Imperial Arms - Teigu
Carnage Incarnate: Grand Chariot
Armor (scale mail), legendary (Requires attunement)
Made of the scales of long felled legendary demigods created by chaotic entities to help them in ruling the mortal realm, the Grand Chariot armor grants its user increased reflexes and speed.
While attuned to Grand Chariot, your Dexterity score increases by 4, to a maximum of 30 and your AC becomes 16 + your Dexterity modifier. Additionally, you gain advantage on Dexterity checks and Dexterity savings throws. You can also use the following features.
Grand Fall: As one of your attacks, you can attempt to leap and fall on a target. Make a melee attack using your Dexterity modifier (you are proficient on this attack). On a hit, you deal 3d6 + your dexterity modifier bludgeoning damage. If you roll a 1 on your attack roll, you take that damage instead.
Wingless Flight: As an action, you can cast the fly spell without any components, but targeting only yourself. You can use this feature up to three times per long rest.
Credit: © Takahiro ・ Tetsuya Tashiro / Square Enix ・ “Akame ga Kill!” Production Committee
One-Cut Killer: Murasame
Weapon (+3 longsword), legendary (Requires attunement by completing the Ritual of the Cursed Blade)
A cursed blade said to be able to kill an enemy in one hit, Murasame is a deadly weapon, equally dangerous to both wielder and their enemy.
Attacks done with this longsword have a +3 bonus to attack and damage. It has the versatile property, dealing 1d8 (1d10) slashing damage.
If a creature is hit with this blade while below half of its hit point maximum, it must make a Constitution Saving Throw with a DC of 12. On a failed save, the target takes 1d8 poison damage. If a creature fails two of these Saving Throws within 24 hours, it dies.
Trump card:
Murasame's trump card strengthens its user with the power of its poisonous curse, allowing it to exceed its own limits, but putting incredible strain on its body. Such effect is known as Little War Horn.
As a bonus action, Murasame's user can activate this trump card by cutting itself with it, taking 1 point of slashing damage. While Little War Horn is active, the user's movement speed is doubled and does not provoke opportunity attacks. Additionally, each time the user takes an Attack action, or attacks using its Reaction, it can make one additional attack.
This effect lasts for one minute, and ends early if the user becomes unconscious. When the effect of Little War Horn ends, the wielder of the blade is stunned for 1d4 rounds.
Once this effect has been used, it cannot be used again for seven days.
Attunning to a Teigu
Because of their legendary origin, attuning to a Teigu is not the same as attuning to a regular magic item, requiring a special condition to be met or a specific ritual to be followed. Because of their immense power, a person may only be attuned to one Teigu at a time.
See the end of this document for all attunement requirements and rituals.
March of the Dead: Yatsufusa
Weapon (+3 longsword), legendary (requires attunement by completing the Ritual of Undeath).
Imbued with ancient necromantic magic, this powerful Katana links itself to the bodies and souls of its victims, giving its wielder control over its enemies.
Attacks done with this longsword have a +3 bonus to attack and damage. It has the versatile property, dealing 1d8 (1d10) slashing damage. When a large or smaller creature is slain using this weapon, you can use your bonus action to link that creature to the sword. You can link up to 8 creatures. While there are creatures linked to the sword, you can raise them following these rules:
Raising Undead. As an action, you may raise the corpses of all creatures linked to the sword. They must be within 120ft to do so. They maintain all physical and mental statistics and their personality but are loyal to you. Also, the first time they are raised, they have all their hit points. These creatures are considered undead. If dismissed and raised again, they raise with the remaining hit points and current conditions they had when dismissed. All undead remain raised until they drop to 0 hit points, are dismissed, or are farther than 120ft from Yatsufusa. Once raised, the same undead cannot be raised again for 24 hours.
Commanding Undead. As a bonus action, you can give a command to each undead raised by Yatsufusa's effect independently. The raised creature follows your commands until completed, given a different command, dismissed or dropped to 0 hit points. If no command is given, they will only defend themselves from hostile creatures.
Dismissing Undead. As a bonus action, you can dismiss any number of undead raised by Yatsufusa's effect. Dismissed undead will either drop to the floor, unmoving, or return to a specified location within 120ft (your choice). If your specified location is farther than 120ft, the undead will attempt to get as close a possible before dropping to the floor. If dismissed and raised again, they will raise with the remaining hit points and current conditions they had when dismissed.
Maintaining your puppets is mentally taxing and requires for you to keep a level of sanity. Each time you take damage while Undead are Raised, make a Wisdom Saving Throw, on a fail, all raised undead are dismissed. Use the following table to determine this Wisdom saving throw's DC, based on how many undead are raised at the moment.
| Raised Undead | Savings Throw DC |
|---|---|
| 1 | 10 |
| 2 - 4 | 15 |
| 5 - 7 | 20 |
| 8 | 25 |
Demon God Manifestation: Demon’s Extract:
Potion, legendary (requires completing the Ritual of the Demon God).
