Soulless Weapons
There was a time when I could hear the voice of my sword; when I was an adventurer, it was my travel companion. However, at some tragic moment, my sword was destroyed, and its soul was lost. Will you be able to give your weapon a soul? Will you manage to protect it at the most critical moment? That’s something I want to see.
This supplement is a series of side quests where your adventurers can acquire weapons that are merely shells, lacking a soul. However, you can give your adventurers gems that will grant special abilities and allow the weapon to develop its own personality.
Although the mechanical aspect of this evolution is one of the key points of this supplement, the true focus is the opportunity to give your adventurers a weapon that will grow with them. Occasionally, you can provide them with gems that will evolve the weapon's abilities as the characters grow.
The idea is that there are a total of 8 types of gems, each granting particular effects, and as they are combined, the weapon's effects will change, eventually developing its own personality and the potential for further growth. This process could result in the development of up to 56 different personalities. Although this version includes only a few of these personalities, it lays the groundwork for creating others.
This is a long-term project, but in this first release, I’m providing the foundations for running these quests at a lower level, along with a limited number of combinations and items from the full potential set. If the supplement is well-received, I will continue updating it for higher levels.
Table of Contents
| Section | Page |
|---|---|
| Starting the Quests | 3 |
| Obtaining Gems | 6 |
| Additional Encounters | 9 |
| Appendix A: Crystallized Souls | 10 |
| Appendix B: Initial Soulless Weapons | 13 |
| Appendix C: Combined Soulless Weapons | 16 |
| Appendix D: Soulbound Weapons | 22 |
| Appendix E: Creatures and NPCs | 29 |
Document written by Artegal Hest.
Images created using MidJourney.
Images created with MidJourney.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
Soulless Weapons as a complete work, excluding elements from SRD 5.1 and images generated with MidJourney, is the property of Artegal Hest. The original content of Soulless Weapons, which does not include elements from SRD 5.1 or images generated with MidJourney, is licensed under Creative Commons Attribution-NonCommercial-ShareAlike 4.0, available at https://creativecommons.org/licenses/by-nc-sa/4.0/legalcode
Starting the Quests
The "crystallized souls" are the core items of this supplement, consisting of eight gems, each linked to a specific element. Throughout most of history, these gems have been regarded merely as beautiful accessories, concealing their true nature and properties, which have only been discovered by a select few individuals. The complete list of gems and their properties can be found in Appendix A.
The adventure begins when one of these gems is given to an adventurer. These gems are of common rarity and, while not magical items, have no inherent effects by themselves, so the first one can be given at any time.
The gem you choose to give can be based on your discretion; you may consider the personality of the adventurer or the future effects the gem may grant. However, you can also roll a d8 and use the "Crystallized Soul Selection" table.
Crystallized Soul Selection
| d8 | Item |
|---|---|
| 1 | Aerogen |
| 2 | Rubylum |
| 3 | Glacielite |
| 4 | Electrosite |
| 5 | Luminare |
| 6 | Terrastel |
| 7 | Aquanite |
| 8 | Umbraon |
Once this first item is granted, the group will need to be encouraged to investigate its origin. When they find themselves in a settlement, they can search for information about it. Through this information, they will be informed that they should meet with Siana Naraz, a retired adventurer who resides in the settlement.
Siana Naraz (Neutral Good wood elf gladiator, with 165 HP (22d8 + 66) and CR 9) is resting in her cozy home on the outskirts of the settlement. She is an approachable person who treats visitors kindly, always willing to share tales of her past experiences.
Roleplay the encounter, paraphrasing the following information and responding with a warm and familiar tone to the characters' questions.
- "My name is Siana, a former adventurer who traveled to distant lands, but now I’m just a retired lady who takes care of plants and cats in her home."
- "Were you recommended to visit me? I see. That means you have questions about my adventures. I enjoy telling stories about them."
When the group presents the item they found, she will initially be shocked but will quickly shake her head and apologize.
- "So, the memory of my companion has returned to disturb my rest."
- "No, it's not your fault, don't worry. It's just an old story... but I suppose you're curious about it."
After this, her tone will change, and she will begin to recite something from memory.
Oh, ancient mysteries hidden within these objects! Treasured as mere precious gems, yet unaware of their true essence.
What a disgrace to those objects that hold and bestow a soul; however, if just one person decides to listen to their voice, it is enough for their eternal soul.
With this, Siana explains that the found item is a gem known to those who understand its essence as a crystallized soul. These are magical objects, but they do not possess magic by themselves; instead, they need a catalyst. An empty shell that, similarly, many dismiss, believing it to be a useless tool.
At this moment, Siana will stand up and go to retrieve an item stored in one of her rooms, bringing back a weapon. The weapon she gives will depend on the adventurer who will wield it. You can coordinate with the player or choose the most suitable weapon based on their skill set. However, the weapon must be a melee weapon.
When she hands it over, she will instruct the adventurer to touch the gem with the weapon. Once this is done, the weapon will transform depending on the crystallized soul used, as shown in the "Initial Soulless Weapons" table. Descriptions of the weapons can be found in Appendix B. Note that the names include the prefix "Weapon," but this will change according to the weapon given, for example, "Shortsword of the Zephyr."
Initial Soulless Weapons
| Crystallized Soul | Soulless Weapon |
|---|---|
| Aerogen | Weapon of the Zephyr |
| Aquanite | Weapon of the Tides |
| Electrosite | Weapon of the Storm |
| Glacielite | Weapon of the Glacier |
| Luminare | Weapon of the Dawn |
| Rubylum | Weapon of the Flame |
| Terrastel | Weapon of the Core |
| Umbraon | Weapon of the Umbra |
Once this process is completed, she will explain that these shells are useless weapons by themselves, but once they absorb one of the crystallized souls, they become weapons with special effects. Additionally, she explains that the weapon can absorb more than one, as long as they are of different types. The first three souls determine its abilities, and she adds that once it absorbs these three, it will develop an ego, becoming your traveling companion. However, the weapon can continue to grow if it is given crystallized souls of more types, though it will no longer change its essence, only becoming more powerful.
She will say with sadness that the sword she once carried had absorbed 5 souls, becoming one in a million in history, but it was eventually destroyed by a soul hunter. She warns that if the adventurer is willing to follow this path, they must be prepared to fight against this, as it will come for them eventually if their weapon grows powerful enough.
Finally, she tells the group that if they find another gem and, instead of using it as fuel, wish to use it to create another weapon like this, they can come to her, and she will craft another shell.
Mission Rules
The goal of these missions is to give the adventurer a special weapon that they will grow attached to as they progress through the adventure.
There are a total of 8 crystallized souls, which can be obtained in various ways. These methods should be adapted to the events of the campaign where this mission sequence is integrated. In fact, some of these rewards can be given to the adventurers within the campaign's own events.
The "Obtaining Gems" section details several events where these items can be awarded. However, it is recommended not to use the same event more than once. For example, if it is decided that the adventurer can purchase a gem from a merchant who happens to possess it, it is not recommended to use this method again to obtain another gem.
As a weapon continues to be fed, its rarity will also increase, gaining more powerful effects. Therefore, it is important to ensure that the adventurer does not possess a weapon of very high rarity at low levels. The rarity based on the number of crystallized souls used as fuel can be seen in the "Soulless Weapon Rarity" table.
Soulless Weapon Rarity
| Crystallized Souls | Rarity |
|---|---|
| 1 | Common |
| 2 | Uncommon |
| 3 | Uncommon |
| 4 | Rare |
| 5 | Rare |
| 6 | Very Rare |
| 7 | Very Rare |
| 8 | Legendary |
When a soulless weapon is initially created, that is, when a crystallized soul is combined with a shell, it will generate a weapon that produces a simple effect. These weapons, being the basic ones, are already listed in the "Initial Soulless Weapons" table.
When a second gem is granted, the essence will change to a mix between both crystallized souls. For example, a weapon that has absorbed Electrosite and Umbraon would be called "Weapon of Shadowed Lightning," which grants an effect that combines both concepts.
This creates a total of 28 possible combinations, resulting in 28 different weapons that combine the effects of two crystallized souls, which are detailed in Appendix C. In this initial release of the supplement, only 6 possible combinations are included, so if you want to use a combination not on the list, you will need to design it yourself or, alternatively, notify me so I can consider it for the next release.
