Magic Items - Theros - GM Binder
Magic Items - Theros - GM Binder
Magic Items - Theros - GM Binder
T
he following weapons were created in the style
of the artifacts presented in the Mythic
Odysseys of Theros book. They were created
using the same format as the weapons and
were styled for each of the other gods of the
Theros Pantheon that have not received an
artifact. These are not in any way official items
for D&D or even a card in Magic the Gathering. I created
them from what lore I could find on the gods, their relations
with mortals, Theros, or other gods. I used various sights and
videos talking about the lore of the Gods, or in many cases
from Magic the Gathering cards associated with each god.
Enjoy!
LootTavern
Table Of Contents
Theros Magic Items
2 - Katabasis, Staff of Athreos
3 - Bazon, Amphora of Ephara
4 - Bulwark of Brotherhood, Shield of Iroas
5 - Komidi, Scythe of Karametra
6 - Epiphany, Bolt of Keranos
7 - Nimoiras, Threads of Klothys
8 - Asteri, Cowl of Kruphix
9 - Wrathbringer, Axe of Mogis
10 - Theneia, Kylix of Pharika
11 - Kryvo, Mask of Phenax
12 - Gelio, Glaive of Xenagos
13 - Godless Artifacts
13.1 - Shadowspear
13.2 - Godsend
14 - Non-Theros Items
14.1 - Blades of Chaos
14.2 - Leviathan Axe
14.3 - Guardian Shield
15 - Changelog
1
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Athreos, God of Passage
Katabasis, Staff of Athreos
Weapon (quarterstaff), artifact (requires attunement)
Atheros wields Katabasis, a gnarled wooden staff he is
never seen without. In Atheros's hands the staff is used to
ferry the dead, and only the dead, to the underworld. The
living rarely, if ever see Athreos, so it is unknown if he has
ever granted his staff to a follower. If he should grant the staff,
it would have to be a very special soul that is meant to cross
into the underworld.
Staff of Passage. This staff grants a +2 bonus to spell
attack rolls and to the saving throw DCs of spells you cast
(excluding spells cast from this staff). Additionally, while you
are holding the staff you can move through other creatures
and objects as if they were Difficult Terrain. You take 5 (1d10)
force damage if you end your turn inside an object.
Blessing of Ferryman. If you are a worshiper of Athreos,
you gain all the following benefits for which you have the
required piety:
Piety 10+. The staff has 1 randomly determined minor
beneficial property.
Piety 25+. The staff has 1 additional randomly determined
minor beneficial property.
Piety 50+. The staff has 1 randomly determined major
beneficial property.
If you aren’t a worshiper of Athreos, the staff has 2
randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide
for details on randomly determined properties.
Ferry. As an action, the staff can be laid down in water,
creating a ferry. The ferry uses the statistics of a Galley (see
Appendix: Of Ships and the Sea of the Ghosts of Saltmarsh
book) with the following changes:
The ship does not have any weapons.
The ship can move through other creatures and objects as
if they were Difficult Terrain. It and any passengers on
board take 5 (1d10) force damage per if it ends its turn
inside an object.
The staff can remain in this form for 1 hour or until the
attuned creature uses their action to revert the ship back into
its staff form. This property cannot be used again until the
next dusk.
Spells. The staff has 15 charges. While holding it, you can
use an action to expend 1 or more of its charges to cast one
of the following spells (save DC 18) from it: spare the dying (0
charges), toll the dead (0 charges), animate dead (3 charges),
speak with dead (3 charges), blight (4 charges), create undead
(6 charges), finger of death (7 charges). The staff regains
1d12+3 expended charges daily at dawn.
Destroying the Staff. To destroy the staff one must use it
against its nature. It is meant to ferry the dead into the
underworld. To pervert this and ferry the dead out of the
underworld or the living into it breaks the staff down. This
process must be repeated at dawn and dusk every day for one
month to break the staff completely.
2
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Ephara, God of the Polis
Bazon, Amphora of Ephara
Wondrous item, artifact (requires attunement)
Ephara uses Bazon, a large amphora filled with the power
of Nyx. In Ephara's hands she uses Bazon to strengthen a
polis warding it from the dangers outside. Should Ephara
grant this item to a follower it would be to give them a the
power to personally defend a polis and/or the knowledge and
ability to make a polis better.
Amphora of the Enlightenment. This amphora grants you
+2 to your AC while attuned. Additionally, you are granted
enlightenment, you gain proficiency in 4 skills or tools of your
choice. When your attunement to Bazon ends you lose
proficiency in these skills.
Blessing of of Polis. If you are a worshiper of Ephara, you
gain all the following benefits for which you have the required
piety:
Piety 1+. The amphora has 1 randomly determined minor
beneficial property.
Piety 25+. The amphora increases the user's tremorsense
out to 60 feet.
Piety 50+. The amphora has 1 additional randomly
determined major beneficial property.
If you aren’t a worshiper of Ephara, the amphora has 2
randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide
for details on randomly determined properties.
Tremorsense. While attuned to the amphora you have
tremorsense out to 30 feet.
Spells. The amphora has 10 charges. While holding it, you
can use an action to expend 1 or more of its charges to cast
one of the following spells (save DC 18) from it: mold earth (0
charges), earth tremor (1 charge), maximlian's earthen grasp
(2 charges), wall of sand (3 charges), stoneskin (4 charges),
wall of stone (5 charges), move earth (6 charges). The
amphora regains 1d6+4 expended charges daily at dawn.
Destroying the Amphora. To destroy the amphora one
must deep into the wilds protected by Nylea and pour the
blood of the hydra Polukranos and pour it into the stars of
Nyx within the amphora. Then the amphora must be pierced
with each arrow of Nylea's bow, Ephixis (AC 25) within the
span of a minute. Once all four have entered the amphora
shatters.
3
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Iroas, God of Victory
Bulwark of Brotherhood, Shield of
Iroas
Armor (shield), artifact (requires attunement)
Otherwise known as Fotita, Iroas wields the Bulwark of
Brotherhood, a battle-warn but unbreakable shield that has
seen uncountable battles. In the hands of the god of victory it
is usually used in a spar against the god of slaughter. When
Iroas grants his shield to a follower it is usually to let them
lead a battle to victory when victory should have been
impossible.
