Dungeon Master's Guide
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when it wants to communicate something it has sensed.<br />
It can communicate more explicitly, through visions or<br />
dreams, when the wielder is either in a trance or asleep.<br />
Personality. Every moonblade seeks the advancement<br />
of elvenkind and elven ideals. Courage, loyalty, beauty,<br />
music, and life are all part of this purpose.<br />
The weapon is bonded to the family line it is meant to<br />
serve. Once it has bonded with an owner who shares its<br />
ideals, its loyalty is absolute.<br />
If a moon blade has a flaw, it is overconfidence. Once<br />
it has decided on an owner, it believes that only that<br />
person should wield it, even if the owner falls short of<br />
elven ideals.<br />
WAVE<br />
Weapon (trident), legendary (requires attunement by a<br />
creature that worships a god of the sea)<br />
Held in the dungeon of White Plume Mountain, this<br />
trident is an exquisite weapon engraved with images<br />
of waves, shells, and sea creatures. Although you must<br />
worship a god of the sea to attune to this weapon, Wave<br />
happily accepts new converts.<br />
You gain a +3 bonus to attack and damage rolls made<br />
with this magic weapon. If you score a critical hit with it,<br />
the target takes extra necrotic damage equal to half its<br />
hit point maximum.<br />
The weapon also functions as a trident offish<br />
command and a weapon of warning. It can confer the<br />
benefit of a cap of water breathing while you hold it, and<br />
you can use it as a cube of force by choosing the effect,<br />
instead of pressing cube sides to select it.<br />
Sentience. Wave is a sentient weapon of neutral<br />
alignment, with an Intelligence of 14, a Wisdom of 10,<br />
and a Charisma of 18. It has hearing and darkvision out<br />
to a range of 120 feet.<br />
The weapon communicates telepathically with its<br />
wielder and can speak, read, and understand Aquan. It<br />
can also speak with aquatic animals as if using a speak<br />
with animals spell, using telepathy to involve its wielder<br />
in the conversation.<br />
Personality. When it grows restless, Wave has a habit<br />
of humming tunes that vary from sea chanteys to sacred<br />
hymns of the sea gods.<br />
Wave zealously desires to convert mortals to the<br />
worship of one or more sea gods, or else to consign the<br />
faithless to death. Conflict arises if the wielder fails to<br />
further the weapon's objectives in the world.<br />
The trident has a nostalgic attachment to the<br />
place where it was forged, a desolate island called<br />
Thunderforge. A sea god imprisoned a family of storm<br />
giants there, and the giants forged Wave in an act of<br />
devotion to- or rebellion against-that god.<br />
Wave harbors a secret doubt about its own nature and<br />
purpose. For all its devotion to the sea gods, Wave fears<br />
that it was intended to bring about a particular sea god's<br />
demise. This destiny is something Wave might not be<br />
able to avert.<br />
WHELM<br />
Weapon (warhammer), legendary (requires attunemenc<br />
by a dwarf)<br />
Whelm is a powerful warhammer forged by dwarves<br />
and lost in the dungeon of White Plume Mountain.<br />
You gain a +3 bonus to attack and damage rolls<br />
made with this magic weapon. At dawn the day after<br />
you first make an attack roll with Whelm, you develop<br />
a fear of being outdoors that persists as long as you<br />
remain attuned to the weapon. This causes you to have<br />
disadvantage on attack rolls, saving throws, and ability<br />
checks while you can see the daytime sky.<br />
Thrown Weapon. Whelm has the thrown property,<br />
with a normal range of 20 feet and a long range of 60<br />
feet. When you hit with a ranged weapon attack using<br />
it, the target takes an extra 1d8 bludgeoning damage, or<br />
an extra 2d8 bludgeoning damage if the target is a gian<br />
Each time you throw the weapon, it flies back to your<br />
hand after the attack. If you don't have a hand free, the<br />
weapon lands at your feet.<br />
Shock Wave. You can use an action to strike the<br />
ground with Whelm and send a shock wave out from<br />
the point of impact. Each creature of your choice on the<br />
ground within 60 feet of that point must succeed on a<br />
DC 15 Constitution saving throw or become stunned for<br />
1 minute. A creature can repeat the saving throw at the<br />
end of each of its turns, ending the effect on itself on a<br />
success. Once used, this property can't be used again<br />
until the next dawn.<br />
Supernatural Awareness. While you are holding<br />
the weapon, it alerts you to the location of any secret or<br />
concealed doors within 30 feet of you. In addition, you<br />
can use an action to cast detect evil and good or locate<br />
object from the weapon. Once you cast either spell, you<br />
can't cast it from the weapon again until the next dawn.<br />
Sentience. Whelm is a sentient lawful neutral weapon<br />
with an Intelligence of 15, a Wisdom of 12, and a<br />
Charisma of 15. It has hearing and darkvision out to a<br />
range of 120 feet.<br />
The weapon communicates telepathically with its<br />
wielder and can speak, read, and understand Dwarvish.<br />
Giant, and Goblin. It shouts battle cries in Dwarvish<br />
when used in combat.<br />
Personality. Whelm's purpose is to slaughter giants<br />
and goblinoids. It also seeks to protect dwarves against<br />
all enemies. Conflict arises if the wielder fails to destroy<br />
goblins and giants or to protect dwarves.<br />
Whelm has ties to the dwarf clan that created it,<br />
variously called the Dankil or the Mightyhammer clan.<br />
It longs to be returned to that clan. It would do anything<br />
to protect those dwarves from harm.<br />
The hammer also carries a secret shame. Centuries<br />
ago, a dwarf named Ctenmiir wielded it valiantly for<br />
a time. But Ctenmiir was turned into a vampire. His<br />
will was strong enough that he bent Whelm to his evil<br />
purposes, even killing members of his own clan.<br />
CHAPTER 7 I TREASURE