## Legendary Weapons of the Kobold's Catacombs

Deep under the earth lie miles upon miles of treasure troves ripe for the plundering, if you're brave and strong enough. If you're not brave enough, you'll never enter... but if you're not strong enough, you'll never return. 

While there is plenty of loot in these kobold-infested dungeons, there are nine legendary weapons that are more powerful than anything else you can find. Adventurers seek these weapons to return to their sponsors, or to sell for exorbitant sums of money, or to use in their further questing, but rarely are they ever recovered. 

#### Aluneth

*Legendary Staff, requires attunement*

Arcane energies ripple around the head of the staff, which is composed of three purple gems hovering over a golden tip. Just grasping the black wood of the staff puts you in contact with an arcane being of enormous power who tempts you into using him for whatever your heart desires. 

Once you have attuned to Aluneth, you have access to phenomenal cosmic power. Your arcane magics are boosted to levels that you could hardly dream of before. Whenever you cast a spell that allows you to cast it with a higher spell slot in order to increases its damage, duration,  targets, etc, you may channel the spell through the staff to augment it instead. When you do so, you only need to expend the regular spell slot, and the spell is cast at a level equal to 1 more than what you can normally cast. 

For example, if you were a Wizard with access to 4th level spell slots and you cast the spell *fireball* (a 3rd level spell), you would expend a 3rd level spell slot and Aluneth would cast it as a 5th level spell. 

Once you have cast a spell this way, you can ride the wave of arcane energies, but after a little while you're going to crash. Three rounds after casting a spell through Aluneth, you gain one level of exhaustion. If you cast another spell during this time using Aluneth, the amount of time is refreshed, but at the end of it you will receive one more level of exhaustion. 

For example, if you cast *fireball* with Aluneth, waited 2 rounds, cast *fireball* with Aluneth again, and waited one more round before another Aluneth *fireball*, three rounds after that you would take three levels of exhaustion. 

Aluneth is a hard weapon to lose. The arcane spirit inside wants its power to be used, and it hates not having a master. In order to unattune from Aluneth, you must spend three days without casting any spells at all. After you unattune from Aluneth, you may not attune to it ever again. The spirit inside remembers, and it doesn't like getting ditched. 

> ##### Notes
> I wanted to capture a few properties of Aluneth that you feel when you're playing it. First is the feeling of power as you draw a bunch of spells to blast your opponent with. Second is the inabilty to drop it when you find you're getting close to emptying your deck. And finally, the feeling of despair as you die to fatigue

#### The Runespear

*Legendary Halberd, requires attunement*

The wood on the staff is covered with a multitude of runes, each one carved painstakingly and deliberately. They seem to give off an air of history, but it isn't until attuning to the weapon that you can recognize each rune as what it is. Each rune is a carved remined of someone who once used the Runespear, a personal fingerprint that you can rub to learn more about the previous wielder. As you grip the halberd in your hands, you realize that your own rune has begun to be carved on the hilt as well. 

The Runespear was carved by powerful shamans, and allows you to utilize natural energies when you wield it. The first time you succeed on an attack on your turn, you may activate a random rune on the staff, calling forth the spirit of the shaman it is tied to and using a little bit of their magic power. Roll a d20 and check the Runespear wild magic chart to determine what magical effect happens. If an effect causes a creature to make a save, the DC for that save is 8+your proficiency bonus+your Wisdom modifier. 

The Runespear treasures familial bonds, and is most powerful when it is passed from parent to child. If you are descended from someone who once wielded the Runespear but is now dead, whenever you roll on the Runespear wild magic table, you may roll twice and choose either result to take. 

> ##### Notes
> Because the Runespear isn't used so much, it's hard to capture the feeling you have when you play it. So for this, I really wanted to make you feel like you're using a truly random weapon. Some players love this, other players would sell this immediately. When choosing Shaman spells to use, I went with all the core spells that Shamans get for free, and then one spell from each expansion. If you want to add spells to the table or take some away, feel free. Each spell is supposed to feel like it was tied to someone in the Runespear's history, because of its long heritage in WoW. 