Shield of Victory. This shield grants a +2 bonus to your
AC. While you wield this shield you gain resistance to your
choice of bludgeoning, piercing, or slashing damage. You may
choose which type each day at dawn.
Blessing of Victory. If you are a worshiper of Iroas, you
gain all the following benefits for which you have the required
piety:
Piety 3+. The shield can be used as a melee weapon. The
shield has +2 to attack and damage rolls. It deals 1d6 + your
Strength modifier bludgeoning damage.
Piety 10+. The shield has 1 randomly determined minor
beneficial property.
Piety 25+. The shield has 1 additional randomly
determined minor beneficial property.
Piety 50+. The shield has 1 additional randomly
determined major beneficial property.
If you aren’t a worshiper of Iroas, the double spear has 2
randomly determined minor detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide
for details on randomly determined properties.
Victor's Defiance. When you take the attack action on
your turn you can use your bonus action to make 1 attack
with your shield. Additionally, any critical hits against you or
allies within 5 feet of you become normal hits.
Destroying the Shield. To destroy the shield it must be
used to slay no less than 50 warriors in dishonorable combat,
such as a warrior who is not wielding a weapon or cannot
fight back. Then it must be taken to the Temple of Malice in
the Labyrinth of Skophos and struck with a +3 weapon by the
Champion of Mogis.
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Karametra, God of
Harvests
Komidi, Scythe of Karametra
Weapon (glaive), artifact (requires attunement)
Karametra wields Komidi, a scythe meant to harvest the
gifts of nature or those who would dare endanger it. In
Karametra's hands it changes the land around it, warding off
dangerous creatures while allowing mortals who are worthy
to harvest nature's bounty.
Scythe of Harvests. This scythe grants a +2 bonus to
attack and damage rolls made with it. Whenever you finish a
short or long rest you gain temporary hit points equal to half
your piety score (minimum of 1, maximum of 25).
Blessing of Abundance. If you are a worshiper of
Karametra, you gain all the following benefits for which you
have the required piety:
Piety 1+. The scythe has 1 randomly determined minor
beneficial property.
Piety 25+. The scythe can cast heroes' feast once. When
you finish a long rest roll 1d10. On a 10 the scythe regains
this ability.
Piety 50+. The scythe has 1 additional randomly
determined major beneficial property.
If you aren’t a worshiper of Karametra, the scythe has 2
randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide
for details on randomly determined properties.
Bronze Sable Companion. While attuned to this weapon
you gain an animal companion in the form of a Sable. The
Sable obeys your commands as best as it can. It takes its turn
on your initiative, though it doesn't take an action unless you
command it to. On your turn, you can verbally command the
beast where to move (no action required by you). Use the
Bronze Sable stat block (Mythic Odysseys of Theros pg. 210)
with the following changes:
The Bronze Sable gains additional hit points equal to
twice your character level. Additionally, the creature gains
extra hit points equal to your piety score (maximum 50).
You add your proficiency modifier to the creatures attack
rolls.
Spells. The scythe has 10 charges. While holding it, you
can use an action to expend 1 or more of its charges to cast
one of the following spells (save DC 18) from it: goodberry (1
charge), sanctuary (1 charge), barkskin (2 charges), spike
growth (2 charges), plant growth (3 charges), awaken (5
charges), commune with nature (5 charges), tree stride (5
charges), wall of thorns (6 charges). The scythe regains
1d6+4 expended charges daily at dawn.
Destroying the Scythe. To destroy the scythe one must
bathe it in the blood of 100 orphans. This corrupts and
removes the power of the scythe. Then it must be taken to
Erebos’s palace in Tizerus where it must be left without
sunlight or water for one year, wilting the scythe to dust.
5
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Keranos, God of Storms
Epiphany, Bolt of Keranos
Weapon (javelin), artifact (requires attunement)
Otherwise known by a lesser name, Faneia, Keranos
wields the very lightning itself. In Keranos's hands lightning
is used to strike down any impetuous mortal who has earned
his ire. However, Keranos is not without his favorites,
granting inspiration and epiphanies to those who please him.
Should he ever decide a mortal has earned more, he may
grant Epiphany for a time. However, should this prove the
mortal to be too rash, more lightning could solve the issue.
Javelin of Storms. This javelin grants a +2 bonus to attack
and damage rolls made with it. Additionally, you deal an extra
3d4 lightning damage with the javelin that also arcs to any
enemy creatures within 5 feet of your target. Immediately
after the Attack, the weapon flies back to your hand.
Blessing of Storms. If you are a worshiper of Keranos,
you gain all the following benefits for which you have the
required piety:
Piety 10+. The javelin has 1 randomly determined minor
beneficial property.
Piety 25+. The javelin casts the cantrip thunderclap (DC
18) centered on your target whenever you land a critical hit
and the javelin has 1 additional randomly determined minor
beneficial property.
Piety 50+. The javelin has 1 randomly determined major
beneficial property.
If you aren’t a worshiper of Keranos, the javelin has 2
randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide
for details on randomly determined properties.
Epiphany. When you land a critical hit you are given a
sudden burst of inspiration and insight. You receive a d12
Inspiration die. Once within the next 10 minutes, you can roll
the die and add the number rolled to one ability check, attack
roll, or saving throw it makes. The creature can wait until
after it rolls the d20 before deciding to use the Inspiration
die, but must decide before the DM says whether the roll
succeeds or fails.
Once the Inspiration die is rolled, it is lost. You can only
have one Inspiration die at a time.
Spells. While the javelin is on your person, you can use an
action to cast one of the following spells (save DC 18):
lighting bolt (at 5th level), storm sphere, or chain lightning.
Once you use the javelin to cast a spell, the spell can’t be cast
again from it until the next dusk.
Destroying the Bolt. To destroy the bolt it must be thrust
into the heart of the Colossus of Akros, which then must be
carried to Purphoros's Forge in Mount Velus and struck with
Akmon, Hammer of Purphoros every minute for 1 day to
shatter the heart and bolt forever.
