The Rat King's Armory

Long ago, there was a king known as The Rat King that commanded nine inseparable knights. Apart, they were no more than any ordinary man, but together, they were a force to be reckoned with. The king, seeing their great power, commissioned a set of weapons to compliment their individual skills, as well as remind them that they need each other to fully realize those skills. Like the knights, when they are apart, they display no special qualities, but as they come together they grow exponentially more powerful.

The Rules

When the king commissioned the weapons, he made sure there were rules attached to the magic

Each Weapon of the Rat King requires attunement, and one person cannot attune to more than one at a time

Weapons of the Rat King must be attuned to a creature, and within 60 feet of at least one other Weapon of the Rat King to grant or receive bonuses to and from other Weapons of the Rat King.

A Weapon of the Rat King is considered a non-magical weapon until it receives a bonus from another Weapon of the Rat King.

The range of each weapon’s bonus extends by 60 feet per Weapon of the Rat King in range.

A weapon gives all bonuses it is currently receiving to all weapons within it’s range. e.g. If a weapon is only in range of one other weapon, but that one was in range of four, including the first weapon, then the first would be considered in range of four weapons for the purposes of receiving and giving bonuses.

When attuned to a Weapon of the Rat King, the wielder knows the precise location and weapon type of all Weapons of the Rat King in range.

When no other Weapons of the Rat King are giving an attuned Weapon of the Rat King bonuses, it looks like a plain iron weapon with an engraved symbol of rat in a nonagon somewhere on it.

Each Weapon of the Rat King visually changes the material it is made of depending on the number of weapons in range

Bonus Effects Weapons in Range Metal Type Bonus 1 Lead Each weapon gains a +1 to all attack and damage rolls made with the weapon 2 Steel Each weapon deals an additional 1d8 of a damage type determined by the weapon on a hit. Spellcasters gain the above bonus to their spells, and a +1 to their spell save DC and to their spell attack bonus 3 Silver Each weapon can be used to cast one 3rd level spell once per day. The spell is determined by the weapon 4 Gold The wielder gains a +1 to their AC and each weapon gains an additional +1 to damage and attack rolls 5 Mithral The wielder gains immunity to one damage type, determined by the weapon. Spellcasters gain an additional +1 to their spell save DC and spell attack bonus 6 Obsidian The wielder gains +20 movement speed and heals 1d8 hit points at the start of each of their turns while in combat 7 Platinum The wielder is immune to disease and can’t be blinded, frightened, charmed, deafened, petrified, or stunned 8 Adamantine The wielder gains an additional +2 to their AC, each weapon gains an additional +1 to all damage and attack rolls, spellcasters gain an additional +1 to their spell save DC and spell attack bonus, and each weapon can be used to cast one 7th level spell once per day. The spell is determined by the weapon

Weapon Details Weapon Name Damage Type 3rd Level Spell 7th Level Spell Dagger Scorch Fire Fireball Fire Storm Spear The Mortician Necrotic Vampiric Touch Finger of Death Battleaxe Frostbite Cold Sleet Storm Simulacrum Greatsword Daybreak Radiant Blinding Smite Crown of Stars Longsword Bane Poison Slow Divine Word Pike The Doctor Psychic Conjure Barrage Force Cage Rapier The Applause Thunder Thunder Step Whirlwind Warhammer Ol' Melty Acid Hunger of Hadar Teleport Longbow Splinter Lightning Lightning Arrow Etherealness