Dragna's Armory of Legendary Weapons

by DragnaCarta

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Dragna's Armory of Legendary Weapons

Stonebreaker

Weapon (any melee weapon), legendary (requires attunement by a creature with at least 12 Strength and 12 Constitution)

Magic Weapon. You gain a bonus to attack and damage rolls made with this magic weapon equal to half your proficiency bonus (rounded down).

Cleave. Whenever you reduce a creature to 0 hit points on your turn with a melee attack made with this magic weapon, you can target an additional creature within 5 feet of the first. The new target must be within your reach. If your original attack would have also hit the additional target's AC, you deal an amount of damage to that creature equal to the excess damage dealt to the first. (You can cleave more than one creature per attack.)

Mastery of Earth & Stone. You can cast the mold earth and mending cantrips at will while holding this magic weapon. Additionally, you can cast certain spells while holding this magic weapon depending on your Strength and Constitution scores. You can cast each spell once, and you regain all expended uses when you finish a short or long rest. You don't require verbal components for spells or cantrips cast in this way, and you can use this magic weapon as a spellcasting focus for these spells and cantrips.

  • If you have a Strength score of 18 or higher, you can cast stone shape.
  • If you have a Strength score of 20 or higher, you can cast passwall.
  • If you have a Constitution score of 14 or higher, you can cast knock.
  • If you have a Constitution score of 18 or higher, you can cast fabricate.

Stonebreaker. If you have a Strength score of 20 or higher and a Constitution score of 20 or higher, you can cast earthquake. Once you do so, you can't use this feature again until you finish a long rest.

Sanctuary

Weapon (any melee weapon), legendary (requires attunement by a creature with at least 12 Strength and 12 Charisma)

Magic Weapon. You gain a bonus to attack and damage rolls made with this magic weapon equal to half your proficiency bonus (rounded down).

Mark. When you make a melee attack using this magic weapon, you can mark its target. Until the end of the your next turn, any opportunity attack you make against the marked target has advantage. Additionally, you can attack twice, instead of once, when you make an opportunity attack against the marked target.

Strength of Arms & Soul. You can cast the blade ward cantrip at will while holding this magic weapon. Additionally, you can cast certain spells while holding this magic weapon depending on your Strength and Charisma scores. You can cast each spell once, and you regain all expended uses when you finish a short or long rest. You don't require verbal components for spells or cantrips cast in this way, and you can use this magic weapon as a spellcasting focus for these spells and cantrips.

  • If you have a Strength score of 14 or higher, you can cast jump.
  • If you have a Strength score of 18 or higher, you can cast dispel magic.
  • If you have a Strength score of 20 or higher, you can cast death ward.
  • If you have a Charisma score of 16 or higher, you can cast daylight.
  • If you have a Charisma score of 18 or higher, you can cast find greater steed.

Sanctuary. If you have a Strength score of 20 or higher and a Charisma score of 20 or higher, you can cast word of recall twice. You regain all expended uses when you finish a long rest.

Clockwinder

Weapon (any weapon), legendary (requires attunement by a creature with at least 12 Dexterity and 12 Intelligence)

Magic Weapon. You gain a bonus to attack and damage rolls made with this magic weapon equal to half your proficiency bonus (rounded down).

Returning Weapon. This magic weapon returns to your hand immediately after you use it to make a ranged attack.

Expedite. If you take damage, you can use your reaction to move up to your speed without provoking opportunity attacks.

Mastery of Space & Time. You can cast certain spells while holding this magic weapon depending on your Dexterity and Intelligence scores. You can cast each spell once, and you regain all expended uses when you finish a short or long rest. You don't require verbal components for spells or cantrips cast in this way, and you can use this magic weapon as a spellcasting focus for these spells and cantrips.

  • If you have a Dexterity score of 14 or higher, you can cast jump.
  • If you have a Dexterity score of 16 or higher, you can cast misty step.
  • If you have a Dexterity score of 20 or higher, you can cast freedom of movement.
  • If you have a Intelligence score of 12 or higher, you can cast feather fall.
  • If you have a Intelligence score of 14 or higher, you can cast see invisibility.
  • If you have a Intelligence score of 16 or higher, you can cast dispel magic.

Clockwinder. If you have a Dexterity score of 20 or higher and an Intelligence score of 20 or higher, you can cast time stop. Once you do so, you can't use this feature again until you finish a long rest.

Hullbreacher

Weapon (any weapon), legendary (requires attunement by a creature with at least 12 Strength and 12 Dexterity)

Magic Weapon. You gain a bonus to attack and damage rolls made with this magic weapon equal to half your proficiency bonus (rounded down).