When a third gem is included, the essence will change again, combining the three elements. For example, continuing with the previous effect, a weapon that combines Electrosite, Umbraon, and Terrastel would be called "Lament of the Silent Storm," which grants an effect that combines the three concepts.
Additionally, this combination creates a personality for the weapon. Each gem has a linked personality trait, which can be seen in Appendix A. When a personality is generated by combining three gems, it will have these three personality traits as its main characteristics. In the example we have been using, it would be Theann, the Guardian of the Silent Storm.
This creates a total of 56 possible combinations, which will be detailed in Appendix D, both for the object and the personality within it. Given the difficulty of writing out all the personalities initially, only 2 of these combinations will be provided. If you wish to add a combination not included, consider mixing both the gem concepts and the combined personality traits, or alternatively, notify me to include it in the next release.
From the fourth gem onward, there will be no essential change in effects or personalities. Instead, the weapons will gain more powerful effects or unlock secondary effects. These levels are detailed in the weapon description in Appendix D. However, not all levels will be included for the initially added weapons; only these levels for two weapons will be provided as examples.
It is very important to note that if the campaign is of a certain level range, players should be made aware that the gems are quite rare and they will not obtain all of them throughout the campaign. As seen, reaching up to legendary level would be limited to very high-level characters.
In addition to the gem acquisition events, there will also be a series of additional encounters related to the narrative, such as meeting other warriors who are not hostile but are also collecting crystallized souls. These encounters, while they may result in a gem reward, could simply serve a narrative purpose. These can be found in the "Additional Encounters" section.
One thing to be cautious of is that when a weapon absorbs a soul, that is, when it has absorbed three gems, adventurers may be randomly hunted by so-called soul hunters, creatures sent to destroy weapons that have acquired a soul. These encounters are detailed in the "Additional Encounters" section, and the creature stat blocks are included in Appendix E.
If you believe these encounters might obstruct the progress of the campaign, they can be omitted entirely. Remember, this supplement is for side missions to enrich your campaigns, not a campaign on its own.
Obtaining Gems
Although you can grant the gems in various ways, including within the events of the campaign itself, this section details some missions or random encounters that can be introduced to facilitate their acquisition.
It should be considered that if these are introduced within the context of the campaign, they should be made to feel organic, so as not to divert the group too much from the campaign's main events. Similarly, some of these can be adapted according to the context of the scenario being developed.
It is important to note that while some of these missions might be introduced more than once, it is preferable to avoid this to provide sufficient variability and to prevent players from repeatedly seeking the same event to exploit gem acquisition.
Most of the events listed in this section are merely suggestions, without detailed encounters, characters, and events, as these should be determined according to the scenario and the campaign.
Most encounters are designed for all rarities, adjusted according to the group's level, but some specific ones are recommended only when the weapon has a certain rarity, which is also linked to the group's level.
The crystallized soul obtained through these events will normally not be defined by them, so unless stated otherwise, it can be awarded at your discretion or determined using the "Crystallized Soul Selection" table from the previous chapter.
The complete list of encounters and missions can be found in the "Methods of Obtaining Gems" table.
Methods of Obtaining Gems
| Event | Description |
|---|---|
| Carriers Combat | By fighting other carriers, you can steal one of their gems |
| Clan Duel | Intervention in a clan conflict fighting over a treasure |
| Clandestine Auction | Purchase or steal it from a clandestine auction |
| Family Treasure | Recovery of a family treasure that turns out to be a gem |
| Unsuspecting Merchant | Acquire it from a merchant who is unaware they possess it |
Carriers Combat
When a weapon that has absorbed gems is destroyed, it will randomly drop one of the gems it absorbed.
This can be used as a basis for certain encounters that determine gem acquisition. In the "Additional Encounters" section, you can find various carriers that you can introduce at some point in the campaign. Some have an approachable personality and will not seek conflict, even if they know there is another carrier in the group, while others will seek to attack directly.
Similarly, you can create your own enemies using one of the weapons from the list and a creature from any of the manuals.
In the "Carriers Encounters" table, you can find the suggested CR, as well as some example creatures that can be used according to the number of gems their weapons have. It is important to note that this is not definitive; you might decide to introduce a creature with a CR of 12, but with a weapon that only has three gems.
Some of these NPCs you create may start with creatures of lower CR, but can be adjusted for higher levels.
Carriers Encounters
| Gems | CR | Creatures |
|---|---|---|
| 1 | 0-4 | Knight, Bandit Captain, Noble, Veteran |
| 2 | 5-6 | Gladiator, Mage |
| 3 | 7-8 | Assassin |
| 4 | 9-10 | - |
| 5 | 11-12 | - |
| 6 | 13-14 | - |
| 7 | 15-16 | - |
| 8 | 17 or higher | - |
Clan Duel
During your travels, you encounter two clans that are in conflict. These should be warrior populations, which could include goblins, orcs, berserkers, or other creatures adjusted to the group's level.
Both clans are fighting over the possession of an ancestral treasure, which turns out to be a crystallized soul. The treasure is located inside some caves, and both clans claim control over these caves. Due to their conflict, they have not seen the treasure for decades and both clans obstruct each other's attempts to reach it.
From this point, the mission can take several routes. You can negotiate with one of the two clans to eliminate the other clan and claim the treasure as a reward. This will be difficult, as the clans consider it a valuable relic, so the group will need to succeed on a DC 18 Charisma (Persuasion) check for one of the clans to agree to the deal. They will be pained to lose the treasure, but they see ending their enemies as a positive outcome. This will trigger a sequence of battles to defeat the rival clan.
Alternatively, you can negotiate with both clans to gain access to the cave system with the promise of bringing the treasure to them, deciding among themselves who will keep it in the end. Inside the cave are enemies such as giant wolf spiders, giant spiders, and other cave-dwelling monstrosities.
Once the treasure is recovered, the group can either return it or escape with it. If they choose to return it, they can attempt to convince the clans to keep it, either through persuasion or negotiation. For example, they could argue that if the treasure is a point of dispute between the clans, outsiders like the group can rid themselves of it. If they decide to escape, they must succeed on a series of Dexterity (Stealth) checks to exit the cave without being seen.
Another option is to enter the caves stealthily from the start. Alternatively, you can roll a d10 to determine if at any point the clans become aware of the infiltration, with a result of 7 or higher indicating they do. If so, upon exiting the caves, the group will have to fight against a combined force of the clans.
Clandestine Auction
You can give the group rumors about the location of one of these gems at a clandestine auction house. The group can then seek access to this auction house to acquire the gem through peaceful means, or if necessary, they can attempt to steal it.
If they seek to acquire it peacefully, they will need to prepare an adequate amount of money. Depending on the current rarity of the weapon the group possesses, the initial bid for the auction will start according to the "Initial Auction Cost" table. Additionally, this table also includes a column for the minimum increment between auction rounds, so either the bidders or the adventurers must increase the bid by at least this amount.
Initial Auction Cost
| Rarity | Cost | Increment |
|---|---|---|
| Common | 50 gp | 5 gp |
| Uncommon | 250 gp | 25 gp |
| Rare | 500 gp | 50 gp |
| Very Rare | 2500 gp | 250 gp |
Each round of the auction, you should secretly roll a d10 to determine if there will be a bidder offering more money. If the roll is 6 or higher, a bidder will offer an amount higher than the current bid, determined by rolling 1d4 multiplied by the minimum increment. If the adventurer decides to offer a higher amount, you should roll again to determine if a bidder offers an even higher amount.
If the group wins the auction, upon leaving the auction house, they will encounter the second-place bidder, who is either a merchant or a noble attempting to steal the gem by attacking the group. The difficulty of the combat should be set according to the group’s level, and could involve guards, knights, gladiators, or other creatures that fit the context and whose CR matches the group’s level. If the group loses the auction, they can attempt to steal the gem from the winner, initiating a combat under similar conditions.
Alternatively, if the group decides to infiltrate, they will need to succeed on a series of Dexterity (Stealth) checks. A series of five checks is recommended, representing their traversal of the auction house's inhabitants, with increasing difficulty according to the "Infiltration in the Auction House" table.
Infiltration in the Auction House
| Check | DC |
|---|---|
| 1 | 8 |
| 2 | 10 |
| 3 | 12 |
| 4 | 14 |
| 5 | 16 |
If they are discovered, they can attempt to escape or directly steal the gem, triggering a series of combats with a maximum of five fights, one for each failed check. The difficulty will increase, both in number and in CR of the enemies, but should always be a challenge the group can overcome. Enemies might include bandits, scouts, bandit captains, veterans, assassins, or other creatures fitting the context and with a CR appropriate for the group’s level.
