Swords of Myth and Legend
No one living knows the truth of where and when these seven blades were forged. All that’s known is that they were crafted thousands of years ago from manasteel - one of the pinnacle crafts of artifice. Metal that has been forged, tempered and honed with concentrated mana, these blades were created to be conduits of pure magical energy. They appear in stories and legends throughout the multiverse, always appearing in the hands of great heroes or terrible villains. The swords seem to abhor being passed along bloodlines, vanishing from history after making their marks, only to appear somewhere else decades or centuries later to shape the fate of a new world.
The swords share similarities in appearance. Each is a short, broad sword, comprised of two seperate blades, each forged from a different type of manasteel. When channeling mana, the steel takes the colors of magic that imbues it. Due to the unique nature of the forged blades, they can deal either slashing or piercing damage.
Sword of Body and Mind
Weapon (shortsword), legendary (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. You also have resistance to psychic and poison damage.
As a bonus action, you can speak the sword’s command word and channel mana through its blades. When you do, blue and green light runs the length of the sword, shedding bright light for 30 feet and dim light for an additional 30 feet.
While the sword is channeling mana, it deals an additional 1d10 psychic damage. Additionally, you can use an action to summon a spectral wolf. It has the stats of a dire wolf but with the following changes:
- It is resistant to acid, cold, fire, lightning, and thunder damage, as well as bludgeoning, piercing, and slashing from nonmagical attacks
- It is immune to necrotic and poison damage
- It is immune to the charmed, exhausted, grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions
- It has the following feature: Incorporeal Movement. The spectral wolf can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
- It gets an additional +2 to its attack and damage roles
You can only manifest one spectral wolf at a time. If you summon another while you already control one, the first wolf vanishes. The spectral wolf also vanishes after a minute, or when it reaches 0 hit points. The spectral wolf acts immediately afterwards in initiative, following your verbal commands (no action needed). If you do not issue a command, the spectral wolf defends itself to the best of its ability.
Sword of Feast and Famine
Weapon (shortsword), legendary (requires atttunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. You also have resistance to necrotic and poison damage.
As a bonus action, you can speak the sword’s command word and channel mana through its blades. When you do, green light runs the length of one blade while the other appears to be consumed by shadows. In this state, the weapon sheds bright light for 10 feet and dim light for an additional 20 feet.
While the sword is channeling mana, you can take a special attack action. Roll a single attack, and if the attack hits, the target must make a DC 17 Constitution saving throw. On a failure, the creature takes 2d10 necrotic damage and is poisoned until the end of your next turn. On a success, the creature takes half as much damage and isn’t poisoned. If the attack hits, you have advantage on all subsequent attacks you make until the end of your next turn.
Sword of Ice and Fire
Weapon (shortsword), legendary (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. You also have resistance to cold and fire damage.
As a bonus action, you can speak the sword’s command word and channel mana through its blades. When you do, red flames run the length of one of the blades, while the other glows with blue frost. The sword sheds bright light for 40 feet and dim light for an additional 40 feet.
While the sword is channeling mana, it deals an additional 1d6 cold and 1d6 fire damage. Additionally, when you deal fire damage to a creature, it ignites. While ignited, it takes 1d6 fire damage at the beginning of its turn until it uses an action to extinguish the flames. When you deal cold damage to a creature, its movement speed is reduced by 10 feet until the start of your next turn.
Sword of Light and Shadow
Weapon (shortsword), legendary (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. You also have resistance to radiant and necrotic damage.
As a bonus action, you can speak the sword’s command word and channel mana through its blades. When you do, one of the blades glows with divine light, while the other seems to be consumed by black fire. The sword sheds bright light for 20 feet and dim light for an additional 40 feet.
While the sword is channeling mana, you regain 1d6 health whenever it deals damage to a creature. Additionally, if a creature dies within 60 feet of you, you can use your reaction to bring that creature back to life under your command. It has the stats of a zombie, except it retains its size if it is larger or smaller than medium, and has 1 hp. The
zombie persists for 1 hour, at which point the magic sustaining it fades and its body dissolves.
Sword of Sinew and Steel
Weapon (shortsword), legendary (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. You also have resistance to bludgeoning, piercing and slashing damage.
As a bonus action, you can speak the sword’s command word and channel mana through its blades. When you do, one half begins to glow red while the other turns black as a void. The blade sheds dim light for 10 feet.
While the sword is channeling mana, it automatically scores a critical hit when it strikes an object. You can maximize your damage roll against that object. Additionally, when attacking a creature, the sword scores a critical hit on a roll of 18-20. When it scores a critical hit, the target takes an additional 7 points of damage. If an attack would reduce its target below 50 hit points, it must make a DC 17 Constitution saving throw. On a failure, the target is reduced to 0 hit points.
Sword of Truth and Justice
Weapon (shortsword), legendary (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. You also have resistance to radiant and psychic damage.
As a bonus action, you can speak the sword’s command word and channel mana through its blades. When you do, the blades begin to glow with bright blue and white light. The sword sheds bright light for 50 feet and dim light for an additional 50 feet.
While the sword is channeling mana, you can take a special attack action. Roll a single attack, and if it hits, the target must make a DC 17 Wisdom saving throw. On a failure, the target takes 2d8 radiant damage and is paralyzed for 1 minute. On a success, the target takes half as much damage and isn’t paralyzed. The creature can repeat the saving throw at the end of its turn, ending the paralysis on a success.
Sword of War and Peace
Weapon (shortsword), legendary (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. You also have resistance to radiant and fire damage.
As a bonus action, you can speak the sword’s command word and channel mana through its blades. When you do, one blade ignites while the other bursts into radiant light. The sword sheds bright light for 50 feet and dim light for an additional 50 feet.
While this sword is channeling mana, it deals an additional 1d6 fire and 1d6 radiant damage. Any time you deal fire or radiant damage to a creature, you can use your reaction to do one of the following:
- Maximize the amount of fire damage dealt
- Heal a creature you can see within 50 feet of you by an amount equal to the amount of radiant damage dealt