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Warcraft 5e - Artefact

The document outlines guidelines for Dungeon Masters on how to evolve a Vestige of Divergence, detailing character growth through overcoming fears, facing defeat, and embracing destiny. It describes the progression of Artifact Weapons, which evolve alongside their wielders, and provides specific examples of powerful weapons like the Maw of the Damned and the Twinblades of the Deceiver, including their abilities in dormant, awakened, and exalted states. The document emphasizes the importance of these weapons in a campaign, highlighting their significance and the responsibility of their bearers.

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0% found this document useful (0 votes)
30 views26 pages

Warcraft 5e - Artefact

The document outlines guidelines for Dungeon Masters on how to evolve a Vestige of Divergence, detailing character growth through overcoming fears, facing defeat, and embracing destiny. It describes the progression of Artifact Weapons, which evolve alongside their wielders, and provides specific examples of powerful weapons like the Maw of the Damned and the Twinblades of the Deceiver, including their abilities in dormant, awakened, and exalted states. The document emphasizes the importance of these weapons in a campaign, highlighting their significance and the responsibility of their bearers.

Uploaded by

nadiaalthasia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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DM can use the following 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 Artefact Weapon (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

Artefacts Weapons
he different craftsmen of Azeroth or

T
Advancement of Artefacts
elsewhere have often surpassed Weapons (Vestige of
expectations with their different creations.
Whether in the heart of a volcano or in a Divergence)
personal forge or whether it is the work of Typically, the advancement of a Artifact Weapons
a Titan or an elemental lord and or a (Vestige of Divergence ) echoes its wielder’s own
demon. Azeroth is full of legendary journey of self-discovery, whether that involves triumph
weapons that are known as Artifacts (a Vestige of or failure. However, a Artifact Weapons (Vestige of
Divergence). With their dormancy to purge the Divergence) might evolve on its own during moments of
corruption after Sargeras’ assault on Azeroth with his duress or desperation for its wielder, granting additional
sword Gorribal. aid in times of need. These moments of advancement
Each Artifacts Weapons wants to wake up from its are up to the Dungeon Master to identify and enforce,
dormant state to serve a new bearer worthy of carrying and might manifest in unexpected ways.
it so that their legend continues to grow with new All classes have a weapon for each of their
bearers and accomplish feats that will go down in specializations Artifacts Weapons and can only be used
history. But only the most courageous will be able to by that specific specialization and the classes and
achieve this feat. Artifacts Weapons have been adapted according to
Artifacts Weapons (a Vestige of Divergence) is a magic these criteria.
item that evolves with its wielder. This section presents
a number of Artifact Weapons (Vestiges of Divergence )
that might be found anywhere in Azeroth.
When Artifacts Weapons (Vestiges of Divergence )
are used in a campaign, their discovery and acquisition
should always be treated with a suitable amount of
weight and responsibility.

PART 7 | MAGIC ITEM


278
Death Knight Artefacts Weapons
Maw of the Damned Whenever you use this weapon to reduce a creature
Weapon (Greataxe), Artifact ( Requires Attunement by to 0 hit points, the Maw of the Damned slays the
Death Knight Blood Presence) creature and devours its soul, unless it is a construct
An ancient Legion axe forged from a metal that drains or an undead. A creature whose soul has been
its victims’ vital energies. The soul of its original creator devoured by Maw of the Damned can be restored to
is trapped within and cursed with unending hunger. For life only by a wish spell.
more than a thousand years, an old and cunning mo’arg When it devours a soul, Maw of the Damned grants
has used the axe to butcher uprisings and consume the you temporary hit points equal to your level + 5. As long
life force of the Legion’s foes. Over its long and as these temporary hit points last and you keep Maw of
infamous history, the weapon has made its demonic the Damned in hand, you have gain a +2 bonus to
bearer extraordinarily powerful. damage rolls. These hit points fade after 24 hours.
Sentience The Maw of the Damned is a sentient
chaotic evil weapon with an Intelligence of 16 , a The Blades of the Fallen Prince
Wisdom of 24, and a Charisma of 22. It has hearing and ,
Weapon (Longsword) Artifact (Requires Attunement by
darkvision out to a range of 120 feet. Death Knight Frost Presence) Crafted by the Burning
The weapon communicates by conveying emotions, Legion to corrupt the world of Azeroth, the soul-stealing
which are generally hunger and rage. runeblade Frostmourne was shattered by Ashbringer
Personality An insane eredar named Netrezaar lives atop Icecrown Citadel. Countless souls were freed from
within it’s creation, the Maw of the Damned. The the broken blade, but others were not so fortunate.
weapon yearns to devour flesh and souls alike. It pushes Today the shards of Frostmourne can be recrafted and
its wielder to kill as often as possible. infused with even more power. However, the spirits still
Dormant The Greataxe grants the following benefits trapped within must first be subdued and bent to the
in its dormant state: wielder’s will. The weapons made from Frostmourne
You gain a +l bonus to attack and damage rolls made are known as Frostreaper and Icebringer . As a set they
with this magic weapon. are known as the Blades of the Fallen Prince.
Dormant The pair of longsword grant the following
You gain a +1 bonus AC while wielding this weapon. benefits in their dormant state:
Consumption As a bonus action, your melee attack
deal an extra 1d12 necrotic damage to your target You gain a +l bonus to attack and damage rolls made
and healing you for Half the amount of damage dealt, with this both of these magic weapons.
rounded up. You can use this trait a number of times When you hit with an attack using this weapons, the
equal to your proficiency bonus, and you regaining target takes an additional 1d6 cold damage.
expended uses when daily at dawn. Crystalline Swords. As an action you can create
Awakened When the Maw of the Damned reaches an
spectral 3 spectral swords which fly at enemies you
awakened state, it gains the following properties: can see within 30 feet of you. Make melee attacks
with each sword against a targeted creature, dealing
The weapon’s bonus to attack and damage rolls 1d8 piercing plus 2d6 cold damage on a hit. You can
increases to +2. use this trait a number of times equal to your
Kolthira Power You can now benefit from the proficiency bonus, and ou can use this trait a number
Dancing Rune Weapon a number of times equal to of times equal to your proficiency bonus, and you
the bonus profiencies and the duration is increased regaining expended uses when daily at dawn.
by your Charisma modifier. Awaken When the Blades of the Fallen Prince
Blood Boil as an action you can boil the blood of all
nearby foes. Each enemy within 10 feet of you must reaches an awakened state, they gains the following
make a Constitution saving throw against spell save properties:
DC or take 5d8 takes fire damage on a failed save or The weapon’s bonus to attack and damage rolls
half as much on a success. You must complete a increases to +2.
short rest to use this again. Thassarian Might. You can now benefit from the
Exalted When the Maw of the Damned reaches an
Pillar of Frost a number of times equal to the bonus
exalted state, it gains the following properties: profiencies and the duration is increased by your
Charisma modifier.
The weapon’s bonus to attack and damage rolls If 2 or more Crystalline Swords. hit the enemy, he
increases to +3. becomes vulnerable and you gain an advantage until
The Consumption increased to 3d12 . the end of your next turn.

279
Exalted: When the Blades of the Fallen Prince reaches
an Exalted state, they gains the following properties.
The weapon’s bonus to attack and damage rolls
increases to +3.
The damage of Crystalline Swords increased to 2d8
piercing damage and 3d6 cold damage.
The maximum number of Crystalline Swords create
increases to 6
Apocalypse
,
Weapon (Great Sword) Artifact (Requires Attunement
by Death Knight Unholy Presence) The Nathrezim,
vampiric demons, forged this ancient sword that
brought with it plague, violence, and death. Apocalypse
quickly gained a terrifying reputation in the hands of a
Tirisgarde mage who could not control its destructive
energy. Later, it fell into the hands of the evil Black
Riders, servants of Medivh, the corrupted Guardian of
Tirisfal. They hid the weapon in catacombs beneath his
home, Karazhan Tower.
Dormant The Greatsword grant the following
benefits in their dormant state:
You gain a +l bonus to attack and damage rolls made
with magic weapons.
Each time you hit with Apocalypse the wound fester.
The maximum plague wounds a target can have is
equal to your Charisma modifier.
Apocalypse: As an action, all plague wounds created
explode. The target must succeed on a Constitution
saving throw against the spell saving throw DC or
take 1d8 necrotic damage for each plague wound on
the target on a failed save, or half as much on a
successful one. You can use this trait a number of
times equal to your proficiency bonus, and you
regaining expended uses when daily at dawn.
Awakened When Apocalyspse reaches an awakened
state, they gains the following properties:
The weapon’s bonus to attack and damage rolls
increases to +2.
Nazgrim Rage. You can now benefit from the Dark
Transformation a number of times equal to the
bonus profiency and the duration is increased by
your Charisma modifier.
A enemy kill by Apocalypse raise as Undead Minion
for one minute you can only have one undead minion
raise by Apocalypse a the time
Exalted. When Apocalyspe reaches an exalted state,
they gains the following properties:
The weapon’s bonus to attack and damage rolls
increases to +3.
The necrotic damage increases to 1d10.
Apocalypse can raise two Undead Minion at the
time.