Family Treasure
During this mission, the group is tasked with finding a family treasure, which is a necklace adorned with several precious gems. This necklace was stolen during a burglary at their home, so they will need to track down the thieves or, alternatively, the merchant who bought the item.
Secretly roll 1d4 to determine how many days the thieves will have had the necklace before selling it. The group will have this time to search for the thieves and recover the necklace from them. Whether by asking for information or investigating more thoroughly, once they find the thieves, a conflict will ensue. The enemies could be bandits, scouts, bandit captains, veterans, assassins, or other creatures that fit this context and have a CR appropriate for the group’s level.
If the days pass and the thieves are not found, secretly roll 1d8 to determine how many days the merchant who acquired the necklace will have had it before selling it. Investigation into the bandits may lead to this merchant, from whom the necklace must be bought at a price between 50 gp and 500 gp.
If the days pass and neither the merchant nor the necklace is encountered, the merchant will have sold it, causing the trail of the necklace to be lost.
Once recovered, the group must succeed on an DC 13 Intelligence (Arcana) check to identify the true nature of the gem. You may omit this check if you want the adventurers to immediately recognize it as a crystalized soul. They will need to decide whether to return the necklace, keep it for the gem, or return it with the intention of buying it from its original owners.
Unsuspecting Merchant
You can encourage the adventurers to explore the market or directly ask among the merchants. However, as mentioned initially, these gems are hard to find and are often disguised as other gems used purely for aesthetic purposes.
The goal of this encounter is to lead them to a merchant with a variety of precious gems. Once they investigate the merchant’s goods, they must succeed on an DC 15 Intelligence (Arcana) check to identify a gem that radiates the magic they have previously encountered.
Depending on the current rarity of their weapon at the time this event is introduced, the suggested price for the gem may vary. Suggested costs are included in the "Crystallized Soul Costs" table.
Crystallized Soul Costs
| Rarity | Cost |
|---|---|
| Common | 100 gp |
| Uncommon | 500 gp |
| Rare | 1000 gp |
| Very Rare | 5000 gp |
If you want to make the acquisition of the gem even more challenging, you can have the skill check only determine that there is a crystallized soul among the items the merchant sells, but not specify which one. To determine exactly which gem it is, you can increase the DC of the check to 18.
Alternatively, if they decide to buy one without being sure which it is, you can secretly roll a d10 or have the adventurer roll. If the roll is 5 or higher, they will find one of the gems.
Additional Encounters
If you find it appropriate, you can include a series of encounters that, while not necessarily intended for obtaining gems, will be effective within the proposed narrative. Many of these encounters involve wielders of weapons without souls, who can become allies or enemies at specific moments.
Keep in mind that, just like the events in the previous section, these encounters should be used carefully to avoid disrupting the narrative flow of the campaign where they will be integrated.
The complete list of encounters and missions can be found in the table "List of Additional Encounters."
List of Additional Encounters
| Event | Description |
|---|---|
| Dagnella, the Dragon Knight | An honorable knight seeking to help others |
Dagnella, the Dragon Knight
Dagnella Blazeld (Appendix E) is a dragonborn knight who left her order to become a wandering knight. During her travels, she acquired a sheath and a Glacialite gem, which she eventually used to imbue her weapon with a personality.
She is an honorable person with a strong, albeit personal, sense of justice, always striving to fight evil whenever possible.
The adventurers might encounter her fighting bandits and can choose to assist her. After the combat, they must succeed on an DC 12 Intelligence (Arcana) check to detect that her weapon also possesses a soul. If the adventurers already have a weapon with a consciousness, it may reveal this information without needing a roll.
The adventurers can decide to fight her for a chance to obtain one of her gems.
If they choose to handle things peacefully, she will simply leave but promise to meet them again.
She can be encountered during some of the gem acquisition events, as well as in random events when fighting soul hunters, either helping her or receiving her aid.
Appendix A: Crystallized Souls
Below are the 8 crystallized souls present in this module. They appear as gems, more specifically pearls, with some detail that highlights the associated element.
The gems themselves do not grant any effects; however, their market value is high due to their rarity.
It is important to note the "Personality" property. A gem by itself does not have a personality, but when three of them are combined into a sheath, this trait becomes evident in the individual.
Aerogen
- Wondrous Item
- Element: Wind
- Personality: Independent
It is a gem with a smooth appearance and a teal hue. Its surface features markings in various shades of green, resembling the flow of wind across it.
One of these gems would be used in the "Necklace of the Great Green," a famous necklace within the royal family of a distant kingdom, disappearing during an assault.
It represents freedom, movement, and unpredictability.
Aquanite
- Wondrous Item
- Element: Water
- Personality: Serene
It is a gem with a smooth appearance and a bluish hue. It has markings on one of its ends that mimic a small accumulation of water when positioned that way.
One of these gems would be a gift from the sea inhabitants during a mission to establish friendly relations with a port city, but it would disappear from the vault of the company that guarded it years later.
It symbolizes fluidity, adaptability, and calm.
Electrosite
- Wondrous Item
- Element: Lightning
- Personality: Impulsive
It is a gem with a smooth appearance and a dark hue. It has grooves on its surface colored in violet or yellow, simulating the marks left by a lightning strike.
One of these would be found by a small village after an electrical storm, being revered as a sacred object until the feudal lord seized it.
It symbolizes speed, energy, and unpredictability.
Glacialite
- Wondrous Item
- Element: Ice
- Personality: Ruthless
It is a gem with a smooth appearance and a white-blue hue. It has sparkles on its surface that simulate the ice of frigid regions when illuminated by sunlight.
One of these would be carried by an adventurer from northern lands, becoming one of his symbols by which he would be recognized and buried with his body.
It symbolizes coldness, stillness, and cruelty.
Luminare
- Wondrous Item
- Element: Light
- Personality: Noble
It is a gem with a smooth appearance and a gradient hue that seems to reflect light. Although it does not emit light on its own, it reflects the surrounding light, appearing to have its own brilliance.
One of these would be an object of worship in a temple dedicated to deities of enlightenment; however, it would disappear during a conflict that would destroy its temple.
It symbolizes purity, truth, and justice.
Rubylum
- Wondrous Item
- Element: Fire
- Personality: Sincere
It is a gem with a smooth appearance and a red-transparent hue. Inside, it contains color structures that mimic the movement of flames.
One of these would be believed to be a cursed object and entrusted to be destroyed in a volcano. It is unknown if the task was completed, as the gem was never seen again.
It symbolizes passion, heat, and uncontrollability.
Terrastel
- Wondrous Item
- Element: Earth
- Personality: Resilient
It is a gem with a rough appearance, displaying a gradient hue that resembles an ore. The surface has cracks and indentations that give it a rocky look.
One of these would be stored within the warehouse of a workshop in a dwarven city. One of its artisans would travel to another city with it to find a way to work with it, but would disappear during the journey.
It symbolizes strength, stability, and resilience.
Umbraon
- Wondrous Item
- Element: Darkness
- Personality: Prudent
It is a gem with a smooth appearance and a glossy black hue. Despite its appearance, if placed near a light source, it will not be illuminated by it.
One of these would be a wedding gift for the leader of a shadow guild, but due to the nature of her profession, it would eventually disappear.
It symbolizes mystery, the hidden, and the intangible.
Appendix B: Initial Soulless Weapons
Weapons that have absorbed a single gem possess a set of minor abilities related to the weapon.
However, since they remain common rarity weapons, they should not be considered magical weapons but rather as a vessel that uses the energy of the absorbed gem.
Providing common magical weapons can affect the balance in some scenarios, where there are creatures that may have resistance to non-magical weapons.
Additionally, these weapons cannot be acquired in the market, as for the campaign to make sense, they must be obtained through the process outlined.
All the weapons here are templates, meaning they do not include damage rolls, only the effect. This is because the weapon type can be whatever is desired, based on the initial casing provided.
In the list below, each weapon is presented only with the keyword that defines its essence, such as 'Aurora', 'Flame', or 'Zephyr'. However, when referring to these weapons, they must be called by their full name, using the structure 'Shortsword of the Aurora', 'Spear of the Flame', 'Hammer of the Zephyr', as appropriate. This simplification is for convenience, but proper usage requires the full name.
