Magic Items - World of Warcraft

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World of Warcraft Magic Items

Magic items from Azeroth.

Vestiges of Divergence

When the great wars of the Calamity rolled across Exandria, heroes of divinity accepted legendary relics from their patrons and gods. At the same time, archmages wove dangerous arcane power into items of immense magical might. When the war ended, most of these magic items were buried with their wielders beneath ash and dust. Those items that survived were passed down as heirlooms and prized tokens of the past. Whether they survived destruction or have been claimed from the ruins of history, these remnants of a lost era have come to be known as the Vestiges of Divergence.

Each Vestige of Divergence is a magic item that evolves with its wielder. If not attuned to a worthy individual over a prolonged period, such items commonly revert to their dormant state. While in this state, a Vestige of Divergence grants an attuned bearer only some of its personal growth, a Vestige of Divergence might unlock facets of its lost capabilities to enter an awakened state. Eventually, through extreme personal challenge, evolution, and achievement, these artifacts can reach their ultimate potential in their exalted state. The properties and features gained at each new state are cumulative with the properties and features granted at a previous state, unless otherwise noted.

This section presents a number of Vestiges of Divergence that might be found anywhere in Exandria. When Vestiges of Divergence are used in a campaign, their discovery and acquisition should always be treated with a suitable amount of weight and responsibility.

Advancement of a Vestige of Divergence

Typically, the advancement of a Vestige of Divergence echoes its wielder's own journey of self-discovery, whether that involves triumph or failure. However, a Vestige of Divergence might evolve on its own during moments of duress or desperation for its wielder, granting additional aid in times of need. These moments of advancement are up to the Dungeon Master to identify and enforce, and might manifest in unexpected ways.

DM s can use the fol lowing examples as guidelines for shaping the evolution of a Vestige of Divergence:

  • A character overcomes one of their greatest fears, bravely facing an otherwise paralyzing phobia to save a fellow party member.
  • A character is beaten within an inch of their life by a long-hated foe. I n the face of defeat, they feel a deep, dormant strength grow from with in.
  • A character loses a close ally in battle, their anguish and fury stirring the power within a Vestige of Divergence.
  • A character discovers a facet of their destiny that guides them toward a dangerous cause. Setting aside their fears, they accept their fate and responsibility.
  • A character successfully takes vengeance against a rival who has long tormented them. A character known for restraint gives in to the amoral, violent urges that a Vestige of Divergence was forged to hone.

A Vestige of Divergence typically remains dormant until its wielder achieves 9th level. It becomes awakened between levels 9 and 15, and achieves an exalted state between levels 16 and 20. Ultimately, though, this progression is determined by the Dungeon Master.

Akaari's Will

Weapon (Dagger), Artifact (Requires Attunement)

Goremaw the Devourer, Sargeras' personal hound, claimed countless lives before it was eventually ambushed and killed on another world long ago. Following the hound's death, Mephistroph had its fangs crafted into two powerful daggers that still carried with them some of the potent withering essence that made Goremaw's bites so deadly. These daggers were passed to Akaari, one of Sargeras' most deadly assassins, who wields them to this day. The daggers are known as Gorefang and Akaari's Will. As a set they are known as the Fangs of the Devourer.

Properties if Akaari's Will: You gain the following benefits:

Attunement. A creature can attune to Gorefang and Akaari's Will. Attuning to both only counts as a single item against the number of magic items you can normally attune to.

Dormant. The dagger grant the following benefits in their dormant state:

  • You gain a +l bonus to attack and damage rolls made with this both of these magic weapons.
  • When you hit with an attack using this weapons, the target takes an additional 1d6 necrotic damage.

Awakened. When Akaari's Will reaches an awakened state, they gains the following properties:

  • Both weapon's bonus to attack and damage rolls increases to +2.
  • When you critically hit with this weapons you can use your reaction to make one additional weapon attack that deals an additional 2d6 necrotic damage on a hit.

Exalted. When Akaari's Will reaches an exalted state, they gains the following properties:

  • Both weapon's bonus to attack and damage rolls increases to +3.
  • You can attack twice, instead of once, whenever you use a bonus action to attack with a different melee weapon that you're holding in the other hand.

Properties of Gorefang and Akaari's Will: If you are attuned to both Gorefang and Akaari's Will, you gain the following additional benefits:

Dormant. The Fangs of the Devourer grant the following benefits in their dormant state:

  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Exalted. When the Fangs of the Devourer reach an exalted state, they gains the following properties:

  • You can roll four additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. The creature also has its movement speed reduced by half until the start of your next turn.

Al'burq

Weapon (Handblade), Artifact (Requires Attunement)

Thousands of years ago, the famed tol'vir smith Irmaat crafted a pair of magnificent handblades. Unsatisfied with his work, Irmaat tried to capture the essence of Al'Akir the Windlord to infuse into his blades. Al'Akir was not amused. To spite the smith, Al'Akir poured unspeakable amounts of raw elemental fury into the handblades. When Irmaat attempted to unleash their might, a great vortex sprang up, engulfed his city, and scattered the weapons to the winds. The handblades are called Al'burq and Alra'ed. As a set they are known as the Fists of the Heavens.

Properties if Al'burq: You gain the following benefits:

Attunement. A creature can attune to Al'burq and Alra'ed. Attuning to both only counts as a single item against the number of magic items you can normally attune to.

Dormant. The handblade has the finesse and light properties. They deal 1d8 slashing damage on a hit. The handblade grants the following benefits in their dormant state:

  • You gain a +l bonus to attack and damage rolls made with your unarmed attacks while you wear these weapons.
  • Your unarmed strikes deal 1d8 slashing damage unless they deal more already.

Awakened. When Al'burq reaches an awakened state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • Your unarmed strikes now blast waves of air giving them a 15-foot reach.

Exalted. When Al'burq reaches an exalted state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • The damage of these weapons and your unarmed strikes increases to 1d10 unless they deal more already.

Properties of Al'burq and Alra'ed: If you are attuned to both Al'burq and Alra'ed, you gain the following additional benefits:

Dormant. The Fists of the Heavens grant the following benefits in their dormant state:

  • When you use the attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Exalted. When the Fists of the Heavens reach an exalted state, they gains the following properties:

  • Once per day you can cast the following spells, regaining uses daily at dawn. If the spells require a saving throw the DC is 17: haste, investiture of wind, whirlwind, and wind wall.

Aldrachi Warblade

Weapon (Warglaive), Artifact (Requires Attunement)

In ages past, the dark titan, Sargeras, offered the mighty aldrachi people a place in his Burning Legion. But the aldrachi proved incorruptible: they slew innumerable demons before their race was wiped out. Sargeras personally killed their greatest champion and seized his weapons. Much later, a demon hunter willingly became the servant of Sargeras' lieutenant Kil'jaeden. Pleased, Kil'jaeden bestowed the warblades on her, that she might wield a portion of the aldrachi's bygone might, and devastate the mortals of Azeroth with it.

Attunement. A creature can attune to two Aldrachi Warblades. Attuning to both only counts as a single item against the number of magic items you can normally attune to.

Dormant. This weapon is a warglaive, and deals 1d6 damage, and has the Finesse property. You are proficient with these weapons as long as you are attuned to them. The warglaive grants the following benefits in its dormant state:

  • You gain a +l bonus to attack and damage rolls made with this both of these magic weapons.

If you are attuned to two you gain the following additional benefits:

  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Awakened. When the Blades of the Fallen Prince reach an awakened state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • Master's Experience. When you take the attack action on your turn you can choose to double your Proficiency Bonus for all attacks you make until the end of your turn. You can't use this property again until the next dusk.

Exalted. When the Blades of the Fallen Prince reach an exalted state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • Soul Carve. When you hit with an attack using this weapon, the target takes an additional 1d6 necrotic damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a target dies from this damage, you gain temporary hit points equal to your level.

Alra'ed

Weapon (Handblade), Artifact (Requires Attunement)

Thousands of years ago, the famed tol'vir smith Irmaat crafted a pair of magnificent handblades. Unsatisfied with his work, Irmaat tried to capture the essence of Al'Akir the Windlord to infuse into his blades. Al'Akir was not amused. To spite the smith, Al'Akir poured unspeakable amounts of raw elemental fury into the handblades. When Irmaat attempted to unleash their might, a great vortex sprang up, engulfed his city, and scattered the weapons to the winds. The handblades are called Al'burq and Alra'ed. As a set they are known as the Fists of the Heavens.

Properties if Alra'ed: You gain the following benefits:

Attunement. A creature can attune to Al'burq and Alra'ed. Attuning to both only counts as a single item against the number of magic items you can normally attune to.

Dormant. The handblade has the finesse and light properties. They deal 1d8 slashing damage on a hit. Attacks made with this weapon are considered to be unarmed attacks. The handblade grants the following benefits in their dormant state:

  • You gain a +l bonus to attack and damage rolls made with your unarmed attacks while you wear these weapons.
  • Your unarmed strikes deal 1d8 slashing damage unless they deal more already.

Awakened. When Alra'ed reaches an awakened state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • Your unarmed strikes now blast waves of air giving them a 15-foot reach.

Exalted. When Alra'ed reaches an exalted state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • The damage of these weapons and your unarmed strikes increases to 1d10 unless they deal more already.

Properties of Al'burq and Alra'ed: If you are attuned to both Al'burq and Alra'ed, you gain the following additional benefits:

Dormant. The Fists of the Heavens grant the following benefits in their dormant state:

  • When you use the attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.

Exalted. When the Fists of the Heavens reach an exalted state, they gains the following properties:

  • Once per day you can cast the following spells, regaining uses daily at dawn. If the spells require a saving throw the DC is 17: haste, investiture of wind, whirlwind, and wind wall.

Aluneth, Greatstaff of the Magna

Staff, Artifact (Requires Attunement by a Spellcaster)

Aluneth was most notably wielded for a time by Aegwynn, the only female Guardian of Tirisfal, although stories indicate that it is far older than she. She is said to have found the staff roughly a century after she took up the mantle of Guardian, and to have wielded Aluneth in many battles against the Burning Legion. Several years before relinquishing her title, she retired the staff, but none know where she might have stored it.

Dormant. The staff grants the following benefits in its dormant state:

  • While holding this staff, you gain a +1 bonus to spell attack rolls, and your spell save DC increases by 1.
  • While holding this staff, once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your level (rounded up), and none of the slots can be 5th level or higher.

For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Awakened. When Aluneth, Greatstaff of the Magna reaches an awakened state, it gains the following properties:

  • The weapon's bonus to spell attack rolls increases to +2 and the weapons bous to your spell save DC increases to +2.
  • Whenever you finish a long rest, you can store a spell in the staff, choosing a lst- or 2nd-level spell that requires 1 action to cast (you needn't have it prepared).

While holding the staff, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the staff until it's been used a number of times equal to twice your Proficiency Bonus or until you use this feature again to store a spell in an staff.

Exalted. When Aluneth, Greatstaff of the Magna reaches an exalted state, it gains the following properties:

  • The weapon's bonus to spell attack rolls increases to +3 and the weapons bous to your spell save DC increases to +3.
  • When you cast a spell that restores hit points or deals damage you can roll the dice twice and take the higher result.
  • Mark of Aluneth. As an action you can place a magical mark on the ground in a 10-foot radius, which detonates at the end of your turn. Any creature in that area must a DC 18 Constitution saving throw or take damage equal to your level. You can use this property a number of times equal to your Proficiency Bonus, regaining expended uses daily at dawn.

Anguish

Weapon (Longswordd), Artifact (Requires Attunement)

The orc warlock Gul'dan had these daggers made for his personal assassin, Garona. The blades are said to drink blood and inflict traceless poison, leaving little sign of their grim work: the perfect tools for an assassin. She used them to carry out countless atrocities while under Gul'dan's control, including the murder of Stormwind's King Llane, whom she had befriended. Afterwards, in anguish, she asked a trusted ally, Meryl Winterstorm, to help her hide the blades away in the hope that they'd never have to be used again. The daggers are known as Anguish and Sorrow. As a set they are known as The Kingslayers.

Properties if Frostreaper: You gain the following benefits:

Attunement. A creature can attune to Anguish and Sorrow. Attuning to both only counts as a single item against the number of magic items you can normally attune to.

Dormant. The longsword grant the following benefits in their dormant state:

  • You gain a +l bonus to attack and damage rolls made with this magic weapons.
  • You can roll two additional weapon damage die when determining the extra damage for a critical hit with this melee attack.

Awakened. When Anguish reaches an awakened state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • Kingsbane. When you hit a creature with a melee weapon attack, you can activate this property to deal 4d8 poison damage to the target, in addition to the weapon's damage. Once this property is used, it can’t be used again until the next dusk.

Exalted. When Anguish reaches an exalted state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • You can attack twice, instead of once, whenever you use a bonus action to attack with a different melee weapon that you're holding in the other hand.

Properties of Anguish and Sorrow: If you are attuned to both Anguish and Sorrow, you gain the following additional benefits:

Dormant. The Kingslayers grant the following benefits in their dormant state:

  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Exalted. When The Kingslayers reach an exalted state, they gains the following properties:

  • You critically hit on a roll of 19 or 20.

Ashbringer

Weapon (Greatsword), Artifact (Requires Attunement)

King Magni Bronzebeard forged the Ashbringer from a piece of crystal purified by wielders of the Holy Light. This gave the sword strange Light-bearing powers. It was named for its ability to slaughter undead, leaving nothing but ash in its wake. Ashbringer passed through several hands, serving both Light and Shadow, before it came to the legendary paladin Tirion Fordring, who used it to shatter the Lich King’s runeblade, Frostmourne, on the top of Icecrown Citadel. Tirion has carried Ashbringer with him ever since.

Dormant. The greatsword grants the following benefits in its dormant state:

  • You gain a +l bonus to attack and damage rolls made with this magic weapon.
  • Ashbringer. When you hit with an attack using this weapon, the target takes an additional 1d8 radiant damage.

Awakened. When Apocalypse reaches an awakened state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • Attacks made with this weapon critically hit on a roll of 19 or 20.
  • The additional radiant damage dealt by this weapon increases to 2d8.

Exalted. When Apocalypse reaches an exalted state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • When a fiend or undead is killed by radiant damage from this weapon it is reduced to ash. A creature reduced to ash be restored to life or undeath only by a true resurrection or wish spell.
  • Wake of Ashes. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of radiant energy in a 20-foot cone. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, the creature takes 4d10 radiant damage. On a successful save, it takes half as much damage. You can use this property a number of times equal to your proficiency bonus, and you regain all expended uses daily at dawn.

Claw of Ursoc

Wondrous Item, Artifact (Requires Attunement)

Forged from titansteel by the titanic watcher Keeper Freya, these claws were her gift to the great bear Ursoc, one of the Wild Gods. He wielded the claws in countless battles until his death during the War of the Ancients. Although his body faded away, the claws remained, and legends say a fragment of his spirit lingered within them. After wrestling the claws away from Ursoc's furbolg followers, a band of druids took the claws to the Emerald Dream, sought out Ursoc's spirit, and returned the claws to him for safekeeping.

Dormant. This claw grants the following benefits in its dormant state:

  • You gain a +l bonus to attack and damage rolls made with this magic weapon or natural weapons.
  • You can use your action to magically assume the shape of Echo of Ursoc. You can use this feature once. You regain expended uses daily at dawn.

You can stay in this form for a number of hours equal to half your level (rounded down). You then revert to your normal form unless you expend another use of this property. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the Echo of Ursoc, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the Echo of Ursoc. If the Echo of Ursoc has the same proficiency as you and the bonus in its stat block is higher than yours, use the Echo of Ursoc’s bonus instead of yours.
  • When you transform, you assume the Echo of Ursoc’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in the Echo of Ursoc form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your Echo of Ursoc form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless the Echo of Ursoc form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size.

Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.


Echo of Ursoc

Large Beast, Unaligned


  • Armor Class 15 (Natural Armor)
  • Hit Points 115 (10d10 + 60)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 22 (+6) 3 (-4) 12 (+1) 8 (-1)

  • Skills Perception +3, Stealth +6
  • Senses Passive Perception 13
  • Languages -
  • Challenge -   Proficiency Bonus your PB

Keen Smell. The echo has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The echo makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage.

Awakened. When the Claw of Ursoc reaches an awakened state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • Your Constitution score is 21 while you wear wield the Claw of Ursoc. It has no effect on you if your Constitution is already 21 or higher without it.
  • Swipe. While transformed into the Echo of Ursoc, when you use its Claw attack you can target an additional creature that is within 5 feet of the original target. Make a melee attack roll against both creatures, dealing full damage to a creature on a hit.

Exalted. When the Claw of Ursoc reaches an exalted state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • You can transform into the Echo of Ursoc twice, regaining expended uses daily at dawn.
  • While transformed into the Echo of Ursoc, you can use your reaction when you take damage to gain resistance to the triggering damage until the start of your next turn.

Doomhammer

Weapon (Warhammer), Artifact (Requires Attunement by a Spellcaster)

Forged in elemental lava on the orc homeworld of Draenor, this massive hammer is connected deeply with the elements, and its true power is only awakened in the hands of those who can speak to the elements in kind. The Doomhammer was long wielded by Orgrim Doomhammer, one of the greatest orc warriors of the Horde, and now rests with Thrall, one of the most powerful shaman Azeroth has ever known.

Dormant. The warhammer grants the following benefits in its dormant state:

  • You gain a +l bonus to AC, attack, and damage rolls made with this magic weapon.
  • The weapon deals an additional die of damage on a a hit.

Awakened. When Doomhammer reaches an awakened state, it gains the following properties:

  • The weapon's bonus to AC, attack, and damage rolls increases to +2.
  • You may add the following spells to your known spells or prepared spells. The spells must be of a level for which you have spell slots: bones of the earth, earth tremor, earthquake, erupting earth, investiture of stone, Maximilian's earthen grasp, meld into stone, mold earth, move earth, wall of stone.

Exalted. When Doomhammer reaches an exalted state, it gains the following properties:

  • The weapon's bonus to AC, attack, and damage rolls increases to +3.
  • You have advantage on concentration checks to maintain concentration on a spell.
  • You are always under the effects of a stoneskin spell.

Ebonchill, Greatstaff of Alodi

Staff, Artifact (Requires Attunement by a Spellcaster)

This greatstaff was wielded by Alodi, the first Guardian of Tirisfal. He bore the staff into many battles against Legion forces for the century in which he served as Guardian, then stepped down from the role of Guardian, but he retained the staff to his dying day. Upon his passing, the Kirin Tor stored the staff safely away for fear of what might happen if a lesser mage attempted to wield its power without the ability to control it fully.

Dormant. The staff grants the following benefits in its dormant state:

  • While holding this staff, you gain a +1 bonus to spell attack rolls, and your spell save DC increases by 1.
  • You gain resistance to cold damage.
  • When you deal cold damage you may add your Proficiency Bonus to the damage dealt.

Awakened. When Ebonchill, Greatstaff of Alodi reaches an awakened state, it gains the following properties:

  • The weapon's bonus to spell attack rolls increases to +2 and the weapons bonus to your spell save DC increases to +2.
  • Council's Wisdom. When you make any ability check or saving throw you may add an additional bonus to the roll equal to half your Proficiency Bonus.

Exalted. When Ebonchill, Greatstaff of Alodi reaches an exalted state, it gains the following properties:

  • The weapon's bonus to spell attack rolls increases to +3 and the weapons bonus to your spell save DC increases to +3.
  • You are immune to cold damage.
  • Ebonbolt. When you deal cold damage you may choose to change the damage type to necrotic damage. When you deal necrotic damage you may choose to change the damage type to cold damage.
  • You may add the following spells to your known spells or prepared spells. The spells must be of a level for which you have spell slots:armor of agathys, cone of cold, freezing sphere, frost fingers, investiture of ice, Otiluke's freezing sphere, ray of frost, Rime's binding ice, Snilloc's snowball swarm, wall of ice.

Fang of Ashamane

Weapon (Dagger), Artifact (Requires Attunement)

The massive gray panther Ashamane, one of the first Wild Gods, was one of many to answer the call of the demigod Cenarius and defend the world of Azeroth during the War of the Ancients. She fell in battle against the Legion, but saved countless lives in the process. A great shrine was built in her honor in Val'sharah, and her fang was adorned and put on display there. It is said it still carries much of her power.

Dormant. The dagger grants the following benefits in its dormant state:

  • You gain a +l bonus to attack and damage rolls made with this magic weapon or natural weapons.
  • You can use your action to magically assume the shape of Echo of Ashamane. You can use this feature once. You regain expended uses daily at dawn.

You can stay in this form for a number of hours equal to half your level (rounded down). You then revert to your normal form unless you expend another use of this property. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your game statistics are replaced by the statistics of the Echo of Ashamane, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the Echo of Ashamane. If the Echo of Ashamane has the same proficiency as you and the bonus in its stat block is higher than yours, use the Echo of Ashamane's bonus instead of yours.
  • When you transform, you assume the Echo of Ashamane's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in the Echo of Ashamane form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your Echo of Ashamane form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless the Echo of Ashamane form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Echo of Ashamane

Large Beast, Unaligned


  • Armor Class 15
  • Hit Points 95 (10d10 + 40)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 3 (-4) 12 (+1) 8 (-1)

  • Skills Perception +3, Stealth +6
  • Senses Passive Perception 13
  • Languages -
  • Challenge -   Proficiency Bonus your PB

Keen Smell. The echo has advantage on Wisdom (Perception) checks that rely on smell.

Pack Tactics. The echo has advantage on an attack roll against a creature if at least one of the echo’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Pounce. If the echo moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the echo can make one bite attack against it as a bonus action.

Running Leap. With a 10-foot running start, the echo can long jump up to 25 feet.

Actions

Multiattack. The echo makes one Bite attack and two Claw attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.

Awakened. When the Fang of Ashamane reaches an awakened state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • You can transform into the Echo of Ashamane twice, regaining expended uses daily at dawn.
  • Bleed. When you hit with an attack using these weapons or natural weapons, you cause the target to bleed, unless it is a construct or an undead. A bleeding target takes an additional 2d6 necrotic damage at the start of its next turn

Exalted. When the Fang of Ashamane reaches an exalted state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • You can transform into the Echo of Ashamane three times, regaining expended uses daily at dawn.
  • The bleed damage increases to 3d6.

Fate

Weapon (Shortsword), Artifact (Requires Attunement)

Shortly after the Cataclysm, Admiral Eliza Goreblade discovered a pair of ornately crafted cutlasses inside a recently unearthed wreck not far from Booty Bay. Though the origins of the blades are unclear, their power was not, as Eliza quickly made her name known pillaging countless ships across the Great Sea, none able to best her in combat. Rumors spread among pirates and sailors about the Dreadblades, the most common ones all agreeing that they are cursed, and that if they should ever stop being fed new victims, they'll claim their owner instead. The shortswords are known as Fate and Fortune. As a set they are known as The Dreadblades.

Properties if Fate: You gain the following benefits:

Attunement. A creature can attune to Fate and Fortune. Attuning to both only counts as a single item against the number of magic items you can normally attune to.

Dormant. The shortsword grant the following benefits in their dormant state:

  • You gain a +l bonus to attack and damage rolls made with this magic weapons.
  • You critically hit on a roll of 19 or 20 with this weapon.

Awakened. When Fate reaches an awakened state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • Whenever you make an attack roll, an ability check, or a saving throw, you can take irresistible necrotic damage equal to half your level to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can use this property a number of times equal to your proficiency bonus.

Exalted. When Fate reaches an exalted state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • You can attack twice, instead of once, whenever you use a bonus action to attack with a different light melee weapon that you're holding in the other hand.

Properties of Fate and Fortune: If you are attuned to both Fate and Fortune, you gain the following additional benefits:

Dormant. The Dreadblades grant the following benefits in their dormant state:

  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Exalted. When The Dreadblades reach an exalted state, they gains the following properties:

  • You critically hit on a roll of 18 or 20.

Felo'melorn

Weapon (Shortsword), Artifact (Requires Attunement by a Spellcaster)

Felo'melorn, Flamestrike in Common, is an ancient Highborne runeblade borne into battle by the Sunstrider dynasty. It was once wielded by Dath'Remar Sunstrider, even before the War of the Ancients. This powerful and storied runeblade, passed down through the Sunstriders for generations, is a mighty weapon said to harness the very essence of flame.

Dormant. The shortsword grants the following benefits in its dormant state:

  • While holding this staff, you gain a +1 bonus to spell attack rolls, and your spell save DC increases by 1.
  • You gain resistance to fire damage.
  • When you deal fire damage you may add your Proficiency Bonus to the damage dealt.

Awakened. When Felo'melorn reaches an awakened state, it gains the following properties:

  • The weapon's bonus to spell attack rolls increases to +2 and the weapons bonus to your spell save DC increases to +2.
  • Fiery Death and Rebirth. When you die, you explode. Each creature within 20-feet of you must make a DC 20 Dexterity saving throw, taking fire damage equal to your level on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried.

The explosion destroys your body and leaves behind a pile of ash that weighs 5 pounds. At the start of your next turn your a new body is created for you and you come back to life and regain half your hit point maximum. You can't use this property again for 7 days.

Exalted. When Felo'melorn reaches an exalted state, it gains the following properties:

  • The weapon's bonus to spell attack rolls increases to +3 and the weapons bonus to your spell save DC increases to +3.
  • You are immune to fire damage.
  • When you roll a 1 or 2 on a damage die for an attack or spell that deals fire damage, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
  • You may add the following spells to your known spells or prepared spells. The spells must be of a level for which you have spell slots: Aganazzar’s scorcher, Ashardalon’s stride, burning hands, firebolt, firestorm, fireball, flame strike, immolation, investiture of flame, Melf's minute meteors, scortching ray, wall of fire.

Fortune

Weapon (Shortsword), Artifact (Requires Attunement)

Shortly after the Cataclysm, Admiral Eliza Goreblade discovered a pair of ornately crafted cutlasses inside a recently unearthed wreck not far from Booty Bay. Though the origins of the blades are unclear, their power was not, as Eliza quickly made her name known pillaging countless ships across the Great Sea, none able to best her in combat. Rumors spread among pirates and sailors about the Dreadblades, the most common ones all agreeing that they are cursed, and that if they should ever stop being fed new victims, they'll claim their owner instead. The shortswords are known as Fate and Fortune. As a set they are known as The Dreadblades.

Properties if Fortune: You gain the following benefits:

Attunement. A creature can attune to Fate and Fortune. Attuning to both only counts as a single item against the number of magic items you can normally attune to.

Dormant. The shortsword grant the following benefits in their dormant state:

  • You gain a +l bonus to attack and damage rolls made with this magic weapons.
  • You critically hit on a roll of 19 or 20 with this weapon.

Awakened. When Fortune reaches an awakened state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • Whenever you make an attack roll, an ability check, or a saving throw, you can take irresistible necrotic damage equal to half your level to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can use this property a number of times equal to your proficiency bonus.

Exalted. When Fortune reaches an exalted state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • You can attack twice, instead of once, whenever you use a bonus action to attack with a different light melee weapon that you're holding in the other hand.

Properties of Fate and Fortune: If you are attuned to both Fate and Fortune, you gain the following additional benefits:

Dormant. The Dreadblades grant the following benefits in their dormant state:

  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Exalted. When The Dreadblades reach an exalted state, they gains the following properties:

  • You critically hit on a roll of 18 or 20.

Frostreaper

Weapon (Longswordd), Artifact (Requires Attunement)

Crafted by the Burning Legion to corrupt the world of Azeroth, the soul-stealing runeblade Frostmourne was shattered by Ashbringer atop Icecrown Citadel. Countless souls were freed from the broken blade, but others were not so fortunate. Today the shards of Frostmourne can be recrafted and infused with even more power. However, the spirits still trapped within must first be subdued and bent to the wielder's will. The weapons made from Frostmourne are known as Frostreaper (Longsword) and Icebringer (Shorwsword). As a set they are known as the Blades of the Fallen Prince.

Properties if Frostreaper: You gain the following benefits:

Attunement. A creature can attune to Frostreaper and Icebringer. Attuning to both only counts as a single item against the number of magic items you can normally attune to.

Dormant. The longsword grant the following benefits in their dormant state:

  • You gain a +l bonus to attack and damage rolls made with this both of these magic weapons.
  • When you hit with an attack using this weapons, the target takes an additional 1d6 necrotic damage.

Awakened. When Frostreaprer reaches an awakened state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • Increase the additional necrotic damage inflicted by a hit to 2d6.

Exalted. When Frostreaper reaches an exalted state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • You can attack twice, instead of once, whenever you use a bonus action to attack with a different melee weapon that you're holding in the other hand.

Properties of Frostreaper and Icebringer: If you are attuned to both Frostreaper and Icebringer, you gain the following additional benefits:

Dormant. The Blades of the Fallen Prince grant the following benefits in their dormant state:

  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Exalted. When the Blades of the Fallen Prince reach an exalted state, they gains the following properties:

  • Crystalline Swords. As an action you can create spectral 5 spectral swords which fly at enemies you can see within 30 feet of you. Make melee attacks with each sword against a targeted creature, dealing 1d8 piercing plus 2d6 cold damage on a hit. You can't use this property again until the next dusk.

Fu Zan, the Wanderer's Companion

Weapon (Quarterstaff), Artifact (Requires Attunement)

Long ago, as the titanic watcher Keeper Freya set out to populate the world with life, she placed one of the first seeds in Pandaria. From it grew Fu Zan, the first, and all of Pandaria's forests descended from it. Before populating the rest of Azeroth, Freya fashioned a walking stick for her travels from one of Fu Zan's branches. Eventually Freya passed her staff to the Jade Serpent, Yu'lon, who later gave it to a uniquely clever hozen. The Monkey King, as he was called, hung his most prized possessions from the staff, which he carries with him to this day.

Dormant. The quarterstaff grants the following benefits in its dormant state:

  • You gain a +l bonus to attack and damage rolls made with this magic weapon and your unarmed attacks while this weapon is on your person.
  • A small keg hands on the quarterstaff. As a bonus action, if the keg is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, a potion of healing, a potion of fire breath. Once this property is used, it can’t be used until the next dawn. A potion you create in this way loses its magical properties if it isn’t imbibed within 24 hours.

Awakened. When Fu Zan, the Wanderer's Companion reaches an awakened state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • In addition to the options from it's Dormant state, you can fill the keg with mead, a potion of healing (greater), a potion of maximum power, and wine.
  • You can drink from the keg as a bonus action.

Exalted. When Fu Zan, the Wanderer's Companion reaches an exalted state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • In addition to the options from it's Dormant state, you can fill the keg with whiskey, a potion of healing (superior), and a potion of giant's strength (fire).
  • Flaming Keg. As an action, you can throw the keg at a location you can see within 60 feet of you, which explodes. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. The keg immediately reappears on the staff. You can use this property 3 times, regaining expended uses daily at dawn.

