“These items were created by extraordinary beings for extraordinary purposes. It’s easy to envy their owners until you consider what dire trials they were intended for.”
– Foulow Heprion, Heprion’s Vault of Wonders.
The following are legendary items once wielded by exceptional heroes to defend the innocent and fight back the forces of darkness.
The Arm of Yuria
Weapon (Poleaxe), legendary (requires attunement by a paladin or cleric of good alignment)
This masterfully crafted poleaxe radiates celestial energy, its shining crystal head is held aloft by a sphere of raw divine power.
Crafted by High Bishop Cainin Hark on orders from his deity Davalon, The Arm of Yuria was wielded by and created specifically for the legendary paladin Yuria Ellodar to aid in her battle against the archfiend BoulloMoun and his armies. After felling the great devil, Yuria passed her weapon on to another worthy paladin. The Arm of Yuria was lost during the War of Nivfiel and its whereabouts remain unknown.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The Arm of Yuria has 5 charges and it regains all expended charges every day at dawn.
Demon Bane. When a creature with the fiend type is hit by The Arm of Yuria, you may expend 1 charge to force the creature to succeed on a Wisdom save versus your spellcasting DC or be stunned until the beginning of your next turn.
Strike the Unseen. You may expend 3 charges to do 4d6 radiant damage to all invisible creatures and all creatures on the Ethereal Plane within a 30-foot radius centered on you.
Relentless. You may expend 1 charge to strike with The Arm of Yuria at a distance. Until the end of your turn, this weapon gains a range of 60 feet.
Helm of the Winter Duke
Wondrous item, legendary (requires attunement by a creature of good alignment)
This dark brass helm is inlaid with blue and orange star crystals in a snowflake pattern and has two holes to accommodate a set of horns.
Worn by the Arinast Satyr, Froar Boruven, during his reign as keagra of Highden, the Helm of the Winter Duke is a staple of stories told by the people of the Arinast mountains.
While wearing the Helm of the Winter Duke, you gain the following benefits:
- You gain a +2 bonus to AC and you deal an additional 1d4 cold damage on melee weapon strikes.
- You have resistance to cold damage.
- You may use an action to cast the jump spell. Once used, this property cannot be used again until dawn.
- You may use an action to cast crystalline strike. Once used, this property cannot be used again until dawn.
The spell crystalline strike is from the previously released Underground Oracle supplement “Divine Gifts: New Paladin-Specific Spells”.
Weapon (Longbow), legendary (requires attunement by a creature of good alignment)
This ivory longbow has silver veins running along its surface that seem to glow with an internal light.
Carved from the ribs of on an enchanted tundra beast, the Ivory Light passed through the hands of several heroes of note before its rumored loss in the Endless Mines of Garfrindowl.
You have +2 to ranged attack rolls made with this magic weapon. The Ivory Light has 3 charges. It regains all expended charges every day at dawn
Illuminating Strike. You may spend 2 charges to fire an illuminating bolt into the sky, filling the area around you with bright, colorful light. All creatures within a 120-foot area centered on you must succeed on a DC 15 Dexterity saving throw or be outlined in a luminescent glow for 1 minute. Affected creatures shed dim light in a 10-foot radius and all weapon attacks made against them are considered magical for the purposes of overcoming immunity or resistance.
Falling Star. You may spend 1 charge the next time you do damage to a target with the Ivory Light. If you do, the target and all creatures within 20 feet of it take an additional 2d4 radiant damage.
The Pipe of Bishelle
Wondrous item, legendary (requires attunement by a wizard of good alignment)
This exquisite jade pipe is lined with arcane runes and carved to resemble a long-haired woman pursing her lips to blow smoke.
This pipe was created and used by the great wizard Bishelle. Widely known for her wise leadership and the formation of the Shield Mages, Bishelle’s pipe never left her side. After a hundred years of use, Bishelle attempted to pass her beloved pipe onto her protege. But after discovering that he was not good of heart, Bishelle instead gave it to the ether, saying “Until a worthy wizard is born to wield you, my friend, no lips shall share thy breath.”
The pipe disappeared in a puff of smoke and was never seen again.
While attuned to The Pipe of Bishelle, your Intelligence and Wisdom scores both raise by 1. Additionally, you have advantage on all Intelligence ability checks.
Draught of Glory
Wondrous item, legendary
This gleaming onyx drinking horn is full to the brim with a thick, amber liquid. Sounds of distant battle seem to rise from the horn’s depths.
The Draught of Glory is a truly legendary brew. Although there are many theories and myths regarding its origins, the most popular is that it was created by the deity of glory and battle, and fell to the Prime Material during an epic struggle with their eternal enemy. Drinking this celestial potion is said to change a mortal’s life forever.
When you drink the Draught of Glory, you are immediately cured of any conditions, diseases, or madnesses that you may be suffering from. You also regenerate any missing limbs and lose any scars that you may have. Lastly, all of your ability scores are raised by 1.
Once you have finished the Draught of Glory, the drinking horn disintegrates and reappears at a random location on the Prime Material 2d12 months later. An amber aurora fills the night sky above its new location for 1d3 days after it reappears.
Featured Image: The Arm of Yuria by Victor Benitez Morales
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