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100% found this document useful (1 vote)
250 views7 pages

3019816-MaceofTiamat Color PDF

Uploaded by

Felipe Oliveira
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Credits

Cover: Raito Art (Art), Alison Collantine (Design)


Item Artist: Raito Art
Writer: Jeff C. Stevens
Editing: Alan Tucker, Jeff C. Stevens
Layout: Alan Tucker
Producer: Jeff Stevens Games LLC

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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the
Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2024 by Jeff Stevens Games LLC, and published under the Community Content Agreement for
Dungeon Masters Guild.

2 | Mace of Tiamat
Introduction
Tiamat. If you do, to determine the rarity of the weapon
they wield, use the creature’s or NPC’s Challenge Rating
(CR) and refer to the Creature CR of the above table.
Welcome to Mace of Tiamat—a magical weapon blessed
by the goddess of dragons! Weapon Advancement
For the weapon to increase in power, it must first meet the
About this Supplement progression requirement, and then the attuned creature
There are two sections to this brief supplement. must finish a long rest. When they awake from their rest,
This first section describes more about progressing the weapon has increased in power.
weapons, progression rules, attunement, and other rules
and mechanics specific to this supplement. Increasing Power
The second section contains a Weapon of Myth In most cases, Weapons of Myth increase in power,
called Mace of Tiamat: a magic weapon that increases meaning they retain their Common and Uncommon
in power as the attuned creature gains experience. This properties when they advance to the Rare rarity, and so
section also includes the weapon’s History, Location, on. In other cases, a power may be replaced, or it may
Encounter Ideas, Progression Rules, and the Weapon’s change. For instance, weapons that have a +1 bonus to
Progressing Statistics. attack and damage rolls may improve upon this bonus,
but they do not stack.
Encounter Ideas For example, Mace of Tiamat begins as a Common
To help you introduce these weapons into your game, item with only one of its colored Dragon Heads activat-
we’ve included several encounter ideas. ed, and it may use that head’s associated Dragon Breath
as part of an attack action. When it progresses, another
Attunement Dragon Head is activated, as well as that head’s associ-
Since Weapons of Myth increase in power based on the ated Dragon Breath. However, when used as a part of
experience level or CR of the creatures who wield them, the attack action, only one Dragon Breath may be used,
attunement is required, even for weapons of the Common not both.
rarity. Each weapon typically attunes at the Common lev- In addition, the attack and damage bonuses change as
el, no matter the experience level of its wielder. However, the weapon progresses. At Uncommon, the weapon has
you may adjust this as you like, allowing a higher-level a +1 bonus to attack and damage rolls, and that bonus
character to acquire the weapon and have it attune at the increases to +2 against good-aligned dragons and drag-
Uncommon, Rare, Very Rare, or Legendary level. We do onborn. When it progresses to Rare, there is no change
suggest the weapon’s rarity stay within the character’s ex- to the base attack and damage bonus, but the bonus
perience range, as listed below. versus good-aligned dragons and dragonborn increases
Rarity and Level Equivalents Table (changes) to +3. So, the Uncommon is +1 / +2, and the
Weapon Character Prof. Creature Rare is +1 / +3.
Rarity Level Bonus CR
Common 1st–4th +2 0–5
Uncommon 5th–8th +3 6–11
Rare 9th–12th +4 12–17
Very rare 13th–16th +5 18–23
Legendary 17th & higher +6 24–30

No Advancement Required
You may decide to reward a Mace of Tiamat to a charac-
ter and choose not to allow the item to advance in power.
To do so, simply choose the rarity you want to assign, and
then provide that information to the character and player.
Assigning Weapons to NPCs
We encourage you to give your next villain a Mace of
3 Mace of Tiamat | 3
More Progressing Weapons!
If you enjoy this supplement, please check out my other “Weapons of …” supplements:

Weapons of Myth contains 50 magic weapons: 20 Weapons of Legend contains 83 magical weapons:
weapons that progress in power and 30 traditional, 43 weapons that progress in power and 40 traditional,
non-progressing weapons. non-progressing weapons.
PDF PDF | Roll20 | PDF/Roll20 Bundle

Kickstarting Soon!
Weapons of Lore—a 5E supplement containing even more magical weapons, including weapons that increase in
power, traditional weapons, cursed weapons, rechargeable weapons, and encounter ideas—launching later in 2024!
Follow HERE!

4 | Mace of Tiamat
Mace of Tiamat
The power of Tiamat in the head of a mace.

History
Three of these maces were given to priests of the Cult of
the Dragon, who were rewarded with great power if
they proved themselves in battle.

Location
The three maces are in different locations.
One is with its original Cult of the Drag-
on owner, though both are buried under
10-feet of dirt and rock due to a land-
slide caused during an incursion with a
silver dragon. Another is safely kept in
the treasure hoard of an adult copper
dragon. The third is wielded by Gra-
seeyha Houndstooth, a Dragonborn of
Tiamat who has proven herself in battle.

