Origin
A collection of writings based on Petyritonel's Swordtember works of 2023. We both worked very hard on this (sort of) compendium, with the help of a lot of people for themes, stories and abilities for each of these weapons. Their stats can be adjusted by any Game Master at will to fit their own stories better.
Description
Hidden, far away, in the ends of the Multiverse, exists a vault, divinely protected against any forces that would try to harm or destroy it, The Secret Armory.
Powerful items, myths, legends and unique blueprints reside within the walls of the vault, heavily guarded and protected from any unknown and maleficent from within the expends of the Astral Sea.
Read the Stories of what lies behind the vaults of Mana, and the power that comes from each of them.
Maybe you'll be more interested in the stories from Seas and Earth, the rivalry between two people which led to destructions and the forbidden union of two entirely opposite people to create a new more peaceful solution to the on going war.
Or the more peculiar and unique stories of the Fallen Heroes, and the hidden powers they left behind, sealed inside their most precious possessions.
Face the reality of a world that was plunged into chaos and doom from the Hubris of one man, desperate for more than he could even chew.
The vault open its walls just for you, Adventurers, be mindful of what you wish for within these walls, it might become true in the most twisted ways.
Disclaimer
Nobody is permitted to sell/mint this work as NFTs, nor use/sell any of my work in blockchains, cryptocurrencies or in the promotion of such. It shall not be used to feed AI either. This content is - and will stay - available for free, for everyone to enjoy in any of their games.
Each piece of art is the property of each individual credited within the credit section.
Thanks to Mr_Jyggalag for the theme.
Credits
A work that was done in partnership with Petyritonel (Twitter / Kofi / Tumblr ).
Websites used: DND Wiki, Roll20, GM Binder, Forgotten Realms Wiki, Art of Magic: the Gathering, PostImage and DND Beyond.
Artist credits:
- All the weapon designs were made by Petyritonel (Twitter / Kofi / Tumblr )
- Axgard Armory Kaldheim by Cliff Childs (Website)
- Vault of Catlacan by Victor A. Minguez (Website)
- Mana Vault (K. I.) by Kirsten Zirngibl (Website)
- Mana Vault by Steve Prescott (Instagram)
- Forest by Jesper Ejsing (Website)
- Island by Adam Paquette (Website)
- Demand Answers by Justyna Dura (Website)
- Forge of Heroes by Titus Lunter (Website)
- Vampire Token by Peter Mohrbacher (Website)
A huge thanks to the people who helped me write this down, and helping me with ideas, feedbacks, corrections and grammar checks: Please, go check their socials, their Kofis, their Patreon, everything is within the description boxes.
- Skald of Shenanigans (Twitter / Website / Kofi),
- AQH (Twitter / Linktree / Patreon / Website),
- Helltariel (Twitter),
- Jamscandraw (Twitter / CampSite / Kofi),
- ShaniceTJN (Twitter / Carrd / Kofi),
- JackzArts (Twitter / Carrd / Kofi / Patreon),
- Middimidori (Twitter / LinkTree / Carrd / Kofi),
- Edu Benavente (Twitter / Kofi / Card),
- PyroMairon (Twitter / Carrd),
- Icarvs / Yle (Twitter / Kofi),
- Porzio_Art / Carmen ( Twitter / Carrd)
- & so many more!
And thanks for everyone I didn't not write out for all their support along the way!
Wanna See More of Me?
Did you like this creation? If you did, here's more to know about me (here's my Carrd !)
- You can find me on my different socials such as Twitter & Bluesky to know more about me, or even support my work on my Kofi!
- You can check and browse more of my work on my GM Binder Profile.
Contents
- 2Origins
- 2Description
- 2Credits
- 3Contents
- 13 - 14OGL
- 4 - 11Mysterious Treasures
- 12 - 23Kingdom of Land and Sea
- 24 - 35Relics of Heroes
- 36 - 41Vampires and Inquisition
Mysterious Treasures
Description
A collection of unique yet strange looking items, guarded in a powerfully and highly protected Vault of Mana. Each of them has incredible and powerful abilities!
"A strange collection indeed, but not a lame nor weak one, that's for sure!" From a sharp sword looking like a toy, to a blade that can mix potions and concoctions while in the midst of the battle, you will be served!
Served from all around the multiverse, those weapons and Items were brought to the Vault for protection, should it be for their protection and to protect us from their effects.
Multiple times people went forth to battle within the walls of the Vaults to find and steal its treasures, they only encountered death and pain in their endeavor.
Now protected day and nights by a holy order of Aasimars and celestials, the Vault seems to be entirely secure, but for how long are we sure it will stay this way?
It is said that, within the walls of the Vaults, multiple of items have the ability to corrupt even the strongest of minds and to bend them to their will for their purpose.
But this is just a legend, isn't it? But aren't even the craziest legends based on some part of truth and reality?
It is yours to discover now, Adventurers! But remember, be always mindful of what lurks between these walls, and to not trust all of the voices you hear there.
The Jester's Toy-Sword
This "wooden" toy-sword is not what it seems to be.
It was once the blade used by a Jester of a King's court.
Never did he thought that this wooden sword would be able to cut him in pieces one day.
Toy-Sword
- Uncommon ShortSword.
- Cost is determined by the Game Master.
- Melee, martial, Finesse, light weapon.
The weapon has a +1 to hit, and deals 1d6+1 of piercing damage + 2 of force damage.
Special Effect
False Appearance. A creature that is unaware of the true nature of the weapon will never consider it as a true weapon, but a simple toy not worth more than 1gp. "What a joke, right?"
An Investigation check can be made to realize the true nature of the sword, the DC an entity has to beat is a DC 14.
Artworks can be found here: Petyritonel day 6-10
The Spymaster's Cane
A simple looking cane, with a very intricate handle.
It is, however, a deadly weapon and a possible container of poison when needed, perfect when you have to get your hands dirty while remaining discreet.
Multiple gears within the sheath and handle allow to hide and draw the blade, as well as hide and even cover the blade with poison stored within the handle.
A very deadly yet beautiful weapon.
"Truly, one of my most exquisite work."
The Spymaster's Cane
- Very Rare Rapier.
- Cost is determined by the Game Master.
- Melee, martial, Finesse, light weapon.
The weapon has a +1 to hit, and deals 1d8+1 of piercing damage.
Special Effect
Hidden in Plain Sight. When sheathed, the weapon resemble a simple walking cane. To unlock the weapon, a specific movement with the handle must be realized.
Poison storage. Within the head of the dragon, on the cane's handle, is a small section that can be opened with another specific movement with the handle. A socket opens, allowing the placement of a small vial of poison within it.
A hidden button within the handle allows the poison to flows on the weapon's blade. You can activate this effect as a bonus action, it is almost impossible to see when it happens without focusing on the cane when it happens.
