Mythical Weapons and Items
A new class of 5e magic weapons by platinumsketch
Foreword
Much as was seen in 3.5e, here are blades, bows, and other various weapons or items that were once wielded by deities and great warriors alike. The items in this document are meant to replicate the Legacy Weapons as shown in the Weapons of Legacy supplement for 3.5e, though they are meant to fit the world in which I run my campaigns--in particular my most current which has a Nordic theme--they are also meant to be setting agnostic enough to where a few simple name changes can allow them to fit in your own setting. There are a few items specially tailored for homebrew classes I have made. These items will have a link to the related homebrew embedded someone in them, often in the initial description of the item.
Furthermore I understand that the items in Weapons of Legacy were not filed under the Open Games License, and as such I have altered names, portions of the system, and made my own items and monsters so as to relate to the content of the aforementioned supplement; but all the while also making my own content distinct. As such, parts of this document involve explanations of certain systems that do not currently exist. Most, if not all, of these systems are specifically meant to relate to or somehow impact the Mythical Items throughout this document.
Contents
Mythical Items.................................................................................3 What They Are..................................................................................3
Why You'll Want Them................................................................3 Introducing Them to Your World..................................................3
How to Define Them................................................................3-4
How to Make Them.....................................................................4
How to Get Them.........................................................................4 When Legacies Fight.......................................................................4
Battling It Out...............................................................................4
When One Falls............................................................................4
Absorbing Power.......................................................................4-5 Basics of Mythical Items..............................................................5 What Means What............................................................................5
Rituals.............................................................................................5
Abilities and Their Levels...........................................................5
Types of Powers............................................................................5 Mythical Items.................................................................................6 List of Mythical Items......................................................................6
Blóðþrýstingur............................................................................7-8
Dreki Morðingi........................................................................9-10
Dýr Mótun..............................................................................11-12
Dyrnar Framleiðandi Sapphire.........................................13-14
Frumefni Orb........................................................................15-16
Galdur Skjóta........................................................................17-18
Leiðtogi Brynklæði...............................................................19-20
Logandi Ruby........................................................................21-22
Jarðskjálfti..............................................................................23-24
Reiki Blað...............................................................................25-26
Risi Sál....................................................................................27-28
Skari Hringir..........................................................................29-30
Sjálf Heilla Topaz..................................................................31-32
Steinhendur...........................................................................33-34
Syrgja and Verkur.................................................................35-36 Players Crafting Mythical Items..............................................37 Possible Items................................................................................37 Pivotal Moment...............................................................................37 Gaining Powers..............................................................................37
Trait...............................................................................................37
Lesser Powers............................................................................37
Fair Powers.................................................................................37
Greater Powers..........................................................................37 Dual Items.......................................................................................37 Optional Rules..............................................................................38 Alternate Leveling..........................................................................38
Questing.......................................................................................38
Expending Resources...............................................................38
Taking Levels..............................................................................38 Alternate Gain of Abilities............................................................38
Gained by Level...........................................................................38
Gained by Quest.........................................................................38
Mythical Items
Heroes, legends, and myths have all often done their fair share of combat. Mythical Items are what's left behind when they pass on, with the remaining might or magic that they had being held tight within the item.
What They Are
Mythical Items are, as was previously stated, items and weapons that were once held by legends or used during major historical events. What makes them different from other magical items or items with high sentimental value though is that the event that they took part in or the wielder themselves somehow imbued the weapon with extremely powerful magic. The other key difference is that they do not just allow anyone to use that magic, instead its wielder must earn its trust.
This has lead to the few that hold these items either using it as if it were nothing more than an average magical item, or unlocking its powers and taking time and care to understand the item. Those that do the former are still more effective in combat, though they do not have the more powerful magics the weapon contains; they do have the very basic, although still powerful, enchantments.
Why You'll Want Them
Ordinarily one would give out magical items when the party accomplishes some goal. These items are, more often than not, awesome rewards for the players; though sometimes they feel like laster, like there is no connection to your world or they simply aren't significant enough to be memorable. Mythical Items solve this problem, and they do so in several ways.
First, they always have a history; even if its being made as you play. This lends a lot more credence to your world due to the fact that you can ask "Who had this sword before me?" and there will be an answer, something that you ordinarily can't do with just any magic weapon.
Another big reason you would want them is because they stay fresh. Often you'll give your players a good number of magic items depending on the level and length of the campaign, and as they progress they'll just throw the old ones away with no regard. This is not so simple with Mythical Items though, as they level alongside the player. This gives the players something to look forward to other than just their class levels.
Yet they do not get these levels for free, but rather have to earn them. This is my final point, barring the further text and numbers which you may find interesting, on why you would want Mythical Items in your game; they give your players something to do in their free time. In 5e there seems to be a specific lack of things to do with the players' in game free time, having often the limited choices of earning money, talking to NPCs or, if you own Strongholds and Followers, building strongholds. Though none are necessarily bad or boring, they could get monotonous if you simply use one or two of them. Mythical Items allow you to give the players simple side quests that they could do with their free time, thus alleviating that issue. Often these are kill a monster or fetch quests,
but if they have a lot of time and your items have a lot of history, you could easily make it something more unique; such as to be blessed by a Kirin. This makes the otherwise ample but relatively useless downtime that DMs and players may find themselves in interesting, unique, and engaging.
Introducing Them to Your World
If you read that previous section and thought You know what, I will use those, first, thank you, second, you actually read the fluff? I'm impressed. That is, however, not the point of this section; instead that is how you incorporate the idea of Mythical Items into your world.
The main way this is done is to simply make an awesome item that some saint or demigod or hero once used. While not bad, it can get a bit dull if you like to use these weapons often; especially because saints, demigods, and heroes are rare. Instead, a good option might be to have them be ancient relics, much as other magic items, or, my favorite, have them be items used during recent wars. Now, when I say "recent" I mean within about a thousand years; as this lets at least one typical fantasy race have someone that may remember its use.
This allows the players to ask about this item, and find out very particular things about it. For instance, if the wielder was young and the item incomplete, or if only the eldest druid in the elven forest remembers its use as a devastating weapon. If the item is very young, though it has less history it allows the players to finish the item's abilities and build its history; with an older, complete weapon allowing players to wield forces used throughout history and possible known to high standing members of society.
Though I know what has just been said only gives you a vague idea of how to implement it, I hope it's gotten the cogs in your head to start turning; as what follows is a more detailed explanation of the inclusion of Mythical Items into your world.
How to Define Them
You can't talk to someone if you don't understand what they're saying, at least not easily, so the first step in implementing Mythical Items is to define them in terms of your world. This involves understanding how rare are they, how powerful they are, and how your world interacts with them.
Personally, in my world they are semi rare, with each country having maybe three or four--mind you my world is over ten thousand years old in terms of written history alone, so there's been time for these things to pile up--and their locations are well kept secrets. They hide them even though they are well known because they are powerful, as they are often known as The Weapons of the Saints throughout the world; thus showing how they hold large amounts of both religious and physical power.
When introducing them into your world, there are a few things to keep in mind. First, what level of magic and tech is your world at? If your world is the typical, high medieval fantasy, these are likely pretty common. If your world is gritty, Victorian era and low fantasy however, they are likely very rare or legendary.
With mine being generally medieval level of tech and high fantasy, they are semi-rare, about as common as a +2 Sword; thus keeping them rare enough to not be used or known by everyone, but also common enough to where most powerful adventuring parties will have at least one.
Another thought to keep in mind is what the people in your world think about magic. Is it heresy to use magic? Or is magic practiced by everyone, even taught in schools? In my world it is not uncommon for the average village to have one or two people who can cast one or two first level spells and a cantrip. This has led to a lot more magic items, more interesting warfare and city planning, and better health for most of the world's inhabitants.
How to Make Them
The next important step in integrating Mythical Items into your world is to consider how they are made. There are a few ways this could be done, with one big one being through a ritual of sorts; such as sacrificing some magical creatures to imbue the item in question with, say, the essence of a phoenix. The other major way that Mythical Items may be formed is simply through the imbuing of the wielder's essence or magic, such as if an elven wizard utilizes magic through one wand for hundreds of years; allowing that wand to cast some of the spells he or she used most frequently.
Much as with defining the Mythical Items, there are a few concepts and questions you might want to keep in mind when deciding how these items are made. One of the biggest being what is necessary? This can range anywhere from the heart of a dragon to thirty kills with the weapon. As boring as it may be to think or say for some people, numbers may be just as important as the narrative behind a weapon. If a blade kills hundreds, even if it's just through the course of an otherwise "ordinary" adventure, it may pick up some power. Some may take the entirely opposite stance and say that a weapon's power can only become usable after some epic quest is completed. I'm not here to take sides however, just to present the options; with the best always being whatever is more fun for your group, not what people outside it think.
How to Get Them
The final important factor when attempting to implement Mythical Items into your world is to understand how adventurers would come across or obtain them. In most cases this would be through adventure, though in an extremely high fantasy they may simply be purchasable for a relatively high price.
As I had previously said though, the most common, and often a very good way, to gain Mythical Items is through adventure. This allows your players to really feel like they earned their item, and could make it more memorable if the item or adventure are particularly cool or interesting. This way may also give your players more interest in acquiring an item, as it presents them with something to do with downtime and rewards for spending that downtime.
When Legacies Fight
Now that you have a basic understanding of how to implement them into your world, lets get into a few more meaty bits; like what happens when two Mythical item wielders fight.
Battling it Out
Though you don't have to include any modifiers or bonuses during the combat, I believe it makes it more interesting; and thus have included what happens here instead of under optional rules.
During combat you may consider causing increasing modifiers to spring up between the two Mythical Item wielders. If you choose to do so, then every round the To Hit and Damage of the items increase by +1 against the other Mythical Item user exclusively. This increases to a maximum of the modifier used for the To Hit and Damage of the weapon (minimum of 1).
When One Falls
The more interesting event occurs when one of the Mythical Item wielders dies at the hands of another. When a Mythical Item wielder kills another Mythical Item wielder, they may choose to gain one of the following benefits as their bonus action by the end of their next turn.
Energy Overflow
The adrenaline mixed with the magic of your item hits you, and you act faster than before. You are under the effects of the Hasten spell until the end of your next turn, and do not suffer its drawbacks when it ends.
Magic Reserves
Your item replenishes some of your spent magic, replenishing a spell slot equal to half your proficiency modifier rounded down.
Residual Might
The remaining magic of the now deceased wielder is temporarily absorbed into your Mythical Item. You regain one use of a Daily Power of your choice, regaining up to the highest level of Daily Power the now deceased wielder had unlocked.
Restoration
You heal a number equal to twice the level of your Mythical Item, as victory overwhelms the item and it releases a burst of energy.
Absorbing Power
The bonus you gain once the enemy wielder has died is short and immediate. However, once combat is over there are other bonuses you may gain that allow you some insight or otherwise some level of power of that Mythical Item. You may spend an hour meditating and 100 gp, gaining one of the following benefits when the hour is up:
Absorb Essence
The life essence of the now deceased Mythical Item wielder, allowing you to give yourself one more use of a Lesser Daily Ability per day. This may be done only once per Lesser Daily Ability.
Learn
You act as if you completed the next ritual for the Mythical Item you used to slay the opposing wielder.
Understand
You learn of the item and how to wield it. You know the first ritual necessary to utilize the item's Mythical benefits.
You may choose to give the benefit to an ally, though no matter what you must perform the ritual within 1d6+1 days, as the magic decays; though it does so at varying rates.
Basics of Mythical Items
As you've likely noticed, Mythical Items are unlike most other magic items in that they gain and have several abilities alongside defining traits. As such, the following section is meant to explain what the otherwise new terminology means within the description of the Mythical Items; as well as how they level and how abilities are unlocked.
What Means What
There is some terminology used which you are likely not familiar with, so the following is a list of said terminology and what each means as well as entails.
