The Warblades

by Dodst

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The Warblades

The Warblades

"A blade is best, when dyed red with blood, and sheathed within

the body of thine enemy."

-- Darven Void Jr., The Red War


Forged from the blood of 400 men, and casted amidst baleful curses and dark arcane arts, a warblade is a special type of weapon forged by the victors of bloody battles. While a rare art, it is quite possible for anyone with the equipment and knowledge to create one of these dark blades, and doing so will cement them in history for their cruel actions, and with signs of their actions manifesting as features and curses placed on the blades themselves.

Fallen Planes Victory

Weapon (dagger), very rare artifact

Known as the failed warblade, Fallen Planes Victory is a magic dagger that grants a +1 to attack and damage roles made with it, and deals an extra 1d4 necrotic damage on a hit.

Insanities Testament

Weapon (longsword), Legendary (requires attunement)

Insanities Testament is one of the most feared warblades. This disgusting blade was forged by a mad tyrant and used to create a totalitarian Warlord territory. However, feeling invincible, the tyrant became sloppy, drinking all day and raping his servants, until one man took the Insanities Testament and slit the warlord’s throat. This man, Vance Barclay, then claimed control of the previous warlord’s territory and became its new ruthless dictator.

The blade is black with a set of snakes creating the hilt. there is one blood red gem within the pommel. Insanities Testament is a +3 longsword and deals an extra 1d4 necrotic damage.

Properties. Insanities Testament has the following properties:

  • Wicked. While attuned to this sword, the bearer has increased urges to perform selfish actions.
  • Hungry. The weapons magical properties only function if it has been doused in fresh blood within the past 24 hours.

Madness. When you attack a creature with this magical weapon and roll a nat 20 on the attack roll, that target has to beat a DC 18 Wisdom saving throw, or suffers short term madness (roll on short term madness table) for 1 minute. The creature can attempt to save at the end of their turn to break free of the madness. if a creature has saved against madness before, they are immune to its effects for the next 24 hours.

Resilient Madman. If you start your turn with at least 1 hit point, and are below a quarter hitpoints, you regain 1d8 hit points.

Curse. While Attuned to Insanities Testament, and whenever the weapons bearer rolls a natural 1 on an attack roll, you must succeed on a DC 17 Wisdom saving throw, or suffer short term madness (roll on short term madness table) for 1 minute.

The Lord's Hunt

Weapon (longsword), Legendary (requires attunement)

Forged by the Original Lord of the Hunt, this weapon is scattered with symbols depicting old hunts of success, and triumphs. The blade is adorned with gold and silver filigree, showing that the warblade was created as an ornament, more so than a weapon. The Lord's Hunt is a +3 longsword and deals an extra 1d4 necrotic damage.

Properties. The Lord's Hunt has the following properties:

  • Compass. The wielder can use an action to learn which way is north.
  • Confident. The item helps its bearer feel self assured.

Hunters Mark. Once per day, the wielder of this Item can know the position of any one creature. The wielder knows this creatures position for 24 hours, so long as they remain on the same plane as you. This feature can be use again the following dawn.

Curse. While Attuned to The Lord's hunt, the weapon bearer must eat fresh meet once per day, or suffer short term madness, and lose the weapons abilities, reducing the swords abilities to that of a regular longsword.

Leviathans Cry

Weapon (longsword), Legendary (requires attunement)

Leviathan’s cry is a Cutlass with a hilt designed to look like an octopus. While not noticeable when looking at it, the hilts tentacles tend to move around. This blade was forged from a couple tentacles cut off of the great Kraken and used as a show of surviving one of the deadliest monsters in Muncaelo. The swords whereabouts are unknown but was last spotted decades ago within the country of Scotia. Leviathans Cry is a +3 longsword and deals an extra 1d4 necrotic damage.

Properties. Leviathans Cry has the following properties:

  • Sentinel. The weapon glows slightly within 150 ft. of a kraken, or leviathan.
  • Metamorphic The weapon periodically and randomly alters its appearance in slight ways.

Kraken Slayer. When you hit a kraken with this weapon, the kraken takes an extra 3d6 necrotic damage. For the purpose of this weapon, "kraken" refers only to the monstrosity named kraken, an no other monsters.