One of the first Teigu ever created, this vial of a dark bluish liquid was extracted from one of the most dangerous mortal entities that roamed the earth in ancient times. Once it is consumed, it bonds with the creature that ingested it, turning them into its vessel until death.
While being Demon's Extract's vessel, a strange symbol appears on the creature’s chest, which can’t be removed. Your Wisdom score increases by four, to a maximum of 30.
If its current vessel dies, Demon’s Extract can be obtained again by filling a vial of the vessel’s blood. When done, the blood turns the same dark blue tint.
Being the vessel also provides the following feature:
Winter Sorcery. You gain the spellcasting feature and can cast spells from the winter sorcery list a number of times as indicated on the list. Your spellcasting ability is Wisdom. If you can already cast spells, you use your current spellcasting ability instead.
For spellcaster classes: You have the following spells always prepared and they don’t count against the number of spells you can prepare each day. If you have a spell that does not appear on your class’ spell list, that spell can be cast using this feature, but not using your class granted spell slots.
Cantrip (level 0) spells cast using this feature are cast at your current character level. All other spells cast using this feature are cast at its lowest level.
At will: frostbite*, ray of frost
3/day: armor of agathys, ice knife*
2/day: cone of cold, hunger of hadar, ice storm
1/day: investiture of ice*, wall of ice
*Source: Elemental Evil Player's Companion
Trump Card:
Using energy coming from the coldest sections of the Hells, Demon’s Extract allows its vessel temporarily stop time to escape danger or gain advantage in a battle, this effect is known as Mahapadma.
As an action, you can invoke the cold of Mahapadma and temporarily stop the flow of time for everyone but yourself, as if you have used the time stop spell.
No time passes for other creatures, while you take 1d6+1 turns in a row, during which you can use Actions and move as normal. Unlike the time stop spell, the actions you use and effects you create during this period can affect other creatures and objects worn or carried by other creatures, but Mahapadma ends early if you move to a place more than 1,000 feet from the location where you invoked it.
Additionally, creatures for which the flow of time has stopped automatically fail Dexterity saving throws. Once you have used this feature, it cannot be used again for 7 days.
Infinite Uses: Cross Tail
Wondrous item, legendary (requires attunement by completing the Trial of the Threads of Ancient)
Versatile as they are dangerous, Cross Tail's threads were created from the body hair of powerful dragon-like beasts that lived in the Eastern region's mountains, high among the clouds. Cross Tail is attached to a pair of gauntlets, with a feeder on each of them.
While attuned to Cross Tail, your Intelligence score increases by four, to a maximum of 30. You can also use the following features:
String of Many Weapons. As a bonus action, you can have the threads of Cross Tail rearrange themselves and transform into one two-handed melee weapon or two one-handed melee weapons. Weapons created with this feature grant a +3 bonus to attacks and damage and are considered magical. Weapon proficiency rules apply as normal. If the created Weapon leaves your grasp, it returns to your hand at the end of your turn.
Once per attack, if you hit a creature with a weapon created using this feature, you can choose to attempt to grapple them with the string, after dealing damage. Make a contested grapple check using your Intelligence. (For Grapple rules, see PHB page 195: Combat).
If a creature is grappled in this manner, the weapon is dismissed.
Guided projectile. As a bonus action, you can attach the strings to one weapon you are wielding that has the thrown property to help you guide your attack. When you make an attack using a weapon attached to Cross Tail using this feature, you can use your Intelligence modifier for the attack roll instead of the usual Ability. Additionally, at the end of your turn, the weapon returns to your hand.
Life-saving thread. As a bonus action, you can use Cross Tails to protect you against attacks by wrapping it around your torso and limbs. When this feature is active, you gain a +3 bonus to your AC.
Additionally, if you are hit with a melee attack while this feature is active, you can use your reaction to attempt to disarm your attacker. Make an Intelligence check contested by the attacker's Strength (Athletics) check or Dexterity (Acrobatics) check. If you win the contest, the attacker drops its weapon.
Any of these features can be dismissed as a free action. Using one of these features while another feature is active immediately ends the previous feature's effect or effects.
Trump Card:
Cross Tail possesses a set of specially crafted and enchanted thread known as Realm-Cutting Thread.
As an action, you can activate Realm-Cutting Thread and cause the following effects:
A dome made of thread is created with a radius of 30ft centered on yourself. This dome behaves as if it was created by the wall of force spell. When invoked, creatures that you choose within the radius of the dome are pushed outside of it. If a creature is pushed to the outside of the dome, it must make a Dexterity saving throw with a DC of 20, taking 4d8 force damage on a fail and half as much on a success. If the saving throw is failed, the creature is knocked prone.
