TEXT: Magic Items
  A supplement from the Storms on the Horizon homebrew campaign
  1
  
  Table Of Contents
  1 Foreword
  2 Weapons and Armor
  2.1 Felchain Scythe
  2.2 Flame Lance
  2.3 Prismatic Sabre
  2.4 Teeth of the Dragon
  3 Wondrous Items
  3.1 Eye of the Beholder
  3.2 Flame Gauntlets
  3.3 Phoenix Belt
  3.4 Heart of a Fire Elemental
  3.5 Ring of Rejuvenation
  3.6 Shard of an Ice Elemental
  4 Consumables
  4.1 Mana Crystal
  4.2 Spell Gems
  5 Caster Guns
  5.1 Magic for the Masses
  5.2 Caster Pistol
  5.3 Caster Rifle
  5.4 Scatter Caster
  5.5 Caster Cannon
  5.6 Caster Shells
  6 Evolving Magic Items
  6.1 Living Weapons
  6.2 Weapons That Grow With You
  6.3 From a Time History Forgot
  6.4 More Beneath the Surface
  6.5 A Will of Their Own
  7 Sundering Arms
  7.1 The Luna Nova
  7.1.1 Personality
  7.1.2 Creation and True Name
  7.1.3 3rd Level and Beyond
  7.1.4 Luna Nova
  7.2 The Dawn Bringer
  7.2.1 Personality
  7.2.2 Creation and True Name
  7.2.3 3rd Level and Beyond
  7.2.4 Dawn Bringer
  7.3 The Pyre Brand
  7.3.1 Personality
  7.3.2 Creation and True Name
  7.3.3 3rd Level and Beyond
  7.3.4 Pyre Brand
  7.4 The Brimstone Staff
  7.4.1 Personality
  7.4.2 History
  7.4.3 Beyond 3rd Level
  7.4.4 Even Further Beyond
  7.4.5 Brimstone Staff
  7.5 The Mercurial Claw
  7.5.1 Personality
  7.5.2 Creation and True Name
  7.5.3 3rd Level and Beyond
  7.5.4 Mercurial Claw
  7.6 The Blood Spike
  7.6.1 Personality
  7.6.2 The Capture of the Vampire Lord
  7.6.3 A Monster Uncaged
  7.6.4 Blood Spike
  8 Vestiges of the Divergence
  8.1 The Winter Regalia
  8.1.1 History
  8.1.2 Seeking the Power of Fate
  8.1.3 Unlocking the Power
  8.1.4 Raven's Song
  8.2 The Wolf Lord's Regalia
  8.2.1 History
  8.2.2 Becoming a Master of Death
  8.2.3 Unlocking the Power
  8.2.4 Wolf Lord's Plate
  8.2.5 Wolf Lord's Mantle
  8.2.6 Wolf Lord's Fang
  8.3 Meteor Hammer
  8.4 Storm Blades
  8.5 Sword of the Eclipse
  8.6 Gae Bolg
  8.7 Excalibur
  8.8 Arondight
  2
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Foreword
  W
  ithin this document, you will find an
  assortment of magic items created specifically
  for my homebrew campaign, Storms on the
  Horizon. This campaign takes place in a
  heavily modified version of Matt Mercer's
  Tal'Dorei setting. Therefore some items may
  make reference to some aspects of his setting.
  While I don't have any immediate plans to publish the
  campaign and its adventures, the items you will find herein
  can be easily inserted into your own campaigns and
  adventures. Feel free to use and adapt them as you see fit.
  Weapons and Armor
  Felchain Scythe
  Type: Weapon (+1 Kusari-Gama)
  Damage: 1d6 Slashing/Bludgeoning
  Properties: Special, Thrown (range 30/--)
  Rarity: Uncommon
  Special: Attempts to grapple with this weapon have
  advantage.
  Description:
  This hand scythe is connected to a chain of returning with a
  heavy weight at the end. The chain has a length of 5ft. but can
  extend up to 30ft. when thrown.
  If an enemy is hit with the thrown scythe you can use a
  bonus action to pull the scythe back to you or attempt to
  leashed the enemy by wrapping the chain around it (Escape
  DC 15). A target that is leashed cannot move more than 20ft.
  away from you.
  Additionally, when you take an attack action on your turn,
  you may use one of your attacks to inflict 1d8 fire damage to
  the leashed enemy. You cannot use this weapon to attack
  while a creature is leashed.
  Flame Lance
  Type: Weapon (+1 Spear)
  Damage: 1d6 Piercing
  Properties: Versatile (1d8), Thrown (range 20/60)
  Rarity: Rare
  Description:
  This spear is made from red metal. Intricate carvings spiral up
  its length to the tip of the blade.
  This spear is a magic weapon. When you hurl it and speak
  its command word, it transforms into a bolt of fire, forming a
  line 5 feet wide that extends out from you to a target within
  120 feet.
  Each creature in the line excluding you and the target must
  make a DC 15 Dexterity saving throw, taking 3d6 fire damage
  on a failed save, and half as much damage on a successful
  one.
  Creatures that fail their save are also ignited taking 1d6 fire
  damage at the beginning of each of their turns until they take
  an action to put themselves out.
  The fire bolt turns back into a spear when it reaches the
  target. Make a ranged weapon attack against the target. On a
  hit, the target takes damage from the spear plus 3d6 fire
  damage and is ignited.
  The spear's property can't be used again until the next
  dawn. In the meantime, the spear can still be used as a magic
  weapon with a +1 bonus to attack and damage rolls.
  Prismatic Sabre
  Type: Weapon (+3 Longsword)
  Damage: 1d8 Slashing, 1d4 Cold, 1d4 Fire, 1d4 Lightning,
  1d4 Acid, 1d4 Poison, 1d4 Radiant, 1d4 Necrotic
  Properties: Finesse, Light
  Rarity: Legendary (Requires Attunement)
  Description:
  The Blade of this sword is made from some kind of crystal.
  Multiple patterns of myriad colors dance across its surface.
  Prismatic Slash: Once per long rest, as an action, you may
  speak the command word while swinging the sword in an arc
  in front of you. Creatures in a 20ft cone in front of you and not
  behind full cover must make a DC 15 dexterity saving throw
  or take 2d6 cold damage, 2d6 fire damage, 2d6 lightning
  damage, 2d6 radiant damage, 2d6 necrotic damage, 2d6 acid
  damage, and 2d6 poison damage on a failed save or half as
  much on a successful one. Additionally, creatures that fail
  their save must also make a DC 15 constitution save or be
  stunned for one round and have their speed reduced by 15ft.
  for one round after that.
  Teeth of the Dragon
  Type: Martial Weapon (+3 Chakrum)
  Damage: 1d6 slashing, 1d4 poison, 1d4 acid, 1d4 fire, 1d4
  cold, 1d4 lightning
  Properties: Finesse, Light, Thrown (range 15/45)
  Rarity: Legendary (Requires Attunement)
  Description:
  This weapon appears to be made from welding 5 individual
  daggers together at the pommel. Each blade shimmers with a
  different color in the light.
  When make a thrown weapon attack with this weapon, you
  can use a bonus action to have it return to your hand
  3
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Wondrous Items
  Eye of the Beholder
  Type: Wondrous Item
  Rarity: Very Rare
  Description:
  This gem glows in your hand and rapidly changes color.
  Closer inspection reveals that there appears to be a lidless eye
  in its core constantly looking in all directions.
  You can use an action to speak the command word and have
  the gem shoot out a beholder Eye-Ray. Roll a d10 to determine
  which type of ray the eye shoots. You must complete a short or
  long rest before using the eye again in this way.
  1 Charm Ray - The targeted creature must succeed on a
  DC 16 Wisdom saving throw or be charmed by you for 1
  hour, or until you harm the creature.
  2 Paralyzing Ray - The targeted creature must succeed on
  a DC 16 Constitution saving throw or be paralyzed for 1
  minute. The target can repeat the saving throw at the end
  of each of its turns, ending the effect on itself on a success.
  3 Fear Ray - The targeted creature must succeed on a DC
  16 Wisdom saving throw or be frightened for 1 minute.
  The target can repeat the saving throw at the end of each
  of its turns, ending the effect on itself on a success.
  4 Slowing Ray - The targeted creature must succeed on a
  DC 16 Dexterity saving throw. On a failed save, the target's
  speed is halved for 1 minute. In addition, the creature can't
  take reactions, and it can take either an action or a bonus
  action on its turn, not both. The creature can repeat the
  saving throw at the end of each of its turns, ending the
  effect on itself on a success.
  5 Enervation Ray - The targeted creature must make a
  DC 16 Constitution saving throw, taking 36 (8d8) necrotic
  damage on a failed save, or half as much damage on a
  successful one.
  6 Telekinetic Ray - If the target is a creature, it must
  succeed on a DC 16 Strength saving throw or you may
  move it up to 30 feet in any direction. It is restrained by the
  ray's telekinetic grip until the start of your next turn or until
  you are incapacitated. If the target is an object weighing 30
  0 pounds or less that isn't being worn or carried, it is
  moved up to 30 feet in any direction. You can also exert
  fine control on objects with this ray, such as manipulating a
  simple tool or opening a door or a container.
  7 Sleep Ray - The targeted creature must succeed on a
  DC 16 Wisdom saving throw or fall asleep and remain
  unconscious for 1 minute. The target awakens if it takes
  damage or another creature takes an action to wake it.
  This ray has no effect on constructs and undead.
  8 Petrification Ray - The targeted creature must make a
  DC 16 Dexterity saving throw. On a failed save, the
  creature begins to turn to stone and is restrained. It must
  repeat the saving throw at the end of its next turn. On a
  success, the effect ends. On a failure, the creature is
  petrified until freed by the greater restoration spell or other
  magic.
  9 Disintegration Ray - If the target is a creature, it must
  succeed on a DC 16 Dexterity saving throw or take 45
  (10d8) force damage. If this damage reduces the creature
  to 0 hit points, its body becomes a pile of fine gray dust. If
  the target is a Large or smaller nonmagical object or
  creation of magical force, it is disintegrated without a
  saving throw. If the target is a Huge or larger object or
  creation of magical force, this ray disintegrates a 10-foot
  cube of it.
  10 Death Ray - The targeted creature must succeed on a
  DC 16 Dexterity saving throw or take 55 (10d10) necrotic
  damage. The target dies if the ray reduces it to 0 hit points.
  Flame Gauntlets
  Type: Wondrous Item (Gloves)
  Rarity: Very Rare (Requires Attunement)
  Description:
  These bracers are finely made from iron with platinum
  embellishments. There are large rubies inset over the palms.
  While wearing these bracers your melee attacks deal an
  additional 1d6 fire damage.
  Phoenix Belt
  Type: Wondrous Item (Belt)
  Rarity: Very Rare (Requires Attunement)
  Description:
  This belt is made from fine leathers with rubies wreathing a
  large inset garnet. In the right light an image of a flaming bird
  is visible.
  While wearing this belt you are resistant to radiant damage
  and fire damage.
  As an action you can speak the command word to wreath
  yourself in flames. Creatures that start their turn within 10
  feet of you while this is active take 2d6 fire damage. Creatures
  that hit you with a melee weapon attack within 5 feet of you
  take 1d6 fire damage.
  Heart of a Fire Elemental
  Type: Arcane Focus (Crystal)
  Rarity: Very Rare (Requires Attunement)
  Description:
  While using this focus all of your spells gain a +1 to hit bonus,
  and your spell save DC's have a +1 bonus.
  Additionally, when you cast a spell with the fire damage
  type, you may reroll all 1's and 2's for damage but must keep
  the new result.
  4
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Ring of Rejuvenation
  Type: Wondrous Item (Ring)
  Rarity: Very Rare (Requires Attunement)
  Description:
  This ring is made up of two golden bands with a third band of
  polished emerald in the middle. It pulses with a warm glow.
  While wearing this ring, you regain 1d6 hit points every
  turn, provided that you have at least 1 hit point and are below
  half of your maximum hit points.
  If you lose a body part, the ring causes the missing part to
  regrow and return to full functionality after 1d4 + 1 days if you
  have at least 1 hit point the whole time.
  Shard of an Ice Elemental
  Type: Arcane Focus (Crystal)
  Rarity: Very Rare (Requires Attunement)
  Description:
  This small crystal is attached to a silver chain. A faint blue
  glow pulses within
  While using this focus all of your spells gain a +1 to hit
  bonus, and your spell DC's have a +1 bonus.
  Additionally, when you cast a spell with the cold damage
  type, you may reroll all 1's and 2's for damage but must keep
  the new result.
  Consumables
  Mana Crystal
  Type: Wondrous Item
  Rarity: Varies
  Description:
  This crystal is created by condensing arcane energy into a
  solid form. As a bonus action you may crush the crystal in
  your hand. Doing so will replenish one expended spell slot.
  The level of spell slot is determined by the quality.
  Mana Crystal Rarity Table
  Crystal Quality
  Rarity
  Spell Slot Recovered
  Cracked
  Uncommon
  1st
  Lustrous
  Rare
  2nd
  Brilliant
  Rare
  3rd
  Sublime
  Very Rare
  4th
  Radiant
  Very Rare
  5th
  Spell Gems
  The underground races of the material plane have mastered
  the art of storing magical energy in gem stones for later use.