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<div class='wide'>
##### Runespear Wild Magic Table
| Number | Effect |
|:----:|:-------------|
| 1  | Ancestral Healing- Restore 2d8 health to yourself. Enemies have disadvantage on attack rolls against allies adjacent to you until the start of your next turn, but advantage on attacks against you.  |
| 2  | Bloodlust- All allies within 30 feet have advantage on all attacks until the start of your next turn. They may add your Wisdom modifier to damage rolls made with a melee weapon.  |
| 3 | Frost Shock- Choose a creature within 30 feet. It takes 1d8 cold damage (Con half) and has its movement speed reduced by 10 feet until the start of your next turn.  |
| 4 | Hex- Choose a  creature within 30 feet. It is polymorphed into a frog for one minute, or until it runs out of hit points.  |
| 5 | Rockbiter Weapon- you may immediately make another attack with advantage.  |
| 6  | Totemic Might- Give all Path of the Totem Barbarians within 60 feet 2d10 temporary hit points |
| 7  | Windfury- you may immediately disengage and move up to your movement speed |
| 8 | Reincarnate- immediately cast the spell *reincarnate* targeting yourself. You die but are restored to full health at the start of your next turn. |
| 9 | Crackle- Roll a 1d6. Then deal that many d6s worth of lightning damage to a creature of your choice within 20 feet. That creature may make a dex save to half the damage. You have -1 on your next attack roll for each d6 you rolled. |
| 10 | Lava Shock-  all creatures adjacent to you take 2d4 fire damage (Con half). Remove all levels of exhaustion you have.  |
| 11  | Elemental Destruction- Deal 4d8 fire, 4d8 cold, and 4d8 lightning damage to all creatures within 60 feet (Dex half). Gain 1d4 levels of exhaustion.  |
| 12  | Everyfin is Awesome- You and all allied creatures take on fishy traits. For one hour, you all can breathe underwater, gain a swim speed equal to your walking speed, and have advantage on attack rolls against a creature if an ally with this ability is also adjacent to them.  |
| 13 | Evolve- all creatures within 30 feet begin mutating rapidly. Each one of them rolls a 1d4, and the effects last for 1 hour. 1- Eyes grow everywhere. Advantage on perception checks. 2- Tentacles sprout from back. Can make an attack with Strength as a bonus action that deals 1d6+mod damage. 3- Jaw juts and grows fangs. Can make an attack with Strength as a bonus action that deals 1d6+mod piercing. 4- Rage bulging muscles. They have advantage on Strength saves, ability checks, and attack rolls.  |
| 14 | Maelstrom Portal- you open a portal above you to a giant storm. All creatures within 30 feet take 1d8 lightning damage (Dex half) and all fires are put out. Creatures that take this damage cannot take reactions until the start of your next turn. Until the start of your next turn, all ranged attacks in or through this area are made with disadvantage. |
| 15 | Finders Keepers- you may immediately make a Perception check with advantage |
| 16  | Volcano- for the next 1d4 rounds, at the start of each creature's turn within 150 feet of where this triggered, they take 2d6 fire damage (Dex half).  |
| 17  | Avalanche- All creatures within 10 feet of you take 6d6 cold damage (Dex half) |
| 18 | Healing Rain- Roll 8d8. Then, restore that much health split as you choose among creatures within 25 feet |
| 19 | Earthen Might- Give a creature within 30 feet 2d4 temporary hit points. While they have these hit points, they have resistance to non-magical bludgeoning damage and are considered to be both an elemental and their normal type.  |
| 20 | Ancestral Spirit- Place a blessing on all creatures within 15 feet. If any of them die before the start of your next turn, they are immediately targeted by the spell *reincarnate*.  |
</div>

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#### Dragon Soul
*Legendary Amulet, requires attunement*

Flittering inside the golden amulet on the heavy chain appears to be a small dragon,  said to be the communal spirit that ties all dragons together. The blood of each color of dragon was mixed to make the ichor-stained necklace, and it has been used by heroes and villains alike in the past. Heroes wish to harness its power to unite the metallic dragons and keep the colored dragons at bay. Villains use its strength to dominate dragons and create a draconic army. 

While attuned to this amulet, you may release some of its power when you cast a spell that deals damage. You may convert any amount of the damage it deals to radiant damage through the draconic powers granted to you. 

Whenever you cast a spell of first level or higher, one of the golden shards around the edge of the amulet light up. Once all three are glowing, the amulet summons a Spirit Dragon to aid you for 1d6 rounds. A Spirit Dragon uses the same stats as a red dragon wyrmling, but its fire breath deals radiant damage, it has resistance to non-magical bludgeoning, piercing, and slashing damage, and it has the same alignment as you and follow your orders. It takes its turn after yours and vanishes if it takes too much damage.     