Rituals
This refers to the action that must be completed for you to gain a Level of Power. This is performed as the Mythical Item levels, and could vary anywhere from an hour long meditation and the expenditure of 100 gp, to slaying an Adult Blue Dragon. Whatever it is though, it should both best fit the item's design, the level it's at, and the level the player will be at when they unlock a ritual. There are a few ways to learn the necessary ritual, with my personal favorite being that the item gives you a cryptic message of what to do; be it through some direct thought, or through some images and engravings appearing upon the blade of the weapon. I know not everyone will like or prefer this, especially not some players, so there are two other major choices that sort of encompass most of what could be done. The first is to simply allow the player to know what to do, which, while simple, could be boring. It does have its merits though, as a more laid back campaign where the players are meant to be fantastical heroes could benefit from this style of gaining a ritual.
The second is a bit more complex, but involves rolling some dice; so its more active overall than the previous method. This entails asking the player to make a History, Arcana, or Religion check to understand what the weapon desires of it; or to simply know what to do. The check is equal to 10 + half the Mythic Item's level (rounding down). Being that this is done when the item levels up, but before it gains abilities, this means that a level 20 Mythical Item would have a DC of 20 (10 + 10). No matter the method used though, a Ritual need only be done once when an Mythic Item gains its first Lesser Power, and once again when it gains its first Fair and Greater Power.
Powers and Their Levels
As a Mythical Item gains experience in combat, it also gains new abilities. These have varying strength depending on when they're gained, and reflect such in the ritual necessary to gain its abilities.
Leveling itself works very simply, with the item leveling when the player does. This keeps the player or the DM from needing excess book keeping, but in return does simplify the weapons.
When a level is gained the wielder must perform a ritual to gain access to any gained abilities, as was discussed before this. These abilities are termed Powers, and have their own sort of leveling as well as types. Here their leveling will be covered, of which there are three types: Lesser, Fair and Greater.
Starting with Lesser Powers (or LP), these are the abilities first gained when an item is attuned to by a wielder, and said wielder under goes the first ritual. These are often very weak, though they can be used multiple times a day or persist for some time. Their power is most often equivalent to a 1st or 2nd level spell, or something other than that which is equivalent; like a 1st-3rd level class ability. These abilities often give a taste of what's to come with the power of the Mythical Item, though they do so without giving the wielder to much power.
Moving on to Fair Powers (or FP), these are significantly more powerful, yet can be used less often. Fair Powers are gained at around 11th level ordinarily, with it being a bit higher or lower depending on the strength of the ability. These are often equivalent to 2nd to 3rd level spells, or 3rd to 5th level class features, which may be used a limited time. Here the abilities don't just give a taste, but really define what the weapon is; though they aren't the defining ability which outsiders might recognize the weapon for.
Finally, there are the Greater Powers (or GP); which are gained at roughly 17th level. These are equivalent to a 3rd to 4th level spell or 5th to 7th level class features; and are done normally once a day. These are the defining powers that a weapon becomes so legendary for, with a possible example being Thor's Mjolnir being able to cast Call Lightning.
Types of Powers
Other than just levels of powers, there are also different types. Those types are Active Powers (or AP) and Passive Powers (or PP), each of which act in their own way. Though the rules for them are not necessarily different, balancing wise they are very much so; as Active powers are used a limited amount of times per day or have to be consciously chosen to be used, meanwhile Passive Powers are constantly active and thus are weaker than their Active counterparts. The type of Power, as well as the level of a Power, is listed next to the name using the acronyms in the above descriptions; and may only be used if the wielder is attuned to the item.
Additionally, Mythical Items have a Trait, which is a magical effect that simply adds to the overall recogniziblility of a weapon.
Now that you know the basics of Mythical Items, and what everything means; let's see everything put together.
Mythical Items
| Name | Item Type | Price | Small Description |
|---|---|---|---|
| Blóðþrýstingur | Great Axe | 3,800 gp | Steals the life of its foes and hunts the living. |
| Dreki Morðingi | Longsword | 4,500 gp | Easily slays dragons and makes precise attacks. |
| Dýr Mótun | Battle Axe | 4,500 gp | Changes its user to beasts and controls plants. |
| Dyrnar Framleiðandi Sapphire | Jeweled Necklace | 4,000 gp | Opens portals and gateways |
| Frumefni Orb | Glass Orb | 4,800 gp | Concentrates elemental magics |
| Galdur Skjóta | Longbow | 4,300 gp | Coats arrows in magical toxins and poisons |
| Leiðtogi Brynklæði | Half Plate | 4,800 gp | Allows for superior commanding |
| Logandi Ruby | Crown | 4,000 gp | Cloaks its wearer in fire, and enhances their flames |
| Jarðskjálfti | Drums | 4,500 gp | Shakes the earth to rhythm of its music |
| Reiki Blað | Dagger | 3,800 gp | Returns to its user while performing aerial tricks |
| Risi Sál | Greatsword | 4,600 gp | Grants its wielder immense strength |
| Skari Hringir | Sash | 5,000 gp | Summons forth the dead to aid its bearer |
| Steinhendur | Gauntlets | 4,200 gp | Makes the user's hands like stone. |
| Syrgja and Verkur | Gong and Hammer | 4,300 gp | Shows its emotion through helpful and harmful music |
Blóðþrýstingur
With a steel head shaped like a drop of blood and a wooden pine handle stained red, deadly, heavy and terrifying are all adjectives that accurately describe Blóðþrýstingur. As a weapon, Blóðþrýstingur is a +1 Great Axe forged of steel.
Trait. As Blóðþrýstingur strikes a foe, the weapon itself absorbs the blood that would otherwise have come out of the foe; and will slowly soak up any blood that is near the blade.
History
Much as the other weapons of Stjórnandi, or the mythic slayers, Blóðþrýstingur originates in Kælt Stað. With its name meaning The Blood Drinker, Blóðþrýstingur is well renowned not necessarily for being evil; but rather for being particularly ruthless. It was once held by the Kæltian warrior known as Hræðileg Stríðsmaður, who first gained the weapon after slaying a Young Black Dragon. While wielding the blade against his foe, its first strike gave it taste for blood; and as combat progressed it grew to a thirst. At the end of battle Hræðileg was the last one standing, with the dragon slain, and his allies dead by his side. The rage that filled him after this event gave life the once mundane item he held. As he waged war against dragons and drakes with the other Stjórnandi, the power of his weapon grew; until it was universally recognizable. It was known not for its shape, but rather how it would draw and drink the blood of its foes. Due of this, Hræðileg thus named it the Blóðþrýstingur.
Blóðþrýstingur
| Level | Features |
|---|---|
| 5th | Steal Essence |
| 6th | — |
| 7th | Blood Hunter |
| 8th | — |
| 9th | Mark for Death |
| 10th | — |
| 11th | Consume Life, Empowered Magic |
| 12th | — |
| 13th | Stalk the Living |
| 14th | — |
| 15th | Devour Essence |
| 16th | — |
| 17th | Starved Growl, Empowered Magic (2) |
| 18th | — |
| 19th | — |
| 20th | Rend Flesh |
Rituals
The following are the necessary rituals to gain access to this item's Powers.
Revived Hunger. You must defeat a creature equal to your level in CR in one on one combat. Alternatively, you may defeat a creature with a CR equal to your level + the number of creatures that fought it (excluding you). The completion of either ritual will allow you to utilize any Lesser Powers that Blóðþrýstingur gains while you wield it.
Feed the Beast. To gain access to the Fair Powers, you must sacrifice part of yourself. You lose 15 max hp; alternatively you could kill a creature with an intelligence of 6 or more everyday. The completion of either will allow you access to the Fair Powers that Blóðþrýstingur gains while you wield it.
Original Thirst. The Blóðþrýstingur thirst for the blood of a black dragon returns. You must slay an Adult Black Dragon or two Young Black Dragons within 1 hour of each other to gain access to its Greater Powers. The only weapon you're allowed to use while doing so is Blóðþrýstingur.
Steal Essence (AP, LP)
Once you gain the ability to use Blóðþrýstingur's Lesser powers, Blóðþrýstingur can begin to absorb the life of its foes. When you hit a creature with the weapon, you heal an amount equal to your Constitution modifier (minimum of 1). This can be done up to once per turn.
Blood Hunter (AP, LP)
By 7th level, Blóðþrýstingur can track those it has attacked. You can decide upon hitting a creature that you want to track it, giving you advantage on all Perception, Investigation and Survival checks made to find the location of the creature. You may do this three times per long rest.
Marked for Death (AP, LP)
At 9th level, Blóðþrýstingur can choose whom it wants the blood of. You can cast Hex on a creature without expending a spell slot twice per long rest, with the Spell Save DC equaling 8 + your proficiency bonus + your Constitution modifier. When hitting a creature you have successfully cast Hex upon using this feature, you heal an additional amount equal to the damage dealt by Hex.
Consume Life (AP, FP)
Beginning at 11th level, You can siphon the life energy of someone through Blóðþrýstingur. You can cast Vampiric Touch once a day, with your Constitution modifier acting as your spell casting modifier.
Empowered Magic (PP, FP)
At 11th level, Blóðþrýstingur enchantments not only grant abilities, but increase. Blóðþrýstingur is now a +2 weapon.
Stalk the Living (PP, GP)
Starting at 13th level, Blóðþrýstingur imbues you with the power to sense all living creatures around you. Using your action, you can sense if any there are any living creatures within 1 mile of you, as well as their general direction. You can use this to locate a specific creature, though you must have met the creature before.
Devour Essence (AP, FP)
Beginning at 15th level, the power of Blóðþrýstingur's ability to steal the life force of its foes increases. Once per turn, you may deal an amount of Necrotic damage equal to your Constitution modifier on hit (minimum of 1).
Starved Growl (AP, GP)
Starting at 17th level, Blóðþrýstingur can communicate with you by transmitting basic emotions to you, and one emotion to all others; hunger. Using your action once per long rest, Blóðþrýstingur can emit a deep, low growl like the hungry stomach of a giant. When it does so, all creatures within 60 feet of you must make a Wisdom save with the DC equaling 8 + your proficiency bonus + your Constitution modifier. On a fail, they are stunned for 1 round, and are under the Fear condition for the next minute, with the creatures not being stunned on a success. You also ignore all difficult terrain for the next round.
Empowered Magic (2) (PP, FP)
By 17th level, the enchantments on Blóðþrýstingur reach their apex. Blóðþrýstingur is now a +3 weapon.
Rend Flesh (AP, GP)
At 20th level, Blóðþrýstingur uses your life force to further tear your foes to shreds. When you land an attack, you can choose to sacrifice up to 20 hp, dealing a number of damage equal to the hp you sacrificed. The hp lost can not be magically healed, though the damage done to the creature you attacked using this feature can not be healed either. If you or any other creature are reduced to 0 hp through this feature, that creature dies instantly; and may only be resurrected by means of True Resurrection or a Wish Spell.
Dreki Morðingi
Simple and innocuous, one would not expect the Dreki Morðingi to be such a legendary weapon. As a weapon, the Dreki Morðingi is a +1 Longsword
Trait. When Dreki Morðingi is brought within 1 mile of a creature with the Dragon typing, it emits a barely audible hum. This noise gets louder and louder as it nears the creature, becoming similar to a war horn when within 10 feet of a dragon.
History
Once a simple long sword, the Dreki Morðingi gained power throughout the Age of the Frostborne; when it was first wielded against a great White Dragon named Civip Vorq. As ti slew dragons, the allies of its wielders placed enchantments so that it would draw more power against those beasts it so often fought, thus earning it a particular effectiveness against dragons. Its wielders are now unknown, as during the Age of the Frostborne many records were lost, with many more being destroyed or stashed away. Now the blade has been forgotten, as the threat of dragons has passed; yet the blade itself still cries out for a wielder to slay the few remaining dragons, to complete its purpose.
Dreki Morðingi Table
| Level | Features |
|---|---|
| 5th | Scaled Killer |
| 6th | — |
| 7th | Piercing Blow |
| 8th | — |
| 9th | Warding Blade |
| 10th | — |
| 11th | Knowing Blade, Empowered Magic |
| 12th | — |
| 13th | Absorb Breath |
| 14th | — |
| 15th | Deadly Strikes |
| 16th | — |
| 17th | Ally in Hand, Empowered Magic (2) |
| 18th | — |
| 19th | — |
| 20th | Dragon Slayer |
Rituals
The following are the necessary rituals to gain access to this item's Powers.