Curse. After attacking with this weapon for this first time it becomes grafted to one of your hands. While the weapon is grafted to you, you cannot drop or sheathe it and you cannot be disarmed. In addition any ability checks you make which require the use of both hands are made with disadvantage. Only a remove curse spell or similar magic can undo the grafting.

Magic Items | Warblades

Tyranny's Downfall

Weapon (longsword), Legendary (requires attunement)

Unlike most of the warblades, Tyranny's Downfall comes across to most as a just warblade, as opposed to the cursed clump of metal that it is. Tyranny's downfall was created by the hierarchy of an uprising that happened sometime in the fourth era and was created using the blood of many nobles and officials of a corrupt kingdom, with the crown of the king who ruled this terrible nation being forged into the hand guard, its jewels still embellishing the blade. Tyranny's Downfall is a +3 longsword and deals an extra 1d4 necrotic damage.

Properties. Tyranny's Downfall has the following properties:

  • Beckoner. If the sword is separated from the bearer, the bearer instinctively knows the item’s direction and rough distance. This knowledge lasts for 24 hours or until the item is attuned to someone else, whichever comes first.

  • Enigmatic. Neither examination over the course of a short rest, nor identify or similar magics, reveal this item’s properties. The bearer can learn those properties only through attunement or trial and error.

The Kings Head. When you hit a creature of the Neutral Evil alignment, then the damage is doubled.

Curse. While attuned to Tyranny's Downfall attacks against any creature that's alignment is different then Neutral Evil will deal half damage.

Wyrmset Grove

Weapon (longsword), Legendary (requires attunement)

Amidst the third era, a local kingdom attempted to intrude on the lands of Wyrmset Grove, a collection of druids who wanted the land to remain peaceful. To claim the land, the kingdom slaughtered the druids of the forest, damaging the grove and ruining the balance of the life that was there.

In outrage, a fey being that had possessed the grove as it's home retaliated by slaughtering the army and using their corpses, and the blood that filled the grove, to forge a deterrent, hoping that the fear of the warblades existence would prevent future armies from encroaching on the grove. Wyrmset Grove is a +3 longsword and deals an extra 1d4 necrotic damage.

Properties. Wyrmset Grove has the following properties:

  • Fastidious. Once per day, as an action, the bearer can magically clean themselves, their outfit, and the item itself of dirt, grime, sweat, and so forth. This power resets at dawn.

  • Skillful. The bearer gains a +1 bonus to ability checks using the Nature skill, while the item is on the bearer’s person.

No Misses. Whenever you miss an attack while attuned to Wyrmset Grove, you can add a charge to the blade. You can stack up to 4 charges using this method. The next time you hit, multiply the damage die by the amount of charges the weapon has built up, after which the charges return to 0.

Curse. When you draw Wyrmset Grove it cannot be put away or dropped until it has damaged a creature. While the weapon is drawn and has not dealt any damage yet, you cannot be disarmed. In addition any ability checks you make which require the use of both hands are made with disadvantage.

Sirens Voice (Mardy Bumm)

Weapon (longsword), Legendary (requires attunement)

Long ago, withing the earlier eras, there lived a king who found himself on the cross end of a bard. Infuriated by the bards insults and banter, the king rounded up every self-proclaimed bard in his kingdom and executed them one after another. To forever immortalize his achievement, as well as to ward off any other bards from entering his kingdom, he crafted a special blade from the bards’ blood.

The Sirens Voice is very unique in the sense that it looks comparable to if a harp had been designed into a blade, with the neck of the harp being sharpened to slash at its enemies, and the strings being thin wires capable of slicing through even bone with relative ease. Sirens Voice is a +3 longsword and deals an extra 1d4 necrotic damage.

Properties. Sirens Voice has the following properties:

  • Focused. The bearer of this item gains a +1 bonus to Constitution saving throws made to avoid losing concentration on an ongoing spell.

  • Songcraft Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.

The Bard of Blades. When you roll a nat 20 with Sirens Voice, you deal an additional 2d6 force damage as a magic song plays out.