  Once imbued, the gems can be crushed and then thrown,
  releasing the magical enery within. Over time, it was
  discovered that certain stones were better suited for holding
  specific spells.
  Spell Gems in other Campaigns
  The concept of spell gems was introduced in
  WoTC's Out of the Abyss campaign. This concept
  has been adapted for my purposes in my Storms on
  the Horizon campain.
  Acid Gem
  Type: Wondrous Item
  Rarity: Uncommon
  Gem Stone: Jade
  Description:
  This gemstone is translucent light green, deep green, or white
  in color.
  It has been imbued with the Melf's Acid Arrow Spell. As a
  bonus action, you can throw the gem at a creature within 30ft.
  of you. Make a ranged spell attack (+5 to hit). On a hit, the
  creature takes 3d4 acid damage and 1d4 acid damage on its
  next turn.
  Once used in this way, the gem is destroyed.
  Beacon Stone
  Type: Wondrous Item
  Rarity: Uncommon
  Gem Stone: Moonstone
  Description:
  This gemstone is translucent white with pale blue glow in
  color.
  It has been imbued with the Guiding Bolt Spell.
  As a bonus action, you can throw the gem at a creature
  within 30ft. of you. Roll a ranged spell attack (+5 to hit). On
  hit, the creature takes 2d6 radiant damage. Additionally, the
  next attack roll against the creature before the end of your
  next turn has advantage.
  Once0 used in this way, the gem is destroyed.
  Burn Stone
  Type: Wondrous Item
  Rarity: Common
  Gem Stone: Obsidian
  Description:
  This gemstone is opaque black in color.
  It has been imbued with the Fire Bolt Spell. As a bonus
  action, you can throw the gem at a creature within 30ft. of
  you. Roll a ranged spell attack (+5 to hit). On hit, the creature
  takes 2d6 fire damage.
  Once used in this way, the gem is destroyed.
  Cinder Stone
  Type: Wondrous Item
  Rarity: Uncommon
  Gem Stone: Garnet
  Description:
  This gemstone is transparent red, brown-green, or violet in
  color.
  5
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  This gem has been imbued with the Scorching Ray Spell. As a
  bonus action you can crush the stone in your hand releasing
  two bolts of fire. You can direct these bolts at two different
  creatures or just one within 60ft. of you. Roll a ranged spell
  attack (+5 to hit) for each bolt. On hit, the target takes 1d6+3
  fire damage.
  Once used in this way, the gem is destroyed.
  Dawn Stone
  Type: Wondrous Item
  Rarity: Rare
  Gem Stone: Topaz
  Description:
  This gemstone is transparent golden yellow in color.
  It has been imbued with the Daylight Spell. As a bonus
  action you can crush the gem in you hand and throw it up to
  30ft. Once it has traveled 30ft. or impacted a surface it
  detonates and sheds bright light in a 30ft. and dim light for an
  additional 30ft.
  Once used in this way, the gem is destroyed.
  Explosion Stone
  Type: Wondrous Item
  Rarity: Rare
  Gem Stone: Black Pearl
  Description:
  This gemstone is opaque pure black in color.
  It has been imbued with the Fireball Spell. As a bonus
  action you can throw the gem at a point within 40ft. of you. On
  impact, all creatures within 15ft of the point of impact must
  make a DC15 Dexterity saving throw or take 6d6 fire damage
  on a failed save or half as much on a successsful one.
  Once used in this way, the gem is destroyed.
  Flame Stone
  Type: Wondrous Item
  Rarity: Very Rare
  Gem Stone: Jacinth
  Description:
  This gemstone is transparent fiery orange in color.
  It has been imbued with the Flame Strike Spell. As a bonus
  action on your turn you may throw the stone at the ground
  within 30ft. of you. Creatures within a 10ft. radius by 40ft.
  high cylinder of the point of impact must make a DC17
  Dexterity saving throw or take 3d6 fire damage and 3d6
  radiant damage on a failed save or half as much on a
  successful one.
  Once used in this way, the gem is destroyed.
  Heal Stone
  Type: Wondrous Item
  Rarity: Uncommon
  Gem Stone: Zircon
  Description:
  This gemstone is transparent pale blue-green in color.
  It has been imbued with the Cure Wounds Spell. As a bonus
  action, you can crush the gem in your hand and touch a
  creature. The creature regains 1d8+2 hit points.
  Once used in this way, the gem is destroyed.
  Greater Heal Stone
  Type: Wondrous Item
  Rarity: Very Rare
  Gem Stone: Diamond
  Description:
  This gemstone is transparent blue-white, canary, pink, brown,
  or blue in color.
  It has been imbued with the Mass Cure Wounds Spell. As a
  bonus action on your turn you may, crush the gem in your
  hand. Six creatures of your choice within 30 feet of you regain
  3d8 hit points. Constructs and Undead are unaffected.
  Once used in this way, the gem is destroyed.
  Plague Stone
  Type: Wondrous Item
  Rarity: Rare
  Gem Stone: Opal
  Description:
  This gemstone is translucent pale blue with green and golden
  mottling in color.
  It has been imbued with the Blight Spell. As a bonus action
  you can throw it at a creature within 30ft. if you. That creature
  must make a DC15 Constitution saving throw or take 6d8
  necrotic damage. The creature takes half damage on a
  successful save.
  Once used in this way, the gem is destroyed.
  Shadow Stone
  Type: Wondrous Item
  Rarity: Uncommon
  Gem Stone: Jet
  Description:
  This gemstone is opaque deep black in color.
  It has been imbued with the Darkness Spell. As a bonus
  action you can throw the stone at a point within 30ft. of you.
  On impact, it creates a 10-foot-radius sphere of magical
  darkness that spreads around corners centered at the point of
  impact. This darkness lasts for 30 seconds.
  Once used in this way, the gem is destroyed.
  Golem Stone
  Type: Wondrous Item
  Rarity: Rare
  Gem Stone: Black Opal
  Description:
  This gemstone is translucent dark green with black mottling
  and golden flecks in color.
  It has been imbued with the Stone Skin Spell. As a bonus
  action you can crush the stone. When you do this, you gain
  resistance to bludgeoning, slashing, and piercing damage
  from non-magical weapons for 5 minutes.
  Once used in this way, the gem is destroyed.
  Storm Gem
  Type: Wondrous Item
  Rarity: Rare
  Gem Stone: Aquamarine
  Description:
  This gemstone is transparent pale blue-green in color.
  6
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  It has been imbued with the Call Lightning Spell. As a bonus
  action, you can throw the gem at a point within 30ft. of you.
  On impact, all creatures within 15ft. of the point of impact
  must make a DC15 Dexterity saving throw or take 3d10
  lightning damage on a failed save or half as much on a
  successful one.
  Once used in this way, the gem is destroyed.
  Vine Stone
  Type: Wondrous Item
  Rarity: Uncommon
  Gem Stone: Chrysoprase
  Description:
  This gemstone is translucent green in color.
  It has been imbued with the Entangle Spell. As a bonus
  action, you can throw the gem at a creature within 30ft. of
  you. Roll a ranged spell attack (+5 to hit). On hit the gem
  explodes into a tangled mess of vines that wrap around the
  target, restraining them. The creature must use their action to
  make a DC13 Strength (Athletics) check to break the vines
  and escape. Creatures of size Huge and larger are uneffected.
  Once used in this way, the gem is destroyed.
  Caster Guns
  Magic for the Masses
  The people of the northern kingdoms are not known for their
  magic prowess. Due to a general lack in aptitude for the
  mystic arts, the people have turned to science to in an effort to
  level the playing field with kingdoms with greater access to
  magic. In addition to the advent of black power and cannons
  to make use of it, particularly inspired inventors developed a
  way to harness magical energy and unleashed it on demand
  without a strong connection to the weave.
  Using this method, a spellcaster can imbue a piece of
  specially crafted ammunition with magical energy. When fired
  from a specially crafted weapon, the energy is unleased with
  devastating results.
  With this new technology, any basically trained, soldier
  could harness the destructive power of magic. These
  appropriately named Caster Guns immediately changed the
  face of warfare in the north.
  Caster Pistol
  Type: Martial Ranged Weapon
  Damage: Special
  Properties: Ammunition (range varies), Loading, Special
  Rarity: Rare
  Description:
  This weapon consists of a wide metallic tube that connected
  to a grip with the firing mechanism. The back of the tube
  closes once the ammunition has been fed inside. Complex
  gears and turbines can be observed on the exterior.
  This weapon requires special Caster Shells to be used as
  ammunition. The type of shell used determines the amount
  and type of damage as wells as other effects.
  Caster Rifle
  Type: Martial Ranged Weapon
  Damage: Special
  Properties: Ammunition (range varies), Loading, Special,
  Two-Handed
  Rarity: Very Rare
  Special: This weapon has a complex loading mechanism. If
  you use this weapon to attack, you may only make one
  attack on that turn even if you have a feature that allows you
  to make multiple attacks per turn.
  Description:
  This weapon consists of a wide metallic tube that connected
  to a grip with the firing mechanism. The back of the tube
  closes once the ammunition has been fed inside. Complex
  gears and turbines can be observed on the exterior.
  This weapon requires special Caster Shells to be used as
  ammunition. The type of shell used determines the amount
  and type of damage as wells as other effects.
  Caster Shells fired from a Caster Rifle have their properties
  altered. See the Caster Rifle Table below for details
  Caster Rifle
  Normal Target Caster Rifle Augment
  Single Target
  Ignore 1/2 and 3/4 cover
  Line
  Length doubled
  Cone
  Length doubled in a 5-foot-wide line
  Radius
  Range doubled and area halved
  Scatter Caster
  Type: Martial Ranged Weapon
  Damage: Special
  Properties: Ammunition (range varies), Loading, Special,
  Two-Handed
  Rarity: Very Rare
  Special: This weapon has a complex loading mechanism. If
  you use this weapon to attack, you may only make one
  attack on that turn even if you have a feature that allows you
  to make multiple attacks per turn.
  Description:
  This weapon consists of a wide metallic tube that connected
  to a grip with the firing mechanism. The back of the tube
  closes once the ammunition has been fed inside. Complex
  gears and turbines can be observed on the exterior.
  This weapon requires special Caster Shells to be used as
  ammunition. The type of shell used determines the amount
  and type of damage as wells as other effects.
  Caster Shells fired from a Scatter Caster have their
  properties altered. See the Scatter Caster Table below for
  details
  7
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Caster Shells
  Ammunition for caster guns must be specially manufactured by skilled individuals. The method of crafting is a closely guarded
  secret but the resulting ammunition is, generally easy to come by if you know where to look.
  Below is a list of the known types of caster ammunition but more may be available to you depending on where your campaign
  takes place. For shells that require a saving throw, the DC is equal to 10 + your Dexterity modifier.
  Caster Shells
  Shell Type
  Rarity
  Damage Type Amount of Damage Range (Ft.)
  Target Type
  Save (Half Damage on Success)
  No. 0
  Common
  Special
  2d8
  60
  Single Target
  N/A
  No. 1
  Common
  Force
  4d4
  10
  10-foot-cone
  Strength
  No. 2
  Common
  N/A
  N/A
  60
  60-foot-radius
  N/A
  No. 4
  Uncommon
  Lightning
  6d6
  100
  Line
  Dexterity (H)
  No. 9
  Uncommon
  Force
  4d12
  60
  Single Target
  N/A
  No. 12
  Uncommon
  Cold
  3d6
  10
  20-foot-cone
  Constitution (H)
  No. 21
  Uncommon
  Radiant
  4d8
  50
  Line
  Constitution (H)
  No. 31
  Uncommon
  Fire
  6d6
  60
  20-foot-radius
  Dexterity (H)
  No. 33
  Uncommon
  Fire
  6d6
  10
  20-foot-cone
  Dexterity (H)
  No. 44
  Rare
  Lightning
  6d8
  60
  40-foot-radius
  Constitution (H)
  No. 52
  Rare
  Cold
  6d8
  10
  40-foot-cone
  Constitution (H)
  No. 63
  Very Rare
  Fire
  12d6
  120
  40-foot-radius
  Dexterity (H)
  No. 73
  Very Rare
  Fire
  12d6
  10
  40-foot-cone
  Dexterity(H)
  No. 88
  Very Rare
  Radiant
  10d10
  100
  10-foot-wide line
  Constitution (H)
  No. 99
  Legendary
  Force
  20d10
  100
  Single Target
  Dexterity
  Scatter Caster
  Normal Target Scatter Caster Augment
  Single Target 15-foot-cone
  Line
  Length reduced to half in a cone
  Cone
  Area doubled
  Radius
  Range reduce to half and area doubled
  Caster Cannon
  Type: Large Object
  Damage: Special
  Properties: Ammunition (range varies), Heavy, Loading,
  Special, Two-Handed
  Rarity: Very Rare
  Special: This weapon has a complex loading mechanism. If
  you use this weapon to attack, you may only make one
  attack on that turn even if you have a feature that allows you
  to make multiple attacks per turn.
  Description:
  This weapon requires special Caster Shells to be used as
  ammunition. The type of shell used determines the amount
  and type of damage as wells as other effects.
  Caster Shells fired from a Caster Cannon range multiplied
  by 10. Damage and area of effect are doubled. Shells with a
  single target instead target all creatures in a 10-foot-radius.
  Caster Shells must be specially made to fit the Caster
  Cannon.