Artworks can be found here: Petyritonel day 1-5
The Knight Errant's Blade
A simple looking broad sword, with an unknown yet very promising hidden story behind.
A mysterious ring is attached to the handle with a string, it resonates like an echo that vibrates through the very essence of the Soul.
Sword of the First Flamme
- Artifact LongSword.
- Requires Attunement.
- Cost is determined by the Game Master.
- Melee, martial, versatile weapon.
The weapon has +3 to hit, and deals 1d8+3 (1d10+3) slashing damage + 1d6 fire damage.
Special Effect
Power of the First Flamme. While you are attuned to this weapon, you gain the following abilities:
- Body of Fire: You are resistant to Fire damage.
- Purification Flames: If the target is immune to fire, all fire damage you deal are radiant instead .
- Smiting Fire: As a bonus action, you ignite your weapon for 1 minute. It deals an additional 1d6 fire damage.
- Death by Fire: As an action, you can cast the Immolation spell at 5th level, (If you aren't a spellcaster, the DC is equal to 8 + your proficiency bonus + either your INT, CHA or WIS modifier (the higher of the three).) You can use this effect once per long rest. If the target dies from the initial casting of the spell, you can recast the spell once as an action within the minute, this effect applies only once per long rest.
Artworks can be found here: Petyritonel day 6-10
The Witch's Broom
Recovered from the Lair of a powerful Witch by adventurers after they defeated her, this basic looking broom is in fact a Flying Broom, that emanates a powerful magical aura.
Many Wizards, Artificers and Druids tried to replicate this item to perfection, without avail, only ending with basic Brooms of Flying. It seems like the secret behind this creation is now hidden with the late Witch, in the tomb.
The Witch's Broom
- Artifact Quarterstaff.
- Requires Attunement by a spellcaster.
- Cost is determined by the Game Master.
- Melee, Simple, versatile.
The weapon has a +1 to hit, has 15ft of reach, and deals 1d6 (1d8) of bludgeoning damage + 1d6 of Force damage.
Special Effect
Flying Broom. This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air.
It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. It comes back to you when you speak another command word, provided that it is still within 1 mile of you.
Empowered Magic. While attuned to this weapon, whenever you cast a spell that deals damage, it empowers the damages of the spell by one die.
Magical bombardment. The Broom can stack up to 15 charges at once, and it regains 1d4 charges per dawn. As an action, you can consume up to 5 charges to cast the Magic Missile spell, each charge is equal to 1 level for the spell.
Unstable Energy. When you finish a long rest, you must roll 1d100. On a 1 or a 99, the broom explodes, dealing 20d8 of force damage to everything within 60ft of it, without a possible save.
Artworks can be found here: Petyritonel day 1-5
Brewing blade
"Why should I wait to be in my workshop to work on my brewings? With this new creation, I'll be able to be in the front AND create my concoctions!"
Created by powerful Alchemist, this sword is able to stir and mix liquids within to create potions, elixirs, poisons and more, while being in the front row of the battle!
Brewing Sword
- Legendary ShortSword.
- Requires Attunement by an Artificer.
- Cost is determined by the Game Master.
- Melee, martial, finesse, light weapon.
The weapon has a +3 to hit, and deals 1d6+3 of piercing damage + 1d4 of damage depending on the type of Brewing within the weapon.
Special Effect
Brewing. Every 8 hours, the weapon magically produces a liquid concoction within itself.
The weapon is infused when the concoction starts to brew, dealing bonus damage that is determined by 1d4.
1: The weapon deals bonus fire damage. The result of the brewing will be one of the following (1d4 to determine): Potion of Fire Breathe, Oil of Slipperiness, Potion of Fire Resistance, Potion of Greater Healing.
2: The weapon deals bonus cold damage. The result of the brewing will be one of the following (1d4 to determine): Potion of Water Breathing, Philter of Love, Potion of Cold Resistance, Potion of Greater Healing.
3: The weapon deals bonus acid damage. The result of the brewing will be one of the following (1d4 to determine): Potion of Hills Giant Strength, a total of 4x Acid Vials, Potion of Acid Resistance, Potion of Greater Healing.
4: The weapon deals bonus poison damage. The result of the brewing will be one of the following (1d4 to determine): Potion of Poison, Serpent Venom Vial, Potion of Poison Resistance, Potion of Greater Healing.
You can then pour the liquid within an empty vial, giving you successfully a vial of the rolled concoction.
Artworks can be found here: Petyritonel day 16-20
Death Never Sleeps
It was once the most powerful item owned by a now destroyed ArchLich. Able to bring the Deads back to life with a simple touch, it was judged too dangerous to keep when the ArcLich was finally destroyed.
Unbeknownst to the heroes who defeated the creature, the item was not destroy but merely diminished in power.
Still locked within the Arcane Vault, this precious item awaits for the day it will bring havoc upon the realms.
The Broken Blade
- Artifact Wondering Item.
- Requires Attunement.
- Cost is determined by the Game Master.
The weapon deals 1d6+3 of piercing damage + 1d4 of necrotic damage to the target hit.
Special Effect
From the Grave. While you are attuned to this item, you can plunge it into the ground. Within a 30ft-circle-radius around the impact, the ground becomes fueled with necromantic energy, as if a portal the worlds of the damned was opened.
Outside of Battle: Every 2 + 2d6 days, 2 + 1d4 undead creatures with a challenge rate between 1/4 & 5 emerge from the ground and roam endlessly within 2 miles of the spawning area, protecting it with everything they can. The number of undead cannot progress over 60 entities.
In Battle: After 2 while being planted within the ground, 1 Greater Zombie with 2 Zombies & 2 Skeletons emerge from the corrupted soil. They obey the entity attuned to this item. Except for the Greated Zombie, when one of the entity dies, another one spawns to replace it every 5 rounds.
Beyond Death: While attuned to this item, If an humanoid entity allied to you, that isn't a Construct nor an Undead, dies, you can plunge this weapon in their body. This effect siphons the energy of the item, making it unusable for 2 + 2d8 days.
The entity is brought back to life as a Hollow One.
Artworks can be found here: Petyritonel day 26-30
Kingdom of Land and Sea
Description
The Kingdoms of Lands and Seas used to be powerful mortal enemies, driven to a constant war to determine which one of the tribalistic kingdom would inherit the magical properties of the Lands and the Seas that offered this place.
The two kingdoms were constantly attacking the other to get their hands on the Jewels of Lands and Seas, each of them guarding jealously one of the two jewels for themselves.
What the monarchs of each part weren't aware was that, their heirs were actually having a secretive relationship together, hidden from the eyes of the laws.
Never did the two nations knew their conflict would cause their doom from the inside, when the Jewels pain and loneliness from being separated from each others for so long would create a catastrophe upon them.
When the beasts of Lands and Seas were ready to reduce both of the kingdoms to ashes and blood, they were stopped in their rampage by the two heirs, announcing their union and ready to fight till the end, together.