For the same reason, the images used to represent the weapons are only for reference, always using a sword, but the way they appear within the campaign can be different.
Note that, for now, it is assumed that all weapons of this type will be melee. I will consider expanding the mechanics to ranged weapons later, but if you wish to do so now, it is up to your discretion.
The "Initial Soul-less Weapons" table shows which gem each of the weapons presented below is linked to.
Initial Soulless Weapons
| Soulless Weapon | Crystallized Soul |
|---|---|
| Aurora | Luminare |
| Core | Terrastel |
| Flame | Rubylum |
| Glacier | Glacialite |
| Storm | Electrosite |
| Tides | Aquanite |
| Umbra | Umbraon |
| Zephyr | Aerogen |
Aurora
- Weapon (any melee weapon), common (requires attunement)
A weapon that holds the power of light, emitting a faint glow that can be seen very dimly in darkness.
On a hit, it emits a powerful flash; the target must succeed on a DC 12 Constitution saving throw or be blinded until the end of their next turn.
The weapon has 2 charges and regains expended charges each day at dawn.
Core
- Weapon (any melee weapon), common (requires attunement)
A weapon that holds the power of earth, feeling rough to the touch and emitting the scent of damp soil.
On a hit, the target must succeed on a DC 12 Constitution saving throw or be knocked prone.
The weapon has 2 charges and regains expended charges each day at dawn.
Flame
- Weapon (any melee weapon), common (requires attunement)
A weapon that holds the power of fire, emitting a small amount of heat when touched.
On a hit, it can deal an additional 1d4 fire damage.
The weapon has 2 charges and regains expended charges each day at dawn.
Glacier
- Weapon (any melee weapon), common (requires attunement)
A weapon that holds the power of ice, emitting a bit of frost that can help keep things cool.
On a hit, it emits frost that clings to the target. The target must succeed on a DC 12 Constitution saving throw or have its movement speed reduced by 10 feet until the end of its next turn.
The weapon has 2 charges and regains expended charges each day at dawn.
Storm
- Weapon (any melee weapon), common (requires attunement)
A weapon that holds the power of lightning, emitting a small static shock upon touch.
On a hit, it can deal an additional 1d4 lightning damage.
The weapon has 2 charges and regains expended charges each day at dawn.
Tides
- Weapon (any melee weapon), common (requires attunement)
A weapon that holds the power of water, feeling damp to the touch and capable of lightly hydrating the skin.
The wielder can extinguish both magical and non-magical flames within a 30-foot radius. If the flame is magical, it must have been caused by a cantrip or a 1st-level spell. This effect can also be used as a reaction.
The weapon has 2 charges and regains expended charges each day at dawn.
Umbra
- Weapon (any melee weapon), common (requires attunement)
A weapon that holds the power of darkness, becoming imperceptible in low or no light conditions.
If the wielder attacks with advantage due to being hidden, the attack results in a critical hit.
The weapon has 2 charges and regains expended charges each day at dawn.
Zephyr
- Weapon (any melee weapon), common (requires attunement)
A weapon that holds the power of air, producing a moderate breeze when swung that can help cool down.
On a hit, it allows for an additional attack with the weapon, caused by the generated wind current.
The weapon has 2 charges and regains expended charges each day at dawn.
Appendix C: Combined Soulless Weapons
Weapons that have absorbed two gems possess a series of abilities that blend the concepts of both gems.
Given this, these weapons are considered uncommon and are imbued with magical elements throughout the blade, making them magical weapons.
It is important to note that once a weapon is imbued with gems, they cannot be changed. If the weapon is destroyed, only one of the gems will remain intact; the others will be destroyed along with the weapon.
All weapons listed here are templates, meaning they do not include damage rolls, only the effects. This is because the type of weapon can vary based on the initial casing given.
In the list below, each weapon is presented only with the keyword that defines its essence, such as 'Shadow Lightning', 'Frosty Night', or 'Earth Abyss'. However, when referring to these weapons, they should be called by their full name, using the structure 'Shortsword of Shadow Lightning', 'Spear of Frosty Night', 'Hammer of Earth Abyss', as appropriate. This simplification is for convenience, but proper use requires the full name.
For the same reason, the images used to represent the weapons are for reference only, typically showing a sword, but the form within the campaign may differ.
Currently, all weapons of this type are melee. I will consider expanding the mechanics to ranged weapons later, but if you wish to do so now, it will be at your discretion.
This list is not complete and will be updated over time. If you wish to create your own weapons for this mechanic, just keep in mind the basic effect principles.
The table "Combined Soulless Weapons" shows which gems each weapon is associated with.
Combined Soulless Weapons
| Soulless Weapon | Crystallized Soul |
|---|---|
| Deep Winter | Aquanite, Glacialite |
| Earth Abyss | Terrastel, Umbraon |
| Earth Storm | Electrosite, Terrastel |
| Erosion Wind | Aerogen, Terrastel |
| Eternal Twilight | Luminare, Umbraon |
| Frost Storm | Electrosite, Glacialite |
| Frosty Night | Glacialite, Umbraon |
| Frozen Flame | Glacialite, Rubylum |
| Radiant Wave | Aquanite, Luminare |
| Primordial Mud | Aquanite, Terrastel |
| Scalding Steam | Aquanite, Rubylum |
| Shadow Depths | Aquanite, Umbraon |
| Shadow Lightning | Electrosite, Umbraon |
| Spark Starter | Electrosite, Rubylum |
| Storm Wave | Aerogen, Aquanite |
Deep Winter
- Magic weapon (any melee weapon), uncommon (requires attunement)
Weapon that wields the power of water and ice. It appears to be forged from deep blue ice, with undulating patterns along its blade representing water.
Grants a +1 bonus to attack rolls and damage rolls made with this magical weapon.
The weapon has 3 charges and regains 1d3 expended charges each day at dawn. Charges can be used in the following ways:
- By using a reaction, the wielder can prevent any spell of up to 2nd level cast by a creature they can see within 60 feet that involves the creation or manipulation of water or ice. The spell bursts in front of its caster in an explosion of frost, dealing 2d6 cold damage to any creature within 10 feet of the caster.
Earth Abyss
- Magic weapon (any melee weapon), uncommon (requires attunement)
Weapon that wields the power of darkness and earth. It appears to be forged from an opaque stone with black crystals embedded around its surface, neutralizing light.
Grants a +1 bonus to attack rolls and damage rolls made with this magical weapon.
The weapon has 3 charges and regains 1d3 expended charges each day at dawn. Charges can be used in the following ways:
- By using an action, the wielder can embed their legs in the ground and be enveloped by a shadowy aura until the start of their next turn. While they possess this aura, all attack rolls against them are made with disadvantage. Creatures within 5 feet must succeed on a DC 12 Wisdom saving throw or can only attack the wielder until the end of their next turn.
Earth Storm
- Magic weapon (any melee weapon), uncommon (requires attunement)
Weapon that wields the power of earth and lightning. It appears to be forged from a luminous stone, engraved with runes that flash with electric sparks.
Grants a +1 bonus to attack rolls and damage rolls made with this magical weapon.
The weapon has 3 charges and regains 1d3 expended charges each day at dawn. Charges can be used in the following ways:
- By using an action, the wielder can strike the ground, and all creatures within 5 feet must succeed on a DC 12 Strength saving throw or be knocked prone. Knocked-prone creatures take 1d6 lightning damage once they are on the ground.
Erosion Wind
- Magic weapon (any melee weapon), uncommon (requires attunement)
Weapon that wields the power of earth and wind. It appears to be forged from a polished stone with a greenish hue, engraved with patterns of whirlpools and waves, evoking the effect of wind on rock.
Grants a +1 bonus to attack rolls and damage rolls made with this magical weapon.
The weapon has 3 charges and regains 1d3 expended charges each day at dawn. Charges can be used in the following way:
- As an action, the wielder can embed their feet into the ground and be enveloped by a gale until the start of their next turn. While covered by this wind, if a creature makes a melee attack against the wielder, it must succeed on a DC 12 Strength saving throw or take 2d4 bludgeoning damage and be pushed 10 feet away from the wielder.
Eternal Twilight
- Magic weapon (any melee weapon), uncommon (requires attunement)
Weapon that wields the power of light and darkness. It appears to be forged from dark crystal, encapsulating within it a radiant light that, if not dimmed, could blind those who gaze upon it.
