Amid Evil's Armory

Axe of the Black Labyrinth

Weapon (battleaxe), very rare (requires attunement)

This weighty axe is adorned with a jet-black gemstone on its eye. The stone shimmers with a faint light and flashes whenever the axe blade strikes an enemy.

You have a +2 bonus to attack and damage rolls with this weapon. As an action, you may force a creature within 10 feet of you to succeed on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check or be pulled 5 feet towards you. If the creature fails its check, you may make a single weapon attack with the axe against it.

This weapon has 3 charges and regains a charge each time it reduces a creature to 0 hit points. As an action, you can spend a charge to cause the axe's head to whirl about its handle until the end of your next turn, producing a loud roar. While spinning, the axe's damage die increases to 2d8 (or 2d10 if wielded with two hands) and can propel you through water, granting you a swim speed of 45 feet.

Staff of the Azure Orb

Staff, rare (requires attunement by a spellcaster)

This staff is made of lacquered wood and holds a blue crystal orb in its three curling prongs.

While holding the staff, you can use an action to fire an bolt of water that homes in on its target. Treat this as if you were casting Fire Bolt at the target, except it deals cold damage and has a +1 bonus to its attack and damage rolls.

This staff has 3 charges and regains a charge each time its effects reduce a creature to 0 hit points. As an action, you can spend a charge to project a cascading geyser of ice-cold water. This functions as if you cast Agnazzar's Scorcher, but deals cold damage instead of fire and adds 1 to the spell's save DC. Creatures reduced to 0 hit points by this attack are transmuted into an equivalent volume of pure water.

Whisper's Edge

Weapon (scimitar), very rare (requires attunement)

A great emerald is set into the hilt of this sword, whose blade is imbued with an alluring green shimmer.

You have a +2 bonus to attack and damage rolls with this weapon. You can make ranged attacks with it to a distance of 60 feet, as its blade flings cutting lines of energy at foes.

This weapon has 3 charges and regains a charge each time it reduces a creature to 0 hit points. As an action, you can fling a slicing wave of energy foward. Creatures in a 120-foot-long, 15-foot-wide line must succeed on a DC 14 Dexterity saving throw or take 3d8 slashing damage.

Voltride

Weapon (trident), rare (requires attunement)

This trident is forged of wrought iron and crackles with electricity. Where its prongs meet, a single blue pearl is set.

As an action, you can fire a bolt of lightning at a target up to 120 feet away. This is a ranged weapon attack with a +5 bonus to hit, that deals 1d6 lightning damage. If it hits, you may immediately make the attack again, up to three times.

Whenever the Voltride reduces a creature to 0 hit points, you can make a single bolt attack from that creature's position. This attack can also repeat up to three times.

Celestial Claw

Staff, very rare (requires attunement)

This twisted and knotted staff is topped with a curling, grasping tangle of branches. Nested in them is what appears to be a small planet, alight with life.

Each dawn, the Claw pulls a celestial body from outer space and shrinks it down to reside in its clutches. If a body is already in place, the newer one replaces it and it is sent back to its original spot. Roll 1d4 and consult the table below to see what the Claw pulls from the void.

As an action, you may fling the celestial body in the Claw at a creature or a point within 300 feet. Each type has a different effect, but all explode on impact, forcing all creatures in a 20 foot radius to make a DC 14 dexterity save or take 8d6 fire damage, taking half as much on a success.

1d4 Body Effect 1 Barren World +5 Attack roll against target creature, 3d8 bludgeoning damage on a hit. 2 Populated World +5 Attack roll against target creature, 3d8 necrotic damage on a hit. 3 Gas Giant Increase explosion radius by 10 feet 4 Star 50 feet of bright light, 100 feet of dim light, increases explosion damage by 2d6

Star of Torment

Weapon (morningstar), very rare (requires attunement)

This weapon takes the form of a spiralling rod topped with a jagged conglomeration of quartz-like crystals.

You have a +2 bonus to attack and damage rolls with this weapon. You can make ranged attacks with it with a range of 30/60 feet, as crystal shards detach from the head and impale enemies. Critical hits from this weapon reduce the target's base speed by 5 feet until the start of your next turn.

This weapon has 3 charges and regains a charge each time it reduces a creature to 0 hit points. As an action, you can spend a charge to fling an exploding crystal cluster at foes. You may make this weapon's ranged attack against a single creature or target a surface. Either way, a shower of crystal spikes erupts from the point of impact. All creatures within 15 feet must succeed on a DC 14 Dexterity saving throw or take 4d6 piercing damage.

Aeturnum

Wondrous item, legendary (requires attunement)

This arcane weapon is of an unknown nature, rumored to be in some way alive. In our reality, it is a coil of seven lustrous purple ribbons that hover around their wielder.

You may stow or ready the Aeturnum as if you were stowing or drawing a normal weapon; however, it does not require a free hand to use and responds to your thoughts. When stowed, it retracts into an invisible, infintesimal point.

This weapon has 7 charges and regains a charge each time a creature within 70 feet dies. As an action, you may spend all 7 charges to send the Aeturnum out to attack. Each ribbon lances out at a target within 70 feet that you designate, making a ranged spell attack with a +7 bonus to hit that deals 7d4 force damage on a hit.