The Beasts, seeing a sparkle of hope and brighter future gathered both Jewels, before leaving the lands and seas. The Kingdoms, now reduce to ruins, united together under the new royal couple lead to thrive once again, now, united as one, as the Kingdom of Land and Sea.
Nowadays, after the resolution of the conflict, many powerful armors, weapons, items and other creations originated from this union. "Forged with the powers to command to seas and lands very selves"
Royal Guard's ShortSword
Type of blade mostly wielded by the Royal Guards of the Sacred Hunt, special military division of the Kingdom of Land and Sea.
The higher the rank of a guard is, the more refined the weapon is.
Royal Hunt ShortSword
- Uncommon to Rare ShortSword.
- Cost is determined by the Game Master.
- Melee, martial, finesse, light weapon.
The weapon has +1 to +2, based on its rarity, to hit, and deals 1d6+ (1 to 3) of piercing damage.
Special Effect
Brutality. After scoring a Critical Hit, you can make an extra attack with this weapon.
Symbol of the Land. When you are equipped with at least two items with the Symbol of the Land effect, including one that requires attunement.
The Royal Hunt LongSword deals an additional 1d6 of necrotic damage. The number you need to roll to land a critical hit while attacking is reduced by 1.
Artworks can be found here: Petyritonel day 6-10
The Enchanter's Mystical Antlers
Created by the first archdruid of the Forest Kingdom, these antlers were taken on the carcass of a fallen young celestial beast, considered to be one of the numerous beasts of the gods.
Runes were inscribed within them, allowing their power to course through their chosen, giving them the power to rule over beasts and plants, to maintain a good equilibrium in the Nature's circle of life.
Club of Sacred Antlers
- Legendary Greatclub.
- Requires Attunement by a Druid.
- Cost is determined by the Game Master.
- Melee, simple, two-handed weapon.
The weapon has a +3 to hit, and deals 1d8+3 of bludgeoning damage + 1d4 of necrotic damage. When attacking a beast or a plant, weapon attacks with this item have disadvantage.
Special Effect
Sacred Authority. Once per long rest, you can cast either the Commune with Nature, Wrath of Nature.Tree Stride or Maelstrom spells at 6th level without spending a spell slot.
Friend of Nature You can always talk to plants and animals while attuned to this item. You can also cast freely Animal Friendship at 2nd level a number of time equal to your proficiency bonus.
Symbol of the Forest. When at least one other item with the Symbol of the Forest effect carried by an ally is within range, you all gain +2 to hit with your attacks and spells.
Artworks can be found here: Petyritonel day 6-10
The Oracle's Hand
"From an Oracle turned Tree,
This wand was once pulled free.
Imbued with power and transcending magic,
Of the divine, able to touch the very fabric."
Those were the words carved on the box from where this strange artifact was scavenged.
It seems to be, in reality, a terrible key to an unknown sealed power no one should have known about.
The Oracle's Hand
- Artifact Shortsword Requires Attunement.
- Cost is determined by the Game Master.
- Melee, martial, Finesse, light weapon.
The weapon has a +3 to hit, and deals 1d6+3 of piercing damage + 1d6 of poison damage.
Special Effect
Prevention. The eye within the handle is able to see brief moments of the future, and share this information with its attuned holder. While equipped with this item, you have + 1d4 to all your saving throws.
Making your own Fate. Up to 2 times per long rest, you can cast the Fortune's Favor spell at 2nd level for free on a target within range.
Symbol of the Land. When you are equipped with at least two items with the Symbol of the Land effect, including one that requires attunement.
The Oracle's Hand allows you, once per long rest, as a reaction, to peer into the future to dodge an incoming blow, halving the amount of damage you were supposed to suffer.
Artworks can be found here: Petyritonel day 6-10
Royal Hunt Leader's Knife
A beautiful ornamented hunting-knife, able to cut through the thickest hide a beast can have.
Used and owned by one of Archdruids of the kingdom, this dagger is used during rituals to allow the spirit of the sacrificed to transcend death, and be born anew in a new and hopefully better life.
It is, at least, what they claim it to be.
Ritual Hunting Knife of the Royal Hunt
- Very Rare Dagger.
- Cost is determined by the Game Master.
- Melee, Simple, Light, Thrown (20/60ft) weapon.
The weapon has a +2 to hit, and deals 1d4+2 of piercing damage. If the target is a beast, the base damage of the weapon is doubled.
Special Effect
Beast Hunter. If the entity attacked is a beast, the number you need to roll a Critical Hit while attacking is reduced by 2.
Brutality. After scoring a Critical Hit, you can make an extra attack with this weapon.
Symbol of the Land. When you are equipped with at least two items with the Symbol of the Land effect, including one that requires attunement.
The Ritual Hunting Knife of the Royal Hunt deals an additional 1d4 of necrotic damage, the damage is doubled against beasts.
Artworks can be found here: Petyritonel day 6-10
Mermaid's Song
A blade that was found deep within a black lake. Even with how beautiful this sword is, something seems... off about its sole existence. When grasping the handle, it does seem like the sword emanates gentle vibrations. But it's more than that... it is... a melody.
If you listen to it closely, gently, you can hear the promise of wealth, love, immortality and pleasure... an exchange in the blood. Feels like a sweet and, delicious deal, doesn't it?
The Eye of the Lake
- Legendary Scimitar. Requires Attunement.
- Cost is determined by the Game Master.
- Melee, martial, Finesse, light weapon.
The weapon deals 1d6+3 + 1d4 of slashing damage to the target hit.
Special Effect
Water Blade. When you are within 10ft of a source of water, your weapon attacks made with this weapon have a reach property of 10ft as an arc of water explodes from the blade.
Curse of the Black Lake. The creature sealed inside this weapon desires the blood of those who locked it inside forever, their essence being forever linked to this weapon.
While attuned to this weapon, the creature within offers you the blood of its jailers in exchange of great powers. If you accept, you will be compelled to find and destroy those who wronged the fey.
A Successful Pact. If you managed to successfully eliminate those you were tasked to destroy, you gain the following benefits, as the creature gives you these promised gifts.
Your Constitution score increases by 2, and two other ability scores of your choice increase by 1. You can breathe underwater and have a swimming speed of 50ft.
Once per long rest each, you can cast the Fast Friends, Summon Fey, Wall of Water, Tidal Wave, Water Walk and Water Breathing spells at 3rd level. If you are not a spellcaster, the save DC of these spells is equal to 8 + your proficiency bonus + either your INT, CHA or WIS (highest of the 3).
You can cast the Misty Step spell freely, up to two times per short rest.
Artworks can be found here: Petyritonel day 21-25
The Queen's Symbol
Symbol of the Queen's side of the Empire, The Ornamented Shell is her own ornamented weapon and symbol of her power within the empire.
