Weapons of the Wyld

Welcome to the retired adventurers weapon collection. Here you will find some of the most well known and often talked about weapons from throughout Grandual and the Heartwyld. Please, handle with care.

Vellichor

Greatsword; Legendary (Requires Attunement)

Vellichor was created by a powerful fae known as Vespian, long ago. The sword itself is so powerful that Vespian himself is said to have used it to carve through dimensions to save his people from a cataclysm. When Vellichor is drawn from its scabbard it is followed by a flash of blinding light. The blade is the bright blue and green of an alien sky. Its movement is followed by wisps of smoke. The blade gives off the smell of wet earth and clean summer rain. Every time you look at the blade on Vellichor, you see something new. A strange forest, the inside of a majestic palace, the mouth of an active volcano, and so on.

This sword adds +3 to hit and +3 to damage dealt. When drawn as a move action while in battle, the blade gives off a 10 foot burst of bright light. All creatures with in the 10 foot radius, centered on the person holding Vellichor, must make a DC 15 CON save or be blinded until the start of your next turn.

This weapon has 3 charges. You may use 1 of the 3 charges to use the following ability. This weapon regains all expended charges at dusk.

Dimensional Slice (1 Charge): When an attack with Vellichor hits its target, the wielder may choose to not deal any damage and instead cause the enemy hit by the attack to make a Charisma saving throw as if against the spell Plane Shift. The wielder chooses the destination. If the enemy fails their saving throw, they are instantaneously transported to the destination chosen by the wielder. The spell save DC is 18.

Wraith

Warhammer, Very Rare (Requires Attunement)

With its handle made of ivory, Wraith is cold to the touch. Those who wield Wraith make note of the numbing cold that emanates from the weapon throughout the body of the user.

This weapon is a +2 warhammer that adds +2 to attack and +2 to damage dealt with this weapon. While attuned to this weapon, you gain resistance against any non-magical bludgeoning damage and also resistance to cold damage.

Blackheart

Shield; Very Rare (Requires Attunement)

Hewn from the corpse of a Treant of the same name. Blackheart bears the cuts and scrapes of countless battles. Even though it looks battered and worn, when you are behind it you feel like you could withstand the full brunt of a dragon’s breath.

This is a +3 Shield. The total AC bonus is +5.

Shield Bash: Blackheart is also usable as a weapon. If you are proficient in shields you are proficient in using this shield as a weapon. Blackheart’s attack bonus is STR + Proficiency +3, its damage bonus is STR+3. The damage die when using Blackheart as a weapon is 1d10.

Bullrush: If you move in a straight line 15 feet towards an enemy you may make a melee attack against the enemy using the shield. If you hit you can choose to knock the enemy prone or push the enemy back 10 feet. If something prevents the enemy from being pushed back the full 10 feet (Such as a wall or tree), the enemy hits the object and takes 1d8 bludgeoning damage.

Syrinx

Greataxe; Very Rare (Requires Attunement)

This Great Axe has an ebony handle flanked by two long swooping blades. When you attune to it, you can almost swear you hear it whispering to you in combat. If you listen closely, you can hear Syrinx telling you where the vital points are on your enemy.

This is a +3 Great Axe with a number of charges equal to your Strength modifier. The weapon regains all expended charges at dawn.

Studied Target (1 Charge): Using a Bonus Action to study your target, Syrinx gives insight on where to strike. Your next attack with Syrinx is at advantage. If you hit you deal maximum damage.

Curse: This weapon is cursed, becoming attuned to Syrinx extends the curse to you. While this weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. The weapon becomes a +3 weapon with no other properties.

Credit: Richard Anderson

(Cover- "Kings of the Wyld" Book)