The First Battle. You must travel back to the cave where the first dragon was slain in the Age of the Frostborne, and meditate there for a week. The completion of this ritual will allow you to utilize any Lesser Powers that Dreki Morðingi gains while you wield it.
Yet there is War. To begin to bring back the true powers of Dreki Morðingi, you must cause it to remember them by felling an adult dragon of any type. The completion of this ritual will allow you to utilize any Fair Powers that Dreki Morðingi gains while you wield it.
Awakened. In order to finally awaken the once great Dreki Morðingi, you need to make exodus to the heart of Kælt Stað; and reach the peak of the Shattered Spire. The completion of this ritual will allow you to utilize any Greater Powers that Dreki Morðingi gains while you wield it.
Scaled Killer (PP, LP)
Once you gain the ability to use Dreki Morðingi's Lesser powers, its power over dragons is reignited. Whenever you hit a creature with the Dragon typing, you deal an extra 3d6 Slashing damage.
Piercing Blow (AP, LP)
Starting at 7th level, you can find the weakness of a creature and use Dreki Morðingi to strike at it. You can use your bonus action to give yourself advantage on your next attack. This can be done three times per long rest.
Warding Blade (AP, LP)
By 9th level, you can use the enchantments on Dreki Morðingi to block some oncoming damage. When you are forced to make a saving throw against a breath weapon, you can use your reaction to give yourself advantage on the save. This can be done three times per long rest. Alternatively, you can expend all three uses to give yourself advantage on any saving throw against a magical effect.
Knowing Blade (PP, FP)
Once the Dreki Morðingi reaches 11th level, it gains some level of sentience. Dreki Morðingi can now communicate with its wielder telepathically via transmitting emotions, and has 30 feet of Darkvision. This grants the wielder of Dreki Morðingi proficiency in Initiative, as the blade itself can warn them of possible threats.
Empowered Magic (PP, FP)
At 11th level, Dreki Morðingi enchantments not only grant abilities, but increase. Dreki Morðingi is now a +2 weapon.
Absorb Breath (AP, FP)
Starting at 13th level, Dreki Morðingi can not just block, but absorb, breath attacks. When you are targeted by a breath attack, you may choose to instead absorb it, taking no damage. Within the next minute, you can use your action to release that breath weapon. When you do so, the breath weapon treats Immunity as resistance. This may be done once per long rest.
Deadly Strikes (PP, FP)
When Dreki Morðingi reaches 15th level, it gains the ability to pierce the scaled hide of dragons even easier. When attacking a creature with the Dragon typing using Dreki Morðingi, you critically hit at 19 and 20. If you would normally critically hit at a point lower than this, reduce the number it takes for you to critically hit by 1 against exclusively Dragon typed creatures.
Ally in Hand (PP, GP)
Beginning at 17th level, Dreki Morðingi can communicate not just via emotions but also language. Dreki Morðingi is now a sentient item, with an Intelligence of 14, a Wisdom of 10 and a Charisma of 14. It also has proficiencies in History, Religion, and Intimidation, with the proficiency bonus equaling your own, in addition it also knows Common and Kæltian (or the language of the people it comes from). Whenever Dreki Morðingi or its wielder makes an Intimidation check against a creature with the dragon typing, they have advantage on the check.
Empowered Magic (2) (PP, GP)
By 17th level, the enchantments on Dreki Morðingi reach their apex. Dreki Morðingi is now a +3 weapon.
Dragon Slayer (AP, GP)
At 20th level, Dreki Morðingi can unleash a burst of energy with enough power to slay a dragon. Once per long rest, you can use your action to make a single weapon attack using Dreki Morðingi against a creature. This attack deals 2d6 Slashing damage, and 10d6 Force damage. If the creature you are attacking is of Dragon typing and is below 80 hit points, it instead instantly dies upon you hitting it.
Dýr Mótun
Little over two feet long, the Dýr Mótun is small for a battle axe yet it serves its purpose well; allowing the wielder to utilize strong magics to both annihilate foes and change their shape. As a weapon, the Dýr Mótun is a +1 Battle Axe.
Trait. The wooden handle of Dýr Mótun sprouts flowers, which give way to 1 fruit a day that acts like a Goodberry.
History
Dýr Mótun is known for being both a bringer of life and an excellent weapon. It was first wielded by Huglítill, who was a timid Elvish man. Over the course of his life he protected his village and the forest that surrounded it several times; with the moment making the Dýr Mótun being what it is being when he slew a small onslaught of Twig Blights attempting to establish themselves in the forest. For his actions he was recognized by a nearby druid, which blessed the weapon he held and cured his wounds. Though initially it seemed that his blade had only grown stronger, over time it grew to hold a connection to nature; allowing him to change his shape to that of beasts, as well as as control plants. Eventually the Dýr Mótun grew into a formidable weapon which would more often bring peace where it went, instead of the war that other weapons would. After Huglítill's death the weapon was returned to the druid's small abode, and though it may have been lost over time; its true powers lie there rather than with the blade.
Dýr Mótun
| Level | Features |
|---|---|
| 5th | Fruiting Body, Bestial Form |
| 6th | — |
| 7th | Tree's Plate |
| 8th | — |
| 9th | Wild Grasp |
| 10th | — |
| 11th | Embody Nature, Empowered Magic |
| 12th | — |
| 13th | Purest Fruit |
| 14th | — |
| 15th | Reclaim the Wilds |
| 16th | — |
| 17th | A Thousand Forms, Empowered Magic (2) |
| 18th | — |
| 19th | — |
| 20th | True Guardian |
Rituals
The following are the necessary rituals to gain access to this item's Powers.
Of Peace and War. Use the Goodberries produced by this blade to heal 5 HP in combat or serve as food for 10 days outside of combat. Alternatively, use your Forms ten times if you are of the Warden class. The completion of this ritual will allow you to utilize any Lesser Powers that Dýr Mótun gains while you wield it.
Guardian of the Wilds. Defeat a creature with the Monstrosity, Undead, or Ooze typing that is of a CR equal to your level in single combat, or CR equal to your level + the number of people fighting it (excluding you). The completion of this ritual will allow you to utilize any Fair Powers that Dýr Mótun gains while you wield it.
Home Again. You must return to the Druid's shine and meditate there for 8 hours a day for one week, reestablishing Dýr Mótun's connection to nature. The completion of this ritual will allow you to utilize any Greater Powers that Dýr Mótun gains while you wield it.
Bestial Form (AP, LP)
Once you gain the ability to use Dýr Mótun's Lesser powers, you can use it to change your shape. You can use your bonus action to change your shape, with this transformation following the same rules as the Druid's Wild Shape with the exception that it only lasts a number of minutes equal to 10 + your Wisdom modifier (minimum of 1), and the only restrictions on what you can change into being that it must be of Beast or Plant typing and of CR 1/2 or less. You may do this a number of times per long rest equal to your half your proficiency bonus rounded down.
Fruiting Body (PP, LP)
Once you gain the ability to use Dýr Mótun's Lesser powers, the handle of Dýr Mótun sprouts more flowers. Dýr Mótun grows a number of Goodberries per day equal to your Wisdom modifier (minimum of 1).
Tree's Plate (AP, LP)
By 7th level, Dýr Mótun can extend its enchantments over you, granting a temporary set of armor. You can cast Barkskin without expending a spell slot twice per long rest.
Wild Grasp (AP, LP)
Beginning at 9th level, you can use Dýr Mótun to command the plant life surrounding you to grasp at your foes. You may cast Spike Growth without expending a spell slot, with the spell casting DC for this is 8 + your proficiency bonus + your Wisdom modifier. You may do this three times per long rest.
Embody Nature (PP, FP)
When Dýr Mótun reaches 11th level, it can grant you the ability to change into greater beasts. When you use the Bestial Form feature of this weapon, you can change into creatures up to CR 1. Additionally, you may use any of Dýr Mótun's features that you have access to while in this form, though if you have o make concentration checks for a spell they are made at disadvantage.
Empowered Magic (PP, FP)
At 11th level, Dýr Mótun enchantments not only grant abilities, but increase. Dýr Mótun is now a +2 weapon.
Purest Fruit (PP, FP)
Once Dýr Mótun reaches 13th level, the Goodberries it produces have additional effects. Dýr Mótun now grows a number of Goodberries equal to twice your Wisdom modifier (minimum of 2). Additionally, when a creature eats half of the maximum number of Goodberries (rounding down) it may instead act as if you casted Enhance Ability on it. Alternatively, if a creature eats or is smothered with all of the Goodberries Dýr Mótun can grow in one day, it may act as if you casted Lesser Restoration on it. Neither of these effects consume a spell slot.
Reclaim the Wilds (AP, FP)
Beginning at 15th level, Dýr Mótun dominion over plants increases. You may cast Plant Growth once per long rest without expending a spell slot.
A Thousand Forms (PP, GP)
Starting at 17th level, Dýr Mótun allows you to access superior forms. When you use Bestial Form, you can transform into a creature up to CR 2. Additionally, you no longer have disadvantage on Concentration checks while transformed via the Beastial Form feature.
Empowered Magic (2) (PP, GP)
By 17th level, the enchantments on Dýr Mótun reach their apex. Dýr Mótun is now a +3 weapon.
True Guardian (AP, GP)
At 20th level, the shapes that Dýr Mótun previously allowed you to transform into are overshadowed by the new form you may take on. Once per long rest, you may transform into a creature with the Beast or Plant typing that is CR 5 or lower. This transformation follows the rules of the Druid's Wild Shape with the exception that it last for 1 minute in addition to the previously mentioned exceptions.
Dyrnar Framleiðandi Sapphire
The Dyrnar Framleiðandi Sapphire is a small, roughly cut sapphire affixed to a piece of gold which is worn on a silver necklace. Beautiful and expensive as jewelry itself, it is often sought after and thus not easily obtained. As an item, the Dyrnar Framleiðandi Sapphire is a +1 Arcane Focus.
Trait. The Dyrnar Framleiðandi Sapphire glows a soft blue when within 120 feet of a source of teleportation magic, and will flash bright blue if a creature teleports within 60 feet of its wearer.
History
Originally a simple gem, the Dyrnar Framleiðandi Sapphire was once used a focus for teleportation magic that extended hundreds of miles. The magic that was used was experimental, with dozens of powerful wizards testing various teleportation circles that linked together; as well as various other magics, though none were used on the Dyrnar Framleiðandi Sapphire. Eventually the site began to split into several factions, with each taking the item they worked on for fear that the other factions would use it against them. Now that the gem is removed, the powerful teleportation at the site can no longer be performed, however the item itself still contains the magic once focused through it; now lying dormant.
Dyrnar Framleiðandi Sapphire Table
| Level | Features |
|---|---|
| 5th | Doorway |
| 6th | — |
| 7th | Path |
| 8th | — |
| 9th | Sustained Rift |
| 10th | — |
| 11th | Gate, Empowered Magic |
| 12th | — |
| 13th | Guide |
| 14th | — |
| 15th | Avert |
| 16th | — |
| 17th | Portal, Empowered Magic (2) |
| 18th | — |
| 19th | — |
| 20th | Faster than Light |
Rituals
The following are the necessary rituals to gain access to this item's Powers.
Focused Power. Cast teleportation spells five times while carrying this item. Alternatively, you can cast Jump as seen in the Weavechanger class ten times while holding this item. The completion of either ritual will allow you to utilize any Lesser Powers that the Dyrnar Framleiðandi Sapphire gains while you wield it.
Reaching Limits. Teleport a total of 5,000 feet (or the standard unit you use in game) while carrying this item. This includes any teleportation magic done by you, and no other teleportation magic. The completion of this ritual will allow you to utilize any Fair Powers that the Dyrnar Framleiðandi Sapphire gains while you wield it.
Find the Way. You must return to the place of the Dyrnar Framleiðandi Sapphire's origin, and activate the teleportation magic that it once enhanced. The completion of this ritual will allow you to utilize any Greater Powers that the Dyrnar Framleiðandi Sapphire gains while you wield it.