PART 7 | MAGIC ITEM


280
Demon Hunter Artefacts Weapons
the Twinblades of the Deceiver. Aldrachi Warblade
,
Weapon (Warglaive) Artifact (Requires Attunement by Weapon (Warglaive), Artifact (Requires Attunement by
Demon Hunter Mark of Havoc) Demon Hunter Mark of Vengeance)
These warglaives belong to the former demon hunter Inages past, the dark titan, Sargeras, offered the
Varedis Felsoul. Once a member of the Illidari and a mighty aldrachi people a place in his Burning Legion.
sworn enemy of the Burning Legion, he was slain at the But the aldrachi proved incorruptible: they slew
Black Temple. After the Legion's leader, Kil'jaeden, innumerable demons before their race was wiped out.
revived him in the Twisting Nether, Varedis Sargeras personally killed their greatest champion and
surrendered to the demon within him, forsaking his seized his weapons. Much later, a demon hunter
mortality. In the process, he and his warglaives were willingly became the servant of Sargeras’ lieutenant
infused with great power by Kil'jaeden's eredar allies. Kil’jaeden. Pleased, Kil’jaeden bestowed the warblades
The weapons are named Verus and Muramas. As a set on her, that she might wield a portion of the aldrachi’s
they are known as the Twinblades of the Deceiver. bygone might, and devastate the mortals of Azeroth with
Dormant The warglaive grants the following benefits it.
in its dormant state: Dormant. 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. You gain a +l bonus to attack and damage rolls made
When you hit with an attack using this weapons, the with this both of these magic weapons.
target takes an additional extra 1d6 Felfire Damage. When you hit with an attack using this weapons, the
Fury of the Illidari As an action you You throw both target takes additional extra 1d6 Psychic damage
of the warglaives in a whirlwind of energy, striking Soul Carve When you hit a target with an attack
each enemy a 10 foot radius. You make a mele using this weapon, you can use your reaction to
weapon attack with the warglaives against each cause the target takes an additional 3d6 psychic
enemy. On a hit they take normal weapon damage. damage. The target must succeed on Constitution
After the warglaives return to your hands. You can saving throw against your Fel save DC or its hit point
use this trait a number of times equal to your maximum is reduced by an amount equal to the
proficiency bonus, and you regaining expended uses pyschic damage taken. This reduction lasts until the
when daily at dawn. target finishes a long rest. The target dies if this
Awakened When The Twinblades of the Deceiver
effect reduces its hit point maximum to 0. If a target
reaches an awakened state, they gains the following dies from this damage, you gain temporary hit points
properties: equal to your level.You can use this trait a number of
times equal to your proficiency bonus, and you
The weapon’s bonus to attack and damage rolls regaining expended uses when daily at dawn.
increases to +2. Awakened : When the Aldrachi Warblade reaches an
After using Blind Fury this activates Metamorphosis awakened state, it gains the following properties:
for a number of turns equal to your proficiency bonus
The Hunt As action you move up to your speed in a The weapon’s bonus to attack and damage rolls
straight line toward a creature that you can see, increases to +2.
which doesn’t provoke opportunity attack make a Improve Soul Barrier The temporary hit points
melee attack against the target. The target take 10 received from Soul Barrier are doubled and are not
chaos dice of damage. You can use this trait twice by limited.
long rest. The saving throw for Soul Carve is made at
Exalted When the Twinblades of the Deceiver
disadvantage.
reaches an exalted state, they gains the following Exalted : When the Aldrachi Warblade reaches an
properties: Exalted state, it gains the following properties:
The weapon’s bonus to attack and damage rolls The weapon’s bonus to attack and damage rolls
increases to +3. increases to +3.
Improved Fury of the Illidari.Each enemy on range Improved Spirit Bomb : The Spirit Bomb explodes a
of Fury of the Illidari take 2 mele weapon attack second time and the damage is increased to 4 chaos
before the warglaive return to your hands. dice.
The Mana Burn save is now at disadvantage. If the target of Soul Carve fails its saving throw, its
hit point maximum is reduced by twice damage
taken.
281
Druid Artefacts Weapons
The Scythe of Elune Full-Moon: : After using the Half-Moon ability, you
Weapon (Glaive), Artifact (requires attunement Druid may use an action to make a ranged spell attack
Path of Balance) using your spellcasting ability to hurl an immense
The Scythe of Elune is a mystical artifact created bolt of concentrated moonlight at a target within 60
from Goldrinn’s fang and the Staff of Elune. It is feet, dealing 8d10 radiant damage on hit. Any
described as an ancient weapon - a twisted and gnarled enemies within 15 feet of the target must succeed
branch of wood covered with runes that could be older make a Dexterity saving throw against your spell
than even the Kaldorei. Those who are not careful save DC. or take half the damage dealt to the main
enough can easily be overwhelmed by Goldrinn’s spirit, target.Once you use this feature, you regaining
which infuses the scythe. Tied to the origin of the expended uses when daily at dawn.
worgen on Azeroth, the scythe is said to possess untold Fang of Ashamane
lunar power for the druid with balance enough to keep Weapon (Dagger), Artifact (requires attunement Druid
control.
Dormant : The glaive grants the following benefits in Path of Feral)
its dormant state: The massive gray panther Ashamane, one of the first
You gain a +1 bonus to spell attack rolls and to the Wild Gods, was one of many to answer the call of the
saving throw DCs increased the 1. demigod Cenarius and defend the world of Azeroth
A Balance Druid attuned to this weapon is during the War of the Ancients. She fell in battle against
considered proficient with it for attacks made with it the Legion, but saved countless lives in the process. A
he considers the scythe of elune as a finesse weapon great shrine was built in her honor in Val’sharah, and
New Moon: As an action, you can make a ranged her fang was adorned and put on display there. It is said
spell attack using your spellcasting ability to hurl a it still carries much of her power.
bolt of concentrated moonlight at a target within 60 Dormant The dagger grants the following benefits in
feet, dealing 2d10 radiant damage on hit. If the its dormant state:
target is a shapechanger, it reverts to its original You gain a +l bonus to attack and damage rolls made
form. You can use this trait a number of times equal with this magic weapon or natural weapons
to your proficiency bonus, and you regain all You can use your action to magically assume the
expended uses when you finish a long rest. shape of Echo of Ashamane. You can use this trait a
Awakened : When the Scythe of Elune reaches an number of times equal to your proficiency bonus, and
awakened state, it gains the following properties you regain all expended uses when you finish a long
rest.
The weapon’s bonus on spell attack rolls becomes 2, Bleed. When you hit a creature with an attack using
and the bonus to spell DC becomes 2 these weapons or natural weapons, you can use your
You gain a +l bonus to attack and damage rolls made reaction to cause the target to bleed for 1 minute. It
with this magic weapon must succeed on a Constitution saving throw against
Half-Moon:: After using the New Moon ability, you your spell DC unless it is a construct or undead. To
may use an action to make a ranged spell attack avoid taking an extra 3d4 necrotic damage at the
using your spellcasting ability to hurl a larger bolt of start of each turn for 1 minute. At the end of each of
concentrated moonlight at a target within 60 feet, its turns it makes a saving throw against the effect,
dealing 4d10 radiant damage on hit. If this attack ending the effect prematurely on a success. At the
hits, the target has disadvantage on the next saving start of each of its turns for 1 minute. You can use
throw it makes against a spell.You can use this this trait a number of times equal to your proficiency
ability twice you regaining expended uses when daily bonus, and you regaining expended uses when daily
at dawn. at dawn.
Exalted : When the Scythe of Elune reaches an You can stay in this form for a number of round equal
exalted state, it gains the following properties: to half your level (rounded down). You then revert to
your normal form unless you expend another use of this
The weapon’s bonus on spell attack rolls becomes 3, property. You can revert to your normal form earlier by
and the bonus to spell DC becomes 3 using a bonus action on your turn. You automatically
Improved moonkin aura:By holding the Scythe of revert if you fall unconscious, drop to 0 hit points, or die.
Elune, your moonkin aura is enhanced, range is
increased to 60 feet and you roll at 1-2 on a die, you
may re-roll.

PART 7 | MAGIC ITEM


282
You can’t cast spells, and your ability to speak or
Echo of Ashamane take any action that requires hands is limited to the
Large Beast, Unaligned capabilities of your Echo of Ashamane
form.Transforming doesn’t break your concentration
Armor Class 18 on a spell you’ve already cast, however, or prevent
Hit Points 5 + five times your Druid level (the Echo of you from taking actions that are part of a spell, such
Ashamane has a number of Hit Dice [d8s] equal to your
Druid level)
as call lightning, that you’ve already cast.
Speed 50 ft. You retain the benefit of any features from your
class, race, or other source and can use them if the
STR DEX CON INT WIS CHA new form is physically capable of doing so. However,
18 (+5) 20 (+5) 18 (+4) 3 (-4) 12 (1) 8 (-1) you can’t use any of your special senses, such as
darkvision, unless the Echo of Ashamane form also
Skills :Perception+3 Stealth+6
Senses passive Perception 13
has that sense.
Languages - You choose whether your equipment falls to the
Challenge - Proficiency Bonus your PB ground in your space, merges into your new form, or
is worn by it. Worn equipment functions as normal,
Keen Smell. The echo has advantage on Wisdom (Perception) but the DM decides whether it is practical for the
checks that rely on smell. new form to wear a piece of equipment, based on the
creature’s shape and size. Your equipment doesn’t
Ashamane Instinct You have advantage on Wisdom
change size or shape to match the new form, and any
(Perception) checks that rely on smell, and Dexterity (Stealth)
equipment that the new form can’t wear must either
checks in light foliage, dim light, or darkness.
fall to the ground or merge with it. Equipment that
Pack Tactics. The echo has advantage on an attack roll against a merges with the form has no effect until you leave
creature if at least one of the echo’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
the form.
Awakened: When the Fang of Ashamane reaches an
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,
awakened state, it gains the following properties:
that target must succeed on a DC 16 Strength saving throw or The weapon’s bonus to attack and damage rolls
be knocked prone. If the target is prone, the echo can make increases to +2.
one bite attack against it as a bonus action.
You attack at an advantage against a target suffer to
Running Leap. With a 10-foot running start, the echo can long Bleed effect.
jump up to 25 feet. You can use a bonus action to assume the shape of
Actions
Echo of Ashamane.
Multiattack. The echo makes one Bite attack and two Claw Exalted : When the Fang of Ashamane reaches an
attacks. exalted state, it gains the following properties:
Bite.. Melee Weapon Attack: (Dex + Prof bonus) to hit, reach 5 ft., The weapon’s bonus to attack and damage rolls
one target. Hit: (1d10 + Dex) piercing damage. increases to +3.
Only a spell such as greater restoration will stop the
Bleed effect.
Claw. Melee Weapon Attack: (Dex + Prof bonus) to hit , reach 5
ft., one target. Hit:(1d8 + Dex) slashing damage.
The Bleed damage increases to 3d6
When you transform, you assume the Echo of Claw of Ursoc
Ashamane’s hit points and Hit Dice. When you revert Wondrous Item, , Artifact (requires attunement Druid
to your normal form, you return to the number of hit Path of Guardian)
points you had before you transformed. However, if Forged from titansteel by the titanic watcher Keeper
you revert as a result of dropping to 0 hit points, any Freya, these claws were her gift to the great bear Ursoc,
excess damage carries over to your normal form. For one of the Wild Gods. He wielded the claws in countless
example, if you take 10 damage in the Echo of battles until his death during the War of the Ancients.
Ashamane form and have only 1 hit point left, you Although his body faded away, the claws remained, and
revert and take 9 damage. As long as the excess legends say a fragment of his spirit lingered within
damage doesn’t reduce your normal form to 0 hit them. After wrestling the claws away from Ursoc’s
points, you aren’t knocked unconscious. 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.

