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WoW Artifacts As DND Weapons
WoW Artifacts As DND Weapons
Scythe of the Moon Goddess (Legendary Scythe [Martial, Two-Handed, Heavy, Reach, 1d10 slashing
damage], requires attunement by a druid)
Claw of the Bear God (Legendary Claws [Simple, Finesse, Light, 1d4 slashing damage], requires
attunement by a Druid)
Aluneth, Greatstaff of the Arcane Arts (Legendary Quarterstaff, requires attunement by a spellcaster)
● When you cast a spell that deals force damage, you can reroll any die you roll a 1 or 2 on. You
must use the new roll for any dice rerolled this way.
● Mark of Aluneth: As an action, you can speak the weapon’s command word and place an arcane
rune on the ground beneath a target. If the target moves off the rune it explodes, and the target
must succeed on a DEX save against your spell save DC. The target takes 2d10 force damage and
is knocked prone on a failure, or takes half damage and is not knocked prone with a success. You
cannot use this ability until you finish a long rest.
● Awakened: When a character awakens Aluneth, apply the following changes to the item’s traits:
o When you use the Mark of Aluneth ability, you can expend a spell slot to empower it.
This allows you to create runes under a number of additional targets equal to the half
level of spell slot you expended, rounded up.
o Increase the damage of the Mark of Aluneth explosions to 3d10.
● Exalted: When a character exalts Aluneth, apply the following changes to the item’s traits:
o When you expend a spell slot to empower Mark of Aluneth, you can create runes under
a number of additional targets equal to the level of the spell slot expended.
o Increases the damage of the Mark of Aluneth explosions to 4d10.
o Gain +1 to spell attack rolls and spell save DC.
● +1 bonus to attack and damage rolls made with this weapon. You may add this bonus to healing
spells you cast.
● Light’s Wrath: As an action, you can speak this weapon’s command word and loose a torrent of
holy fire at a target within 60 feet. This target must make a dexterity saving throw against your
spell save DC or take 4d10 radiant damage. On a success, they take half damage. You may then
grant temporary hit points to one ally within 60 ft. equal to half of the damage done by this
ability. You cannot use this ability again until you complete a long rest.
● Awakened: When a character awakens Light’s Wrath, apply the following changes to the item’s
traits:
o Increase the bonus to attack and damage rolls, and healing spells to +2.
o Increase the damage of Light’s Wrath to 5d10.
● Exalted: When a character exalts Light’s Wrath, apply the following changes to the item’s traits:
o Increase the bonus to attack and damage rolls, and healing spells to +3.
o Increase the damage of Light’s Wrath to 6d10.
o Whenever you cast a healing spell, the target(s) of it gain temporary hit points equal to
your Wisdom modifier (minimum of 1 temporary hit point).
● +1 to attack and damage rolls made with this weapon; you can add this bonus to healing spells
you cast.
● Sune’s Intervention: You can speak this weapon’s command word, causing your next single
target healing spell to be mirrored on your most injured ally within 30 feet. You cannot use this
ability again until you finish a long rest.
● Awakened: When a character awakens the Beacon of Sune, apply the following changes to the
item’s traits:
o Increase the bonus to attack and damage rolls, and healing spells to +2.
o Increase’s the range of Sune’s Intervention to 60 ft.
● Exalted: When a character exalts the Beacon of Sune, apply the following changes to the item’s
traits:
o Increase the bonus to attack and damage rolls, and healing spells to +3.
o You can use Sune’s Intervention twice between rests.
o Each target healed by the spell affected by Sune’s Intervention gains temporary hit
points equal to half your character level plus your Wisdom modifier.
● +1 to attack and damage rolls made with this weapon (this +1 can be added to spell attack and
damage rolls).
● Void Torrent: As an action, you can speak this weapon’s command word to make a ranged spell
attack, causing a torrent of dark energy to pour from the weapon into your target dealing 3d10
necrotic damage. You cannot use this ability again until you finish a short or long rest.
● This weapon periodically whispers to you of an ancient, unfathomable, incomprehensible evil.
These whispers grow in frequency and intensity the more you use the power of this weapon.
● Awakened: When a character awakens the Blade of the Black Empire, apply the following
changes to the item’s traits:
o Increase the bonus to attack and damage rolls, and spell attack and damage rolls, to +2.
o Increase the damage of Void Torrent to 4d10 necrotic damage.
o Damage dealt by Void Torrent ignores resistance to necrotic damage.