Curse. While attuned to Sirens Voice you feel a strong impulse to insult anyone who wrongs you, or anyone you are opposing in combat. To prevent your loose tongue from slipping for 1 hour, you must beat a DC 16 constitution save.

Alternative Warblades

Canonically, amidst the realm of Muncaelo and the greater Brievary, only 7 successful warblades exist. However, in outside experiences and paradox worlds, more have been created. The following is a good sign on how any new warblades could appear and be created. The following blade was created from the citizens and beholder blood found in the city of Thar'em'fal after a tyrannical warlord successfully robbed the city of its treasury, and then burned it to the ground.

Thar'em'fal Heist

Weapon (greatsword), Legendary (requires attunement)

Crafted in a world of paradoxes, the sword was forged by a twisted blade smith, who after successfully claiming a city in an attempt to heist its vault, used the corpse of a beholder and the blood of its denizens to forge this warblade. Thar'em'fal Heist is a +3 greatsword and deals an extra 1d4 necrotic damage.

Properties. Thar'em'fal Heist has the following properties:

  • Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative.
  • Metamorphic. The weapon periodically and randomly alters its appearance in slight ways.
Magic Items | Warblades

Eye of the Beholder. When you attack a creature with this magical weapon and roll a natural 20 on the attack roll, The damage of the sword changes to a Death Ray. The targeted creature must succeed on a DC 18 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points..

Curse. While Attuned to Thar'em'fal Heist, the weapon bearer always has a feeling that someone is plotting against them, and is constantly on edge.

Draco's Folly

Weapon (greatsword), artifact (requires attunement)

During the war of the giants, the dragon god Draco sent an army of 200 Chromatic dragons to attack the home of the giant king, Asgaurd. Draco believed that the giants wouldn't be prepared for an all out attack on capital, and that they could demoralize the giants to the point of easily winning the war. Draco, however, was wrong.

When the dragon army arrived, they were met with the full might of the Storm Giants best infantry, the Valkyries, plus other powerful giants such as the Giant Gods son; Odin. As the battle waged on, the cooperative teamwork of the giants quickly outmatched the uncontrollable rampaging of the dragon army, and the battle was lost, with Odin slaying Dracos retainer.

To forever flaunt the defeat of Draco's proud army, the fire and storm giants worked together to forge a blade from the blood of the 200 dragons, and enchant it with some of the most vile magic known to the Brivary. They had created the first warblade, aptly named Draco's Folly

Draco's Folly is a magic greatsword that grants a +3 to attack and damage roles made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 1d6 necrotic damage on a hit.

While the sword is not attuned, it reverts to it natural size of 24 ft. Upon attunement the sword will properly resize itself in proportion of its wielder. The sword takes 2 days to attune, and only deals 2d6 damage (scaled to size) when it is not attuned.

Properties Draco's Folly has the following properties:

  • Language. while attuned, the wielder can speak and write Giant.
  • Sentinel. The weapon glows slightly within 150 ft. of a chromatic dragon.
  • Unbreakable. The sword can't be destroyed by normal means.
  • Warleader. Any creature within 150 ft. can hear the weapon bearer.

Draconic Stir (recharge 5-6). When you perform an attack action, you can choose to add a draconic element to the attack. Add 1d6 damage to the attack and roll on the following table to determine the damage type.

d6 Damage Type
1 Acid
2 Lightning
3 Fire
4 Poison
5 Cold
6 Force

Spells. While the sword is on your person, you can use an action to cast one of the following spells (save DC 18) from it: delayed fireball blast, dispell magic, or Whirlwind. Once you use the sword to cast a spell, you can't cast that spell from it again until the next dawn.

Dragon Slayer. When you hit a dragon with this weapon, the dragon takes an extra 3d6 necrotic damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

Destroying the Sword. A giant attuned to Draco's Folly can use a wish spell to unmake Draco's Folly. The Giant must use the wish spell and beat an DC of 25 with a Charisma check. The sword must be within 30 feet of the Giant or the spell fails. If the Charisma check fails, nothing happens, and the wish spell is wasted. If the Charisma check succeeds, the sword is destroyed.