  Common Shells
  No. 0 - Type 0 shells are the most common type. These
  "blank" shells easily absorb magical energy. A spellcaster that
  can cast a cantrip that deals damage can spend 15 minutes
  focusing on a shell and then casts the cantrip into the shell.
  The shell absorbs the magical energy. To use the shell, make a
  ranged weapon attack against a target. On hit, the target takes
  2d8 damage of the same type as the cantrip that was cast into
  it.
  No. 1 - Type 1 shells are used to hold off multiple assailants.
  To use the shell, make a ranged weapon attack against a target
  within range. On hit, the shell creates a cone of force from the
  point of impact. The target takes damage and all creatures in
  the area must make a saving throw or are knocked back 10
  feet.
  No. 2 - Type 2 shells are uses as magical flares. Pick a point
  within range. The shell travels to that point and then explodes
  shedding bright light in a 60-foot-radius sphere and dim light
  for an additional 120 feet for 1 minute.
  Uncommon Shells
  No. 12 - Creatures in the area that fail their save have their
  speed halved for one round.
  No. 21 - Creatures in the area that fail their save are blinded
  for one round.
  Rare Shells
  No. 44 - Creatures in the area that fail their save are
  paralyzed for one round.
  8
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  No. 52 - Creatures in the area that fail their save have their
  movement halved for one round.
  Very Rare Shells
  No. 88 - Creatures in the area that fail their save are blinded.
  They may repeat the save at the beginning of their next turn. If
  they fail a second time, they must wait 24 hours before trying
  again.
  Legendary Shells
  No. 99 - Creatures reduced by 0 hit points by this shell are
  destroyed as with the Disintegrate spell
  Evolving Magic Items
  This section details the lore and mechanics for numerous
  legendary, artifact level items. The inspiration for these was
  Matthew Mercer's Vestiges of Divergence weapons from
  Critical Role. These items are designed to "level up" with the
  PCs or as the story demands it. These items come in two
  flavors.
  Sundering Arms are sentient magic items that house the
  soul of a humanoid. They are intended to be stronger than
  normal magic items due to the fact that, lore-wise, there is
  another soul to shoulder the burden of managing the extra
  magical power.
  Vestiges of Divergence are, artifact level items that have
  been infused with divine or fiendish power. These are
  designed based on guidelines found in Matt Mercer's
  Tal'Dorei Campaign Guide.
  Within this document you will find recommendations for
  how and when to level up the items but it is up to the DM to
  determine when and how.
  DM's wanting to incorporate these items into their
  campaign should note that these items are exceptionally
  powerful at later levels so you should be careful of how many
  you include in your campaign and how quickly you allow them
  to level up.
  Living Weapons
  Many of these items are designed to be sentient and have their
  personalities and methods of communication detailed.
  However, if you choose to include multiple items from this
  document, you may wish to limit their sentience or
  communication options to prevent loss of role play focus.
  Weapons That Grow With You
  Sundering Arms are designed with four power tiers intended
  for certain level ranges. Refer to the chart below for a general
  guide to how quickly to level up the items' power. You can, of
  course choose to level up the weapons earlier or later as the
  story demands. Just know that it will have a significant impact
  on their effectiveness.
  Sundering Arms Level Guide
  Item Level
  Intended PC Level
  1
  3rd - 10th
  2
  7th - 14th
  3
  11th - 18th
  4
  15th - 20th and Beyond
  Vestiges of Divergence are designed with 3 power tiers and
  level up similarly to Sundering arms. Below you will find a
  table detailing recommended level ranges for vestiges.
  Vestiges of Divergence Level Guide
  Item Level
  Intended PC Level
  Dormant
  5th -10th
  Awakened
  11th - 15th
  Exalted
  16th - 20th and beyond
  From a Time History Forgot
  Sundering Arms were made long ago when the universe was
  new. The primal forces of celestials, fiends, and elementals
  warred for control of all of existence. In time they involved the
  mortal races in their conflict. Eventually the weapons of war
  escalated to the point that all of creation was shattered into
  the planes as we know them. These weapons, known as
  sundering arms, were scattered across the planes and lost to
  time.
  Time passed, gods were born, demon princes arose, and a
  new conflict was birthed from their quarrel. War raged across
  the material plane. Each side of the conflict hellish and divine
  alike began recruiting champions to take up their cause.
  These champions were gifted items imbued with a small
  portion of their patron's power. These vestiges as they came to
  be known have been passed down through from champion to
  chosen one until they lost to time.
  Over the course of the campaign, PCs are likely to want to
  seek out information on their artifact to determine how to go
  about increasing their power. While you shouldn't discourage
  this, you should make the information incredibly difficult to
  find as any relevant record of the events surrounding the
  creation of these artifacts would, at this point, be particularly
  rare and limited to large archives or temples to deities of
  knowledge or history. PCs may be able to make bargains with
  old and/or powerful entities for information regarding specific
  items.
  More Beneath the Surface
  Due to the immense power of these artifacts, consider not
  allowing abilities, skills, and spells that reveal the nature of
  magical items, such as the Identify spell, to reveal everything
  about the item in question.
  Examples of information to keep hidden would include,
  their ability to increase in power, detrimental effects of
  attunement, the nature of any sentient ego inhabiting the item,
  the true name of the personality inhabiting the item.
  9
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  You could inform the player that the spell worked partially and
  that there is still information to reveal or you could keep it
  completely secret and allow them to stumble upon the
  information by accident.
  A Will of Their Own
  For the items with sentience, consider what goals the item
  might have of their own and how that might match up or
  conflict with the goals of the players.
  If the item and the wielder come in conflict, consider
  making the players make Charisma saving throws in order to
  avoid being influenced by the will of the artifact.
  10
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  The Luna Nova
  T
  he Luna Nova is a powerful war scythe infused
  with power over ice and cold. When it was last
  seen, its metal staff was used to impale and
  seal away a powerful undead or fiend. Consider
  leading your PCs to a vault or underground
  cavern and having them walk in to see some
  horrible creature pinned to the wall or floor by
  the silver staff and frost covering the immediate area. The
  players will then have to make a choice whether to indulge
  their curiosity.
  Personality
  Luna Nova houses the soul of a female human knight with no
  name.
  When first attuned, Luna Nova will begin with a question.
  Are you my new master?
  If the player responds with a "Yes" Luna Nova will
  acknowledge that player as her master and no other player
  will be able to attune to the weapon without making a DC17
  Charisma (Persuasion) check.
  As time goes one she will be fiercely devoted to her wielder
  and speak out to anyone that would disagree with them. If the
  wielder asks for her name she will plainly say that she does
  not have a name. If pressed about the issue she will reveal
  that she was never given a name.
  At this point the player may attempt to give her a name.
  Each time they must make a Charisma (Persuasion) check.
  On a failure she will politely decline and the DC of subsequent
  checks will go up to a cap of 25. On a success she will accept
  her new name and the artifact's level will increase to level 2.
  From this point Luna Nova will have a slightly brighter
  demeanor having acquired a name. She will occasionally
  nudge the wielder to take charge and be more decisive. If the
  wielder becomes curious about her past she can show them
  glimpses of previous masters she has had in the past. If asked
  about her family she will shy away from the question, claiming
  to not remember.
  The player can spend time meditating on the weapon and
  the soul inside to further their connection. Have the player
  make Wisdom (Insight) checks to determine success. On a
  success, the PC gains insight into the weapon's past which
  could include a brief glimpse of the past. After a number of
  successes, the wielder will see a vision detailing the origin of
  the weapon and the woman inside it.
  Creation and True Name
  The vision begins with the player looking up at two humans.
  The two appear worried and begin to speak.
  She's so beautiful
  I'm sure that someday she will grow up as strong and
  beautiful as her mother
  Oh, stop it!
  ...You know what you must do…
  I can't! I won't leave you!
  You must! The king’s decree is absolute! Think of our
  daughter!
  I am. She needs her father.
  If she stays here she will have neither her mother nor
  her father!
  There is a loud knocking on the door. The man moves to
  answer.
  Who is it?
  Open the door in the name of the king!
  The man panics and spins around. You have to go now!
  The men outside begin pounding on the door now.
  Open the door this instant!
  They break the door open. The woman cries out.
  NO! Please! Don't take her!
  The player's view zooms out to reveal three men in black
  armor entering the house. One moves to the side of a basinet
  where a small baby is lying. He moves to pick the child up but
  the mother rushes him. In one smooth motion he draws his
  sword and stabs her through the abdomen. She gasps and
  falls to her knees clutching the wound. The father, seeing this,
  flies into a rage. He draws the sword from the side of one of
  the other knights but is quickly cut down by the third knight.
  The knights sheathe their blades and begin to leave with one
  of them clutching the baby in his arms. The woman whimpers
  as the life begins to fade from her eyes.
  Please, no… don't take… my… Selena
  The vision fades to black and the player is greeted with one
  final vision. A young woman with silver hair and pale blue
  eyes in black armor very similar to the armor worn by the men
  who took the child kneels before a king. He speaks.
  I have a task for you. You will become the blade that
  ends this horrible conflict.
  Yes my lord
  I have made arrangements with the high priest. Report
  to the temple immediately. This will be your final task.
  My lord, am I to be cast off? Am I no longer useful?
  I have little use for more soldiers. I have need of a great
  weapon. You will be that weapon.
  ...Yes, my lord
  3rd Level and Beyond
  Once the player learns Luna Nova's true name they must
  succeed a Charisma (Persuasion) check to get her to accept
  this information. She will want to deny the validity of this new
  information since the thought of having lost a loving family is
  too difficult to bear. On a success Luna Nova will allow the
  player to call her by her true name and will request others do
  the same (Level 3). Once this occurs Selena can manifest her
  presence visually. She appears as the young knight from the
  vision but her armor is no longer black. Instead, she wears
  silvered half-plate armor and has a pale white glow about her.
  When communicating in this way, she can speak any language
  her wielder knows and interact with small objects as with the
  Mage Hand spell. As the bond between Selena and her
  wielder strengthens she will eventually unlock her maximum
  power (Level 4).
  11
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  Luna Nova
  Type: Weapon (War Scythe)
  Damage: 2d8 Slashing
  Properties: Heavy, Reach (15ft.), Sentient (Lawful Neutral),
  Special
  Rarity: Legendary (Requires Attunement)
  Abilities Scores: INT: 14 WIS: 16 CHA: 10
  Senses: The Luna Nova has blind sight out to 30ft. It can
  communicate audibly with anyone who can speak common
  or celestial and can communicate telepathically with
  whomever is attuned to it.
  Passive perception: 15
  Description:
  The Luna Nova at first looks like a simple metallic staff.
  However, when wielded, ice begins to form at the head and
  grows into a large, crescent moon-shaped blade centered at
  the head of the staff. Frosty mist constantly falls from the
  blade and the air in the area 10ft around it is noticeably
  colder.
  Special: On hit, you can choose to use the scythe to grapple
  the target (Escape DC = 5 + STR + PROF). The target takes
  1d8 slashing damage when attempting to escape. You
  cannot use this weapon to attack while you have a creature
  grappled in this way. Attacks made with this weapon against
  a target within 5 feet are made with disadvantage.
  Level 1 Attunement
  Attacks with this weapon gain a +1 bonus to hit and damage
  Attacks with this weapon deal an additional 1d4 Cold
  Damage
  This weapon has 3 charges.
  As an action, you can use one or more charges to use the
  Crystal Spires feature. You create one pillar for each charge
  spent.
  Recharges 1d4-1 each day at dusk.
  Level 2 Attunement
  While attuned to this weapon, you gain resistance to Cold
  Damage
  Bonus to hit and damage increases to +2
  Bonus cold damage increases to 1d6
  Crystal Spire charges increase to 6 and recharges 1d3
  charges each day at dusk.
  Level 3 Attunement
  Bonus to hit and damage increases to +3
  Bonus cold damage increases to 1d8
  Crystal Spire DC increases to 17
  Once per long rest you can use an action to speak the
  command word to use the Moon Song ability.
  All spent Crystal Spire charges are recovered each day at
  dusk.
  Level 4 Attunement
  Bonus cold damage increases to 1d10
  Crystal Spire and Moon Song DCs increase to 19
  Crystal Spire initial damage increases to 4d8+8
  Once per long rest as an action you can speak the command
  word to don the Lunar Regalia
  12
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  Crystal Spires
  You speak the command word to stab the scythe's
  blade into the ground. A pillar with a 10ft. radius
  rapidly grows up to 50ft. tall from a point on the
  ground within 50ft. of you. Creatures on top of the
  pillar must make a DC 15 dexterity saving throw or
  take 2d8+8 bludgeoning damage. On a successful
  save, creatures take half damage. If the pillar grows
  into the ceiling, and a creature fails its saving throw,
  it takes 3d8+8 bludgeoning damage and is
  restrained as the pillar pins it against the ceiling
  (Escape DC 15).
  You can choose to halt the pillar's growth before it
  reaches its maximum height lifting a creature
  harmlessly above the ground.
  Moon Song
  You twirl the scythe above your head and then swing
  it in a wide outward arc. Creatures in a target area up
  to 30ft. Away in a 30ft tall and 20ft radius cylinder
  must make a DC17 Constitution saving throw or
  take 10d8 Cold Damage and become chilled. On a
  successful save, creatures take half damage. Chilled
  targets have their movement speed halved and have
  disadvantage on dexterity and strength saving throws
  for one minute.
