28.01.2019 Views

Dungeon Master's Guide

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

when it wants to communicate something it has sensed.<br />

It can communicate more explicitly, through visions or<br />

dreams, when the wielder is either in a trance or asleep.<br />

Personality. Every moonblade seeks the advancement<br />

of elvenkind and elven ideals. Courage, loyalty, beauty,<br />

music, and life are all part of this purpose.<br />

The weapon is bonded to the family line it is meant to<br />

serve. Once it has bonded with an owner who shares its<br />

ideals, its loyalty is absolute.<br />

If a moon blade has a flaw, it is overconfidence. Once<br />

it has decided on an owner, it believes that only that<br />

person should wield it, even if the owner falls short of<br />

elven ideals.<br />

WAVE<br />

Weapon (trident), legendary (requires attunement by a<br />

creature that worships a god of the sea)<br />

Held in the dungeon of White Plume Mountain, this<br />

trident is an exquisite weapon engraved with images<br />

of waves, shells, and sea creatures. Although you must<br />

worship a god of the sea to attune to this weapon, Wave<br />

happily accepts new converts.<br />

You gain a +3 bonus to attack and damage rolls made<br />

with this magic weapon. If you score a critical hit with it,<br />

the target takes extra necrotic damage equal to half its<br />

hit point maximum.<br />

The weapon also functions as a trident offish<br />

command and a weapon of warning. It can confer the<br />

benefit of a cap of water breathing while you hold it, and<br />

you can use it as a cube of force by choosing the effect,<br />

instead of pressing cube sides to select it.<br />

Sentience. Wave is a sentient weapon of neutral<br />

alignment, with an Intelligence of 14, a Wisdom of 10,<br />

and a Charisma of 18. It has hearing and darkvision out<br />

to a range of 120 feet.<br />

The weapon communicates telepathically with its<br />

wielder and can speak, read, and understand Aquan. It<br />

can also speak with aquatic animals as if using a speak<br />

with animals spell, using telepathy to involve its wielder<br />

in the conversation.<br />

Personality. When it grows restless, Wave has a habit<br />

of humming tunes that vary from sea chanteys to sacred<br />

hymns of the sea gods.<br />

Wave zealously desires to convert mortals to the<br />

worship of one or more sea gods, or else to consign the<br />

faithless to death. Conflict arises if the wielder fails to<br />

further the weapon's objectives in the world.<br />

The trident has a nostalgic attachment to the<br />

place where it was forged, a desolate island called<br />

Thunderforge. A sea god imprisoned a family of storm<br />

giants there, and the giants forged Wave in an act of<br />

devotion to- or rebellion against-that god.<br />

Wave harbors a secret doubt about its own nature and<br />

purpose. For all its devotion to the sea gods, Wave fears<br />

that it was intended to bring about a particular sea god's<br />

demise. This destiny is something Wave might not be<br />

able to avert.<br />

WHELM<br />

Weapon (warhammer), legendary (requires attunemenc<br />

by a dwarf)<br />

Whelm is a powerful warhammer forged by dwarves<br />

and lost in the dungeon of White Plume Mountain.<br />

You gain a +3 bonus to attack and damage rolls<br />

made with this magic weapon. At dawn the day after<br />

you first make an attack roll with Whelm, you develop<br />

a fear of being outdoors that persists as long as you<br />

remain attuned to the weapon. This causes you to have<br />

disadvantage on attack rolls, saving throws, and ability<br />

checks while you can see the daytime sky.<br />

Thrown Weapon. Whelm has the thrown property,<br />

with a normal range of 20 feet and a long range of 60<br />

feet. When you hit with a ranged weapon attack using<br />

it, the target takes an extra 1d8 bludgeoning damage, or<br />

an extra 2d8 bludgeoning damage if the target is a gian­<br />

Each time you throw the weapon, it flies back to your<br />

hand after the attack. If you don't have a hand free, the<br />

weapon lands at your feet.<br />

Shock Wave. You can use an action to strike the<br />

ground with Whelm and send a shock wave out from<br />

the point of impact. Each creature of your choice on the<br />

ground within 60 feet of that point must succeed on a<br />

DC 15 Constitution saving throw or become stunned for<br />

1 minute. A creature can repeat the saving throw at the<br />

end of each of its turns, ending the effect on itself on a<br />

success. Once used, this property can't be used again<br />

until the next dawn.<br />

Supernatural Awareness. While you are holding<br />

the weapon, it alerts you to the location of any secret or<br />

concealed doors within 30 feet of you. In addition, you<br />

can use an action to cast detect evil and good or locate<br />

object from the weapon. Once you cast either spell, you<br />

can't cast it from the weapon again until the next dawn.<br />

Sentience. Whelm is a sentient lawful neutral weapon<br />

with an Intelligence of 15, a Wisdom of 12, and a<br />

Charisma of 15. It has hearing and darkvision out to a<br />

range of 120 feet.<br />

The weapon communicates telepathically with its<br />

wielder and can speak, read, and understand Dwarvish.<br />

Giant, and Goblin. It shouts battle cries in Dwarvish<br />

when used in combat.<br />

Personality. Whelm's purpose is to slaughter giants<br />

and goblinoids. It also seeks to protect dwarves against<br />

all enemies. Conflict arises if the wielder fails to destroy<br />

goblins and giants or to protect dwarves.<br />

Whelm has ties to the dwarf clan that created it,<br />

variously called the Dankil or the Mightyhammer clan.<br />

It longs to be returned to that clan. It would do anything<br />

to protect those dwarves from harm.<br />

The hammer also carries a secret shame. Centuries<br />

ago, a dwarf named Ctenmiir wielded it valiantly for<br />

a time. But Ctenmiir was turned into a vampire. His<br />

will was strong enough that he bent Whelm to his evil<br />

purposes, even killing members of his own clan.<br />

CHAPTER 7 I TREASURE

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!