Draco's Folly

Draco's Folly

Draco's Folly

Artifacts | Warblade

Iselder's Betrayal (Vampires Vengeance)

Weapon (longsword), Legendary (requires attunement)

During Iselder's tenure within the realm of Muncaelo as a living demigod vampire, he chose to abuse his newfound fame by sacrificing his many vampiric followers and turning them into a powerful warblade for his own amusement. As a final touch, he removed the true personality of the body he had come to possess, and entrapped it within the blade, a living bane to itself and its kind. Iselder's Betrayal is a +3 longsword and deals an extra 1d4 necrotic damage.

Properties. Iselder's Betrayal has the following properties:

  • Key. Iselder's Betrayal can be used as a key to access the realm of Blood Haven, being required alongside profound ritual to access the realm outside all others.

  • Hungry. The weapons magical properties only function if it has been doused in fresh blood within the past 24 hours.

Sentience. Iselder's Betrayal is a sentient lawful evil weapon with an Intelligence of 17, a Wisdom of 15, and a Charisma of 18. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by telepathy to a creature in physical contact with it.

Personality. Iselder's Betrayal contains the personality of the vampire Lord Huiarnviu Kickshaw, who was entrapped within the blade after the parasitic entity known as Iselder took control of his body, and sacrificed many vampires to forge it. The blade acts as a painful prison for Lord Kickshaw, and he desires for nothing more than to be free of it, even at the expense of his own life.

Warding Affect. While you are attuned to this blade, creatures under the effect of vampirism cannot enter within 15 ft. Of you without your permission. A vampire that starts its turn within 15 ft. Of you must make a DC 18 Constitution saving throw or be hurled to the edge of the radius, take 3d8 force damage, and be knocked prone.

Draining Strikes. Whenever you land a successful strike against a creature that isn't a construct or undead with this weapon, you gain a number of hit points equal to the necrotic damage you deal.

The Desecrated (Curse). You cannot enter consecrated grounds while attuned to this blade. Whenever you stand upon consecrated grounds, you take 3d8 radiant damage per turn.

Testament to Order (Path to Salvation)

Weapon (longsword), Legendary (requires attunement)

Once known as the warblade Insanities Testament, this blade was purified with powerful divine magic by the king of the Warforged, and its cursed forever exorcised from all planes of the brievary. Now a manifestation of the will of Salvation, the blade is a driving force of order, even in the most chaotic of times.

The blade is gold, with a pearl white edge, with a set of winged snakes forming the hilt and curling around the lower part of teh blade like a Caduceus. there is one deep blue gem within the pommel. Testament to Order is a +3 longsword and deals an extra 1d4 radiant damage.

Properties. Testament to Order has the following properties:

  • Strong Mind. While attuned to this sword, the bearer is immune to the charmed condition, as well as any .
  • Focused. The weapons magical properties cease to function if it has been used to perform an action that violates law and order, such as murder of a lawful creature, or the besting of a celestial or devil.

Willful Bind. When you attack a creature with this magical weapon and roll a 19 or 20 on the attack roll, that target has to beat a DC 18 Wisdom saving throw, or be charmed for 1 minute. During this time, the creature falls under the effects of the calm emotions spell, acts as if they are restrained, and will follow limited orders from the wielder such as follow me, stand here, and stop. The creature will not willingly put itself in harms way while in this state, and will still act to preserve it's life, though it will not attack. The creature can attempt to save at the end of their turn to break free of the Willful Bind. if a creature has saved against Willful Bind before, they are immune to its effects for the next 24 hours.

Unyielding Order. If you start your turn with at least 1 hit point, and are below a quarter hitpoints, you regain 1d8 hit points.

Curse. While attuned to Testament to Order, if the target rolls a 5 or lower they must succeed a DC 17 Wisdom save or be paralyzed until the start of their next turn by the sheer force of will within the blade. Lawful creatures only make this saving throw on a natural 1 as their will is aligned with the blade. Any chaotic action that uses the blade automatically triggers the saving throw at disadvantage as the blade resists the action.

Credits

Created by Nicholas Hoar
Contributors: J. Zowan
Proofreaders/Balancers: /u/lidanma, David D.D., J. Zowan

Art in Order of Appearance

"The Queen of Swords" by Ian Llanas
"Draco's Folly" commissioned from Bonus Action