Weaponcraft

In the world of magic and simple technology Urist Babodukoff was known as the greatest weaponcrafter in the world. As a grand master weaponsmith, tinkerer and armoursmith he created weapons so powerful, wars were decided by the amount of his creations on each side.

Urist's obsession

Great weaponcrafter had a strange obsession, quirk of some kind. He always created his weapons in thematic series, never making any weapon alone. This lead to many legends about collecting all weapons of a single set, doubling their already crazy prices.

All Babodukoff's weapons are highly ornate, made from rare materials, adorned with expensive gems. Babodukoff's enchanting techniques are lost to the ages, since secretive smith never took an apprentice. Thus destroying such weapon is a great crime in eyes of many powerful beings, who would rather have all of those swords in their collections.

Elemental Series

Theese weapons were made for the guardians of eight magical temples, who guarded gates to elemental planes. Not all of them reached their destined wielders though, and some of the swords were lost upon wielder's death. All of Elemental Series weapons are considered magical for the purpose of overcoming resistance to non-magical damage.

passive ability of each swords awakens if wielder is proficient in said weapon and has a total bonus to hit of at least +5.

first active ability awakens when weapon accepts the wielder as it's owner.

second active ability awakens when weapon recognizes the wielder as it's master.

weapons can send people who posses them dreams of places and achievements they demand from them to prove their worth

Dadao of Firetouched

This red-hilted dadao with a silvery blade has ruby pommel and and golden guard. Reflections of light on it's blade always look like little flames. Striking flammable object with pommel instantly ignites it.

Base: this weapon is considered greatsword (2d6 slashing damage, heavy, two handed).

this weapon is considered greatsword (2d6 slashing damage, heavy, two handed). Jumping Embers (passive): on each hit a small flame jumps off the blade and deals 1d8 fire damage to any character or object no further than 5ft from target of initial attack.

on each hit a small flame jumps off the blade and deals 1d8 fire damage to any character or object no further than 5ft from target of initial attack. Ignition (active 1): blade ignites dealing additional 2d10 fire damage on each hit for one minute. Additionally each target hit by this weapon must make a DC 10 dexterity saving throw or become ignited, taking 1d10 fire damage at the start of each turn until action is used to put out the flames.

blade ignites dealing additional 2d10 fire damage on each hit for one minute. Additionally each target hit by this weapon must make a DC 10 dexterity saving throw or become ignited, taking 1d10 fire damage at the start of each turn until action is used to put out the flames. Heart of Fire (active 2): engulfs wielder in flames for 1 minute, shedding bright light in 10ft and dim light in additional 10ft, gives resistance to cold damage and fire damage heals wielder (if said damage was dealt by Jumping Embers, healing is doubled). In addition deals 2d8 fire damage to every character and object except the wielder that ends turn no further than 5ft from wielder.

Iceborn Blade

This white-blue rapier is cold to touch, it's cup hilt is ornated in a pattern mimicking snowflakes. In addition this blade is never dirty, staying clean even after piercing a heart.

Base: this weapon is considered rapier (1d8 piercing damage, finesse).

this weapon is considered rapier (1d8 piercing damage, finesse). Biting Cold (passive): on each hit enemy feels a biting cold, which deals 1d6 cold damage and reduces his speed by 5ft (multiple hits stack).

on each hit enemy feels a biting cold, which deals 1d6 cold damage and reduces his speed by 5ft (multiple hits stack). Ice Rose (active 1): wielder thrusts his weapon into ground beneath him, causing spikes of ice to rise around him. Every object and creature within 5ft from wielder takes 2d10 cold damage and is pushed 10ft away from wielder, terrain around wielder becomes impassable terrain (wall of ice) for up to one minute or until wielder pulls out his weapon. Each segment of ice wall has 50HP, resistance to all nonmagical damage and vulnerability to fire. Each segment of this wall can be melted instantly with a bonus action by the wielder.

wielder thrusts his weapon into ground beneath him, causing spikes of ice to rise around him. Every object and creature within 5ft from wielder takes 2d10 cold damage and is pushed 10ft away from wielder, terrain around wielder becomes impassable terrain (wall of ice) for up to one minute or until wielder pulls out his weapon. Each segment of ice wall has 50HP, resistance to all nonmagical damage and vulnerability to fire. Each segment of this wall can be melted instantly with a bonus action by the wielder. White Death (active 2): for 1 minute cloud of thick fog covers sphere 20ft around wielder, and ice covers ground 10ft around wielder (DC 15 DEX save or fall prone), wielder becomes immune to difficult terrain created by ice and can see through fog without problems. Additionally wielder can use bonus action to hide or disengage as long as fog is present.

Storm Guardian

This dark-grey scutuum shield is decorated with ornate depiction of lightning made from shining silver. Shield seems to buzz quietly each time it blocks an attack.

Base: this is considered a shield (AC+2)

this is considered a shield (AC+2) Call of Lightning (passive): as action or bonus action wielder raises shield facing choosen creature, target is pulled 10ft towards wielder in a straight line and takes 1d8 lightning damage if it ends up within 5ft from wielder

as action or bonus action wielder raises shield facing choosen creature, target is pulled 10ft towards wielder in a straight line and takes 1d8 lightning damage if it ends up within 5ft from wielder Herald of Northern Winds (active 1): northern winds howl around wielder. For 1 minute wielder is immune to fear and his movement cannot be stopped by non-magical means, additionally each time attack of opportunity is triggered against him, he receives temporary HP equal to his constitution modifier and ranged non-spell attacks against him have disadvantage.

northern winds howl around wielder. For 1 minute wielder is immune to fear and his movement cannot be stopped by non-magical means, additionally each time attack of opportunity is triggered against him, he receives temporary HP equal to his constitution modifier and ranged non-spell attacks against him have disadvantage. Wrath of the Storm (active 2): for 1 minute fury of weather surrounds wielder, stormy sphere reaches 20ft around shield. Each creature standing in this sphere or moving through it must make a DC 15 strength saving throw, taking 4d6 bludgeoning damage on fail or half of it on success. If wielder moves, sphere travels with him but save DC is lovered to 12 for duration of his movement.