Encounter Ideas
• The Dig. The adventurers come upon Pervis
Dulley, a gnome anthropologist and archaeologist
(sage), and his ten teenage students (commoners),
who are digging near the location of the above-men-
tioned landslide. One of the students (a thin lad
named Geoffrey) uncovers the weapon and is imme-
diately thrown 20 feet into the air after touching it.
• Treasure Hunters. Either via combat or explo-
ration, the adventurers obtain a Mace of Tiamat
from an adult copper dragon named Xor-
thynovost. Knowing its power against good-
aligned dragons, he does not relinquish the
weapon easily.
• Dirty Chromatic Dragon Killers. If the
adventurers have killed several chromatic
dragons, Graseeyha Houndstooth
is sent to rid the realm of the
heroic dragon killers. She
wields an Uncommon
Mace of Tiamat.

Progression
The Mace of Tiamat progresses
each time the attuned creature’s
proficiency bonus increases.

5 Mace of Tiamat | 5
Statistics Uncommon. You gain a +1 bonus to attack and damage
Weapon (Mace), Rarity Varies (Requires Attunement)
rolls made with this magic weapon. This bonus increases
to +2 against good-aligned dragons and dragonborn.
Warded. Any non-evil creature holding this magic weap- You activate another Dragon Head. The damage of
on must make a DC 25 Wisdom saving throw at the end Dragon Breath increases to 2d6, and the save DC in-
of each of its turns. On a failure, the creature takes 2d10 creases to 12. You can now use Dragon Breath twice, re-
force damage, drops the weapon, and is pushed 20-feet gaining all uses when you finish a long rest.
away. This magical warding cannot be dispelled.
Rare. The bonus to attack and damage rolls against
Dragon Heads. The weapon’s five Dragon Heads
good-aligned dragons and dragonborn increases to +3.
(black, blue, green, red, white) become active as it pro-
You activate another Dragon Head. The damage of
gresses in power. It begins with one active head, which
Dragon Breath increases to 3d6, the save DC increases
you choose when you attune to the weapon.
to 14, and the length of each Dragon Breath doubles
Dragon Breath. As part of your attack action, you
(60/30).
may speak the weapon’s command word (“Praise Tia-
mat” in Draconic) to release a breath weapon attack Very Rare. The bonus to attack and damage rolls in-
from one of the weapon’s activated heads. This breath creases to +2, and the bonus against good-aligned dragons
weapon attack originates from the mace and travels in and dragonborn increases to +4.
the direction of your attack. (The amount of damage and You activate another Dragon Head, the damage of
Dragon Breath increases to 6d6, and the save DC in-
save DC depends on the progression of the weapon.)
creases to 16. You now regain all expended uses of Dragon
• Black Dragon. The weapon produces acid in Breath after a short or long rest.
a 30-foot line that is 10 feet wide. Each creature
Legendary. The bonus to attack and damage rolls in-
in that line must make a DC 10 Dexterity saving
creases to +3, and the bonus against good-aligned dragons
throw, taking X acid damage on a failed save, or half
and dragonborn increases to +5.
as much damage on a successful one.
You activate the final Dragon Head, the damage of
• Blue Dragon. The weapon produces lightning in
Dragon Breath increases to 8d6, the length of each
a 30-foot line that is 10 feet wide. Each creature
Dragon Breath triples (90/45), and the save DC increas-
in that line must make a DC 10 Dexterity saving
es to 18.
throw, taking X lightning damage on a failed save,
Legendary Resistance. If you fail a saving throw, you
or half as much damage on a successful one.
can choose to succeed instead. Once used, you can’t use
• Green Dragon. The weapon produces poisonous this property again until you finish a long rest.
gas in a 15-foot cone. Each creature in that area
must make a DC 10 Constitution saving throw,
taking X poison damage on a failed save, or half as
much damage on a successful one.
• Red Dragon. The weapon produces fire in a 15-
foot cone. Each creature in that area must make a
DC 10 Dexterity saving throw, taking X fire dam-
age on a failed save, or half as much damage on a
successful one.
• White Dragon. The weapon produces an icy blast
in a 15-foot cone. Each creature in that area must
make a DC 10 Dexterity saving throw, taking X
cold damage on a failed save, or half as much dam-
age on a successful one.
Common. The Dragon Breath of the Dragon Head
you activated when you attuned to this weapon deals 2
damage of its specified type. Once used, you can’t use the
Dragon Breath property again until you finish a long rest.
6 | Mace of Tiamat
Other Creations by Jeff Stevens Games
Magic Items

Adventures

Encounters

NPCs

7 Mace of Tiamat | 7

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