  Lunar Regalia
  When you speak the command word you are
  encompassed by a set of black plate armor covered
  in silvery frost. You gain the following benefits for 1
  minute and suffer 2 levels of exhaustion afterwards:
  Your AC Becomes 20 + DEX Modifier (Minimum 1)
  You are immune to cold damage
  Enemies you hit with melee attacks have their
  speeds reduced by 5 for 1 minute. Creatures
  immune to cold damage are unaffected. If a
  creature's speed is reduced to zero in this way, they
  must make a DC 19 Constitution saving throw. On a
  successful save the creature's speed is 5. On a failed
  save the creature is frozen and paralyzed. Only a
  greater restoration spell or similar magic can restore
  the creature at this point.
  
  The Dawn Bringer
  T
  he Dawn Bringer is a golden bastard sword
  with sun motifs forged into the hilt and cross
  guard. It has not been seen since its original
  wielder died many thousands of years ago.
  Consider introducing this artifact to your
  players as a sword embedded in a stone as in
  the Excalibur myth. On the other hand, you
  could place it in the center of a vile ritual intended to corrupt
  the blade's power to be used for evil.
  Personality
  The Dawn Bringer, houses the soul of a young elven woman
  whose name is lost to even herself as she has not heard it
  spoken in millennia.
  When first attuned she will speak almost timidly. She will
  be curious and want to know more about her wielder and the
  world that she has awoken to. After spending time with the
  players, the soul becomes more comfortable and will speak
  out of she perceives the players doing something unlawful or
  immoral.
  As time goes one the player may spend time meditating and
  speaking with the sword which will help forge a partnership.
  This will allow the PC to make Charisma (Persuasion) checks
  to ask about her name. She will be apprehensive and, at first
  tell the player that she will only give her name to a truly
  worthy knight.
  As time goes one and trust is earned, the player may
  persuade her to admit that she does not know her true name
  from before the blade was forged. (Level 2).
  At this point the player may begin looking for clues to the
  true identity of the sword they wield. When meditating on the
  blade, they can make Wisdom (Insight) checks to get glimpses
  of the blade's history. They might seek out places of
  knowledge in search of ancient texts to gain clues. If this is
  the case, have them make an Intelligence (history) check. On a
  success, reduce the DC of the next Insight check. After a
  number of successes, the player will finally be given a view of
  when the blade was created and the true name of the soul
  inside.
  Creation and True Name
  Two men stand on opposite sides of a stone altar. Around
  them, a circle of hooded figures cloaked in robes made from a
  vibrant yellow cloth. The robed figures are chanting in a long
  lost language. Upon the altar lies a young elven woman
  dressed in a pale yellow dress. She is not bound. In one hand,
  she holds the blade that would become the dawn bringer. In
  the other she holds the hand of one of the men flanking her.
  She looks to the man with tears in her eyes. The player will
  see that the man is also holding back tears of his own.
  A DC 15 Wisdom (perception) check will let the player
  notice that the two are wearing identical silver bracelets
  indicating that they are married.
  She speaks to the man.
  It is alright, my love. We will continue to be together. In
  this way, I can help you bring an end to this war. I can help
  you protect our daughter.
  The man begins to cry openly now. The priest opposite him
  leans forward placing a hand of each of their shoulders. He
  nods solemnly I'm sorry. It is time
  The two look to him their features growing stern with grim
  resolve. They nod. The woman speaks
  Then let it be done
  The robed figures begin chanting louder now and the
  woman begins to glow with a bright light. She gasps from a
  sudden pain. The man's resolve begins to falter but she looks
  at him with a look of iron. No she says, It must be done... It
  must be now
  The light grows brighter and she grits her teeth through the
  pain.
  The light grows brighter still washing out the player's vision
  in white. Then slowly fades.
  Once the player's vision adjusts they will see the same
  scene as before. However, the woman is now gone. The man
  that was holding her hand now leans over the alter holding a
  glowing two-handed sword.
  He whispers, This I swear, that I will bring an end to this
  war. I will defend our home and create a place where our
  child may grow up in peace. This I swear, that your
  sacrifice will not be in vain. This I swear…
  …Leora
  3rd Level and Beyond
  If the player decides to reveal her true name, Leora may
  manifest her presence visually. She appears as she did in the
  vision but translucent with a glowing aura and can
  communicate freely with anyone present and interact with
  small objects as with the Mage Hand spell.
  If the wielder proves themselves to be a true and noble
  knight and a force for good, Leora can choose to recognize
  them as her rightful partner and cement their bond (Level 4).
  If the wielder accepts this, the Dawn Bringer becomes
  permanently attuned to the PC and their maximum life span
  increases by 1,000 years. If the Dawn Bringer is somehow
  destroyed, however, the wielder dies on the spot.
  13
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  Dawn Bringer
  Type: Weapon (Bastard Sword)
  Damage: 1d10 Slashing
  Properties: Versatile (3d4), Sentient (Lawful Good), Light,
  Special
  Rarity: Legendary (Requires Attunement)
  Abilities Scores: INT: 12 WIS: 14 CHA: 16
  Senses: The Dawn Bringer has blind sight out to 30ft.and can
  see clearly in darkness and dim light out to 60ft. It can
  communicate telepathically with anyone who has held the
  hilt of the sword for a few minutes to a distance of 100ft.
  Passive perception: 15
  Description:
  The Dawn Bringer is a golden bastard sword. The edges of
  the sword curve slightly inward toward the center of the blade.
  The guard is an ornate symbol of the sun and has a hole in the
  middle where a ruby is inset. Any blood or gore that ends up
  on it quickly ignites and burns away leaving the blade pristine.
  Level 1 Attunement
  Attacks with this weapon gain a +1 bonus to hit and damage
  Attacks with this weapon deal an additional 1d4 radiant
  damage
  As an action you can use the Shine ability once per long
  rest
  Level 2 Attunement
  While attuned to this weapon you gain resistance to radiant
  damage
  Bonus to hit and damage increases to +2
  Bonus radiant damage increases to 1d6
  As an action, you can use the Shine ability once per short
  rest
  This weapon gains 3 charges
  As a bonus action you can spend charges to Use the Sear
  ability
  Recharges 1d3 charges at dawn
  Level 3 Attunement
  Bonus to hit and damage increases to +3
  Bonus radiant damage increases to 1d8
  You can use the Shine ability at will
  Once per long rest you may use an action to use the Solar
  Flare ability.
  Sear charges increase to 6
  Level 4 Attunement
  Bonus radiant damage increases to 1d10
  The light from the Shine ability counts as sunlight
  Solar Flare DC increases to 19
  Once per long rest as an action you can speak the command
  word to don the Solar Regalia
  Recovers all charges each day at dawn.
  14
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  Shine
  You speak the command word and cause the blade
  of the Dawn Bringer to light up casting bright light
  for 30ft and dim light for an additional 60ft.
  Sear
  You speak the command word to cause the blade of
  your sword to glow brightly.
  The next successful attack with this weapon deals an
  additional 1d6 radiant damage for each charge spent.
  Solar Flare
  Radiant energy extends from the blade and from the
  pommel of the sword. You swing the sword over
  your head in a downward arc. Creatures in a line 10-
  feet-wide and 40-feet-long must make a DC17
  dexterity saving throw or take 10d6 Radiant Damage
  and become blinded. On a successful save, creatures
  take half damage. Blinded creatures may make a
  DC15 constitution saving throw at the end of their
  next turn to remove the blindness. If they fail, they
  are blind for 24hrs. or until lesser or greater
  restoration is cast on them.
  Solar Regalia
  When you speak the command word you are
  encompassed by a set of gold plate armor covered
  with silver chain mail underneath. You gain the
  following benefits for 1 minute and suffer 2 levels of
  exhaustion afterwards:
  Your AC Becomes 20 + DEX Modifier (Minimum 1)
  You are immune to radiant damage
  You emit sunlight out to 30 feet and dim light 30
  feet beyond that. Creatures that start their turn
  within 10 feet of you must make a DC 19
  Constitution Saving throw or be blinded. Creatures
  can repeat the save at the end of each of their turns
  ending the condition on a success.
  
  The Pyre Brand
  T
  he Pyre Brand is a long, ruby short sword with
  dominion over heat and fire. It has been at the
  sight of many battles and has seen many
  wielders. It is often taken by force as its wielder
  is cut down by someone coveting it for
  themselves. Consider introducing this artifact
  to your players as a sword wielded by an enemy,
  particularly a magic caster using it in the same way one would
  a wand or staff. You could make the wielder's fire spells be
  extra damaging or harder to avoid. This would most assuredly
  peak your player's interests.
  Personality
  The Pyre Brand houses the soul of an adolescent elven boy
  who happens to be the younger brother of the woman inside
  the Dawn Bringer.
  Initially the Pyre Brand can only communicate through
  emotions. Once the weapon is attuned, the player will sense a
  presence of intense rage within the blade. A Wisdom (insight)
  check will reveal an underlying sadness beneath the anger.
  As the player gains experience slaying monsters the rage
  will subside but the sadness will remain. If there is danger
  nearby the blade will become noticeably hotter.
  Once the player has quelled the rage within the blade, they
  must save a female NPC from some manner of danger this
  will trigger a memory within the blade.
  At this point, the soul within will be able to communicate
  audibly in common and elvish. He will reveal that his name is
  Kai and, after spending time talking with him, the player can
  make a Wisdom (insight) check to determine that he is
  searching for something, something important.
  Kai, like many adolescents is head strong, competitive, and
  has a bit of a temper.
  If asked specifics, he will not be able to recall what he is
  looking for. The player may spend time meditating and
  speaking with the weapon to discover answers. As time goes
  on the player can make a Wisdom (insight) check to learn that
  the Pyre Band is part of a set of two weapons. When asked
  about this Kai will have a revelation.
  My sister…
  After this revelation, the player may attempt a Wisdom
  (insight) check while meditating on the blade. On a success,
  the player will be given a vision from Kai's past.
  Creation and True Name
  As the vision comes the player will see an elven boy rushing
  toward a stair case that seems to be built into a tall mountain.
  As he approaches a man in priest’s vestments is descending
  the stairs. If the player has already attained level 3 attunement
  with the Dawn Bringer, they will recognize this priest. The
  young man cries out to him.
  Father Solus! Please let me be the vessel!
  The priest looks down upon the boy with a solemn look on
  his face.
  I am sorry, Kai. The ritual has already been completed.
  As he says this another man in golden plate mail is
  descending the stairs with his head held low gritting his teeth
  to hold back tears. At his side is a two-handed sword with a
  distinct sun-shaped guard.
  Kai looks up and meets the gaze of the man and the two
  share a moment of grim understanding. Kai steps back and
  exclaims.
  No… No, no, no! You didn't!
  The man says nothing. He breaks eye contact, unable to
  look Kai in the eye. Solus steps forward.
  Kai, it had to be done. It had to be her. The ritual
  requires a strong bond between the wielder and the
  weapon.
  Kai recoils from the priest's words
  My sister is NOT a WEAPON!
  He pauses for a moment seething in absolute rage. Then
  the look on his face changes as though he has thought of
  something important.
  A strong bond… Father, what about the bond between
  siblings? Could that work?
  The priest looks at him quizzically. He considers the
  question and then replies.
  I suppose that would work but-
  Kai cuts him off.
  Let me be a vessel for her! Two weapons would be
  better than one, right?!
  At hearing this Solus and the armored man look at each
  other and the man begins to speak.
  Kai, she wouldn't want this. I can't allow you to-
  YOU… do NOT… GET… a SAY!
  The rage in Kai's eyes comes back to the surface. He turns
  to the priest.
  Make me into a vessel. Let me be with my sister!
  Solus' shoulders sink in resignation.
  Very well. Come, we must make preparations.
  The two walk past the man in armor. His gaze not firmly
  cast at the ground beneath his feet. He grits his teeth as the
  tears flow freely from his eyes.
  The vision fades
  3rd Level and Beyond
  After learning this new information the player can reveal the
  identity of what Kai is seeking to him. If they do he will ask
  that they take time to seek out his sister. If the player agrees,
  Kai will begin to trust them (Level 3).
  If the party has already acquired the Dawn Bringer, Kai will
  recognize it and insist on being reunited with his sister. If the
  Dawn Bringer has reached level 3, Leora will attempt to keep
  the peace if the artifacts were given to different wielders.
  Once the two are united, Kai will open up to the player
  granting them an additional 1,000 years to their life span
  (Level 4).
  15
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  Pyre Brand
  Type: Weapon (Shorts word)
  Damage: 1d8 Piercing
  Properties: Light, Finesse, Sentient (Chaotic Good), Special
  Rarity: Legendary (Requires Attunement)
  Abilities Scores: INT: 14 WIS: 12 CHA: 16
  Senses: The Pyre Brand has dark vision out to 60ft. Can
  communicate though emotions with whomever is holding it.
  Passive perception: 15
  Description:
  The Pyre Brand is an unusually long short sword. The blade
  appears to be made from a material resembling ruby. The
  guard is a standard cross guard made from gold with flame-
  like embellishments when unsheathed, the area seems to
  grow warmer.