Doorway (AP, LP)
Once you gain the ability to use Dyrnar Framleiðandi Sapphire's Lesser Powers, you can activate its magic, allowing you to teleport. You can use your bonus action to teleport to an unoccupied space up to 30 feet away. This can be done a number of times equal to half your level per long rest rounding down.
Path (AP, LP)
At 7th level, you can open up your portals to other creatures. By expending an additional use of Doorway, you can bring one other willing creature with you.
Sustained Rift (AP, LP)
By 9th level, you've learned to hold the portals you make open. By expending an additional use of Doorway, you can hold the portal you made open for 1 minute, during which time any creature can use its bonus action to move through.
Gate (PP, FP)
After unlocking the Dyrnar Framleiðandi Sapphire's Fair Powers, your portals become stronger. When you use Doorway, the distance is increased to 45 feet, and you now have ten uses of Doorway.
Empowered Magic (PP, FP)
At 11th level, Dyrnar Framleiðandi Sapphire's enchantments not only grant abilities, but increase. Dyrnar Framleiðandi Sapphire is now a +2 weapon.
Guide (AP, FP)
Beginning at 13th level, you can use the portals you create in a more defensive manner. By expending a use of Doorway, you can use your reaction to give yourself a bonus to AC equal to your Intelligence modifier (minimum of 1) against a single attack targeting you.
Avert (AP, FP)
When Dyrnar Framleiðandi Sapphire reaches 15th level, you can redirect magic with your portals. By expending one use of Door and your reaction, you can give yourself a bonus equal to your Intelligence modifier (minimum of 1) on one saving throw.
Portal (PP, GP)
Starting at 17th level, the portals produced by Dyrnar Framleiðandi Sapphire's magic are more powerful than ever. The distance of Doorway is increased to 60 feet, and it now has 15 uses.
Empowered Magic (2) (PP, GP)
By 17th level, the enchantments on Dýr Mótun reach their apex. Dýr Mótun is now a +3 weapon.
Faster than Light (AP, GP)
At 20th level, you can use several of the portals Dyrnar Framleiðandi Sapphire creates at once. You can expend any number of uses of Doorway at once, with the distance equaling 60 times the uses of Doorway expended. Additionally, you may use either Path or Sustained Rift in addition to this feature.
Frumefni Orb
The Frumefni Orb is a small, glass ball containing several elemental spirits. When no magic is present, it seems as if a simple arcane focus; yet when magic occurs these spirits show. As an item, the Frumefni Orb is a +1 Arcane focus
Trait. When Cold, Fire, Thunder, or Lightning related spells are casted by the wielder of the Frumefni Orb, a small elemental spirit corresponding to the aforementioned elements shows its face in the Frumefni Orb.
History
Much as with the Dyrnar Framleiðandi Sapphire, the Frumefni Orb was crafted as an experiment; with the goal of this to be the focusing of elemental energy to cause desired weather and effects. As time went on, the makers of this item and their compatriots grew anxious and paranoid to one another, until the wielder of the Frumefni Orb used its power to enhance a lightning storm they created; destroying most of the rival team's research facility. After this incident, the groups of mages and wizards would never return to being allies; each taking their respective items with them. The wizard who created the aforementioned lightning storm ran from the land he was in and hid off the coast, creating an inversed tower which has a cave for an entrance and goes deep beneath the waves. There he hoped he would find solidarity, peace, and safety. There he made both his home, and final resting place.
Frumefni Orb Table
| Level | Features |
|---|---|
| 5th | Charged Elements |
| 6th | — |
| 7th | Elemental Burst |
| 8th | — |
| 9th | Invigorated Spells |
| 10th | — |
| 11th | Overpowering Magic, Empower Magic |
| 12th | — |
| 13th | Spiteful Bolts |
| 14th | — |
| 15th | Defensive Elementals |
| 16th | — |
| 17th | Pure Energy, Empowered Magic (2) |
| 18th | — |
| 19th | — |
| 20th | Release Elemental |
Rituals
The following are the necessary rituals to gain access to this item's Powers.
Ride the Lightning. You must revive the elementals within the Frumefni Orb. This is done by reaching the heart of a storm and letting the Frumefni Orb get struck by lightning. The completion of this ritual will allow you to utilize any Lesser Powers that the Frumefni Orb gains while you wield it.
Infused with the Elements. Though the elementals are alive, you must now empower them; returning to them the strength they once held by placing them at a point of high elemental energy, specifically a portal to an elemental plane. The completion of this ritual will allow you to utilize any Fair Powers that the Frumefni Orb gains while you wield it.
Overcharged. Now the elementals must once more reach their pinnacle by being put into the conditions they were held at the research facility where they were made. The completion of this ritual will allow you to utilize any Greater Powers that the Frumefni Orb gains while you wield it.
Charged Elements (PP, LP)
Once you gain the ability to use Frumefni Orb's Lesser Powers, your elemental magics have increased power. Whenever you cast a spell that deals Cold, Fire, Lightning, or Thunder damage, it deals additional damage of the same type equal to your Intelligence modifier (minimum of 1).
Elemental Burst (AP, LP)
By 7th level, you can condense elemental energy into a small ball. You can cast Chromatic Orb at 2nd level without expending a spell slot twice per long rest, for which your spell casting modifier is Intelligence.
Invigorated Spells (PP, LP)
Beginning at 9th level, the elemental magic dealt by you becomes further empowered by the Frumefni Orb. When you cast a spell that deals Cold, Fire, Lightning, or Thunder damage, you reroll all 1s and 2s on the damage dice; though you must take the new rolls even if they are 1s or 2s.
Overpowering Magic (PP, FP)
Starting at 11th level, the elemental energy that the Frumefni Orb produces is almost as strong as the energy that naturally occurs. When you cast a spell that deals Cold, Fire, Lightning, or Thunder damage, it ignores Resistance and treats Immunity as Resistance.
Empowered Magic (PP, FP)
At 11th level, the Frumefni Orb's enchantments not only grant abilities, but increase. The Frumefni Orb is now a +2 weapon.
Spiteful Bolts (AP, FP)
When the Frumefni Orb reaches 13th level, it can call upon the elements by itself. You can cast Call Lightning once per long rest, and you have advantage on Concentration checks made to maintain the Call Lightning casted via this feature. Your spell casting modifier for this feature is your Intelligence modifier.
Defensive Elementals (AP, FP)
By 15th level, the elementals within the Frumefni Orb can guard you of their own volition. You can cast Absorb Elements at 2nd level without expending a spell slot. This can be done three times per long rest..
Pure Energy (PP, GP)
Beginning at 17th level, the Frumefni Orb's elemental magic is as strong, if not stronger, than real elemental energy. Spells you cast that deal Cold, Fire, Lightning, or Thunder damage entirely ignore resistances and immunities.
Empowered Magic (2) (PP, GP)
By 17th level, the enchantments on the Frumefni Orb reach their apex. the Frumefni Orb is now a +3 weapon.
Release Elemental (AP, GP)
At 20th level, you can release minor forms of the elementals contained within the Frumefni Orb. You can cast Conjure Minor Elementals without expending a spell slot once per long rest. When you cast Conjure Minor Elementals in this way, it does not require your concentration to be maintained.
Galdur Skjóta
The Galdur Skjóta is an elven crafted long bow, being slightly smaller than usual while at rest, though it conforms to the size of its user. It is made of yew, with engravings of vines wrapping around the limbs of the bow until the point where an arrow rests; at which there is a small flower for the arrow to rest on. As an item, the Galdur Skjóta is a of +1 Longbow.
Trait. When an arrow is fired, the engravings of vines and the flower become momentarily alive.
History
Galdur Skjóta was crafted by a an elvish smith and craftsmen named Alfur Smiður, who, after venturing around Kælt Stað, wanted to imbue the bow he so often used with the natural world he so often observed. At first, his enchantments were simple; involving no more than an elaborate illusion involved with the carvings he placed on the bow. With time though the magic he placed upon the bow grew, and he made it embody the less illustrious aspects of nature; beginning with a small flower where an arrow would rest upon the bow, which coated the arrow in toxins and poisons. Over time the bow become renowned both for its appearance and the effects it produced, though it never grew to fame outside of Alfur's tribe. After Alfur placed the final enchantments upon the bow he named, calling it simply the magic bow; or Galdur Skjóta.
Galdur Skjóta Table
| Level | Features |
|---|---|
| 5th | Poisoned Arrow |
| 6th | — |
| 7th | Mind Killer |
| 8th | — |
| 9th | Devouring Rot |
| 10th | — |
| 11th | Heightened Blight, Empowered Magic |
| 12th | — |
| 13th | Toxic Bolt |
| 14th | — |
| 15th | Lingering Death |
| 16th | — |
| 17th | Unending Toxin, Empowered Magic (2) |
| 18th | — |
| 19th | — |
| 20th | Splintered Demise |
Rituals
The following are the necessary rituals to gain access to this item's Powers.
Renewed Poisons. In order to once more give your arrows a toxic tip, you must find five cloves of nightshade, grind them, and rub them into the vines and flower on the bow. The completion of this ritual will allow you to utilize any Lesser Powers that Galdur Skjóta gains while you wield it.
Produced Toxin. You must cause the flower to produce its own more exotic poisons, this being done by using any of Galdur Skjóta's features 30 times. If you are a Battlemagi or Fighter Arcane Archer, you may also enhance your own arrows with Infused Shot and Arcane Arrow respectively 30 times. The completion of this ritual will allow you to utilize any Fair Powers that Galdur Skjóta gains while you wield it.
Culling Blight. Now that Galdur Skjóta is producing its own poisons, you must once more strengthen them. This is done by finding the poisons of an Adult Green Dragon and applying them to the vines and flower of Galdur Skjóta once more. The completion of this ritual will allow you to utilize any Greater Powers that Galdur Skjóta gains while you wield it.
Poisoned Arrow (AP, LP)
Once you gain the ability to use Galdur Skjóta's Lesser Powers, you can cause its flower to apply a deadly poison. Using your bonus action, you can cause your next arrow to deal an additional 2d6 Poison damage
Mind Killer (AP, LP)
By 7th level, the poisons made by Galdur Skjóta can now disable foes on a more mental level. When you use Poisoned Arrow you may choose to forfeit the extra poison damage to instead force the creature to make a Constitution saving throw on hit, or become Frightened for the next minute, remaking the saving throw at the end of each of their turns. The DC for this saving throw is 8 + your proficiency bonus + your Wisdom modifier (minimum of 1).
Devouring Rot (AP, LP)
Beginning at 9th level, Galdur Skjóta can now create a sort of poison much like a rattlesnake's venom. When you use Poisoned Arrow you may choose to forfeit the extra poison damage to instead force the creature to make a Constitution saving throw on hit, or take 1d4 Necrotic damage, with them taking an additional 1d4 necrotic damage at the start of each round for the next minute. The DC for this saving throw is 8 + your proficiency bonus + your Wisdom modifier (minimum of 1).
Heightened Blight (PP, FP)
Starting at 11th level, Galdur Skjóta can now produce more, and an increasingly powerful, poison. Poisoned Arrow now has six uses per long rest, and all saving throw DCs for features of this item are increased by 1.
Empowered Magic (PP, FP)
At 11th level, Galdur Skjóta enchantments not only grant abilities, but increase. Galdur Skjóta is now a +2 weapon.
Toxic Bolt (AP, FP)
By 13th level, the toxins Galdur Skjóta produces are now similar to neurotoxins. When you use Poisoned Arrow you may choose to forfeit the extra poison damage to instead force the creature to make a Constitution saving throw on hit, or become Stunned for the next round. The DC for this saving throw is 8 + your proficiency bonus + your Wisdom modifier (minimum of 1).
Lingering Death (AP, FP)
When Galdur Skjóta reaches 15th level, it can unleash a small cloud of poison. When you use Poisoned Arrow you may choose to forfeit the extra poison damage to instead choose a point within 150 feet. A poison cloud arises within a 15 foot radius of the point you have chosen, forcing all creatures within the cloud's range to make a Constitution saving throw or take 1d4 Poison damage and become Poisoned for the next round. When a creature first moves into the cloud or ends their turn in the cloud's radius, they must make the Constitution save or suffer the previously mentioned effects. The DC for this saving throw is 8 + your proficiency bonus + your Wisdom modifier (minimum of 1).