Grants a +1 bonus to attack rolls and damage rolls made with this magical weapon.
The weapon has 3 charges and regains 1d3 expended charges each day at dawn. Charges can be used in the following way:
- If the wielder attacks with advantage due to being hidden, the attack results in a critical hit. The additional damage from the critical hit is radiant damage.
Frost Storm
- Magic weapon (any melee weapon), uncommon (requires attunement)
Weapon that wields the power of ice and lightning. It appears to be forged from ice, with cracks on its surface that release electrical sparks and frost.
Grants a +1 bonus to attack rolls and damage rolls made with this magical weapon.
The weapon has 3 charges and regains 1d3 expended charges each day at dawn. Charges can be used in the following way:
- On a hit, the target must succeed on a DC 12 Wisdom saving throw or take 2d4 cold damage and be paralyzed until the end of its next turn.
Frosty Night
- Magic weapon (any melee weapon), uncommon (requires attunement)
Weapon that wields the power of ice and darkness. It appears to be forged from black metal, but along its blade, there are fragments of frost, giving it the appearance of a glacier.
Grants a +1 bonus to attack rolls and damage rolls made with this magical weapon.
The weapon has 3 charges and regains 1d3 expended charges each day at dawn. Charges can be used in the following ways:
- On a hit, the target must succeed on a DC 12 Constitution saving throw or take 2d4 cold damage and be covered in black frost that reduces their movement speed by 15 feet.
Frozen Flame
- Magic weapon (any melee weapon), uncommon (requires attunement)
Weapon that wields the power of fire and ice. It appears to be forged from deep blue ice, but within it burns a constant flame.
Grants a +1 bonus to attack rolls and damage rolls made with this magical weapon.
The weapon has 3 charges and regains 1d3 expended charges each day at dawn. Charges can be used in the following way:
- As an action, the wielder can strike a surface with the weapon, creating a glyph that lasts for 10 minutes. When a creature other than the wielder comes within 5 feet of the glyph, it takes 1d6 fire damage and must succeed on a DC 12 Strength saving throw or become restrained by ice that emerges from the glyph.
Primordial Mud
- Magic weapon (any melee weapon), uncommon (requires attunement)
Weapon that wields the power of water and earth. It appears to be forged from a damp stone covered in fresh mud, evoking swamps and their conditions.
Grants a +1 bonus to attack rolls and damage rolls made with this magical weapon.
The weapon has 3 charges and regains 1d3 expended charges each day at dawn. Charges can be used in the following way:
- As an action, the wielder can plant the weapon into the ground and cause mud to rise within a 60-foot range, turning the area into difficult terrain for 1 minute. If the wielder makes a weapon attack against a creature within the mud, they gain a +2 bonus to the attack roll.
Radiant Wave
- Magic weapon (any melee weapon), uncommon (requires attunement)
Weapon that wields the power of water and light. It appears to be forged from a crystal so fine that it resembles the surface of a crystalline lake, reflecting light and emitting a golden glow.
Grants a +1 bonus to attack rolls and damage rolls made with this magical weapon.
The weapon has 3 charges and regains 1d3 expended charges each day at dawn. Charges can be used in the following way:
- On a hit, the target must succeed on a DC 12 Wisdom saving throw or take 1d4 radiant damage and be blinded until the end of its next turn. If the target is wet or in contact with a water surface, it takes an additional 2d4 radiant damage.
Scalding Steam
- Magic weapon (any melee weapon), uncommon (requires attunement)
Weapon that wields the power of water and fire. It appears to be forged from a crystal containing boiling water inside, exuding warm vapor that increases in temperature when used.
Grants a +1 bonus to attack rolls and damage rolls made with this magical weapon.
The weapon has 3 charges and regains 1d3 expended charges each day at dawn. Charges can be used in the following way:
- On a hit, the target takes an additional 1d4 fire damage and must succeed on a DC 12 Constitution saving throw or take an additional 1d4 acid damage and have disadvantage on their next attack roll.
Shadow Depths
- Magic weapon (any melee weapon), uncommon (requires attunement)
Weapon that wields the power of water and darkness. It appears to be forged from black metal that does not reflect light, and along its blade, there are crystals that encapsulate water.
Grants a +1 bonus to attack rolls and damage rolls made with this magical weapon.
The weapon has 3 charges and regains 1d3 expended charges each day at dawn. Charges can be used in the following ways:
- On a hit, the target must succeed on a DC 12 Wisdom saving throw or be enveloped by a sphere of water that simulates the marine depths until the end of their next turn, leaving them blinded and silenced.
Shadow Lightning
- Magic weapon (any melee weapon), uncommon (requires attunement)
Weapon that wields the power of darkness and lightning. It appears to be forged from black metal, streaked with erratic electric flashes running across its surface.
Grants a +1 bonus to attack rolls and damage rolls made with this magical weapon.
The weapon has 3 charges and regains 1d3 expended charges each day at dawn. Charges can be used in the following way:
- On a hit, if the wielder is hidden or has attacked with surprise, they can deal an additional 2d6 lightning damage.
Spark Starter
- Magic weapon (any melee weapon), uncommon (requires attunement)
Weapon that wields the power of fire and lightning. It appears to be forged from a reddish metal, permanently glowing, and emits electric sparks.
Grants a +1 bonus to attack rolls and damage rolls made with this magical weapon.
The weapon has 3 charges and regains 1d3 expended charges each day at dawn. Charges can be used in the following ways:
- On a hit, the target takes an additional 1d4 lightning damage and must succeed on a DC 12 Constitution saving throw or be affected by a current that will burn them for 1 minute. At the start of each of their turns, they take an additional 1d4 fire damage. At the end of their turn, they can make another saving throw to end the effects.
Storm Wave
- Magic weapon (any melee weapon), uncommon (requires attunement)
Weapon that wields the power of water and wind. It appears to be forged from transparent crystal, etched with symbols that mimic the wind flowing through running water.
Grants a +1 bonus to attack rolls and damage rolls made with this magical weapon.
The weapon has 3 charges and regains 1d3 expended charges each day at dawn. Charges can be used in the following way:
- When the wielder sees a creature cast a spell of up to 2nd level within 30 feet that involves the creation or manipulation of fire, they can use their reaction to cancel the damage received and move toward the creature to make a weapon attack.
Appendix D: Soulbound Weapons
Weapons that have absorbed three gems develop a soul, a personality. In addition to possessing abilities related to the three elements, the weapon's personality is a blend of these three gems.
From this point, the weapon will not change fundamentally, meaning it will retain its personality and effects regardless of additional gems, although its rarity will increase as shown in the "Soulbound Weapons Rarity" table. This will also enhance some of its effects and, in specific cases, unlock new effects.
Soulbound Weapons Rarity
| Crystallized Souls | Rarity |
|---|---|
| 3 | Uncommon |
| 4 | Rare |
| 5 | Rare |
| 6 | Very Rare |
| 7 | Very Rare |
| 8 | Legendary |
In general, when a Soulbound Weapon is created, it possesses the 3 effects of its 2-gem versions, which will increase in effectiveness as its rarity goes up with additional gems. When it becomes a rare weapon, it gains passive abilities, which can be changed depending on the day. Finally, upon reaching legendary status, it gains a powerful ability that combines aspects of the three elements.
All weapons here are templates, meaning they do not include damage rolls, only effects. This is because the weapon can be of any type, based on the initial template. So, if a short sword was initially given, it will always be of this type. The name no longer refers to the weapon type but has a more special and unique name.
For the same reason, images used to represent the weapons are for reference only, always showing a sword, but the appearance in the campaign may vary.
Currently, it is estimated that all such weapons will be melee. Consideration will be given to expanding the mechanic to ranged weapons in the future, but if you wish to do so now, it will be up to your discretion.
This list is not complete and will be updated over time. If you wish to create your own weapons for this mechanic, just keep in mind the effect bases.
The "Soulbound Weapons" table shows which gems are linked to each of the weapons listed below.
Soulbound Weapons
| Soulbound Weapon | Crystallized Souls |
|---|---|
| Avalanche of the Unconquerable Mountain | Aerogen, Aquanite, Terrastel |
| Hellish Arctic Lightning | Electrosite, Glacialite, Rubylum |
| Lament of the Silent Storm | Electrosite, Terrastel, Umbraon |
| Silence of the Winter Mantle | Aquanite, Glacialite, Umbraon |
| Tempest of Elemental Contrast | Aquanite, Glacialite, Rubylum |
| Tide of Dawn and Dusk | Aquanite, Luminare, Umbraon |
Avalanche of the Unconquerable Mountain
- Magic weapon (any melee weapon), uncommon to legendary (requires attunement)
Weapon that wields the power of water, earth, and wind. It appears to be forged from a polished stone with water-filled crystals embedded within, and its surface features cracks filled with shimmering mud.