Spells with an area of effect cannot pass through the dome.
If a creature inside the dome is targeted by a magic missile spell, a line spell, or a spell that requires a ranged Attack roll cast from outside the dome, roll a d6. On a 1 to 5, the target is unaffected. On a 6, the target is unaffected, and the effect is reflected back at the caster as though it originated from the target, turning the caster into the target.
This effect lasts for one minute. Once you have used this feature, it cannot be used again for 7 days.
The King Of Beasts Transformation: Lionelle
Wondrous Item (belt), legendary (requires attunement by completing the Trial of the Savage).
Crafted in the depths of the most dangerous jungles known to man, this belt has been infused with the strength and resiliense of the most powerful savage beasts, instantly increasing one's physical strength and abilities.
While attuned to Lionelle, your Strength and Constitution scores increase by two each, to a maximum of 30. You also gain the following features:
Feral Senses. Your senses are heightened, granting you uncanny reaction times. If you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn. Additionally, you gain advantage on Wisdom (perception) checks.
Predator Brawler. Your increased strength makes you far more dangerous when using your fists. When you attack using an unarmed strike, you deal 1d8 + your strength modifier damage. If you already use a damage die for your unarmed strike, you instead add 1d4 to your damage roll.
Trump card:
Lionelle's trump card gives its user the resilience of the most powerful beasts known to man. This skill is known as Regenerator.
As a bonus action, Lionelle's user can activate this trump card. While Regenerator is active, the user gains resistance to bludgeoning, piercing and slashing damage (this includes from magical weapons and magical effects) and becomes immune to poison damage and the poisoned condition. Additionally, at the beginning of each of their turns, if not unconscious, the user recovers a number of hit points equal to 1 hit die + Constitution modifier. During this time, lost body parts can be reattached or even regenerated, if small enough. If the user falls unconscious, they are immediately stable. This effects lasts for one minute.
Once this effect has been used, it cannot be used again for seven days.
Attuning to a Teigu
Due to their legendary origin and powerful effects, using a Teigu requires the user to bond with the item. Although not sentient, each Teigu has a distinct personality and values it cherishes. In order to attune to a Teigu, the potential wielder must appeal to it, otherwise it will not allow it to fuse with it.
The following are not rules set in stone, but mere guidelines and examples that you can use to allow players to attune to each of these items. Feel free to change or waive them completely.
Usually, one creature may only be attuned to one Teigu at a time, and may only attune to that Teigu. However, feel free to change or ignore this rule.
Ritual of the Cursed Blade:
This ritual must be completed before being able to wield the One-Cut Killer Blade Murasame. In order to control the deadliness granted by its Poison Curse, one must first prove powerful enough to withstand it.
The creature that intends to wield it will have to resist the blade's curse. The way to do so is by being wounded by it. The creature must cut each of its palms, taking 1 point of slashing damage and 1d8 poison damage each time. This damage is not reduce nor negated by damage resistance or immunity. For each time this damage is taken, they must make a constitution saving throw with a DC of 12. If both saving throws are successful, the blade is immediately attuned. If at least one saving throw is failed, the ritual fails and cannot be attempted again for 24 hours by any creature.
Each time the ritual is failed, the DC for the constitution saving throw increases by two, to a maximum of 20. This increase happens regardless of who attempts the ritual.
Ritual of the Demon’s God.
This ritual must be completed to become the current vessel of Demon’s Extract. In order to gain its unrivaled control over Ice, one must first prove capable of resisting its temptation.
The creature that ingests the liquid immediately takes 7d8 cold damage. This damage is not reduced nor negated by damage resistance or immunity. If this damage does not reduce its hit points to 0, it must then succeed on a Wisdom saving throw with a DC of 20. On a fail, the creature becomes controlled by the Demon whose blood was used to create this extract. Its alignment becomes Chaotic Evil and becomes obsessed with the destruction of anyone who ever caused it harm.
If the creature succeeds on the saving throw, it immediately becomes the Demon’s Extract vessel.
Ritual of Undeath:
Wielding the March of the Dead: Yatsufusa means walking a thin line between life and death. Such boundaries are more than what good people are willing to risk.
Yatsufusa cannot be attuned to by a creature of good alignment.
This ritual must be performed at night on an open field or on a graveyard. The wielder must plant the blade at a spot of soft dirt. Immediately after that, a group of undead creatures will rise from the ground, 60ft away from the blade, and will attempt to collect the sword. The sword must be defended for 1d8 + 2 rounds, without being touched by the wielder. Each round an undead creature touches the sword, the wielder must make a Charisma Saving Throw with a DC of 12.