Unending Toxin (PP, GP)
Beginning at 17th level, Galdur Skjóta produces an unimaginable amount of poison. Poisoned Arrow now has six uses per long rest, and all saving throw DCs for features of this item are increased by 1. Additionally, Poisoned Arrow now deals 3d6 Poison damage.
Empowered Magic (2) (PP, GP)
By 17th level, the enchantments on Galdur Skjóta reach their apex. Galdur Skjóta is now a +3 weapon.
Splintering Volley (AP, PP)
At 20th level, Galdur Skjóta can cause the infused arrow to shatter into thousands of deadly shards. When you use Poisoned Arrow you may choose to forfeit the extra poison damage to instead cause the arrow to explode on impact, forcing all creatures within 10 feet of the creature hit to make a Dexterity saving through or take 2d4 Poison and 2d4 Piercing damage, taking half damage on the saving throw. The DC for this saving throw is 8 + your proficiency bonus + your Wisdom modifier (minimum of 1).
Leiðtogi Brynklæði
Being an unusual sight, the bearer of Leiðtogi Brynklæði is often well known; as plate, much less lions, are not widely spread throughout Kælt Stað. As an item, the Leiðtogi Brynklæði is a set of +1 Half plate.
Trait Leiðtogi Brynklæði has a lion's head engraved upon the chest and abdomen, which roars whenever the wearer uses one of Leiðtogi Brynklæði's features.
History
As was said, Leiðtogi Brynklæði is from a foreign land; believed to be from the country of Dacia in Astura, though most, if not all Kæltians would have no idea that country exists. It was brought to Kælt Stað during a small scale invasion by a Dacian mercenary group. The wearer of the half plate was the commander, and had many wars and battles before where the magical capabilities of the half plate grew; yet it was in Kælt Stað that his and Leiðtogi Brynklæði's abilities were tested. The battles were fearsome there, with the nature against them as well as the natives; yet Leiðtogi Brynklæði's bearer, Leone Uomo, pressed on. Though he would die in this war to the wielder of þruma and Eldingar, he managed to push into the heart of Kælt Stað; leaving his mark on the country by giving his armor to the woman that defeated him. Now a family heirloom of the Skjaldarma family, it is kept with a large, now mercantile, tribe along the coasts of Kælt Stað.
Leiðtogi Brynklæði Table
| Level | Features |
|---|---|
| 5th | Push them Back |
| 6th | — |
| 7th | Strike them Down |
| 8th | — |
| 9th | Hold the Line |
| 10th | — |
| 11th | Lead the Charge, Empowered Magic |
| 12th | — |
| 13th | Shields Up |
| 14th | — |
| 15th | Retribution |
| 16th | — |
| 17th | Call to Arms, Empowered Magic (2) |
| 18th | — |
| 19th | — |
| 20th | Undying Leader |
Rituals
The following are the necessary rituals to gain access to this item's Powers.
Aid in Battle. You must show Leiðtogi Brynklæði that you are a worthy commander. Use the Help action 10 times, or use any of your class features if you are a Commander 20 times. The completion of this ritual will allow you to utilize any Lesser Powers that Leiðtogi Brynklæði gains while you wield it.
Commander's March. Show your capabilities as a commander by using any of Leiðtogi Brynklæði's features 20 times. The completion of this ritual will allow you to utilize any Fair Powers that Leiðtogi Brynklæði gains while you wield it.
Lion's Pride. To master Leiðtogi Brynklæði you have to allow it to lead alongside you. Use any of Leiðtogi Brynklæði's features a total of 40 times. The completion of this ritual will allow you to utilize any Greater Powers that Leiðtogi Brynklæði gains while you wield it.
Push them Back (AP, LP)
Once you gain the ability to use Leiðtogi Brynklæði's Lesser Powers, you can command your allies. Five times per long rest, you can use your Bonus Action to choose a willing ally. This causes the ally to move up to half their speed using their reaction.
Strike them Down (AP, LP)
By 7th level, Leiðtogi Brynklæði can further command allies to attack. Five times per long rest you can use your Bonus Action to choose a willing ally. This causes the ally to make a single attack, with ranged attacks having to occur within their first ranged increment.
Hold the Line (AP, LP)
When Leiðtogi Brynklæði reaches 9th level, it allows you to keep your allies fighting. When an ally drops to 0 hp within 30 feet of you, you can use your reaction to move up to your movement towards them, healing them 1d8 plus an additional 1d8 for every opportunity attack you take on your way to the chosen ally. If you are to drop unconscious while using this feature, it does not occur until after you reach and heal your ally. This can be done once per long rest.
Lead the Charge (AP, FP)
Starting at 11th level, you can command multiple allies at once. Using your action, you may choose a number of willing allies that you can see within 30 feet of you. They can then move up to half their movement speed using their reaction. You may do this three times per long rest.
Empowered Magic (PP, FP)
At 11th level, Leiðtogi Brynklæði enchantments not only grant abilities, but increase. Leiðtogi Brynklæði is now a +2 weapon.
Shields Up (AP, FP)
By 13th level, you can command allies to put up their guard using Leiðtogi Brynklæði. Using your action, you may choose a number of willing allies that you can see within 30 feet of you. They can gain a +2 bonus to AC and Dexterity Saving Throws using their reaction. You may do this three times per long rest.
Retribution (AP, FP)
Beginning at 15th level, Leiðtogi Brynklæði can now alert you when an ally is attacked, and allow you to act upon that. When an ally is attack by a creature within your weapon's range, you may use your reaction to make a single attack against them.
Call to Arms (AP, GP)
Starting at 17th level, you can command your allies to make a sweeping strike through using Leiðtogi Brynklæði. Using your action, you may choose a number of willing allies that you can see within 30 feet of you. They can make a single attack or cast a spell of 2nd level or lower using their reaction. You may do this twice per long rest.
Empowered Magic (2) (PP, GP)
By 17th level, the enchantments on Leiðtogi Brynklæði reach their apex. Leiðtogi Brynklæði is now a +3 weapon.
Undying Leader (AP, GP)
When Leiðtogi Brynklæði reaches 20th level, it can use its powers to further keep you alive. When you are to drop to 0 hp or be instantly killed, you instead drop to hp equal to the number of allies within 60 feet of you. You can use this feature once per long rest.
Logandi Ruby
Being a gold circlet with a large ruby in the middle, it is a fine piece of jewelery; however many often apprehensive to keep it, as it has a habit of making and empowering flames around it. As an item, the Logandi Ruby is a +1 Arcane focus
Trait. When attuned, a cloak of fire appears around the wearer, shedding 10 feet of bright light and a further 10 feet of dim light, with no other effect.
History
The Logandi Ruby began its life as a circlet for the shaman of a well to do tribe, which found it during a raid. As the tribe's presence grew, so did the shaman's power; culminating in the ability to divine using fire, something she often used to help the tribe determine when and where to strike. With her powers came higher status, until she alone was the figure head of the tribe; at which point her fire took on not just the ability to look into the future or distant lands, but also create explosions and walls of flame; as her new job was to be war chief, as is expected of a tribe's head. It is these fires, during times of war and strife, that become held within the circlet and may now be used by those that prove themselves to be worthy leaders. It's believed to be in the hands of her descendant, the monarch of the Eldlaug tribe.
Logandi Ruby Table
| Level | Features |
|---|---|
| 5th | Royal Flame |
| 6th | — |
| 7th | Leader's Spark |
| 8th | — |
| 9th | Purifying Fire |
| 10th | — |
| 11th | Monarch's Blaze, Empowered Magic |
| 12th | — |
| 13th | Constant Burn |
| 14th | — |
| 15th | Overwhelming Conflagration |
| 16th | — |
| 17th | Imperial Inferno, Empowered Magic (2) |
| 18th | — |
| 19th | — |
| 20th | Phoenix Form |
Rituals
The following are the necessary rituals to gain access to this item's Powers.
Embers. Reignite the inferno that the Logandi Ruby by once held by dealing Fire damage 20 times or use Divination magic 20 times. The completion of either ritual will allow you to utilize any Lesser Powers that Logandi Ruby gains while you wield it.
Flames. Stoke the fires that have sprouted because of your prowess by defeating 30 enemies in combat or use Divination magic 30 times. The completion of either ritual will allow you to utilize any Fair Powers that Logandi Ruby gains while you wield it.
Inferno. Give way to the ultimate fire created by the Logandi Ruby by casting Meteor Swarm or Foresight once. The completion of either ritual will allow you to utilize any Greater Powers that Logandi Ruby gains while you wield it.
Royal Flame (AP, LP)
Once you gain the ability to use the Logandi Ruby's Lesser Powers, you can channel the fire that it creates to guard yourself. Three times per long rest, you can cloak yourself in a shield of flames, shedding 10 feet of bright light and an additional 10 feet of dim light for the next minute. While this lasts, you gain a +1 to AC, and all creatures within the radius of the bright light take 1d4 Fire damage when they enter the bright light and when they start their turns in it.
Leader's Spark (AP, LP)
Starting at 7th level, the flames produced by the Logandi Ruby not only grant you protection, but also Charisma. You gain proficiency in tow of the following: Deception, Intimidation, or Persuasion. Three times per long rest, you can choose to give yourself double your proficiency bonus to all checks made with the skills you chose for 1 minute.
Purifying Fire (PP, LP)
By 9th level, the fires produced by the Logandi Ruby can cauterize your wounds. When you cast a spell that deals Fire damage or use the Royal Flame feature through the Logandi Ruby, you heal a number equal to your Charisma or Wisdom modifier (minimum of 1).
Monarch's Blaze (PP, FP)
When the Logandi Ruby reaches 11th level, the guard i creates is enhanced. The Royal Flame now increases your AC by *2, the bright and dime light range increases to 15ft, and the damage dealt to creatures within its range increases to 2d4 Fire damage.
Empowered Magic (PP, FP)
At 11th level, the Logandi Ruby enchantments not only grant abilities, but increase. The Logandi Ruby is now a +2 weapon.
Constant Burn (PP, FP)
Beginning at 13th level, the flames of the Logandi Ruby are burn even hotter. When you deal Fire damage of any kind, you deal an additional amount of Fire damage equal to your Charisma or Wisdom modifier (minimum of 1).
Overwhelming Conflagration (PP, FP)
Starting at 15th level, an abundance of fire is created by the Logandi Ruby when you use fire magic. When you cast a spell that deals fire damage, its radius is increased by 5 feet. If the spell targets one creature, it instead has a 5 foot radius, and if it is a cone its size is increased by 5 feet.
Imperial Inferno (PP, GP)
When the Logandi Ruby reaches 17th level, the flames it sheathes you in become their strongest. The Royal Flame now increases your AC by *3, the bright and dime light range increases to 20ft, and the damage dealt to creatures within its range increases to 3d4 Fire damage.
Empowered Magic (2) (PP, GP)
By 17th level, the enchantments on the Logandi Ruby reach their apex. The Logandi Ruby is now a +3 weapon.
Phoenix Form (AP, GP)
At 20th level, the Logandi Ruby can give you the shape of the Phoenix. Once per week, you may transform into the Phoenix for a number of rounds equal to your Charisma or Wisdom modifier (minimum of 1). Alternatively, you may transform into a Fire Elemental once per long rest for 1 minute. These transformations follows the same rules as a Druid's Wild Shape, with the exception that you specifically transform into either a Phoenix or a Fire elemental.
Jarðskjálfti
Being a small gray drum, the look of Jarðskjálfti itself is innocuous. As an item, Jarðskjálfti is a +1 Arcane Focus that is a drum.
Trait. When music is played using these drums, there is a soft tremble throughout the ground that maintains a speed similar to the beat of the music being played.