The true power of the Dragon Soul is the force it has over dragons. While wearing and attuned to the Dragon Soul, all creatures of the dragon type have disadvantage on attack rolls against you and disadvantage on saving throws against any spell you cast. 

> ##### Notes
The themes I tried tying together here was obviously summoning dragons through casting spells, since that's what the card does. But I also wanted to touch upon its synergy with light elementals like Radiant Elemental and Lyra the Sunshard, hence why I added the radiant damage effect. The strength against dragons comes from its WoW lore, which isn't  touched upon ingame. 

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#### Twig of the World Tree

*Legendary Mace, requires attunement*

Wrapped in vines and with a head like a blooming flower of wood, this weapon was said to be carved from the wood of the tree that connects the nine realms through its branches. Nature magic courses through its xylem and phloem, and you can feel the pulse of the world as you grip it in your hand. 

While attuned, you may attempt to rejuvenate your power through beating enemies mercilessly with this stick. After completing five successful attacks with this weapon in a row, refresh all your used spell slots. The creature you hit cannot be a willing target and must have a CR of your level or higher.   

If the Twig of the World Tree is ever broken, its nature magic returns to the nearest spot of earth. Over the next 1d4 weeks, a tree will begin growing in this spot, out of which will emerge a new copy of the Twig of the World Tree. If you are killed by the same source of damage that destroys the Twig, you are affected by a *reincarnate* spell and also emerge from the tree with the Twig. 

> ##### Note
This is probably my least favorite of the legendary weapons (next to the Dragon Soul) and also the one that I got for free when the expansion came out. I wanted to capture the feeling of "wow that's a really powerful effect" mixed with "wow this is basically impossible to use right," and I think I captured it pretty well. If you're a spellcaster with a bunch of spell slots to refresh, you probably don't want to go making a bunch of melee attacks. So ingame, you'll probably make this work just as much as Druid made the card work. Still, it's a very powerful effect, especially at much higher levels. Also, I wanted to capture how the weapon is more useful if you break it, though obviously you don't want to go around smashing your items. 

\page

#### King's Bane
*Legendary dagger, requires attunement*

Gripping the handle fills you with sorrow, though it's hard to place why. Could it be that this blade was used by an assassin to kill a great and kind king? Or was it because that king just so happened to be the assassin's only friend. Throwing the weapon away seems like the best course of action, though the lure of its power is awfully tempting...

While attuned, the dagger will always find its way back to you. When you throw it, it will return to the space it was thrown from at the start of your next turn. Further, if you ever lose the weapon, if it is stolen from you, or if it is destroyed, it will find its way back to you. During a short rest, you may make a DC 15 Perception check to see if you can find the dagger in your immediate area. If you fail, you may make this check again during your next short rest. 

Perhaps more powerfully, the dagger extends the duration of any poison that is applied to it indefinitely. Whenever you apply any kind of poison to it, or if it is stabbed into a  creature with poisonous blood, it will keep the effects of that poison until you are no longer attuned to it. 




#### Val'anyr
*Legendary Warhammer, requires attunement*

Once shattered but now reformed, the warhammer still seems to be missing parts, which have been replaced with flickering blue light. Swinging it around gives you an unmistakable feeling of power and the confidence that this weapon was once wielded by great kings. Though it was once destroyed, something tells you that this weapon will never allow itself to be destroyed again. 

While attuned, you can share the strength of this weapon with your allies. Once during your turn, when you miss on an attack roll, you may force the hammer to teleport to an ally within 30 feet, who may then immediately make an attack with it. They may choose to use their attack modifier or your own when making this attack. Regardless if it hits or misses, it teleports back to you after. 

When the person who Val'anyr is attuned to dies, the weapon teleports from their possession into the hand of the nearest person that its former owner would call a close ally. This person needs only to take half the normal time to attune to it. 

```
```

#### Rhok'delar
*Legendary Longbow, requires attunement*

Seemingly carved from the forest itself, arrows that Rhok'delar fires take on primal properties of the forest: becoming wrapped in vines, growing stone spikes, or sometimes even sprouting flowers. The bow belongs to the hunter who hunts alone, someone who appreciates the solitude of nature and doesn't mind being alone. 