283
Dormant This claw grants the following benefits in its You choose whether your equipment falls to the
dormant state: ground in your space, merges into your new form, or
You gain a +l bonus to attack and damage rolls made is worn by it. Worn equipment functions as normal,
with this magic weapon or natural weapons. but the DM decides whether it is practical for the
You can use your action to magically assume the new form to wear a piece of equipment, based on the
creature’s shape and size.
shape of Echo of Ursoc. You can use this trait a
number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long Echo of Ursoc
rest. Large Beast, Unaligned
Swipe. While transformed into the Echo of Ursoc,
when you use a Claw attack you can target an Armor Class 20
additional creature that is within 5 feet of the Hit Points 10 + 7 times your Druid level (the Echo of Ursoc has
original target. Make a melee attack roll against both a number of Hit Dice [d8s] equal to your Druid level)
creatures, dealing full damage to a creature on a hit. Speed 40 ft.climb 30 ft.

You can use this trait a number of times equal to


your proficiency bonus, you regaining expended uses STR DEX CON INT WIS CHA

when daily at dawn. 22 (+6) 20 (+5) 22 (+6) 3 (-4) 12 (1) 8 (-1)

You can stay in this form for a number of round equal to Skills :Perception+3 Stealth+6
half your level (rounded down). You then revert to your Senses passive Perception 13
Languages -
normal form unless you expend another use of this Challenge - Proficiency Bonus your PB
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. Keen Smell. The echo has advantage on Wisdom (Perception)
While you are transformed, the following rules apply: checks that rely on smell.

Your game statistics are replaced by the statistics of Might of the Ursoc. Your current and maximum hit points

the Echo of Ursoc, but you retain your alignment, increase by twice your druid level so long as you maintain this
form. You can not drop below 1 hit point when voluntarily
personality, and Intelligence, Wisdom, and Charisma leaving Bear Form.
scores. You also retain all of your skill and saving
throw proficiencies, in addition to gaining those of Actions
the Echo of Ursoc. If the Echo of Ursoc has the same Multiattack. The echo makes one Bite attack and two Claw
proficiency as you and the bonus in its stat block is attacks.
higher than yours, use the Echo of Ursoc’s bonus
instead of yours. Bite.. Melee Weapon Attack: (Str + Prof bonus) to hit, reach 5 ft.,
When you transform, you assume the Echo of one target. Hit: (2d8+ Dex) piercing damage.
Ursoc’s hit points and Hit Dice. When you revert to Claw. Melee Weapon Attack: (Str + Prof bonus) to hit , reach 5 ft.,
your normal form, you return to the number of hit one target. Hit:(2d6 + 5) slashing damage.
points you had before you transformed. However, if
you revert as a result of dropping to 0 hit points, any Your equipment doesn’t change size or shape to match
excess damage carries over to your normal form. For the new form, and any equipment that the new form
example, if you take 10 damage in the Echo of Ursoc can’t wear must either fall to the ground or merge with
form and have only 1 hit point left, you revert and it. Equipment that merges with the form has no effect
take 9 damage. As long as the excess damage until you leave the form.
doesn’t reduce your normal form to 0 hit points, you Awakened: When the Claw of Ursoc reaches an
aren’t knocked unconscious. awakened state, it gains the following properties:
You can’t cast spells, and your ability to speak or
take any action that requires hands is limited to the The weapon’s bonus to attack and damage rolls
capabilities of your Echo of Ursoc form. increases to +2.
Transforming doesn’t break your concentration on a You gain temporary hit points equal to your druid
spell you’ve already cast, however, or prevent you level plus your Constitution modifier whenever you
from taking actions that are part of a spell, such as use you assume Echo of Ursoc.
call lightning, that you’ve already cast. The damage of your melee weapon attacks improve.
You retain the benefit of any features from your Claws increases to 2d8 damage, and your Bite
class, race, or other source and can use them if the increases to 2d10 damage.
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.
PART 7 | MAGIC ITEM
284
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.
When you assume the shape of Echo of Ursoc you
gain resistance to all damage.
Now when you swipe, you can target two creatures
that are within 5 feet of the original target.
G’Hanir, the Mother Tree
Staff, Artifact (requires attunement Druid Path of
Restoration)
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:
You gain a +1 bonus to spell attack rolls, and your
spell save DC increases by 1.
While holding this Staff you add twice your Wisdom
modifier to the overtime healing spell.
Essence of G’Hanir: When you cast a single target
healing spell, you can double the number of dice
rolled for a single creature to heal. You can use this
trait a number of times equal to your proficiency
bonus, and you regain all expended uses until the
next dawn.
Awakened. When G’Hanir, the Mother Tree reaches
an awakened state, it gains the following properties:
While holding this Staff, you gain a +2 bonus to spell
attack rolls, and your spell save DC increases by 2.
After using the Essence of G’Hanir: the target you
are healing is healed again for half the healing it
received at the start of its next turn.
After using the Essence of G’Hanir: the target has
advantage on their next roll.
Exalted. When G’Hanir, the Mother Tree reaches an
exalted state, it gains the following properties:
While holding this Staff, you gain a +3 bonus to spell
attack rolls, and your spell save DC increases by 3.
You can use Essence of G’Hanir: for mass healing
spells.
When you heal overtime, the healed target gains
resistance to damage for the duration of the spell.

285
Hunter Artefacts Weapons
Titanstrike: Exalted. When Titanstrike reaches an exalted state, it
Weapon (Firearm) , Artifact
(requires attunement gains the following properties:
Hunter Lodge of Beast Master) A peerless example of The weapon’s bonus to attack and damage rolls
techno-magical engineering, theTitanstrike was increases to +3.
designed by Keeper Mimiron, a titanic watcher and Hati gained the weapon’s magic modifier to Attack:
brilliant inventor. and Damage and gains Bonus hits points equal to
Securely housed in the heart of the rifle, a relic your character level.
known as the Thunderspark powers theTitanstrike, Hati choose one of the Families of the Dire Beast
harnessing the essence of storms and focusing it into feature.
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. Hati
Dormant : The weapon the Musket grants the following
Large Beast, Unaligned

benefits in its dormant state: Armor Class 15 + PB

You gain a +l bonus to attack and damage rolls made Hit Points 5 + seven times your level (the beast has a number

with this magic weapon. of Hit Dice [d8s] equal to your level)
Speed 50 ft.
No ammunition need in the weapon, it produces its
own, automatically creating one piece of magic STR DEX CON INT WIS CHA
ammunition when you pull the trigger. The 20 (+5) 18 (+4) 18 (-4) 3 (-4) 12 (1) 7 (-1)
ammunition created by the firearm vanishes the
instant after it hits or misses a target. Skills :Perception+3 Stealth+6
You gain a beast companion that functions like a Senses passive Perception 13
Ranger’sPrimal Companion, using your proficiency Languages -
bonus in many places. The companion is named Hati Challenge - Proficiency Bonus your PB
and is detailed below.
Keen Smell. The echo has advantage on Wisdom (Perception)
You magically summon Hati, a supernatural worg, checks that rely on smell.
which draws strength from your bond. Haiti is friendly
to you and your companions and obeys your commands. Pack Tactics. The echo has advantage on an attack roll against a
Haiti’s stat block is detailed below and uses your creature if at least one of the echo’s allies is within 5 feet of the
proficiency bonus (PB) in several places. Lightning arcs creature and the ally isn’t incapacitated.
off of Hati’s hide. In combat, Hati acts during your Actions
turn.Hati obeys your commands as best it can. It acts
during your turn and you determine its actions, Multiattack. Hati makes two Bite attack .

decisions, and attitudes. If you are incapacitated or Bite. Melee Weapon Attack: + (PB + Str ) to hit, reach 5 ft., one
absent, If you are incapacitated, Hatican take any action target. Hit: (2d6 + STR) slashing damage. plus 2d6 lignting
of its choice, not just Dodge. If you already have an damage. If the target is a a creature, it must succeed on a DC
animal companion, you can command your animal 16 Strength saving throw or be knocked prone.
companion and Hati at the same time. Hati returns to
life after 1 minute with all its hit points restored. When
you finish a long rest, Hati reappears at your side. Thas’dorah, Legacy of the
WindrunnersThas’dorah, Windrunners
Awakened. When Titanstrike reaches an awakened Weapon (Longbow), Artifact (requires attunement
state,it gains the following properties: Hunter Lodge of Marksmanship)
The weapon’s bonus to attack and damage rolls A proud heirloom of the Windrunner family,
increases to +2. Thas’dorah was carved from a bough of the mother tree
Thorim Fury You can now benefit from the Bestial
of Eversong Woods shortly after the elven kingdom of
Wrath a number of times equal to the bonus Quel’Thalas was founded. Handed down to the eldest of
profiencies and the duration is increased by your each generation, the bow was last wielded by the high
wisdom modifier. elf Ranger Captain Alleria Windrunner. It disappeared
Stormgod When you hit with an attack using this
along with its owner following the destruction of the
weapon, the target takes an additional 1d6 lightning orcs’ homeworld, Draenor, and the subsequent
damage. formation of Outland.

