can use this whip to cast the Insect Plague spell at 6th level (Save DC 17). While this spell is in effect, you can use an action to move the swarm up to 60ft. in any direction. If you are attuned to any of the other 3 weapons of the Horsemen, you cannot attune to this chain whip. Similarly, if you are attuned to this chain whip, you cannot attune to any of the other 3 weapons of the Horsemen. \columnbreak ___ > ## Fear >*Large Celestial (Warhorse), True Neutral* > ___ > - **Armor Class** 11 > - **Hit Points** 19 (3d10+3) > - **Speed** 60ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|18 (+4)|12 (+1)|13 (+1)| 6 (-2)|12 (+1)| 7 (-2)| >___ > - **Senses** passive Perception 11 > - **Damage Resistances** Cold > - **Languages** Understands Common, cannot speak. > - **Challenge** 1/2 (100 XP) > ___ > > ***Spirit Form.*** Fear appears as a malnourished black Warhorse with leathery skin, and an aura of shadow for his mane and tail. His soul is bound to Famine's Chain Whip, and he retains all memories of every time he has been summoned by every rider he has had. > > ***Trampling Charge:*** If Fear moves at least 20 ft. straight toward a creature and then hits it with a Hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, Fear can make another attack with its Hooves against it as a bonus action. > > ### Actions > > ***Hooves.*** *Melee Attack:* +6 to hit, Reach 5ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage. \pagebreak ## Pestilence's Longbow *Longbow, Legendary (requires attunement)* This rune-inscribed longbow is carved from a Yew branch, and strung with twisted rawhide. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This magic weapon deals an extra 2d8 poison damage. You also have resistance to poison damage. When you hit a creature with this weapon, the creature is Poisoned for 1 minute. If a creature dies while poisoned in this way, they explode into a cloud of yellowish white gas, dealing 1d8 poison damage to all creatures within 5ft. of them. Horsemen and their steeds are immune to this effect. As a bonus action, you can summon Pain in any unoccupied space within 30ft of you. You have an instinctive bond with him that allows you to fight as a seamless unit. While mounted on Pain, you can make any spell you cast that targets only you also target him. When Pain reaches 0 hit points, you use a bonus action to dismiss him, or you unattune from the longbow, Pain disappears until he is summoned again. You cannot summon Pain while he is already summoned. If the wielder of this bow casts the Find Steed spell through normal means, they summon Pain instead of what they were intending to summon. If the wielder casts Find Greater Steed, they still summon Pain, but with Pegasus stats instead of Warhorse stats. Once per day, you can use this bow to cast the Contagion spell (Save DC 17). Instead of rolling a Melee Spell attack, roll a Ranged Weapon Attack with the longbow. If you can make multiple attacks in one turn, this replaces one of them, but deals no damage. If the attack hits, the disease takes effect immediately. If you are attuned to any of the other 3 weapons of the Horsemen, you cannot attune to this longbow. Similarly, if you are attuned to this longbow, you cannot attune to any of the other 3 weapons of the Horsemen. \columnbreak ___ > ## Pain >*Large Fey (Warhorse), True Neutral* > ___ > - **Armor Class** 11 > - **Hit Points** 19 (3d10+3) > - **Speed** 60ft. >___ >| STR | DEX | CON | INT | WIS | CHA | >|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| >|18 (+4)|12 (+1)|13 (+1)| 6 (-2)|12 (+1)| 7 (-2)| >___ > - **Senses** passive Perception 11 > - **Damage Resistances** Poison > - **Languages** Understands Common, cannot speak. > - **Challenge** 1/2 (100 XP) > ___ > > ***Spirit Form.*** Pain appears as a white Warhorse with boils and hives, and a yellow-white gaseous mane and tail. His soul is bound to Pestilences's Longbow, and he retains all memories of every time he has been summoned by every rider he has had. > > ***Trampling Charge:*** If Pain moves at least 20 ft. straight toward a creature and then hits it with a Hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, Pain can make another attack with its Hooves against it as a bonus action. > > ### Actions > > ***Hooves.*** *Melee Attack:* +6 to hit, Reach 5ft., one target. *Hit:* 11 (2d6+4) bludgeoning damage.