G'Hanir, the Mother Tree

Staff, Artifact (Requires Attunement by a Spellcaster)

This is a single branch taken from G'Hanir, the first tree, which was gifted to mortal druids by the demigod Aviana long ago. Its connection to the mystical Emerald Dream serves as a healing and stabilizing influence on the world of Azeroth. In recent times, druids have used this staff to hold back the corruption and madness of the Emerald Nightmare. As a result, satyrs within the Nightmare are desperate to see G'Hanir destroyed

Dormant. The staff grants the following benefits in its dormant state:

  • The staff has 8 charges and regains 1d4 + 2 expended charges daily at dawn. While holding the staff, you can expend some of its charges to cast one of the following spells from it, using your spell save DC and spell casting ability: healing word (1 charge), healing spirit (2 charges).

Awakened. When G'Hanir, the Mother Tree reaches an awakened state, it gains the following properties:

  • The staff’s charges increase to a maximum of 12, and it regains 1d6+2 charges at dawn daily.
  • Add the following spells to the list of spells the staff may be used to cast: revivify (3 charges), awaken (5 charges), tree stride (5 charges).

Exalted. When G'Hanir, the Mother Tree reaches an exalted state, it gains the following properties:

  • The staff’s charges increase to a maximum of 20, and it regains 1d6+4 charges at dawn daily.
  • Add the following spells to the list of spells the staff may be used to cast: heal (6 charges), regenerate (7 charges).
  • If you cast a spell using a spell slot that restores hit points to a creature, that creature also regains hit points equal to your level.

Gorefang

Weapon (Dagger), Artifact (Requires Attunement)

Goremaw the Devourer, Sargeras' personal hound, claimed countless lives before it was eventually ambushed and killed on another world long ago. Following the hound's death, Mephistroph had its fangs crafted into two powerful daggers that still carried with them some of the potent withering essence that made Goremaw's bites so deadly. These daggers were passed to Akaari, one of Sargeras' most deadly assassins, who wields them to this day. The daggers are known as Gorefang and Akaari's Will. As a set they are known as the Fangs of the Devourer.

Properties if Gorefang: You gain the following benefits:

Attunement. A creature can attune to Gorefang and Akaari's Will. Attuning to both only counts as a single item against the number of magic items you can normally attune to.

Dormant. The dagger grant the following benefits in their dormant state:

  • You gain a +l bonus to attack and damage rolls made with this both of these magic weapons.
  • When you hit with an attack using this weapons, the target takes an additional 1d6 necrotic damage.

Awakened. When Gorefang reaches an awakened state, they gains the following properties:

  • Both weapon's bonus to attack and damage rolls increases to +2.
  • When you critically hit with this weapons you can use your reaction to make one additional weapon attack that deals an additional 2d6 necrotic damage on a hit.

Exalted. When Gorefang reaches an exalted state, they gains the following properties:

  • Both weapon's bonus to attack and damage rolls increases to +3.
  • You can attack twice, instead of once, whenever you use a bonus action to attack with a different melee weapon that you're holding in the other hand.

Properties of Gorefang and Akaari's Will: If you are attuned to both Gorefang and Akaari's Will, you gain the following additional benefits:

Dormant. The Fangs of the Devourer grant the following benefits in their dormant state:

  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Exalted. When the Fangs of the Devourer reach an exalted state, they gains the following properties:

  • You can roll four additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. The creature also has its movement speed reduced by half until the start of your next turn.

Helya's Wrath

Weapon (Longsword), Artifact (Requires Attunement)

For thousands of years Vigfus and the Helarjar raided the most heroic of the vrykul. Helya even added some of her own power to Vigus's weapons, that they might more easily claim souls for her. Shortly after the Burning Legion invaded the Broken Isles, Odyn took a new champion: a mortal adventurer. Wishing this champion to wield the blades forged for this purpose, Odyn sent the warrior to Tideskorn Harbor in Stormheim to kill Vigfus Bladewind and recover them. The two fought a great battle, but in the end it seemed Odyn's champion would emerge victorious. Vigfus called out to Helya for aid, and she poured yet more of her power into the swords, but it proved insufficient; Vigfus was slain, and his blades--now empowered by both Odyn and Helya--were once more in the hands of Odyn's chosen warrior. The weapons are known as Odyn's Fury and Helya's Wrath. As a set they are known as the Warswords of the Valarjar.

Properties if Helya's Wrath: You gain the following benefits:

Attunement. A creature can attune to Odyn's Fury and Helya's Wrath. Attuning to both only counts as a single item against the number of magic items you can normally attune to.

Dormant. The longsword grants the following benefits in its dormant state:

  • You gain a +l bonus to attack and damage rolls made with this magic weapons.
  • When you hit with an attack using Helya's Wrath, the target takes an additional 1d6 necrotic damage.

Awakened. When Helya's Wrath reaches an awakened state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • Increase the additional necrotic damage inflicted by a hit to 2d6.

Exalted. When Helya's Wrath reaches an exalted state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • You can attack twice, instead of once, whenever you use a bonus action to attack with a different melee weapon that you're holding in the other hand.

Properties of Odyn's Fury and Helya's Wrath: If you are attuned to both Odyn's Fury and Helya's Wrath, you gain the following additional benefits:

Dormant. The Warswords of the Valarjar grant the following benefits in their dormant state:

  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Exalted. When the Warswords of the Valarjar reach an exalted state, they gains the following properties:

  • Gaze of the Val'kyr. When you die, you are immediately restored back to life and are restored to full hit points. You gain advantage on all attack rolls, ability checks, and saving throws you make for the next hour. Once this property has been used it cannot ever be used again. When you roll for damage on your melee attacks you may roll twice and take either result.

Icebringer

Weapon (Shortsword), Artifact (Requires Attunement)

Crafted by the Burning Legion to corrupt the world of Azeroth, the soul-stealing runeblade Frostmourne was shattered by Ashbringer atop Icecrown Citadel. Countless souls were freed from the broken blade, but others were not so fortunate. Today the shards of Frostmourne can be recrafted and infused with even more power. However, the spirits still trapped within must first be subdued and bent to the wielder's will. The weapons made from Frostmourne are known as Frostreaper (Longsword) and Icebringer (Shorwsword).

Properties if Icebringer: You gain the following benefits:

Attunement. A creature can attune to Frostreaper and Icebringer. Attuning to both only counts as a single item against the number of magic items you can normally attune to.

Dormant. The shortsword grant the following benefits in their dormant state:

  • You gain a +l bonus to attack and damage rolls made with this both of these magic weapons.
  • When you hit with an attack using this weapons, the target takes an additional 1d6 cold damage.

Awakened. When Icebringer reaches an awakened state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • Increase the additional cold damage inflicted by a hit to 2d6.

Exalted. When Icebringer reaches an exalted state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • You can attack twice, instead of once, whenever you use a bonus action to attack with a different melee weapon that you're holding in the other hand.

Properties of Frostreaper and Icebringer: If you are attuned to both Frostreaper and Icebringer, you gain the following additional benefits:

Dormant. The Blades of the Fallen Prince grant the following benefits in their dormant state:

  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Exalted. When the Blades of the Fallen Prince reach an exalted state, they gains the following properties:

  • Crystalline Swords. As an action you can create spectral 5 spectral swords which fly at enemies you can see within 30 feet of you. Make melee attacks with each sword against a targeted creature, dealing 1d8 piercing plus 2d6 cold damage on a hit. You can't use this property again until the next dusk.

Light's Wrath

Staff, Artifact (Requires Attunement by a Spellcaster)

Obsessed with cleansing undead from the world of Azeroth, the fanatical Scarlet Crusade tried to create a second Ashbringer in the form of a staff. However, a dreadlord who had infiltrated the order intervened, interrupting their efforts and triggering a violent magical explosion. The damaged staff’s power proved nearly uncontrollable. After several wielders tried and failed to use the staff safely, the elite magi of the Kirin Tor hid it away lest it unleash further deadly calamities.

Dormant. The staff grants the following benefits in its dormant state:

  • While holding this staff, you gain a +1 bonus to spell attack rolls, and your spell save DC increases by 1.
  • You gain resistance to radiant damage.
  • When you deal radiant damage you may add your Proficiency Bonus to the damage dealt.

Awakened. When Light's Wrath reaches an awakened state, it gains the following properties:

  • The weapon's bonus to spell attack rolls increases to +2 and the weapons bonus to your spell save DC increases to +2.
  • Overload with Light. When you cast a spell of 1st level of higher roll 1d10. On a 10 your next spell that deals radiant damage deals the maximum damage possible instead of rolling damage dice.

Exalted. When Light's Wrath reaches an exalted state, it gains the following properties:

  • The weapon's bonus to spell attack rolls increases to +3 and the weapons bonus to your spell save DC increases to +3.
  • You are immune to radiant damage.
  • You may add the following spells to your known spells or prepared spells. The spells must be of a level for which you have spell slots: crown of stars, dawn, destructive wave (radiant only), flame strike, holy weapon, sacred flame, spirit guardians (radiant only), sunbeam, sunburst, wall of light.

Maw of the Damned

Weapon (Greataxe), Artifact (Requires Attunement)

An ancient Legion axe forged from a metal that drains its victims' vital energies. The soul of its original creator is trapped within and cursed with unending hunger. For more than a thousand years, an old and cunning mo'arg has used the axe to butcher uprisings and consume the life force of the Legion's foes. Over its long and infamous history, the weapon has made its demonic bearer extraordinarily powerful.

Sentience. The Maw of the Damned is a sentient chaotic evil weapon with an Intelligence of 16 , a Wisdom of 24, and a Charisma of 22. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates by conveying emotions, which are generally hunger and rage.

Personality. An insane eredar named Netrezaar lives within it's creation, the Maw of the Damned. The weapon yearns to devour flesh and souls alike. It pushes its wielder to kill as often as possible.

Dormant. The greataxe grants the following benefits in its dormant state:

  • You gain a +l bonus to attack and damage rolls made with this magic weapon.
  • Consumption. When you hit a creature with a melee weapon attack using this weapon, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6. You heal for half the necrotic damage dealt by this attack.

Awakened. When the Maw of the Damned reaches an awakened state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • If you drop to 0 hit points and don't die outright, you instead drop to 1 hit point, and can use your reaction to immediately make one melee weapon attack. You can't use this property again until the next dusk.

Exalted. When the Maw of the Damned reaches an exalted state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • Whenever you use this weapon to reduce a creature to 0 hit points, the Maw of the Damned slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Maw of the Damned can be restored to life only by a wish spell.

When it devours a soul, Maw of the Damned grants you temporary hit points equal to your level + 5. As long as these temporary hit points last and you keep Maw of the Damned in hand, you have gain a +2 bonus to damage rolls. These hit points fade after 24 hours.

Muramas

Weapon (Warglaive), Artifact (Requires Attunement)

These warglaives belong to the former demon hunter Varedis Felsoul. Once a member of the Illidari and a sworn enemy of the Burning Legion, he was slain at the Black Temple. After the Legion's leader, Kil'jaeden, revived him in the Twisting Nether, Varedis surrendered to the demon within him, forsaking his mortality. In the process, he and his warglaives were infused with great power by Kil'jaeden's eredar allies. The weapons are named Verus and Muramas. As a set they are known as the Twinblades of the Deceiver.

Properties if Muramas: You gain the following benefits:

Attunement. A creature can attune to Verus and Muramas. Attuning to both only counts as a single item against the number of magic items you can normally attune to.

Dormant. This weapons is a warglaive, and deals 1d8 damage, and has the finesse property. You are proficient with this weapon as long as you are attuned to it. The warglaive grants the following benefits in its dormant state:

  • You gain a +l bonus to attack and damage rolls made with this both of these magic weapons.
  • When you hit with an attack using this weapons, the target takes an additional 1d6 necrotic damage.

Awakened. When Muramas reaches an awakened state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • The warglaive gains the Thrown (range 30/120) property. Immediately after the attack, the weapon flies back to your hand.

Exalted. When Muramas reaches an exalted state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • You can attack twice, instead of once, whenever you use a bonus action to attack with a different melee weapon that you're holding in the other hand.

Properties of Verus and Muramas: If you are attuned to both Verus and Muramas, you gain the following additional benefits:

Dormant. The Twinblades of the Deceiver grant the following benefits in their dormant state:

  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Exalted. When the Twinblades of the Deceiver reach an exalted state, they gains the following properties:

  • Cleave. When you attack with the warglaives you can target an additional creature that is within 5 feet of the original target. Make a melee attack roll against both creatures, dealing full damage to a creature you hit.

Odyn's Fury

Weapon (Longsword), Artifact (Requires Attunement)

For thousands of years Vigfus and the Helarjar raided the most heroic of the vrykul. Helya even added some of her own power to Vigus's weapons, that they might more easily claim souls for her. Shortly after the Burning Legion invaded the Broken Isles, Odyn took a new champion: a mortal adventurer. Wishing this champion to wield the blades forged for this purpose, Odyn sent the warrior to Tideskorn Harbor in Stormheim to kill Vigfus Bladewind and recover them. The two fought a great battle, but in the end it seemed Odyn's champion would emerge victorious. Vigfus called out to Helya for aid, and she poured yet more of her power into the swords, but it proved insufficient; Vigfus was slain, and his blades--now empowered by both Odyn and Helya--were once more in the hands of Odyn's chosen warrior. The weapons are known as Odyn's Fury and Helya's Wrath. As a set they are known as the Warswords of the Valarjar.

Properties if Odyn's Fury: You gain the following benefits:

Attunement. A creature can attune to Odyn's Fury and Helya's Wrath. Attuning to both only counts as a single item against the number of magic items you can normally attune to.

Dormant. The longsword grants the following benefits in its dormant state:

  • You gain a +l bonus to attack and damage rolls made with this magic weapons.
  • When you hit with an attack using Odyn's Fury, the target takes an additional 1d6 fire damage.

Awakened. When Odyn's Fury reaches an awakened state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • Increase the additional fire damage inflicted by a hit to 2d6.

Exalted. When Odyn's Fury reaches an exalted state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • You can attack twice, instead of once, whenever you use a bonus action to attack with a different melee weapon that you're holding in the other hand.

Properties of Odyn's Fury and Helya's Wrath: If you are attuned to both Odyn's Fury and Helya's Wrath, you gain the following additional benefits:

Dormant. The Warswords of the Valarjar grant the following benefits in their dormant state:

  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Exalted. When the Warswords of the Valarjar reach an exalted state, they gains the following properties:

  • Gaze of the Val'kyr. When you die, you are immediately restored back to life and are restored to full hit points. You gain advantage on all attack rolls, ability checks, and saving throws you make for the next hour. Once this property has been used it cannot ever be used again. When you roll for damage on your melee attacks you may roll twice and take either result.

Scale of the Earth-Warder

Armor (Shield), Artifact (Requires Attunement)

An impenetrable shield crafted from a scale of the black Dragon Aspect, Neltharion the Earth-Warder, before the Old Gods' corruption overcame him. The formidable vrykul king Magnar Icebreaker carried this shield into combat and won victory after victory in the face of grim odds. When he finally fell in battle, it was due to treachery by servants of the Val'kyr Helya. The shield is now entombed with King Magnar's body in the Path of Kings in Stormheim.

Dormant. The shield grants the following benefits in its dormant state:

  • You gain a +1 bonus to AC while wielding this shield.
  • You have resistance to fire damage while wielding this shield.
  • While you're wearing this shield, any critical hit against you becomes a normal hit.

Awakened. When the Scale of the Earth-Warder reach an awakened state, it gains the following properties:

  • The shield's bonus to AC increases to +2.
  • Shadowflame Breath. While holding the shield, you can use an action and speak a command word to cause the shield to breathe black flames in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, it takes 7d6 fire damage and 7d6 necrotic damage. Once this property has been used, it can’t be used again until the next dawn.