It is said to grant to its wielder the very power to control the seas and waters.
The Ornamented Shell
- Legendary ShortSword.
- Requires Attunement.
- Cost is determined by the Game Master.
- Melee, martial, Finesse, light weapon.
The weapon has a +3 to hit, and deals 1d6+3 of piercing damage + 1d6 of cold damage.
Special Effect
Echoes of the Seas. While attuned to this weapon, you can cast at will the Shape Water cantrip. You can also cast a number of time equal to your proficiency bonus either the Create or Destroy Water or Wall of Water spells. You can also breathe under water.
Symbol of the Seas. When you are equipped with at least two items with the Symbol of the Seas effect, including one that requires attunement.
The Ornamented Shell deals an additional 1d6 of bludgeoning damage.
You regain hit points equal to the number of cold damage dealt to the target with the basic cold damage of this weapon.
Symbol of the Royalty. When you are equipped with at least two items with the Symbol of the Royalty effect, including one that requires attunement.
The Ornamented Shell deals an additional 1d4 of Radiant damage and gives +1 to your AC.
Artworks can be found here: Petyritonel day 6-10
The King's Symbol
A beautiful ornamented weapon made of gold and Ivory, destined and designed for the King of the Land, the powerful king married to the Queen of the Seas.
Despite its look, this sword is perfectly made for battle and the sole view of it inspire even the most broken spirits during battle. It is said that the union of the Queen and the King made their weapons even stronger.
Sword of Ivory
- Legendary ShortSword.
- Requires Attunement.
- Cost is determined by the Game Master.
- Melee, martial, Finesse, light weapon.
The weapon has a +3 to hit, and deals 2d6+3 of piercing damage to the target hit.
Special Effect
Leader of the Forest. While attuned to this weapon, you can make a powerful speech to your allies, casting the Motivational Speech spell at 5th level. You can cast this spell up to two times per long rest.
Shape of the Lands. You can also cast at will the Mold Earth, Thorn Whip, Druidcraft, Infestation, and Magic Stone cantrips.
If you aren't a spellcaster, your spell save DC is equal to 8 + your proficiency bonus + either your CHA, INT or WIS modifier (highest), and your spell attack modifier is equal to your proficiency bonus + either your CHA, INT or WIS modifier (highest).
Symbol of the Land. When you are equipped with at least two items with the Symbol of the Forest effect, including one that requires attunement.
The Sword of Ivory deals an additional 1d8 of necrotic damage.
You gain temporary hit points equal to half the amount of necrotic damage dealt with this weapon, up to a maximum of 15 temporary hit points at the same time.
Symbol of the Royalty. When you are equipped with at least two items with the Symbol of the Royalty effect, including one that requires attunement.
The Sword of Ivory deals an additional 1d6 of Necrotic damage and gives +5ft to your natural walking speed.
Artworks can be found here: Petyritonel day 6-10
The Precious Heir
"They did what they thought impossible. A royal heir, born from an impossible union. This news had to be immortalized. And what better way to immortalize something than creating a unique sword? Nothing!" was claimed by the Royal Blacksmith during the crafting of this exquisite and beautiful weapon.
Able to control both Land and Seas, in the hands of the new heir, this weapon could be the key to a true brighter future. A future everyone hopes for.
The Sacred Union
- Artifact Rapier.
- Requires Attunement.
- Cost is determined by the Game Master.
- Melee, martial, Finesse weapon.
The weapon has a +3 to hit, and deals 1d8 + 1d4 + 3 of piercing damage + 1d4 of cold damage.
Special Effect
Echoes of the Seas. While attuned to this weapon, you can cast at will the Shape Water cantrip. You can also cast a number of time equal to your proficiency bonus either the Create or Destroy Water or Wall of Water spells. You can also breathe under water and have a swimming speed of 50ft (if you don't already have one).
Shape of the Lands. You can also cast at will the Mold Earth, Thorn Whip, Druidcraft, Infestation, and Magic Stone cantrips. You can also talk to animals and plants at will, they understand you and can communicate back with you.
Unique Heir of the Land & Seas. When you are attuned to this weapon, you cannot be attuned to any other weapon with Symbol of the Forest, Symbol of the Seas or Symbol of Royalty effects. You gain the following benefits:
When attacking with the The Sacred Union, the number you need to roll a Critical Hit while attacking is reduced by 2.
If the attack is a critical hit, you regain hit points equal to half the damage dealt.
If the target isn't protected in some way nor immune to the damage dealt with this weapon , the damage dealt cannot be reducted.
Artworks can be found here: Petyritonel day 6-10
The Forest Spirit
Oldest of the Twin Blades of Nature, the Forest Jewel is the Spirit of the Forest, protector of life and earth. Jealousy guarded by a Druidic tribe against a rival tribe, that already hold her younger sister, trying to get their hands on the missing part.
The suffering from being separated for so long unleashed a power that gave life to powerful titanic creatures who wiped out both tribes and now guard the jewels.
Forest Jewel
- Artifact ShortSword. Requires Attunement.
- Cost is determined by the Game Master.
- Melee, martial, Finesse, light weapon.
The weapon deals 2d6+2 of piercing damage..
Special Effect
Spirit of the Forest. While attuned to this blade, you can cast the Entangle & the Plant Growth spells from it. It is a bonus action instead of an action. You can cast Entangle a number of time equal to your proficiency bonus per long rest, and Plant Growth up to three time per long rest.
If you aren't a caster already, the DC of the Entangle spell is equal to: 8 + your proficiency bonus + either your Charisma, Intelligence or Wisdom modifier, the highest of the three.
Potestates Naturae (Forest). This weapon seems to be linked to the earth and nature, what other powers does it have ?! (Game Master's interpretation)
Otherwise: The Item is cursed. If you do not have her twin in your possession, every 1d6 days, your maximum amount of Hit points is reduced by 5. Once the two blades are brought back together, the curse is lifted, and you regain all your hit point lost.
Twin Blades. When you are attuned and equipped with the two Jewel Blades, your AC goes up by 1 (doesn't stack), and you gain the following effects.
The Forest Jewel deals an additional 1d8 of poison damage instead of 1d4.
If this weapon is used as an off-hand weapon while paired with The River Jewel, it deals necrotic damage instead of piercing damage.
You can cast the Goodberry spell 1d4 times per long rest (This roll must be made after each long rest).
Artworks can be found here: Petyritonel day 16-20
The River Spirit
Youngest of the Twin Blades of Nature, the River Jewel is the Spirit of the River, protector of wind and seas. Guarded as an Artifact by the Druidic Order of the Seas during the war against the Druidic Tribe of the Earth. Each tribe and order having one of the blade, trying to get their hands on the missing part.
Unknowing to them, too focused on this war to realize it, the two spirits inside each weapon were suffering so much for being separated that the sheer power of their anger and sadness gave life to powerful and titanic creatures that wiped out both tribes, and now protect the Jewels.