Grants +1 to attack and damage rolls made with this magical weapon. This bonus increases to +2 when it becomes rare and +3 when it becomes very rare.
The weapon has 3 charges and recovers 1d3 expended charges each day at dawn. Charges increase by 1, up to a total of 6, for each additional rarity level. Additionally, when it becomes very rare, the die used to determine the number of recovered charges changes to 1d4.
The DC for saving throws caused by this weapon is 12, but increases to 15 when it becomes rare and 18 when it becomes very rare.
Charges can be used in the following ways:
- Using an action, the wielder can plant their sword into the ground and cause mud to surge within a 60-foot radius, turning it into difficult terrain for 1 minute. If the wielder makes a weapon attack against a creature within the mud, they gain a +2 bonus to the attack roll. When it becomes rare, creatures must succeed on a Strength saving throw or become restrained within the mud. When it becomes very rare, the wielder gains advantage on attack rolls against creatures restrained by the mud.
- When the wielder sees a creature cast a spell of up to 2nd level within 30 feet that involves creating or manipulating fire, they can use their reaction to cancel the damage taken and move toward the creature to make a weapon attack. This effect can be applied to 3rd-level spells when it becomes rare, 4th-level spells when it becomes very rare, and 5th-level spells when it becomes legendary.
- Using an action, the wielder can embed their legs into the ground and be enveloped by a gust of wind until the start of their next turn. While covered by this wind, when a creature makes a melee attack against the wielder, it must succeed on a Strength saving throw or take 2d4 bludgeoning damage and be pushed 10 feet away from the wielder. The damage increases by 1d4 for each additional rarity level. When it becomes rare, creatures within a 30-foot radius cannot move away from the area of effect and must use their action to attack the wielder.
The weapon possesses a series of passive abilities that become accessible when it turns rare. At the start of the day, you can switch between which abilities are active, with 1 ability when rare, 2 when very rare, and 3 when legendary. The abilities are as follows:
- Walking speed increases by 5 feet.
- Breath underwater.
- +2 bonus to AC.
When the weapon becomes legendary, it gains the following option for using its charges, which consumes a total of 3 charges:
- Using an action, the wielder can strike the ground, releasing mud and wind that spreads across the affected area. Creatures within a 20-foot radius must succeed on a Strength saving throw or take 2d6 bludgeoning damage, 2d6 acid damage, and 2d6 force damage, or half as much on a successful save. Creatures that fail the saving throw are also restrained until the end of their next turn.
Tempestadi, the Sentinel of the Mountain Peak
Tempestadi is the residing within the weapon. Their alignment is Neutral and they possess an Intelligence of 12, Wisdom of 16, and Charisma of 16. They can see and hear in darkness up to 120 feet.
Tempestadi can speak, read, and understand Common and communicates with their wielder via telepathy. While attuned to the weapon, Tempestadi can understand any language the wielder knows.
Tempestadi is an entity of great strength and patience. Their voice is deep and resonant, like distant thunder, and they speak with unshakable calm. Although patient, Tempestadi is aware of the power they hold and will not hesitate to use it to protect or destroy as needed.
- "Mud is the beginning of all things; it is the union of the earth that supports us, the water that gives us life, and the wind that gives us breath."
- "Do not underestimate the strength of the sludge, which flows like water but strikes like the earth. I am the guardian of this primordial power, and I will unleash it only when necessary."
- "Storms create and destroy. I am the storm that brings life and death, calm and devastation, as dictated by necessity."
Hellish Arctic Lightning
- Magic weapon (any melee weapon), uncommon to legendary (requires attunement)
Weapon that wields the power of fire, ice, and lightning. It appears to be forged from steel that shifts from red at one end to blue at the other, releasing electricity at the tip and frost at the base.
Grants +1 to attack and damage rolls made with this magical weapon. This bonus increases to +2 when it becomes rare and +3 when it becomes very rare.
The weapon has 3 charges and recovers 1d3 expended charges each day at dawn. Charges increase by 1, up to a total of 6, for each additional rarity level. Additionally, when it becomes very rare, the die used to determine the number of recovered charges changes to 1d4.
The DC for saving throws caused by this weapon is 12, but increases to 15 when it becomes rare and 18 when it becomes very rare.
Charges can be used in the following ways:
- On a hit, the target takes an additional 1d4 lightning damage and must succeed on a Constitution saving throw or be affected by a electric current that will burn them for 1 minute; at the start of each of their turns, they take an additional 1d4 fire damage. At the end of their turn, they can make the saving throw again to end the effect. The additional lightning damage increases by 1d4 when it becomes very rare, while the additional fire damage increases by 1d4 when it becomes very rare and by another 1d4 when it becomes legendary.
- Using an action, the wielder can strike a surface with the weapon, engraving a glyph that lasts for 10 minutes. When a creature other than the wielder comes within 5 feet of the glyph, it takes 2d4 fire damage and must succeed on a saving throw or become restrained by ice emerging from the surface. The damage increases by 1d4 for each additional rarity level, and starting from very rare, the target becomes restrained instead of grappled.
- On a hit, the target must succeed on a Wisdom saving throw or take 2d4 cold damage and be paralyzed until the end of its next turn. The damage increases by 1d4 for each additional rarity level, and starting from very rare, the paralysis effect lasts for 1 minute, allowing the target to make a saving throw at the end of each of its turns to escape the effect.
The weapon possesses a series of passive abilities that become accessible when it turns rare. At the start of the day, you can switch between which abilities are active, with 1 ability when rare, 2 when very rare, and 3 when legendary. The abilities are as follows:
- Resistance to lightning damage.
- Resistance to cold damage.
- Resistance to fire damage.
When the weapon becomes legendary, it gains the following option for using its charges, which consumes a total of 3 charges:
- Using an action, the wielder raises their weapon, selecting up to 4 creatures within a 60-foot range. The creatures must succeed on a Strength saving throw or be restrained by ice rising from their feet. Then, four lightning bolts strike from the sky, one for each target, who must succeed on a Dexterity saving throw or take 3d6 lightning damage and 3d6 fire damage, or half as much on a success. Creatures restrained by the ice have disadvantage on the saving throw, after which the ice restraining them melts.
Furianora, the Destroyer of Elemental Chaos
Furianora is the entity residing within the weapon. Their alignment is Chaotic Neutral and they possess an Intelligence of 12, Wisdom of 14, and Charisma of 18. They can see and hear in darkness up to 120 feet.
Furianora can speak, read, and understand Common and communicates with their wielder via telepathy. While attuned to the weapon, Furianora can understand any language the wielder knows.
Furianora is a chaotic and passionate entity that revels in the power it holds, constantly seeking an outlet for its overwhelming energy. It is impulsive and direct, despising subtlety in favor of pure displays of strength. Its voice is a roar that combines the crackling of ice, the crashing of lightning, and the roar of flames.
- "Do you want to feel true power? Let the fury of the elements flow through you. There is no room for fear in the midst of a storm."
- "The cold paralyzes, the lightning jolts, the fire purges. Why choose one when you can have them all?"
- "Balance is for the weak. True strength comes from the fusion of chaos, from the union of the impossible."
Lament of the Silent Storm
- Magic weapon (any melee weapon), uncommon to legendary (requires attunement)
Weapon that wields the power of darkness, lightning, and earth. It appears to be forged from black volcanic rock, with a lightning-shaped mark coursing through it, emitting purple electricity.
Grants +1 to attack and damage rolls made with this magical weapon. This bonus increases to +2 when it becomes rare and +3 when it becomes very rare.
The weapon has 3 charges and recovers 1d3 expended charges each day at dawn. Charges increase by 1, up to a total of 6, for each additional rarity level. Additionally, when it becomes very rare, the die used to determine the number of recovered charges changes to 1d4.
The DC for saving throws caused by this weapon is 12, but increases to 15 when it becomes rare and 18 when it becomes very rare.