Exalted. When the Scale of the Earth-Warder reach an exalted state, it gains the following properties:

  • The shield's bonus to AC increases to +3.
  • You have resistance to bludgeoning, piercing, and slashing damage while wielding this shield.
  • You are immune to fire damage while wielding this shield.

Scepter of Sargeras

Rod, Artifact (Requires Attunement by a Spellcaster)

Created through incredible effort by hundreds of Sargeras' servants, this scepter can rip open dimensional gateways between worlds. It was entombed beneath the sea for centuries, then used by the orc shaman Ner'zhul to open the portals that tore the world of Draenor apart, leaving behind the shattered realm of Outland. The scepter was finally secured by the elite magi of the Kirin Tor. Unable to destroy it, they hid it away in a magically protected chamber and put it under eternal watch to prevent it from ever being used again.

Dormant. The rod grants the following benefits in its dormant state:

  • While holding this rod, you gain a +1 bonus to spell attack rolls, and your spell save DC increases by 1.
  • The rod has 8 charges and regains 1d4 + 2 expended charges daily at dawn. While holding the staff, you can expend some of its charges to cast one of the following spells from it, using your spell save DC and spell casting ability: misty step (2 charges), dimension door (3 charges), magic circle (3 charges), banishment (4 charges), plane shift (7 charges), teleport (7 charges).

Awakened. When the Scepter of Sargeras reaches an awakened state, it gains the following properties:

  • The rod's bonus to spell attack rolls increases to +2 and the weapons bonus to your spell save DC increases to +2.
  • As a bonus action, you can choose a space you can see within 120 feet of you. You create a tear in the space for 1 minute. For the duration, you can cast spells as though you were in the tear's space, but you must use your own senses.

Exalted. When the Scepter of Sargeras reaches an exalted state, it gains the following properties:

  • The rod's bonus to spell attack rolls increases to +3 and the weapons bonus to your spell save DC increases to +3.
  • Dimensional Rift. As an action you create a tear in reality at a space you can see within 120 feet of you. At the start of your turn chaotic energy erupts from the tear. Make a ranged spell attack from the tear's location against a creature within 30 feet of the tear dealing 4d8 damage of a typed determined on the Chaotic Damage table below on a hit.
Chaotic Damage
d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Lighting
5 Necrotic
6 Poison
7 Radiant
8 Thunder

The tear lasts for 1 minute or until you end the effect as a bonus action. You can't use this property again until the next dusk.

Scythe of Elune

Weapon (Glaive), Artifact (Requires Attunement by a Spellcaster)

The Scythe of Elune is a mystical artifact created from Goldrinn's fang and the Staff of Elune. It is described as an ancient weapon - a twisted and gnarled branch of wood covered with runes that could be older than even the Kaldorei. Those who are not careful enough can easily be overwhelmed by Goldrinn's spirit, which infuses the scythe. Tied to the origin of the worgen on Azeroth, the scythe is said to possess untold lunar power for the druid with balance enough to keep control.

Dormant. The glaive grants the following benefits in its dormant state:

  • The glaive has 8 charges and regains 1d4 + 2 expended charges daily at dusk. While holding the staff, you can expend some of its charges to cast one of the following spells from it, using your spell save DC and spell casting ability: beast bond (1 charge), moonbeam (2 charges).
  • The glaive regains 2 expended charges daily at dawn.

Awakened. When the Scythe of Elune reaches an awakened state, it gains the following properties:

  • The glaive’s charges increase to a maximum of 12, and it regains 1d6+2 charges at dusk daily.
  • Add the following spells to the list of spells the glaive may be used to cast: dominate beast (4 charges), awaken (5 charges).
  • While holding this glaive, you gain a +1 bonus to spell attack rolls, and your spell save DC increases by 1.

Exalted. When the Scythe of Elune reaches an exalted state, it gains the following properties:

  • The glaive’s charges increase to a maximum of 20, and it regains 1d6+4 charges at dusk daily.
  • Add the following spells to the list of spells the glaive may be used to cast: sunbream (6 charges), regenerate (7 charges).
  • The weapon's bonus to spell attack rolls increases to +2 and the weapons bous to your spell save DC increases to +2.

Sharas'dal, Scepter of Tides

Rod, Artifact (Requires Attunement by a Spellcaster)

A powerful scepter created by Queen Azshara long ago, before her transformation into a naga. The scepter swirls with waters from the Well of Eternity prior to its corruption, granting the scepter great magical and restorative powers. The Scepter of Azshara was lost during the War of the Ancients, shortly before Azshara and many of her followers were swallowed by the sea. Taken up by surviving night elves who knew nothing of the power it truly held, it was buried with an unknown priestess in a family tomb in Azsuna, waiting to be discovered by someone that could unlock its true potential.

Dormant. The rod grants the following benefits in its dormant state:

  • While holding this staff, you gain a +1 bonus to spell attack rolls, and your spell save DC increases by 1.
  • You can breath both air and water.
  • You may add the following spells to your known spells or prepared spells. The spells must be of a level for which you have spell slots: control water, create or destroy water, shape water, tidal wave, tsunami, wall of water, water breathing, water walk, watery sphere.

Awakened. When Sharas'dal, Scepter of Tides reaches an awakened state, it gains the following properties:

  • The weapon's bonus to spell attack rolls increases to +2 and the weapons bonus to your spell save DC increases to +2.
  • You have a swim speed equal to double your movement speed.
  • When you cast a spell that restores hit points to a creature it also gains temporary hit points equal to half your level rounded down.

Exalted. When Sharas'dal, Scepter of Tides reaches an exalted state, it gains the following properties:

  • The weapon's bonus to spell attack rolls increases to +3 and the weapons bonus to your spell save DC increases to +3.
  • Gift of the Sea. As an action you can unleash a healing torrent on creatures within 20 feet of you. Each creature of your choice in that area gains has its hit point maximum increase by an amount equal to your level, and it gains the same number of hit points.
  • You can cast the grasping vine spell (except the spell is made out of water) a number of times per day equal to half your proficiency (rounded down), regaining expended uses when daily at dawn.

Sheilun, Staff of the Mists

Staff, Artifact (Requires Attunement by a Spellcaster)

During last pandaren emperor's reign, a prophecy arose that a ruthless Legion would invade the world of Azeroth and leave it shattered. To save his people, Emperor Shaohao embarked on a series of trials, taking with him the ancient staff Sheilun. Afterwards, he used his newfound wisdom to become part of the land. He made Pandaria into a separate continent and enshrouded it in mist to protect it. His staff clattered to the ground, where it lay until the monks of Tian Monastery found it and took it to the Terrace of Endless Spring for safekeeping.

Dormant. The staff grants the following benefits in its dormant state:

  • The staff has 8 charges and regains 1d4 + 2 expended charges daily at dawn. While holding the staff, you can expend some of its charges to cast one of the following spells from it, using your spell save DC and spell casting ability: cure wounds (1 charge), misty step (2 charges).

Awakened. When Sheilun, Staff of the Mists reaches an awakened state, it gains the following properties:

  • The staff’s charges increase to a maximum of 12, and it regains 1d6+2 charges at dawn daily.
  • Add the following spells to the list of spells the staff may be used to cast: aura of vitality (3 charges), aura of life (4 charges), mass cure wounds (5 charges).

Exalted. When Sheilun, Staff of the Mists reaches an exalted state, it gains the following properties:

  • The staff’s charges increase to a maximum of 20, and it regains 1d6+4 charges at dawn daily.
  • Add the following spells to the list of spells the staff may be used to cast: heal (6 charges), regenerate (7 charges).
  • When you cast a healing spell, you can choose to have it affect all creatures within 20 feet of you, instead of the spell's normal range.

Skull of the Man'ari

Wondrous Item, Artifact (Requires Attunement by a Spellcaster)

Before the eredar served the titan Sargeras, one of their greatest leaders, Thal'kiel, had unprecedented skill with summoning and binding magics. Driven by ambition, he reached into the Void and was answered with knowledge of dark creatures unlike any the eredar had seen before. Thal'kiel's apprentice, Archimonde, discovered his master's dark pact and revealed it to Thal'kiel's fellow rulers, who banded together to strike Thal'kiel down. After his defeat, they had his skull gilded and placed on display as a warning. Today the dreadlord Mephistroth uses it to enhance his ability to summon and command demon armies for the Legion.

Sentience. The Skull of the Man'ari is a sentient chaotic evil weapon with an Intelligence of 18 , a Wisdom of 20, and a Charisma of 26. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Infernal and Common.

Personality. An insane eredar named Thal'kiel lives within its own skull, the Skull of the Man'ari. The weapon yearns for revenge against the one who betrayed it, Archimonde. It offers unparalleled knowledge on summoning to the wielder in return for gaining steps toward its vengeance.

Dormant. The skull grants the following benefits in its dormant state:

  • While holding this skull, you gain a +1 bonus to spell attack rolls, and your spell save DC increases by 1.
  • You may add the following spells to your known spells or prepared spells. The spells must be of a level for which you have spell slots: banishment, planar binding, summon aberration, summon beast, summon celestial, summon construct, summon draconic spirit, summon elemental, summon fey, summon fiend, summon greater demon, summon lesser demon, summon shadowspawn, summon undead.

Awakened. When Skull of the Man'ari reaches an awakened state, it gains the following properties:

  • The skull's bonus to spell attack rolls increases to +2 and the weapons bonus to your spell save DC increases to +2.
  • Thal'kiel's Howl. Whenever a creature that you summoned is reduced to 0 hit points a spectral image of Thal'kiel appears in the summoned creature's space and releases a terrible howl. Each creature within 10 feet of the spirit must make a DC 17 Wisdom saving throw or become frightened of you for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this property for the next 24 hours.
  • While you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.

Exalted. When Skull of the Man'ari reaches an exalted state, it gains the following properties:

  • The skull's bonus to spell attack rolls increases to +3 and the weapons bonus to your spell save DC increases to +3.

  • Creatures that you conjure are more resilient than normal. Any creature summoned or created by a spell that you cast gains two benefits:

  • The creature appears with more hit points than normal: 2 extra hit points per Hit Die it has.

  • The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.

Sorrow

Weapon (Longswordd), Artifact (Requires Attunement)

The orc warlock Gul'dan had these daggers made for his personal assassin, Garona. The blades are said to drink blood and inflict traceless poison, leaving little sign of their grim work: the perfect tools for an assassin. She used them to carry out countless atrocities while under Gul'dan's control, including the murder of Stormwind's King Llane, whom she had befriended. Afterwards, in anguish, she asked a trusted ally, Meryl Winterstorm, to help her hide the blades away in the hope that they'd never have to be used again. The daggers are known as Anguish and Sorrow. As a set they are known as The Kingslayers.

Properties if Frostreaper: You gain the following benefits:

Attunement. A creature can attune to Anguish and Sorrow. Attuning to both only counts as a single item against the number of magic items you can normally attune to.

Dormant. The longsword grant the following benefits in their dormant state:

  • You gain a +l bonus to attack and damage rolls made with this magic weapons.
  • You can roll two additional weapon damage die when determining the extra damage for a critical hit with this melee attack.

Awakened. When Sorrow reaches an awakened state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • Kingsbane. When you hit a creature with a melee weapon attack, you can activate this property to deal 4d8 poison damage to the target, in addition to the weapon's damage. Once this property is used, it can’t be used again until the next dusk.

Exalted. When Sorrow reaches an exalted state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • You can attack twice, instead of once, whenever you use a bonus action to attack with a different melee weapon that you're holding in the other hand.

Properties of Anguish and Sorrow: If you are attuned to both Anguish and Sorrow, you gain the following additional benefits:

Dormant. The Kingslayers grant the following benefits in their dormant state:

  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Exalted. When The Kingslayers reach an exalted state, they gains the following properties:

  • You critically hit on a roll of 19 or 20.

Strom'kar, the Warbreaker

Weapon (Greatsword), Artifact (Requires Attunement)

This greatsword was borne into combat by the barbarian warlord who first united humanity under a single banner, founding the nation of Arathor. A master tactician and strategist, King Thoradin went on to play a critical role in ending the Troll Wars. Later the sword was lost while it was being used to subdue a C'Thraxxi monstrosity in a forgotten tomb beneath Tirisfal. Abandoned and all but forgotten, Strom'kar has been slowly drinking from the shadowy power there over thousands of years.

Dormant. The greatsword grants the following benefits in its dormant state:

  • You gain a +l bonus to attack and damage rolls made with this magic weapon.
  • The weapon deals an additional die of damage on a a hit.
  • The first attack you make on your turn is made at advantage.

Awakened. When Strom'kar, the Warbreaker reaches an awakened state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • Warbreaker. As an action you slam the ground. Shadowy spikes erupt from the ground around you. Each creature within 5 feet of you, must succeed on a DC 17 Dexterity saving throw taking 8d10 necrotic damage and be knocked prone on a failed save or half as much damage and are not knocked prone on a success.

Exalted. When Strom'kar, the Warbreaker reaches an exalted state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • Frightful Presence. As an action you unleash a frightful presence. Each creature of your choice that is within 60 feet of you and aware of you must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this property for the next 24 hours.

Talonclaw

Weapon (Spear), Artifact (Requires Attunement)

The Highmountain tauren crafted this spear, which predates the first demonic invasion of Azeroth more than ten thousand years ago. Talonclaw's wielders have fought alongside many guardian animal spirits, also known as Ancients, to defend the world of Azeroth and its wildlife in particular. Over the millennia, these Ancients have bestowed their blessings on the weapon, imbuing it with a portion of their power.

Dormant. The spear grants the following benefits in its dormant state:

  • You gain a +l bonus to attack and damage rolls made with this magic weapon.
  • When you hit with an attack using this weapon, the target takes one additional weapon damage die.
  • Eagle Call. When you are below half your hit point maximum you can use your bonus action to summon a giant eagle to fight for you for 1 hour. The creature acts on your initiative, but immediately after you take your turn.

Awakened. When Apocalypse reaches an awakened state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • Flurry. As an action you can make a flurry of attacks at all enemies in a 15-foot cone. Make a melee attack at each enemy in that area, dealing normal damage on a hit.

Exalted. When Apocalypse reaches an exalted state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • You can make one attack with this weapon as a bonus action.
  • This weapon's normal and long thrown range is doubled. Additionally, immediately after the attack, the weapon flies back to your hand.

Thas'dorah, Legacy of the Windrunners

Weapon (Longbow), Artifact (Requires Attunement)

A proud heirloom of the Windrunner family, Thas'dorah was carved from a bough of the mother tree of Eversong Woods shortly after the elven kingdom of Quel'Thalas was founded. Handed down to the eldest of each generation, the bow was last wielded by the high elf Ranger Captain Alleria Windrunner. It disappeared along with its owner following the destruction of the orcs' homeworld, Draenor, and the subsequent formation of Outland.

Dormant. The longbow grants the following benefits in its dormant state:

  • You gain a +l bonus to attack and damage rolls made with this magic weapon.
  • Attacks made with this weapon critically hit on a roll of 19 or 20.

Awakened. When Thas'dorah, Legacy of the Windrunners reaches an awakened state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • Windbust. As an action you fire an air empowered shot. Make a ranged attack roll. On a hit, the weapon deals an additional 3 weapon damage dice. Additionally, a corridor of wind is created in a direct line between you and the target creature. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. Any ally in the line must spend 1 foot of movement for every 2 feet it moves when moving closer to the target. This effect lasts until the start of your next turn. Once this property is used, it can’t be used again until the next dawn.

Exalted. When Thas'dorah, Legacy of the Windrunners reaches an exalted state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • Attacks made with this weapon critically hit on a roll of 18 or 20.
  • The normal and long range for the weapon double.
  • Your ranged weapon attacks ignore half and three-quarters cover.