River Jewel
- Artifact ShortSword. Requires Attunement.
- Cost is determined by the Game Master.
- Melee, martial, Finesse, light weapon.
The weapon deals 1d6 of piercing damage + 1d4 of slashing damage to the target hit.
Special Effect
Spirit of the Forest. While attuned to this blade, you can cast the Create or Destroy Water (1st level) & the Wall of Water (3rd level) spells from it. It is a bonus action instead of an action. You can cast Create or Destroy Water a number of time equal to your proficiency bonus per long rest, and Wall of Water up to three time per long rest.
Potestates Naturae (Seas). This weapon seems to be linked to the water and seas, what other powers does it have ?! (Game Master's interpretation)
Otherwise: The Item is cursed. If you do not have her twin in your possession, every 1d6 days, your maximum amount of Hit points is reduced by 5. Once the two blades are brought back together, the curse is lifted, and you regain all your hit point lost.
Twin Blades. When you are attuned and equipped with the two Jewel Blades, your AC goes up by 1 (doesn't stack), and you gain the following effects.
The Forest Jewel deals an additional 1d8 of slashing damage instead of 1d4.
If this weapon is used as an off-hand weapon while paired with The Forest Jewel, it deals cold damage instead of piercing damage.
You can cast the Sleet Storm one time per short rest.
Artworks can be found here: Petyritonel day 16-20
Relics of Heroes
A collection of precious items that were the properties of powerful adventurers and heroes. Purposefully given the Armory or resting there until their righteous owners come back to recover them for future adventures.
Blessed by the gods, forged by demons or created by the sheer hard work of heroes, these items have legendary powers that made their previous owners legends all across the worlds and even the Astral Sea.
Description
From a Sword able to pierce through the thickest and toughest hide of an Ancient Dragon to a book able to conjure power blades of pure energy, this section of the Armory is considered to be the one the most furnished with interesting and a motley assemble of item.
Dragonslayer Blade
Made from a mystical ore imbued with the blood of slain dragons, the Dragonslayer Greatsword (and Dragonslayer range of weapons and items) were crafted to kill and destroy dragons.
Now the only last representing member of the DragonSlaying line, the Great Sword of the Dragon Slayer was used by a powerful warrior who wished to destroy a corrupted dragon, their own father, as the final wish of this one before madness transformed him into a feral beast wishing only destruction.
"It takes a dragon to slay a dragon."
Dragonslayer GreatSword
- Legendary GreatSword. Requires Attunement
- Cost is determined by the Game Master.
- Melee, martial, heavy, two-handed weapon.
The weapon has a +3 to hit, and deals 2d6 + 3 of slashing damage to the target hit.
Special Effect
Dragon's Hide Piercer. The damage made with this weapon (including additional effects from Infused by Dragon Essence, poisons, elixirs or even runes) are doubled if the creature is a Dragon.
Critical Changes. The 4th attack made with weapon is always a critical hit. On the other hand, even by scoring a natural 20, the damage of the weapon itself isn't doubled.
Infused by Dragon Essence. By smearing your own blood on the weapon's blade, you can activate one of the runes combination to infuse the weapon by the essence of dragons sealed inside.
As a bonus action, you can sacrifice 3d4 hit points to empower this weapon for 1 minute, it deals an additional 1d6 +3 of damage, the type depends on the type of dragon's blood this weapon was made with (Acid, Poison, Lightning, Fire, or Cold). You can use this ability once per long rest.
Artworks can be found here: Petyritonel day 26-30
Barbarian's Rage
Created by the magical association of bones, steel, blood and rage, this weapon contains the pure essence of the Rage.
A low growl seems to perpetually emanate from the skull on the blade. While its owner rages, the eyes seem to glow a matching color.
Primal Sword
- Legendary Great-Sword.
- Requires Attunement by a Barbarian.
- Cost is determined by the Game Master.
- Melee, martial, heavy, two-handed weapon.
The weapon has +3 to hit, and deals 2d6+3 of slashing damage.
Special Effect
Wrathing Rage. Entering in Rage becomes a free action. Stopping the Rage still is a bonus action.
Brutality. Brutal Critical has one additional weapon damage die. While raging, the number you need to roll a Critical Hit while attacking is reduced by 2.
Ignoring the Pain. While you are raging, you become resistant to one type of damage you aren't already resistant to. You or your Game Master chooses the type of damage.
Artworks can be found here: Petyritonel day 21-25
Bard's Sharp Words
A powerful and elegant weapon that used to be the property of an extremely charming Bard. It is now looking for its new owner, but who - or what - will it choose?
A collection of ballads and magic awaits those who would be brave enough to carry this magical weapon.
The Violince
- Legendary ShortSword.
- Requires Attunement by a Bard.
- Cost is determined by the Game Master.
- Melee, martial, Finesse, light weapon.
The weapon has a +3 to hit, and deals 1d6+3 of piercing damage + 1d4 of force damage.
Special Effect
Spreading Inspiration. Bardic Inspiration can also affect another target within 15ft of the prime target.
Power of the Arts. When you perform a Song of Rest, you can choose to add one of the following effects to the base effect of the song.
- Into the arms of the Gods The feeling of rest overcomes everyone. Every friendly creature who can hear you perform regain 1d6 (+ your Charisma modifier) hit points.
- Cries of Bravery. A song of power! Up to 1d4 +1 friendly creature who can hear you perform gain a Bardic Inspiration, without spending any use of the feature from you.
- Touch of Preservation. The protective and cheering ballad. Every friendly creature who can hear you perform gain 1d12 (+ your Charisma modifier) temporary hit points.
- Overflowing Arcanes. A magic imbued song. Up to 1d4 + 1 friendly creature who can hear you perform regain half of their 1st to 5th level spell slots. Warlocks gain a bonus Warlock Spell Slot, that can be used once with the next 1d8 hours.
Artworks can be found here: Petyritonel day 16-20
The Flourishing Healer
An astonishingly beautiful weapon, a silver colored blade sprouting from the stem of a black rose.
Able to conjure harmful abilities to hurt the enemies of its master and heal the wounds of their allies, this weapon seems to be sort of conscious.
Flourishing Healer
- Legendary Rapier.
- Requires Attunement by a Cleric.
- Cost is determined by the Game Master.
- Melee, martial, finesse weapon.
The weapon has +3 to hit, and deals 1d8+2 of slashing damage + 1d4 of necrotic + 1d4 of radiant damage.
Special Effect
Martial Prowess. While attuned to this weapon, you are proficient with rapiers, if you weren't already proficient with it.
Healing by Damage. When you hit a target with this weapon, you regain hit points to the basic necrotic damage dealt with it, and, the closest ally within 30ft of you (you excluded), regain hit points equal the basic radiant damage dealt by the weapon.