  Level 1 Attunement
  Attacks with this weapon gain a +1 bonus to hit and damage
  While attuned to this weapon, you gain resistance to fire
  damage
  Once per long rest you can use a bonus action to use the
  Cry ability
  Level 2 Attunement
  Bonus to hit and damage increases to +2
  Attacks with this weapon deal an additional 1d4 radiant
  damage
  You can use the Cry ability twice per long rest.
  This weapon gains 3 Charges
  As a bonus action you can spend a charge to use the Scorch
  ability
  The Scorch radius increases by 5 feet for each additional
  charge spent.
  Recharges 1d3 charges at dawn
  Level 3 Attunement
  Bonus to hit and damage increases to +3
  Bonus fire damage increases to 1d6
  You can use the Cry ability twice per short rest
  Once per long rest you can use an action to use the Howl
  ability
  Scorch Charges increase to 6
  Scorch DC increases to 17
  Scorch damage increases to 3d6
  Recharges 1d4 charges at dawn
  Level 4 Attunement
  You can use the Cry ability three times per short rest
  Cry bonus damage increased to 2d6
  Howl save DC increased to 19
  Once per long rest as an action you can speak the command
  word to don the Wildfire Regalia
  Scorch DC increases to 19
  Scorch damage increases to 4d6
  16
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  Cry
  You speak the command word causing the sword to
  cause the sword to erupt into a concentrated beam
  of searing heat. The Pyre Brand gains reach (15ft)
  and 1d6 additional fire damage for the next three
  attacks.
  Scorch
  You speak the command word causing a gout of
  flame to burst out from the sword.
  Creatures within 5 feet of you must make a DC 15
  Dexterity saving throw taking 2d6 fire damage on a
  failed save or half as much damage on a successful
  one.
  Howl
  You speak the command word causing a 30ft sphere
  centered on you to explode in a giant fireball.
  Creatures other than you within the sphere must
  make a DC17 Dexterity saving throw or take 10d6
  fire damage and become ignited. On a successful
  save creatures take half damage. Ignited creatures
  take 1d6 fire damage at the top of their turn until the
  flames are extinguished. A creature may move into
  water or spend an action rolling on the ground to
  extinguish the flames.
  Wildfire Regalia
  When you speak the command word you are
  encompassed by a set of gold plate armor covered
  with silver chain mail underneath. You gain the
  following benefits for 1 minute and suffer 2 levels of
  exhaustion afterwards:
  Your AC Becomes 20 + DEX Modifier (Minimum 1)
  You are immune to fire damage
  Your attacks have an extra 10 feet of reach and ignite
  creatures hit causing them to take 1d8 fire damage
  at the start of their next turn for each successful hit.
  Creatures that hit you with a melee attack within 5
  feet of you take 2d6 fire damage
  
  The Brimstone Staff
  W
  hen the Dawn Bringer and the Pyre Brand are
  united, they form a long staff with the blades of
  its component swords on each end, the
  Brimstone Staff. Often considered the
  strongest weapon forged during the primordial
  conflict, the staff is capable of wielding the
  destructive power of a dying star. No one has
  seen its power since the end of the war it was used to win and
  its component parts were scattered. Only bring this weapon
  into your campaign when the story requires the use of a
  weapon of great power.
  Personality
  While the weapons are connected as the Brimstone Staff,
  their personalities merge into one. Their opposing quirks
  rounding out each other's rough edges.
  When they speak through the staff, they sound as if the two
  voices are speaking in unison. For some this may be
  unsettling others may find it intriguing.
  The physical manifestation of the souls within the staff is
  that of Leora clad in ruby armor, representing Kai's
  overwhelming desire to protect his sister.
  History
  The identity of the original wielder of the Brimstone staff has
  been lost to time. However, he was largely responsible for the
  title given to the original wielders of the artifacts created
  during the war, Rend Knights.
  What is known is that this artifact was forged late in the
  conflict and was largely responsible for bringing an end to the
  war. Every battle where the Brimstone Staff was present
  ended in a decisive victory on the side it supported. Such was
  the overwhelming power of the twinned artifact that is the
  Brimstone Staff.
  Some stories do survive but the most telling is the story of
  the wielder single-handedly obliterating an entire battalion of
  demons. The story reads that he waded into the middle of the
  demons' ranks and unleashing an immense blast of radiant
  energy, annihilated most of the creatures, and left the rest too
  injured to put up much of a fight.
  Beyond 3rd Level
  Once the Dawn Bringer and Pyre Brand are combined and
  Leora recognizes the wielder as a worthy individual (Lv4) the
  Brimstone Staff increases to level 4 attunement granting
  access to the Inferno Regalia.
  Even Further Beyond
  Once the character has gained access to the Inferno Regalia,
  you can choose to also allow them to have access to the Nova
  ability. This ability is designed to be a high risk/reward trade-
  off that could allow the character to turn the tide of a dire
  situation at the risk of their own life and the "life" of the souls
  housed in the Dawn Bringer and Pyre Brand.
  17
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  Nova
  As you speak the command word the Inferno Regalia
  erupts into an explosion of light and fire that
  expands outward. All creatures within 40 feet of you
  must make a DC 21 Constitution saving throw taking
  15d6 fire damage and 15d6 Radiant damage on a
  failed save or half as much damage on a successful
  one. Creatures that fail their save are ignited, taking
  2d6 fire damage at the beginning of each of their
  turns and are blinded.
  While this ability is being used you are considered
  restrained. At the beginning of your turn for 3 turns,
  the area of effect expands outward by 20 feet to a
  maximum of 100 feet. Creatures within the area at
  the beginning of your turn must make a DC 21
  Strength saving throw or be knocked back 20 feet
  and knocked prone.
  Creatures that begin their turn in the area of effect or
  move into the area on their turn take 7d6 fire
  damage and 7d6 radiant damage and must make a
  DC 21 Constitution saving throw or become blinded.
  All damage from this attack ignores resistance but
  not immunity.
  After 3 rounds the ability ends. You suffer 3 levels of
  exhaustion. The Inferno Regalia dissipates. And you
  must make a DC 19 Constitution or Charisma saving
  throw. On a successful save, the Dawn Bringer and
  Pyre Brand become inert for 7 days. On a failed save,
  the weapons become a mundane bastard sword and
  short sword.
  
  Brimstone Staff
  Type: Weapon (Double-Bladed Staff)
  Damage: Special
  Properties: Two-Handed, Finesse, Sentient (Lawful/Chaotic
  Good), Special
  Rarity: Legendary (Requires Attunement)
  Abilities Scores: INT: 14 WIS: 14 CHA: 16
  Senses: The Brimstone Staff has blind sight out to 50ft. It can
  communicate telepathically with anyone who has touched
  both blades out to a distance of 150ft.
  Passive perception: 15
  Description:
  The Brimstone Staff is a legendary artifact created by
  combining the Dawn Bringer and the Pyre Brand. Once
  combined, the grips of the weapons extend to a total of 3ft, the
  bastard sword blade shortens and the short sword blade
  lengthens an equal amount. The entire weapon gives off a
  radiant glow and a soft warmth in the immediate area.
  Special: This staff is a combination of two different swords.
  When you land an attack with this weapon (1d10 slashing +
  1d8 Radiant + 1d6 Fire), you may use bonus action to attack
  with the opposite blade (1d8 piercing + 1d8 Radiant + 1d6
  Fire).
  Attunement Lv3
  While attuned to this weapon you gain resistance to radiant
  damage and fire damage
  Attacks with this weapon gain a +3 bonus to Hit and
  Damage
  This weapon glows with magical energy casting bright light
  for 10ft and dim light for 20 feet beyond that.
  You can use a bonus action to use the Shine Ability from the
  Dawn Bringer or the Cry Ability from the Pyre Brand at will.
  Once per long rest you may use an action to use the Roar
  ability.
  This weapon has 3 Charges
  As a reaction to being hit by and attack, you can spend a
  charge to summon a barrier of searing flame. Your AC
  increases by 5 until the end of the current turn.
  Until the end of your next turn any creature that hits you
  with a melee attack within 5 feet takes 1d6 fire damage and
  1d6 radiant damage.
  Recovers all charges at dawn
  Attunement Lv4
  Bonus to hit and damage increases to +4
  Once per long rest as an action you can speak the command
  word to don the Inferno Regalia
  3 Charges
  As a reaction to being hit by and attack, you can spend a
  charge to summon a barrier of searing flame. Your AC
  increases by 5 until the end of the current turn.
  Until the end of your next turn any creature that attacks you
  with a melee attack takes 2d6 fire damage and 2d6 radiant
  damage.
  Recovers all charges at dawn
  18
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  Roar
  You speak the command word and swing the staff in
  a horizontal arc followed by a vertical arc. Creatures
  in a line 15ft wide, 10ft tall and 50ft. Long must
  make a DC17 dexterity saving throw or take 6d10
  Radiant Damage, and 6d10 fire damage. On a
  successful save, creatures take half damage.
  Creatures that fail their save are blinded for 1 minute
  and ignited taking 1d6 fire damage at the beginning
  of each of their turns until a character uses an action
  to put them out. A creature can make a DC 15
  constitution save at the end of their turn to end the
  blindness.
  Inferno Regalia
  When you speak the command word you are
  encompassed by a set of ivory white plate armor
  with black chain mail underneath. You gain the
  following benefits for 1 minute and suffer 2 levels of
  exhaustion afterwards:
  Your AC Becomes 20 + DEX Modifier (Minimum 1)
  As an action you can charge up to 50 feet in a
  straight line through any number of creatures’
  spaces. Make an attack on each creature whose
  space you pass through.
  On a hit, the creature takes normal damage and is
  pushed to the left or right of you 10 feet and
  knocked prone and are ignited taking 1d6 fire
  damage until a creature takes an action to put them
  out. On a miss, the creature is pushed 5 feet to the
  left or right and may immediately make an
  opportunity attack against you with advantage.
  You leave behind a trail of searing flame where you
  charge. This trail lingers until the end of your next
  turn. Creatures that pass through this trail take 4d6
  fire damage.
  You must end this charge in an unoccupied space.
  This ability recharges on a d6 roll of 5 or 6 at the
  beginning of your turn.
  
  The Mercurial Claw
  N
  ot all the artifacts created during The
  Sundering were created for the forces of
  light. Some were made for the forces of
  darkness and some of the raw material was
  less than willing. Such is the case with the
  Mercurial Claw. This band of amorphous
  metal was designed to provide the bearer
  with both offensive and defensive capabilities. Not much is
  known about the artifact and what is known is largely
  disregarded as ghost stories of men having their bodies
  consumed by the very weapon they sought to wield. When
  introducing this artifact to your players, consider placing it in
  front of them unceremoniously as a simple metallic band.
  When a player moves to touch it, have the band begin to
  liquefy and reach out to try and attach itself the one looking to
  investigate it.
  Personality
  The Mercurial Claw houses the soul of a half-elven male slave.
  When first attuned, the Claw with latch onto its bearer and
  speak
  So… hungry…
  If the player tries to communicate with the Claw it will
  weakly plead for the player to feed it as it is so very hungry.
  If the player succeeds in using the Devour ability to
  instantly kill a creature of CR 3 or greater the Claw will thank
  the player for the meal and the spikes embedded in the
  forearm will retract allowing the player to change their
  bracers at will (Level 2).
  From this point the player may speak with the claw and
  attempt to learn its true name. If the player succeeds in a
  Charisma (Persuasion) check the Claw will tell them the story
  of how it came to be.
  Growing Hunger
  As the player spends time Mercurial Claw attached
  to them, the artifact grows and begins covering
  larger parts of the character's body, slowly
  consuming them.
  If the character fails to achieve level 4
  attunement with it, the Claw will eventually attempt
  to consume them entirely. Every time the character
  takes a long rest, have them make a DC 20
  Constitution saving throw (minus 5 for each level of
  attunement above the first). After every fail, the
  Claw advances and takes up more of the character's
  body.
  The DM decides how many failures it will require
  to have the Claw fully consume a character.
  Creation and True Name
  The Claw will tell the player its story in its own words
  Long ago, the war between the light and dark raged. The
  leaders of both sides desperately wanted a weapon that
  would ensure victory. So the kingdoms from all over the
  material plane put their mages and artisans to work
  forging weapons of great power. But that power came at a
  cost.
  A living soul had to be placed in the weapon in order to
  give it the power that was needed. Some kingdoms only
  used volunteers. Others used brainwashed zealots. Still
  more used souls that were pressed into service. I was one
  of those souls.
  My name was Vallus. I was a poor man. I had no family.
  So when I could no longer pay my debts, I ended up living
  on the streets. Each day was a struggle for food, water and
  shelter and, after a time, I resigned myself to the slow
  death that was in store for me.
  It was then that the man found me, sleeping in an
  alleyway in a vain attempt to stay out of the rain. He got
  out of his coach and offered me a place to stay and a
  warm meal. I think, on some level, I knew that something
  was wrong. But I had not seen food in days and the
  thought of a soft place to sleep was too good to pass up.
  He took me to his home. I was given a room and some
  dry clothes and told to wait there while the food was
  prepared. Then the men came for me. They chained me to
  the floor of a temple underneath the man's home. Men in
  hooded robes kept chanting words I didn't understand.
  When they stopped a man pulled a chain and the last
  thing I remember was the feeling of searing hot metal
  being poured over me. My last thought was of how I hadn't
  even been given a final meal.