The Fist of Ra-den

Wondrous Item, Artifact (Requires Attunement)

Aman'Thul the Highfather, leader of the titan Pantheon, entrusted his greatest servant, Highkeeper Ra, with this artifact, which could channel the fury of the storms. Ra used it to bestow life on the titan-forged mogu race, and he wielded it in battle against the Black Empire for years beyond counting. Later lost to Ra, the weapon was ultimately recovered by the August Celestial Xuen, who saw its immense and dangerous power, and chose to safeguard it until someone worthy could take up the weapon in a righteous cause once again.

Dormant. The weapon have the finesse and light properties. It deals 1d8 bludgeoning damage on a hit. The fist grants the following benefits in its dormant state:

  • You gain a +l bonus to attack and damage rolls made with your unarmed attacks while you wear these weapons.
  • Your unarmed strikes deal 1d8 bludgeoning damage unless they deal more already.
  • Once per day you can cast the following spells, regaining uses daily at dawn. If the spells require a saving throw the DC is 17: haste, call lightning, chain lightning, lightning bolt, and storm sphere.

Awakened. When the Fists of the Heavens reach an awakened state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • When you hit with an attack using this weapon, the target takes an additional 2d6 lightning damage.
  • Stormkeeper. When you cast a lightning spell you can use your reaction to cause the spell to deal the maximum possible amount of damage instead of rolling for the damage.

Exalted. When the Fists of the Heavens reach an exalted state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • When you deal lightning damage with a melee attack made by this weapon, the lightning damage is dealt to any enemy creature within 5 feet of your original target.
  • Your unarmed strikes deal 1d10 bludgeoning damage unless they deal more already.

The Silver Hand

Weapon (Maul), Artifact (Requires Attunement by a Spellcaster)

As one of the titanic watchers, Keeper Tyr bore this weapon in countless battles against the titans' enemies. When one of his fellow keepers, Loken, fell to corruption, Tyr and his allies stole the Discs of Norgannon to investigate the extent of Loken's betrayal. Discovering the theft, Loken sent horrific monsters after Tyr's group, but Tyr sacrificed his life to fight the creatures while his comrades escaped with the discs. His hammer was lost with him somewhere beneath the land now named in his honor: Tirisfal.

Dormant. The weapon loses the heavy and two-handed properties. The maul grants the following benefits in its dormant state:

  • You may add the following spells to your known spells or prepared spells. The spells must be of a level for which you have spell slots: aura of life, aura of vitality, cure wounds, greater restoration, heal, healing word, mass cure wounds, mass heal, mass healing word, power word heal, prayer of healing, regenerate.
  • You have advantage on concentration checks to maintain concentration on a spell.
  • Your spells that restore hit points deal radiant damage to undead instead.

Awakened. When The Silver Hand reaches an awakened state, it gains the following properties:

  • When you cast a healing spell you can choose to roll 1d20 with the spell. On a 1, the spell is lost and fails to cast. On a 20, the spell critically heals. You get to roll extra dice for the heal for the target. Roll all of the heal's dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.
  • When you target a creature other than yourself with a spell that restores hit points you also regain hit points equal to half your level (rounded down).

Exalted. When The Silver Hand Tree reaches an exalted state, it gains the following properties:

  • Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to the spell's level.
  • Your healing critically hits on a roll of 19 or 20.

Titanstrike

Weapon (Firearm), Artifact (Requires Attunement)

A peerless example of techno-magical engineering, the Titanstrike was designed by Keeper Mimiron, a titanic watcher and brilliant inventor. Securely housed in the heart of the rifle, a relic known as the Thunderspark powers the Titanstrike, harnessing the essence of storms and focusing it into concentrated blasts of energy. The rifle's power source can also be credited to Mimiron, who devised it for his comrade, Keeper Thorim, in ages past.

Dormant. The weapon has a normal range of 100 feet and a long range of 300 feet, and it has the two-handed property. It deals 2d6 lighting damage on a hit. The firearm grants the following benefits in its dormant state:

  • You gain a +l bonus to attack and damage rolls made with this magic weapon.
  • If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull the trigger. The ammunition created by the firearm vanishes the instant after it hits or misses a target.
  • You gain a beast companion that functions like a Ranger's Primal Companion, using your proficiency bonus in many places. The companion is named Hati and is detailed below.

You magically summon Hati, a supernatural worg, which draws strength from your bond. Hati is friendly to you and your companions and obeys your commands. Hati's statblock is detailed below and uses your proficiency bonus (PB) in several places. Lightning arcs off of Hati's hide.

In combat, Hati acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the attack action to command Hati to take the attack action. If you are incapacitated, Hati can take any action of its choice, not just Dodge. If you already have an animal companion, you can command your animal companion and Hati at the same time (no additional action required).

If Hati has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. Hati returns to life after 1 minute with all its hit points restored. When you finish a long rest, Hati reappears at your side.

Awakened. When Titanstrike reaches an awakened state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • Stormgod. When you hit with an attack using this weapon, the target takes an additional 2d6 lightning damage.

Exalted. When Titanstrike reaches an exalted state, it gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • While the weapon is on your person, you can use an action to cast the chain lightning spell (save DC 18). Once this property is used, it can’t be used again until the next dawn.

Hati

Large Beast, Unaligned


  • Armor Class 16 (Natural Armor)
  • Hit Points 5 + seven times your level (the beast has a number of Hit Dice [d8s] equal to your level)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+5) 18 (+4) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +6
  • Senses Passive Perception 13
  • Languages -
  • Challenge -   Proficiency Bonus your PB

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The echo makes two Bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 3 + PB) piercing damage plus 7 (2d6) lignting damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.

Truthguard and Oathkeeper

Armor (Shield) and Weapon (Longsword), Artifact (Requires Attunement)

The titanic watchers Tyr and Archaedas created this shield when their comrade, Loken, fell to corruption. They gave Truthguard to a vrykul champion who used it to expose Loken's treachery. When Tyr and his allies later stole the Discs of Norgannon and fled, the champion stayed behind and held off many of Loken's servants. A desperate Loken sent horrific monsters after Tyr, who fell in combat. In time the vrykul champion migrated to Stormheim in the Broken Isles, where the shield was eventually entombed in the Path of Kings. The longsword is called Oathkeeper.

Attunement. A creature can attune to Truthguard and Oathkeeper. Attuning to both only counts as a single item against the number of magic items you can normally attune to.

Dormant. The shield and longsword grant the following benefits in its dormant state:

  • You gain a +1 bonus to AC while wielding this shield.
  • As an action, you can shine a light in a 20-foot cone. A Shapechanger instantly reverts to its original form and can't assume a different form until the start of your next turn.
  • Oathkeeper can be drawn and stowed from Truthguard and functions as a magical longsword.

Awakened. When Truthguard and Oathkeeper reach an awakened state, it gains the following properties:

  • The shield's bonus to AC increases to +2.
  • The first time you attack with Oathkeeper on each of your turns, you can transfer some or all of the shield's bonus to your Oathkeeper, instead of using the bonus on your Armor Class that turn. For example, you could reduce the bonus to your Armor Class to +1 and gain a +1 bonus to attack and damage rolls. The adjusted bonuses remain in effect until the start of- your next turn, although you must hold the shield to gain a bonus to AC from it.

Exalted. When Truthguard and Oathkeeper reach an exalted state, it gains the following properties:

  • The shield's bonus to AC increases to +3.
  • As an action, you can release a blinding flash of light in a 20-foot cone. Each creature in that area must make a DC 17 Constitution saving throw or take damage equal to your level and be blinded until the start of your next turn on failed save or half as much damage and the creature is not blinded.

T'uure, Beacon of the Naaru

Staff, Artifact (Requires Attunement by a Spellcaster)

As beings of Holy Light, the benevolent naaru rescued the draenei from their homeworld after most of its people were transformed into demonic recruits for the Burning Legion. Demons nearly overwhelmed the fleeing draenei, but the naaru protected the refugees with this beacon crystal. T'uure channels the Light's essence into healing radiance, regenerating horrific wounds and bringing people back from the brink of death. Ultimately the crystal was lost to Legion forces on an invaded world. It hasn't been seen since.

Dormant. The staff grants the following benefits in its dormant state:

  • While holding this staff, you have advantage on saving throws against being charmed, frightened, paralyzed, petrified, poisoned, and unconscious.
  • You gain resistance to radiant damage.
  • When you hast a spell that restores hit points to a creature, you can target two creatures that are within range of the spell.

Awakened. When Light's Wrath reaches an awakened state, it gains the following properties:

  • You have advantage on concentration checks to maintain concentration on a spell.
  • While holding this staff, you are immune to being charmed, frightened, and poisoned.
  • You can cast lesser restioration and remove curse at will.

Exalted. When Light's Wrath reaches an exalted state, it gains the following properties:

  • T'uure's Light. As an action, you can magically summon an incorporeal spirit of T'uure at a point you can see within 60 feet of you. The T'uure creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance. As a bonus action, you can move the spirit up to 60 feet to a point you can see.

The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.

T'uure's spirit lends its rejuvenating energies to those nearby. Creatures in the aura have advantage on saving throws against being charmed, frightened, paralyzed, petrified, poisoned, and unconscious. If you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your level.

You can't use this property again until the next dawn.

Ulthalesh, the Deadwind Harvester

Weapon (Glaive), Artifact (Requires Attunement by a Spellcaster)

The first necrolyte to walk the world of Azeroth, Sataiel, was given this scythe by the titan Sargeras himself. It grows in power as it draws souls from its victims. The Harvester earned its name as Sataiel methodically drained all life from the hapless inhabitants of Deadwind Pass, creating a potent magical nexus there in the process. Hunting down Sataiel, the Guardian of Tirisfal turned the scythe on her, sending her soul to join those of her victims. Eventually the Dark Riders recovered the weapon and secreted it beneath the tower of Karazhan.

Dormant. The scythe grants the following benefits in its dormant state:

  • While holding this scythe, you gain a +1 bonus to spell attack rolls, and your spell save DC increases by 1.
  • You gain resistance to necrotic damage.
  • When you deal necrotic damage you may add your proficiency bonus to the damage dealt.

Awakened. When Ulthalesh, the Deadwind Harvester reaches an awakened state, it gains the following properties:

  • The weapon's bonus to spell attack rolls increases to +2 and the weapons bonus to your spell save DC increases to +2.
  • Soul Harvest. Whenever a spell you cast reduces a creature within 60 feet of you to 0 hit points, the scythe traps its soul, unless it is a construct or an undead. While a soul is trapped, the dead humanoid it came from can’t be revived.

Exalted. When Ulthalesh, the Deadwind Harvester reaches an exalted state, it gains the following properties:

  • The weapon's bonus to spell attack rolls increases to +3 and the weapons bonus to your spell save DC increases to +3.
  • You may add the following spells to your known spells or prepared spells. The spells must be of a level for which you have spell slots: blight, circle of death, destructive wave (necrotic only), finger of death, harm, inflict wounds, negative energy flood, shadow of moil, spirit guardians (necrotic only), vampiric touch.
  • Reap Soul. While you have a soul inside the scythe, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends.

Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.

Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.

Verus

Weapon (Warglaive), Artifact (Requires Attunement)

These warglaives belong to the former demon hunter Varedis Felsoul. Once a member of the Illidari and a sworn enemy of the Burning Legion, he was slain at the Black Temple. After the Legion's leader, Kil'jaeden, revived him in the Twisting Nether, Varedis surrendered to the demon within him, forsaking his mortality. In the process, he and his warglaives were infused with great power by Kil'jaeden's eredar allies. The weapons are named Verus and Muramas. As a set they are known as the Twinblades of the Deceiver.

Properties if Verus: You gain the following benefits:

Attunement. A creature can attune to Verus and Muramas. Attuning to both only counts as a single item against the number of magic items you can normally attune to.

Dormant. This weapons is a warglaive, and deals 1d8 damage, and has the finesse property. You are proficient with this weapon as long as you are attuned to it. The warglaive grants the following benefits in its dormant state:

  • You gain a +l bonus to attack and damage rolls made with this both of these magic weapons.
  • When you hit with an attack using this weapons, the target takes an additional 1d6 necrotic damage.

Awakened. When Verus reaches an awakened state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +2.
  • The warglaive gains the Thrown (range 30/120) property. Immediately after the attack, the weapon flies back to your hand.

Exalted. When Verus reaches an exalted state, they gains the following properties:

  • The weapon's bonus to attack and damage rolls increases to +3.
  • You can attack twice, instead of once, whenever you use a bonus action to attack with a different melee weapon that you're holding in the other hand.

Properties of Verus and Muramas: If you are attuned to both Verus and Muramas, you gain the following additional benefits:

Dormant. The Twinblades of the Deceiver grant the following benefits in their dormant state:

  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Exalted. When the Twinblades of the Deceiver reach an exalted state, they gains the following properties:

  • Cleave. When you attack with the warglaives you can target an additional creature that is within 5 feet of the original target. Make a melee attack roll against both creatures, dealing full damage to a creature you hit.

Xal'atath, Blade of the Black Empire

Weapon (Dagger), Artifact (Requires Attunement by a Spellcaster)

Xal'atath is truly ancient, dating back to the time of the Old Gods' Black Empire. Theories abound as to the nature of its creation: the more outlandish claim that the blade is the remains of a forgotten Old God who was consumed by its kin, while other theories state it is the claw of Y'Shaarj itself. Whatever the truth of its origin, the blade is infused with the Old Gods' power. Legends state that it can even grant its wielder visions of the Black Empire, though doing so inevitably drives the viewer mad.

Sentience. The Xal'atath is a sentient chaotic evil weapon with an Intelligence of 26 , a Wisdom of 21, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Deep Speech and Common.

Personality. A manipulative old god named Xal'atath lives within the Blade of the Black Empire. The old yearns to be free, but will remain in the blade to further the goals of the void lords if necessary. It learns its wielder's principles, then uses those ideals to encourage reckless action. The dagger whispers plans to give the user more power, but corrupt them as well.

Dormant. The dagger grants the following benefits in its dormant state:

  • You can speak, read, and write Deep Speech.
  • While holding this staff, you gain a +1 bonus to spell attack rolls, and your spell save DC increases by 1.
  • Secrets of the Void. You may add the following spells to your known spells or prepared spells. The spells must be of a level for which you have spell slots: armor of agathys, arms of hadar, crown of madness, hunger of hadar, Raulothim's psychic lance, summon aberration, Tasha's otherworldly guise, power word: pain, maddening darkness, weird.
  • When you cast a spell from this dagger you are subject to a short-term madness.

Awakened. When Xal'atath, Blade of the Black Empire reaches an awakened state, it gains the following properties:

  • The weapon's bonus to spell attack rolls increases to +2 and the weapons bonus to your spell save DC increases to +2.
  • Void Torrent. As an action you can unleash a torrent of void energy at a creature you can see within 120 feet of you. The creature must make a DC 17 Dexterity saving throw taking 4d6 psychic damage, 4d6 necrotic damage, and the creature suffers from a short-term madness on a failed save. On a successful save the creature takes half as much damage and doesn't suffer from any madness effect. The psychic damage for this property increases by 2d6 for each madness effect on you to a maximum of 10d6. Additionally, you are not effected by the madness effects on you for 1 hour. You can't use this property again until the next dusk.
  • When you fall to 0 hit points you are subject to a long-term madness.

Exalted. When Xal'atath, Blade of the Black Empire reaches an exalted state, it gains the following properties:

  • The weapon's bonus to spell attack rolls increases to +3 and the weapons bonus to your spell save DC increases to +3.
  • You are subject to an indefinite madness.
  • Xal'atath can cast the protection from evil and good, mage armor, and mirror image spells on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to.