6
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Klothys, God of Destiny
Nimoiras, Threads of Klothys
Weapon (spear), artifact (requires attunement)
Klothys wields Nimoiras, a spear entwined with the
threads of fate. In the hands of the god of destiny, she peers
across the threads of fate attached to the weapon and her
own head, looking up the destiny of mortals and ensuring
they are followed. In the most extreme and dire of
circumstances she may need to cut the thread with the
golden nail on her left thumb. This has never occurred
before. Klothys is largely unknown in Theros as she acted as
jailer to the Titans, thus she has never granted her weapon to
a mortal. If a follower were to be granted Nimoiras it would
be to capture someone seeking to escape their destiny or
change the destiny of others.
Spear of Destiny. This spear grants a +2 bonus to attack
and damage rolls made with it. Additionally, the first time you
miss with an attack roll on your turn you may choose to hit
instead.
Blessing of Destiny. If you are a worshiper of Klothys, you
gain all the following benefits for which you have the required
piety:
Piety 10+. The spear has 1 randomly determined minor
beneficial property. Additionally, the spear has a reach of 15
feet.
Piety 25+. You are always under the effects of a guidance
spell.
Piety 50+. The spear has 1 randomly determined major
beneficial property.
If you aren’t a worshiper of Klothys, the spear has 2
randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide
for details on randomly determined properties.
Portent. When you finish a long rest, roll one d20 and
record the numbers rolled. You can replace any attack roll,
saving throw, or ability check made by you or a creature that
you can see with one of these foretelling rolls. You must
choose to do so before the roll, and you can replace a roll in
this way only once per turn.
Each foretelling roll can be used only once. When you
finish a long rest, you lose any unused foretelling rolls.
Spells. The spear has 15 charges. While holding it, you
can use an action to expend 1 or more of its charges to cast
one of the following spells (save DC 18) from it: gift of alacrity
(1 charge), augury (2 charges), fortune's favor (2 charges),
divination (4 charges), legend lore (5 charges), scry (5
charges), foresight (9 charges). The spear regains 1d12+3
expended charges daily at dawn.
Destroying the Spear. To destroy the spear one must cut
each of the 1d1000 threads entwined in the spear with the
golden nail that Klothys wears on her left thump. Then the
spear must be thrust into an oracle of any god.
7
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Kruphix, God of Horizons
and Time
Asteri, Cowl of Kruphix
Wondrous item, artifact (requires attunement)
Kruphix wears Asteri, a cowl made of Nyx. Kruphix uses
this cowl to help govern the cycle of time. He counts few
followers among the population so none have been known to
receive this power. However, should he grant this item to a
mortal it would be to aid all of Theros.
Cowl of Time. This cowl grants a +2 bonus to spell attack
rolls and to the saving throw DCs of spells you cast
(excluding spells cast from this cowl). Additionally, you have
resistance to necrotic and radiant damage.
Blessing of the Timeless. If you are a worshiper of
Kruphix, you gain all the following benefits for which you
have the required piety:
Piety 10+. The cowl has 1 randomly determined minor
beneficial property.
Piety 25+. The cowl has 1 randomly determined major
beneficial property.
If you aren’t a worshiper of Kruphix, the cowl has 2
randomly determined major detrimental property.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide
for details on randomly determined properties.
Rewind. You can use your reaction to reroll a saving throw.
You must use the new roll.
Spells. The cowl has 15 charges. While holding it, you can
use an action to expend 1 or more of its charges to cast one
of the following spells (save DC 18) from it: hold person (2
charges), blink (3 charges), haste (3 charges), slow (3
charges), hold monster (5 charges), temporal shunt (5
charges), time ravage (9 charges), time stop (9 charges). The
cowl regains 1d12+3 expended charges daily at dawn.
Destroying the Cowl. The only way to destroy the cowl is
to unravel it with Klothys's spear Nimoiras, unwinding its
destiny, in the very prison of the Titans in the Underworld.
8
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Mogis, God of Slaughter
Wrathbringer, Axe of Mogis
Weapon (greataxe), artifact (requires attunement)
Otherwise known by its lesser name, Orgis, Mogis wields
the greataxe Wrathbringer, which is stained with the blood of
past kills. In the hands of the god of slaughter it is used to
spar against his brother Iroas or to bury it into a mortal
Mogis seeks to fight. When Mogis grants his weapon to a
follower it would be to further cement their growing savagery.
Mogis may even grant the weapon to any warrior in a
moment of desperation, trying to draw out their malice.
Greataxe of Slaughter. This greataxe grants a +2 bonus to
attack and damage rolls made with it. Additionally, if the
target is missing any of its hit points, it deals 1 additional die
of damage. If the enemy's hit points are below half their hit
point maximum you can reroll the damage once, taking either
result.
Blessing of Slaughter. If you are a worshiper of Mogis,
you gain all the following benefits for which you have the
required piety:
Piety 1+. The greataxe has 1 randomly determined minor
beneficial property.
Piety 25+. The greataxe has 1 randomly determined major
beneficial property.
Piety 50+. The greataxe has 1 additional randomly
determined major beneficial property.
If you aren’t a worshiper of Mogis, the greataxe has 2
randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide
for details on randomly determined properties.
Brutality. You can roll two additional weapon damage dies
when determining the extra damage for a critical hit with a
melee attack. Additionally, attacks made with this weapon
only deal lethal damage.
Mogis's Favor. While attuned to this weapon and in
combat horns, cloaked in stars, adorn your head. As a bonus
action, you can move up to your speed toward an enemy of
your choice that you can see or hear. You must end this move
closer to the enemy than you started.
Destroying the Greataxe. To destroy the greataxe it must
be used in honorable combat to win the Iroas Games then
must be broken against the stone of the Colossus of Akros
during a fight against it.
9
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Destroying the Libation. Everything malady and poison
Pharika, God of has a cure on Theros. Even Pharika's. To destroy the libation
one must seek out gather a fang from Arasta of the Endless
Affliction Web and the acidic blood of Polukranos, grinding the fang in
the acid. Finally one must acquire the head of Hythonia the
Theneia, Kylix of Pharika Cruel and have it stare at the concoction for 3 days and
Potion, artifact (requires attunement) nights. At the end of the this time the libation will cease to
Pharika holds a bowl with her most potent concoctions. To exist.
some, it is a potent poison enough to kill any mortal, to others
a cure that heals the wounds. For Pharika, it brings diseases,
poisons and death to her enemies while empowering,
healing, and bringing life to her followers. Should she grant
Thenia to a follower, it would be to save one of her own, or to
destroy someone who would target her faith and followers.
