Description
Adurna was a powerful archmage, creator of an infinite number of powerful magical items.
They created a vault, that is also serving as a museum, where they exposed their finest creations.
Welcome to the Adurna's Swordology Gallery!
Credits
Collaboration with Adurna.
Arts by Adurna
Websites used: DND Wiki, Roll20, GM Binder, PostImage and DND Beyond
Nobody is permitted to sell/mint this work as NFTs, nor use/sell any of my work in blockchains, cryptocurrencies or in the promotion of such. It shall not be used to feed AI either. This content is - and will stay - available for free for everyone to enjoy.
Into the Cosmos Part 1
The Archmage Adurna handcrafted and enchanted this weapon to create a sword able to shoot a storm of galactic magic on their enemies.
Exposed in their gallery of powerful and legendary Artifacts of Great Power, this weapon is the first of many powerful creations.
It was nicknamed the "The Cosmic Blade" in the gallery.
Artwork by Adurna.
The Cosmic Blade
- Legendary ShortSword. Requires Attunement.
- Cost is determined by the Game Master.
- Melee, martial, finesse, light weapon.
The weapon has a +3 to attack, and deals 1d6+3 of piercing damage + 1d4 of force damage to the target hit.
Special Effect
Weapon training. While you are attuned to this weapon, you become proficient with Shortsword if you weren't already.
Adurna's Spacial Missiles. Up to two times per short rest, you can cast Adurna's Spacial Missiles as an action.
- The spell works like the Magic Missile spell. It shoots 10 projectiles, and each of them has a different type of damage between Cold, Fire, Acid, Poison, Thunder, Lightning, Psychic, Force, Necrotic & Radiant.
- Two missiles cannot be of the same type of damage.
Into the Cosmos Part 2
Its powers are linked to The Cosmic Blade, creating a deadly duo of weapons.
Exposed in their gallery of powerful and legendary Artifacts of Great Power, this weapon is paired with the Cosmic Blade in the collection.
It was nicknamed the "The Fragmented Meteor" in the gallery.
Artwork by Adurna.
The Fragmented Meteor
- Legendary / Artifact Wondrous Item.
- Requires Attunement.
- Cost is determined by the Game Master.
To be able to use the powers of this item, you are required to be attuned to The Cosmic Blade in the first place.
Special Effect
Gravitation. The Meteor weights 5 pounds, and gravitates around you at all times. When thrown, it returns automatically to its gravitational circle.
Meteorite. When you are wielding The Cosmic Blade in your main hand and nothing in your other, you can use your bonus action to Catapult the meteor to a target within range.
When launched, the Meteor inflicts 2d8 of bludgeoning damage + 2d8 of force damage. The target has disadvantage on the dexterity saving throw.
This ability works like the Catapult spell.
Quantum Gravitas
A club made of lead and copper, whose core was imbued with Graviturgy magic.
Able to manipulate the intensity of the gravity around, the club is a powerful and unbreakable weapon.
It became a challenge within the Gallery, and a good money grabber, to know who would be powerful enough to make this unmovable club move.
It was nicknamed "The Quantum Club" in the gallery.
Artwork by Adurna.
The Quantum Club
- Legendary GreatClub.
- Requires Attunement by a spellcaster.
- Cost is determined by the Game Master.
- Melee, martial, two-handed weapon.
The weapon has a +3 to attack, and deals 1d8+3 of bludgeoning damage + 1d6 of force damage to the target hit.
Special Effect
Unmovable & Unbreakable. Only a wish spell can possibly break the weapon. Moreover, it can work the same way as an Immovable Rod.
Graviturgy Infused. The weapon has 6 charges, and regains all its used charges at the end of a long rest.
- As an action, you can use the corresponding number of charges to cast one of the following spells.
- 1 charge: Magnify Gravity at 1st level.
- 2 charges: Immovable Object at 2nd level.
- 3 charges: Pulse Wave at 3rd level.
- 4 charges: Gravity Sinkhole at 4th level.
- 5 charges: Telekinesis at 5th level.
- 6 charges: Gravity Fissure at 6th level.
From the Fallen
A powerful weapon found in the depth of the Feyrealm.
The steel within the gallery assure the fact that this weapon was taken as a memento from "a fallen soldier, whose hand was still clutching this blade, even after decades of time".
When equipped with this weapon, the wearer becomes able as elusive and agile as a fey entity.
Within the gallery of Artifacts of Great Power, this weapon was nicknamed "The Blade of the Fallen".
Artwork by Adurna.
The Blade of the Fallen
- Legendary Short-Sword. Requires Attunement.
- Cost is determined by the Game Master.
- Melee, martial, finesse, light weapon.
The weapon has a +3 to attack, and deals 1d6+3 of piercing damage + 1d6 of psychic damage to the target hit.
Special Effect
Feeric powers. While attuned to this weapon, you gain the following abilities.
Magic Resistance. You have advantage on saving throws against spells and other magical effects.