Clerical Empowering The weapon has 5 charges, and regains all used charges at the end of a long rest.
When you cast a spell of 4th level or lower from the Cleric spell list, you can spend up to 5 charges to increase the level the spell was cast at to 5th level. It costs 1 charge per level.
Example: If you cast Cure Wounds at 2nd level, you can spend 3 charges of this weapon to instead cast the spell at 5th level.
Artworks can be found here: Petyritonel day 6-10
The Wizard's Grimoire
Snitched from the tower of an old, and vanquished, Wizard, this Grimoire is filled with knowledge behind simple-minded comprehension.
Able to call forth the very essence of the Weave to cast powerful spells hidden within the Grimoire, it was determined that it needed to be sealed and blocked from accessing the most powerful form of magic known to this world.
Legends and myths tell the tales of a mad Wizard, obsessed by Knowledge, who wished to become a god with the use of a magical book turned weapon.
"Knowledge is power, you fools."
The Wizard's Grimoire
- Legendary item (considered as a ShortSword.
- Requires Attunement by a Wizard.
- Cost is determined by the Game Master.
- Melee, martial, Finesse, light weapon.
The weapon has a +3 to hit, has 15ft of reach, and deals 1d6+3 of Force damage.
Special Effect
Wizard's legacy. You can use Arcane Recovery a 2nd time per short rest.
Magical Essence. This weapon uses your spell casting ability as your weapon modifier to attack and deal damage.
Magic Prowess. You have +2 to all your spell rolls and save while attuned to this item.
Power from Knowledge. During a long rest, you can select a school of magic, the item is linked to this school until changed during another long rest.
Once per long rest, you can cast a chosen Wizard spell from the list of spells from the school of magic the Grimoire is linked to. The spell cannot be higher than 7th level, and cannot be higher than the level of your highest spell slot.
Artworks can be found here: Petyritonel day 1-5
The Assassin's Blade
A weapon designed to fight dirty with the opponent.
The blade fo this weapon is invisible for those not trained enough with magic to perceive its neat magic trick.
Its magical abilities makes it the perfect tool for a rogue to use, in any circumstance.
It is said that a great evil was slain by the hidden blade, and its final words were:
"You wanna play dirty? I'll show you dirty!"
The Invisible Blade
- Legendary Dagger.
- Requires Attunement by a Rogue.
- Cost is determined by the Game Master.
- Melee, Simple, Light, Thrown (15/40ft) weapon.
The weapon has a +3 to hit. The weapon can either deal 1d6+3 of piercing damage with the blade, or 1d6+3 of bludgeoning damage with the brass-knuckles.
Special Effect
Unseen Blade. The blade part of the weapon is invisible for anybody without truesight or with a way to see magical objects. The attuned user always see the blade.
Deadly Strikes. When scoring a critical hit with this weapon's blade, even if you were not hiding, the attack is considered to be a sneak attack.
Passe-Partout When jamming this blade in a non-magically sealed keyhole, the lock is automatically unlocked.
Boomerang Dagger When thrown, the dagger returns to its owner once it hit something or once it traveled its maximum range.
Artworks can be found here: Petyritonel day 26-30
Druidic Blade-Staff
Recovered from the Lair of an Hag by adventurers after they defeated her, the staff emanates a crazy amount of powerful magical vibrations.
An order of Druid took matter on their hands to purify the essence of the item to lift any impact of the Hag from it.
It was then offered to one of the member of the Adventurers group, as a gift for slaying the dangerous fey creature who was terrorizing the neighborhood.
Blade-Staff
- Legendary Quarterstaff / Longsword.
- Requires Attunement by a Druid.
- Cost is determined by the Game Master.
- Quarterstaff form: Melee, Simple, Versatile.
- Longsword form: Melee, Martial, Versatile.
The weapon has a +3 to hit.
Quarterstaff form: Deals 1d6 (1d8) +3 of bludgeoning damage + 1d4 of radiant damage.
Longsword form: Deals 1d8 (1d10) +3 of slashing damage + 1d4 of necrotic damage.
Special Effect
Morphism. The weapon can switch between its Quarterstaff and Longsword forms with a bonus action. While attuned to this weapon, the owner becomes proficient with Longswords and Quarterstaffs.
Runes of Nature The Blade-Staff is covered in runes. As a bonus action, each rune can be activated, once per short rest, to cast special abilities. Each rune activates a different ability.
1: Rune of Power. For the next minute, your Strength score becomes 21, but your Intelligence score is lowered by 3.
2: Rune of Restrain. You cast the Entangle spell at 1st level. This spell is not a concentration this way.
3: Rune of Rejuvenation. You cast the Healing Spirit spell at 3rd level. When used on Plants or/and Beasts, the healing is doubled.
Artworks can be found here: Petyritonel day 26-30
Artificer's Elemental Power-Glove
Originally created by a powerful Artificer to tinker with the matrix of Weave itself, the Gloves became limited in their powers when the divines judged its abilities to be too dangerous for the universe's stability.
Seen as an item of collection nowadays, only the richest person can pretend to have held them in their hands.
The Glove of Elements
- Legendary Gloves.
- Requires Attunement by an Artificer.
- Cost is determined by the Game Master.
This mechanical magic glove can create a blade of elemental energy to strike its wearer's opponents. It also give its user the ability to tinker with the magical essence of their abilities.
Special Effect
The 5 Elements. When your hands are free, your unarmed attacks with these gloves create a blade of magical essence to strike the opponent. The unarmed strikes have a +3 to hit.
The energy blade formed by the Gloves can be chosen between the following elements : fire, cold, lightning, force and psychic. The blade deals 1d8 +3 (+ your Intelligence modifier) of the chosen type to the target hit. If you hit successfully a target with the blade, your next cantrip deals 1d6 of the same damage as the energy blade. This effect can only be activated once per turn.
Magical Tinkering While attuned and wearing this item, when you cast a cantrip that deals damage to a target, you can change its type of damage to either fire, cold, lighting, force or psychic.
Artworks can be found here: Petyritonel day 26-30
Paladin's Holly Blade
The Divine Blade of an Aasimar Paladin who fell during a cosmic battle against a greater evil.
It still carries the wishes of protection, freedom and purge of the wicked of its previous and most loyal owner.
"The Wicked shall be purged from this world!"
Winged Blade of Light
- Legendary Great-Sword.
- Requires Attunement by a Good alignment Paladin.
- Cost is determined by the Game Master.
- Melee, martial, heavy, two-handed weapon.
The weapon has a +3 to hit, and it deals 2d6 of slashing damage + 1d6 of radiant damage to the target hit.
Special Effect
Powers of Light. After a successful attack action with this weapon, you can use your bonus action to cast one of the following abilities.
1 :Movement of Light: Your body becomes etherial and allows you to move freely. You teleport in a free space within 15ft of your current position. You do not provoke any attack of opportunity this way.