Crash. When you hit a creature with an attack made with this magic weapon, you can push that creature 5 feet away from you.

Rage of Wind & Tide. You can cast the shape water cantrip at will while holding this magic weapon. Additionally, you can cast certain spells while holding this magic weapon depending on your Strength and Dexterity scores. You can cast each spell once, and you regain all expended uses when you finish a short or long rest. You don't require verbal components for spells or cantrips cast in this way, and you can use this magic weapon as a spellcasting focus for these spells and cantrips.

  • If you have a Strength score of 14 or higher, you can cast fog cloud.
  • If you have a Strength score of 18 or higher, you can cast gaseous form.
  • If you have a Strength score of 20 or higher, you can cast control water.
  • If you have a Dexterity score of 18 or higher, you can cast dispel magic, water breathing, and water walk.

Hullbreacher. If you have a Constitution score of 20 or higher and a Dexterity score of 20 or higher, you can cast tsunami. Once you do so, you can't use this feature again until you finish a long rest.

Null

Weapon (any weapon), legendary (requires attunement by a creature with at least 12 Dexterity and 12 Constitution)

Magic Weapon. You gain a bonus to attack and damage rolls made with this magic weapon equal to half your proficiency bonus (rounded down).

Tumble. Once per turn, you can use an action or bonus action to choose a hostile creature. You can move through that creature's space once this turn, and your movement doesn't provoke opportunity attacks from that creature this turn.

Mastery of Subtlety & Sensitivity. You can cast certain spells while holding this magic weapon depending on your Dexterity and Constitution scores. You can cast each spell once, and you regain all expended uses when you finish a short or long rest. You don't require verbal components for spells or cantrips cast in this way, and you can use this magic weapon as a spellcasting focus for these spells and cantrips.

  • If you have a Dexterity score of 16 or higher, you can cast enhance ability.
  • If you have a Dexterity score of 18 or higher, you can cast pass without trace.
  • If you have a Dexterity score of 20 or higher, you can cast locate creature.
  • If you have a Constitution score of 12 or higher, you can cast detect magic.
  • If you have a Constitution score of 14 or higher, you can cast see invisibility.
  • If you have a Constitution score of 20 or higher, you can cast etherealness.

Null. If you have a Dexterity score of 20 or higher and an Intelligence score of 20 or higher, you can cast antimagic field. (The spell doesn't apply to Null and other spells you cast through it.) Once you use this feature, you can't use it again until you finish a long rest.

Thought

Weapon (any melee weapon), legendary (requires attunement by a creature with at least 12 Strength and 12 Intelligence)

Magic Weapon. You gain a bonus to attack and damage rolls made with this magic weapon equal to half your proficiency bonus (rounded down).

Backlash. You can use your reaction to make one melee attack with this magic weapon against any creature in your reach that deals damage to you.

Brightness of Thought & Vision. You can cast the minor illusion and mage hand cantrips at will while holding this magic weapon. Additionally, you can cast certain spells while holding this magic weapon depending on your Strength and Intelligence scores. You can cast each spell once, and you regain all expended uses when you finish a short or long rest. You don't require verbal components for spells or cantrips cast in this way, and you can use this magic weapon as a spellcasting focus for these spells and cantrips.

  • If you have a Strength score of 18 or higher, you can cast major image.
  • If you have a Strength score of 20 or higher, you can cast hallucinatory terrain.
  • If you have an Intelligence score of 16 or higher, you can cast sending.
  • If you have an Intelligence score of 18 or higher, you can cast telepathic bond.

Thought. If you have a Strength score of 20 or higher and an Intelligence score of 20 or higher, you can cast mirage arcane and telepathy. Once you use this feature to cast a spell, you can't use it again to cast the same spell until you finish a long rest.

Radiance

Weapon (any melee weapon), legendary (requires attunement by a creature with at least 12 Strength and 12 Wisdom)

Magic Weapon. You gain a bonus to attack and damage rolls made with this magic weapon equal to half your proficiency bonus (rounded down).

Flanking. When you and at least one of your allies are adjacent to an enemy and on opposite sides or corners of that enemy's space, you flank that enemy. While flanking that enemy, you have advantage on melee attack rolls made with this magic weapon against that enemy.

Strength of Will & Spirit. You can cast the thaumaturgy and spare the dying cantrips at will while holding this magic weapon. Additionally, you can cast certain spells while holding this magic weapon depending on your Strength and Wisdom scores. You can cast each spell once, and you regain all expended uses when you finish a short or long rest. You don't require verbal components for spells or cantrips cast in this way, and you can use this magic weapon as a spellcasting focus for these spells and cantrips.