  3rd Level and Beyond
  Once the player learns the Mercurial Claw's true name they
  can begin attempting to form a friendship with Vallus. If they
  are successful in earning his trust Vallus will offer them the
  opportunity to form a partnership. If the player agrees, The
  Claw will immediately swarm over them and cover them
  completely. The player must make a DC 20 Wisdom saving
  throw. On a success, the Claw will merge into their physiology
  (lv4) granting new abilities and allowing Vallus’ soul to pass
  on. On a failure, the character's body rejects the Claw and
  they cannot try again for one week.
  Once level 4 attunement has been achieved, the curse on
  the artifact is removed and the player no longer has to make
  Constitution saving throws to avoid being devoured by the
  Claw. However, if the player is knocked unconscious and fails
  3 death saving throws, their body is instantly consumed by the
  Claw and their soul becomes trapped inside. A character that
  dies in this way can only be revived by a Wish or True
  Resurrection spell or similar magic. In this case, the
  character's body reforms within the metal band left behind
  after their death.
  19
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  Mercurial Claw
  Type: Armor (Buckler)
  AC: 1
  Properties: Sentient (Chaotic Neutral), Special
  Rarity: Legendary (Requires Attunement)
  Abilities Scores: INT: 10 WIS: 14 CHA: 12
  Senses: The Mercurial Claw has dark vision out to 60ft. Can
  communicate telepathically with whomever is attuned to it.
  Passive perception: 15
  Description:
  The Mercurial Claw at first looks like a simple metallic
  bracelet. However, when worn, the metal begins to shift and
  liquefy. The liquid flows up to cover the wearer's forearm and
  then releases spikes to anchor it in place and then hardens
  around the edges.
  Cursed:
  Once the buckler is equipped, attunement is forced and
  liquid metal spikes pierce the character's forearm and will not
  allow the character to remove it. If a creature tries to
  forcefully remove the buckler the wearer must make a DC20
  Constitution saving throw taking 15d10 necrotic damage on a
  failed save or half as much an a successful one.
  Level 1 Attunement
  While attuned to this armor, you gain resistance to poison
  damage and have advantage on saving throws against being
  poisoned.
  Once per short rest you can use an action to use the
  Scratch ability
  Once per short rest can use an action to use the Devour
  Ability
  Level 2 Attunement
  This armor gains a bonus +1 to AC
  You can use the Scratch ability twice per short rest
  You can use the Devour ability twice per short rest
  Scratch damage increase to 6d4 piercing and 3d6 poison
  Devour damage increased to 5d8 necrotic
  Level 3 Attunement
  Bonus to AC increases to +2
  You can use the Scratch ability three times per short rest
  You can use the Devour ability three times per short rest
  Once per long rest you can use an action to use the Shred
  ability
  Scratch poison DC increases to 17
  Devour damage increased to 6d10 necrotic DC 17
  Devour instant kill threshold increased to 40 hit points
  Level 4 Attunement
  Bonus to AC increases to +3
  The Scratch and Devour abilities have their save DCs
  increased to 19 and you can use them at will.
  Shred DC increases to 19
  Once per short rest as a reaction to being hit by an attack,
  you can speak a command to have the claw create a liquid
  metal barrier to block the attack. For one round, all friendly
  creatures within 5 feet of you gain +2 to their AC and you gain
  +5 to your AC.
  Shred damage increased to 10d12 slashing. Area increased
  to a 25-foot-cube up to 60 feet away
  20
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  Scratch
  You hold out your arm toward an enemy creature and
  speak the command word. Roll a ranged weapon
  attack (1d20 + DEX + Proficiency). Four liquid metal
  spikes lance outward from the buckler toward the
  target dealing 4d4 piercing damage. Target must
  make a DC15 Constitution saving throw or take 2d6
  poison damage
  Devour
  You place your hand on a living enemy creature and
  speak the command word. If target creature has
  30HP or less it is instantly consumed by the
  mercurial claw and half of its current Hit points are
  given to you as healing. If the target has more than
  30 hit points they must make a DC15 Constitution
  saving throw or take 5d6 necrotic damage and have
  their maximum hit points reduced by the same
  amount. On a successful save, target takes half
  damage.
  Shred
  You kneel and punch the ground and speak the
  command word. 10 liquid metal blades erupt from
  the ground underneath the target area and lash out at
  enemies. Creatures in target area up to 30ft away in a
  20ft cube must make a DC17 Dexterity saving throw
  or take 10d10 slashing damage and be knocked
  prone. On a successful save, creatures take half
  damage.
  
  The Blood Spike
  D
  uring the war there was a prevailing theory that
  using the soul of something other than a
  humanoid would produce an even more powerful
  weapon. To that end a group of monster hunters
  cornered and captured a old and powerful
  vampire lord. This creatures undead essence
  was ripped from its body and forced into a
  magical rapier. The blade was stained crimson and its hilt
  began to grow numerous metallic spikes.
  Their task accomplished, the leader claimed their prize but
  none expected what happened next.
  Personality
  The blood spike houses the essence of a vampire lord older
  than recorded history. It is clever and sly and will often dodge
  questions regarding its origin or intentions. It will frequently
  encourage the wielder to violence.
  The Blood Spike can communicate audibly with any
  creature that speaks common, however it rarely chooses to do
  so, preferring to communicate telepathically with its wielder,
  keeping its conversation away from prying ears.
  When the wielder proves themselves useful to the Blood
  Spike by slaying creatures and feeding it on a regular basis it
  begins to open up to its wielder, telling them what they want
  to hear in order to earn their trust (Level 2)
  In time, if the Blood Spike feels confident that it can
  overpower the mind of its wielder, it releases metal spikes
  from the hilt embedding them in the wielder's hand,
  preventing them from releasing the grip. It then will attempt
  to dominate its wielder (see the curse section of the weapon's
  stats). If successful the wielder's soul is drawn into the blade,
  switching places with the vampire lord. (Level 3)
  Eternal Thirst
  The Blood Spike's personality is completely evil,
  desiring only to drink blood from intelligent
  creatures. Because of this, it is reasonable to
  assume that the party will often be in conflict with
  it.
  If more than 24 hours has passed since the Blood
  Spike was used to attack an intelligent creature it
  will attempt to take over the wielder's mind. It rolls
  a Charisma check contested by the wielder's
  Wisdom check. If it succeeds the wielder uses it to
  attack the nearest intelligent creature. If it fails, it
  recedes and the wielder is unaware of the incident.
  If more than a week has passed, the Blood Spike
  gains advantage on its check. If more than a month
  has passed, the wielder has disadvantage on its
  check.
  The Capture of the Vampire Lord
  As the wielder's soul is pulled into the blade they receive a
  vision of the day of the Blood Spike's creation.
  Five men stand around a humanoid creature lying atop an
  arcane circle etched into the ground. They look at each other
  nodding as if satisfied with situation in front of them. The
  humanoid on the ground between them begins to stir. He
  looks up at the man in front of him and begins to speak
  between labored breaths.
  You may have bested me, but I will not be caged.
  The man, the hunt leader, kneels down near the vampire
  and speaks
  You don't have a choice in the matter "my lord". This
  ritual was specifically made to create an eternal cage to
  hold you. There will be no escape
  You underestimate me. A simple spell will not be
  enough to hold me. I'll get out, I swear it. And when I do,
  you will all suffer
  Empty threats from a cornered animal. Enough of this.
  Begin the ritual!
  At his command, the other men move to the edges of the
  glyph and kneel. They begin to channel arcane energy to fuel
  the spell and the glyph begins to glow.
  The leader pulls a silver rapier from a scabbard at his side
  and stabs it into the glyph causing the glow to grow to a
  searing white light. The vampire screams in agony.
  As the light fades, the men begin to stand around the glyph
  which is now scorched into the ground. The vampire has
  disappeared and the hunt leader is standing over the rapier,
  now buried half-way into the ground. One of the men begins to
  speak
  DId it work? Is it done?
  The leader reaches down and pulls the rapier from the
  ground. He examines the blade, now died crimson. After a
  moment he speaks.
  I believe so-
  Spikes from the hilt pierce his hand. He cries out in agony.
  His comrades rush forward to aid their friend, now doubled
  over in pain. After a few labored breaths he slowly raises his
  head, a menacing grin on his face
  I told you... I would not be... caged...
  A Monster Uncaged
  Once the vampire has taken hold of the wielder's body, their
  soul can only be restored by a greater restoration or similar
  magic cast at 7th level or higher. Until then the vampire has
  full control of the body and has full access to the Blood Spike's
  abilities. If the wielder's soul has been restored, the hilt spikes
  retract and the sword reverts to its level 2 form and the
  vampire is unable to attempt to take over for 1 month.
  Alternatively, the DM may consider allowing the wielder to
  attempt to subjugate or ally with the vampire within the
  sword. Doing so would need to be exceptionally difficult but
  would provide the wielder with the sword's full power without
  giving up control.
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  Blood Spike
  Type: Weapon (Rapier)
  Damage: 1d8 Piercing
  Properties: Light, Finesse, Sentient (Lawful Evil)
  Rarity: Legendary (Requires Attunement)
  Abilities Scores: INT: 16 WIS: 14 CHA: 18
  Senses: The Blood Spike has dark vision out to 120ft. It can
  communicate audibly with anyone who speaks common but
  prefers to communicate telepathically with its wielder.
  Passive perception: 15
  Description:
  The Blood Spike is an ornate rapier with a crimson blade.
  Its hand guard has numerous sharp spikes pointing outward.
  Cursed:
  Once attuned to the Blood Spike, you cannot willingly break
  the attunement to it and you do not wish to be parted from it
  opting to use it above all other weapons. While attuned, you
  must regularly use it to slay intelligent creatures. Failing to kill
  such creatures will result in the the sword's ego attempting to
  force you to do so. It rolls a Charisma check contested by your
  Wisdom check. If the Blood Spike wins, you immediately
  draw the sword and attack the nearest intelligent creature. If
  you win, you are unaware of the intrusion.
  Level 1 Attunement
  While attuned to the Blood Spike, you gain resistance to
  necrotic damage.
  You gain a +1 bonus to attack and damage rolls.
  Attacks deal an additional 1d6 necrotic damage.
  You gain access to the Unrelenting Hunger ability
  Once per turn, when you hit with an attack, you can use the
  Rend ability
  Level 2 Attunement
  The Blood Spike's Charisma increases to 20
  The attack and damage roll bonus increases to +2
  The bonus necrotic damage increases to 1d8
  You can use the Rend ability twice per turn
  Rend damage increases to 4d6 with a 2d4 bleed
  Level 3 Attunement
  The Blood Spike's Charisma increases to 24
  The attack and damage roll bonus increases to +3
  The bonus necrotic damage increases to 2d8
  Rend damage increases to 6d6 with a 3d4 bleed
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  Rend
  You strike out with the sword piercing the target and
  pulling down to inflict maximum damage. The target
  takes an additional 2d6 necrotic damage and must
  make a constitution saving throw (DC = 10 + you
  proficiency + your attack modifier). On a failed save,
  the target begins bleeding from the wound taking
  1d4 necrotic damage at the beginning of each of it's
  turns for one minute or until it is magically healed.
  This effect can stack up to four times and you regain
  hit points equal to the bleed damage dealt as the
  sword rips the life essence from the target.
  Undead and constructs are immune to this effect.
  Unrelenting Hunger
  The vampiric essence within the Blood Spike
  compels you to fight on past your normal limits.
  When you drop to zero hit points while you are
  wielding this weapon, instead of going unconscious,
  you make death saves at the beginning of your turn
  and otherwise act as normal with the following
  exceptions:
  Your speed is halved
  You lose the bonus to attack and damage rolls
  provided by this weapon
  Damage rolls no longer benefit from any bonuses,
  including bonuses provided by ability scores,
  feats, and abilities.
  Failing three death saving throws still results in
  your character's death and taking damage while at 0
  hit points still results in a failed save. Once you are
  restored at least 1 hit point, you act as normal.
  
  The Winter Regalia
  D
  uring the great war between the gods and demon
  princes, powers on both sides are known to have
  chosen champions to represent them and
  become instruments of their will on the mortal
  plane. In rare cases, the god or demon would
  imbue multiple objects with their essence in
  order to grant a mortal more power than they
  would normally be able to control. Such is the case with the
  Winter Regalia
  Not one object but a collection of three, the Deathwalker's
  Ward (M. Mercer’s Tal'Dorei Campaign Guide), the Raven's
  Slumber (Geek and Sundry's Critical Role), and Raven's
  Song, it can only be mastered by a true champion of the
  Raven Queen.
  History
  The Raven Queen is one of two gods with dominion over
  death. The Lady of Winter, as she is sometimes called, see's
  over all things ensuring that everything is given a time to end.
  Those that accept the time that fate has granted them are
  welcomed into the afterlife and ushered to their spirit's resting
  place by the Raven Queen.
  It is said that all ravens are actually celestial messengers
  from the Mistress of Fate, helping to keep a watchful eye over
  all things and safeguarding the natural order of the world.
  In the past, her champions have been known to perform
  great acts in her name. The true mission of the Champion of
  Winter, however, has always been to grant peace and closure
  to the dead and dying, to ease the passing from life, to what
  lies beyond. It is not uncommon for the Raven Queen's
  champion to oversee the ceremony of Fate's Call where the
  feeble and dying are gifted a sort period of clarity to say their
  final goodbyes before dying with grace and dignity.