When you drink this potion you take poison damage equal
to your character level and gain the following benefits:
Libation of Affliction. After drinking this potion you
regain 2 hit points at the start of your turn for the duration of
the effect. Additionally, you gain resistance to poison damage.
Blessing of Affliction. If you are a worshiper of Pharika,
you gain all the following benefits for which you have the
required piety. For any effect given below treat yourself as the
target. For example the weapon targeted for any benefit
would be your unarmed attacks or natural weapons and for
an increase to your AC your skin hardens from the potion.
Roll these effects each time you drink:
Piety 1+. The potion gives 1 randomly determined minor
detrimental property-the dangers of this concoction.
Piety 10+. The potion gives 1 randomly determined minor
beneficial property.
Piety 25+. The potion gives immunity to poison damage
and 1 additional randomly determined minor beneficial
property.
Piety 50+. The potion gives 1 randomly determined major
beneficial property.
Pharika's Cure. You gain the effects of the greater
restoration spell the moment you drink the potion.
Additionally, if a creature hits you with a melee attack while
under the effects of this potion, the creature takes 5 poison
damage. Poison damage dealt by this ability ignores
resistances to poison damage. Treat immunity to poison
damage as resistance instead.
The effects of the potion last until you complete a short or
long rest. The bowl refills each day at dawn.
If you aren’t a worshiper of Pharika, the potion gives 2
randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide
for details on randomly determined properties.
Pharika's Curse. If a creature not attuned to the potion
attempts to drink the potion that creature immediately
suffers 3 levels of exhaustion. If your attunement to Theneia
ends after having drank it, that creature immediately drops to
0 hit points.
10
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Phenax, God of Deception
Kryvo, Mask of Phenax
Wondrous item, artifact (requires attunement)
Phenax wears Krybo, a golden mask hiding his secrets and
lies. In his hands he meddles into the affairs of mortals,
spreading lies, coaxing betrayals, and starting wars. Phenax
has never been seen without his mask, but given his nature,
no one can even be sure it exists at all. Should one of his
followers be granted the mask it would be to sow the seeds of
betrayal into the hearts of mortals and enact a grand plan
with Theros as the stage.
Mask of Deception. This mask grants a +2 bonus to your
AC as your form seems to shift and dance. Additionally, no
matter what you say, magic that would determine if you are
telling the truth indicates that you are being truthful.
Blessing of Lies. If you are a worshiper of Phenax, you
gain all the following benefits for which you have the required
piety:
Piety 10+. The mask has 1 randomly determined minor
beneficial property.
Piety 25+. The mask has 1 randomly determined major
beneficial property and 1 randomly determined major
detrimental property.
Piety 50+. The mask has 1 additional randomly
determined major beneficial property and 1 randomly
determined minor detrimental property.
If you aren’t a worshiper of Phenax, the mask has 1
randomly determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide
for details on randomly determined properties.
Liar's Embrace. While you wear the mask, it projects an
Illusion that makes you appear to be standing in a place near
your actual location, causing any creature to have
disadvantage on Attack rolls against you. If you take damage,
the property ceases to function until the start of your next
turn. This property is suppressed while you are Incapacitated,
Restrained, or otherwise unable to move.
Spells. The mask has 15 charges. While holding it, you
can use an action to expend 1 or more of its charges to cast
one of the following spells (save DC 18) from it: minor
illusion (0 charges), disguise self (1 charge), blur (2 charges),
invisibility (2 charges), mirror image (2 charges),
hallucinatory terrain (4 charges), mislead (5 charges),
simulacrum (7 charges), illusory dragon (8 charges). The
spear regains 1d12+3 expended charges daily at dawn.
Destroying the Mask. To destroy the mask, one must take
it Erebos’s palace in Tizerus. There one must speak a truth of
the world while shattering a mask of the Returned within 5
feet of Kryvo every day for 100 days. Finally, one must then
find the original Eidolon place the mask upon it and then
defeat the creature.
11
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Xenagos, God of Revels
Gelio, Glaive of Xenagos
Weapon (glaive), artifact (requires attunement)
Xenagos wields Gelio, a glaive always with a pair of
orangish lights floating within. In his hand it was used to
start the greatest of parties or play the best of pranks. He was
well known for his ability to whip revelers into a frenzy.
Xenagos is said to be dead, but for a creature based in belief
who is to say what is permanent. If he were to grant this
weapon to a follower it would be for them to finish the Grand
Revel, a party of such proportions it threatens to ruin the
world.
Glaive of Revels. This magic glaive grants a +2 bonus to
attack and damage rolls made with it. Creatures you hit with
this weapon must make a DC 18 Wisdom saving throw or
have disadvantage on the first attack roll made against you
until the end of their next turn.
Blessing of Revelry. If you are a worshiper of Xenagos,
you gain all the following benefits for which you have the
required piety:
Piety 10+. The glaive has 1 randomly determined minor
beneficial property.
Piety 25+. The glaive has 1 randomly determined major
beneficial property.
If you aren’t a worshiper of Xenagos, the glaive has 2
randomly determined major detrimental property.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide
for details on randomly determined properties.
Duplicity. Whenever you fall below half your hit point
maximum or receive a critical hit the spell mirror image is
cast on you, lasting the duration, no concentration required.
Spells. The glaive has 15 charges. While holding it, you
can use an action to expend 1 or more of its charges to cast
one of the following spells (save DC 18) from it: friends (0
charges), charm person (1 charge), Tasha's Hideous Laughter
(1 charge), charm monster (3 charges), enemies abound (3
charges), dominate beast (4 charges), dominate person (5
charges), otto's irresistible dance (6 charges), dominate
monster (8 charges). The spear regains 1d12+3 expended
charges daily at dawn.
Destroying the Glaive. To destroy the glaive, it must
remain untouched in a location without any form of
entertainment for one month, then it must cast from Mount
Hiastos in Nyx into the depths of the Underworld where it
will shatter.
