The Twelve Swords of Power The Swords of Power were created by the god Vulcan. Each sword has a unique, magical ability and is powerful enough to affect the mythological gods that exist within the series. Townsaver: The Sword of Fury Longsword +3 ; Legendary Long roads the Sword of Fury makes

Hard walls it builds around the soft

The fighter who Townsaver takes

Can bid farewell to home and croft.



Townsaver has the ability to control the body of anyone trying to defend the unarmed, doubling the wielders speed and granting him a strength score of 20. While in combat, it does not allow itself to be set down until every enemy has been repelled. While in use Townsaver emits a screaming sound dealing damage equal to your proficiency bonus to creatures that start their turn within 5 feet of you. This sword adds +3 to hit and +3 to damage dealt. If you drop to 0 HP you will not fall unconscious and instead continue to fight on. You will instantaneously receive all the damage you would have received at the end of combat. Shieldbreaker: The Sword of Force Longsword; Legendary I shatter Swords and splinter spears; None stands to Shieldbreaker. My point's the fount of orphans' tears My edge the widowmaker. Shieldbreaker provides protection from all enemy attacks, whether melee, ranged, or magical. Like Townsaver, Shieldbreaker takes over the sword arm of the person using it, and cannot be put down until the battle is over. However, Shieldbreaker will deflect incoming blows. While wielding Shieldbreaker you gain +3 AC during the duration of the combat and you gain advantage on any saving throws against Spells. Unarmed enemies gain advantage while attacking you with melee attacks and instead of a +3 to AC you'll receive a -3 to your AC for their attacks. If Shieldbreaker is used to make a melee attack against an armed opponent, the opponent has to make a DC 10 Intelligence save or his weapon is destroyed. Shieldbreaker is unique among the Swords in that it can easily destroy any of the others in melee combat, except for Woundhealer. In addition, any abilities possessed by the other Swords are negated by Shieldbreaker. For example, the wielder cannot be slain by Farslayer or tracked by Wayfinder. While being used, Shieldbreaker emits a thudding rhythm that quickens when combat begins. Stonecutter: The Sword of Siege Longsword; Legendary The Sword of Siege struck a hammer's blow With a crash, and a smash, and a tumbled wall. Stonecutter laid a castle low With a groan, and a roar, and a tower's fall. Stonecutter possesses the ability to pass its blade through any stone or mineral-based formation as easily as it would pass through air. A wielder could place it point-first on the ground and let go, and the Sword would bury itself up to the hilt. The Sword of Siege can be used for fine work like sculpting and gem cutting. While wielding this weapon you have tremor sense out to a range of 60 feet. This weapon may cut trough stone and does an additional proficiency mod * 4 damage to constructs. While the Sword is being used, a tapping noise emanates from the blade, reminiscent of a chisel on stone. Woundhealer: The Sword of Mercy/The Sword of Love Longsword; Legendary

Whose flesh the Sword of Mercy hurts has drawn no breath; Whose soul it heals has wandered in the night, Has paid the summing of all debts in death Has turned to see returning light. Woundhealer possesses the power to repair any injury or cure any other ailment, such as blindness, poisoning, etc., regardless of severity or how long ago it was inflicted. As long as the subject is not dead, the Sword of Mercy is effective against the wounds given by Farslayer and the Mindsword. The Sword of Love is regarded in-universe as the one Sword that is not a weapon. This weapons has 8 charges. You may spend charges to cast any of these spells: Woundhealer Spells Charges Spell 1 Lesser Restoration 1 Heroism 1 Spare the Dying 1 Cure Wounds 2 Greater Restoration 3 Regenerate 3 Heal 4 Revivify 6* Resurrection

*If you use this weapon to cast the spell Resurrection, the weapon turns to dust and is permanently destroyed This weapon regains 1 charge if it has not been used for 1 week or if you channel a 4th level spell slot into the weapon



Woundhealer makes a noise like human breath when it is used. Doomgiver: The Sword of Justice Longsword; Legendary

Requires Attunement

The Sword of Justice balances the pans

Of right and wrong, and foul and fair.

Eye for an eye, Doomgiver scans

The fate of all folk everywhere.

Doomgiver possesses the ability to turn any attack, overt or otherwise, back on the attacker. The full extent of its abilities is unknown, though it did turn even Aphrodite's powers back on her. You gain a +3 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 force damage. You can choose to return any melee attack, ranged attack, or damage spell against you, back to the attacker. If you choose to do so, you will gain 2 level of exhaustion. You will not gain disadvantage because of exhaustion for melee attacks with this weapon.



Unlike several of the Swords, Doomgiver does not make a noise when wielded. Coinspinner: The Sword of Chance/The Sword of Fortune Longsword; Legendary

Who holds Coinspinner knows good Odds

Whichever move he make

But the Sword of Chance, to please the gods,

Slips from him like a snake.

Coinspinner makes the wielder preternaturally lucky. Even sheathed, the Sword has the ability to ensure that its wielder winds up in an advantageous position, even going so far as to cause misfortune to those who wish them harm. You can activate or deactivate this sword as a bonus action. You get advantages for saves, checks and attacks and attacks against you have disadvantage. This is explained as random lucky things that happen to you. If you roll any of your damage dice, you may reroll them once and you must keep the new result. If you roll a 1 on any saves, checks and attacks, while this sword is active, you roll another d20 and at 1-5 the sword disappears, ending its attunement to you. The Sword is incredibly unreliable, however, as it is not unusual for it to abruptly disappear and seek out a new owner, often at inconvenient times. Any time Coinspinner is left unattended, there is a 1/100 chance that the sword will vanish, leaving a coin in its place.