  Seeking the Power of Fate
  The process of becoming the champion of the Raven Queen
  begins with discovering the location of the items that make up
  the Winter Regalia.
  Such items would likely be found in hidden places such as
  long forgotten tombs or underground temples. Consider
  having some or all of these items be carried by an enemy NPC
  using them for a corrupt purpose or having the party stumble
  upon one of the items while questing in underground caverns.
  This could lead to characters asking questions as to the origin
  of this mysteriously powerful item.
  Once a character has claimed one of the Raven Queen's
  relics, consider having one or more ravens follow them
  everywhere. If the character seeks to unlock the full potential
  of the artifacts, they will need to come to some manner of
  agreement with the Raven Queen herself. This could take the
  form of a simple agreement to complete a task for her from
  time to time, to taking levels in Paladin or Cleric to become a
  proper disciple of the Raven Queen.
  Unlocking the Power
  Once all the items of the Winter Regalia are acquired and
  attuned, and the character has unlocked their full power, they
  also gain access to the power of the Winter Regalia. Once all
  the items are united and their power has been unlocked,
  further abilities become available to their wielder as described
  below.
  The Deathwalker's Ward
  In addition to all of its exalted abilities, the Deathwalker's
  Ward grants the following benefits:
  When you roll an 18, 19, or 20 on a Death Saving Throw
  you gain 1 hit point.
  You can use your Raven Wings feature twice per long rest.
  The Raven's Slumber
  In addition to its other abilities, the Raven's slumber grants
  the following benefits:
  Once per long rest you can spend 10 minutes focusing on
  the pendant. At the end of this period, you and up to 10
  other willing creatures are transported into the pocket
  dimension inside the gem for 12 hours or until you use an
  action to end the effect. When the effect ends all creatures
  inside the gem appear in an unoccupied space within 10
  feet of the pendant.
  Raven's Song
  In addition to its other abilities, the Raven's Song grants the
  following benefits:
  Attacks against undead creatures have advantage
  Once per short rest you can use a bonus action to force an
  undead creature that you can see and can hear you to
  make a Wisdom saving throw (DC 19). On a failed save, the
  creature becomes vulnerable to bludgeoning, piercing or
  slashing damage (your choice) until the beginning of your
  next turn.
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  Raven's Song
  Type: Martial Ranged Weapon (Longbow)
  Damage: 1d8 Piercing
  Properties: Light, Sentient (Chaotic Neutral), Range
  (150/300)
  Rarity: Legendary (Requires Attunement)
  Abilities Scores: INT: 14 WIS: 12 CHA: 14
  Senses: The Death Wind has Dark Vision out to 60ft. and can
  communicate audibly with anyone using any of the
  languages of the one to whom it is attuned.
  Passive perception: 15
  Description:
  The Raven's Song is a longbow made from Obsidian with
  two large spikes jutting outward on each side of the grip. The
  bow appears to have no string but closer inspection reveals a
  light wisp of smoke between the tips. When the character
  pulls on this "string" an arrow made from a violent torrent of
  wind appears at the character's fingers. Just before the
  character releases the arrow, it solidifies into a bolt of magical
  energy.
  You gain +1 bonus to attack and damage rolls with this
  weapon.
  Additionally attacks from this weapon deal an additional
  1d4 force damage and attack rolls of 19 or 20 are critical hits.
  Awakened When a character awakens the Raven's Song,
  apply the following changes to the item’s traits:
  Increase the attack and damage roll bonus to +2
  Increase the additional force damage to 1d6
  You can use the Marked for Death ability once per long
  rest
  The weapon gains 3 charges. Whenever you hit a creature
  with attack from this weapon you can use your bonus action
  to spend up to 3 charges. The target takes an additional 1d8
  force damage per charge spent and all creatures within 5 feet
  of the target must make a DC 15 Dexterity Saving Throw,
  taking the additional damage on a failed save.
  Creatures reduced to 0 hit points by this damage are
  destroyed as with the Disintegrate spell.
  Spent charges are restored each day at dawn
  Exalted When a character exalts the Raven's Song, apply the
  following changes to the item’s traits:
  Increase the attack and damage roll bonus to +3
  Attack rolls of 18, 19, or 20 with this weapon are critical
  hits.
  You can use the Marked for Death ability twice per long
  rest
  You can use the Reap ability once per long rest
  The weapon gains 6 charges. Whenever you hit a creature
  with attack from this weapon you can use your bonus action
  to spend up to 3 charges. The target takes an additional 1d8
  force damage per charge spent and all creatures within 5 feet
  of the target must make a DC 15 Dexterity Saving Throw,
  taking the additional damage on a failed save.
  Creatures reduced to 0 hit points by this damage are
  destroyed as with the Disintegrate spell.
  Spent charges are restored each day at dawn
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  Marked for Death
  After hitting a creature with an attack from the
  Raven's Song, you can use your bonus action to mark
  that creature with the Raven Queen's crest. The next
  attack from another creature against the target
  before the beginning of your next turn has advantage
  and is a critical hit on a roll of 19 or 20.
  Reap
  You draw the bow and focus on the enemies in front
  of you. Choose up to 6 creatures within range
  ignoring all cover. Six arrows lance outward passing
  through any obstacle to reach their target. Roll 6
  ranged attacks with advantage. Each hit creature
  takes normal damage plus 1d6 necrotic damage
  
  The Wolf Lord's Regalia
  I
  n the beginning, there was only one god given
  dominion over death. However, he was shunned by all
  living things, even the gods. For all things must end
  and yet all things fear that end. "The Pale Man" as he
  was called came to the conclusion that he would
  divide his power. A celestial axe was forged and he
  used this tool to split himself, right down the middle,
  creating two new gods.
  The first of these gods came to be known as the Raven
  Queen, with dominion over the laws of fate. The second, was
  the Lord of Wolves.
  While the Raven Queen ensures that all things have an
  appointed time to end and watches over that moment of
  passing, The Lord of Wolves ensures that all things make
  their appointment. His dominions are of death, war, and
  justice.
  Often taking the form of an enormous black wolf, The
  Hound of the End relentlessly hunts those that seek to subvert
  the natural order.
  History
  Many cultures have stories of death and its agent, The Grim
  Reaper. What is not commonly known is that these stories
  were created to give a face to the end all things face. The
  Raven Queen is represented in the hour glass at his hip. The
  Lord of Wolves is represented by the Scythe.
  After the Dawn War, arcanists of the mortal races became
  obsessed with obtaining the key to everlasting life through
  undeath. The Lord of Wolves made the decision to choose a
  champion to work his will in the mortal realm. He gave this
  champion three gifts.
  From one of his fangs, a massive sword was forged. From
  his fur was forged into a set of plate mail and woven into a
  cloak and the first Paladin of Wolves was chosen.
  Over the ages the Wolf Lords Regalia has been scattered
  but many have taken up the mantle to become his paladin. It is
  said that once an age the relics will be united and a champion
  chosen to bring an end to a great evil.
  Becoming a Master of Death
  The process of becoming the champion of the Lord of Wolves
  begins with discovering the location of the items that make up
  the Wolf Lord's Regalia.
  These items are likely in difficult to reach places or carried
  by powerful individuals. Consider having the party come in
  conflict with the current paladin of the Lord of Wolves. Such
  an NPC would likely carry one or more of the artifacts.
  Perhaps their oath forced them to do something that the
  players find unforgivable. This could drive the players to find
  out more about the enigmatic god that this horrible person
  served.
  Once one of the Wolf Lord's artifacts has been claimed, he
  will seek to test its new wielder. Consider having the party
  being stalked by a pack of unusually large wolves and
  ultimately come to a showdown with some form of celestial to
  maintain ownership of the artifact.
  However, to unlock the artifacts' true power, the wielder
  must pledge to serve the Lord of Wolves.
  Unlocking the Power
  Once all the items of the Wolf Lord's Regalia are acquired and
  attuned, and the character has unlocked their full power, they
  also gain further abilities become available to their wielder as
  described below.
  Wolf Lord's Plate
  In addition to all of its exalted abilities, the Wolf Lord's Plate
  grants the following benefits:
  Your walking speed is increased by an additional 10 ft.
  while wearing this armor
  You gain resistance to cold damage
  Your hit point maximum cannot be reduced
  Wolf Lord's Mantle
  In addition to its other abilities, the Wolf Lord's Mantle grants
  the following benefits:
  You gain advantage on death saving throws.
  Once per long rest, when a creature within 30 feet of you
  makes a death saving throw you can use your reaction to
  have them treat the roll as if they had rolled a 20.
  When you are revived using the Relentless Hunt ability of
  this item you regain hit points equal to 12 x the spell slot
  level spent
  Wolf Lord's Fang
  In addition to its other abilities, the Wolf Lord's Fang grants
  the following benefits:
  Your attacks with this weapon deal 2d8 slashing damage
  plus 1d8 cold damage and 1d8 psychic damage
  Your critical threat range when using this weapon
  increases by one to a maximum of 17.
  When you hit an undead creature of CR 7 or less with this
  weapon, you apply damage as if you scored a critical hit.
  25
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
  Wolf Lord's Plate
  Type: Armor (Plate)
  AC: 18
  Strength Requirement: 15
  Rarity: Legendary (Requires Attunement)
  Stealth: Disadvantage
  Description:
  This stark black armor has pauldrons carved into the shape
  of howling wolves. The chest plate is embossed with the
  image of a snarling canine. The helm is elongated vaguely
  resembling the mussel of a wolf.
  You gain +1 to your AC while wearing this armor.
  Additionally, while attuned to the armor, your walking speed
  increases by 5 feet, and you gain advantage on Constitution
  saving throws to prevent exhaustion.
  Curse: While attuned to this armor, if your HP is below
  50% at the end of your turn, you suffer 15 damage and then
  gain 20 temporary hit points as the plates in the armor begin
  to attempt to stitch your wounds together. While you have
  these temporary hit points all healing you receive is halved.
  If, at the end of your turn you do not have any of these
  temporary hit points remaining and you are below 50% of
  your max hit points, the effect triggers again.
  This effect continues until you are healed above 50% of
  your max hit points. Once you are no longer wounded, you
  lose the temporary hit points provided by this effect. You
  cannot remove the armor while you have the temporary hit
  points provided by this effect.
  While attuned to the armor if you are ever more than 30
  feet away from it you suffer 7(2d6) psychic damage at the
  beginning of each of your turns until you are within 30 feet of
  the armor. You cannot voluntarily unattune from this armor
  unless someone breaks the attunement by casting Greater
  Restoration at 7th level or higher or Wish.
  Awakened When a character awakens the Wolf Lord's Plate,
  apply the following changes to the item’s traits:
  Increase the AC bonus to +2
  Increase the walking speed bonus to + 10 feet.
  Your Constitution becomes 19 unless it is already higher
  You can use the Feral Speed ability once per long rest
  Exalted When a character exalts the Wolf Lord's Plate, apply
  the following changes to the item’s traits:
  Increase the AC bonus to +3
  Your Constitution becomes 22 unless it is already higher
  You gain resistance to necrotic damage
  You no longer suffer disadvantage on Stealth Checks
  Wolf Lord's Mantle
  Type: Wondrous Item (Cloak)
  Rarity: Legendary (Requires Attunement)
  Description:
  This heavy, black cloak is fastened with a clasp with a wolf's
  head insignia.
  While attuned to this cloak, the wearer gains a +1 bonus to
  death saving throws and their strength score becomes 15
  unless it is already higher.
  Additionally, they gain the benefit of the Relentless Hunt
  ability.
  Awakened When a character awakens the Wolf Lord's
  Mantle, apply the following changes to the item’s traits:
  Increase the bonus to death saving throws to +2
  The wearer's strength score becomes 19 unless it is
  already higher
  The healing from Relentless Hunt increases to 1d8 times
  the spell slot level.
  Exalted When a character exalts the Wolf Lord's Mantle,
  apply the following changes to the item’s traits:
  Increase the bonus to death saving throws to +3
  The wearer's strength score becomes 22 unless it is
  already higher
  The healing from Relentless Hunt increases to 1d10 times
  the spell slot level.
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Feral Speed
  On your turn you can choose to take an extra action
  (as with the Fighter's Action Surge feature). After
  taking this extra action, you suffer 2 levels of
  exhaustion
  Relentless Hunt
  Once per day, when you are reduced to 0 hit points,
  you instead are reduced to 1 hit point and can
  immediately spend a spell slot to heal yourself. You
  regain a number hit points equal to 1d6 times the
  level of the spell slot spent.
  
  Wolf Lord's Fang
  Type: Martial Melee Weapon (Three-Handed Sword)
  Damage: 2d8 Slashing
  Properties: Heavy, Two-Handed, Reach Special
  Rarity: Legendary (Requires Attunement)
  Special: This sword is massive. You must have a Strength
  score of 22 or greater to wield it. If a creature with a lower
  strength attempts to wield it, attack and damage rolls are
  made with disadvantage
  Description:
  This massive sword is 6 feet long and has an extra grip cut
  into the back of the sword. The guard is wrapped in wolf's fur
  and there is a sharp spike for a pommel.
  You gain +1 bonus to attack and damage rolls with this
  weapon.
  Additionally attacks from this weapon deal an extra 1d6
  psychic damage and, once per long rest, you can use the Warp
  Strike ability as a bonus action.