While attuned to this weapon, you gain extra powers while there are no allies within 1 mile of you. Beasts do not count for the purposes of this weapon. The extra powers are as follows:

* You have advantage on all attack rolls using Rhok'delar.

* You may cast any 1st level Ranger spell without expending a spell slot

* Whenever you kill a creature with Rhok'delar, you may restore a spell slot. The maximum level of the spell slot you can restore is equal to one plus the creature's CR minus your level. 

> ##### Notes
> With the concept of a "hand size" being nonexistant in DnD, I went with an interpretation that using this weapon allows you to just keep on using spells over and over. The abilities you get from this weapon are **super** strong... but the downside is also pretty big. DnD is a party game with not a lot of solo adventuring (kinda like how Hearthstone is a card game with a huge focus on minions) and this weapon forces you to play very differently than the game is intended. 

\page


#### Woecleaver


*Legendary Greataxe, requires attunement*

The brave dwarven explorer Oakheart was the first person to discover this legendary weapon in the catacombs, and as he traveled the world telling people about the troves of treasures buried beneath the earth, he would demonstrate that power by swinging around this giant axe. When he retired from dungeoneering, he reutrned the axe to the catacombs, so some other worthy hero could find it. 

While attuned, you shall never be alone in your time of need. Once during your turn after you succeed on an attack, you may channel the power of the Woecleaver to teleport an ally within 60 feet of you to a space adjacent to you. 

Woecleaver also boosts your natural abilities to recruit allies. You have advantage on all Persuasion checks used for the purposes of convincing someone that they should join you in your adventure, provided you don't already have a hero of that class in your party. Even if you succeed on a check to persuade them, they may have their own agendas and price to be paid to come along. 


#### Skull of the Man'ari

*Legendary Item, requires attunement*

Crackling with emerald fel energy, you hear a creaky voice from inside the horned skull. It offers you immense powers over hoards of demons, should you only choose to pick it up. Despite its apparently malevolent nature, it is rather a good conversationalist, sarcastic and quippy and not averse to speak its mind. It feels no need to manipulate you into using its demonic powers, for it knows that the power itself is enough to make the most strong-willed paladin bend their morals. 

While attuned, you can speak Infernal and have advantage on all Charisma checks against all demons, devils, and yugoloths. Fiends have disadvantage on attack rolls against you, and have disadvantage against any saving throw you force them to make. 


Further, you can cast the spells *summon lesser demon* and *summon greater demon* using a spell slot one lower than the one they'd normally be cast with. When cast this way, the duration lasts twice as long as it normally would. 