Magic Items

Aegis of Aggramar

Armor (Shield), Artifact (Requires Attunement)

The Aegis of Aggramar is one of the Pillars of Creation, once used to defend Azeroth's young world-soul from madness and corruption. The shield appears as a shield split down the middle with energy flowing between, and runes and constellation markings decorating each half.

Magical Focus. The Aegis of Aggramar grants a +3 bonus to your AC. Additionally, you can use the Aegis of Aggramar as a spellcasting focus for your spells.

Random Properties. The Aegis of Aggramar has the following random properties:

  • 1 minor beneficial property
  • 2 major beneficial property

Protection Order. You can cast the following spells (Spell save DC 20): aura of life (4/day), aura of vitality (4/day), death ward (4/day), holy aura (1/day), protection from energy (5/day).

You can cast the following spells at will: protection from poison, protection from evil and good, sanctuary, shield of faith

Protection From Corruption. While you wield the shield you are immune to being charmed or feared. Additionally, you are immune to any effects from madness.

Aegis Protection. As an action you can activate the shield's protective power creating a barrier around you and allies within 10 feet of you. Each creature of your choice within that area have three-quarters cover and gain a +3 bonus to their AC (excluding you). You instead gain resistance to all damage. This effect lasts until the start of your next turn or until you willingly move 5 or more feet.

Andonisus, Reaper of Souls

Weapon (Longsword), Legendary (Requires Attunement)

The sword Andonisus was once the chosen weapon of Atiesh the personal hand of Sargeras, before the mighty demon was trapped in the staff named after him by the Guardian, Medivh.

Demon's Blade. Andonisus, Reaper of Souls is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes two additional weapon damage dice.

Reap Soul. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Andonisus, Reaper of Souls can be restored to life only by a wish spell.

When it devours a soul, Andonisus, Reaper of Souls grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Andonisus, Reaper of Souls in hand, you have advantage on attack rolls, saving throws, and ability checks.

Anu-Azshara, Staff of the Eternal

Staff, Legendary (Requires Attunement by a Spellcaster)

The staff is named after Tarecgosa, the blue dragon that gave her body to protect Kalecgos and to see the Blue dragonflight's new aspect debate come to an end. Her essence resides within the staff.

Magic Weapon. This staff grants a +3 bonus to spell attack rolls and to the saving throw DCs of spells you cast

Potency. When you cast a spell of 1st level of higher you gain a charge of Potency or you can instead expend a charge of potency to cast the spell at one level higher than the expended spell slot. You can have a total of 3 charges of Potency. When you drop be half your hit point maximum you can choose to expend all Potency charges to detonate your stored energy. Each creature within 10 feet of you must make a DC 17 Dexterity saving throw or take damage equal to your level for each charge of Potency.

Ashjra'kamas, Shroud of Resolve

Wondrous Item, Artifact (Requires Attunement)

Ashjra'kamas, Shroud of Resolve is a cloak designed to protect the wearer from mental intrusion and especially from the effects of madness. It was created to fight against aberrations and Old Gods.

Protection from Madness. You have immunity to the charmed and frightened conditions. Additionally, you are immune to the effects of madness.

Mind Shield. While wearing this cloak, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the cloak to become invisible until you use another action to make it visible, until you remove the cloak, or until you die.

Atiesh, Greatstaff of the Guardian

Staff, Legendary (Requires Attunement by a Spellcaster)

The staff is named after Tarecgosa, the blue dragon that gave her body to protect Kalecgos and to see the Blue dragonflight's new aspect debate come to an end. Her essence resides within the staff.

Magic Weapon. This staff grants a +3 bonus to spell attack rolls and to the saving throw DCs of spells you cast

Magic Battery. The staff has 30 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.

Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. The staff cannot have more than 30 charges. Once you have used this property you cannot do so again for 6 hours.

Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: dispel magic (3 charges), fireball (7th-level version, 7 charges), ravenous void (12 charges), blade of disaster (12 charges), invisibility (2 charges), reality break (10 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), disintegrate (6 charges), or magic missile (2 charges).

You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.

Spell Empowerment. When you cast a spell of 1st level or higher that deals damage, you can roll the damage twice and take either result. Additionally, creatures cannot have advantage on saving throws against spells you cast.

Unending Power. When you cast a spell of 1st level or higher while holding this staff, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dawn.

Axe of Cenarius

Weapon (Greataxe), Legendary (Requires Attunement)

The Axe of Cenarius is a two-handed, magical wooden axe crafted by Malfurion Stormrage, under the direction of the demigod Cenarius, during the War of the Ancients.

Magic Weapon. The Axe of Cenarius is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes two additional weapon damage dice.

Blessed by Kalimdor. The Axe of Cenarius ignores resistances and immunities to damage dealt by this weapon.

Disc of Norgannon

Wondrous Item, Artifact (Requires Attunement)

The Disc of Norgannon is a powerful artifact which was created to transcribe the history in Azeroth as it unfolded. The disc appears as a large platinum disc with a runic etchings in the shape of a star in a circle. The etchings change depending on the knowledge sought by the wielder.

Magical Focus. The Disc of Norgannon grants a +3 bonus to spell attack rolls and to the saving throw DCs of spells you cast. Additionally, you can use the Disc of Norgannon as a spellcasting focus for your spells.

Random Properties. The Disc of Norgannon has the following random properties:

  • 1 minor beneficial property
  • 2 major beneficial property

Historical Accuracy. The discs can be used to identify things that have occurred on the world. You have advantage on Intelligence (History) checks. Additionally, you can cast the following spells at will: identify, legend lore

Spell Knowledge. A spellcaster can use the Disc of Norgannon to learn spells of their choosing, regardless of class. Choose four spells from any class. A spell you choose must be of a level you can cast or a cantrip.

The chosen spells count as spells for class for you and do not count against your number of spells known.

Dragonwrath, Tarecgosa's Rest

Staff, Legendary (Requires Attunement by a Spellcaster)

The staff is named after Tarecgosa, the blue dragon that gave her body to protect Kalecgos and to see the Blue dragonflight's new aspect debate come to an end. Her essence resides within the staff.

Magic Weapon. This staff grants a +2 bonus to spell attack rolls and to the saving throw DCs of spells you cast.

Spell Duplication. When you cast a spell of 1st level or higher roll a d20. On a roll of 19 or higher, Dragonwrath, Tarecgosa's Rest duplicates the spell as if by the Sorcerer's Twinned Spell metamagic.

Draconic Transformation. As an action while you wield this staff, you can transform into an adult dragon of your choice. The transformation lasts for 1 hour. Any equipment you are wearing or carrying melds into your new form or falls to the ground (your choice). For the duration, you use the game statistics of the adult dragon instead of your own, but you retain your languages, personality, memories, and your Intelligence, Wisdom and Charisma ability scores. You can’t use a dragon’s Change Shape or its legendary or lair actions. Once you have used this property you cannot do so again until 7 days have passed.

Elun'tara, Bow of the High Priestess

Weapon (Longbow), Legendary (Requires Attunement)

This legendary bow of Tyrande Whisperwind, which is said to have not left her side in thousands of years.

Magic Weapon. Elun'tara, Bow of the High Priestess is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. Elun'tara, Bow of the High Priestess critically hits on a roll of 19 or 20. Elun'tara, Bow of the High Priestess has 5 charges. While holding the longbow, you can expend some of its charges to use one of the properties:

Marked By the Moon. When you hit a creature with a ranged weapon attack, you can expend 2 charges to mark the creature. The creature is outlined in blue, green, or violet light (your choice). Until the start of your next turn, outlined creatures shed dim light in a 10-foot radius.

Any attack roll against an outlined creature has advantage if the attacker can see it.

Revealing Shot. As part of an attack when you take the attack action you can expend 1 charge to fire a Revealing arrow at a location you can see within the longbow's short range. Each creature a within 20-foot radius of the location must make a DC 17 Constitution saving throw or be unable benefit from being invisible. You can use this property twice, regaining expended used daily at dusk.

Eye of Aman'Thul

Wondrous Item, Artifact (Requires Attunement)

The Eye of Aman'Thul is one of the Pillars of Creation, and it came from the titan Aman'Thul. The Eye can channel immense amounts of arcane magic and has power over space-time, having shown the ability to create massive portals and grant those using it powerful temporal magic. The Eye of Aman'Thul appears as as two rune engraved rings that float begin to spin when in use.

Magical Focus. The Eye of Aman'Thul grants a +3 bonus to spell attack rolls and to the saving throw DCs of spells you cast. Additionally, you can use the Eye of Aman'Thul as a spellcasting focus for your spells.

Random Properties. The Eye of Aman'Thul has the following random properties:

  • 1 minor beneficial property
  • 2 major beneficial property

Hidden Power. The rings can be hidden as a two rings of runes tattooed on your body in a cross pattern or revealed again as a bonus action.

Space-Time Control. You can cast the following spells (Spell save DC 20): banishment (3/day), dimension door (3/day), haste (5/day), commune with nature (1/day), magnify gravity (5/day), dark star (1/day), slow (5/day), temporal shunt (3/day).

You can cast the following spells at will: bless, bane, gift of alacrity

Time Warp. As an action you gain the effects of a long rest. Once this property has been used, it cannot be used again for 7 days.

Foresight. As a bonus action you gain the effects of the foresight spell until the start of your next turn. Once this property has been used, it cannot be used again until the next dawn.

Fandral's Flamescythe

Staff, Very Rare (Requires Attunement by a Druid)

The magical staff of Fandral Staghelm, given to him by the Fire Lord, Ragnaros when the druid defected to Ragnaros's side.

This staff grants a +1 bonus to spell attack rolls and to the saving throw DCs of spells you cast.

Flaming Body. When you use your wild shape, your wild shape form is wreathed in flame. You have resistance to fire damage and creature that touches you or hits you with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.

Fearbreaker

Weapon (Warhammer), Legendary (Requires Attunement)

Fearbreaker is an ancestral hammer of the Bronzebeard clan. The Light seems to flow through its wielder from the weapon. Gleaming as bright as the day it was made although it was quite old. The head was silver, wrapped in intersecting bands of gold that had runes etched into it. Small gems dotted it here and there. It was altogether a thing of beauty and power. The weapon chooses who can attune to it and who can't. It desires a wielder who embodies kindness and mercy.

Attunement. The warhammer allows you to attune to it immediately, without having to take a short rest.

Magic Weapon. Fearbreaker is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. Fearbreaker deals an extra 11 (2d10) radiant damage. While you wield Fearbreaker, you are immune to the frightened condition.

Light's Blessing. The hammer can cast the following spells once per day: cure wounds, heal, lesser restoration, greater restoration, regenerate.

Fogbreaker, Light of the Sea

Wondrous Item, Legendary (Requires Attunement)

Fogbreaker is a relic of the Kul Tiras admiralty, created to guide ships home, but the light reveals more than just the darkness.

Magical Focus. The lantern grants a +2 bonus to spell attack rolls and to the saving throw DCs of spells you cast. Additionally, you can use the Fogbreaker as a spellcasting focus for your spells.

Lantern's Light. Fogbreaker can function both as a hooded lantern or a bullseye lantern, switching which is active as a bonus action. The light cast by the lantern functions as truesight for wielder.

Deduct the time the light is on, in increments of 1 minute, from the lantern's maximum duration of 10 minutes. After 10 minutes of use, the lantern ceases to function. For every uninterrupted period of 12 hours, the lantern goes unused, it regains 5 minutes of duration.

Frostmourne

Weapon (Greatsword), Artifact (Requires Attunement)

The fabled moruneblade wielded by Arthas Menethil, the Lich King. Once he was a righteous paladin and prince of his kingdom. When an undead threat sought to bring his kingdom to ruin the young prince became consumed by vengeance. That vengeance led to desperation which eventually led to desperation and the prince hunting down a weapon of legend, Frostmourne. However, this turned out to be a trap, and when he grabbed the blade, his soul would be claimed by the Lich King. He would go on to bring multiple kingdoms to ruin before he finally merged with his master becoming the feared true Lich King.

Frostmourne was said to have been the greatest mournblade ever created by the Primus, the ruler of the plane of Maldraxxus.

Undying Resistance. You have resistance to necrotic damage.

Devour Soul. Whenever you use Frostmourne to reduce a creature to 0 hit points, the sword slays the creature devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Frostmourne can be restored to life only by a wish spell or by shattering the Frostmourne and casting true ressurection.

When it devours a soul, Frostmourne grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Frostmourne in hand, you have advantage on attack rolls, saving throws, and ability checks.

Soul Hunter. While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened.

Random Properties. Frostmourne has the following random properties:

  • 1 minor beneficial property
  • 1 major beneficial property
  • 1 major detrimental property

Soul Render. Frostmourne is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. Frostmourne deals an extra 16 (3d10) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Fury of Frostmourne. As an action you create a blast of necrotic energy. Each creature of your choice within 15 feet of you must make a DC 15 Constitution saving throw. On a failed save the creature takes an amount of necrotic damage equal to your level. You can create a new blast of necrotic energy as your action on any turn for 1 minute. You must concentrate on this effect as if concentrating on a spell. Once you have used this property you cannot use it again until the next dusk.

Cursed Connection. While you are attuned to Frostmourne the Lich King can see and hear as if it was in your space. The Lich King can cast dominate monster on you once per day. If you drop to 0 hit points Frostmourne devours your soul and the Lich King gains control of your body. A creature cannot willingly end it's attunement to Frostmourne while the Lich King is alive. Additionally, a creature cannot willingly use a different weapon while attuned to Frostmourne.

Pervasive Evil. Evil pervades Frostmourne as the Lich King slowly enforces his will on the wielder. At the end of each long rest taken while attuned to Frostmourne, if you aren't evil you must make a DC 10 Wisdom saving throw. On a failed save, your alignment changes to evil. The change becomes permanent if the creature doesn't slay the Lich King within 1d20 days. Otherwise, the creature’s alignment reverts to normal after one day after the Lich King's death. Casting the dispel evil and good spell on the creature also restores its original alignment.

Fyr'alath the Dreamrender

Weapon (Greataxe), Legendary (Requires Attunement)

The embodiment of the once primordial fire, made for the primordial dragon imbued with elemental fire, Fyrakk the Blazing. The axe was forged by Igira in Zaralek Cavern for Fyrakk, enchanted by Druids of the Flame, infused with Smolderon's essence, and imbued with shadowflame. It allowed Fyrakk to open tears into the Emerald Dream, hence how it earned its name.

Magic Weapon. You gain a +3 bonus to attack and damage rolls made with this magic weapon. The weapon deals an extra 2d6 fire damage on a hit.

Mark of Fyr'alath. When you hit a creature with Fyr'alath, that creature gains a mark of Fyr'alath. Each creature can only have one mark of Fyr'alath. A marked creature takes 1d6 fire damage and 1d6 necrotic damage at the start its next turn, and at the start of subsequent turns for the next four turns (5 turns total). Upon using the Rage of Fyr'alath property of this weapon, all marks on all creatures are consumed and end immediately. Fire streaks toward Fyr'alath empowering it. You do 1 extra fire damage for each mark consumed in this way until the start of your next turn.

Rage of Fyr'alath. You charge a creature you can see within 30 feet of you, making one attack roll against each enemy creature within 5 feet of you at any point in those 30 feet of movement. Upon reaching the target creature, you can make up to three attacks against that creature using Fyr'alath. Once this property is used, it can't be used again until the next dawn.

Dream Render. You can cast the plane shift spell as an action. Once this property is used, it can't be used again until the next dawn.

