Tag: Arms of the Senhadrim

Toruviel – Current

Weapon Type

Martial melee weapon (longsword), 1d8 damage, Finesse, Versatile (1d10) (requires attunement by an elf or half-elf of non-evil alignment)

Description

Toruviel is a double edged longsword with near unmatched balance and surprisingly light in weight. As a result, it can be wielded with exceptional dexterity. Runes adorn the center of the blade which are obviously elven, but so old that only the oldest living elves could have a chance of deciphering them. The blade is made of a brightly polished metal which almost seems to shine with an inner light. The guard is made of brass and metal, and the two-parted heft has tightly braided metal wire tightly wound top to bottom. The craftsmanship is second to none.

Abilities

While holding Toruviel you gain darkvision out to a range of 120 feet. The sword is used as an arcane focus for spells.

Attack Bonuses

Bonus to hit: +2
Bonus to damage: +2

Air Blast

While holding Toruviel, as a bonus action, you can send a blast of air out of the sword. The blast area is a 5 ft wide, 20 ft long. Anyone caught in the blast area must make a Strength saving throw or be pushed 15 ft away from you. Creatures who are one size category smaller than you in weight, get a disadvantage to their saving throw. Creatures who are one size category larger than you in weight, get an advantage to their saving throw. Two size categories smaller or larger than you in weight, automatically fail or succeed, respectively. Additionally, for each size category you are below medium in weight, you can propel yourself into or through the air by 20 ft.

Bard’s Experience

While attuned to Toruviel, you are proficient with the lute. You also gain proficiency and Expertise in History, Performance, and Persuasion.

Blade of the Aeromancer

While holding Toruviel, you gain a +2 bonus to spell attack rolls. In addition, you can ignore half cover when making a spell attack.

Blessing of the Aeromancer

While attuned to Toruviel, you gain two extra sorcery points. In addition, you can apply a second metamagic option to a spell.

Feathers and Lead

While holding Toruviel you can adjust your weight relative to your normal weight. It allows you to shift your weight between two size categories below your own, and one size category above your own. If you’re a medium humanoid, you can shift down to small and tiny, and up to large. Each shift down diminishes your weight to one-eighth of the previous category, while each shift up multiplies your weight by eight.

Additionally, as a reaction, you can cast Feather Fall on yourself (and yourself alone, unlike the spell) while carrying Toruviel.

Dancing Blade

Once a day, while holding Toruviel, you can use a Bonus Action to toss this magic sword into the air and speak the Command Word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your Attack roll and ability score modifier to Damage Rolls. While the sword hovers, you can use a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the sword to Attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

This ability resets at dawn.

Muirgheal – Current

Weapon Type

Martial melee weapon (trident), 1d6 damage, Thrown (20/60), Versatile (1d8) (requires attunement by a creature that worships an aquatic deity)

Description

This trident is an exquisite weapon engraved with images of waves, shells, and sea creatures.

Abilities

While carrying Muirgheal and being submerged, you gain darkvision out to a range of 120 feet.

Attack Bonuses

Bonus to hit: +1
Bonus to damage: +1
Critical range: 19-20

Commanding Depths

Muirgheal has 3 charges. While you carry it, you can use an action and expend one charge to cast one of the following spells:

  • Dominate Beast (save DC 15) on a beast that has an innate swimming speed.
  • Control Water (save DC 15)
  • Watery Sphere (save DC 15)

Muirgheal regains 1d3 expended charges daily at dawn.

Death at Sea

If you score a critical hit with Muirgheal, the target takes an extra 1d6 necrotic damage. A creature is immune to this effect if it is immune to piercing damage or has legendary actions.

Mariner’s Embrace

While carrying Muirgheal, you can use an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you spend a bonus action to remove the bubble, you are no longer carrying Muirgheal, or you are no longer underwater.

Mariner’s Experience

While attuned to Muirgheal, you are proficient in Athletics and Nature. You also gain Expertise in Athletics (Swimming), Nature (Water).

Mariner’s Grace

While you are attuned to Muirgheal and are moving through a body of water (GM’s discretion), you get a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. You leave no tracks or other traces of your passage. This works not just while swimming across a river, but also walking through the surf on a beach.

Mariner’s Resilience

While carrying Muirgheal, you gain resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 Celsius.

Mariner’s Swiftness

While attuned to Muirgheal, you do not suffer the half movement penalty because of difficult terrain while under water.

Salt’s Bite

While attacking with Muirgheal, the critical hit range of the weapon is expanded to 19-20, as if the wielder had the Champion’s Improved Critical 3rd level class feature.

Blackstar – Current

Weapon Type

Simple melee weapon (quarterstaff), 1d6 damage, Versatile (1d8) (requires attunement by a warlock of non-lawful alignment)

Description

A six foot staff made of a dark ebony with a jewel sitting at the tip, which shines like a piece of night sky, filled with stars. The heft of the is decorated with pieces of cut obsidian which can be very sharp. Anyone not familiar with the staff has a slight chance to cut their hands while holding and wielding the staff.

Personality

Last Devour: Second Day, Second Ride, Autumn Twilight, 1262

Abilities

While holding Blackstar you gain darkvision out to a range of 60 feet. The staff is used as an arcane focus for spells. Even for those which don’t require one.

Attack Bonuses

Bonus to hit: +2
Bonus to damage: +2

Devour Soul

Whenever you use it to reduce a creature to 0 hit points, either by melee attack or when using Blackstar as an arcane focus for a damage dealing spell, the staff slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackstar can be restored to life only by a wish spell. Blackstar‘s hunger for souls must be regularly fed. If the staff goes one ride or more without consuming a soul, a conflict between you occurs at the next sunset.

When it devours a soul, a harmless flash of intense pain shoots through your body after which Blackstar grants you temporary hit points equal to 50% (rounded down) of the slain creature’s maximum hit points. These hit points fade after 24 hours.

If you use Blackstar to hit an undead with a melee attack or as an arcane focus for a damage dealing spell, you take 2d4 necrotic damage and the target regains hit points. If this necrotic damage reduces you to 0 hit points, Blackstar devours your soul.

Soul Hunter

Awareness: While you hold Blackstar, you can use a bonus action in order for you to be aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead.

Fortitude: While you hold Blackstar, you can use a bonus action after which you can’t be charmed or frightened until the end of the round.

Pact Keeper

While holding Blackstar, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding Blackstar. You can’t use this property again until you finish a long rest.

Spell Storing

Blackstar stores spells cast into it, holding them until you use them. Blackstar can store up to 5 levels worth of spells at a time.

Any creature can cast a spell of 1st through 5th level into Blackstar by touching it as the spell is cast. The spell has no effect, other than to be stored in Blackstar. If Blackstar can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While carrying Blackstar, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from Blackstar is no longer stored in it, freeing up space.