  Awakened When a character awakens the Wolf Lord's Fang,
  apply the following changes to the item’s traits:
  Increase the attack and damage roll bonus to +2
  Increase the additional psychic damage to 1d8
  You can use the Warp Strike ability Twice per long rest
  Once per long rest you can use the No Escape ability as a
  bonus action
  Exalted When a character exalts the Wolf Lord's Fang, apply
  the following changes to the item’s traits:
  Increase the attack and damage roll bonus to +3
  Increase the additional psychic damage to 1d10
  When you use your action to take the attack action with
  this weapon you can use your bonus action to make one
  additional attack. You do not add your ability modifier to
  the attack or damage roll for this additional attack unless it
  is negative.
  Once per long rest you can use the Reality Slash ability as
  an action
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  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Warp Strike
  You teleport behind a creature within 20ft that you
  can see. You then rolls an attack with advantage. This
  attack crits on a result of 18, 19, or 20.
  No Escape
  Choose a creature within 30 feet of you that you can
  see. That creature must make a Charisma saving
  throw (DC 15). On a failure the target is paralyzed
  with fear. The target can repeat the save at the
  beginning of each of its turns to end the effect.
  Reality Slash
  You grab the secondary grip the sword and bring it
  down in front of you. Then with two horizontal
  slashes you release two waves of damage in a 30ft
  cone in front of you.
  Creatures in the area must make a two DC 19
  constitution saving throws or take 5d6 psychic
  damage and become stunned followed by 5d6 force
  damage and are knocked prone. On a successful save
  creatures take half damage.
  
  Meteor Hammer
  Type: Simple Melee Weapon (Mallet)
  Damage: 1d8 Bludgeoning
  Properties: Light, Thrown (range 30/90)
  Rarity: Legendary (Requires Attunement)
  Description:
  This mallet seems extraordinarily light for its size. There is
  a faint glow emanating from the head.
  This hammer was forged from a dying star that fell to earth
  long before the gods and demons waged war across the
  material plane. It has been passed down the lines of the great
  dwarven houses for generations.
  Attacks with this weapon gain a +1 bonus to hit and damage
  rolls.
  Additionally, attacks with this weapon deal an extra 1d6 fire
  damage.
  While attuned to this weapon you always know its location
  relative to you and you can use a bonus action to summon it to
  your hand as long as it is within 150 feet of you.
  Awakened When a character awakens the Meteor Hammer,
  apply the following changes to the item’s traits:
  Increase the attack and damage roll bonus to +2
  Add an additional 1d6 radiant damage to successful
  attacks
  When you hit with a thrown weapon attack with this
  weapon, it automatically returns to your hand.
  Once per long rest you can use the Star Fall ability as an
  action
  Exalted When a character exalts the Meteor Hammer, apply
  the following changes to the item’s traits:
  Increase the attack and damage roll bonus to +3
  When you hit a creature with a thrown weapon attack, all
  hostile creatures within 10 feet of the target must make a
  DC 17 Dexterity saving throw, taking the 1d6 fire damage,
  1d6 radiant damage, and 1d6 force damage on a failure.
  Star Fall DC increases to 19. Damage increases to 5d10
  fire, 5d10 radiant, and 5d10 bludgeoning
  Increase the thrown range to 40/120
  When you hit a creature or object with the Meteor
  Hammer you can choose to teleport to an open space
  within 5 feet of the target holding the hammer
  Storm Blades
  Type: Martial Melee Weapon (Twin Swords)
  Damage: 2d4 Slashing
  Properties: Finesse, Light, Special, Thrown (range 30/90),
  Two-Handed
  Rarity: Legendary (Requires Attunement)
  Special: When you are hit by a melee weapon attack While
  wielding one twin blade in each hand, you may use your
  reaction to parry the attack with one of your blades. You
  gain a +5 bonus to your AC until the end of the current turn.
  Description: These short, curved blades attach together when
  sheathed. Balanced to be used in tandem, one has a blade
  with a blue hue that crackles with electricity. The other is
  obsidian black with yellow veins. It softly hums as it vibrates
  in your hand.
  While wielding this weapon you have a +1 bonus to attack
  and damage rolls.
  Additionally, attacks with this weapon deal an additional
  1d4 lightning damage, and 1d4, thunder damage.
  Awakened When a character awakens the Storm Blades,
  apply the following changes to the item’s traits:
  Increase the attack and damage roll bonus to +2
  Increase the additional lightning and thunder damage to
  1d6 each.
  Twice per short rest, when you take the attack action with
  this weapon you may make one additional attack
  Exalted When a character exalts the Storm Blades, apply the
  following changes to the item’s traits:
  Increase the attack and damage roll bonus to +3
  When you roll the maximum amount on a damage die for
  this weapon, you may reroll it and add it to the total
  damage and continue to reroll the die until you do not roll
  its maximum value.
  Once per long rest, as an action, you may use the
  Thunderbolt Cut ability
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  Star Fall
  You speak the command words and throw the
  hammer at a place on the ground within 60 feet of
  you that you can see. On impact the hammer
  releases a wave of explosive energy. Creatures within
  a 25 foot radius around the point of impact must
  make a DC 17 Dexterity saving throw taking 4d6
  bludgeoning damage plus 4d6 fire damage plus 4d6
  radiant damage on a failed save or half as much
  damage on a successful one. Creatures that fail their
  save are also knocked prone.
  Thunderbolt Cut
  You speak the command words and throw the blue
  blade of lightning at a creature within 30 feet of you
  that you can see. Make a ranged weapon attack
  against the target. On hit, the target takes 2d6
  piercing damage plus 2d6 lightning damage and you
  teleport an unoccupied space within 5 feet of the
  target. You then strike with the black blade of
  thunder. All creatures within 20 feet of you must
  make a Constitution saving throw taking 4d6
  thunder damage and becoming stunned and
  deafened on a failed save or half as much damage on
  a successful one. If the initial target fails its save it is
  knocked prone 10 feet away from you.
  
  Sword of the Eclipse
  Type: Martial Melee Weapon (Longsword)
  Damage: 1d8 Slashing
  Properties: Versatile (1d10)
  Rarity: Legendary (Requires Attunement)
  Description: This longsword has a hilt of polished platinum
  and a blade of polished obsidian. Its grip is icy cold to the
  touch and, while unsheathed, the surrounding area grows
  dimmer as if it is devouring the nearby light.
  While wielding this weapon you have a +1 bonus to attack
  and damage rolls.
  Additionally, while not in bright light you can take the hide
  action as a bonus action and you have advantage on Dexterity
  (Stealth) checks.
  Awakened When a character awakens the Sword of the
  Eclipse, apply the following changes to the item’s traits:
  Increase the attack and damage roll bonus to +2
  You gain advantage on all attacks you make with this
  weapon while in areas of dim light and darkness.
  As a bonus action on your turn, you may teleport from an
  one area of dim light or darkness to another up to 30 feet
  away
  Exalted When a character exalts the Sword of the Eclipse,
  apply the following changes to the item’s traits:
  Increase the attack and damage roll bonus to +3
  You gain the ability to see in dim light and darkness,
  including magical darkness out to 60 feet.
  Once per long rest, as an action, you may use the Crushing
  Void ability
  Gae Bolg
  Type: Simple Melee Weapon (Spear)
  Damage: 1d8 Piercing
  Properties: Versatile (1d10)
  Rarity: Legendary (Requires Attunement)
  Description: This spear was last wielded by a mighty warrior
  who slew a whole army single-handedly. The whole of the
  weapon from the tip of the blade to the pommel is blood red.
  The head of the spear has many thorn-like protrusions.
  While wielding this weapon you have a +1 bonus to attack
  and damage rolls.
  Additionally, the first attack you make each turn has
  advantage and is a critical hit on a roll of 19 or 20.
  Awakened When a character awakens the Gae Bolg, apply
  the following changes to the item’s traits:
  Increase the attack and damage roll bonus to +2
  Attacks with this weapon are critical hits on a roll of 19.
  The first attack you make each turn is a critical hit on a roll
  of 18, 19, or 20.
  Critical hits with this weapon cause the target to bleed
  taking 1d6 necrotic damage at the beginning of each of its
  turns until it receives magical healing.
  Exalted When a character exalts the Gae Bolg, apply the
  following changes to the item’s traits:
  Increase the attack and damage roll bonus to +3
  Attacks with this weapon are critical hits on a roll of 18.
  The first attack you make each turn is a critical hit on a roll
  of 17, 18, 19, or 20.
  Increase the bleed damage to 2d6.
  You can use the Heart Seeker Strike ability as an action
  once per long rest.
  29
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Crushing Void
  You speak the command words and stab the sword
  into the ground. all light within a 60-foot-radius
  sphere centered on the sword is devoured.
  The area is considered magical darkness and all light
  except magical light created by spells of 7th level or
  higher is snuffed out. Creatures in the area, other
  than you, must make a DC 19 Constitution saving
  throw taking 3d10 bludgeoning damage plus 3d10
  cold damage and becoming restrained or half as
  much damage on a successful one.
  Restrained creatures repeat the save at the beginning
  of their turn, ending the condition on a success.
  Creatures that begin their turn within the area take
  1d10 bludgeoning damage and 1d10 cold damage.
  The area is considered difficult terrain.
  Heart Seeker Strike
  You speak the command word and hurl the spear at a
  target creature that is not a construct.
  The creature must make a DC 19 Constitution saving
  throw taking 10d10 + 50 magical piercing damage
  on a failed save or half as much damage on a
  successful one. Creatures below half of their
  maximum health have disadvantage on the saving
  throw.
  If a creature is reduced to 0 hit points by this
  damage they instantly die as thorny vines erupt from
  their body.
  
  Excalibur
  Type: Martial Melee Weapon (Bastard Sword)
  Damage: 1d10 Slashing
  Properties: Versatile (3d4)
  Rarity: Legendary (Requires Attunement)
  Description: This sword once belonged to a great and noble
  king blessed by the gods. Those who carry it carry with it
  the weight of grand expectations. Its hilt and guard are
  polished gold and the blade gleams with a mirror finish.
  While wielding this weapon you have a +1 bonus to attack
  and damage rolls.
  Additionally, you gain advantage on Charisma (Persuasion)
  checks with lawful or good aligned creatures and Charisma
  (Intimidation) checks against chaotic or evil aligned creatures.
  Awakened When a character awakens the Excalibur, apply
  the following changes to the item’s traits:
  Increase the attack and damage roll bonus to +2
  The sword gains the Savage property. When you roll the
  maximum value on a damage die with this weapon, you
  may roll an additional damage die and add it to the total.
  Once per short rest, as a bonus action on your turn, you
  may use the Promised Victory ability.
  Exalted When a character exalts the Excalibur, apply the
  following changes to the item’s traits:
  Increase the attack and damage roll bonus to +3
  You can use the Promised Victory ability twice per short
  rest and its damage increases to 6d6
  You gain access to the Avalon ability.
  Arondight
  Type: Martial Melee Weapon (Longsword)
  Damage: 1d8 Slashing
  Properties: Versatile (1d10)
  Rarity: Legendary (Requires Attunement)
  Description: This sword once belonged to an infamous knight
  who betrayed his king and slowly descended into madness.
  Its black blade and hilt emanate a dark miasma when
  drawn.
  While wielding this weapon you have a +1 bonus to attack
  and damage rolls.
  Additionally, you gain advantage on Charisma (Intimidation)
  checks while the sword is drawn.
  Awakened When a character awakens the Arondight, apply
  the following changes to the item’s traits:
  Increase the attack and damage roll bonus to +2
  Attacks with this weapon deal an additional 1d6 psychic
  damage
  You gain access to the A Knight's Honor ability
  Exalted When a character exalts the Arondight, apply the
  following changes to the item’s traits:
  Increase the attack and damage roll bonus to +3
  Increase the bonus psychic damage to 1d8
  You gain access to the Mage Eater ability.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  Promised Victory
  You speak the command word and the sword begins
  to glow with radiant light. It sheds bright light out to
  30 feet and dim light for an additional 30 feet.
  Your next attack roll is a critical hit on a roll of 17,
  18, 19, or 20
  Additionally, the next attack that hits within 1
  minute deals an additional 3d6 radiant damage.
  Avalon
  The Sword's Scabbard radiates a aura of healing
  around it.
  While you are not incapacitated, all allied creatures
  within 30 feet of you receive an additional 2d6
  healing from spells and abilities.
  Additionally, while you are below 50% of your
  maximum health but have at least 1 hit point, you
  heal 1d6 hit points at the beginning of your turn.
  A Knight's Honor
  A knight of honor dies with a weapon in their hand.
  You cannot be disarmed of this weapon.
  Additionally, when you are reduced to 0 hit points,
  instead of going unconscious, you can continue
  acting normally on your turn with the following
  exceptions.
  Until you have more than 0 hit points you make
  death saving throws as normal. If you take damage
  from any source, you automatically fail a death
  save.
  Your speed is reduced by 10 feet.
  You have disadvantage on attack rolls and
  creatures have advantage on saving throws against
  spells you cast.
  Mage Eater
  Your sword absorbs magical energy around it.
  You gain magic resistance. You have advantage on
  saving throws against magical damage and effects.
  You when you hit a creature or object you can use
  your reaction to cast Dispel Magic as a 5th level spell
  to end a magical effect effecting it.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Platinum Knight Games - Storms on the Horizon Magic Item Supplement.pdf