Hail and Heat, Elemental Equilibrium





These twin short swords harvest raw energy from Istisha's and Kossuth's domains, from which they were created. Forged from Moonstone and meteoric adamantine, taken from their respective domains, these blades works best together. Created during the Explosion Wars to server one perfectly neutral fighter in battle, these blades were separated and lost by The Shattering's occurrence. One is always freezing to the touch while the other is always burning to the touch. When welded together, however, they achieve a perfect equilibrium. Their wielder, being able to take advantage of their separate powers, as well as combined ones.

Hail

Weapon (short swords), legendary (requires attunement, by a creature of true-neutral alignment)





While wielding Hail you gain a +2 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

Freezing Darkness. When you take a bonus action to speak the command word, Hail sheds magical darkness in a 10-foot radius, as per the darkness spell. In addition, any water in that radius freezes and the air inside the mist is freezing cold.

Frost Burn. This weapon deals 2d6 cold damage instead of slashing, piercing or bludgeoning, and your attacks with this weapon count as magical and silvered. You are also comfortable in temperatures as low as -40 degrees fahrenheit.





The short sword has 4 charges. While holding it, you can use an action to expend 2 charges to cast ice knife, using your spell save DC.





The shortsword regains 1d4 expended charges daily at sundown.

Heat

Weapon (short swords), legendary (requires attunement, by a creature of true-neutral alignment)





While wielding Heat you gain a +2 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

Burning Light. When you take a bonus action to speak the command word, Heat emits bright light 20-foot radius and dim light for an additional 20-feet. When this effect is active, plants, and other flammable objects, that are not being worn or carried, in a 5-foot radius, around it burst into flames.

Siering Pain. This weapon deals 2d6 fire damage instead of slashing, piercing or bludgeoning, and your attacks with this weapon count as magical and adamantine. You are also comfortable with temperatures, as high as 100 degrees fahrenheit.





The short sword has 4 charges. While holding it, you can use an action to expend 2 charges to cast burning hands, using your spell save DC.





The shortsword regains 1d4 expended charges daily at dawn.





Elemental Equilibrium

Weapons (two short swords), legendary (requires attunement, by a creature of true-neutral alignment)





When one person is attuned with both weapons. Both swords magically change color to iridescent purple, and they magically bond to each other, turning into Elemental Equilibrium. When wielding them like this you gain a +3 bonus to attack and damage rolls made with them. They also gain the following additional properties.

Forceful Edge. They deal 2d6 force damage instead of slashing, piercing or bludgeoning, and their attacks are considered magical, silvered and adamantine.

True Balance. The weapons are considered weightless, they float on the surface of the water, stay upright when left on their tips, but they do not just float away. Elemental Equilibrium's blades, also hum and vibrate lightly when a natural disaster or world-altering event occurs near you, or when an attack of an elemental nature is directed at you. You gain an advantage on Dexterity saving throws made to avoid ranged attacks of an elemental nature.

Elementaly Attuned. When wielding both weapons, you gain both cold and fire resistance. You are also comfortable with temperatures from -50 to 120 degrees fahrenheit.





These weapons have 10 charges. While holding them, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC (use your Wisdom modifier for it) : burning hands (2 charges), ice knife (2 charges), elemental bane (4 charges), investiture of ice (6 charges), investiture of fire (6 charges).





The blades regain 1d8 + 2 expended charges daily at midday.