Golad, Twilight of Aspects

Weapon (Dagger), Legendary (Requires Attunement)

Terribly powerful daggers created by the Wrathion out of his own father, Deathwing, the Aspect of the Black Dragonflight. Each is imbued with the Deathwing's overwhelming power and even some of his madness. The first of the daggers is known as Golad, Twilight of Aspects, while the pair together is known as the Fangs of the Father.

Properties of Golad, Twilight of Aspects. You gain the following benefits:

Magic Weapon. Golad, Twilight of Aspects is a magic weapon that grants a +2 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 1d6 fire damage.

Draconic Descent. You can use your Reaction when you fall to reduce any falling damage you take by an amount equal to four times your level.

Fanged Pair. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Properties of the Fangs of the Father. If you are attuned to both Golad, Twilight of Aspects and Tiriosh, Nightmare of Ages, you gain the following additional benefits:

Attunement. A creature can attune to Golad, Twilight of Aspects and Tiriosh, Nightmare of Ages. Attuning to both only counts as a single item against the number of magic items you can normally attune to.

Shadows of the Destroyer. When you hit a creature with Golad, Twilight of Aspects or Tiriosh, Nightmare of Ages roll 1d20. On a 20, your Dexterity increases by 1. Any bonus to your Dexterity granted by either Golad, Twilight of Aspects or Tiriosh, Nightmare of Ages lasts for 1 hour (from when you first gained the bonus). You can release your empowered Dexterity as an action. Your Dexterity score immediately returns to its normal amount and hit you score against a creature with Golad, Twilight of Aspects or Tiriosh, Nightmare of Ages is a critical hit.

Gorehowl

Weapon (Greataxe), Legendary (Requires Attunement)

Gorehowl is the legendary two-handed axe of the Hellscream family of orcs. The weapon was famously wielded by Grommash Hellscream, chieftain of the Warsong clan, and was later also held by his son and heir, Garrosh, Warchief of the Horde. Gorehowl is a famous weapon. The sharply curved axe head, with an intricate series of grooves in it, is massive, well worn, and permanently stained with old blood. Its wickedly curved blade has two notches in it, and many small holes in the head near the handle. When swung, the notches causes the axe to "sing" its own battle cry, just as Grom once did, which gave the weapon its name. The skull on the blade is believed to be that of a slain goren.

Singing Blade. Gorehowl grants a +2 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an additional weapon damage dice. Attacks made with this cause an audible "song" as it whistles through the air that is audible out to 90 feet.

Gronn Strength. Your Strength score is 22 while you wield Gorehowl. They have no effect on you if your Strength is 22 or higher without them.

Warsong. When you score a critical hit with Gorehowl, all friendly creatures within 90 feet of you who are not deafened are emboldened. The effected creatures next ability check, attack roll, or saving throw is made at advantage.

Hammer of Khaz'goroth

Weapon (Warhammer), Artifact (Requires Attunement)

The Hammer of Khaz'goroth is one of the Pillars of Creation, which forged ancient wonders and shaped the earth itself. The hammer appears as a large turquoise hammer banded in strange metal and runes engraved along the crystal hammer head.

Magical Focus. The Hammer of Khaz'goroth grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an additional weapon damage dice.

Random Properties. The Hammer of Khaz'goroth has the following random properties:

  • 1 minor beneficial property
  • 2 major beneficial property

Shape Earth. You can cast the following spells (Spell save DC 20): earthquake (1/day), erupting earth (5/day), flesh to stone (3/day), stoneskin (3/day), wall of stone (3/day).

You can cast the following spells at will: earth tremor, earthbind, maximillian's earth grasp, meld into stone, stone shape

Sunder. As an action you can make a melee attack against a creature within range. On a hit, the creature takes normal damage, and its armor or protection is sundered. The creature's AC cannot be higher than 10 + the creature's Dexterity modifier + a shield bonus, even if the creature has natural armor. This effect lasts until the start of your next turn. Once this property has been used it cannot be used again until the next dawn.

Boulder Toss. Once per round, as part of an attack when you take the attack action you can make a ranged attack roll using your Strength modifier. On a hit the creature takes (2d10 + your Strength modifier) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.

Heart of Azeroth

Wondrous Item, Artifact (Requires Attunement)

The Heart of Azeroth is an artifact medallion, entrusted to only the worthiest of heroes by Magni Bronzebeard, as a gift from Azeroth herself to the world's protectors. The heart appears as a intricate golden necklace with a gold and turquoise gemstone in the middle. When in use golden cracks appear in the gemstone as power flows from the amulet.

Magical Focus. The Heart of Azeroth grants a +3 bonus to spell attack rolls and to the saving throw DCs of spells you cast. Additionally, you can use the Heart of Azeroth as a spellcasting focus for your spells.

Random Properties. The Heart of Azeroth has the following random properties:

  • 1 minor beneficial property
  • 2 major beneficial property

Life Force. Your hit point maximum increases by an amount equal to twice your level while you wear the Heart of Azeroth. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. If you unattune to the Heart of Azeroth your maximum hit points decreases by an amount equal to twice your level.

Empowerment. One ability score of your choice is 22 while you wear the Heart of Azeroth. It has no effect on you if your chosen ability score is 22 or higher without it.

Spell Store. You can store a spell in the heart. Whenever you finish a long rest, you can touch the heart and you store a spell in it, choosing a spell of 8th-level or lower from your spell list that requires 1 action to cast (you needn't have it prepared).

While holding the heart, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the heart until it's been used a number of times equal to your Constitution modifier or until you use this feature again to store a spell in an object. The spell can only be cast once, regaining use of the spell daily at dawn.

Dragon Soul. The Heart of Azeroth can be blessed by the Aspect Dragons of each dragonflight, gaining the following additional properties:

Black Dragonflight: Legendary Resistance (1/day). If you fail a saving throw, you can choose to succeed instead.

Blue Dragonflight: Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Bronze Dragonflight: Borrowed Time. At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and doubling your speed until the end of the turn. On a 4–6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can reroll the check and take either result. Once you use this feature of the Heart of Azeroth, it cannot be used again until the next dawn.

Green Dragonflight: Dream Self. While wearing the Heart of Azeroth, you regain 1d6 Hit Points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the Heart of Azeroth causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Red Dragonflight: Life-Bind. The first time you would drop to 0 Hit Points as a result of taking damage, you instead drop to 1 hit point. Additionally, you have advantage on death saving throws.

Helm of Domination

Wondrous Item, Artifact (Requires Attunement)

The Helm of Domination was a magical, ornate helm (or crown) infused with the power of Domination and worn by the Lich King to control the Undead Scourge.

Protection. You gain a +3 bonus to Armor Class while the helm is on your head.

Random Properties. The Heart of Azeroth has the following random properties:

  • 1 minor detrimental property
  • 2 major beneficial property
  • 1 major detrimental property

Spells. The helm has 10 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), create undead (6 charges), danse macabre (5 charges), finger of death (3 charges), power word kill (4 charges), speak with dead (1 charge), or summon undead (3 charges). The wand regains 1d4 + 3 expended charges daily at dawn.

While attuned to the helm, the Lick King or a follower blessed by them can cast each of the wand's spells using 2 fewer charges (minimum of 0).

Justice of the Grave. While you are wearing the helm, you can use an action to conjure skeletons and zombies, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can't use it again until the next dawn.

Cursed Connection. While you are attuned to Helm of Domination the Lich King can see and hear as if it was in your space. The Lich King can cast dominate monster on you once per day. Upon equipping the helm, the Lich King gains control of your body if it chooses. A creature cannot willingly end it's attunement to Helm of Domination while the Lich King is alive.

Pervasive Evil. Evil pervades Helm of Domination as the Lich King slowly enforces his will on the wielder. At the end of each long rest taken while attuned to Helm of Domination, if you aren't evil you must make a DC 10 Wisdom saving throw. On a failed save, your alignment changes to evil. The change becomes permanent if the creature doesn't slay the Lich King within 1d20 days. Otherwise, the creature’s alignment reverts to normal after one day after the Lich King's death. Casting the dispel evil and good spell on the creature also restores its original alignment.

Kingsmourne

Weapon (Greatsword), Artifact (Requires Attunement)

Kingsmourne is the newest mourneblade, created from the legendary Shalamayne sword. Like all mourneblades, Kingsmourne is able to rend soul from body and devour it and is engraved with the runes of Domination allowing the creator, the Jailer, to dominate the wielder. While powerful, it is not as strong as Frostmourne.

Kingsmourne however, retains its ability to split into two longswords, the original Ellemayne and Shalla'tor, however both are now functioning, weaker, mourneblades.

Undying Resistance. You have resistance to necrotic damage.

Devour Soul. Whenever you use Kingsmourne to reduce a creature to 0 hit points, the sword slays the creature devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Kingsmourne can be restored to life only by a wish spell or by shattering the Kingsmourne and casting true ressurection.

When it devours a soul, Kingsmourne grants you temporary hit points equal to half the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Kingsmourne in hand, you have advantage on attack rolls, saving throws, and ability checks.

Soul Hunter. While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened.

Random Properties. Kingsmourne has the following random properties:

  • 1 minor beneficial property
  • 1 major beneficial property
  • 1 major detrimental property

Soul Render. Kingsmourne is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. Kingsmourne deals an extra 11 (2d10) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Weapon Switch. Kingsmourne can be separated to make two longswords or combined back into a greatsword as a bonus action. You have advantage on the first melee attack made with these weapons after switching. While split into two longswords you gain the following benefits:

  • Each longsword has a grants a +2 bonus to attack and damage rolls made with it and deals an extra 5 (1d10) necrotic damage.
  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Cursed Connection. While you are attuned to Kingsmourne the Jailer can see and hear as if it was in your space. The Jailer can cast dominate monster on you once per day. If you drop to 0 hit points Kingsmourne devours your soul and the Jailer gains control of your body. A creature cannot willingly end it's attunement to Kingsmourne while the Jailer is alive. Additionally, a creature cannot willingly use a different weapon while attuned to Kingsmourne.

Quel'Delar

Weapon (Longsword), Legendary (Requires Attunement)

Quel'Delar, the Sister Blade is a prismatic blade forged by the night elves and the five dragonflights along with its sibling, Quel'Serrar. Quel'Delar serves as an idol of opposition against the Scourge, and the elven factions of Dalaran would therefore like to see the blade play a pivotal role in the assault on Icecrown Citadel.

Magic Weapon. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Quel'Delar the finesse property.

Defender. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Prismatic Blade. Quel'Delar deals an extra 6 (1d12) damage of your choice of the following damage types: acid, cold, fire, lightning, poison, or thunder damage.

Quel'Serrar

Weapon (Longsword), Legendary (Requires Attunement)

Quel'Serrar ('high blade' in Thalassian) is an ancient blade, forged by night elves and five dragonflights long ago and gifted to the kaldorei. Its twin, Quel'Delar, was similarly gifted to the quel'dorei. For thousands of years, Quel'Serrar has been kept in the care of the Shen'dralar Ancients, waiting for one capable of restoring the blade. The blade is now rumored to be borne by a new master.

Magic Weapon. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Quel'Serrar critically hits on a roll of 19 or 20.

Defender. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Prismatic Blade. Quel'Serrar deals an extra 6 (1d12) damage of your choice of the following damage types: acid, cold, fire, lightning, poison, or thunder damage.

Rae'shalare, Death's Whisper

Weapon (Longbow), Legendary (Requires Attunement)

This legendary bow of Sylvanas Windrunner, corrupted with necrotic energies just as she was when she was slain by Frostmourne.

Magic Weapon. Rae'shalare, Death's Whisper is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 2d6 necrotic damage.

Shadowforge. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.

Wailing Shot. As part of an attack when you take the attack action you can fire a Wailing Arrow. On a hit the target creature and any creature within 15 feet of the target take 4d10 necrotic damage. Additionally a 15-foot radius sphere is created and any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. This sphere last until the start of your next turn. Once you have used this property you cannot use it again until you take a short or long rest.

Remornia

Weapon (Longsword), Legendary (Requires Attunement)

Remornia is the sentient blade of Sire Denathrius. It is similar in nature to Vorpalia, the blade of Prince Renathal. Remornia is seen in Revendreth accompanying its master.

Magic Weapon. Remornia is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 1d8 necrotic damage.

Flying Sword. You can releases Remornia to hover magically in an unoccupied space within 5 feet of yourself. If you can see Remornia, you can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to you hand. If Remornia is targeted by any effect, you are considered to be holding it.

Sentience. Remornia is a sentient neutral evil weapon with an Intelligence of 15, a Wisdom of 10, and a Charisma of 21. She has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common and Undercommon, and can communicate with her wielder telepathically. Her voice is bears an otherworldly echo. While you are attuned to it, Remornia also understands every language you know.

Personality. Remornia speaks with an harsh and reproachful tone, against others, but for her wielder she speaks with a slight reverence.

Remornia enjoys the act of butchering and killing, reveling in causing pain to others. However, she will adhere to the will of her wielder. When angered she will often ask for permission to "chop them into itty-bitty pieces!", "teach them a very pointy lesson", or even "bathe in their torment".

Scythe of Argus

Weapon (Glaive), Artifact (Requires Attunement)

The Scythe of Argus is the personal weapon of Argus the Unmaker, which represents the eventual end of all things. The scythe appears as if a constellation frozen in a crystal in the shape of a scythe, and then banded with gold. Negative energy seems off the blade of the scythe.

Edge of Obliteration. The Scythe of Argus grants a +3 bonus to attack and damage rolls made with it. The scythe deals an additional 2d6 necrotic damage on a hit. If this damage reduces a creature or object to 0 hit points, the target is reduced to dust. A creature reduced to dust can be restored to life only by a true resurrection or wish spell.

Random Properties. The Scythe of Argus has the following random properties:

  • 1 minor beneficial property
  • 1 major beneficial property
  • 1 major detrimental property

Shape Earth. You can cast the following spells (Spell save DC 20): blight (3/day), circle of death (1/day), contagion (1/day), finger of death (1/day), harm (1/day).

You can cast the following spells at will: cause fear, false life, gentle repose, speak with dead, vampiric touch

Death Well. The first time you or creatures of your choice within 60 feet of you would drop to 0 hit points as a result of taking damage, that creature instead drops to 1 hit point, and gains temporary hit points equal to five times your level. Once a creature has benefited from this property it cannot benefit from it again for 7 days.

Unmake. When you use this action, make a melee attack against a creature of your choice. That creature must make a DC 20 Constitution saving throw. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 10d10 necrotic damage. If this damage reduces a creature or object to 0 hit points, the target is reduced to dust. A creature reduced to dust can be restored to life only by a true resurrection or wish spell. Once you have used this property, it cannot be used again for 7 days.

Shadowmourne

Weapon (Battleaxe), Legendary (Requires Attunement)

Shadowmourne is a rune weapon forged to equal and rival the legendary Frostmourne in power, however, it is not a true morneblade. Carved from Arthas Menethil's own hammer, Light's Vengeance and imbued with the unspeakable power of the Frozen Throne, this terrible weapon was created to defeat an even greater evil.

Magic Weapon. Shadowmourne is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 1d8 cold damage and 1d8 necrotic.

Death Touched. While wielding this weapon you have resistance to necrotic damage and advantage on death saving throws.

Soul Eater. Whenever you use Shadowmourne to deals damage to a creature the creature must make a DC 13 Constitution saving throw or have the axe carves a part of the creatures soul into a fragment reducing the creature's Strength score by 1 and increasing your Strength score by 1 (to a maximum of 25). A Construct or an Undead is immune to this property. A creature brought to 0 Strength dies instantly.

Any bonus to your Strength granted by Shadowmourne lasts for 1 hour (from when you first gained the bonus). You can release your empowered Strength as an action. Your Strength score immediately returns to its normal amount and you cast the spirit guardians (necrotic only) at 6th level. You do not need to concentrate on the spell to maintain it. Once you have cast spirit guardians in this way, you cannot do so again until the next dusk.