History
Jarðskjálfti was originally the instrument of a hermit. Lonely, he called to the world around him to be his friend; and through the beats of the ground around him the world answered. Over time this companionship grew stronger and stronger, until eventually he could use his music to summon allies and shake the earth around him at his will. With this abundant powers he could grant lesser powers to people of his choosing, eventually gaining a small following. Centuries have passed, and the once large number of followers as been educed to a small cult; with Jarðskjálfti being prayed to more so than its now nearly forgotten owner. Now Jarðskjálfti lies with its original wielder in a hidden monastery, surrounded by its followers and gifts to itself; yet yearning to reconnect to the earth once more.
Jarðskjálfti Table
| Level | Features |
|---|---|
| 5th | Tremble |
| 6th | — |
| 7th | Shaking Beat |
| 8th | — |
| 9th | Stone Surfing |
| 10th | — |
| 11th | Rattle, Empowered Magic |
| 12th | — |
| 13th | Concussive Music |
| 14th | — |
| 15th | Move the Weave |
| 16th | — |
| 17th | Rock, Empowered Magic (2) |
| 18th | — |
| 19th | — |
| 20th | Dancing Earth |
Rituals
The following are the necessary rituals to gain access to this item's Powers.
Anyone There. You must reconnect Jarðskjálfti to the world around you by meditating at a point 500 feet below ground, or 500 feet up a mountain for 1 week. The completion of this ritual will allow you to utilize any Lesser Powers that Jarðskjálfti gains while you wield it.
Come Along. Convince those around you to move to the same beat by preventing 150 feet of movement using Tremble. The completion of this ritual will allow you to utilize any Fair Powers that Jarðskjálfti gains while you wield it.
Dance with Me. Show to all those around you that you can't stop the rhythm by forcing a caster to have disadvantage using Move the Weave 10 times, or by using Concussive Blast 20 times. The completion of this ritual will allow you to utilize any Greater Powers that Jarðskjálfti gains while you wield it.
Tremble (PP, LP)
Once you gain the ability to use Jarðskjálfti's Lesser Powers, you can cause the earth to passively shake around you. Using your bonus action you can play music on Jarðskjálfti, which causes the ground within 15 feet of you acts as difficult terrain to any number of creatures that you choose.
Shaking Beat (AP, LP)
Starting at reaches 7th level, you can violently shake the ground around you using the music made by Jarðskjálfti. Three times per long rest, you can use an action to force all creatures within the range of Tremble to make a Dexterity saving throw or be knocked prone. The DC is equal to 8 + your proficiency bonus + your Charisma modifier.
Stone Surfing (PP, LP)
When Jarðskjálfti reaches 9th level, it allows the earth around you to carry you forward. Your base movement speed increases by 10 feet, and you gain a climbing and burrowing speed equal to your base movement speed.
Rattle (PP, FP)
By 11th level, the beat made by Jarðskjálfti reaches even farther. The range of Tremble increases to 30 feet.
Empowered Magic (PP, FP)
At 11th level, Jarðskjálfti's enchantments not only grant abilities, but increase. Jarðskjálfti is now a +2 weapon.
Concussive Music (AP, FP)
Beginning at 13th level, Jarðskjálfti can focus the music it makes on one point, causing an explosion. Twice per long rest, you may cast Shatter at 3rd level, with the DC equaling 8 + your proficiency bonus + your Charisma modifier.
Move the Weave (PP, FP)
Starting at 15th level, the beat that Jarðskjálfti produces disrupts the flow of magic. Concentration checks for creatures other than your allies within range of Tremble are made at disadvantage.
Rock (PP, GP)
When Jarðskjálfti reaches 17th level, the beats it makes reach the farthest possible. The range of Tremble increases to 60 feet.
Empowered Magic (2) (PP, GP)
By 17th level, the enchantments on Jarðskjálfti reach their apex. Jarðskjálfti is now a +3 weapon.
Dancing Earth (AP, GP)
At 20th level, the music you make with Jarðskjálfti can cause the stones and earth around you to come to life. Once per long rest, you can summon an Earth Elemental using your action. This elemental is friendly towards you and your allies, and will follow any commands you issue to it, which you may do as a bonus action. This elemental is animated for either 1 minute or until it drops to 0 hit points, which ever happens first.
Reiki Blað
Reiki Blað is a strange looking dagger, with a dark gray blade and leather wrapped handle, most of its features seem just slightly odd; with the exception of the entirely out of place guard, which looks like a set of folded wings ready to flap open.
Trait. When thrown, the guard comes to life and begins to flap as it flies towards its target.
History
Possibly the least known of all the weapons, Reiki Blað was the weapon of choice for an assassin during the Frostborne Age. It was often used to kill those that would stand against the dragons who attempted to rule the land, itself wielded by a Dragonborn woman known simply as Tannhára. Over time her exploits became renowned, and ambushes often lied in wait of her; yet her and her knife held strong and slew many of her targets, and all of those that got in her way. Due to her achievements she was granted a large underground complex and the title of Brood Mother, having her own hive of Dragonborn under her.
Reiki Blað Table
| Level | Features |
|---|---|
| 5th | Return |
| 6th | — |
| 7th | Bouncing Strike |
| 8th | — |
| 9th | Far Reaching |
| 10th | — |
| 11th | Swift Rebound, Empowered Magic |
| 12th | — |
| 13th | Forever Flying |
| 14th | — |
| 15th | Homing Blade |
| 16th | — |
| 17th | Always Returning, Empowered Magic (2) |
| 18th | — |
| 19th | — |
| 20th | Reoccurring Impact |
Rituals
The following are the necessary rituals to gain access to this item's Powers.
Run. To unlock Reiki Blað's power, you must first help it remember them. Successfully make ten thrown attacks with Reiki Blað. The completion of this ritual will allow you to utilize any Lesser Powers that Reiki Blað gains while you wield it.
Jump. In order for Reiki Blað's powers to grow, it must exercise the muscles it hasn't since times long gone. Use Bouncing Strike twelve times. The completion of this ritual will allow you to utilize any Fair Powers that Reiki Blað gains while you wield it.
Fly. For Reiki Blað to reach its true power, it must finally soar; which is accomplished by using Hoaming Blade to hit a creature ten times. The completion of this ritual will allow you to utilize any Greater Powers that Reiki Blað gains while you wield it.
Return (AP, LP)
Once you gain the ability to use Reiki Blað's Lesser powers, you can command it to return to you. When you throw Reiki Blað, you can use a bonus to recall it, causing it to attempt fly back to you in a straight line without avoiding obstacles.
Bouncing Strike (AP, LP)
Beginning at 7th level, you learn how to make Reiki Blað perform aerial maneuvers. Three times per long rest, you can use your action to select a number of creatures equal to your Dexterity modifier (minimum of 1) that you can see and are within the first increment of Reiki Blað. These creatures must make a Dexterity saving throw or act as if you had hit them with Reiki Blað, which returns to you as part of this action. The DC for this saving throw is equal to 8 + your proficiency bonus + your Dexterity modifier (minimum of 1).
Far Reaching (PP, LP)
By 9th level, Reiki Blað begins to have an easier time maneuvering through the air. The range increments of Reiki Blað are increased by 15 ft each. Additionally, you now longer suffer disadvantage when throwing Reiki Blað at creatures within melee range.
Swift Rebound (PP, FP)
When Reiki Blað reaches 11th level, it returns quicker than ever. When you recall Reiki Blað, it may be done as part of your movement. Additionally, it avoids objects of 15 feet or smaller in all dimensions as it returns to you.
Empowered Magic (PP, FP)
At 11th level, Reiki Blað's enchantments not only grant abilities, but increase. Reiki Blað] is now a +2 weapon.
Forever Flying (PP, FP)
By 13th level, Reiki Blað cuts through air as if it simple a void. The range increments of Reiki Blað are increased by a further 15 feet, and you no longer suffer disadvantage when throwing Reiki Blað within the second increment.
Homing Blade (AP, FP)
Starting at 15th level, you can cause Reiki Blað to track down and target a single enemy. Twice per long rest, you may use your action to throw Reiki Blað at a creature within 120 feet of you. This attack ignores all cover, so long as you know the creature is there, additionally, this attack has a bonus +5 to hit and deals additional damage equal to your proficiency modifier.
Always Returning (PP, GP)
When Reiki Blað reaches 17th level, it will always find a way to return to you. When you recall Reiki Blað, it will avoid objects of 45 feet or smaller in all dimensions, and entirely avoid any obstacles when you are within 90 feet of it assuming it can return to you.
Empowered Magic (2) (PP, GP)
By 17th level, the enchantments on Reiki Blað reach their apex. Reiki Blað is now a +3 weapon.
Reoccurring Impact (PP, GP)
At 20th level, Reiki Blað now strikes as it returns to you. When you recall Reiki Blað, you may make a single attack against any creature in a straight line between you and Reiki Blað as if you had thrown it at them, even if you hit that creature when you most recently threw Reiki Blað.
Risi Sál
Ornately carved and nearly 5 feet tall, Risi Sál is a sight to behold; especially when it comes to claymores. Yet its look makes it seem more like a heirloom than a weapon of legend and myths. As an item, Risi Sál is a +1 Greatsword.
Trait. When the wielder of Risi Sál attacks with it, the spectral form of a giant appears behind them, making the exact same attack.
History
Forged by humans, Elves, and Dwarves working in conjunction, Risi Sál is a weapon with a history more legendary than its initial appearance may suggested. It was crafted for the king of Kælt Stað, a man whose name has been forgotten to history, but whose exploits have not been. It was said that this king could wrestle titans to their knees, and cut all the trees of a forest in one swing. Another common legend of this king says that he once fought an entire army on his own, armed with nothing bu Risi Sál. Yet now, all that remains of him and Risi Sál's former glory lies in legends and the king's tomb.
Risi Sál Table
| Level | Features |
|---|---|
| 5th | Might of Ten Men |
| 6th | — |
| 7th | Overwhelming Force |
| 8th | — |
| 9th | Supernatural Reach |
| 10th | — |
| 11th | Strength of an Ox, Empowered Magic |
| 12th | — |
| 13th | Immense Strikes |
| 14th | — |
| 15th | Towering Form |
| 16th | — |
| 17th | Giant's Vigor, Empowered Magic (2) |
| 18th | — |
| 19th | — |
| 20th | Power of the Jötunn |
Rituals
The following are the necessary rituals to gain access to this item's Powers.
Three Peoples United. In order to once more unlock the powers of Risi Sál, you must gain the blessings of a powerful Elf, Dwarf, and Human. The completion of this ritual will allow you to utilize any Lesser Powers that Risi Sál gains while you wield it.
Claim to the Throne. To gain more of Risi Sál's powers, you must clear a way to leadership. You must take control of an army or settlement of any kind.
King Once More. For you to unlock the true powers that Risi Sál holds, you must allow it to finally be legendary again. To do so, you must wage war with another settlement which has a standing army.
Might of Ten Men (PP, LP)
Once you gain the ability to use Risi Sál's Lesser powers, it begins to imbue you with extreme might. Your Strength score increases by 1, and your maximum Strength score increases by 2. Additionally, you count as one size larger for the purposes of determining lift, drag, and push.
Overwhelming Force (PP, LP)
Starting at 7th level, Risi Sál has more than just your own strengt5h behind it. When you hit a creature using Risi Sál, you deal an additional 1d4 Force damage.
Supernatural Reach (AP, LP)
Beginning at 9th level, a spectral extension to Risi Sál forms whenever you swing the blade. Risi Sál now has a reach of 10 feet. Additionally, three times per long rest, you can swing forth a phantom blade from Risi Sál. This acts as if you made an attack with Risi Sál, except its reach is 30 feet.
Strength of an Ox (PP, FP)
By 11th level, Risi Sál further increases the might you gain when you wield it. Your Strength score increases by an additional 1, and your maximum Strength score increases by a further 2.
Empowered Magic (PP, FP)
At 11th level, Risi Sál's enchantments not only grant abilities, but increase. Risi Sál is now a +2 weapon.
Immense Strikes (PP, FP)
Starting at 13th level, the spectral might behind Risi Sál increases. Whenever you make an attack with Risi Sál it now deals an additional 1d6 Force damage instead of the 1d4 Force damage granted by Overwhelming Force.