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286
Dormant. The longbow grants the following benefits in Dormant. The spear grants the following benefits in its
its dormant state: dormant state:
You gain a +l bonus to attack and damage rolls made You gain a +l bonus to attack and damage rolls made
withthis magic weapon. withthis magic weapon.
The normal and long range for the weapon double. You can make one attack with this weapon as a
Windbust: As an action you fire an air empowered bonus action.
shot. Make a ranged attack roll. On a hit, the weapon Fury of the Eagle. As an action you can make a flurry
deals an additional 3 weapon damage dice. of attacks at all enemies in a 15-foot cone. All
Additionally, an air shield is created around you, enemies must make a Dexterity saving throw against
giving disadvantage to all ranged attacks against you. Technique Save DC or take Twice weapon damage
This effect lasts for a number of turns equal to your dice You can use this trait a number of times equal to
proficiency bonus. You can use this trait a number of your proficiency bonus, and you regain all expended
times equal to your proficiency bonus, and you uses until the next dawn.
regain all expended uses until the next dawn. Awakened. When Talonclaw reaches an awakened
Awakened. When Thas’dorah, Legacy of the state,it gains the following properties:
Windrunners reaches an awakened state, it gains the
following properties: The weapon’s bonus to attack and damage rolls
increases to +2.
The weapon’s bonus to attack and damage rolls Ohn’ahra Blessing. You can now benefit from the
increases to +2. Aspect of the Eagle a number of times equal to the
Knowledge of Windrunner As a bonus action, you bonus profiencies and the duration is increased by
choose a type of creature. For the next minute when your wisdom modifier.
you hit the creature type, you add your hunter mark Ohn’ahra Protection. When you are below half your
dice to the damage .You can use this trait a number hit point maximum you can use your bonus action to
of times equal to your proficiency bonus, and you summon Child of Ohn’ahra a to fight for you for 1
regain all expended uses when you finish a long rest hour. The creature acts on your initiative, but
Windrunner Guidance You can now benefit from the immediately after you take your turn. Youi can use
Trueshot a number of times equal to the bonus this property twice, you regain all expended uses
profiencies and the duration is increased by your until the next dawn
wisdom modifier. Exalted. When Talon Claw reaches an exalted state, it
Exalted. : When Thas’dorah, Legacy of the Windrunners gains the following properties:
reaches an exalted state, it gains the following The weapon’s bonus to attack and damage rolls
properties: increases to +3.
The weapon’s bonus to attack and damage rolls The Fury of the Eagle damage increased to 4d and
increases to +3. the area became 25-foot cone
Windrunner Accuracy Before you make an attack Wrath of the Ohn’ahra. When you are reduced to 0
with a ranged weapon that you are proficient with, hit points you are not killed outright the spirit of
you can choose to take a -5 penalty to the attack roll. Ohn’ahra steps in to save you. She creates an
If the attack hits, you add +10 to the attack’s damage. electrical storm on you. Creatures within 20 feet of
The Windburst damage increased to 6 additionnal you must succeed on a Dexterity saving throw. If the
weapon damage dice . save fails, they take 7d8 thunder damage and lose
their reaction for the next round, or half as much
Talonclaw damage on a successful one, and no reaction loss.
Weapon (Spear), Artifact (requires attunement Hunter You regain half the hit points from the damage
Lodge of Survival) taken. You can’t use this property again until the
The Highmountain tauren crafted this spear, which next dawn.
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.

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287
Mage Artefacts Weapons
Aluneth, Greatstaff of the Magna Increases the damage of the Mark of Aluneth.
(Staff) , Artifact (requires attunement Mage Studies of explosions to 5d10
Arcane) Felo’melorn,
Aluneth was most notably wielded for a time by
Aegwynn, the only female Guardian of Tirisfal, although Weapon (Scimitar), Artifact (Requires Attunement Mage
stories indicate that it is far older than she. She is said Study of Fire)
to have found the staff roughly a century after she took Flamestrike in Common, is an ancient Highborne
up the mantle of Guardian, and to have wielded Aluneth runeblade borne into battle by the Sunstrider dynasty. It
in many battles against the Burning Legion. Several was once wielded by Dath’Remar Sunstrider, even
years before relinquishing her title, she retired the staff, before the War of the Ancients. This powerful and
but none know where she might have stored it storied runeblade, passed down through the
Dormant. The Staff grants the following benefits in Sunstriders for generations, is a mighty weapon said to
its dormant state: harness the very essence of flame.
You gain a +1 bonus to spell attack rolls, and your Dormant. The Scimitar grants the following benefits in
spell save DC increases by + 1. its dormant state:
When you cast a spell that deals force damage, you You gain a +1 bonus to spell attack rolls, and your
can reroll any die you roll a 1 or 2 on. You must use spell save DC increases by 1.
the new roll for any dice rerolled this way. A Mage attuned to this blade is considered proficient
Mark of Aluneth. As an action you can place an
arcane rune on the ground within 60 feet. The rune with it for the purpose of attack rolls. Furthermore,
detonates at the end of your turn. Any creature they can add their Intelligence ability modifier to any
within 15 feet must succeed on a Dexterity saving attack or damage rolls made with this weapon,
throw against your spell save DC. The target takes instead of their Dexterity modifier and the magic
3d10 force damage and is knocked prone on a bonus applies to attack and damage.
Phoenix’s Flames: When you hit a creature with a
failure, or takes half damage and is not knocked melee weapon attack with this weapon, they lose any
prone with a success. You can use this property a resistance to fire damage until the end of your next
number of times equal to your Proficiency Bonus, turn
regaining expended uses daily at dawn.
Awakened. When Felo'melorn reaches an awakened
Awakened. When Aluneth, Greatstaff of the Magna
reaches an awakened state, it gains the following state, it gains the following properties:
properties: While holding this scimitar, you gain a +2 bonus to
While holding this Staff, you gain a +2 bonus to spell spell attack rolls, and your spell save DC increases
attack rolls, and your spell save DC increases by 2. by 2 .
When you cast a spell that deals damage you can roll You gain resistance to fire damage
the dice twice and take the higher result You can use When you hit a creature with a melee weapon attack
this property a number of times equal to your and it is not immune to fire damage, You make him
Proficiency Bonus, regaining expended uses daily at vulnerable to fire damage until the until the end of
dawn. your next turn
While holding this staff, you add half to your Exalted. When Felo’melorn reaches an exalted state, it
intelligence modifier to your Evocate feature, for gains the following properties:
determined combined level of spell slots you may
recover. While holding this scimitar, you gain a +3 bonus to
spell attack rolls, and your spell save DC increases
Exalted. When Aluneth, Greatstaff of the Magna by 3.
reaches an exalted state, it gains the following You become immune to fire.
properties: Phoenix Rebirth : When you die, you explode. Each

While holding this Staff, the spell bonus attack rolls creature within 20-feet of you must make a Spell
increases to +3 and bonus to your spell save DC Save DC Dexterity saving throw, taking 10D10 fire
increases by 3 damage on a failed save, or half as much damage on
You can now create multiple runes simultaneously a successful one. The fire ignites flammable objects
for a total equal to half the proficiency bonus, in the area that aren't worn or carried.
rounded Down.
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 until the
next dawn.
Ebonchill, Greatstaff of Alodi
Staff, Artifact (Requires Attunement by requires
attunement Mage Studies of Frost)

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:
You gain a +1 bonus to spell attack rolls, and your
spell save DC increases by 1.
Ebonbolt. As an action, you can fire a jagged bolt of
black ice at a target you can see within 90 ft. On a
hit, the target takes 5d6 cold damage and for the
next minute, whenever it takes cold damage, it takes
an extra 1d6 cold damage. You can use this property
a number of times equal to your Proficiency Bonus,
regaining expended uses daily at dawn.
You gain resistance to cold damage.
Awakened. When Ebonchill, Greatstaff of Alodi reaches
an awakened state, it gains the following properties:
While holding this Staff, the spell bonus attack rolls
increases to +2 and bonus to your spell save DC
increases by 2.
Any cold damage you do ignores cold resistance.
When you deal cold damage you may add your
Proficiency Bonus to the damage dealt
Exalted. When Ebonchill, Greatstaff of Alodi reaches
an exalted state, it gains the following properties:
While holding this Staff, the spell bonus attack rolls
increases to +3 and bonus to your spell save DC
increases by 3.
You become immune to cold damage.
Increase Ebonbolt. 10d6 cold damage, and the
additional damage for the next minute to 3d6 cold
damage.