  • If you have a Strength score of 18 or higher, you can cast fly.
  • If you have a Strength score of 20 or higher, you can cast circle of power.
  • If you have a Wisdom score of 16 or higher, you can cast protection from energy and protection from evil and good.
  • If you have a Wisdom score of 18 or higher, you can cast commune.

Radiance. If you have a Strength score of 20 or higher and a Wisdom score of 20 or higher, you can cast Resurrection. Once you do so, you can't use this feature again until you finish a long rest.

Root

Weapon (any weapon), legendary (requires attunement by a creature with at least 12 Dexterity and 12 Wisdom)

Magic Weapon. You gain a bonus to attack and damage rolls made with this magic weapon equal to half your proficiency bonus (rounded down).

Ensnare. When you attack a creature with this magic weapon, you can force that creature to make a Strength or Dexterity saving throw (its choice) instead of making an attack roll. On a failure, that creature takes no damage, but its speed is reduced to 0 until the end of its next turn. The DC of this check is equal to 8 plus your proficiency bonus plus your Wisdom modifier.

Friend of Branch & Beast. You can cast the druidcraft and produce flame cantrips at will while holding this magic weapon. Additionally, you can cast certain spells while holding this magic weapon depending on your Dexterity and Wisdom scores. You can cast each spell once, and you regain all expended uses when you finish a short or long rest. You don't require verbal components for spells or cantrips cast in this way, and you can use this magic weapon as a spellcasting focus for these spells and cantrips.

  • If you have a Dexterity score of 16 or higher, you can cast spider climb.
  • If you have a Dexterity score of 20 or higher, you can cast tree stride.
  • If you have a Wisdom score of 14 or higher, you can cast speak with animals, animal messenger, and beast sense.
  • If you have a Wisdom score of 18 or higher, you can cast commune with nature.

Root. If you have a Dexterity score of 20 or higher and a Wisdom score of 20 or higher, you can cast transport via plants twice. You regain all expended uses when you finish a long rest.

Silvertongue

Weapon (any weapon), legendary (requires attunement by a creature with at least 12 Dexterity and 12 Charisma)

Magic Weapon. You gain a bonus to attack and damage rolls made with this magic weapon equal to half your proficiency bonus (rounded down).

Disarm. When you attack a creature with this magic weapon, you can force that creature to make a Strength or Dexterity saving throw (its choice) instead of making an attack roll. On a failure, that creature takes no damage, but drops a weapon or other item it is holding that you choose. The DC of this check is equal to 8 plus your proficiency bonus plus your Dexterity modifier.

Swiftness of Foot & Wit. You can cast certain spells while holding this magic weapon depending on your Dexterity and Charisma scores. You can cast each spell once, and you regain all expended uses when you finish a short or long rest. You don't require verbal components for spells or cantrips cast in this way, and you can use this magic weapon as a spellcasting focus for these spells and cantrips.

  • If you have a Dexterity score of 14 or higher, you can cast jump.
  • If you have a Dexterity score of 16 or higher, you can cast misty step.
  • If you have a Dexterity score of 20 or higher, you can cast dimension door.
  • If you have a Charisma score of 12 or higher, you can cast disguise self.
  • If you have a Charisma score of 14 or higher, you can cast suggestion. When cast in this way, the spell's target makes its Wisdom saving throw with advantage if you or your companions are fighting it.
  • If you have a Charisma score of 20 or higher, you can cast mass suggestion. When cast in this way, the spell's targets make their Wisdom saving throws with advantage if you or your companions are fighting them.

Silvertongue. If you have a Dexterity score of 20 or higher and a Charisma score of 20 or higher, you can cast glibness twice, and you regain all expended uses when you finish a long rest.

Image Credits

Images owned by Wizards of the Coast and replicated under the Fan Content Policy. Art credit to:

Stonebreaker: "Darksteel Axe" by Daniel Ljunggren

Sanctuary: "Sword of Truth and Justice" by Chris Rahn

Clockwinder: "Sword of Hours" by Brian Valeza

Hullbreacher: "Bident of Thassa" by Yeong-Hao Han

Null: "Blade of Selves" by Alan Pollack

Thought: "Relic Axe" by Cristi Balanescu

Radiance: "Seraphic Greatsword" by Craig J Spearing

Root: "Ranger's Longbow" by Marcela Medeiros

Silvertongue: "Dueling Rapier" by Anna Podedworna

Credits

Magic items by DragnaCarta. Special thanks to Twi, PunchingPotato and Bjarke the Bard for providing feedback and suggestions.

 

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