Towering Form (AP, FP)
Beginning at 15th level, Risi Sál can temporarily grant you the might of a giant. Twice per long rest, you can cast Enlarge/Reduce on yourself, with its effects being limited to enlarge, without expending a spell slot. When Enlarg/Reduce is casted in such a way, it requires no concentration.
Giant's Vigor (PP, GP)
At 17th level, the might Risi Sál grants you has reached the furthest possible. Your Strength score increases by an additional 1, and your maximum Strength score increases by a further 2.
Empowered Magic (2) (PP, GP)
By 17th level, the enchantments on Risi Sál reach their apex. Risi Sál is now a +3 weapon.
Power of the Jötunn (AP, GP)
When Risi Sál reaches 20th level, it can temporarily give you the might of a Jötunn. As a bonus action once per long rest, you can enter this form. While in it, your size category increases by 1, to a maximum of Large, your Strength score becomes 30, and you deal additional Force damage on all attacks you make equal to your Strength modifier. Additionally, you gain advantage on all Strength checks and Strength saving throws. This form lasts for 1 minute or until you fall unconscious, which ever happens first, after which you gain three levels of exhaustion.
Skari Hringir
A deep gray sash, Skari Hringir is more of a symbol of rank than of skill to those that don't know of its abilities. This otherwise archaic looking item finds a common use amongst those who wish to raise on army of dead, a wish it will gladly help with. As an item, Skari Hringir his a +1 Arcane Focus.
Trait. When an undead is summoned or created while a creature is attuned to this item, the previous name of the undead is magically stitched into the sash.
History
Oeiginally, Skari Hringir was a simple sash that denoted the general of a now forgotten army. Yet throughout its history, it passed between hands as a relic of a time gone by; with some wearing it in hopes to inspire their peoples, and others using imbuing it with strong magics. Eventually, it fell into the hands of a passionate, young, dark elven woman who sought to show her people the ways of the past should be once more practiced. She thought that the raising of those gone by could help her to learn this way, yet all they brought was fear into the people shown. This lead to her being an outcast. Being forced out of her familiar life and alone, she wanted vengeance; with their major cities in mind, she raised armies of undead, and struck down these cities. Now she rules alone, undead and eternal with the lifeless around her. Yet Skari Hringir has not forgotten the wars it once raged, and thirsts for that same battle again.
Skari Hringir Table
| Level | Features |
|---|---|
| 5th | Call to the Dead |
| 6th | — |
| 7th | Rise Once More |
| 8th | — |
| 9th | Eternal Guard |
| 10th | — |
| 11th | Necrotic Grasp, Empowered Magic |
| 12th | — |
| 13th | Undying Swarm |
| 14th | — |
| 15th | Siphoning Death |
| 16th | — |
| 17th | Tormented Touch, Empowered Magic (2) |
| 18th | — |
| 19th | — |
| 20th | Unstoppable Army |
Rituals
The following are the necessary rituals to gain access to this item's Powers.
Back to Life. Show Skari Hringir that you are determined in your quest by casting Raise Dead 10 times, or, if you are playing a Summoner, summon 25 undead. The completion of this ritual will allow you to utilize any Lesser Powers that Skari Hringir gains while you wield it.
Marching Night. Coerce the more powerful abilities of Skari Hringir to be available to you by using any of the Lesser Powers 30 times. The completion of this ritual will allow you to utilize any Fair Powers that Skari Hringir gains while you wield it.
No Rest for the Wicked. Convince Skari Hringir they you should be its one true wielder by summoning 100 undead using any of its features. The completion of this ritual will allow you to utilize any Greater Powers that Skari Hringir gains while you wield it.
Call to the Dead
Once you gain the ability to use Skari Hringir's Lesser powers, it begins to allow you to call forth undead. You can summon one creature with the undead typing, whose CR can be no higher than 2. The maximum CR of the creature you can summon increases by 1 every three levels.
Rise Once More (AP, LP)
By 7th level, Skari Hringir allows you to raise the foes you have just slain as your own allies. When you kill a humanoid creature of large or smaller, you may use a bonus action by the end of your next turn to raise them as a zombie or skeleton under your control, which you may direct and command using your bonus action. Undead created in this way last for 1 hour or until killed. You may do this three times per long rest.
Eternal Guard (PP, LP)
Beginning at 9th level, the undead Skari Hringir summons can stay around permanently. When you use Call to the Dead, you may choose to make all undead you summon stay permanently, though you can not summon any other undead using that feature until you choose to end this effect, or all of the undead made using this feature die.
Necrotic Grasp (PP, FP)
When Skari Hringir reaches 11th level, it grants you a small taste of the power of an undead lord. When you make a weapon attack or unarmed strike, you deal an additional 1d4 Necrotic damage, and are now resistant to Necrotic damage.
Empowered Magic (PP, FP)
At 11th level, Skari Hringir's enchantments not only grant abilities, but increase. Skari Hringir is now a +2 arcane focus.
Undying Swarm (PP, FP)
Starting at 13th level, you can summon many undead using Skari Hringir. When you use Call to the Dead, you may choose to create several undead instead of just one, with their combined CR being no higher than the maximum CR you can summon using the Call to the Dead feature.
Siphoning Death (PP, FP)
Beginning at 15th level, the undead created by Skari Hringir are empowered. The attacks of the undead you create have a bonus to hit and damage equal to your proficiency bonus.
Tormented Touch (AP, GP)
When Skari Hringir reaches 17th level, it grants you further undead powers. Once per long rest, you can use your bonus action to imbue a single attack with eternal hate and suffering. If this attack hits, the creature it hits is paralyzed for the next round, and frightened of you for the following round. If the attack critically hits, the length of the paralysis and the fear effects are increased to two rounds.
Empowered Magic (2) (PP, GP)
By 17th level, the enchantments on Skari Hringir reach their apex. Skari Hringir is now a +3 arcane focus.
Unstoppable Army (PP, GP)
At 20th level, the undead created by Skari Hringir become their strongest. When you create undead using any of Skari Hringir's features, they have a bonus to their HP equal to half your level and a bonus to their AC equal to half your proficiency bonus.
Steinhendur
Gauntlets, much as plate, aren't a common sight; even less so with them being expertly crafted out of stone in the likeness of a giant's hands. As an item, Steinhendur grants a +1 to attack an damage rolls of unarmed strikes.
Trait. When the wearer attunes to Steinhendur, it encases their hands; making their entire arms stone-like.
History
Crafted by the first few Dwarves that lived within the Shattered Spire, Steinhendur is made of pure stone; and likely older than any of the inhabitants of Kælt Stað, even the dragons who have roosted there for centuries. As of late, it has fallen into the hands of a monastery on the coast of Kælt Stað, where it is under the personal guard of the eldest monk, who is referred to as Kennari. The locals around the monastery tell tales of the monk going outside, and carving the stone and mountains around the monastery into a more defendable position, in case of the ever present threat of a raid; though no raids have been successful against this monastery in the village's living memory. As far as the monastery knows, Steinhendur was crafted to guard the Shattered Spire, whose stones it was crafted from. Though it has failed this purpose, t can still be used to once more reclaim that land, and seems to intend to do so.
Steinhendur Table
| Level | Features |
|---|---|
| 5th | Stone Breaker |
| 6th | — |
| 7th | Enduring Form |
| 8th | — |
| 9th | Guarding Earth |
| 10th | — |
| 11th | Mountain Mover, Empowered Magic |
| 12th | — |
| 13th | Grasping Rock |
| 14th | — |
| 15th | To Dust and Back |
| 16th | — |
| 17th | World Shaker, Empowered Magic (2) |
| 18th | — |
| 19th | — |
| 20th | Earthen Defender |
Rituals
The following are the necessary rituals to gain access to this item's Powers.
From Stone. You must reconnect Steinhendur with the smithy in which it was crafted. Go to the heart of the Shattered Spire and meditate there for eight hours. The completion of this ritual will allow you to utilize any Lesser Powers that Steinhendur gains while you wield it.
Unbreakable Form. Allow Steinhendur to once more show its powers by giving it control over your form. This is done by using Guarding Earth ten times. The completion of this ritual will allow you to utilize any Fair Powers that Steinhendur gains while you wield it.
Defender. Show Steinhendur that you will be its solemn wielder and protect by using any of its Lesser or Fair powers 20 times. The completion of this ritual will allow you to utilize any Greater Powers that Steinhendur gains while you wield it.
Stone Breaker (PP, LP)
Once you gain the ability to use Dýr Mótun's Lesser powers, Steinhendur begins to increase your strength. Once per turn, when you make an unarmed strike you can make it deal an additional 1d4 damage. Additionally, you may use your Strength modifier in place of your Dexterity modifier to determine bonuses to AC that aren't from armor.
Enduring Form (PP, LP)
Beginning at 7th level, Steinhendur grants your form the hardiness of stone. At the completion of a long rest, you gain temporary hit points equal to Steinhendur's level + your Constitution modifier (minimum of 1), with you gaining half that at the end of a short rest if you so choose. This effect resets every time you take a long rest.
Guarding Earth (AP, LP)
Starting at 9th level, you can use Steinhendur to force the earth around you to protect you. Twice per long rest you may cast Shield without expending a spell slot.
Mountain Mover (PP, FP)
By 11th level, the strength Steinhendur imbues you with increases. The damage of Stone Breaker increases to 1d6.
Empowered Magic (PP, FP)
At 11th level, Steinhendur's enchantments not only grant abilities, but increase. Steinhendur is now a +2 weapon.
Grasping Rock (AP, FP)
Beginning at 13th level, Steinhendur can cause the earth around your foes to grasp at them. Once per long rest, you may cast Maximillian's Earthen Grasp, with the DC being equal to 8 + your proficiency bonus + your Strength modifier.
To Dust and Back (AP, FP)
Starting at 15th level, your body can change to the likeness of nearby stone. Once per long rest, you can cast Meld into Stone.
World Shaker (PP, GP)
When Steinhendur reaches 17th level, the strength it grants you becomes like that of gods. The damage of Stone Breaker further increases to 1d8.
Empowered Magic (2) (PP, GP)
By 17th level, the enchantments on Steinhendur reach their apex. Steinhendur is now a +3 weapon.
Earthen Defender (PP, GP)
At 20th level, Steinhendur causes your form to become entirely like that of stone. Once per long rest, you can cast Stoneskin on yourself without expending a spell slot. When Stoneskin is cast in this way, it also requires no concentration.
Syrgja and Verkur
A large, ornate gong and hammer, Syrgja and Verkur were meant to commemorate times of great joy or sorrow. Now they embody this joy and sorry that once surrounded, becoming infused with some level of emotion yet no personality. Syrgja and Verkur are a +1 Holy Focus which requires two hands to hold, though it can alternatively be used as a shield and light hammer with magical properties, the bonuses it gains throughout level does not cause it to become a better shield and light hammer.
Trait. When the gong (Syrgja) is struck by the hammer (Verkur), a quiet, whimpering tone plays, growing louder and deeper on subsequent strikes.
History
Syrgja and Verkur were made originally to tell all in the vicinity of a small monastery when someone had died, or when it was time for celebration. It had a single bearer, who walked through the nearby village and played it; telling of the news and of events to come. This man had used Syrgja and Verkur for nearly fifty years, and had always ensured that it was properly cared for. Yet due to its beauty and price in comparison to all else there, it was an object in the eye of many thieves. One day, when a petty thief attempted to steal it from the man's home, he was caught and, in an attempt to flee, he murdered the man using Syrgja and Verkur. Now Syrgja and Verkur mourn for their lost compatriot, with the manifestation of such emotions causing magical effects.
Syrgja and Verkur Table
| Level | Features |
|---|---|
| 5th | Soft Tones |
| 6th | — |
| 7th | Deny |
| 8th | — |
| 9th | Enrage |
| 10th | — |
| 11th | Harmonized Pain, Empowered Magic |
| 12th | — |
| 13th | Plead |
| 14th | — |
| 15th | Mourn |
| 16th | — |
| 17th | Quiet Lullaby, Empowered Magic (2) |
| 18th | — |
| 19th | — |
| 20th | Accept |
Rituals
The following are the necessary rituals to gain access to this item's Powers.
