Swords of Power

by Infinity

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Swords of Power

A 5e adaptation based of Fred Saberhagen's work

This page is left blank on purpose.

The Twelve Swords of Power

the following artifacts are based on Fred Saberhegan's work The Complete Book of Swords and are recreated for use on the Fifth edition of Dungeons and Dragons.

These artifacts are faithful recreations of themselves in the aforesaid system and are not balanced for play in any way, shape or form.

The Song of Swords

The following verses represent the legend of the swords and gives a hint of their effects:

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.

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.

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

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.

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
of the light.

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

I shatter Swords and splinter spears;
None stands to Shieldbreaker.
My point's the fount of orphans' tears
My edge the widowmaker.

The Sword of Stealth is given to
One lonely and despised. Sightblinder's gifts:
His eyes are keen
His nature is disguised.

The Tyrant's Blade
no blood hath spilled
But doth the spirit carve
Soulcutter hath no body killed
But many left to starve.

The Sword of Siege
struck a hammer's blow
With a crash, and a smash,
and a tumbled wall.
Stonecleaver laid a castle low
With a groan, and a roar,
and a tower's fall.

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.

Who holds Wayfinder
finds good roads
Its master's step is brisk.
The Sword of Wisdom
lightens loads
But adds unto their risk.

The Twelve Swords of Power

The Sword of Chance

Likewise called The Sword of Fortune, Coinspinner grants the user supernatural luck, bending all around it to better suit the user.

This happens even while the sword is not being wielded as long as it's on the possession of the used and attuned. The luck brought by Coinspinner ensures that its wielder winds up in an advantageous position, even going so far as to cause misfortune to those who wish them harm.

The Sword is incredibly unreliable, however, as it is not unusual for it to abruptly disappear and seek out a new owner - even at inconvenient times.











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

Martial weapon (longsword), melee weapon, artifact (requires attunement)

This longsword is one meter long, made of a rippled stell-like metal that is completely unique and stays unmarred and razor sharp no matter time or place. There's a image of two dice engraved on it's black hilt.

Coinspinner is a magic longsword that grants +3 to attack and damage rolls made with it and it scores a critical hit on a roll of 16 or above.

While attunned to the sword you are considered under the effects of the spell Foresight even if not wielding the blade.

Lucky. While wielding the sword you have an amount of lucky points, as per the lucky feat, equal to your proficiency modifier.

Fickle. When you roll and 1 in a ability check, skill check, saving throw, attack roll or reroll from a lucky point, you immediately roll another d20 that may not be altered by this sword abilities: On a 1, the sword disappears and your attunement to it ends.

Additionally, every time the sword is unattended, roll a d100: on a 1, the sword disappears, leaving 1gp on it's place.

Destroying the Sword. Coinspinner may only be destroyed by Shieldbreaker. If unnattended and hit by Shieldbreaker it's immediately destroyed and if the user would recieve a hit from Shieldbreaker while wielding Coinspinner, roll a d100: on a 1, the sword disappears abandoning you to your fate and on all other results it's destroyed.

The Sword of Chance

The Sword of Justice

All those who wish harm upon the user are doomed for failure. That's the fate The Sword of Justice decrees, even by falsehood, manipulation or chance, the one with the intent behind it all will have to pay his pound of flesh.

Even so, all must be wary; for The Sword of Justice is heavy. For each fate Doomgiver sends, more weight upon the scales.











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

Martial weapon (longsword), melee weapon, artifact (requires attunement)

This longsword is one meter long, made of a rippled stell-like metal that is completely unique and stays unmarred and razor sharp no matter time or place. There's a image of a hollow white circle on it's black hilt.

Doomgiver is a magic longsword that grants +3 to attack and damage rolls made with it and scores a critical hit on a roll of 19 or 20.

Justice. When the wielder is targed by an attack roll, class ability, trap, racial ability, spell or any other means of causing damage or status conditions (including the effects of the other Swords of Power), he must make a DC 18 Constitution saving throw. On a failure, the user gains 1 level of exhaustion if such wouldn't kill him and the means used to bring him harm are instead brought upon the one who orchestrated the action. On a success, the same happens, but the user doesn't gain a level of exhaustion.

A robber who tried to stab the user, would be stabbed instead, but, a lord who orders his servant to poison the food served to the user would - himself - be poisoned.