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Godless Godsend
Weapon (glaive), legendary (requires attunement)
Artifacts/Legendaries Originally a sword forged by Purphoros, God of the Forge,
known as the Blade of Chaos. It was transformed into a
Shadowspear swordspear and named Godsend by Heliod and given to his
Weapon (spear), artifact (requires attunement) champion. The weapon appears as a sword with a spear
The cursed nightmare image of Khrusor, Heliod's Spear length handle and a crossguard with two glowing gems. The
pulled from the nightmare of the champion he betrayed. It is spear radiates with Heliod's light.
every bit as powerful as the original, but horrifically twisted You gain a +3 bonus to attack and damage rolls made with
and empowered by those who curse Heliod's name. this magic weapon. It has the following additional properties:
Spear of Shadows. This spear grants a +1 bonus to attack Blessing of Heliod. When you hit with an attack using this
and damage rolls made with it. When you hit with an attack spear, the target takes an extra 2d6 radiant damage.
using this spear, the target takes an extra 2d8 necrotic Banishing Blade. When you hit with an attack using this
damage, healing you for half the necrotic damage dealt. spear, you can choose to cast banishing smite as part of the
Godslayer. Damage dealt by this spear ignores resistances attack. You can use this ability once per long rest.
and treats immunity as resistance. Blade of Chaos. The powers of Heliod cannot completely
Random Properties. Shadowspear has the following eclipse the power of a weapon forged by Purphoros. When
random properties: you land a critical hit you ignore resistances and immunities
to necrotic and radiant damage.
The spear has 2 randomly determined minor beneficial
property.
The spear has 1 randomly determined major beneficial
property.
The spear has 1 randomly determined major detrimental
property.
If you are a worshiper of Heliod, the spear has 2 randomly
determined major detrimental properties.
See “Artifacts” in chapter 7 of the Dungeon Master’s Guide
for details on randomly determined properties.
One With Shadows. While in darkness, you are invisible
to any creature that relies on darkvision to see you in that
darkness. Additionally, you gain darkvision out to 60 feet and
can see in magical darkness.
Spells. The spear has 10 charges. While holding it, you
can use an action to expend 1 or more of its charges to cast
one of the following spells (save DC 18) from it: arms of
hadar (1 charge), darkness (3 charges, targeting the tip of the
spear only), shadow of moil (4 charges). The spear regains
1d6+4 expended charges daily at dusk.
Destroying the Spear. To destroy the spear, it must be
taken to the heights of Mount Hiastos in Nyx, and shattered
by the champion of Heliod while they wield Khrusor, Spear of
Heliod.
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Leviathan Axe
Additional Weapons NOT from Weapon (battleaxe), legendary (requires attunement)
Theros A brilliant large axe of dwarven make. It emanates a cold
mist off the blade, and readies to be called back to its owner
Its from God of War but can fit pretty well in at any distance.
Theros (well maybe not the Leviathan Axe, but if
Kaldheim is ever introduced to Magic or D&D Dormant
proper then I will move it there.) While wielding the axe in it's dormant state, you gain the
following benefits:
You gain a +1 bonus to attack and damage rolls made with
Blades of Chaos this weapon.
Weapon (twin shortswords), legendary (requires attunement) The weapon deals an extra 2d6 cold damage.
The jagged and dark twin blades were forged with hatred It has the Thrown property with a normal range of 20 feet
and made for warfare. The blades seem to respond to a will and a long range of 60 feet. Immediately after the Attack,
for fighting reaching out for an attack, extending on the the weapon flies back to your hand.
chains as they unravel from your arms.
Attunement. When you first attune to these swords, chains Awakened
extend from the hit of the blades and wrap around your When the axe reaches an awakened state, it gains the
forearms. The chains sear you and fuse onto your arms. You following properties:
take 6d8 fire damage. Additionally, the blades count as a The bonus to attack and damage rolls increases to +2.
single weapon when it comes to the number of magic items The normal range for the weapon increases to 30 feet and
you can normally attune to. the long range increases to 80 feet.
Dormant
As an action you can throw the weapon at an enemy, and
While wielding the blades in their dormant state, you gain the on it hit, the enemy must make a DC 15 Constitution
following benefits: saving throw, on a failed save, the enemy is Stunned until
the end of your next turn. However, the Leviathan Axe
You gain a +1 bonus to attack and damage rolls made with remains lodged in the opponent and does not return to
this weapon. your had until the end of your next turn either. You can call
The weapon has the reach property, extending its range to the weapon back to your hand as a bonus action but the
10 feet as it extends out on a chain. enemy immediately loses the stunned condition. You can
You can use a Bonus Action to speak this magic sword's use this trait once and cannot use it again until you
Command Word, causing flames to erupt from the blade. complete a short or long rest. On a successful save the
These flames shed bright light in a 40-foot radius and dim creature is not stunned and the weapon immediately
light for an additional 40 feet. While the sword is ablaze, it returns to your hand.
deals an extra 1d6 fire damage to any target it hits. The Exalted
flames last until you use a Bonus Action to speak the When the axe reaches an exalted state, it gains the following
Command Word again or until you drop or sheathe the properties:
sword.
Awakened
The bonus to attack and damage rolls increases to +3.
When the blades reaches an awakened state, they gains the The weapon deals an extra 1d6 cold damage, to a total
3d6 cold damage.
following properties: The normal range for the weapon increases to 45 feet and
The bonus to attack and damage rolls increases to +2. the long range increases to 100 feet.
The weapon's range extends by 5 feet to a total of 15 feet. The DC saving throw for your stun is now a 17.
The fire of your weapons now deal 2d6 fire damage to any
target it hits. Guardian Shield
Armor (shield), very rare (requires attunement)
Exalted A nigh unbreakable shield that is retracts back into the
When the blades reaches an exalted state, they gains the user's gauntlet. You gain the following benefits:
following properties:
The shield can be retracted as a bonus action. While
The bonus to attack and damage rolls increases to +3. retracted your AC does not benefit from the shield but
The weapon's range extends by 5 feet to a total of 20 feet. your hand is free. As a reaction when you are the target of
The fire of your weapons now deal 3d6 fire damage to any an attack you can have the shield expand granting the AC
target it hits. bonus of the shield to the triggering attack. You do not
drop what was in your hand at the time, but it cannot be
used while the shield is out.
You gain a +l bonus to AC while the shield is expanded.