Dark Connection. You can hear whispers from the Lich King, regardless of if the Lick King is alive or dead.

Shallamayne

Weapon (Greatsword), Legendary (Requires Attunement)

Shalamayne was a legendary sword, the result of two night elven blades, Shalla'tor and Ellemayne, that were magically fused.

Weapon Switch. Shalamayne can be separated to make two longswords (Shalla'tor and Ellemayne) or combined back into a greatsword (Shalamayne) as a bonus action. You have advantage on the first melee attack made with these weapons after switching. While split into two longswords you gain the following benefits:

  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Reactive Parry. When you are the target of an melee attack you can use your reaction to use the Weapon Switch property and cause the triggering attack to be made at disadvantage.

Properties of Ellemayne. Ellemayne is a magic weapon that grants a +2 bonus to attack and damage rolls made with it. Ellemayne deals an extra 5 (1d10) fire damage. Ellemayne has the finesse property.

Properties of Shalla'tor. Shalla'tor is a magic weapon that grants a +2 bonus to attack and damage rolls made with it. Shalla'tor deals an extra 5 (1d10) lightning damage. Shalla'tor has the finesse property.

Properties of Shalamayne. Shalamayne is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. Shalamayne deals an extra 11 (2d10) radiant damage. Shalamayne scores a critical hit on a roll of 19 or 20.

Sulfuras, Hand of Ragnaros

Weapon (Maul), Legendary (Requires Attunement)

Ragnaros the Firelord was the incredibly powerful Elemental Lord of Fire. After being summoned to Azeroth by Sorcerer-Thane Thaurissan, he took control of Blackrock Mountain and ruled there for more than two hundred years over his minions from deep inside its fiery core. His personal weapon was the legendary Sulfuras, and looks as if it was forged of pure magma.

Fire Lord's Hammer. Sulfuras, Hand of Ragnaros is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 2d8 fire damage.

Flaming Body. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 5 (1d10) fire damage.

Eye of Sulfuras. When you score a critical hit with this weapon you become charged with fire and you can cast the fireball spell as a reaction.

Sword of Sargeras

Weapon (Longsword), Artifact (Requires Attunement)

The Sword of Sargeras is a weapon "crafted from hatred made manifest" that the titan Sargeras used to impale Azeroth, gravely injuring its world-soul. The sword appears as a jagged edge blade with winged crossguard, a spiked pommel, and a well of pure hatred embedded in the handle.

Worldslayer. The Sword of Sargeras grants a +4 bonus to attack and damage rolls made with it. The sword deals an additional two damage dice on a hit. Damage from this weapon ignores resistance and immunity. Additionally, the Sword of Sargeras scores a critical hit on a d20 roll of 19 or 20.

Random Properties. The Sword of Sargeras has the following random properties:

  • 1 minor beneficial property
  • 1 major beneficial property
  • 1 major detrimental property

Aura of Hatred. When you or friendly creatures within 30 feet of you when you take damage from a creature that is within 5 feet of them, they can use their reaction to make a melee weapon attack against that creature.

Empowerment. Your Strength score is 20 while you wield the Sword of Sargeras. It has no effect on you if your Strength score is 20 or higher without it. Your Constitution score is 20 while you wield the Sword of Sargeras. It has no effect on you if your Constitution score is 20 or higher without it.

Manifestation of Hatred. You have advantage on the first attack made against the last creature to hit you before the start of your turn.

Taeshalach

Weapon (Greatsword), Artifact (Requires Attunement)

Taeshalach is the sword of the titan Aggramar. When Sargeras betrayed the Pantheon, Aggramar met him in a duel. When their blades met, it ignited an explosion of fel and arcane that caused both weapons to shatter. As such, only half of Taeshalach remains physically intact, with the other half being made up of flame. Taeshalach appears to be a greatsword broken in half, with it's remaining blade made of pure fire. The blade curves away from the center at the weapon's tip.

Flame Render. Taeshalach grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 3d10 fire damage. Taeshalach has a reach of 10 feet.

Random Properties. Taeshalach has the following random properties:

  • 1 minor beneficial property
  • 2 major beneficial property

Fire Control. You can cast the following spells (Spell save DC 20): Ashardalon’s stride (5/day), fireball (5/day), flame strike (1/day), immolation (1/day), wall of fire (3/day).

You can cast the following spells at will: burning hands, fire bolt, scorching ray, searing smite

Embers of Taeshalach.* As an action you can use Taeshalach to cast conjure elemental summoning only a fire elemental. As long as you wield Taeshalach you do not need to concentrate on the spell and the fire elemental will not become hostile to you. While the fire elemental exists you can make attacks with Taeshalach as if you were in its space.

Tear of Eonar

Wondrous Item, Artifact (Requires Attunement)

The Tear of Elune is one of the Pillars of Creation and embodies the dream of what Azeroth could be. It was used during the ordering of Azeroth by the titan-forged Keepers to create the forests and plains of Azeroth. The tear appears as an otherworldly gem stone shaped in the form of a tear and is banded in subtle silver etchings.

Magical Focus. The Tear of Eonar grants a +3 bonus to spell attack rolls and to the saving throw DCs of spells you cast. Additionally, you can use the Tear of Eonar as a spellcasting focus for your spells.

Random Properties. The Tear of Eonar has the following random properties:

  • 1 minor beneficial property
  • 2 major beneficial property

Plant Control. You can cast the following spells (Spell save DC 20): awaken (2/day), commune with nature (1/day), guardian of nature (2/day, great tree only), transport via plants (1/day), wall of thorns (1/day), wrath of nature (1/day).

You can cast the following spells at will: barkskin, plant growth, spike growth

Idealization. While the Tear of Eonar is on your person, you regain 1d6 Hit Points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part,the Tear of Eonar causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Dreamshift. While the Tear of Eonar is on your person and you take damage, you can use your reaction to gain resistance to the triggering damage type until the start of your next turn.

The Twin Blades of Azzinoth

Weapon (Warglaive), Legendary (Requires Attunement)

The Twin Blades of Azzinoth are a pair of fel green warglaives wielded by Illidan Stormrage. Azzinoth was a doom guard commander whom Illidan slew 10,000 years ago. Illidan took Azzinoth's twin warglaives and trained himself to use them. He has become exceedingly efficient with the weapons. When Illidan used the twin warglaives they were usually connected, but could be disconnected to form separate weapons. Once disconnected they could be reconnected to form a single weapon once more.

Twin Blades. The Twin Blades of Azzinoth are two warglaives that have the light and finesse properties and deal 2d6 slashing damage each. They are magic weapons that grants a +3 bonus to attack and damage rolls made with it. Additionally, The Twin Blades of Azzinoth scores a critical hit on a d20 roll of 19 or 20.

Weapon Switch. The Warglaives can be combined to make a single weapon or split the weapons apart again as a bonus action. You have advantage on the first melee attack made with these weapons after switching. While combined the weapon deals 3d8 damage and has the two handed property and critically hits on a d20 roll of 18-20.

Weapon Bond. You can't be disarmed of these weapons unless you are incapacitated. If they are on the same plane of existence, you can summon these weapon as a bonus action on your turn, causing them to teleport instantly to your hands.

Thori'dal, the Stars' Fury

Weapon (Longbow), Legendary (Requires Attunement)

This legendary bow resonates with the power of the Sunwell. The origins and history of the weapon remain a mystery, even to the blood elves. The bow magically conjures an arrow ready to be loosed.

Magic Weapon. Thori'dal, the Stars' Fury is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 2d6 radiant damage.

Starlight Focus. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.

Quick Shot. You can make one attack with this bow as a bonus action.

Thunderfury, Blessed Blade of the Windseeker

Weapon (Longsword), Legendary (Requires Attunement)

During the Elemental Sundering, the Firelord Ragnaros sought to consume Thunderaan. Thunderaan was betrayed by Ragnaros's lieutenants, Baron Geddon and Garr, and struck down by Sulfuras, the legendary hammer of Ragnaros. Thunderaan fell, utterly defeated. The Firelord feasted upon the essence of the Prince of Air but was unable to consume him entirely. What little remained of Thunderaan's essence was stored within a talisman of elemental binding. Ragnaros then shattered the talisman in two flawless pieces and assigned it to his two lieutenants. His personal weapon was the legendary Thunderfury, and it courses with the Prince's elemental essence.

Wind Seeker's Blade. Thunderfury, Blessed Blade of the Windseeker is a magic weapon that grants a +2 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 3d6 lightning damage.

Wind Blessing. Your movement speed increases by 10 feet and attacks of opportunity made against you are made at disadvantage.

Wind Touched. As a bonus action you can give yourself a flying speed equal to your walking speed and can hover until the start of your next turn.

Tidestone of Golganneth

Wondrous Item, Artifact (Requires Attunement)

The Tidestone of Golganneth is one of the titan Pillars of Creation. It was used during the ordering of Azeroth by the titan-forged Keepers to create the rivers and seas of Azeroth. The tidestone appears as a massive pearl surrounded by rune-etched stone and unfamiliar engravings.

Magical Focus. The Tidestone of Golganneth grants a +3 bonus to spell attack rolls and to the saving throw DCs of spells you cast. Additionally, you can use the Tidestone of Golganneth as a spellcasting focus for your spells.

Random Properties. The Tidestone of Golganneth has the following random properties:

  • 1 minor beneficial property
  • 2 major beneficial property

Water Control. You can cast the following spells (Spell save DC 20): tidal wave (5/day), tsunami (1/day), wall of water (5/day), watery sphere (4/day).

You can cast the following spells at will: control water, create or destroy water, shape water, water breathing, water walk

Control Tides. As an action, you can use the Tidestone of Golganneth to change the condition of the sea within 25 miles of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s Guide) or calming a storm. In either case, the unnatural weather lasts for 1 day before returning to normal. Once used, this property of the Tidestone of Golganneth it can’t be used again for 2 days.

Control Weather. You can use an action you can use the Tidestone of Golganneth to cast the control weather spell without requiring any components, without the need for you to be outdoors, and changing the spell's casting time to 1 action. This casting of the spell has a 25-mile radius. Once used, this property of the Tidestone of Golganneth it can’t be used again for 1 day.

Tiriosh, Nightmare of Ages

Weapon (Dagger), Legendary (Requires Attunement)

Terribly powerful daggers created by the Wrathion out of his own father, Deathwing, the Aspect of the Black Dragonflight. Each is imbued with the Deathwing's overwhelming power and even some of his madness. The second of the daggers is known as Tiriosh, Nightmare of Ages, while the pair together is known as the Fangs of the Father.

*Properties of Tiriosh, Nightmare of Ages. You gain the following benefits:

Magic Weapon. Tiriosh, Nightmare of Ages is a magic weapon that grants a +2 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 1d6 psychic damage.

Draconic Descent. You can use your Reaction when you fall to reduce any falling damage you take by an amount equal to four times your level.

Fraconic Fury. You can attack twice, instead of once, whenever you use a bonus action to attack with a different light melee weapon that you're holding in the other hand.

Properties of the Fangs of the Father. If you are attuned to both Golad, Twilight of Aspects and Tiriosh, Nightmare of Ages, you gain the following additional benefits:

Attunement. A creature can attune to Golad, Twilight of Aspects and Tiriosh, Nightmare of Ages. Attuning to both only counts as a single item against the number of magic items you can normally attune to.

Shadows of the Destroyer. When you hit a creature with Golad, Twilight of Aspects or Tiriosh, Nightmare of Ages roll 1d20. On a 20, your Dexterity increases by 1. Any bonus to your Dexterity granted by either Golad, Twilight of Aspects or Tiriosh, Nightmare of Ages lasts for 1 hour (from when you first gained the bonus). You can release your empowered Dexterity as an action. Your Dexterity score immediately returns to its normal amount and hit you score against a creature with Golad, Twilight of Aspects or Tiriosh, Nightmare of Ages is a critical hit.

Val'anyr, Hammer of Ancient Kings

Weapon (Mace), Legendary (Requires Attunement by a Spellcaster)

Created by the titans themselves, Val'anyr was given to the first Earthen king, Urel Stoneheart. With it, he was to create and give life to the rest of his brethren.

Val'anyr was shattered during the first war between the earthen and the iron dwarves. The weapon's remnants were believed lost in the conflict.

Mace of Creation. Val'anyr, Hammer of Ancient Kings is a magic weapon that bolsters your form. While attuned to this weapon your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. Additionally, you are immune to exhaustion.

Magic Resistance. You have advantage on saving throws against spells and other magical effects.

Blessing of Ancient Kings. When you cast a spell of 1st level or higher that restores hit points to a creature you also grant that creature temporary hit points equal to your level.

Vorpalia

Weapon (Longsword), Legendary (Requires Attunement)

Vorpalia is the seemingly sentient blade of Prince Renathal. Vorpalia is similar to Remornia, which is the blade of Denathrius. Unlike Remornia, who seemingly only cares about causing havoc and carnage, Vorpalia seems to care greatly about her master's wellbeing.

Magic Weapon. Vorpalia is a magic weapon that grants a +2 bonus to attack and damage rolls made with it.

Flying Sword. You can releases Vorpalia to hover magically in an unoccupied space within 5 feet of yourself. If you can see Vorpalia, you can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to you hand. If Vorpalia is targeted by any effect, you are considered to be holding it.

Sentience. Vorpalia is a sentient lawful neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. She has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common and Undercommon, and can communicate with her wielder telepathically. Her voice is bears an otherworldly echo. While you are attuned to it, Vorpalia also understands every language you know.

Personality. Vorpalia speaks with a slightly imperious, slightly desperate tone.

Vorpalia deeply cares for her wielder, and will loyally stand by their side and follow their orders. She also has a slight jealous side to her, as she wants to be the their main source of confidence and assistance.

Xal'atoh, Desecrated Image of Gorehowl

Weapon (Greataxe), Legendary (Requires Attunement)

Xal'atoh, Desecrated Image of Gorehowl, is the weapon wielded by Garrosh Hellscream during the Siege of Orgrimmar, after discarding the axe of his father Grommash Hellscream, Gorehowl. As its name implies it resembles Gorehowl in shape and even some of its capabilities, but with horrific alterations.

Screaming Blade. Xal'atoh, Desecrated Image of Gorehowl grants a +2 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an additional weapon damage dice. Attacks made with this cause an audible "scream" as it eerily whistles through the air that is audible out to 90 feet.

Gronn Strength. Your Strength score is 22 while you wield Xal'atoh, Desecrated Image of Gorehowl. They have no effect on you if your Strength is 22 or higher without them.

Terrorsong. When you score a critical hit with Xal'atoh, Desecrated Image of Gorehowl, all enemy creatures within 90 feet of you who are not deafened are imbued with terror. Creatures in that area must make a DC 17 Wisdom saving throw or be frightened for 1 minute. Effected creatures can repeat this saving throw at the end of their turn, ending the effect on a success.

Xu'tenash, Glaive of Ruin

Weapon (Glaive), Legendary (Requires Attunement)

Xu'tenash, Glaive of Ruin is the personal weapon of Mannoroth the Destructor the ruler of all pit lords, who used it to lead the conquest of multiple worlds.

Ruinous Blade. Xu'tenash, Glaive of Ruin grants a +2 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 1d8 necrotic damage. If you attack with Xu'tenash, Glaive of Ruin as part of the attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d8 slashing damage on a hit, instead of 1d10.

Glaive Blast. When you take the attack action on your turn, you can replace one of your attacks with a blast of energy from the glaive. Make a normal ranged attack roll against a creature within 60 feet or within 150 feet at disadvantage. On a hit the creature takes 2d8 necrotic damage.

 

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