Shock. You must help Syrgja and Verkur fully understand what has happened. You must go to their friend's tomb and meditate there for 8 hours. The completion of this ritual will allow you to utilize any Lesser Powers that Syrgja and Verkur gains while you wield them.
Grief. Now you have to help Syrgja and Verkur release those emotions by using Soft Tones+, Deny, or Enrage 30 times. The completion of this ritual will allow you to utilize any Fair Powers that Syrgja and Verkur gains while you wield them.
Prayer. Finally, you must show Syrgja and Verkur how to overcome their pain. Do this by utilizing any of the Lesser or Fair Powers 60 times. The completion of this ritual will allow you to utilize any Greater Powers that Syrgja and Verkur gains while you wield them.
Soft Tones
Once you gain the ability to use Syrgja and Verkur's Lesser powers, you can use them create simple melodies that recollect their past. Twice per long rest, you can use your action to produce a simple melody which forces all creatures within 15 feet of you to make a Wisdom saving throw or be overwhelmed with grief. They act as if under the effects of the Bane spell for the next minute. The saving throw DC equals 8 + your proficiency modifier + your Wisdom modifier.
Deny
Starting at 7th level, the stages of grief begin to personify through Syrgja and Verkur's abilities. Twice per long rest, you can cast Gentle Repose or Blindness/Deafness without expending a spell slot. The saving throw DC equals 8 + your proficiency modifier + your Wisdom modifier.
Enrage
By 9th level, Syrgja and Verkur move on to anger, with Syrgja blaming itself and Verkur blaming the world around it. Twice per long rest you may cast Enhance Ability or Inflict Wounds at 1st level without expending a spell slot. The saving throw DC equals 8 + your proficiency modifier + your Wisdom modifier.
Harmonized Pain
When Syrgja and Verkur reach 11th level, they can further focus those memories into a sharp, seething tone. Twice per long rest, you may use your action to force all creatures within 30 feet of you to make a Wisdom saving throw or take 3d6 Psychic damage, as a feeling of guilt and pain overwhelms them. The saving throw DC equals 8 + your proficiency modifier + your Wisdom modifier.
Empowered Magic (PP, FP)
At 11th level, Syrgja and Verkur's enchantments not only grant abilities, but increase. Syrgja and Verkur are now a +2 holy symbol.
Plead
Starting at 13th level, Syrgja and Verkur begin to cry a pitiful plead for their friend's return. Twice per long rest, you may cast Suggestion or Command at 2nd level without expending a spell slot. The saving throw DC equals 8 + your proficiency modifier + your Wisdom modifier.
Mourn
Beginning at 15th level, Syrgja and Verkur come to learn that their former companion is truly deceased. Once per long rest, you may cast either Silence or Hold Person at 2nd level without expending a spell slot. The saving throw DC equals 8 + your proficiency modifier + your Wisdom modifier.
Quiet Lullaby
At 17th level, the grief that still clings to Syrgja and Verkur further manifests in the music they play. Once per long rest, you may use your action to force all creatures within 45 feet of you to make a Wisdom saving throw, causing them to fall unconscious if they have both failed and have less hit points than the current hit points of Syrgja and Verkur's wielder. The unconscious creatures awaken after one minute, after a creature uses their action to awaken them, or when they take any damage. The saving throw DC equals 8 + your proficiency modifier + your Wisdom modifier.
Empowered Magic (2) (PP, GP)
By 17th level, the enchantments on Syrgja and Verkur reach their apex. Syrgja and Verkur are now a +3 holy symbol.
Accept
When Syrgja and Verkur reach 20th level, they learn to finally accept their past, and use those emotions to actively empower themselves. Once per long rest, you may cast Mass Healing Word or Bestow Curse at 4th level without expending a spell slot. The saving throw DC equals 8 + your proficiency modifier + your Wisdom modifier.
Players Crafting Mythical Items
Sometimes players like to take the initiative, rare but it happens. In most cases you as a DM would likely be happy that they are, but if you draw a loss on what to do when it comes to making Mythical Weapons the following rules are for you; as they entail how to make them, balance them, and earn their abilities.
Possible Items
The first thing for you to consider when a player attempts to create a Mythical Item, or you want an item they use to become one, is what kind of item is it already. As far as I'm concerned in my world, anything can become a Mythical Item so long as their past is eventful enough. You, however, might have very clear rules on how magic is in your game, and in those cases I highly suggest you lay some ground rules on what can and can't become a Mythical Item; such as only already magical items can advance to Mythical Items. You also have to consider the item's original purpose, such as if it were a candle or sword; and then form its history around that. An example of such would be the history of Syrgja, which was originally a small gong and hammer used to denote times of eating or fasting; but after their use in a murder come to physically represent different ways of mourning for a lost friend and the remembrance of a terrible event.
Pivotal Moment
Next up in making a Mythical Item, there's the question of what exactly makes it so mythical? As I had said very early on in this supplement, a weapon could just passively absorb power through killing hordes of foes; and while that would work for making a weapon a Mythical Item in a more casual style of play or with a new group, it doesn't hold a lot of narrative weight. If you run story heavy games, I suggest that you instead tie its mythical abilities to some kind of event that happened in the story; such as a near TPK where only character survived, imbuing their weapon with hatred and anger like Blóðþrýstingur. This gives the players a good reason to want to keep the weapon other than the possibly cool powers it'll gain, and might give the player's character a reason to be attached to the Mythical Item as well.
Gaining Abilities
The final part of making a Mythical Item is to determine what abilities they have. These should always be representative of what the item is, its history, and its use.
Traits
Though often not as impactful as the various Powers an item gets, it can be just as defining of a characteristic. For instance, Dýr Mótun's trait is that it produces Goodberries every morning; useful, though not so much so that it warrants being a Power. Meanwhile the Frumefni Orb's trait is a simple effect which clearly shows the personality of the item, though it has no otherwise immediately applicable uses.
When creating a Trait, make sure that it embodies the personality of the Mythical Item; as it should often be the most recognizable part of an item outside of the item itself.
Lesser Powers
The weakest of the actual Powers, Lesser Powers give a taste of the item's capabilities. This can range anywhere from a unique ability the item has, such as Skari Hringir's Call to the Dead, to the simple casting of preexisting spells, such as with Syrgja and Verkur's Soft Tones. These will often come about naturally as the item is used, and as you learn what the player wants the item to be like. The most important aspect of a Lesser Power is that it fits thematically and balance wise. You want the item to have abilities that both match, and are useful both at the level gained and later on. This is often easiest by giving the weapon a feature that casts a spell or creates a spell like effect that buffs the player, rather than directly targeting the enemy, though basing the spell save DC's for such spells off of player's ability and proficiency scores also helps balance that.
Fair Powers
Similarly to Lesser Powers, Fair Powers show the item's personality and history in a more useful form. In contrast to Lesser Powers though, Fair Powers tend to be pretty strong; acting as something that could turn the tide of battle if set up right. An instance of one strong Fair Power would be Risi Sál's Towering Form, which gives the wielder the ability to cast a low level spell; but being that it requires no concentration, it means the player can wade into combat with all o the benefits of Enlarge/Reduce, without having to worry that they could suddenly lose those benefits.
Greater Powers
Unlike the other powers mentioned, Greater Powers are very few, and thus should count. As you could see in the various items listed, the 5th, 11th, and 17th level abilities are all very similar and build on one another. Though not necessary, this gives a tangible sense of progression to a lot of players. This means that of the three possible Greater Powers each item has, two are immediately used in most designs (those being the thematic one reserved in level 17, and the Empowered Magic (2)). This leaves us with a single Greater Power left, which should be the strongest and most interesting design wise of all of the abilities. As such, I personally tend to reserve them for last; or get them immediately out the way if I know what I want to do.
Dual Items
In contrast to the usual items, Dual Mythical Items, such as Syrgja and Verkur, offer more variety in the powers granted. However they aren't any more complex, it's simply that they give the wielder more options at various levels. This causes Dual Items to be a bit more challenging to make, as you are making a few more features than you would ordinarily, however, it does pay off in regards to flavor and interest; especially when the player is presented with an item that has two entirely opposite kinds of abilities, such as Syrgja and Verkur.
Optional Rules
Though the rules in the beginning of here are meant to be universally applicable, there are always some exceptions. As such, I have included the following optional rules to help better fit these items into your games.
Alternate Leveling
If you find the current leveling system disinteresting or simply unfitting for the way you run, then the following options are a good place to start for reworking leveling to better suit you.
Questing
First up, much as with rituals and again below, you can always tie each level to a quest. This is easily the hardest to prepare for, as you have to prepare a quest for each level; that's fifteen quests per item, something I'm sure most people don't want to do. However, you could instead have one large or a few smaller quests, which cause the item to level as the players progress through the quest or area they are in. This keeps that rewarding feeling for bettering a Mythical Item high, but also keeps leveling them from being too menial of a task.
Expending Resources
Next there is the most basic and most similar to the Weapons of Legacy, that is to simply spend any combination of coin, permanent HP reduction, permanent Ability Score reduction, or any other sacrifice. This is often more boring than other possible ways of level, but if you run a simple beer and pretzels style game it would be perfect for you. This simple means that the players have to spend gold or other resources permanently to gain the level they want. Due to everything they could expend being enough to fill its own little book, you should prepare for them to barter for the spending of anything; however to keep it simple, try to keep the cost in gp equal to around the experience points necessary for a player to reach their next level. This makes the leveling impactful and very expensive, thus incentivizing the players to expend other resources to gain the level.
Taking Levels
Now the last, and possibly most impactful balance wise, there is to simply take levels as if it were a class. Doing this involves changing a few things, such as when abilities or what abilities are gained. here are two ways of going about this, either the Mythical Item acts as an entirely separate class, or it replaces abilities of your class. In regards to the first way, when taking levels in the item you gain a hit die equal to the class you have the most levels in, with the instance of a tie going to the lowest. Additionally, you gain an Ability Score Increase at 8th, 12th, 16th, and 17th levels as if from any other class; and your proficiency bonus increases as usual. If you are a spell caster, you gain spell slots as if you were taking levels in a spell casting class that you have the most levels in, with ties going to the closest to a full caster. In this method, you have to take every level of the class if you want to gain every feature, but it could keep characters more balanced if you run a relatively low magic game.
The other way to take levels is to simply choose to swap the class feature that you would ordinarily get with the weapon's feature. In order to do this, the player must complete the necessary rituals to use the item, and must have reached the level that they would otherwise gain the feature at. If they are to gain multiple features, they choose which one they want to lose. This keeps things simple and slick, with the character progressing as they normally would with a few personalizations to their character.
Alternate Gain of Abilities
Much as with the gaining of levels, you may want to entirely circumvent using rituals or leveling; in which case the following are options for swapping the previously stated ways of gaining abilities.
Gained by Level
This is the simplest and involves the player just using the weapon constantly. In this method the weapon levels with the player just as it normally does, but instead of requiring some sort of objective to unlock a power the player simply gains it at the designated levels. Using this rule can allow for you to give a player a Mythic Item at 1st level, with it not gaining powers or being unbalanced due to the abilities only being gained when they reach the levels stated on the item. It does, however, draw away some of the memorability and sense of achievement that comes from earning those abilities rather than simply getting them.
Gained by Quest
Though more complex, this method has its own perks. It entails giving each ability a quest tied to it, which though cumbersome, makes the weapon a lot more memorable and unique; not to mention all of the additional stuff it gives your players to do. The problem comes with actually making the quests themselves, which can be very time intensive, and possibly frustrating as you have to think of 10 or more quests that all link together directly or indirectly. You'll likely also run into the problem of the players doing only the quests that are related to their Mythical Items, thus ignoring all of the other content that you had made. Due to this, if you do plan to use this method I highly suggest that you somehow incorporate the Mythic Items into story; or at least have them present in some capacity in the story so that its less use of their down time to go on the quests that level and improve their items. If you are using one of the premade items I would also convert the preexisting rituals into quests for the level they gain the first power of that type at, so the Lesser Power ritual being a 5th level, the Fair Power being 11th level, and the Greater Power being 17th level.