Unlike several of the Swords, Coinspinner does not make a noise when wielded.

Dragonslicer: The Sword of Heroes Longsword; Legendary

Requires Attunement

Dragonslicer, Dragonslicer, how d'you slay?

Reaching for the heart in behind the scales.

Dragonslicer, Dragonslicer, where d'you stay?

In the belly of the giant that my blade impales,

Dragonslicer provides the wielder with a killing stroke when facing a dragon, regardless of the thickness of the dragon's skin. However, the sword does not provide the wielder with any special protection. In addition, the Sword of Heroes possesses the somewhat hindering ability to remain in the body of slain dragon, resulting in either the wielder being carried along in the beast's death throes, or having it ripped from their hands entirely. While wielding this weapon you gain advantage on your attack rolls against giants and dragons and any rolls of 15 or higher counts as a critical hit. After your first strike, this weapon will be considered +4 and stick to the body of the creature. You cannot move away from the creature without leaving this weapon behind. You can still attack the creature, driving the sword into its flesh. If the creature moves away, the sword will drag you along with the creature. If the creature is moving away from you, make a DC 15 strength or dexterity save, losing the weapon from your grip on a failed save. You may only remove the weapon from a dead creature, with a successful DC 18 strength save, or if you remove you attunement. Farslayer: The Sword of Vengeance Longsword; Legendary

Requires 1d4 hours of Attunement

Farslayer howls across the world

For thy heart, for thy heart, who hast wronged me!

Vengeance is his who casts the blade

Yet he will in the end no triumph see. 2



Farslayer possesses the ability to kill any person regardless of location, fortification, or protection. The wielder need only hold the sword and think of the person they want dead, including demons and gods. Chanting "For thy heart..." is customary, but not strictly necessary. After releasing the Sword, it will immediately streak toward the target and impale them through the heart. The only protection from Farslayer is to wield Shieldbreaker or Woundhealer.



If Farslayer is used against you, do a DC 22 + proficiency mod of the person sending the sword. Skill-Save to dodge the blade if that fails, do another DC 15 dexterity save to dodge just far enough for it to not impale your heart dealing only 8d8 piercing damage instead of dropping you to 0 hitpoints on a failed save. The Mindsword: The Sword of Glory/Skulltwister/The Sword of Madness Longsword; Legendary

Requires 1d4 hours of Attunement and 3 Attunement slots.

The Mindsword spun in the dawn's gray light

And men and demons knelt down before.

The Mindsword flashed in the midday bright

Gods joined the dance, and the march to war.

It spun in the twilight dim as well

And gods and men marched off to hell.



The Mindsword, when drawn, compels absolute and fanatical devotion to the person holding it. It flashes brightly as if catching the sun, and emits the faint roar of a cheering mob which cannot be blocked out by covering ears or averting eyes. All who are in visual or aural range (30 feet) are affected. Not even the gods are immune to its power.



If you can see or hear the weapon, throw a DC 18 Wisdom save, on a failed save you are charmed. Roll a d20 plus charisma mod of the wielder, determining the strength and the length (in hours) of the charm: Charm Strength Roll/Hours Effect 20 Your would to anything for this person, even killing yourself 19-15 You follow orders, but you would not do anything that dangers your life 14-12 You follow orders, but you would not hurt yourself or people dear to you 10-6 You trust that person to always tell the truth and cannot think bad of that person in any way. 5-1 You are not affected from the effects of the weapon. Each hour that you are not exposed to the blade lowers your roll result by 1, reducing the power of the charm on you.

The strength of the devotion is such that one under the Mindsword's power would throw their life away if ordered to. There is no possibility of resistance or recovery, except for the passage of time. When removed from the Mindsword's presence, a person will gradually begin to lose the unnatural loyalty they felt toward the Sword's bearer and show signs of skepticism and then increasing rebelliousness before finally regaining their own mind. It takes around a week to fully recover, depending on the relationship between the target and the wielder, the wielder's own personal charisma, and the psychological resistance of the target. Wounds made from the blade's edge fester, preventing healing and possibly leading to fever and delirium. Attacks from this weapon cause an additional 1d4 + prof. Modifier necrotic damage or 1 exhaustion (DM's discretion). Sightblinder: The Sword of Stealth Longsword; Legendary

The Sword of Stealth is given to

One lonely and despised.

Sightblinder's gifts: His eyes are keen

His nature is disguised.



Sightblinder possess the ability to cloak its wielder, allowing them to move freely wherever they choose. Anyone looking at the wielder will see either who they love more than anything, or who they fear. In addition, Sightblinder is capable of allowing the user to see the truth of a given situation. This weapon has 3 Charges. You may spend 1 charge and one action to activate the effect of the sword for 1d8 hours. Creatures looking at the wielder of the Sightblinder, must make a DC 17 + (charisma mod of the wielder) Intelligence save, seeing either their most beloved one or their most feared one on a failed save. Wayfinder: The Sword of Wisdom Adamantine Longsword; Legendary

Who holds Wayfinder finds good roads

Its master's step is brisk.

The Sword of Wisdom lightens loads

But adds unto their risk..



Wayfinder possesses the ability to lead its wielder to their goal, even leading them to the items and people necessary to complete the quest. The major drawback to the sword, however, is that it does not lead the wielder along the safest route, opting instead for the most dangerous path possible. 3