Legendary Weapons of the Elemental Planes

Centuries ago, four genie craftspeople each forged a weapon that embodied the spirit of their element. These four weapons--Calim's Breath, Memnon's Claw, Kalbari's Teeth, and Kabril's Fist--combined masterwork crafting with elemental magic, and were, for a time, the most powerful items in Toril.

 

Then, one by one, they were lost.

 

Now, adventures who have braved the cutting winds and the dizzying heights of the Elemental Plane of Air, the blistering heat and harsh deserts of the Elemental Plane of Fire, the savage hurricanes and deadly whirlpools of the Elemental Plane of Water, and the shifting sands and massive earthquakes of the Elemental Plane of Earth have laid claim to these long-forgotten artifacts. Each confers abilities far beyond the capabilities of most humans, and there are some who would do anything to get their hands on them.

 

Do your players have what it takes to master these Legendary Weapons?

Creative Commons License
Legendary Items of the Elemental Planes by shinykari is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

Calim's Breath

Calim's Breath was created by a unknown djinni mastercrafter in the Elemental Plane of Air and named for one of the greatest djinn leaders in history. Forging the ever-moving and dangerous air of the plane itself into a blade, she imbued the dagger with the essence of the wind and the magic of the djinn themselves. Hide from an arrowhawk, one of the few beasts native to the plane, wraps the grip, and the facets of the flawless blue sapphire sparkle in the light.

Calim's Breath (Dagger of the Djinn)

Weapon (dagger), Legendary (requires attunement)

Rather than metal, the wavy blade of this dagger is constructed of what looks to be translucent white glass. The grip is wrapped in dark blue leather, with a clear blue sapphire set into the pommel. The gem gives off a gentle, pulsing glow, almost like the dagger is breathing. It smells slightly of ozone, and when seen from the corner of one's eye, the white in the blade seems to move.

When wielding Calim's Breath you have resistance to lightning damage and a +1 bonus to attack and damage rolls. This bonus and the dagger's additional properties increase as you gain levels.

Power
Tier
Bonus Features Charges
0 +1 Merge with the Wind 1
1 +2 Walk with the Wind 2
2 +3 One with the Wind 3
3 +3 Shifting Winds 6
Merge with the Wind

At the end of the attunement period, the dagger disappears into an extradimensional space in a puff of blue smoke, leaving a flowing white design tattooed on your inner forearm. Thereafter, you can call the dagger into existence or banish it with a bonus action. It also gains the returning property.

When thrown, the dagger merges with the air, extending its effective range to 60/120, and returns to its wielder's hand at the beginning of their next turn.

Walk with the Wind

Your movement is unaffected by difficult terrain. As a reaction, you can cast the spell Feather Fall, but only on yourself.

One with the Wind

You have a flying speed equal to your walking speed.


Shifting Winds

Once per day, you can cast the spell Plane Shift with no material components, but only to the Elemental Plane of Air or to return from there to the Prime Material Plane. Only willing creatures can be transported with this effect.

Elemental Emnity

Any creature attuned to Calim's Breath that attempts to attune to Memnon's Claw must make a DC 20 Constitution saving throw, taking 10d10 (60) points of psychic damage on a failed save or half as much on a successful one.

Elemental Spellcasting

Calim's Breath has a number of charges listed in the "Charges" column, and regains 1d4 charges after a long rest. As an action, you can expend one or more charges to cast one of the following spells. The spell save DC is 15 or your spell save DC, whichever is higher.

Charges Spell
1 Fog Cloud
2 Gust of Wind
3 Wind Wall
6 Investiture of Wind

Power Tier Requirements

Tier Requirements
0 None
1 Character level 10, Dexterity 13
2 Character level 15, Wisdom 13
3 Character level 20, Intelligence 13

DM Note: If it suits your campaign, each power tier or additional ability can be tied to a key combat or RP moment. Otherwise, you can simply use character level and ability scores to awaken the next power tier.