Charges can be used in the following ways:
- Using an action, the wielder can embed their legs in the earth and be surrounded by a shadowy aura until the start of their next turn. While under this aura, all attack rolls against them are made with disadvantage. Creatures within 5 feet must succeed on a Wisdom saving throw or can only attack the wielder until the end of their next turn. When it becomes rare, if the wielder takes damage and the creature that caused it is within 5 feet, the wielder can use their reaction to release a chilling aura that deals 2d4 lightning damage to all creatures within 5 feet.
- On a hit, if the wielder is hidden or attacked with surprise, they can deal an additional 3d4 lightning damage. The damage increases by 1d4 for each additional rarity level. When it becomes rare, the target must succeed on a Strength saving throw or become restrained by the earth that rises from the ground, enveloping them.
- Using an action, the wieldr can strike the ground, causing all creatures within 5 feet to make a Strength saving throw or be knocked prone. Knocked prone creatures receive 2d4 lightning damage once they are on the ground. The damage increases by 1d4 for each additional rarity level.
The weapon possesses a series of passive abilities that become accessible when it turns rare. At the start of the day, you can switch between which abilities are active, with 1 ability when rare, 2 when very rare, and 3 when legendary. The abilities are as follows:
- Resistance to lightning damage.
- +2 bonus to AC.
- Darkvision (60 feet).
When the weapon becomes legendary, it gains the following option for using its charges, which consumes a total of 3 charges:
- Whenever the wielder takes damage, the Lament of the Silent Storm absorbs points equal to the damage taken, up to a total of 50 hit points. These points can be released in a weapon attack; the target must succeed on a Dexterity saving throw or take the total of the stored points as lightning damage, or half on a successful save. If the wielder is hidden or attacked with surprise, the damage dealt is doubled. Stored points return to 0 at the start of each day.
Theann, the Guardian of the Silent Storm
Theann is the entity residing within the weapon. Their alignment is Lawful Neutral and they possess an Intelligence of 14, Wisdom of 17, and Charisma of 13. They can see and hear in darkness up to 120 feet.
Theann can speak, read, and understand Common and communicates with their wielder via telepathy. While attuned to the weapon, Theann can understand any language the wielder knows.
Theann is a being of few words, but their presence is as weighty as a mountain and as unpredictable as a storm at night. They are protective but not indulgent, acting as a stern and patient mentor. Though preferring subtlety, their wrath is devastating when unleashed.
- "Only in the darkness is true strength revealed. He who hides may also be the destroyer."
- "Feel the tension in the air... That is the promise of power. Use it wisely or you will be consumed by it."
- "Thunder warns the reckless, but lightning always finds its mark, especially in the shadow."
Silence of the Winter Mantle
- Magic weapon (any melee weapon), uncommon to legendary (requires attunement)
Weapon that wields the power of water, ice, and darkness. It appears to be forged from pure ice, with a black liquid flowing through it.
Grants +1 to attack and damage rolls made with this magical weapon. This bonus increases to +2 when it becomes rare and +3 when it becomes very rare.
The weapon has 3 charges and recovers 1d3 expended charges each day at dawn. Charges increase by 1, up to a total of 6, for each additional rarity level. Additionally, when it becomes very rare, the die used to determine the number of recovered charges changes to 1d4.
The DC for saving throws caused by this weapon is 12, but increases to 15 when it becomes rare and 18 when it becomes very rare.
Charges can be used in the following ways:
- Using a reaction, the wielder can counter any spell of up to 2nd level cast by a creature they can see within 60 feet that involves creating or manipulating water or ice. The spell erupts in a burst of frost in front of its caster, dealing 2d6 cold damage to any creature within 10 feet of the caster. It can counter spells of 3rd level when it becomes rare, 4th level when it becomes very rare, and 5th level when it becomes legendary.
- On a hit, the target must succeed on a Constitution saving throw or take 2d4 cold damage and be enveloped in black frost that reduces their movement speed by 15 feet. The damage increases by 1d4 for each additional rarity level, and from becoming very rare, the target is restrained instead of just having their movement reduced.
- On a hit, the target must succeed on a Wisdom saving throw or be enveloped by a sphere of water simulating the ocean depths until the end of their next turn, leaving them blinded and silenced. When the weapon becomes very rare, the duration of this effect is extended to 1 minute, with the target able to make a saving throw at the end of each of their turns to end the effect.
The weapon has a series of passive abilities available when it becomes rare. At the start of the day, you can switch between which of them are active, with 1 ability when rare, 2 when very rare, and 3 when legendary. The abilities are as follows:
- Breath underwater.
- Resistance to cold damage.
- Darkvision (60 feet).
When the weapon becomes legendary, it gains the following option for using its charges, which consumes a total of 3 charges:
- Using an action, the wielder can raise their weapon and summon a 60-foot-diameter circular wall of water from its point of origin, shrouding it in darkness. While the wielder keeps the sword raised, each turn, the water wall will close in by 10 feet, dragging any creatures it touches. These creatures must succeed on a Constitution saving throw or take 2d6 cold damage. The wall dissipates when the wielder takes an action, bonus action, or reaction, or when their hit points are reduced by 50.
Telafroza, the Protector of the Silent Winter
Telafroza is the entity residing within the weapon. Their alignment is Neutral Good and they have an Intelligence of 17, Wisdom of 15, and Charisma of 12. They can see and hear in darkness up to 120 feet.
Telafroza can speak, read, and understand Common, and communicates with their wielder via telepathy. While attuned to the weapon, Telafroza can understand any language the wielder knows.
Telafroza is a being of few words, each one imbued with icy serenity and profound wisdom. They are patient, calculating, and do not act without considering all options. However, beneath their calm demeanor lies a cold cruelty that emerges when facing enemies, punishing them mercilessly.
- "The cold not only numbs the flesh but also the mind. In the stillness of winter, thoughts become clear."
- "There is no need for haste; like winter, I will arrive when the time is right, and my enemies will have nowhere to hide."
- "Silence is my ally, shadow my refuge, and cold my weapon. Those who challenge me will know the true face of winter."
Tempest of Elemental Contrast
- Magic weapon (any melee weapon), uncommon to legendary (requires attunement)
Weapon that holds the power of water, fire, and ice. It appears to be forged from frost, with a blade that transitions in color between red and blue, containing a flame within and releasing a constant steam.
Grants +1 to attack and damage rolls made with this magical weapon. This bonus increases to +2 when it becomes rare and +3 when it becomes very rare.
The weapon has 3 charges and recovers 1d3 expended charges each day at dawn. Charges increase by 1, up to a total of 6, for each additional rarity level. Additionally, when it becomes very rare, the die used to determine the number of recovered charges changes to 1d4.
The DC for saving throws caused by this weapon is 12, but increases to 15 when it becomes rare and 18 when it becomes very rare.
Charges can be used in the following ways:
- Using a reaction, the wielder can counter any spell of up to 2nd level cast by a creature they can see within 60 feet that involves creating or manipulating water or ice. The spell erupts in a burst of frost in front of its caster, dealing 2d6 cold damage to any creature within 10 feet of the caster. It can counter spells of 3rd level when it becomes rare, 4th level when it becomes very rare, and 5th level when it becomes legendary.
- Using an action, the wielder can strike a surface with the weapon, engraving a glyph that lasts for 10 minutes. When a creature other than the wielder comes within 5 feet of the glyph, it takes 2d4 fire damage and must succeed on a saving throw or become restrained by ice emerging from the surface. The damage increases by 1d4 for each additional rarity level, and starting from very rare, the target becomes restrained instead of grappled.
- On a hit, the target takes an additional 1d4 fire damage and must succeed on a Constitution saving throw or take an additional 1d4 acid damage and have disadvantage on their next attack roll. The additional fire damage increases by 1d4 when it becomes very rare, while the additional acid damage increases by 1d4 when it becomes very rare and by another 1d4 when it becomes legendary. Starting from very rare, the target is blinded until the end of their next turn instead of attacking with disadvantage.
The weapon has a series of passive abilities available when it becomes rare. At the start of the day, you can switch between which of them are active, with 1 ability when rare, 2 when very rare, and 3 when legendary. The abilities are as follows:
- Breath underwater.
- Resistance to cold damage.
- Resistance to fire damage.
When the weapon becomes legendary, it gains the following option for using its charges, which consumes a total of 3 charges:
- On a hit, the target must succeed on a Constitution saving throw or take 2d6 fire damage and 2d6 cold damage, or half as much on a success. If the target fails the saving throw, the wielder removes any fire or cold damage resistance the target has; if the target has no resistance, it instead gains vulnerability to that damage type. This effect lasts for 1 minute.