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Iroas De
Design Notes orpha
Name. Name based in lore. For a more thematic name I the w
Athreos gave it this: Greek for Brotherhood (adelfótita). do th
Name. Already named in the lore. Weapon Type. Lore points out that he has a double spear
Weapon Type. His lore says he is never seen without a and a shield, with the shield being the only one given a name,
staff so I chose a staff. so rather than have yet another spear, trident, or glaive it
Breakdown. Given that it was a staff I decided to make made sense to go with the shield.
this one a little more caster oriented and give the wielder a Breakdown. All these artifacts grant +2 to something for
DC increase. Also his lore has him literally not caring about intermediate gods. From the lore the shield took an assault
the rest of the pantheon and he is not described as fighting from a minotaur until it fully exhausted itself. Giving it AC
physically ever. As for the piety increments I went with a and resistance was to display this. For the piety I gave it a
higher start for the first benefit because he doesn't seem to standard breakdown but the first one allows you to use the
interact with mortals very much. As for the special ability, his shield as a weapon. This made sense since he is a god of war
lore talks about him laying down his staff and it becomes the and victory and the culture that he sponsors the most is a
ferry so I went with that since it is really unique. The spells I spartan like society.
selected were necromancy spells that prevented resurrection, Given its name I chose to give it an offensive and defensive
dealt damage, or raised dead. I let raise dead remain because buff. The defensive one is to give it a reason to have the name
of a card called Grim Guardian who seems to kill any living Brotherhood.
who attempt to get on the ferry, so Athreos is not without Destruction. Based on his want for honorable combat
undead aides. there is no greater sin than his weapon being used in
Destruction. Not an amazing destruction quest, but one dishonorable combat. However, the challenge here is that
meant to go against Athreos's nature and goals. Plus there they must be warriors who aren't given a chance to fight or
are a few gods who would not enjoy this act. defend themselves, but cannot be civilians since that wouldn't
be combat. Finally, given how Mogis's Champion would likely
Ephara want to fight the party and that getting through a labyrinth
filled with Minotaurs would be a great challenge I decided
Name. Greek for Vase (Vazo) but its pronunciation has the that it would be sufficient to have the party go there to finally
symbol for beta. An amphora is a greek jar (think the ones in break the shield.
the Hercules Disney movie. )
Weapon Type. Ephara does carry any weapons, so the Karametra
choice was a scroll or the vast. The scroll we do not see do
anything in the cards, but the vase appears to be pouring out Name. Greek for Harvest (Synkomidi)
Nyx itself. Weapon Type. Karametra is shown to wield a scythe in her
Breakdown. Ephara's domain as a god actually covers a lot art and she will use it for combat if she must. That weapon is
of things, however her two most prominent seems to be an obvious choice. halberd could also work, but I decided to
related to the earth, specifically the fortifying of cities (polis) go with glaive since it is the common depiction of a scythe in
and the advancement of mortals in knowledge and industry. D&D.
Thus we get the attuned being fortified with an AC increase Breakdown. All these artifacts grant +2 to something for
and the user being enlightened with new proficiencies. intermediate gods. I decided to invoke Karametra's role as a
The piety increment was because many people in a city protector for the scythe and playing on her renewing harvest
worship Ephara, with her face etched into like every wall of of abundance by granting temporary hit points after a short
some kind. So a minor boon early makes sense. But after that or long rest. However, like the Sable this grows with your
one must really devote themselves to protecting the polis or piety, as I feel given her maternal domain she would want to
advancing knowledge. I have tremorsense because of encourage her followers to remain as pious as possible. A
specifically one card from magic the gathering called mother's warmth and what not.
Stonewise Fortifier which has the quote that Ephara taught Karametra's Temple of Plenty is known to be guarded by
them to "feel every vein in the marble as if it was their own these Sables and she even awakened a bronze one in defense
blood". Sounds like tremorsense to me. The spells all revolve of the temple (also why awaken is on the list). She also is
around the earth for this same reason. depicted to have a very massive Nyxborn one in her card art,
Destruction. I based the destruction around the amphora so it is very prominent to her, that is why the weapon has a
on her protecting cities from the wilds of Theros. Nylea is the companion. But seeing as though piety plays a part in this, I
protector of those wilds and Ephara is the protector of the chose for the creature to get stronger the more pious you are.
polis. Kinda similar opposites. Thus, the challenge is the Thankfully the book has a statblock for them. As for the
blood of Polukranos and then the having someone with the spells, Nylea is said to hate how Karametra magically infuses
blessing of the wilds (Nylea's bow) destroy it. It doesn't seem the earth and plants with magic. Thus I chose for her to have
that great, but works for now. more nature themed spells. However, sanctuary is on the
least because of her motherhood aspect AND the card
Karametra's Blessing.
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Keranos Destruction. In Klothys's lore she has that golden nail Tak
which is supposed to be the only thing that can cut the bruta
Name. Named Epiphany already, but I gave it also a more threads of fate, so the major trial here is to get that nail. Then card
fitting name, Greek for Epiphany (Theofaneia) the killing of an oracle is just the final slap in the face to horns
Weapon Type. Inspired by his obvious relation to Zeus, break the weapon. How you handle the 1d1000 threads and to hav
and since he is always depicted slinging lightning, I decided how often you get to break them is up to the DM. charg
to go with another ranged type weapon, the javelin. savag
Breakdown. All these artifacts grant +2 to something for Kruphix weap
intermediate gods. I went with a standard bonus damage, but Name. Greek for Star (Asteri)
given lightning's chaining nature, decided to add that effect to Weapon Type. This one was the last and worst to figure
the weapon allowing the user to have a small area of effect on out. Kruphix is the most mysterious of the gods and literally
their attacks. For piety, I went with an increment that is is a Nyx silhouette. He has no weapons to his name, and his
harder to obtain, which is due to Keranos's dislike for mortals silhouette doesn't give much to work with. He looks like he
and how fickle his boons come. You gotta work for him to like has bands or bracelets, four arms, and what appears to be a
you. I added the thunderclap to give you a further area of cowl based on the shape of his head. The bands could work
effect. or I could have went wild with the four arms (he has a chosen
The epiphany trait is due to Keranos's boons he grants to that has them). But that doesn't really make for an item. So I
mortals he favors. You are struck with a sudden epiphany or a went with the final option.