Player Item Card

At DM discretion, lower-level players can be given an abridged item card that only includes the abilities they currently have access to:

Dagger of the Djinn

Weapon (dagger +1), requires attunement; 1d4 slashing or piercing damage


Properties: light, thrown (60/120), returning; confers resistance to lightning damage

At the end of the dagger disappears into an extradimensional space in a puff of blue smoke, leaving a flowing white design tattooed on your inner forearm. Thereafter, you can call the dagger into existence or banish it with a bonus action.

Memnon's Claw

Forged centuries ago by an Efreeti blacksmith in the City of Brass, Memnon's Claw holds the very essence of the Elemental Plane of Fire. Sand from the blistering deserts mixed with magma from the plane's great volcanos to create a piece of obsidian blacker than that darkest night. For countless hours, he painstakinglin sharpened the cutting edge of blade until it was worthy to be wielded by Memnon himself, the great Efreeti champion. Allowing the blade to speak for itself, the only ornamentation this craftsman added was a brilliantly cut ruby the size of a date on the end of the pommel.

Memnon's Claw (Blade of the Efreet)

Weapon (scimitar), Legendary (requires attunement)

The blade of this scimitar is hewn from a single piece of magically-hardened obsidian glass. The only ornamentation on the hilt is a single oblong ruby set into the pommel, letting the blade command the most attention. When looked at indirectly, flames seem to dance inside the glass.

When wielding Memnon's Claw, you have resistance to fire damage and a +1 bonus to attack and damage rolls. This bonus and the scimitar's additional properties increase as you gain levels.

Power
Tier
Bonus Features
0 +1 Tongue of Flame
1 +2 Fury of the Flame
2 +3 Vengeful Flame
3 +3 Shifting Flames
Tongue of Flame

You can use a bonus action to speak this magic sword’s command word, causing the obsidian blade to be sheathed with magic flames. This flame sheds bright light in a 40 foot radius and dim light an additional 40 feet. While the sword is on fire, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Fury of the Flame

When attacking with Memnon's Claw, your critical threat range is increased by one.

Vengeful Flame

Once per round, when an enemy misses you with a melee attack, you can use your reaction to immediately roll an attack against them with Memnon's Claw.


Shifting Flames

Once per day, you can cast the spell Plane Shift with no material components, but only to the Elemental Plane of Fire or to return from there to the Prime Material Plane. Only willing creatures can be transported with this effect.

Elemental Emnity

Any creature attuned to Memnon's Claw that attempts to attune to Calim's Breath must make a DC 20 Constitution saving throw, taking 10d10 (60) points of psychic damage on a failed save or half as much on a successful one.

Power Tier Requirements

Tier Requirements
0 None
1 Character level 10, Strength 13
2 Character level 15, Dexterity 13
3 Character level 20, Intelligence 13

DM Note: If it suits your campaign, each power tier or additional ability can be tied to a key combat or RP moment. Otherwise, you can simply use character level and ability scores to awaken the next power tier.

Player Item Card

At DM discretion, lower-level players can be given an abridged item card that only includes the abilities they currently have access to:

Scimitar of the Efreet

Weapon (scimitar +1), requires attunement; 1d6 slashing damage


Properties: light, finesse; confers resistance to fire damage

You can use a bonus action to speak this magic sword’s command word, causing the obsidian blade to be sheathed with magic flames. This flame sheds bright light in a 40 foot radius and dim light an additional 40 feet. While the sword is on fire, it deals an extra 1d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Kalbari's Teeth

This trident was not forged, but rather grown from the hardest corals in the primordial oceans in the Elemental Plane of Water. Its organic nature is evident in the irregular serrated edges of each tine and the pits and growths along its shaft. Imbued with the magic of the storms and waves of the plane, this weapon was named for the Great Padishah of the Marids and queen of the Citadel of Ten Thousand Pearls, Kalbari al-Durrat al-Amwaj ibn Jari.

