### Sapphire - “Scaled Tempest”
---
- **Damage Type:** Lightning
- **On Hit:** Lightning arcs to a second target of your choice within 10 feet dealing 2d4 lightning damage.
- **Appearance:** The Sapphire sword is made of silver. The fuller of the blade is a violent endless storm. Lightning periodically travels from the hilt to the tip of the blade.
- **Personality:** Chaotic Neutral. Hyper.
##### Active Effects:
**Lightning Quick:** Your walking speed increases by 10 feet, you can dash as a bonus action, you have advantage on Dexterity saving throw, and attacks of opportunity against you have disadvantage.
**Painful Repose:** On each of your turns you must either use all of your movement, or use both an action and a bonus action (other than dash). If you fail to do at least one of those things the Sapphire Sword forces you to make a DC 18 Dexterity saving throw that does not benefit from the advantage granted by Lightning Quick. On a failure you take 2d8 lightning damage or half as much on a success.
##### Awakened Effect:
If you attempt to take a short rest you must succeed on a DC 12 Wisdom or Charisma saving throw. On a failure you are compelled to remain active for an hour and cannot gain the benefits of a short rest. If you attempt to take a long rest you must succeed on a DC 16 Wisdom or Charisma saving throw. On a failure you are compelled to remain active for an hour. You do not gain the benefits of a short rest. At the end of the hour you can attempt the saving throw again.
### Diamond - “Valor Tested”
---
- **Damage Type:** Force
- **On Hit:** The target and all hostile creatures within 5 feet of the target must make a DC 15 Strength saving throw. On a failure a creature is knocked prone or knocked back 10 feet; you may choose for each target affected.
- **Appearance:** The Diamond sword is made of adamantine. The blade pulses rhythmically with magical force.
- **Personality:** Neutral. Stoic.
##### Active Effects:
**Immovable Object:** You are surrounded by waves of force, granting you resistance to all damage except psychic. You have advantage on any saving throw that would prevent you from being knocked prone or moved against your will.
**Unstoppable Force:** If you are reduced to 0 hit points on your own turn you may complete the turn. If you are reduced to 0 hit points on a turn other than your own you can immediately take an extra turn, interrupting the current turn. If you still have 0 hit points after the turn granted by this feature you fall unconscious as normal. In addition, you have advantage on Constitution saving throws.
##### Awakened Effect:
The Diamond abhors cowardice. It does not necessarily promote violence but you must succeed on a DC 15 Wisdom or Charisma saving throw to back down from a threat or retreat. In addition, the Diamond can lend you its stern countenance granting you advantage on Intimidation checks.
### Aquamarine - “Titanic Defeat”
---
- **Damage Type:** Cold
- **On Hit:** Target gains a stack of Chill. An individual target can only receive one stack per turn. Stacks last until the end of your next turn or the target uses its action to succeed on a DC 20 Strength check.
1 Stack: Thick Ice begins to form on the target. It is Grappled.
2 Stacks: The ice spreads further over the target’s body. It is Restrained.
3 Stacks: The ice thickens. The target is Stunned.
---
- **Appearance:** The Aquamarine sword is made of steel. The fuller of the blade is a freezing mist that falls from the blade chilling the air around it.
- **Personality:** Neutral. Placid.
##### Active Effects:
**Permafrost:** You are resistant to fire damage and immune to cold damage.
**Freezing Mist:** The air within 10 feet of you is so cold that ice clings to creatures moving through it. This area is difficult terrain for creatures that are not resistant or immune to cold.
**Path of Frost:** If you step onto water it freezes under your feet allowing you to walk on it. The water remains frozen for 10 seconds after you step away leaving a trailing path of passable ice behind you. This ice is not difficult terrain for you. A 5 foot square of ice has an AC of 5 and 30 HP. It is vulnerable to fire and immune to cold. It cannot make saving throws.
##### Awakened Effect:
The Aquamarine is slow to anger. You always roll initiative with disadvantage. You may not attack, or ready an attack, against a creature that has not attacked you or an ally. When you roll initiative, or as part of your attack action, you may attempt to overcome these effects with a DC 18 Wisdom or Charisma saving throw. If you fail the save when attempting to attack the attack is wasted.