Mystical Movements. Once per round, when you take damage, you can use your reaction to teleport yourself within 40ft of your current location.
Magical Essence. Once per short rest, you can either cast the Blur or Invisibility spell, on yourself only.
The Chaos Bringer (?)
Told to be a powerful and dangerous artifact through History itself:
"A blade whose simple reflection took the head of a tyrannic king and who drunk the blood of a red dragon."
It is in fact a false blade that was created to be a stage item, and all the legends were spread by Adurna themselves to bring more people within the gallery.
Being nicknamed the "Blade of Utter chaos", the true name given to this item was "The False Sword".
Artwork by Adurna.
False Sword
- Rare Shortsword.
- Cost is determined by the Game Master.
- Melee, martial, finesse, light weapon.
The weapon has a +1 to attack, and deals 1d6+1 of bludgeoning damage to the target.
Special Effect
False blade. The blade of the weapon is made of a sort of rubbery material that mimics perfectly the texture and appearance of metal, but can bend very easily.
Fake Effects. The blade is imbued with the Prestidigitation cantrip, allowing its user to use it once per long rest. The weapon naturally creates sparks when attacking with it, further proving its false authenticity.
- Faking Death. Once per long rest, you can seemingly plunge the blade into someone, faking their demise.
The target must be a willing creature, it becomes affected by the Feign Death spell for up to 1 hour.
Dragon flame blade
Created with the use of both the blood of an ancient Gold Dragon and an ancient Red Dragon, this weapon seems to be carrying the legacy of the slain creatures within itself.
The smaller dragon skull on the blade seems to have its own conscious, as two voices can be perceived, echoing as one to its wielder.
Within the gallery of Artifacts of Great Power, this weapon was nicknamed "The Cursed Flame".
Artwork by Adurna.
The Cursed Flame
- Legendary ShortSword. Requires Attunement.
- Cost is determined by the Game Master.
- Melee, martial, finesse, light weapon.
The weapon has a +3 to attack, and deals 1d6+3 of piercing damage + 1d6 of fire damage to the target hit.
The weapon is forever lit with a gentle flame that emanates a 10ft-sphere-radius of light.
Special Effect
Draconic Essence. While attuned to this weapon, you gain the following abilities:
Draconic Body. You become resistant to fire and cold damage, and if you wield this weapon with your off-hand empty, you gain +1 to your AC.
Fire Breath. Once per Long Rest, you call forth the resonating soul of the dragons within the blade, as two spectral head of dragon breathe fire.
The dragon-heads exhale fire in a 30-foot line that is 15 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 25+25 (6d8 + 6d8) fire damage on a failed save, or half as much damage on a successful one.
Sanguis Ensis
Recovered from the Lair of a vampire lord, this weapon seems to be able puncture the blood of its victims and inject it directly to other creatures.
Item of a cult, it was put away from the Gallery because of the numerous attempt of recovery from cult members.
Within the gallery of Artifacts of Great Power, this weapon was nicknamed "Sanguis Ensis".
Artwork by Adurna.
Sanguis Ensis
- Legendary ShortSword. Requires Attunement.
- Cost is determined by the Game Master.
- Melee, martial, finesse, light weapon.
The weapon has a +3 to attack, and deals 1d6+3 of piercing damage + 1d4 of necrotic damage to the target hit.
Special Effect
- Vampiric Blade. Once per short rest, you can cast the Vampiric Touch spell.
If you are not a spellcaster, the spell attack modifier is equal to: Your proficiency bonus + your Intelligence modifier.
- Unholy healing. When dealing damage with this weapon, the weapon stores the necrotic damage dealt, up to 15 points.
As a bonus action, you can pump all the points stacked within the blade to heal an ally of 1d4 + the number of stacks as hit points.
The Thorns
Created by the mix of smithing and magic, Adurna forged this weapon by mixing the raw powers of nature and the powers of the Weave itself.
Within the gallery of Artifacts of Great Power, this weapon was nicknamed "The Thorn Blade".
Artwork by Adurna.
The Thorn Blade
- Very Rare Short-Sword. Requires Attunement.
- Cost is determined by the Game Master.
- Melee, martial, finesse, light weapon.
The weapon has a +3 to attack, and deals 2d6+3 of piercing damage to the target hit.
Special Effect
- Thorn growth. While attuned to this weapon, you can cast the Thorn Whip cantrip.
If you are not a spellcaster, the spell attack modifier is equal to: Your proficiency bonus + your Wisdom modifier.
- Spikes of the Ground. When planted on the ground, spikes growth from the ground in a 20-foot radius centered around the blade. The area becomes difficult terrain until the blade is taken out of the ground.
When a creature moves into or within the area, it takes 3d4 of piercing damage for every 5 feet it travels.
Behind the Veil
A blade made of shadows themselves, which almost merges with its user.
Within the gallery of Artifacts of Great Power, this weapon was nicknamed "Danse de la Nuit", which means "The Dance of the Night".