Kalbari's Teeth (Trident of the Marid)

Weapon (trident), Legendary (requires attunement)

This three-pronged trident is not made of metal, but instead, has been grown from several different species of coral. The weapon is many shades of blue, shifting from the deep navy of the depths at the butt end, to the near-white of sea foam at the tip. The tines are serrated, causing this trident to deal an extra 1d4 slashing damage on a hit.

When wielding Kalbari's Teeth, you have resistance to cold damage and a +1 bonus to attack and damage rolls. This bonus and the trident's additional properties increase as you gain levels.

Power
Tier
Bonus Features Charges
0 +1 Fury of the Waves 1
1 +2 One with the Waves 2
2 +3 Pull of the Waves 3
3 +3 Shifting Waves 6
Fury of the Waves

When you score a critical hit with this weapon, the target must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much on a successful one. This damage is not doubled.

One with the Waves

You have a swimming speed equal to your walking speed, and can breathe both air and water. Additionally, Kalbari's Teeth gains the returning property.

Pull of the Waves

You can move across and climb icy surfaces without needing to make an ability check and difficult terrain composed of ice or snow doesn't cost you extra moment.

Shifting Waves

Once per day, you can cast the spell Plane Shift with no material components, but only to the Elemental Plane of Water or to return from there to the Prime Material Plane. Only willing creatures can be transported with this effect.


Elemental Emnity

Any creature attuned to Kalbari's Teeth that attempts to attune to Kabril's Fist must make a DC 20 Constitution saving throw, taking 10d10 (60) points of psychic damage on a failed save or half as much on a successful one.

Elemental Spellcasting

Kalbari's Teeth has a number of charges listed in the "Charges" column, and regains 1d4 charges after a long rest. As an action, you can expend one or more charges to cast one of the following spells. The spell save DC is 15 or your spell save DC, whichever is higher.

Charges Spell
1 Create or Destroy Water
2 Ice Knife (level 2)
3 Tidal Wave
6 Investiture of Water

Power Tier Requirements

Tier Requirements
0 None
1 Character level 10, Constitution 13
2 Character level 15, Dexterity 13
3 Character level 20, Intelligence 13

DM Note: If it suits your campaign, each power tier or additional ability can be tied to a key combat or RP moment. Otherwise, you can simply use character level and ability scores to awaken the next power tier.

Player Item Card

At DM discretion, lower-level players can be given an abridged item card that only includes the abilities they currently have access to:

Trident of the Marid

Weapon (trident +1), requires attunement; 1d6 piercing + 1d4 slashing damage


Properties: thrown (20/60), versatile (1d8); confers resistance to cold damage

When you score a critical hit with this weapon, the target must make a Constitution saving throw, taking 4d6 cold damage on a failed save, or half as much on a successful one. This damage is not doubled.

Kabril's Fist

Shaped in the center of the Sevenfold Mazework, the heart of Dao power on the Elemental Plane of Earth, this golden maul is studded with a dizzying arry of precious gems, each worth a king's ransom. Runes of protection and power are etched into nearly every surface, imbuing it with the strength of stone and the earth itself. Named for the Great Khan of the Dao, Kabril Ali al-Sara al-Zalazil, this maul carries within it the power to crush its enemies.

Kabril's Fist (Hammer of the Dao)

Weapon (maul), Legendary (requires attunement)

The head of this maul is made of pure gold, magically hardened to make it as strong as steel, and the gold continues halfway down the haft. Inset into the metal are precious gems of every color of the rainbow, each perfectly cut to best show off its inner brilliance. Runes of protection and strength decorate both the flat sides of the head and the haft, imploring the gods to show their favor and safeguard the wielder.

When wielding Kabril's Fist you have resistance to thunder damage and a +1 bonus to attack and damage rolls. This bonus and the dagger's additional properties increase as you gain levels.

Power
Tier
Bonus Features
0 +1 Merge with the Earth
1 +2 Bones of the Earth
2 +3 Earth's Fury
3 +3 Shifting Earth
Merge with the Earth

While holding Kabril's Fist and in rocky terrian or underground, you can use your action to cast the spell Meld into Stone on yourself at will, without any material components.