glimpse of the future that you cannot change. Since the later Breakdown. As the more spell focused other features of
one is not really actionable (since you cannot change it), I the cowl I chose saving throws as its increase. As for the
went with the first, giving you a Bardic Inspiration effect resistances I based it off the card One with the Stars, where
without it being an actual Bardic Inspiration. Kruphix turns the creature into stars I decided to go with a
Destruction. This one sucked when it comes to its Nyxborn trait granting resistances. Much like Klothys,
destruction. One its lightning. Pure energy. and Two, Keranos Kruphix does not need devotion to survive so his piety
doesn't really have any interactions with the other gods so increments are further spaced apart then other gods.
there wasn't anything to play off there. I chose the colossus For the special ability I went with a time based rewind
because it was made of stone to counteract and lock the allowing you to have advantage (kinda) on a saving throw at
lightning away, and then decided that it needed to be broken the cost of your reaction. For the spells I went with time
to get rid of it forever. The best place for that is the most based things that did not step on the divination based future
dangerous place for such a thing, Purphoros's forge. sight of Klothys.
Klothys Destruction. My reasoning here is that Klothys is the only
other older god and the only one with a close enough domain
Name. Greek for Fate (Moiras) Thread (Nima). to Time. So I wanted to use something from her that would
Weapon Type. In Calix, Destiny's Hand card art and in be the this artifacts undoing. As for adding danger, I went
Klothys, God of Destiny you can clearly see the spear with the with the prison of the Titans, which is likely a powerful and
threads of fate leading to daggers. Obviously I went with the important place in Theros.
spear as the main weapon.
Breakdown. All these artifacts grant +2 to something for Mogis
intermediate gods. Being a god of destiny, there are fun Name. Already called Wrathbringer, but I also gave it a
mechanics around fate and luck that can be played with. The more fitting Theros name, Greek for Wrathful (Orgisménos).
first thing is that destiny is a hard thing to escape or avoid so Weapon Type. He has a big axe. So the choice is greataxe
having the ability to choose to hit once a turn nails that home. or battle axe, but I decided that greataxe would be more
The piety is one of the more spaced out versions since "savage".
Klothys does not require devotion to survive, she just is. I Breakdown. All these artifacts grant +2 to something for
gave the extra reach because of the daggers on the threads of intermediate gods. Being a god of slaughter it is really
fate. The guidance spell is really nice, but it only applies to compelling to fall back on some kind of rage, but I decided
ability scores so I felt it fit for you following where destiny against that. However, given that Mogis likes to try and
leads you. whisper malice into someone's mind in a fight I went with
Granting a portent die was really fun because that is just dealing extra damage as the fight goes on. For the piety I
another way of showing your connection to Klothys. You went with these increments because once you give in to
know AN event will happen that will be good/bad/average, but Mogis's power it would be hard to get out, so a single piety
you don't know WHAT will happen or WHEN. However, you giving you further enticement would be enough. However,
do get to say "Ah! This is what I foresaw..." and the use the after that you must be REALLY brutal to get the other
portent. The spells all revolve around learning information benefits.
about someone (which could be stylised as you reading their
thread of fate) or as your destiny protecting you and
propelling you to further heights. I chose to add some of the
new spells from Explorer's Guide to Wildemount because I
feel Klothys would be able to have some Dunamancy spells.
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Destruction. To destroy the weapon I wanted to include For her piety I wanted to further call out her duel nature, De
Iroas since I included Mogis with Iroas weapon. Iroas has the giving you a minor detrimental property as the first thing you come
Iroas Games which is basically like Theros Olympics but gain, but then you get multiple benefits along the way. There Elsbe
gladiatorial in nature. So given his honorable nature, I is a card in magic the gathering that is called Pharika's Cure since
figured winning the games in honorable combat would be a that heals you and deals damage to the enemy. I chose this need
fun start, but then the real challenge is breaking it upon the for one of the major effects, giving you a condition curing heal and t
Colossus IN combat. It doesn't have to be very serious fight, and making your blood poisonous to enemies. However, since unde
but CR 23 is no joke. poison is so common for resistance and immunity I gave this
the ability to break through. It is the poison of a god after all.
Phenax The most interesting property I gave this potion is that it
Name. Greek for Hide (Kryvo) gives the randomly determined property directly to the user
Weapon Type. The only really unique thing about him is a since they wield no weapon AND each randomly determined
cloak and a mask. I decided to go with the mask. Plus its property is rolled each time you drink it. I did this because
unique because it is NOT a weapon. Pharika's concoctions would like be different each time it is
Breakdown. All these artifacts grant +2 to something for brewed, with different ingredients and made in a different
intermediate gods. A god of deceit is going to have a lot of way.
things that are about lying, being fake, or misleading so I I chose to limit the potion duration to a short or long rest
decided that this could act as a better cloak of displacement, because an hour seems too short for this effect but there is
granting both the cloak's ability and a bonus to AC. no real drawback to the potion having an "until long rest"
Additionally, pulling from Glibness your lies always seem like duration. A drawback is fitting for Pharika. Finally, Pharika's
truth. Curse represents the ways to fail at using the potion. You
For his piety I added some extra detrimental properties have a more potent drawback for drinking while not being a
which plays on his deceit and betrayal of even his followers. worshiper since you are ingesting the potion not wielding a
Finally his spells all revolve around illusions, making you weapon. If you don't attune and drink it, (such as having an
harder to hit, or making copies of yourself. ally drink it) it backfires. And if you try to drink it and then
unattune you lose Pharika's protection from it, possibly
Destruction. As for destroying the mask, I played on him killing you.
being one of the only immortals to ascend to godhood on Destruction. In Theros lore Pharika gave everything a
Theros. He was the "first to escape the underworld". And he cure. Those cures are just hidden in the most dangerous
has a special connection to the Returned, so I used both of creatures on Theros. I felt that this could also be how one
these aspects and truths in the destruction of the mask. Then destroys the Kylix. But that means facing no less then 3 of the
a second play on his connection to the returned is that his most dangerous creatures on Theros. Good Luck!
mask SEEMS like it is a mask like theirs so I figured if a DM
wants to make the first Eidolon be HIS soul or something, Xenagos
then that plays a neat part. However, something to consider is
if this is even the REAL mask to begin with. Name. Greek for Laugh (Gelio)
Weapon Type. So Xenagos wasn't a god for very long, but
Pharika he is always depicted as wielding a spear/mace like object.