289
Monk Artefacts Weapons
Fu Zan, the Wanderer’s Companion Exalted : When Fu Zan, the Wanderer’s Companion
,
Weapon (Quarterstaff) Artifact (Requires Attunement reaches an exalted state, it gains the following
by the Monk Way of the Brewmaster) Long ago, as the properties:
titanic watcher Keeper Freya set out to populate the The weapon and unarmed attacks bonus to attack
world with life, she placed one of the first seeds in and damage rolls increases to +3
Pandaria. From it grew Fu Zan, the first, and all of In addition to the options from it’s Dormant state,
Pandaria’s forests descended from it. Before populating you can fill the keg with Whiskey, Celestial Brew.
the rest of Azeroth, Freya fashioned a walking stick for and a Superior Healing Potion.
her travels from one of Fu Zan’s branches. Eventually The Flaming Keg. damage increased 10d6 and the
Freya passed her staff to the Jade Serpent, Yu’lon, who burning damage increased to 2d8.
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 Special Brew: All highlighted brews are described in detail in
this day. the section Elusive Brew
Dormant The quarterstaff grants the following
benefits in its dormant state: Sheilun, Staff of the Mists
You gain a +l bonus to attack and damage rolls made Weapon (Quarterstaff) ( Requires Attunement by the
with this magic weapon and your unarmed attacks Monk Way of the Mistweaver ) During last pandaren
while this weapon is on your person. emperor’s reign, a prophecy arose that a ruthless
A small keg hands on the quarterstaff. As a bonus Legion would invade the world of Azeroth and leave it
action, if the keg is empty, you fill the vessel with one shattered. To save his people, Emperor Shaohao
of the following choic: Ale, Breath of Fire Brew., embarked on a series of trials, taking with him the
Greater potion of healing. You can use this property ancient staff Sheilun. Afterwards, he used his newfound
a number of times equal to your Proficiency Bonus, wisdom to become part of the land. He made Pandaria
regaining expended uses daily at dawn. Brew you into a separate continent and enshrouded it in mist to
create in this way loses its magical properties if it protect it. His staff clattered to the ground, where it lay
isn’t imbibed within 24 hours. until the monks of Tian Monastery found it and took it
Flaming KegAs an action, you can throw the keg at a to the Terrace of Endless Spring for safekeeping.
location you can see within 40 feet of you, which Dormant: The quarterstaff grants the following
explodes. Each creature in a 20-foot-radius sphere benefits in its dormant state:
centered on that point must succeed on a Dexterity You gain a +l bonus to attack and damage rolls made
saving throw against your Chi save DC . A target with this magic weapon and your unarmed attacks
takes 5d6 fire damage and bursts into flames; until while this weapon is on your person.
he takes an action to extinguish the fire, the creature Whenever you make a weapon or unarmed attacks
takes 1d8 fire damage at the start of each of its turns attack or spend a chi this staff creates a small cloud
on a failed save, or half as much damage on a of mist within 60 feet. These mist clouds last 1
successful one, and does not burst into flames. The minute. You may have a number of mist clouds
barrel immediately reappears on the staff. You can summoned equal to your Wisdom modifier + half
use this property a number of times equal to your proficiency bonus (minimum of 1).
proficiency bonus, regaining the uses expended daily Sheilun’s Gift.As a bonus action , you drawing in all
at dawn. created mist clouds, healing an ally within 60 feet
Awakened: When Fu Zan, the Wanderer’s equal to your Martial Arts die per mist cloud
Companion reaches an awakened state, it gains the absorbed. You can use this property a number of
following properties: times equal to your proficiency bonus, regaining the
uses expended daily at dawn.
The weapon and unarmed attacks bonus to attack
and damage rolls increases to +2.
In addition to the options from it’s Dormant state,
You can drink from the keg as a bonus action now
and you can fill the keg with Mead, Fortifying Brew.
Invigorating Brew., and Wine.
You can now benefit from Celestial Invocation
number of times equal to the bonus profiencies and
the duration is increased by your wisdom modifier.
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290
Awakened : When Sheilun, Staff of the Mists reaches an Fists of the Heavens
awakened state, it gains the following properties: ,
Wondrous Item Artifact (Requires Attunement by the
The weapon and unarmed attacks bonus to attack Monk Way of the Windwalker) Thousands of years ago,
and damage rolls increases to +2. the famed tol’vir smith Irmaat crafted a pair of
You can now benefit from Celestial Invocation magnificent handblades. Unsatisfied with his work,
number of times equal to the bonus profiencies and Irmaat tried to capture the essence of Al’Akir the
the duration is increased by your wisdom modifier. Windlord to infuse into his blades. Al’Akir was not
Wisdom of Shaoao When you heal, the target gains a
amused. To spite the smith, Al’Akir poured unspeakable
saving throw bonus equal to the wisdom modifier on amounts of raw elemental fury into the handblades.
saving throws for up to 1 minute. You can use this When Irmaat attempted to unleash their might, a great
property a number of times equal to your Proficiency vortex sprang up, engulfed his city, and scattered the
Bonus, regaining expended uses daily at dawn.You weapons to the winds. The handblades are called
cannot use this ability again until you finish a short Al’burq and Alra’ed. As a set they are known as the Fists
or long rest. of the Heavens.
Dormant The handblade grants the following benefits
Exalted. When Sheilun, Staff of the Mists reaches an in their dormant state:
exalted state, it gains the following properties: You gain a +l bonus to attack and damage rolls made
The weapon’s bonus to attack and damage rolls with this magic weapon and your unarmed attacks
increases to +3. while this weapon is on your person.
Your Sheilun’s Gift: affects three creatures at once. When you hit with an attack using this weapon, the
Echo of Shaoao: an action, you summon an echo of target takes an additional 1d6 ligthning damage.
yourself, and the echo replicates the healing for half Strike of the Windlord: As part of an attack with this
the effect. Your echo stay for a number of round weapon, you forcing all enemies in a 10 foot cone in
equal to your wisdom modifier You cannot use this front of you to make a dexterity saving throw against
ability again until you finish a short or long rest. Chi save DC take 2 Martial Arts die Lightning
damage and have their speed reduced to half until
the start of your next turn. On a successful save they
take half damage and their move speed is not
reduced.You can use this property a number of times
equal to your Proficiency Bonus, you regaining
expended uses the next dawn.
Awakened. When Fists of the Heavens reaches an
awakened state, they gains the following properties:
The weapon’s and unarmed attacks bonus to attack
and damage rolls increases to +2.
You are resistant to lightning damage.
You can now benefit from Celestial Invocation
number of times equal to the bonus profiencies and
the duration is increased by your wisdom modifier.
Exalted. When Fists of the Heavens reaches an
exalted state, they gains the following properties:
The weapon’s and unarmed attacks bonus to attack
and damage rolls increases to +3.
When you hit with Fists of Fury you can you can
make up to three additional attacks (up to a total of
five Fists of Fury
Essence of Al’akir As an action, you summon a
Fragment of Al’akir to fight for you for one minute or
until destroyed. You can’t use this property again
until the next dawn.

291
Paladin Artefacts Weapons
The Silver Hand Truthguard and Oathkeeper
Weapon (Maul), Artifact (Requires Attunement by a Armor (Shield) and Weapon (Longsword) , Artifact
Paladin Oath of the Holy) As one of the titanic watchers, (Requires Attunement by a Paladin Oath of the
Keeper Tyr bore this weapon in countless battles Protection )
against the titans’ enemies. When one of his fellow The titanic watchers Tyr and Archaedas created this
keepers, Loken, fell to corruption, Tyr and his allies shield when their comrade, Loken, fell to corruption.
stole the Discs of Norgannon to investigate the extent of They gave Truthguard to a vrykul champion who used it
Loken’s betrayal. Discovering the theft, Loken sent to expose Loken’s treachery. When Tyr and his allies
horrific monsters after Tyr’s group, but Tyr sacrificed later stole the Discs of Norgannon and fled, the
his life to fight the creatures while his comrades champion stayed behind and held off many of Loken’s
escaped with the discs. His hammer was lost with him servants. A desperate Loken sent horrific monsters after
somewhere beneath the land now named in his honor: Tyr, who fell in combat. In time the vrykul champion
Tirisfal. migrated to Stormheim in the Broken Isles, where the
Dormant. The Maul grants the following benefits in shield was eventually entombed in the Path of Kings.
its dormant state: The longsword is called Oathkeeper.
Dormant The shield and longsword grant the
The weapon’s bonus to attack and damage rolls following benefits in its dormant state:
increases to +1.
You can use your healing powers to deal radiant You gain a +1 bonus to AC and Saving Throws while
damage to the undead. wielding this shield.
Tyr’s Deliverance: As a bonus action, you unleashing Eye of Tyr As an action, you unleash a blinding flash
the light stored in it and healing your most wounded of light, forcing all enemies within 20 feet to make a
ally within 30 feet for an amount equal to your Constitution saving throw against your spell save
Paladin level + your Charisma. You can use this DC. On a failed save they take 2d10 radiant damage
property a number of times equal to your Proficiency and are blinded until the end of your next turn.
Bonus, regaining expended uses daily at dawn. Enemies can repeat the Constitution save at the end
Awakened. When The Silver Hand reaches an
of each of their turns, ending the blindness on a
awakened state, it gains the following properties: success. On a successful saving throw, they take half
damage and are not blinded.You can use this
The weapon’s bonus to attack and damage rolls property a number of times equal to your Proficiency
increases to +2. Bonus, you regaining expended uses the next dawn.
The weapon’s give you bonus to +1 to your Armor Oathkeeper can be drawn and stowed from
Class and Saving Throws Truthguard and functions as a magical longsword.
The healing of Tyr’s Deliverance is now twice your Awakened. When Truthguard and Oathkeeper reach
Paladin level + your Charisma. an awakened state, it gains the following properties:
Exalted. When The Silver Hand Tree reaches an You gain a +2 bonus to AC and Saving Throws while
exalted state, it gains the following properties: wielding this shield
The weapon’s bonus to attack and damage rolls Your channel divinity ability Avenger’s Shield is
increases to +3. empowering. When you use is strike one more target
Your healing abilities that target bloodied people are and increase the radiant damage to 2d10 and First
maximized. use cost no holy power. Once you use this feature,
Wrath of Tyr’s: As a action, you unleashing the light you must finish a short rest.
through the Silver Hand all ally creature are heal for Tyr Justice. As a reaction. when you take an attack
6d10 and All Foe make a Constitution saving throw Truthguard generates a shield of light which gives
against your spell save DC. On a failed save they take resistance to all damage on emanation of 10 feet of
6d10 radiant damage and become stunned or half on you. You can use this property a number of times
a successful saving throw, they take half damage and equal to your Proficiency Bonus, you regaining
are not stunned. The stunned target must make a expended uses the next dawn.
Constitution saving throw at the end of each of its
turns. On a successful save, this stunning effect ends.
You can use this feature once You regain uses daily
at dawn.

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292
Exalted. When Truthguard and Oathkeeper reach an Dormant. The greatsword grants the following benefits
exalted state, it gains the following properties: in its dormant state:
Your bonus to AC and Saving Throws bonus a You gain a +l bonus to attack and damage rolls made
increase +3 while wielding this shield with this magic weapon.
Increase the radiant damage of Eye of Tyr: to 4d10 , Ashbringer Strike: When you take the Attack action
and its radius become 30 ft on your turn, you can replace one of your attacks
The Oathkeeper bonus to attack and damage rolls with an exhalation of radiant energy in a 20-foot
increases to +2. cone. Each creature in that area must make your
spell save DC Constitution saving throw. On a failed
Ashbringer save, the creature takes 2d10 radiant damage. On a
Weapon (Greatsword) , Artifact
(Requires Attunement successful save, it takes half as much damage. You
by a Paladin Oath of the Retribution) can use this property a number of times equal to
King Magni Bronzebeard forged the Ashbringer from your proficiency bonus, and you regain all expended
a piece of crystal purified by wielders of the Holy Light. uses daily at dawn.
This gave the sword strange Light-bearing powers. It Mark of Ashbringer When you damage an enemy
was named for its ability to slaughter undead, leaving with Ashbringer Strike, you leave a mark on the
nothing but ash in its wake. Ashbringer passed through target that burns for 1d8 radiant damage per round
several hands, serving both Light and Shadow, before it and must take an action to extinguish it.
came to the legendary paladin Tirion Fordring, who Awakened. When Ashbringer reaches an awakened
used it to shatter the Lich King’s runeblade, state, it gains the following properties:
Frostmourne, on the top of Icecrown Citadel. Tirion has
carried Ashbringer with him ever since. The weapon’s bonus to attack and damage rolls
increases to +2.
When you use Templar Verdict you add 1 die per
spell slot used
Improved Mark of Ashbringer Now, when you deal
damage to an enemy with Ashbringer, you can your
reaction and leave Mark of Ashbringer on the target,
which can stack up to half your proficiency bonus.
You can use this reaction a number of times equal to
your equal to your charisma modifier +1, and you
regain all expended uses daily at dawn.
Exalted. When Ashbringer reaches an exalted state, it
gains the following properties:
The weapon’s bonus to attack and damage rolls
increases to +3.
Hammer of Light As action you detonate all Mark of
Ashbringer creature mark must make Constitution
svaing throw .On a failed save, the creature takes
1d10 radiant damage for each Mark of Ashbringer
the mark detonate a second time. On a successful
saving throw, they take half damage and the mark
doesnt detonate a second time. You can’t use this
property until the next dawn.
The Radiant damage increases to 1d12.