Seraphe, the Watcher of Balance
Seraphe is the entity residing within the weapon. Their alignment is Neutral Good and they have an Intelligence of 13, Wisdom of 16, and Charisma of 15. They can see and hear in darkness up to 120 feet.
Seraphe can speak, read, and understand Common, and communicates with their wielder via telepathy. While attuned to the weapon, Seraphe can understand any language the wielder knows.
Seraphe is a being of pure elemental energy, whose nature is in constant conflict but also in perfect balance. They speak with a resonant, deep voice, acting as a fierce protector but also as an implacable judge, determined to maintain the balance of the elements at all times.
- "Harmony is achieved only when opposites meet and balance each other. Fire, ice, and water are my weapons, and together, we are unstoppable."
- "Heat and cold are two sides of the same coin, and both can destroy with equal efficacy. Those who seek to challenge me will feel the fury of the opposites."
- "Do not fear chaos; within it, you will find the truth. In the storm, you will discover who you truly are."
Tide of Dawn and Dusk
- Magic weapon (any melee weapon), uncommon to legendary (requires attunement)
Weapon that wields the power of water, light, and darkness. It appears to be forged from a translucent crystal that shifts between black and gold, containing within it a current of mystical water.
Grants +1 to attack and damage rolls made with this magical weapon. This bonus increases to +2 when it becomes rare and +3 when it becomes very rare.
The weapon has 3 charges and recovers 1d3 expended charges each day at dawn. Charges increase by 1, up to a total of 6, for each additional rarity level. Additionally, when it becomes very rare, the die used to determine the number of recovered charges changes to 1d4.
The DC for saving throws caused by this weapon is 12, but increases to 15 when it becomes rare and 18 when it becomes very rare.
Charges can be used in the following ways:
- If the wielder attacks with advantage using the weapon due to being hidden, the attack is guaranteed to be a critical hit. The additional damage caused by the critical hit is radiant damage. When it becomes rare, the wielder can hide as a bonus action after dealing damage with this effect, provided there is a nearby source of light or shadow. When it becomes very rare, the wielder can choose whether the damage from this effect is radiant or necrotic.
- On a hit, the target must succeed on a Wisdom saving throw or be enveloped by a sphere of water simulating the ocean depths until the end of their next turn, leaving them blinded and silenced. When the weapon becomes very rare, the duration of this effect is extended to 1 minute, with the target able to make a saving throw at the end of each of their turns to end the effect.
- On a hit, the target must succeed on a Wisdom saving throw or take 1d4 radiant damage and be blinded until the end of their next turn. If the target is wet or in contact with a water surface, they take an additional 2d4 radiant damage. The damage increases by 1d4 for each additional rarity level, and when the weapon becomes very rare, it produces water upon impact, soaking the opponent.
The weapon has a series of passive abilities available when it becomes rare. At the start of the day, you can switch between which of them are active, with 1 ability when rare, 2 when very rare, and 3 when legendary. The abilities are as follows:
- Breath underwater.
- Resistance to radiant damage.
- Darkvision (60 feet).
When the weapon becomes legendary, it gains the following option for using its charges, which consumes a total of 3 charges:
- Using an action, the wielder raises their weapon and summons water to the ground within a 60-foot range. Up to 8 allies within the area of effect gain temporary hit points equal to 2 + the wielder's level or CR and gain resistance to radiant damage for 1 minute. The water remains for 1 minute, making the area considered difficult terrain for all creatures that did not receive the previous effect.
Auramida, the Judge of Balance
Auramida is the entity residing within the weapon. Their alignment is Neutral Good and they have an Intelligence of 16, Wisdom of 16, and Charisma of 12. They can see and hear in darkness up to 120 feet.
Auramida can speak, read, and understand Common, and communicates with their wielder via telepathy. While attuned to the weapon, Auramida can understand any language the wielder knows.
Auramida is an entity of balance and transition, deeply aware of the need to balance the forces of light and darkness while maintaining the serenity of water. They speak with a soft and melodic voice, like a wise and protective advisor, always seeking the path of least conflict and greatest wisdom.
- "Between dawn and dusk, between light and darkness, lies the truth. I am the guardian of that boundary, where all possibilities converge."
- "Water flows between the clarity of day and the depth of night, carrying the strength of both worlds. Trust in me, and together we will navigate the waters of twilight."
- "Balance is everything; without it, light would blind and darkness would consume. I maintain the harmony, and in me, you will find the power of both extremes."
Appendix E: Creatures and NPCs
This appendix contains creatures and NPCs that can be both allies and enemies.
Creatures are listed in alphabetical order for easy reference.
Soul Hunter
There are different types of soul hunters, ranging from the more common humanoid creatures with large claws that can teleport at will when they detect the use of spells or magical effects, to those that can even restrict the constant use of spells or effects.
Their sole purpose is to eliminate weapons that have acquired souls, so they primarily target the wielders of such weapons.
They are dangerous entities of unknown origin, posing a threat to those who seek to imbue their weapons with crystallized souls.
Soul Hunter
Medium Aberration, Lawful Evil
- Armor Class 14 (Natural armor)
- Hit Points 93 (11d8 + 44)
- Speed 35 ft.
STR DEX CON INT WIS CHA 18 (+4) 10 (+0) 18 (+4) 8 (-1) 13 (+1) 7 (-2)
- Skills Arcana +2, Perception +4
- Senses Passive Perception 11, Darkvision 60 ft.
- Challenge 5 (1800 XP)
- Proficiency Bonus 3
Actions
Multiattack. The soul hunter makes three attacks with its claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8+4) slashing damage.
Reactions
Magical Tracker. The soul hunter can teleport up to 60 feet when it can see a creature about to cast a spell or activate a magical effect. The teleportation occurs after the target has been chosen but before attack rolls, allowing the soul hunter to potentially avoid the attack. If it uses this ability to approach a creature, it can make a claw attack against it.
Dagnella Blazeld
Dagnella Blazeld is a dragonborn knight who would desert her order to become a wandering knight. During her journey, she would acquire a shell and a glacialite, eventually feeding her weapon until it developed its personality.
She is an honorable person with a very firm, though highly personal, ideal of justice. She seeks to rid the world of evil whenever possible.
She carries a Silence of the Winter Mantle longsword. Her relationship with Telafroza, the Protector of the Silent Winter, is considered positive, as she appreciates its cautious yet ruthless demeanor towards enemies. Despite Dagnella's impetuous motivation, she knows how to live up to her sword's expectations, making them good companions to each other.
- "May the unjust perish before my icy justice."
- "The order is too rigid. How many innocents have they let die due to their absurd procedures?"
- "If you stand up for the innocent, you will always be on my good side."
Dagnella Blazeld
Medium Humanoid (Silver Dragonborn), Lawful Good
- Armor Class 18 (Plate)
- Hit Points 105 (14d8 + 42)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 11 (+0) 11 (+0) 16 (+3)
- Saving Throws STR +7, CON +5
- Skills Athletics +5, History +3, Persuasion +6
- Damage Resistances cold
- Senses Passive Perception 10
- Languages Common, Draconic
- Challenge 6 (2300 XP)
- Proficiency Bonus 3
Special Equipment. Dagnella wields a Silence of the Winter Mantle (longsword, uncommon) (Appendix D).
Fighting Spirit (3/Day). Dagnella, using her bonus action, gains advantage on all attack rolls until the end of her turn. Additionally, she gains 10 temporary hit points.
Brave. The knight has advantage on saving throws against being frightened.
Breath Attack (3/Day). Dagnella can use her action to exhale destructive energy in a 15-foot cone. Each creature in the area of the exhalation must succeed on a DC 14 Constitution saving throw or take 3d6 damage, or half as much on a successful save.
Actions
Multiattack. Dragnella makes three melee attacks or three ranged attacks.
Silence of the Winter Mantle. Melee Weapon Attack: +7 to hit, reach 5 feet, one target. Hit: 8 (1d8+4) slashing damage, or 9 (1d10+4) slashing damage if used two-handed.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 feet, one target. Hit: 5 (1d10) piercing damage.
Reactions
Parry. Dagnella adds 2 to her AC against a melee attack that would otherwise hit her. To do so, she must see the attacker and be wielding a melee weapon.