Name. Greek for Cure (Therapeia) Disease (Astheneia) Rather than have yet another spear in this pantheon I
Weapon Type. Pharika is only ever depicted with her bowl decided to use its close cousin the glaive.
(kylix). Suffice to say the only choice I found compelling was Breakdown. All these artifacts grant +2 to something for
an artifact potion. intermediate gods. With Xenagos's penchant for being the life
Breakdown. Pharika is a god who holds all afflictions and of the party, it would be understandable that he doesn't want
to be the target of the attacks he is probably causing. As such,
cures. In medicine, a cure is often a poison with low potency. giving him something closer to a sanctuary effect. As for the
Thus I tried to make that play out. When you drink it, it is piety increments, seeing as though he is technically dead, I
going to deal you a chunk of damage, but then give you a decided to give him this spacing. This makes it so that if you
powerful healing effect in the form of regeneration. The want him back in the world you have to be really devoted to
powerful effect here is that the regeneration is not stopped even get the first benefit, and then since he was such a new
while you are above half your hit point maximum. I chose this god without a lot of followers there can only be so much
because you do not get a constant effect from the potion like power he can grant you.
you do a normal artifact. Also poison damage resistance is For the secondary buff I decided to go with just a bunch of
obvious. spells. This gives the wielder plenty of ways to charm others
and keep the focus off of the user. I also decided to give the
user a small trickery for protection when things take a turn
for the worst.
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Shadowspear I styled the unique attunement trait because this is two
weapons in one but I did not think it should count as two
Name. From the Magic: the Gathering card of the same attunements. Additionally the damage is from the super
name. heated chains wrapping around and searing your arms like
Weapon Type. Its name tells all. when Kratos first got them.
Breakdown. The card has lifelink so I figured a life drain
effect made sense. It deals necrotic damage as the opposite Leviathan Axe
of radiant just like this spear is the opposite of Heliod's. Name. Kratos's weapon in the God of War series.
Godslayer trait is directly based off of the fact that the card Weapon Type. Given that he wields it one or two hands I
removes indestructible. This also makes sense considering went with the battleaxe since it had the versatile property.
Elspeth... Breakdown. I made this a "vestige of divergence" style
The spear is not actually connected to a god so it cannot after the latest god of war game's mechanic as the blades get
use piety. Thus it gets the powers automatically, but since it stronger over time. It felt right.
was made from nightmares there should be a drawback, i.e. As for the properties I know the axe had two important
the detrimental property. I pulled from the gloom stalker traits, cold damage and it could be thrown and then called
ranger for it blessing you with shadows to hide you in the back to the owner. I gave it the thrown property and it returns
darkness. The spells either mirror Heliod's spear or fit with like the dwarven thrower and it starts off with some extra
their dark theme. cold damage and that only increases in the Exalted form. I
Destruction. To destroy the spear I used something close also gave it a normal +1 progression across the stages and
to Khrusor's but with a bit of a twist. And having it use one of the unique abilities of the axe: to be thrown unto a
Heliod's spear is the direct opposite of how its actual creature and freeze them for a short time.
encounter went.
Guardian Shield
Godsend
Name. Kratos's shield in the God of War series.
Name. From the Magic: the Gathering card of the same Weapon Type. Its a shield.
name. Breakdown. Styled after the effects of the shield in the
Weapon Type. it is called a sword spear in lore, so I went game and also a little from Percy Jackson, the shield does not
with the glaive since that seemed to fit the best. take up a hand while retracted letting you dual wield, fire a
Breakdown. The card gives +3/+3 so I incorporated that as bow, or use a two hander. But you can make the shield spring
a straight +3 weapon. The card art depicts the blade giving out to your defense. Since the shield is part of the gauntlet it
off a holy light so I went with a weaker version of the extra does not make you drop a weapon but it still cannot be used
radiant damage on Heliod's spear. since a shield is in the way now.
Drawing from the card mechanics again it "exiles" a
creature that blocks it. I wanted to turn this into a
banishment ability and banishing smite fit the bill perfectly.
Finally, I feel like Purphoros's creations being the god of the
forge, should not have every aspect of a weapon he makes be
overwritten by a different god. Thus pulling from the lore of
the original weapon, the Blade of Chaos I gave it the ability to
overcome radiant and necrotic resistance and immunity. The
reasoning here is that the original blade was "capable of
damaging the substance of Nyx". And the Nyxborn
supernatural feat gives resistance to those two damage types.
I thought that worked perfectly.
Blades of Chaos
Name. Kratos's weapons in the God of War series.
Weapon Type. Given the size of the weapons I think they
are too short for a long sword and two long for a dagger.
Hence, shortsword.
Breakdown. I made this a "vestige of divergence" style
after the latest god of war game's mechanic as the blades get
stronger over time. It felt right.
As for the properties I wanted three specific things. Fire
damage, reach, and then the standard +1 progression of
many other vestiges. Thus you have a flametongue like effect,
that starts off weaker than normal but gets stronger than
normal eventually. You have a standard +1 progression
through the different modes. And finally, you have an increase
to the weapons reach that grows with the weapon.
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Changelog
v3.0
12/07/2020
Adjusted lore text a little. Changed Design Note section
format. Adjusted hit points values of Komidi, Scythe of
Karametra's Bronze Sable to not have randomly determined
extra hit points. Adjusted poison damage taken when
drinking Theneia, Kylix of Pharika to not be randomly
determined.
v2.1
12/05/2020
Added all final images.
v2.0
Can't remember
Changes Iroas's spear to a shield. Added images. Changed
the name of a few weapons to match ones revealed in the lore
of Mystic Odysseys of Theros. Fixed a few spelling errors.
Moved Design sections to the end of the document to make
room for images.
v1.1
06/23/2020
Komidi, Scythe of Karametra - Changed companion
creature to the Bronze Sable in the Mythic Odysseys of
Theros Friends and Foes Appendix. The statblock was
removed, since it exists in a book, and the scythe now lists
changes to the statblock due to it being a companion creature
that gets stronger with piety.
v1.0
06/22/2020
Official Release
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