293
Priest Artefacts Weapons
Light’s Wrath T’uure, Beacon of the Naaru
,
Staff, Artifact (Requires Attunement by a Priest Staff, Artifact Artefact(Requires Attunement by a
Discipline Priesthood) Requires Attunement by a Priest Holy Priesthood)
Obsessed with cleansing undead from the world of As beings of Holy Light, the benevolent naaru rescued
Azeroth, the fanatical Scarlet Crusade tried to create a the draenei from their homeworld after most of its
second Ashbringer in the form of a staff. However, a people were transformed into demonic recruits for the
dreadlord who had infiltrated the order intervened, Burning Legion. Demons nearly overwhelmed the
interrupting their efforts and triggering a violent fleeing draenei, but the naaru protected the refugees
magical explosion. The damaged staff’s power proved with this beacon crystal. T’uure channels the Light’s
nearly uncontrollable. After several wielders tried and essence into healing radiance, regenerating horrific
failed to use the staff safely, the elite magi of the Kirin wounds and bringing people back from the brink of
Tor hid it away lest it unleash further deadly calamities. death. Ultimately the crystal was lost to Legion forces
Dormant The staff grants the following benefits in its on an invaded world. It hasn’t been seen since.
dormant state: 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, you gain a +1 bonus to spell
When you deal necrotic or radiant damage you may attack rolls, your your spell save DC increases by 1.
add your Proficiency Bonus to the damage dealt When you cast a spell single-target healing spell is
Wrath of Light’s. As an action, The staff release a reflected toward your most wounded ally within 30
torrent of holy fire at a target within 60 feet. This feet.
target must make a dexterity saving throw against T’uure’s Light. As an action, you can magically
your spell save DC or take 3d10 radiant damage. On summon an incorporeal spirit of T’uure at a point
a success, they take half damage. You may then you can see within 60 feet of you. The T’uure creates
grant temporary hit points to one ally within 60 ft. an aura in a 30-foot radius around that point. It
equal to half of the damage done by this ability. You counts as neither acreature nor an object, though it
can use this property a number of times equal to has the spectral appearance. As a bonus action, you
your proficiency bonus, and you regaining expended can move the spirit up to 60 feet to a point you can
uses the next dawn. see. The spirit persists for 1 minute.
Awakened. When Light’s Wrath reaches an T’uure’s spirit lends its rejuvenating energies to those
awakened state, it gains the following properties: nearby. Creatures in the aura have advantage on saving
throws against being charmed, frightened,
The staff bonus to spell attack rolls increases to +2 paralyzed,petrified, poisoned, and unconscious. If you
and bonus to your spell save DC increases to +2 cast a spell using a spell slot that restores hit points to
The saving throws against your spells that deal any creature inside the aura, each creature of your
necrotic or radiant damage are at disadvantage . choice in the aura also regains hit points equal to your
Your spell ignores necrotic and radiant resistance. level.. You can use this property a number of times
Exalted When Light’s Wrath reaches an exalted state,
equal to your proficiency bonus, and you regaining
it gains the following properties: expended uses the next dawn.
Awakened. When T’uure, Beacon of the Naaru reaches
The staff bonus to spell attack rolls increases to +3 an awakened state, it gains the following properties:
and bonus to your spell save DC increases to +3
Increase the radiant damage of Wrath of Light’s The staff bonus to spell attack rolls increases to +2
6D10 and bonus to your spell save DC increases to +2
True Balance Before casting a necrotic or radiant While holding this staff, you have advantege of
spell you can take a bonus action to maximize the saving throws to being charmed, frightened, and
spell’s damage. You can do this once for each 1 poisoned.
necrotic spell and 1 radiant spell. You can’t use this You gain resistance to radiant damage.
property again until the next dawn.

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Exalted. When T’uure, Beacon of the Naaru reaches an Dormant. The dagger grants the following benefits in its
exalted state, it gains the following properties: dormant state:
The staff bonus to spell attack rolls increases to +3 While holding this dagger, you gain a +1 bonus to
and bonus to your spell save DC increases to +3 spell attack rolls, and your spell save DC increases
You become immune to Radiant damage. by 1.
T’uure’s Light. Before casting a healing spell you can Xal’atath Whisper : When you cast a necrotic or
take a bonus action to maximize the spell’s effect, psychic spell, you can take a bonus action to limit the
You can use this property a number of times equal to target to a single action for the next turn.You can use
your proficiency bonus, and you regain all expended this property a number of times equal to your
uses daily at dawn. proficiency bonus, regaining the uses expended daily
at dawn. You can use this property a number of
Xal’atath, Blade of the Black Empire times equal to your proficiency bonus, regaining the
,
Weapon (Dagger) Artifact ( Requires Attunement by a uses expended daily at dawn.
Priest Shadow Priesthood) Void Torrent, : As an action you can unleash a
Xal’atath is truly ancient, dating back to the time of torrent of void energy at a creature you can see
the Old Gods’ Black Empire. Theories abound as to the within 60 feet of you. The creature must make a
nature of its creation: the more outlandish claim that the Dexterity saving throws against your spell save DC
blade is the remains of a forgotten Old God who was taking 3d6 necrotic damage, 3d6 psychic damage,
consumed by its kin, while other theories state it is the You can use this property a number of times equal to
claw of Y’Shaarj itself. Whatever the truth of its origin, your proficiency bonus, and you regain all expended
the blade is infused with the Old Gods’ power. Legends uses daily at dawn.
state that it can even grant its wielder visions of the Awakened. When Xal’atath, Blade of the Black
Black Empire, though doing so inevitably drives the Empire reaches an awakened state, it gains the
viewer mad. following properties:
Sentience The Xal’atath is a sentient chaotic evil
weapon with an Intelligence of 26 , a Wisdom of 21, and The weapon’s bonus to spell attack rolls increases to
a Charisma of 24. It has hearing and darkvision out to a +2 and the weapons bonus to your spell save DC
range of 120 feet. increases to +2.
The weapon communicates telepathically with its Damage dealt by Void Torrent ignores immunity to
wielder and can speak, read, and understand Common necrotic damage.
and Shath’Yar and give the wielder the capacity to You gain resistance to psychic damage .
speak, read, and write Shath’Yar.
Personality. A manipulative old god named Xal’atath Exalted When Xal’atath, Blade of the Black Empire
lives within the Blade of the Black Empire. The old reaches an awakened state, it gains the following
yearns to be free, but will remain in the blade to further properties:
the goals of the void lords if necessary. It learns its
wielder’s principles, then uses those ideals to encourage The weapon’s bonus to spell attack rolls increases to
reckless action. The dagger whispers plans to give the +3 and the weapons bonus to your spell save DC
user more power, but corrupt them as well. increases to + 3.
Void Torrent. Increase the necrotic damage to 6d6
necrotic and 6d6 of psychic
You gain Immunity to necrotic Damage..

295
Rogue Artefacts Weapons
The Kingslayers The Dreadblades
,
Weapon (Dagger) Artifact (Requires Attunement by ,
Weapon (Shortsword) Artifact (Requires Attunement by
Assassination Rogue) Outlaw Rogue
The orc warlock Gul’dan had these daggers made for Shortly after the Cataclysm, Admiral Eliza Goreblade
his personal assassin, Garona. The blades are said to discovered a pair of ornately crafted cutlasses inside a
drink blood and inflict traceless poison, leaving little recently unearthed wreck not far from Booty Bay.
sign of their grim work: the perfect tools for an assassin. Though the origins of the blades are unclear, their
She used them to carry out countless atrocities while power was not, as Eliza quickly made her name known
under Gul’dan’s control, including the murder of pillaging countless ships across the Great Sea, none
Stormwind’s King Llane, whom she had befriended. able to best her in combat. Rumors spread among
Afterwards, in anguish, she asked a trusted ally, Meryl pirates and sailors about the Dreadblades, the most
Winterstorm, to help her hide the blades away in the common ones all agreeing that they are cursed, and that
hope that they’d never have to be used again. The if they should ever stop being fed new victims, they’ll
daggers are known as Anguish and Sorrow. As a set claim their owner instead. The shortswords are known
they are known as The Kingslayers. as Fate and Fortune. As a set they are known as The
Dreadblades.
Dormant. The Dagger grant the following benefits in
their dormant state: Dormant. The shortsword grant the following benefits

You gain a +l bonus to attack and damage rolls made in their dormant state:
with this magic weapons. You gain a +l bonus to attack and damage rolls made
You can roll two additional weapon damage die with this magic weapons.
when determining the extra damage for a critical hit Life of pirate As a reaction when you are targeted by
with this melee attack. a melee weapon attack you can impose disadvantage
Kingsbane. When you hit a creature with a melee on that attack roll, as you try to deflect the blow. You
weapon attack, you can activate this property to deal can use this property a number of times equal to
3d6 poison damage to the target, in addition to the your dexterity modifier regaining expended uses
weapon’s damage. You can use this property a daily at dusk.
number of times equal to your proficiency bonus, Curse of the Dreadblades: As a reaction, you can
regaining expended uses daily at dusk. make an additional attack with this weapon. The first
Awakened. When The Kingslayers reaches an
time you use this effect, you take necrotic damage
awakened state, they gains the following properties:< equal to your character level. The amount of necrotic
damage you take increases by 1d4 each time you use
The weapon’s bonus to attack and damage rolls this ability without taking a long rest.
increases to +2. Awakened When The Dreadblade reaches an
The saving throws against your poison damage is awakened state, they gains the following properties
made at disadvantage.
You become immune to poison damage. The weapon’s bonus to attack and damage rolls
Exalted. When The Kingslayers reaches an exalted
increases to +2.
state, they gains the following properties: Reduce the necrotic damage from the first activation
of Curse of the Dreadblades: to half your character
The weapon’s bonus to attack and damage rolls level.
Fortune Boon Whenever you make an attack roll,
increases to +3. ability check, or saving throw, you can take necrotic
Kingsbane. Increased the poison damage for 6d6
Kingsbane. ignore poison immunity.
damage equal to half your level to gain advantage.
You can use this property a number of times equal to
your proficiency bonus, regaining expended uses
daily at dusk.