2 : Fire Curator: A powerful flame of purification leaves your body. You can heal an ally within 30ft of you or yourself for (your proficiency bonus + your Charisma modifier) hit points.
3 : Divine Punishment: You hurl a divine flame to punish your target. This ability works the same way as the Sacred Flame cantrip.
Oath of powers When you use a Channel Divinity, roll 1d6. On a 5, the Channel Divinity doesn't cost any charge, and on a 6, it doesn't cost any charge, and you regain one used utilization of Channel Divinity.
Powerful Critical. While attuned to it, if you land a critical strike with this weapon, you gain one free extra attack with this weapon. This effect occurs only once per turn.
Artworks can be found here: Petyritonel day 26-30
The Soul Stealer
- Legendary Dagger. Requires Attunement.
- Cost is determined by the Game Master.
- Melee, Simple, Light, Thrown (15/75ft) weapon.
A beautiful dagger covered in summoning scrolls. It seems to have hidden and dangerous powers.
The weapon has a +3 to hit, and it deals 1d4 +3 of piercing damage + 1d4 of necrotic damage.
Special Effect
Essence Stealing. As a bonus action, you can mark a target within 60ft of you that you have sight on, for the next minute. When the entity dies, its essence is absorbed inside the scrolls. By consuming between 2 to 5 different essence, as an action, you can Summon a Guardian. The Guardian has bonuses depending on the number of essence it was created with.
The Guardian
Medium Invocation, Lawful Neutral
- Armor Class (10 + your proficiency bonus)
- Hit Points (The number of essence used x d12)
- Speed 30ft
Ability scores Unless changed with the use of essence, all ability scores of the Guardian are 10.
Action: The Guardian can make one attack action per turn. Increases with some essences.
Melee attack: Attacks a target within 5ft. Deals 1d8 of slashing damage. Increases with some essences.
Range attack: Attacks a target within 60ft. Deals 1d6 of piercing damage. Increases with some essences.
Essence of Fiend / Celestial: It's Charisma score increases to 16. Its attacks deal a + 1d6 of necrotic damage + 1d6 of radiant damage.
Essence of Elemental / Dragon: It's Intelligence score increases to 16. As a bonus action, the Guardian can hurl a mote of energy dealing damage of the element of your choice between Fire, Cold, Acid, Poison, or Lightning. The target must make a Dexterity saving throw (DC 10 + your proficiency bonus), on a failed save they take (number of essence consumed x d6) of the chosen type of damage.
Essence of Fey / Beast: It's Dexterity score increases to 16. The Guardian gains an extra attack and its melee attacks have a +5 to hit and to their damage.
Essence of Aberration / Monstrosity: When a entity looks directly at the Guardian, visions of horror or/and twisted reality flash in their head, they must succeed on a Wisdom saving throw (DC 10 + your proficiency bonus) or have their concentration broken and take 2d6 of psychic damage, no damage on a success.
Essence of Construct / Ooze: It's Constitution score increases to 16. It becomes resistant to Acid, Cold, Fire, Lighting and Poison damage and has (number of essence consumed x d12) temporary hit points.
Essence of Undead / Humanoid: It's Wisdom score increases to 16. The Guardian gains truesight of 60ft and a tremor sense of 30ft. Its range attacks have +5 to hit and to their damage.
Essence of Giant / Plant: Its Strength score increases to 16. The Guardian cannot be knocked prone, restrained nor stunned.
Artworks can be found here: Petyritonel day 16-20
Vampires and Inquisition
Description
For Eons, the Inquisition of the Purifying Light has been spreading and expensing all over the worlds to defend the universe from the menace that are Vampires and their armies of monsters and undead.
However, the Vampire Bringer, a gigantic blade which powers were feared by all, able to transform the weak of mind into slaves and spawns of powerful Vampires went missing during the recent years. The news of this disappearance plunged the Inquisition into Chaos.
The Eyes of the Divine, the head researchers and investigators of the Inquisition were able to foreshadow the incoming doom of the Inquisition, as they would be destroyed from within. At that same time, the person in charge of the Inquisition, Sir Balthazar Octavius, went missing without any trace left behind.
Multiple cities within the area reported many of their townfolks going missing, as well as terrible attacks during the night by "sickly pale" people. When the sun started to shine, however, those who weren't already gone burst into black flames and left nothing but ashes behind. Not without difficulties, managed to get their hands on one of them, keeping him captive in an obscured cell.
With the help of the Eyes of the Divine, they were able to determine that the creature was in fact one of the town's missing folk, that was turned into a Vampire spawn. They understood it clearly, The Vampire Bringer was close, and it was hungry. Hungry for blood, hungry for power, hungry for vengeance, hungry for doom.
"Sir Octavius needs us to be stronger! We must bring more blood... more blood... for him, to become stronger! So we can ascend to our next life, our great evolution! The Great Ascension!" said the delirious spawn, driven into a trance, spewing the words of damnation and future doom upon the realms.
It was what the Inquisition feared. Even the clearest and highest of minds, the most Godly living being that ever led the Inquisition, wasn't free from corruption, and ended up falling for the Vampire's "lies" and false promises.
As they were trying to interrogate the spawn, its eyes rolled back, and a deep yet familiar voice burst from its mouth: The former head of the Inquisition, Sir Octavius.
"Poor sheeps. Thinking I lost myself into the lies of the twisted beast within the blade? I willingly accepted its terms, and now, I'm in control of these immense powers! I am powerful, I am what I was always worth of!
I served the gods for eons, devotion, prayers, sanctification, even chosen by one of them, and it took me as many years to finally realize that I was just another one of their a pawns.
Here to just spread their doctrines around the glob. And what did they give me in return for those hard centuries of work?! Nothing, they gave me nothing for all of my devotion for them. I deserved better!"
So I took the chance that given to me, and embraced this new destiny. They refuse to give me what is rightfully mine, and now, with this power, I shall take it from their bloodied corpse and drag their carcasses to the mortal plane!"
The moment the last words of agony, pain and anger left the mind controlled creature, it violently burst into black flames and dark light, leaving nothing but ashes, questions and worry behind.
Once again, the Vampire Bringer has to be stopped. Young Adventurer, will you help your world's survival?
The Nightmare that became a deadly reality
The sword of the damned might not but ne'r be left 'i the hands of any mortals.
Its faculties over the mind shall corrupt e'en the most faithful of saint to become a worshiper and slave of the monarch of blood sealed deep inside the entrails of the cursed forged creation.
For its sole creation and faculties could confound all of the orb of the livings and plunge it into eternal darkness and sorrows, as the monarch of blood and its spawns would rule over it, considering others are mere blood banks.
Hark us, heroes! defend and protect thy orb against the felons of the nights and the leeches that lurk 'i the dark!
