A millenia ago, two master swordsmiths wanted nothing more than to raise children of their own. One night, they saw a shooting star and made a wish. The star crashed down into the earth but one hundred feet from them. In the crater, there was three chunks of metal and standing behind them was a man. The man was Gond in human form. He tasked the smiths with crafting three weapons for his future champions. They had ten years to finish their work, if he approved, he would bestow upon them the children they so desperately wanted. Over the next ten years, the two smiths worked day in and day out perfecting their designs, shaping the star metal, and pouring more and more magic into the enchantments on the weapons. On the tenth anniversary of their meeting with Gond, the smiths saw another shooting star. Just like the last time, the shooting star crashed nearby. This time, however, Gond was not in the crater. Instead, there were simply three baskets, each holding a newborn child. The smiths raised the children until they were of age - when they presented the weapons to Gond's future champions, as promised.

Stormcaller Weapon (Any slashing), legendary (requires attunement) Stormcaller is one of a set of three weapons crafted by two smiths a millenia ago. It is said that each of these weapons was crafted for one of three triplets that all became champions of Gond. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, it deals an extra 1d4 lightning damage to any target it hits. Adaptive. When you first attune to Stormcaller, you can choose what shape the weapon takes. Choose one of the following forms for the weapon to take, it will take that form from now on as long as you remain attuned to it: handaxe, sickle, battleaxe, glaive, greataxe, greatsword, haldberd, longsword, scimitar, or whip. You can spend one hour to re-attune to the weapon and change its form to one of the others listed. Disc of the Storm. You can use an action to spend 3 charges and swing Stormcaller in a wide arc in front of you, causing a flat, circular disc of pure energy to be launched from the weapon. The disc is 5 feet wide and flies in a straight line up to 100 feet in a direction you choose. Upon reaching a creature, the disc detonates, forming a 10 foot radius cloud of lightning energy around the creature. The creature must make a DC 16 Dexterity saving throw. The creature takes 6d8 lightning damage on a failed save, or half as much damage on a successful one. Each creature within 10 feet of the creature must also make a DC 16 Dexterity saving throw. Each of these creatures takes 3d8 lightning damage on a failed save, or half as much damage on a successful one. Storm Shelter. At the end of your turn, you may spend up to 3 charges to activate Storm Shelter, which sheathes you in protective lightning, gaining the following benefits until the start of your next turn: A bonus to your Armor Class equal to the amount of charges spent.

A bonus to Dexterity and Intelligence saving throws equal to the amount of charges spent.

Resistance to lightning damage. Charges. Stormcaller holds a maximum of 10 charges and regains 1d6+4 charges whenever you complete a long rest. Part of a set. Stormcaller is one part of a set of three weapons. You can only be attuned to one of these three weapons at a time. If two or three of these weapons are brought together, a special ritual can be performed. Each creature participating in the ritaul must be attuned to one of these three weapons and sit down within 10 feet of each other, placing their weapons on the ground between them for one hour. At the end of the hour, all participants must clasp hands and swear an oath to always protect the other(s). Each participant in the ritual gains a new Bond (or two new Bonds if all 3 weapons are involved) to the other participant(s). After this ritual is performed, the weapons and their wielders gain the following benefits: All ritual participants can telepathically communicate with each other as long as they remain attuned to their weapons, as if under the effects of rary's telepathic bond.

The +1 bonus to attack and damage rolls each weapon has becomes a +2 bonus when two weapons are brought together, and a +3 bonus when all three weapons are brought together.

The extra fire, cold, or lightning damage each weapon does becomes 1d8 when two of the weapons are brought together, and 1d12 when all three weapons are brought together.

Disc of the Storm becomes a DC 18 Dexterity saving throw, does 8d8 lightning damage to the first creature, and 4d8 lightning damage to the others when brought together with one other weapon. And a DC 20 Dexterity saving throw, 10d8 lightning damage to the first creature, and 5d8 lightning damage to the others when brought together with both other weapons.

Firestarter Weapon (Any bludgeoning), legendary (requires attunement) Firestarter is one of a set of three weapons crafted by two smiths a millenia ago. It is said that each of these weapons was crafted for one of three triplets that all became champions of Gond. You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, it deals an extra 1d4 fire damage to any target it hits. Adaptive. When you first attune to Firestarter, you can choose what shape the weapon takes. Choose one of the following forms for the weapon to take, it will take that form from now on as long as you remain attuned to it: club, greatclub, light hammer, mace, quaterstaff, flail, maul, or warhammer. You can spend one hour to re-attune to the weapon and change its form to one of the others listed. Combustion. You can use an action to spend 3 charges and swing Firestarter with explosive force. Make an attack roll against a creature within melee range as you normally would. The target takes 6d8 fire damage, in addition to the weapon's normal damage, and must make a DC 16 Strength saving throw to avoid being pushed up to 15 feet away and knocked prone. You can choose how far you want to push the target or if it is pushed at all. Defensive Blaze. At the end of your turn, you may spend up to 3 charges to activate Defensive Blaze, which sheathes you in protective fire, gaining the following benefits until the start of your next turn: A bonus to your Armor Class equal to the amount of charges spent.

A bonus to Strength and Wisdom saving throws equal to the amount of charges spent.

Resistance to fire damage. Charges. Firestarter holds a maximum of 10 charges and regains 1d6+4 charges at dawn. Part of a set. Firestarter is one part of a set of three weapons. You can only be attuned to one of these three weapons at a time. If two or three of these weapons are brought together, a special ritual can be performed. Each creature participating in the ritaul must be attuned to one of these three weapons and sit down within 10 feet of each other, placing their weapons on the ground between them for one hour. At the end of the hour, all participants must clasp hands and swear an oath to always protect the other(s). Each participant in the ritual gains a new Bond (or two new Bonds if all 3 weapons are involved) to the other participant(s). After this ritual is performed, the weapons and their wielders gain the following benefits: All ritual participants can telepathically communicate with each other as long as they remain attuned to their weapons, as if under the effects of rary's telepathic bond.

The +1 bonus to attack and damage rolls each weapon has becomes a +2 bonus when two weapons are brought together, and a +3 bonus when all three weapons are brought together.

The extra fire, cold, or lightning damage each weapon does becomes 1d8 when two of the weapons are brought together, and 1d12 when all three weapons are brought together.

Combustion becomes a DC 18 Strength saving throw and does 8d8 fire damage when brought together with one other weapon. And a DC 20 Strength saving throw, 10d8 fire damage when brought together with both other weapons.