Destroying the Sword. Doomgiver may only be destroyed by Shieldbreaker. If unnattended and hit by Shieldbreaker it's immediately destroyed and if the user would recieve a hit from Shieldbreaker while wielding Doomgiver, it's destroyed instead.

The Sword of Justice

The Sword of Heroes

The killing stroke comes on it's own, Dragonslicer parts unerringly the scales of the beast and impales it's heart. Even the most feeble of commoners can fell the majestic beast with The Sword of Heroes.

But those who are wise cannot but beware the folly of glory:

"The greater the triumph, the greater the fall."











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

Martial weapon (longsword), melee weapon, artifact (requires attunement)

This longsword is one meter long, made of a rippled stell-like metal that is completely unique and stays unmarred and razor sharp no matter time or place. There's a image of a dragon symbol engraved on it's black hilt and when wielded, the sword makes a screaming sound, and sparks fly from the blade as if from a bar of metal being forged.

Dragonslicer is a magic longsword that grants +3 to attack and damage rolls made with it and scores a critical hit on a roll of 19 or 20.

Giant's Bane. This sword deals extra 3d10 slashing damage against enemies who are Huge or bigger. Additionally, it scores a critical hit automatically if such enemies are prone and deals 3x times damage instead of the usual double dice.

Dragon's End. If this sword is used against a dragon, it automatically hits, dealing a critical hit that triples the damage dice and maximizes all of them. After such hit, the sword is stuck in the heart of the dragon, dealing 5d10 slashing damage at the beginning of each of his turns. To remove the sword the user must succeed a DC 28 Strength check, but he can still attack the dragon with the sword while it's embedded at it's heart. Removing the blade while the dragon is dead has a DC of 21. Any dragon has disadvantage on this check.

Hero's Folly. If a Dragon takes flight while Dragonslicer is embedded on it's heart, it frantically flies twice it's normal speed. If the user didn't immediately abandon the sword after the hit he must succeed a DC 22 Dexterity saving throw or he is carried away along the dragon. After the end of the dragons movement, make a Strength saving throw of DC 20. On a failure your grip on the sword fails and you fall. Falling damage taken this way is maximized.

Destroying the Sword. Dragonslicer may only be destroyed by Shieldbreaker. If unnattended and hit by Shieldbreaker it's immediately destroyed and if the user would recieve a hit from Shieldbreaker while wielding Dragonslicer, it's destroyed instead.

The Sword of Heroes

The Sword of Vengeance

Flying far and striking true, Farslayer kills all those stuck. For the grieving heart, the holy remedy - for the tormented soul - the death of it's captors. Nowhere to run and nowhere to hide if The Sword of Vengance decreeds it's your time to die.

Those who wield this power will have their desires granted, but the viscious cycle continues, even unwarranted.











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.

Farslayer

Martial weapon (longsword), melee weapon, artifact (requires attunement)

This longsword is one meter long, made of a rippled stell-like metal that is completely unique and stays unmarred and razor sharp no matter time or place. There's a image of a white bullseye symbol engraved on the black hilt and when thrown, the sword makes a howling sound and produces a rainbow streak of light.

Farslayer is a magic longsword that grants +3 to attack and damage rolls made with it and scores a critical hit on a roll of 19 or 20.

Attunement. If it's the first time you attune to Farslayer, you may attune as a Bonus Action.

The Righting of Wrongs. You may use this this sword as a Throw weapon. To do so you must picture the target in your mind, even if you don't know what it looks like as long as you know of it; for example: "The one ordered the sack of Dawnport or "The killer of my parents". After you do so the sword will fly into the air with a howl, leaving behind a rainbow streak of light.

If your target is on the same plane of existence, the sword reaches him in 2 turns no matter the distance, but if on a different plane it takes 1d4 hours. Farslayer automatically hits and deals 200 + 20d10 necrotic damage that may not be reduced in any way and the target make a DC 25 Constitution Saving Throw, in which Legendary Resistance or any effects that grant additional dice to the roll are ineffective. On a failure, the target dies. After the sword has stuck a target, the attunnement ends.

Destroying the Sword. Farslayer may only be destroyed by Shieldbreaker. If unnattended and hit by Shieldbreaker it's immediately destroyed and if the user would recieve a hit from Shieldbreaker while wielding Farslayer, it's destroyed instead.