If the Saving Throw is failed, the DC increases by two, to a maximum of 20 and the number of rounds to defend increases by one. After three failed Saving Throws, the Ritual is failed and cannot be attempted for 24 hours.
For each new attempt, the DC is reset to its original value. A creature that has died and has been brought back to life in the past month has advantage on these Savings Throws.
If the sword is successfully defended, it is automatically attuned.
Controlling the Undead
While the ritual is not supposed to be deadly, it is supposed to be challenging. The undead of this challenge are aware of their goal, as they are summoned and controlled by the sword. Keep this in mind when controlling them during the ritual.
Running the Ritual
When running this ritual for a Player Character, use their current level to set an appropriate challenge. It is suggested to use low CR creatures such as Zombies, Skeletons or Ghouls, in increasing number as per the character's level. If any of them is slain, a new creature will rise to take its spot until the required rounds are completed.
Although the spawned creatures' main goal is to reach and steal the sword, they will retaliate if attacked and will attempt to defend the creature closest to the blade.
The following table shows suggested amounts of creatures to use based on a character's level:
| Character Level | # of Creatures |
|---|---|
| 1 - 5 | 1 - 2 CR 1/2 |
| 6 - 10 | 2 CR 1 or 4 CR 1/2 |
| 11 - 15 | 4 CR 1 and 2 CR 1/2 |
| 16 - 20 | 4 CR 1 and 8 CR 1/2 |
Keep in mind that this is a solo ritual and a creature's challenge increase the more creatures there are present.
Trial of the Savage:
This trial must be completed before being able to wear The King Of Beasts Transformation: Lionelle. To possess the strength of the Legendary Belt, one must first demonstrate one's dominance over every and all beasts.
Before being able to attune to the belt, the wearer must meditate for eight hours while wearing it. Every two hours, they must make a Wisdom Saving Throw with a DC of 12. If at least two are succeeded, a vision shows a beast that must be defeated by the wearer alone. If three or more are failed, the ritual fails and cannot be attempted again for 24 hours.
Each time the ritual is failed, the DC for the Wisdom Saving Throw increases by two, to a maximum of 20. This increase happens regardless of who attempts the ritual. Use the following table as a guide to determine the appropriate challenge rating of the beast they must face.
Challenge Rating per Level Table
| Character Level | Beast Challenge Rating |
|---|---|
| 5 | 3 - 4 |
| 10 | 5 - 6 |
| 15 | 7 - 9 |
| 20 | 10 - 12 |
Beasts of the Trial
Although you can use any creature to challenge your player, consider using one from the "Beast" classification, to keep with the theme!
Trial of the Threads of Ancient
This trial must be completed before being able to attune to Infinite Uses: Cross Tail. In order to make full use of these threads, one must demonstrate one's ingenuity and intelligence.
The trial can be initiated by wearing the gauntlets and invoking it verbally. Immediately, the wearer is mentally transported to a 60 ft radius dome made of an indestructible, clear, glass-like material and stone floor, its body remains in the same place, incapacitated. While in the dome, the wearer acts as if they were in it physically.
The dome has no exit or entrances except for a 10 ft wide, 1000 ft deep well in the middle of the dome's floor. The inside of the dome has four stone pillars, 30 ft away from each other and the center. Each pillar is 20 ft high and has a glyph representing a damage type.
Running the Trial:
To complete the trial, each of the pillars must be hit with a specific damage type at least once. Once hit, the pillar glows faintly giving dim light in a radius of 5ft, and remains glowing for 1 minute and then stops glowing. Having all four pillars glowing at once is the exit condition for the trial.
When the trial starts, roll a d8 for each pillar and use the following table to determine the damage type that activates it. If you roll the same result for two pillars, roll again for one of them.
| d8 | Damage Type |
|---|---|
| 1 | acid |
| 2 | cold |
| 3 | fire |
| 4 | force |
| d8 | Damage Type |
|---|---|
| 5 | lightning |
| 6 | necrotic |
| 7 | radiant |
| 8 | thunder |
Every minute the wearer remains in the dome, roll a d6. On a 6, an Intellect Devourer crawls out of the well in the middle of the dome and attacks any creatures currently in the dome. For every 10 minutes that the trial has not been completed, the next highest possible roll also spawns the creature. For example, after 10 minutes, either a 5 or a 6 spawns a creature, but after 20 minutes, 4, 5 or 6 do. If there are currently four or more creatures on the chamber, no more will spawn.
If one hour passes and the trial is not completed, or if the wearer drops to 0 hit points, the trial ends. It cannot be attempted again for 24 hours.
Once the exit condition is met, an opening appears on four opposite sides of the dome. When the wearer exits the dome, Cross Tail is immediately attuned.