The bodement says that, 'lest defeated, the monarch of blood had been the one to drown the travelling lamp 'i the blood of the universe, extinguishing its light for all of the eternity.
The Vampire Bringer (Dormant State)
The Vampire Bringer (Dormant State)
- Artifact GreatSword. Requires Attunement.
- Cost is determined by the Game Master.
- Melee, martial, heavy, two-handed weapon.
This weapon has a +3 to hit, and deals 2d6+3 of slashing damage + 1d8 of necrotic damage.
Special Effect
Vampiric Blade. Once per short rest, you can cast the Vampiric Touch spell. The Spell attack modifier of the spell is equal to: your proficiency bonus + your Charisma, Wisdom or Intelligence modifier (The higher modifier of the 3 stats).
Blood Pact. Within the weapon flows a dark-red liquid, seemingly blood, but thicker, resonating with immense powers. To gain fully access to them, you have to drink some of this liquid, and then pour some of your own blood all across the blade (1d6 of hit points lost, stored within the blade, they cannot be regained until the pact is finished). This ritual must be realized a total of 5 times, once every 1d4+1 days, to be completed. You cannot do this pact if you are a Vampire or a Dhampir
The Voice Within. If you do not make the Blood Pact, every 1d6+2 days, a voice will creep within your head, compelling you to do it. When it happens, you must succeed on a Wisdom saving throw (DC 10 + The number of time you succeeded against this effect) to not obey the voice.
Curse of the Blood. After you successfully made the pact, two of your stats go up by 1. After each long rest, you must roll 1d100. On a 85 to 100, you suffer 10d6 necrotic damage (non-reducible). The 3rd time this effect activates, you instantly die, without being able to be revived. After 1d6+2 days, you are brought back to life as either a Dhampir or a Vampire. The Weapon then Awakens.
The Unleashed Beast
The Vampire Bringer (Awaken State)
- Artifact GreatSword.
- Requires Attunement by the Binded.
- Cost is determined by the Game Master.
- Melee, martial, heavy, two-handed weapon.
This weapon has a +3 to hit, and deals 2d6+3 of slashing damage + 1d8 of necrotic damage.
Special Effect
Vampiric Blade. Twice per short rest, you can cast the Vampiric Touch spell. The Spell attack modifier of the spell is equal to: your proficiency bonus + your CHA, WIS or INT modifier (The highest).
Binded by Blood. This weapon is linked to the entity that finished the Blood Pact, making them a Binded. This weapon disappears within the chest of the Binded, taking the look of a crystal imbued within it. The Crystal has your AC + 3, but if it is successfully hit by a mono target attack or spell, the damage you take is augmented by an additional dice.
An entity can make an investigation check against your deception to determine if something , or what, is wrong about you.
Awakened Beast. As the spirit of the Vampire Monarch within this blade awakens, new powers flow within you. You gain the following abilities:
- Flying Menace. Once per long rest, you can spurt bat-like wings from your back as an action. You gain 35ft of flying movement for 1 minute.
- Blessing of the Blood. Two of your stats go up by 2. (This effect takes place instead of Curse of the Blood) Moreover, once per longrest, you can sacrifice 3d6 hit points to give you advantage on all saving throws of one ability for 1 minute.
- Hidden in the Crowd. As long as the weapon is in its crystal form, your vampiric features are magically hidden, allowing you to by-pass some rules inflicted on Vampires.
- Bound to Evil. The Voice within the Blade talks to you, and, every 3d6 + 2 days tries to take control of your body. You have to succeed on a DC 15 Wisdom saving throw to not be controlled against your will. You can choose to fail this saving throw. You regain the control of your body when your body falls unconscious from damages or dies, or if the Monarch willingly gives it back to you.
"Free from this slumber, at last!"
Blade of the Inquisitor
"Sacrifice thy blood, ô faithful, to bring an end to the vampire bringer and its deadly spawn."
This is the old motto given to Inquisitors that were chosen to carry the Blade of Sacrifice.
Created by a holy order to prevent the Vampire Bringer from creating its army, and defeat each poor soul it managed to get its claws to have a new host.
It is particularly efficient against the unholy and the undeads.
Blade of Self Blood-Sacrifice
- Legendary ShortSword. Requires Attunement.
- Cost is determined by the Game Master.
- Melee, martial, Finesse, light weapon.
The weapon has +3 to hit, and deals 1d6+3 of piercing damage + 1d4 of radiant damage.
Against Undeads, this weapon ignores resistances to piercing and radiant damage, and deals double the damage to them.
Special Effect
Self-Sacrifice. When grasping this weapon, you lose 2d4 hit points, that are instantly converted into temporary hit points. As long as you have temporary hit points, this effect doesn't activate.
Terminating the Unholy. The first attack against an undead creature with this weapon, if the attack hits, deals its damage as if it was a critical hit.
Inquisition. If the entity attuned to this weapon is also attuned to the Double Sided Dagger of Vampire Slaying, you regain hit points equal to the radiant damage dealt with this weapon.
Artworks can be found here: Petyritonel day 21-25
The Vampire Hunter
"Ô faithful, use this stake to paunch their heart and turn 'em back to dust".
This is the old motto given to Inquisitors that were chosen to carry the Dagger of Vampire Slaying.
Created by a holy order to prevent the Vampire Bringer from creating its army, and defeat each poor soul it managed to get its claws to have a new host.
It is particularly efficient against the unholy and the undeads.
Double Sided Dagger of Vampire Slaying
- Legendary Dagger. Requires Attunement.
- Cost is determined by the Game Master.
- Melee, simple, finesse, thrown (20/60ft) light weapon .
The weapon has +3 to hit, and deals 1d4+3 of piercing damage + 1d4 of radiant damage.
Against Undeads, this weapon ignores resistances to piercing and radiant damage, and deals double the damage to them.
Special Effect
Vampire Killer. The weapon has the following abilities:
Wooden Stake. The weapon's handle is in fact a wooden stake, made to pierce through a vampire's heart to terminate it.
Terminating the Unholy. The first attack against an undead creature with this weapon, if the attack hits, deals its damage as if it was a critical hit.
Training against the Undeads. You are resistant against any damages made by an undead entity.
Inquisition. If the entity attuned to this weapon is also attuned to the Blade of Blood-Sacrifice, when thrown, the dagger magically returns within the hand of its user, and cannot be magically or forcefully dropped against its user's will.
Artworks can be found here: Petyritonel day 21-25
System Reference Document (OGL)
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OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc («Wizards»). All Rights Reserved.
Definitions: (a)»Contributors» means the copyright and/or trademark owners who have contributed Open Game Content; (b)»Derivative Material» means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) «Distribute» means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)»Open Game Content» means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.
(e) «Product Identity» means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) «Trademark» means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) «Use», «Used» or «Using» means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) «You».
The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use.
No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content.
Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity.
You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark.
The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity.
The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
END OF LICENSE