The Sword of Vengeance

The Sword of Mercy

Death avoids Woundhealer, but it cannot harm the living. The Sword of Mercy keeps even the most injured alive, even if it's use as a weapon is debatable. The unliving can feel it's cold edge, but all those who breath can only feel it's warm embrace.











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
of the light.

Woundhealer

Martial weapon (longsword), melee weapon, artifact (requires attunement)

This longsword is one meter long, made of a rippled stell-like metal that is completely unique and stays unmarred and razor sharp no matter time or place. There's a image of the open hand symbol engraved in its black hilt and when used to heal the sword makes a sound like a human sigh or exhaled breath.

Woundhealer is a magic longsword that grants +3 to attack and damage rolls made with it and scores a critical hit on a roll of 19 or 20.

No Weapon. No living being can be harmed by Woundhealer, having precedence even over the power of gods. Additionally, those who wield Woundhealer are considered unarmed and no effects that specify a weapon or a type of weapon can be applied to Woundhealer.

Touch of Mercy. Every turn Woundhealer is on the grip or piercing a creature, said creature heals 2d6 + 5 hit points. This also heals damage to maximum hit points and works even when healing would be impossible.

Preserving Life. The wielder may piece Woundhealer on his own torso to continually receive the heal it provides while keeping his hands free. Additionally, the user is under the effects of Death Ward for as long as the sword pierces his flesh (This effect may not be foiled even by the effects of the other swords). After the effect is triggered roll a d4 at the beginning of each of your turns: on a 4, the effect recharges.

Regeneration. If the wielder has an inborn disease or disability, has lost a limb or a sense or any kind of scar or lasting wound, those are also healed by Woundhealer. After 2d6 days, one of those injuries are healed.

Unliving. Against constructs, undead and other non-living enemies Woundhealer may be used as a weapon. It deals the same amount of damage it heals on it's Touch of Mercy feature as additional Radiant damage.

Destroying the Sword. Woundhealer may not be destroyed.

The Sword of Mercy

The Sword of Glory

Mindsword compells all those who bear sight to it. For the one who holds it in his grasp, no price is to big to be paid.

May the gods bow and the crowd rejoice: The Sword of Glory can only be wielded by the greatest of the great champions!

... right?











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

Skulltwister

Martial weapon (longsword), melee weapon, artifact (requires attunement)

This longsword is one meter long, made of a rippled stell-like metal that is completely unique and stays unmarred and razor sharp no matter time or place. There's a image of a white banner engraved on it's black hilt and when wielded, the sword makes a noise like a crowd cheering, albeit from far away.

Skulltwister is a magic longsword that grants +3 to attack and damage rolls made with it and scores a critical hit on a roll of 19 or 20.

Follow the Banner. Each time Skulltwister is unsheathed, the effects of the spell Mass Sugestion happen, ignoring immunity to charm and having no maximum number of targets: limited only by those who can see the sword and hear the cheering cries it makes while unsheathed. The wielder use a bonus action to wave the sword and re-cast the spell

The save DC for this ability is 20, and it's effects also happen on those who succeed the saving throw. Additionally, if a creature fails the saving throw, the limitations on harmful actions are ignored.

The duration of Follow the Banner becomes Indeterminate of as long as a creature can see the sword or hear it's cheering. After the sword is sheathed or an affected creature can no longer see or hear the sword, the duration is 1d4 days + the wielder Charisma modifier - but this duration is reduced by an affected creature Charisma modifier.

Additionally, if a creature affected by the ability has higher Charisma than the wielder, he may make a Charisma saving throw of DC 20 after 24 hours without seeing or hearing the sword. On a success, the effects immediately ends for that creature.

Forsaken Enemy. All damage dealt by this sword reduces half it's damage from the maximum hit points. All creatures stuck by this sword cannot regain hit points for 3d8 hours.

Destroying the Sword. Skulltwister may only be destroyed by Shieldbreaker. If unnattended and hit by Shieldbreaker it's immediately destroyed and if the user would recieve a hit from Shieldbreaker while wielding Skulltwister, it's destroyed instead.

The Sword of Glory

The Sword of Force

End of all weapons and the defeat of all treats. Shieldbreaker stifles all those who oppose it under it's might, peerless amound it's kind.

But those who hear the beating drums beware: no weapon can stand against it.











I shatter Swords and splinter spears;
None stands to Shieldbreaker.
My point's the fount of orphans' tears
My edge the widowmaker.

