Weapon (rapier), legendary (requires attunement)
This fine blade is made of white steel with elaborate
platinum filigree. Its basket and pommel is also set with polished moonstones. The
blade was wielded long ago, by the prophetic bard Kristin Permfors who famously
adventured with four other northerners.
You gain a +3
bonus to attack and damage rolls made with this magic weapon. It has the
following additional properties.
Aura
of Protection. While you are holding the weapon, it grants a +1 bonus to
Armor Class and all saving throws, except enchantments and illusions because of
the strange mental effects of the sword.
Spells.
While the weapon is attuned to a bard or any class that uses Charisma for
spellcasting ability, you can use an action to cast one of the following spells
(save DC 15): augury and detect thoughts. Once you use the sword to cast a spell, you
can’t cast that spell again from it until the next dawn.
In addition, the
blade grants the spell divination.
Once cast, you can’t use this spell again until 7 days have passed.
Firespear.
This power only activates if the wielder of Dreamsinger
or any of its sister-swords is in mortal danger. As an action, make a ranged attack
against the target. A long spear of intensely hot fire is launched at a single
target within 240 feet. On a hit, the target takes 6d10 fire damage.
When the firespear is hurled from Dreamsinger, waves of melodic music
cascade out from the sword in a 60-foot radius sphere. Treat the effect as a bless spell for allies, and a bane spell (DC 15 Charisma saving throw)
for enemies that lasts for one minute.
Sentience.
Dreamsinger is a sentient neutral weapon with an Intelligence of 14, a Wisdom
of 12, and a Charisma of 14. It has hearing and normal vision out to a range of
120 feet.
The weapon
communicates by transmitting dreams or visions when the wielder is either in a
trance or asleep. Often these visions send the wielder into a fugue state
without warning. This semi-dream state causes you to have disadvantage on
perception checks and a -2 to initiative rolls although the wielder functions
normally once any combat begins.
Personality.
Dreamsinger is a quiet, dutiful sword until it is aroused by anything
concerning its past. The sword’s purpose is to locate the other Blades of
Corusk with whom it considers to be kin. Conflict arises if the wielder ignores
the visions and directions suggested, and the fugue states will only intensify
if the sword gains the upper hand.
GREENSWATHE
Weapon (scimitar), legendary (requires attunement)
Greenswathe is made
of uniquely golden adamantine that is marred only by alien glyphs etched into
its blade and handle. This scimitar is crowned by a single large emerald set in
the pommel. It is not known who crafted Greenswathe though it was once famously
possessed by Perenn, a druidess of the cold north.
You gain a +3
bonus to attack and damage rolls made with this magic weapon. On a critical, Greenswathe does an extra 10 slashing
damage and then cleaves through to another target within 5 feet if the original
attack roll would also strike it.
Spells. While
the weapon is attuned to a druid or any class that uses Wisdom for spellcasting
ability, you can cast one additional spell slot in each level you know. Once
you use the sword to cast these spell slots, you can’t regain them again until
the next dawn.
Sentience. Greenswathe is a sentient neutral
weapon with an Intelligence of 14, a Wisdom of 12, and a Charisma of 14. It has
hearing and darkvision out to a range of 120 feet.
The weapon
communicates by transmitting emotions, sending a tingling sensation through the
wielder’s hand when it wants to communicate something it has sensed.
Personality. The sword’s purpose is
to preserve and defend the other wielders of the Blades of Corusk. To that end, Greenswathe
is a moody blade that expects to treat its charges with motherly attention
and determination. If the wielder is somehow lax in caring for the welfare of
the blades’ family, conflict will occur and it will try to force the bearer to
perform mundane duties most would find demeaning.
Weapon (long sword), legendary (requires attunement)
Stalker is a
sleek long sword with a blue-steel blade, but its guard and pommel are fashioned
out of the starkest black adamantine metal. If stared at long enough, the blade
seems to have wisps of shadowstuff moving silently along its surface. Stalker was once wielded by the
Thillonrian ranger only known as “Swifthand”.
You gain a +3
bonus to attack and damage rolls made with this magic weapon. It has the
following additional properties.
Enhanced Traits. While attuned to the blade, your Wisdom and
Intelligence scores each increase by 1, to a maximum of 20. You also gain advantage
on Stealth and Survival checks.
Affinity with Animals. While holding
Stalker in your hand you gain proficiency in Animal Handling and Persuasion
when dealing with beasts.
Spells. While
the weapon is attuned to a ranger or any class that uses Wisdom for
spellcasting ability, you can use an action to cast one of the following spells:
invisibility, greater invisibility and
speak with animals. Once you use the sword to cast a spell, you can’t cast
that spell again from it until the next dawn. The action of becoming invisible
appears to others as becoming a shadow, fading into translucence until entirely
gone from sight.
Sentience. Stalker is a sentient neutral good
weapon with an Intelligence of 14, a Wisdom of 11, and a Charisma of 11. It has
hearing and darkvision out to a range of 120 feet.
The weapon
communicates by transmitting emotions, sending a tingling sensation through the
wielder’s hand when it wants to communicate something it has sensed.
Personality. Stalker’s purpose is to scout for enemies of
those who possess the Blades of Corusk
and if possible eliminate or elude them. The blade is sullen, serious and not
keen on its wielder acting careless. If conflict with Stalker arises, the blade often forces its owner to wander away and
hide until its temper cools.
Very nice. Looking forward to the write-up on the final two swords. Any of your current parties looking for the swords?
ReplyDeleteSoon the same group will start looking for the next two swords, but How From the North is gonna get seriously stripped down to almost nothing but the swords.
ReplyDelete