\page
<div class='wide'>
##### Extra Long Runespear Table
| Number | Effect |
|:----:|:-------------|
| -5  | Ancestral Healing-  Restore 2d8 health to yourself. Enemies have disadvantage on attack rolls against allies adjacent to you until the start of your next turn, but advantage on attacks against you|
  | 2  | Bloodlust- All allies within 30 feet have advantage on all attacks until the start of your next turn. They may add your Wisdom modifier to damage rolls made with a melee weapon.  |
| 3 | Frost Shock- Choose a creature within 30 feet. It takes 1d8 cold damage (Con half) and has its movement speed reduced by 10 feet until the start of your next turn.  |
| 4 | Hex- Choose a  creature within 30 feet. It is polymorphed into a frog for one minute, or until it runs out of hit points.  |
| 5 | Rockbiter Weapon- you may immediately make another attack with advantage.  |
| 6  | Totemic Might- Give all Path of the Totem Barbarians within 60 feet 2d10 temporary hit points |
| 7  | Windfury- you may immediately disengage and move up to your movement speed |
| 8th  | Ancestral Knowledge- Time slows down. You may immediately cast the spell *augury*, asking two questions of your ancestors, after which time returns to normal. |
| 11th | Beakered Lightning- a potion appears on your person. When drunk, deals 1d6 lightning damage to you and all creatures adjacent.  |
| 14th | Call in the Finishers- 4 Grung appear adjacent to you and fight for you for 1d4 rounds |
| 17th | Crackle- Roll a 1d6. Then deal that many d6s worth of lightning damage to a creature of your choice within 20 feet. That creature may make a dex save to half the damage. You have -1 on your next attack roll for each d6 you rolled. |
  | -5  | Crushing Hand- if you are under a ceiling made of stone, a hand forms out of it and crushes an enemy you select within 20 feet. They take 8d8 bludgeoning damage, or half as much on a successful Dex save |
| 8th  | Earth Shock- all creatures within 150 feet must make DC 20 Concentration checks  |
| 11th | Elementary Reaction- restore a 1st-level spell slot. If you dealt fire, lightning, or cold damage to a creature last turn, restore a 2nd-level spell slot, or two 1st-level spell slots.  |
| 14th | Forked Lightning- choose two creatures that are adjacent to one another. They both take 2d6 lightning damage. If there are no creatures that meet this criteria, you take 2d6 lightning damage.  |
| 17th | Healing Rain- Roll 8d8. Then, restore that much health split as you choose among creatures within 25 feet  |
  | -5  | Ice Fishing- All fish within 200 feet of you must attmept to swim to the surface on their next turn |
| 8th  | Jade Lightning- Make an attack roll against a creature within 40 feet. On a hit, that creature takes 4d4 lightning damage. If it is a construct, it gains 4d4 temporary hit points instead.   |
| 11th | Lightning Bolt- cast the spell *lightning bolt*. Then take one level of exhaustion. |
| 14th | Primal Fusion- Give yourself 1d4 temporary hit points for every shrine to a god within 60 feet. |
| 17th | Reincarnate- immediately cast the spell *reincarnate* targeting yourself. You die but are restored to full health at the start of your next turn. |
  | -5  | Storm Crack- Make an attack roll against a creature within 30 feet. If you hit, deal 2d8 lightning damage. If you miss, take 2d8 thunder damage.  |
| 8th  | Tidal Surge- all sources of water within 30 feet of you become filled with life energy. Until the start of your next turn, wading into any water source restores 2d8 health, and dropping prone in it restores an addiotional 2d8 health. Any liquids drunk also restore 1d6 health.  |
| 11th | Zap!- For the next 1d4 turns, you may cast the spell *shocking grasp* as a bonus action. |
| 14th | Ancestral Spirit- Place a blessing on all creatures within 15 feet. If any of them die before the start of your next turn, they are immediately targeted by the spell *reincarnate*. |
| 17th |Avalanche- All creatures within 10 feet of you take 6d6 cold damage (Dex half) |
  | -5  | Blazing Invocation- you inspire an ally within 30 feet. They may use their reaction to make a melee attack.  |
| 8th  | Devolve- Reduce the Intelligence scores of all creatures within 30 feet by 1d6 and increase their Strength scores by the same amount. At the start of each of your turns, set their scores one tick back towards normal. |
| 11th | Earthen Might- Give a creature within 30 feet 2d4 temporary hit points. While they have these hit points, they have resistance to non-magical bludgeoning damage and are considered to be both an elemental and their normal type.   |
| 14th | Eureka!- Choose an ally within 150 feet. Teleport them to a space adjacent to you. |
| 17th | Everyfin is Awesome- You and all allied creatures take on fishy traits. For one hour, you all can breathe underwater, gain a swim speed equal to your walking speed, and have advantage on attack rolls against a creature if an ally with this ability is also adjacent to them. |
  </div>
  
  \page




<div class='wide'>
##### Extra Long Runespear Table
| Number | Effect |
|:----:|:-------------|
  | -5  | Evolve- all creatures within 30 feet begin mutating rapidly. Each one of them rolls a 1d4, and the effects last for 1 hour. 1- Eyes grow everywhere. Advantage on perception checks. 2- Tentacles sprout from back. Can make an attack with Strength as a bonus action that deals 1d6+mod damage. 3- Jaw juts and grows fangs. Can make an attack with Strength as a bonus action that deals 1d6+mod piercing. 4- Rage bulging muscles. They have advantage on Strength saves, ability checks, and attack rolls. |
| 8th  | Feral Spirit- summon 1d4 wolves to spaces adjacent to you. These wolves have the celestial type, and creatures adjacent to them have disadvantage on attack rolls against you|
| 11th | Healing Wave- restore 7d4 health to yourself. You may make a contested Intelligence check against a creature adjacent to you. If you do so and win, restore another 7d4 health.  |
| 14th | Lava Burst-  |
| 17th | 4 or lower |
  | -5  | Raisin |
| 8th  | Chocolate Chip |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |
  | -5  | Raisin |
| 8th  | Chocolate Chip |
| 11th | 2 or lower |
| 14th | 3 or lower |
| 17th | 4 or lower |
</div>