Shieldbreaker

Martial weapon (longsword), melee weapon, artifact (requires attunement)

This longsword is one meter long, made of a rippled stell-like metal that is completely unique and stays unmarred and razor sharp no matter time or place. There's a white hammer symbol engraved on it's black hilt and when wielded, the sword emits a thudding rhythm that quickens when combat begins.

Shieldbreaker is a magic longsword that grants +3 to attack and damage rolls made with it and scores a critical hit on a roll of 19 or 20.

Attunnement Unarmed creatures may attune to Shieldbreaker instantaneously even if it's attuned to someone else.

Peerless. For the effects of Shieldbreaker all those who are carrying or wielding a weapon, have the natural weapon, shapeshifting, pact casting, spellcasting or innate spellcasting traits, racial traits that grant the use of spells or creatures of the following types: Abberation, Beast, Dragon, Fiend, Monstrosity or Ooze - are considered to be "armed".

Additionally, armed foes are incapable of harming the wielder of Shieldbreaker: The sword automatically moving and intercepting attacks targeting it's user. Spells, breath weapons and other magical effects immediately ends if targeting the user and all weapons are subjected to the Sunder ability in addition of having it's attack stopped (if within range).

Sunder. When the target creature is armed, you may try to sunder his weapon as a free action. All weapons that are not artifacts are instantly destroyed as are unattended artifacts. If such artifacts is being wielded by a creature, the creature wielding it must make a DC 23 Charisma saving throw: on a failure, the artifact is destroyed.

After a weapon is successfully destroyed in this way, the user may attack the creature that was wielding it as a free action. Such hit is an automatic critical hit and deal an additional 2d20 force damage.

Triumph. Features of an "Armed" creature are inefective if within 10 feet of the wielder of Shieldbreaker

Tiring. At the end of each turn wielding Shieldbreaker the user must make a DC 20 constitution saving throw. On a failure the user takes 1 level of exhaustion if such wouldn't kill him.

To the Bitter End. Once drawn, Shieldbreaker cannot be sheathed or disarmed until the combat is over. The sword compels the user to attack until all his enemies are defeated, not allowing retreat or not making an attack if able. This happens even if the wielder is affected by Noweapon, unless he passes a DC 25 Charisma saving throw to suppress this effect for one turn. This means he needs successive successes to disengage from combat.

Noweapon. If wielding Shieldbreaker and your opponent is not armed, make a DC 20 Charisma saving throw. On a failure you're paralyzed until the combat ends. On a success you're under the effects of the spell Slow and must repeat the saving throw in the begginning of your next turn if still fighting an unarmed creature.

Either way, you lose access to all abilities which would consider yourself armed and cannot attack the unarmed.

Destroying the Sword. Shieldbreker may be destroyed by it's own sunder ability if touched by an unarmed creature.

The Sword of Force

The Sword of Stealth

Cloaked are those who posses Sightblinder, their truth form indiscernible to all means. For they alone may see all things for what they truly are.

Those who you lose and those who you hate, rejoice or be wary with a grain of salt. For there is no certainty in this form they take











The Sword of Stealth is given to
One lonely and despised. Sightblinder's gifts:
His eyes are keen
His nature is disguised.

Sightblinder

Martial weapon (longsword), melee weapon, artifact (requires attunement)

This longsword is one meter long, made of a rippled stell-like metal that is completely unique and stays unmarred and razor sharp no matter time or place. There's a image of a white eye engraved on it's black hilt.

Sightblinder is a magic longsword that grants +3 to attack and damage rolls made with it and scores a critical hit on a roll of 19 or 20.

See the Truth. The user may take a DC 20 Charisma saving throw to completely resist powers of effect that charm, frighten or otherwise effects his perception as a reaction. After which the user his immune to that specific power for one minute. Additionally the user gains Truesight with a range of 120 feet. This ability may be able to gleam even other types of hidden truths, such as the origins of a ancient god or any information that could be learned with the effects of the spell Legend Lore.

In the Heart Depths. With a bonus action you may disguise yourself with Sightblinder and this disguise cannot be seen through by any means. You gain +10 to all stealth checks and all who gaze upon you must toss a coin: On heads they see you as they love the most and on tails who they fear the most. They must make a DC 20 Charisma saving throw and on a failure they are Charmed or Frightened, respectively.