Artwork by Adurna.
Danse de la Nuit
- Legendary Short-Sword.
- Requires Attunement.
- Cost is determined by the Game Master.
- Melee, martial, finesse, light weapon.
The weapon has a +3 to attack, and deals 1d6+3 of piercing damage to the target hit.
The damage is doubled if the target is surprised or if you are obscured or invisible.
Special Effect
Eyes behind the Veil. You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
Obscured. While obscured, you gain the following benefits:
Crits: While obscured, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack.
Hidden in the Veil. As an action, you can cast the Invisibility spell on yourself. You can do this a number of time equal to your proficiency modifier per long rest.
The Doom Bringer
Made of gold, bones and flames, this weapon was crafted by Adurna for a friend Nephilim of theirs.
The chains of this weapon are singed with a magic fire able to singe its victims. The skull seems to laugh with each strike of this weapon, as if it was still alive.
Within the gallery of Artifacts of Great Power, this weapon was nicknamed "Chained-Doom".
Artwork by Adurna.
Chained-Doom
- Legendary Short-Sword.
- Requires Attunement.
- Cost is determined by the Game Master.
- Melee, martial, finesse, light weapon.
The weapon has a +3 to attack, and deals 1d6+3 of piercing damage + 1d4 of fire damage to the target hit.
The weapon has 15ft of reach because of the chains it is linked to.
Special Effect
Chained. The weapons is bound to your arm with a golden chain. The chain is considered unbreakable, as only a wish spell can break it.
Burning Chains. Attacks and Grapple with this weapon afflict a DoT on the target, dealing 1d4 of fire damage to each target marked at the end of their turn, for their next 1d4 turn. Each successful attack on a marked entity with this weapon doesn't extend the time, but adds another 1d4 of damage per successful attack.
Grapple. As an action, you can use the weapon to grab onto an entity or object. If the target is an entity, you can use this to grapple them, they have to make a successful Dexterity saving throw (DC 13) or have their speed reduced to 0 as long as they are grappled.
Do not look
A blunt sword made of an extremely rare and hard rock, this weapon seems to be carrying a magical essence, as the snake design seems to changed and shift when nobody is looking.
Crafted by mixing the willing soul of a cursed maiden with the blood of a Gorgon and the venom of a Basilisk, this weapon carries the soul of the woman.
The Maiden's cursed was carried over this weapon, making it able to turn others to stone as a punishment.
Within the gallery of Artifacts of Great Power, this weapon was nicknamed "The Unwatchable".
Artwork by Adurna.
The Unwatchable
- Legendary LongSword. Requires Attunement.
- Cost is determined by the Game Master.
- Melee, martial, versatile weapon.
The weapon has a +3 to attack, and deals 1d8 (1d10) +3 of bludgeoning damage + 4 of bludgeoning damage.
Even if the attack misses the weapon deals at least 4 bludgeoning damage to the target.
If this weapon is used against Constructs or inanimate objects, it doubles its damage.
Special Effect
From Stone to Dust. When hit by this weapon, if the target current health is under 15 hit points, it turns into a statue made of stone. This weapon can be used to destroy the statue instantly when hitting it.
Cursed. If an entity looks directly in the eyes of the handle, it is turned into a statue made of stone. This effect cannot be avoided, even if the entity is originally made of stone.
The Enchanting Blade
The tool that made everything possible. It was because of this weapon that Adurna was able to create so many enchanted items during their life.
They never explained how it was created, how it became theirs or even if they were the creator. It is highly guarder by Adurna, and is always by their side.
Artwork by Adurna.
The Enchanting Blade
- Artifact Short-Sword.
- Requires Attunement by a Wizard.
- Cost is determined by the Game Master.
- Melee, martial, finesse, light weapon.
The weapon has a +3 to attack, and deals 1d6 +3 of piercing damage to the target hit.
Special Effect
The Enchanting Blade. Once per long rest, the entity attuned to this weapon can inscribe within another item a spell known by the Wizard. The inscription can be made on already magical weapon of uncommon or common rarity.
Depending on the spending made on the weapon, the given property lasts a different duration. The spell can be of any school. The spell DC and spell attack modifier of the engraved spell is equal to yours.
For 100gp: The spell can be from Cantrip to 3rd level, and can be used through the item once before the inscription vanishes.
For 1000gp: The spell can be from Cantrip to 4th level, and can be used once per long rest. If this is used to infuse a cantrip, it can be used at will by the user. The rarity of the item becomes uncommon to rare.
For 10 000gp: The spell can be from 1st to 6th level, it can be used either once per short rest or twice per long rest. the rarity of the item becomes rare to very rare.
For 100 000gp: The spell can be from 6st to 8th level, it can be used once 1d4 times per short rest or long rest (the way to determine it is defined by the Game Master), and gives a +2 to a stat chosen by the Game Master. The rarity of the item becomes Legendary.
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COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
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