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Exalted : When The Dreadblade reaches an exalted Dormant. The dagger grant the following benefits in
state, they gains the following properties: their dormant state:
The weapon’s bonus to attack and damage rolls The weapon’s bonus to attack and damage rolls
increases to +3. increases to +1.
You can now make two extra attacks each time you Devorer of Magic : As a reaction, when you hit a
activate Curse of the Dreadblades: spellcaster, the next concentration checks are made
Crimson Veil Charge A ghostly boat extending from with disadvantage. You can use this a number of
you, 60 feet long and 10 feet wide. The line follows times equal to the proficiency bonus.
the elevation of the ground, and can even climb walls Goremaw’s Bite : As part of an attack you causing
or descend cliffs. Each target within 10 feet of this extra 3d6 acid damage and forcing constitution
line must succeed on a Dexterity saving throw saving throw against your energy DC . On a failure,
against the energy saving throw or take 6d8 necrotic the target’s speed is halved until the start of your
damage and be knocked prone. A creature that next turn. You can use this property a number of
succeeds on its saving throw takes half as much times equal to your proficiency bonus, regaining
damage and is not knocked prone. You can use this expended uses daily at dusk.
feature twice You regain expended uses daily at Awakened. When The Fangs of the Devourer reaches
dawn an awakened state, they gains the following properties:
The Fangs of the Devourer
, The weapon’s bonus to attack and damage rolls
Weapon (Dagger) Artifact (Requires Attunement by
increases to +2.
Subtlety Rogue)
Goremaw the Devourer, Sargeras’ personal hound, When you use Shadow Dance it now lasts half the
claimed countless lives before it was eventually proficiency bonus.
Mantle of Goremaw When you strike with the
ambushed and killed on another world long ago. dagger, as a reaction, you can give yourself
Following the hound’s death, Mephistroph had its fangs advantage against spells and other magical effects.
crafted into two powerful daggers that still carried with You can use this property a number of times equal to
them some of the potent withering essence that made twice your Dexterity modifier, regaining the uses
Goremaw’s bites so deadly. These daggers were passed expended daily at dusk.
to Akaari, one of Sargeras’ most deadly assassins, who
wields them to this day. The daggers are known as Exalted : When The Fangs of the Devourer reaches
Gorefang and Akaari’s Will. As a set they are known as an exalted state, they gains the following properties:
the Fangs of the Devourer.
The weapon’s bonus to attack and damage rolls
increases to +3.
Increased the Goremaw’s Bite increases to 6d6 acid
damage.
Goremaw Hunger When you strike with the dagger,
as a reaction, you can dispel the magical effect and
consume it, Make a Constitution saving throw
against the energy DC. On a failed save, the effect is
dispel, healing the wielder for an amount equal to
half the damage taken. You can use this property a
number of times equal to your proficiency bonus,
regaining expended uses daily at dusk.

297
Shaman Artefacts Weapons
The Fist of Ra-den Doomhammer
,
Weapons (warclaws) Artifact (Requires Attunement by Weapon (Warhammer), Artifact (Requires Attunement
Shaman Elemental Binding) by Shaman Enhancement Binding)
Aman’Thul the Highfather, leader of the titan Forged in elemental lava on the orc homeworld of
Pantheon, entrusted his greatest servant, Highkeeper Draenor, this massive hammer is connected deeply with
Ra, with this artifact, which could channel the fury of the elements, and its true power is only awakened in the
the storms. Ra used it to bestow life on the titan-forged hands of those who can speak to the elements in kind.
mogu race, and he wielded it in battle against the Black The Doomhammer was long wielded by Orgrim
Empire for years beyond counting. Later lost to Ra, the Doomhammer, one of the greatest orc warriors of the
weapon was ultimately recovered by the August Horde, and now rests with Thrall, one of the most
Celestial Xuen, who saw its immense and dangerous powerful shaman Azeroth has ever known.
power, and chose to safeguard it until someone worthy Dormant. The warhammer grants the following benefits
could take up the weapon in a righteous cause once
again. in its dormant state:
Dormant : The weapon have the finesse and light
properties. It deals 1d6 bludgeoning damage on a hit. You gain a +l bonus attack, and damage rolls made
The fist grants the following benefits in its dormant with this magic weapon.
Doom Winds. As a bonus action, you gain an extra
state: attack each round for the next minute. You can use
While holding this Fist, you gain a +1 bonus to spell this trait a number of times equal to your proficiency
attack rolls, and your spell save DC increases by 1. bonus, you regaining expended uses the next dawn.
You gain the The Highkeeper’s Ward functions as a You gain the Fury of the Stonemother the can be
magical Shield . spawned and despawned from Doomhammer and
Stormkeeper When you cast a lightning or thunder functions as a magical Warhammer
spell you can use your reaction to cause the spell to .
deal the maximum possible amount of damage Awakened. When Doomhammer reaches an
instead of rolling for the damage. You can use this awakened state, it gains the following properties:
trait a number of times equal to your proficiency The weapon's bonus to attack, and damage rolls
bonus, and you regaining expended uses the next increases to +2.
dawn. You can now benefit from Feral Spirits number of
Awakened : When he Fist of Ra-den reach an times equal to the bonus profiencies and the
awakened state, it gains the following properties: duration is increased by your wisdom modifier.
When you critically hit with this weapon you deal an
While holding this staff, you gain a +2 bonus to spell extra 4d6 Acid, Cold, Fire, or Lightning damage
attack rolls, and your spell save DC increases by 2. (choose randomly by rolling a d4.)
You gain resistance for Thunder Damage
You can now benefit from Ascendance number of Exalted. When Doomhammer reaches an exalted
times equal to the bonus profiencies and the state, it gains the following properties:
duration is increased by your wisdom modifier. The weapon's bonus to attack, and damage rolls
Exalted When the Fists of the Heavens reach an increases to +3.
exalted state, it gains the following properties: Fury of the Stonemother bonus to attack, and
damage rolls increased to +2.
You gain a +3 bonus to spell attack rolls, and your You are always under the effects of a stoneskin spell.
spell save DC increases by 3.
The Highkeeper’s Ward bonus to to AC increased to
+2.
Ra-Den Smite :When you cast a lightning or thunder
damage spell that targets a single creature, you can
take a bonus action to target a second creature
within range with the same spell.You can use this
property a number of times equal to your proficiency
bonus, regaining expended uses daily at dawn.

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Sharas'dal, Scepter of Tides
Weapon (Warhammer), Artifact (Requires Attunement
by Restoration Binding)
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 Warhammer grants the following
benefits in its dormant state:
While holding this Warhammer, you gain a +1 bonus
to spell attack rolls, and your spell save DC increases
by 1.
Gift of the Tidal Queen.:As an action, you can restore
2d10 hit points to up to 3 allies within 30 feet. Any
allies targeted by this spell also gain the same
amount in temporary hit points for the next
minute.You can use this property a number of times
equal to your proficiency bonus, regaining expended
uses daily at dawn.
You gain the The Shield of the Sea Queen functions
as a magical Shield.
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 gain a +l bonus attack, and damage rolls made
with this magic weapon
You can now benefit from Healing Tide number of
times equal to the bonus profiencies and the
duration is increased by your wisdom modifier.
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.
Blessing of Azshara Once per day you can regain a
number of spell slots equal to your wisdom + half
your proficiency bonus. You regaining expended
uses the next dawn
Increase the healing of Gift of the Tidal Queen. to
4d10 can affect now 6 targets.

299
Warlock Artefacts Weapons
Ulthalesh, the Deadwind Harvester The weapon’s bonus to spell attack rolls increases to
,
Weapon (Glaive) Artifact (Requires Attunement by +3 and the weapons bonus to your spell save DC
Warlock Study of Affliction) increases to +3.
The first necrolyte to walk the world of Azeroth, Empower Steal Life Increase the healing to 4d8 .
Sataiel, was given this scythe by the titan Sargeras Empower Steal Power You regain now a 2 spell slot.
himself. It grows in power as it draws souls from its Skull of the Man’ari
victims. The Harvester earned its name as Sataiel
methodically drained all life from the hapless Wondrous Item, Artifact (Requires Attunement by
inhabitants of Deadwind Pass, creating a potent Warlock Study of Demonology)
Before the eredar served the titan Sargeras, one of
magical nexus there in the process. Hunting down their greatest leaders, Thal’kiel, had unprecedented skill
Sataiel, the Guardian of Tirisfal turned the scythe on with summoning and binding magics. Driven by
her, sending her soul to join those of her victims. ambition, he reached into the Void and was answered
Eventually the Dark Riders recovered the weapon and with knowledge of dark creatures unlike any the eredar
secreted it beneath the tower of Karazhan. had seen before. Thal’kiel’s apprentice, Archimonde,
Dormant: The scythe grants the following benefits in
its dormant state: discovered his master’s dark pact and revealed it to
Thal’kiel’s fellow rulers, who banded together to strike
While holding this scythe, you gain a +1 bonus to Thal’kiel down. After his defeat, they had his skull
spell attack rolls, and your spell save DC increases gilded and placed on display as a warning. Today the
by 1. dreadlord Mephistroth uses it to enhance his ability to
Soul Harvest. Whenever a spell you cast reduces a summon and command demon armies for the Legion.
creature within 60 feet of you to 0 hit points, the Sentience, The Skull of the Man’ari is a sentient
scythe traps its soul, unless it is a construct or an chaotic evil weapon with an Intelligence of 18 , a
undead. While a soul is trapped, the dead humanoid Wisdom of 20, and a Charisma of 26. It has hearing and
it came from can’t be revived. You can can store up darkvision out to a range of 120 feet. The weapon
to number of souls equal to equal to your proficiency communicates telepathically with its wielder and can
bonus. It can also keep souls stored within it for a speak, read, and understand Infernal and Common.
week. Personality An insane eredar named Thal’kiel lives
Steal Life. You can use a bonus action to drain vigor within its own skull, the Skull of the Man’ari. The
from the soul and regain 2d8 hit points. You can use weapon yearns for revenge against the one who
this property a number of times equal to your betrayed it, Archimonde. It offers unparalleled
proficiency bonus, regaining expended uses daily at knowledge on summoning to the wielder in return for
dusk gaining steps toward its vengeance.
Dormant The skull grants the following benefits in its
Awakened. When Ulthalesh, the Deadwind Harvester dormant state:
reaches an awakened state, it gains the following
properties: While holding this skull, you gain a +1 bonus to spell
attack rolls, and your spell save DC increases by 1.
The weapon’s bonus to spell attack rolls increases to Felfire Empowerment Your Demon attacks is deal
+2 and the weapons bonus to your spell save DC an extra 1d6 fire and necrotic
increases to +2. Demonic Toughness Your demons’ hit points are
Borrow Experience. You can use a bonus action to increased by 5 per hit die.
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.
Steal PowerYou can use a bonus action to drain the
power of a soul and regain a spell slot level equal to
the number of souls you drain.You can use this
property a number of times equal to your proficiency
bonus, regaining expended uses daily at dusk
Exalted. When Ulthalesh, the Deadwind Harvester
reaches an exalted state, it gains the following
properties:

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Awakened. When Skull of the Man’ari reaches an Dimensional Rift. As an action, open a dimensional
awakened state, it gains the following properties: rift to a point within 10 feet of you. The rift unleashes
The skull’s bonus to spell attack rolls increases to +2 beams of energy towards a creature of your choice
and the weapons bonus to your spell save DC within 120 feet of it. Make a number of ranged spell
increases to +2 attacks equal Charisma modifier. You can direct the
beams at the same target or at different ones. Make a
Thal’kiel’s Consumption. As an action, you can separate attack roll for each beam. On hit, a target
sacrifice hit points from your demon to regain a spell takes 1d12 + your profiency bonus. a Damage
slot. The hit points sacrificed must be equal to twice determined on the Chaotic Damage table below on a
the spell’s value. You can regain a slot of 5th level or hit. you can only have one Dimensional Rift open at a
lower. You can use this property a number of times time. You can use this property a number of times
equal to your proficiency bonus, regaining the uses equal to your proficiency bonus, regaining expended
expended daily at dusk. uses daily at dusk
Stolen Power When your demon score a critcal hit
Thal’kiel steals some of that power and lends it to Chaotic Damage table
you. Your next spell that deals damage cast within 1 d8 Damage Type
minute has its damage increased by one damage die. 1 Acid
Exalted. When Skull of the Man’ari reaches an 2 Cold
exalted state, it gains the following properties: 3
4
Fire
Lightning
The skull’s bonus to spell attack rolls increases to +3 5 Necrotic
and the weapons bonus to your spell save DC 6 Poison
increases to +3. 7 Radiant
The skull’s magic bonus applies to the hit and 8 Thunder
damage of your demonic summons. Awakened. When Scepter of Sargeras reaches an
Your Hand of Guldan damage increased to 1d10 awakened state, it gains the following properties:
Scepter of Sargeras
, Artifact, The weapon’s bonus to spell attack rolls increases to
Weapon (Staff) (Requires Attunement by
+2 and the weapons bonus to your spell save DC
Warlock Study of Destruction)
increases to +2.
Created through incredible effort by hundreds of Legacy of the Dark Titan. As a bonus action when
Sargeras’servants, this scepter can rip open you cast a fire or necrotic spell you increase the
dimensional gateways between worlds. It was entombed spell’s damage dice size by one.You can use this
beneath the sea for centuries, then used by the orc property a number of times equal to your proficiency
shaman Ner’zhul to open the portals that tore the world bonus, regaining expended uses daily at dusk
of Draenor apart, leaving behind the shattered realm of You may choose the type of rift that opens. Each rift
Outland. The scepter was finally secured by the elite type can only be opened once between dusk.
magi of the Kirin Tor. Unable to destroyit, they hid it Exalted. When Scepter of Sargeras reaches an
away in a magically protected chamber and put it under exalted state, it gains the following properties:
eternal watch to prevent it from ever being used again.
Dormant. The Staff grants the following benefits in The weapon’s bonus to spell attack rolls increases to
its dormant state: +3 and the weapons bonus to your spell save DC
You gain a +1 bonus to spell attack rolls, and your increases to +3.
spell save DC increases by + 1. You can now open two dimensional rifts at the same
When you deal fire and necrotic damage with your time.
Dimensional Rift. increased damage to 3d12
warlock spell you add your Proficiency Bonus to the
damage dealt

301
Warrior Artefacts Weapons
Strom’kar, the Warbreaker Warswords of the Valarjar
Weapon (Greatsword), Artifact (Requires Attunement Weapon (Greatsword) , Artifact (Requires Attunement
Warrior Arm Specialisation) This greatsword was borne Warrior Fury Specialisation)
into combat by the barbarian warlord who first united For thousands of years Vigfus and the Helarjar raided
humanity under a single banner, founding the nation of the most heroic of the vrykul. Helya even added some of
Arathor. A master tactician and strategist, King her own power to Vigus’s weapons, that they might
Thoradin went on to play a critical role in ending the more easily claim souls for her. Shortly after the
Troll Wars. Later the sword was lost while it was being Burning Legion invaded the Broken Isles, Odyn took a
used to subdue a C’Thraxxi monstrosity in a forgotten new champion: a mortal adventurer. Wishing this
tomb beneath Tirisfal. Abandoned and all but forgotten, champion to wield the blades forged for this purpose,
Strom’kar has been slowly drinking from the shadowy Odyn sent the warrior to Tideskorn Harbor in
power there over thousands of years. Stormheim to kill Vigfus Bladewind and recover them.
The two fought a great battle, but in the end it seemed
Dormant. The greatsword grants the following benefits Odyn’s champion would emerge victorious. Vigfus
in its dormant state: called out to Helya for aid, and she poured yet more of
You gain a +l bonus to attack and damage rolls made her power into the swords, but it proved insufficient;
with this magic weapon. Vigfus was slain, and his blades–now empowered by
The weapon deals an additional die of damage on a a both Odyn and Helya–were once more in the hands of
hit. Odyn’s chosen warrior. The weapons are known as
Warbreaker. As an action you slam the ground.
Odyn’s Fury and Helya’s Wrath. As a set they are known
Shadowy spikes erupt from the ground around you. as the Warswords of the Valarjar,
forcing all enemies within 10 feet of you to make a Dormant. The Greatsword grants the following benefits
dexterity saving throw against your Rage maneuver in its dormant state:
save DC. On a failed save, an enemy takes 3d10
Bludgeoning/Piercing damage and becomes You gain a +l bonus to attack and damage rolls made
vulnerable to bludgeoning, piercing, and with this magic weapons.
slashingslashing damage until the end of your next When you roll for damage on your melee attacks you
turn. On a successful save an enemy takes half may roll twice and take either result.
damage and is not inflicted with vulnerability. You Fury of the Valarjar: As an action, you can lash out
can use this property a number of times equal to with the blade in to a 15 ft radius around the you Any
your proficiency bonus, regaining expended uses enemies caught in the cone must make a dexterity
daily at dawn saving throw against your Rage maneuver save DC
Awakened. When Strom’kar, the Warbreaker reaches
On a failure, they take 2d10 fire damage, and are lit
an awakened state, it gains the following properties: ablaze, suffering 1d6 fire damage at the beginning of
each of their turns for the next minute. A blazing
The weapon’s bonus to attack and damage rolls target repeats the dexterity save at the end of each of
increases to +2. its turns, ending the effect on itself on a success. On
Thoradin Guidance. You can now benefit from the
a success, a target takes half damage and is not set
Deadly Calm a number of times equal to the bonus ablaze.You can use this property a number of times
profiencies and the duration is increased by your equal to your proficiency bonus, regaining expended
strenght modifier. uses daily at dawn
Exalted. When Strom’kar, the Warbreaker reaches an Awakened
exalted state, it gains the following properties: The weapon’s bonus to attack and damage rolls
The weapon’s bonus to attack and damage rolls increases to +2.
Heyla’s Grip :When you wield the Warswords of
increases to +3. varlarjar you don’t a -1 penalty on attack rolls of
Increase the damage of Warbreaker to 6d10 Titan’s Grip made when wielding a two-handed
necrotic damage weapon this way.
The first attack you make on your turn is made at Odyn Mantle Enraged Regenerationnow applies at
advantage. all times and adds half the proficiency bonus for
each point of rage you generate or spend.

PART 7 | MAGIC ITEM


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Exalted. When When the Warswords of the Valarjar Earth-Warder form : You can now benefit from the
reaches an exalted state, they gains the following Avatar a number of times equal to the profiencies
properties: bonus and the duration is increased by your strenght
The weapon’s bonus to attack and damage rolls modifier.
increases to +3. Exalted. When the Scale of the Earth-Warder reach
When you use a bonus action to attack a second time an exalted state, it gains the following properties:
you can attack twice. The shield’s bonus to AC increases to +3.
Gaze of the Val’kyr: When you die, you are
immediately restored back to life and are restored to You have resistance to bludgeoning, piercing, and
full hit points. You gain advantage on all attack rolls, slashing damage while wielding this shield.
ability checks, and saving throws you make for the Scaleshard bonus to attack, and damage rolls
next hour. You cannot use this ability again until you increased to +2.
finish a long rest.
Scale of the Earth-Warder and
Scaleshard
,
Armor (Shield and Weapon Longsword) Artifact
(Requires Attunement Warrior Protection
Specialisation) 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.
Scaleshard can be drawn and stowed from Scale of
the Earth-Warder and functions as a magical
longsword.
Dragon Scale : As a reaction, you become the bane
of your enemies for 1 minute. Each enemy that starts
their turn within 10 feet of you has disadvantage on
attack rolls against anyone but you. Whenever an
enemy hits you with a melee weapon attack, you can
reduce the amount of damage taken by a number
equal to your constitution modifer. Whenever an
enemy hits you with a melee weapon attack, they
take 1d6 fire damage. These effects end early if you
are incapacitated or fall unconscious. You can use
this property a number of times equal to your
proficiency bonus, regaining expended uses daily at
dawn.
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.
Earth-Warder’s Fury : While holding the shield, you
can use an actionthe shield breathe black flames in a
30-foot cone. Each creature in that area must make a
Dex saving throw against your Rage maneuver save
DC. On a failed save, it takes 3d6 fire damage and
3d6 necrotic damage. Once this property has been
used, it can’t be used again until the next dawn.
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