Steal Sight. Inflicting damage with Sightblinder distort the perception of those wounded. After a successful attack with Sightblinder the target must make a DC 17 Wisdom saving throw or be affected by the blinded condition and gain disadvantage for 1d4 rounds.

Destroying the Sword. Sightblinder may only be destroyed by Shieldbreaker. If unnattended and hit by Shieldbreaker it's immediately destroyed and if the user would recieve a hit from Shieldbreaker while wielding Sightblinder, it's destroyed instead.

The Sword of Stealth

The Sword of Despair

Doomed are all who stay near this cursed sword, soul crushing damnation comes to all those subjected to it - if one is willing to pay the price.

Cursed if you wield it and also cursed if not. Like grains of sand slipping from one's fingers, so does the sands of time.











The Tyrant's Blade
no blood hath spilled
But doth the spirit carve
Soulcutter hath no body killed
But many left to starve.

Soulcutter

Martial weapon (longsword), melee weapon, artifact (requires attunement)

This longsword is one meter long, made of a rippled stell-like metal that is completely unique and stays unmarred and razor sharp no matter time or place. There's no image on it's black hilt which separates it from all other Swords of Power and when wielded, a malaise affects all those within 100 feet.

Soulcutter is a magic longsword that grants +3 to attack and damage rolls made with it and scores a critical hit on a roll of 19 or 20.

Despair. While the swords in unsheathed all creatures within 100 feet must make a DC 26 Charisma saving throw or be subjected to Hopelessness for 3d4 turns. This effect re occurs at the beginning of each round it's unsheathed, re-sheathing the sword ends the effect.

Hopelessness counts as a charm effect, but affects even those immune to charm and instead of it's advantage on ability checks to interact with the affected creature it turns it's speed of to 0. Hopelessness also stuns those affected by it. Succeeding on the saving throw makes you imune to the effect for 1d4 turns.

Price of Power. At the beginning of each of the wielder turns, or it's end if was unsheathed this turn, with the Soulcutter unsheathed, the wielder ages 2d4 + 1 months. If the wielders race can life for more than 400 years, 1d20 years is instead the amount the user ages.

Destroying the Sword. Soulcutter may only be destroyed by Shieldbreaker. If unnattended and hit by Shieldbreaker it's immediately destroyed and if the user would recieve a hit from Shieldbreaker while wielding Soulcutter, it's destroyed instead.

The Sword of Despair

The Sword of Siege

Structures fall with a tap and armors part like the wind, Stonecutter does it's name proud, for no mineral can stand against it. It does you nothing to cower behind those castle walls nor does hidding beneath the floors.

As a chisel or a ram, The Sword of Siege shaves away all it can.











The Sword of Siege
struck a hammer's blow
With a crash, and a smash,
and a tumbled wall.
Stonecleaver laid a castle low
With a groan, and a roar,
and a tower's fall.

Stonecutter

Martial weapon (longsword), melee weapon, artifact (requires attunement)

This longsword is one meter long, made of a rippled stell-like metal that is completely unique and stays unmarred and razor sharp no matter time or place. There's a image of a wedge-and-block symbol engraved on it's black hilt and when wielded, the sword makes a deep pounding or tapping noise emanates from the blade, reminiscent of a chisel on stone.

Stonecutter is a magic longsword that grants +3 to attack and damage rolls made with it and scores a critical hit on a roll of 19 or 20.

Siege's End. All hits against structures using Stonecutter deal maximum damage. This weapon counts as a Adamantine and as a Siege Weapon for the purpose of attacking structures. As such, all hits are critical hits and double the damage is dealt.

Stone Bane. The blade can effortlessly pass through stone and it's refined forms. If going against a non magical item made of stone, metal or other minerals, Stonecutter can destroy it effortlessly.

This ability also negate the AC gains from metal armor or shields compatible with this effect, as they part before the sword. If an attack made an weapon made of materials compatible with this ability misses your AC by 5 or more, destroy the weapon as you parry it with Stonecutter. Additionally, this blade deals 50 force damage to all items affected by this ability, including structures.

This weapon may be used to destroy magical items compatible with it's effect, but not effortlessly and it's ineffective against legendary or higher items.

Craftsman Tool. This sword counts as a +3 masterwork tool for all works involving minerals, from sculpting to gem cutting and the crafting time of all such activities is halved.