● Exalted: When a character exalts the Blade of the Black Empire, apply the following changes to
the item’s traits:
o Increase the bonus to attack and damage rolls, and spell attack and damage rolls, to +3.
o Increase the damage of Void Torrent to 5d10 necrotic damage.
o Damage dealt by Void Torrent ignores immunity to necrotic damage.
● A character attuned to this weapon is considered proficient with it for the purposes of attacking
with it.
● You can cast the shocking grasp cantrip at will using your spellcasting ability.
● The weapon has 8 charges, and regains 1d4+2 charges each dawn.
● Stormkeeper: As an action, you can expend some of its charges to cast one of the following
spells using your spellcasting ability:
o witch bolt (1 charge), lightning bolt (3 charges)
● Awakened: When a character awakens the Fist of the Thunder God, apply the following
changes to the item’s traits:
o The weapon’s charges increase to a maximum of 12, and it regains 1d6+2 charges per
dawn.
o Add the following spells to the list of spells the weapon may be used to cast: call
lightning (3 charges), storm sphere (4 charges).
o Whenever you cast a spell that deals lightning damage and you roll a 1 on a damage die,
you can reroll the die and must use the new result.
● Exalted: When a character exalts the Fist of the Thunder God, apply the following changes to
the item’s traits:
o The weapon’s charges increase to a maximum of 20, and it regains 1d6+4 charges each
dawn.
o Add the following spell to the list of spells the weapon may be used to cast: chain
lightning (6 charges).
o Gain +1 to spell attack rolls and your Spell Save DC.
The Deadwind Harvester (Legendary Scythe [Martial, Two-Handed, Heavy, Reach, 1d10 Slashing
damage], requires attunement)
● +1 to attack and damage rolls made with this weapon (you may add this +1 to spell attack /
damage rolls)
● This weapon has 1 charge, which is used to fuel its Dimensional Rift ability. The weapon regains
1 charge daily at dawn.
● Dimensional Rift: As an action, you can speak this weapon’s command word and expend one of
its charges, ripping open a dimensional rift at a point you can see within 30 feet of you. Chaotic
energies pour out of the rift, affecting creatures in its proximity. Roll a d6 to determine the type
of rift.
o 1-2 (Rift to the Great Beyond): The mere presence of the rift and the unfathomable
energies on the other side threatens to drive nearby creatures mad. Any creature that
comes within 10 feet of the rift for the first time on a turn must make a DC15 CHA saving
throw or be frightened for the next minute. They must spend all of their movement
trying to get as far away from the portal as possible. They can repeat this saving throw
at the end of each of their turns, ending the effect on a success. On a success, the
creature is immune to this rift’s effects for the next 24 hours. The rift persists for 30
seconds.
o 3-4 (Rift to the Abyss): The rift sends torrents of necrotic energy streaming into any
nearby creatures. The first time a creatures comes within 10 feet of it on a turn they
must make a DC15 DEX saving throw. On a failed save, the creature takes 1d10 necrotic
damage. On a successful save, they take half as much damage. The rift persists for 30
seconds.
o 5-6 (Rift to the Nine Hells): The rift immediately explodes in a great burst of fire,
covering a 20 ft. radius. Any creature caught in this explosion must make a DC15 DEX
saving throw or suffer 3d10 Fire Damage, and be set ablaze (1d4 fire damage at the
beginning of each of their turns). A target that is set ablaze, or one of its allies, can use
its action to put out the flames.
● Awakened: When a character awakens the Scepter of the Demon Lord, apply the following
changes to the item’s traits:
o Increase the number of charges the scepter can hold to 2. It regains 1d2 charges per
dawn. You may only have one rift active at a time. Using the Dimensional Rift ability
again causes the active rift to disappear.
o Increase the save DC for all of the rift abilities to 16.
o Increase the damage of Rift to the Abyss to 2d10.
o Increase the damage of Rift to the Nine Hells to 4d10.
● Exalted: When a character exalts the Scepter of the Demon Lord, apply the following changes to
the item’s traits:
o Increase the number of charges the scepter can hold to 3. It regains 1d3 charges per
dawn. You may only have one rift active at a time. Using the Dimensional Rift ability
again causes the active rift to disappear.
o You may choose the type of rift that opens. Each rift type can only be opened once
between long rests.
o Increase the save DC for all of the rift abilities to 17.
o Increase the damage of Rift to the Nine Hells to 5d10, and the persistent fire damage to
2d4 per turn.