Bones of the Earth

Once per day, you can use your action to cast the spell Enlarge on yourself, doubling your size and multiplying your weight by eight. Your size category increases by one (e.g. from Medium to Large), and everything you are carrying is enlarged proportionally. You have advantage on Strength checks and Strength saving throws, and your attacks deal 1d4 extra damage.

This effect lasts for one minute, until you use a bonus action to dismiss it, or you drop the hammer. You must finish a long rest before casting the spell again.


Earth's Fury

When an enemy attempts to charm you or use magical means to dictate your actions and you succeed on your saving throw, you can use your reaction to make an immediate melee attack against the caster. If you are not within melee range, you can move up to half your movement in order to bring yourself within range without provoking attacks of opportunity. You cannot use this ability again until you complete a short or long rest.

Shifting Earth

Once per day, you can cast the spell Plane Shift with no material components, but only to the Elemental Plane of Earth or to return from there to the Prime Material Plane. Only willing creatures can be transported with this effect.

Elemental Emnity

Any creature attuned to Kabril's Fist that attempts to attune to Kalbari's Teeth must make a DC 20 Constitution saving throw, taking 10d10 (60) points of psychic damage on a failed save or half as much on a successful one.

Power Tier Requirements

Tier Requirements
0 None
1 Character level 10, Strength 13
2 Character level 15, Wisdom 13
3 Character level 20, Intelligence 13

DM Note: If it suits your campaign, each power tier or additional ability can be tied to a key combat or RP moment. Otherwise, you can simply use character level and ability scores to awaken the next power tier.

Player Item Card

At DM discretion, lower-level players can be given an abridged item card that only includes the abilities they currently have access to:

Hammer of the Dao

Weapon (maul +1), requires attunement; 2d6 bludgeoning damage


Properties: heavy, two-handed; confers resistance to thunder damage

While holding Kabril's Fist and in rocky terrian or underground, you can use your action to cast the spell Meld into Stone on yourself at will, without any material components.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

In Your Campaign

These Elemental weapons were each named after a powerful or legendary genie of Faerûn, which may or may not fit in your campaign. Please feel free to change and adjust any of these weapons to better suit your game. Other elemental powers can easily be substituted for the genies without changing anything substantial.

Primordials

An easy substitution would be to rename them after Primordials. If you go this route, you may want to change the Elemental Emnity feature as well:

  • Air: Akadi (enemy of Grumbar)
  • Earth: Grumbar (enemy of Akadi)
  • Water: Istishia (enemy of Kossuth)
  • Fire: Kossuth (enemy of Istishia)

According to WotC, there are over 50 primordials in various states of dormancy and freedom, and any of them would make an excellent quest seed.

Other settings

If your campaign world doesn't have the four traditional Western elements, you may need to do a bit more work to fit these into your campaign. If there are only three, for example, you might simply drop the weapon that fits the least, and flavor the other three after three gods or primordial beings. The gems on each item could easily be replaced with a magical stone or gem native to the campaign setting.

Enemies

I purposely left out which enemies might be after adventurers who claim these items since this isn't a full-blown adventure, but the list is long. Mortal monarchs, power-hunger liches, beings from the Feywild, evil cults--any number of people might want to get their hands on these weapons.


This document was inspired by Weapons of Legacy: Powerful Items for Your Characters or Campaign by Bruce R. Cordell, Kolja Raven Liquette, and Travis Stout. It was formatted using the amazing Homebrewery engine.

The title page illustration is "Four Element Symbols Vector" from clipartfest.com. Illustrations on subsequent pages are, respectively, Arrowhawk, Inferno Spider, Chraal, and Lodestone Maurader, all from the DMs Guild Creator Resources packs from dmsguild.com.

Many thanks to the creative folks over at /r/UnearthedArcana and the UA Discord channel for their insight and constructive criticism.