Destroying the Sword. Stonecutter may only be destroyed by Shieldbreaker. If unnattended and hit by Shieldbreaker it's immediately destroyed and if the user would recieve a hit from Shieldbreaker while wielding Stonecutter, it's destroyed instead.

The Sword of Siege

The Sword of Fury

Home and house Townsaver defends, The Sword of Fury don't rest until all who threaten the city are slain. The arms swing like a storm, and the one who possesses the sword never falters.

But poor is the man who wields it, invincible in battle, must leave the return home to others.











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

Martial weapon (longsword), melee weapon, artifact (requires attunement)

This longsword is one meter long, made of a rippled stell-like metal that is completely unique and stays unmarred and razor sharp no matter time or place. There's a image of a dragon engraved on it's black hilt and when wielded, the sword makes a screaming sound, the blade turns red and appears to be burning the air around it and drawing the smoke into itself.

Townsaver is a magic longsword that grants +3 to attack and damage rolls made with it and scores a critical hit on a roll of 19 or 20.

For the Motherland. If fighting in a town, city or any other civilized gathering this effect activates. The wielder strength becomes 32 if it's lower and he gains an additional action each turn that may only be used to attack. The sword cannot be sheathed or disarmed by any means while there are still enemies to fight.

Unbowed, Unbent, Unbroken. Any effects that would kill the user are ignored until the battle ends. This also applies to all conditions (including exhaustion).

Draining. Each round wielding Townsaver the user must make a DC 20 Constitution saving throw or gain a level of exhaustion.

Destroying the Sword. Townsaver may only be destroyed by Shieldbreaker. If unnattended and hit by Shieldbreaker it's immediately destroyed and if the user would recieve a hit from Shieldbreaker while wielding Townsaver, it's destroyed instead.

The Sword of Fury

The Sword of Wisdom

Paths are never hidden for those who have Wayfinder, there is nothing they may search and not find. The Sword of Wisdom gives quests for all the hearts desires, but beware all those who use it.

Peril chases all those who follows Wayfinders paths.











Who holds Wayfinder
finds good roads
Its master's step is brisk.
The Sword of Wisdom
lightens loads
But adds unto their risk.

Wayfinder

Martial weapon (longsword), melee weapon, artifact (requires attunement)

This longsword is one meter long, made of a rippled stell-like metal that is completely unique and stays unmarred and razor sharp no matter time or place. There's a image of a white arrow engraved on it's black hilt.

Wayfinder is a magic longsword that grants +3 to attack and damage rolls made with it and scores a critical hit on a roll of 19 or 20.

True Compass. This sword can be let fall to the ground and will always point north. Additionally, it can replicate the effects of the spells Locate Object, Locate Creature and Locate Animals or Plants at will with the following changes: Range limitations are waived, the limitations if crossing a river to a path or a object encased in lead are waived and so are the limitations of an object that you have seen or a creature that is familiar to you (even if under polymorph or similar effects). The duration of these effects is indefinite, lasting until you arrive at what you seek or change your target.

Perilous Path. Any time you use Wayfinders ability to determine a path, it will be the most possibly perilous option that still takes you to your destination. A DM should prepare a list of random encounters for the areas and use not only the most dangerous of them instead of rolling if following a path laid by Wayfinder, but possible more than one option simultaneously.

Light Burdens. Wayfinder pommel works as a portable hole with the following changes: It cannot be placed on any surface, but objects may be stowed within by tapping them with the pommel. They may be retrieved by tapping the pommel with an action while thinking which object to retrieve.

Destroying the Sword. Wayfinder may only be destroyed by Shieldbreaker. If unnattended and hit by Shieldbreaker it's immediately destroyed and if the user would recieve a hit from Shieldbreaker while wielding Wayfinder, it's destroyed instead.

The Sword of Wisdom
>

Swords

Of

Power

A fan of the books or looking to spice up your campaign? With these swords they might even dictate the whole story on their own!

These artifacts were handcrafted to mirror their own selves in the works of Fred Saberhagen, but are they going to be placed of the low level heroes who now have to deal with incredible power? Or perhaps the villains who are now even more larger that life?

The Swords of Power are a game devised by the gods, where it ends you decide.

Credits
  • Fred Saberhagen for his amazing original work;
  • Dread Cleric Wesley whose adaptation inspired me to create my own version;
  • charlie_echo for the power of Coinspinner taken from another possible conversion on homebrewery;
  • The Twelve Swords of Power wiki for the images on the sword pommels;
 

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