Credits The Team Each one of these eldritch edges comes with their history, personality, awakening phrase, Designers: Darren Kenny & Conor Higgins which, along with their sensational powers and Cover Art: jadtart abilities, are so full of flavour that they could Layout: Darren Kenny inspire adventures and even whole campaigns; Editing: Conor Higgins quests to discover the resting place of fabled Interior Art: jadtart, LDP Design, WPX, Vros and arcs discovering the secrets, the Smith. motives and machinations of the awakened Playtesting & Feedback. Emmet O Connor blades and whether the wielder and become united in purpose or become embroiled Grab the Original! in a struggle for dominance. However they are used, Awakened Blades add might and mystique Pick up the best selling original book now for to the game with their magical and some amazing weapons! Don’t believe us? brilliant mechanics!" Check out the review by the esteemed @CurseofSebs!

"This is an incredible collection of 50 Awakened Blades: magical weapons with extraordinary properties and abilities flowing from the power of the soul contained within and the strength and experience of their wielder, sometimes harboring their own machinations and insidious influence. These blades contain great power that evolves with the players with inspired rules and guidelines which allow for a weapon to be granted or discovered by a player during tier 1 or 2 of play, with greater abilities unlocking during tier 3 and tier 4, allowing for bonds (figurative and literal), to be made with these singular arms.

These evolutions can be tied to events of true significance, creating some seriously epic and memorable moments at the table! Speak their words of power if you dare, and unleash the elements, become a gargantuan avatar of strength or an armored bulwark, summon a giant spectral chimera or hordes of dragons, wield phenomenal cosmic powers, and gain your own genie who will make your dreams come true…with only a small chance of having yourSample soul torn apart! file

2 Awakened Blades Traits of Awakened Blades Evolving Weapons These unique and powerful weapons share a As you increase your power and bond with few remarkable traits: your Awakened Blade, more of its powers will • A fully sentient or semi-sentient soul within unlock. An Awakened Blade has 3 states: Base the weapon. State, Awakened State, and True Awakened • Weapons that draw their power directly from State. its wielder, growing in power as their wielder In moments of terrible danger, during times gains more strength and experience. of peril or when facing off against a dangerous • The ability to transform the weapon, summon foe, the soul inside may grow in power and forth great power, or conjure an entity to fight allow you to reach the next stage. for you using a command phrase unique to the When a weapon evolves into its Awakened weapon. state, it gains new Awakened traits and retains • A link to the wielder that causes a physical all of its Traits from its Base form. When a strain on the user when the true power of the weapon evolves into its True Awakening, it weapon is awakened. retains all of its Base Traits and Awakening Traits. These weapons are known as Awakened Blades, weapons with an incredible amount of power that dwarf the abilities of most magical Levels of Sentience weapons. The Awakened Blades, when first acquired, While they have greater power, some have a minimal connection with their wielder. swords have been known to harbor dangerous As their connection grows, the wielder’s contact entities that seek to influence, control or even with the weapon’s spirit grows from sensing the kill their wielder. general feelings of the spirit, to full verbal communication. Each spirit has a unique personality and temperament detailed in the weapon. Some weapons will never reach sentient, or even semi-sentient levels of intelligence due to conflicting ideals with the wielder, a lack of identity or the dissolution of the spirit’s former consciousness. While these blades lack a personality, they still retain all of the powers of the creature. Sample file

3 Stages and Upgrading • A character defeats an old rival, villain or significant foe from their life. Awakened Blades require certain catalysts to • A character character becomes corrupted, evolve into a higher states. From its Base State redeemed or somehow changed by the soul of to Awakened State to its final True Awakening. the weapon. It could be as simple as having it advance when the character utilizes the weapons abilities a As a general rule, an Awakened Blade will certain number of times, or it could awaken remain in it’s Base State between levels 1-8, when the wielder is in grave danger or facing a gain its Awakened State early between levels 9- terrible challenge. Sometimes it might just feel 15, and reach its True Awakening between right in the moment to grant your player that levels 16-20. extra power for the sake of the story, and if it Always remember this rule is not set in feels right then give them that extra power - stone and the weapon can evolve faster or even if just temporarily. slower depending on the character and situation. Consider the wielder’s beliefs and Some examples of when the weapon may ideologies and compare them to the personality upgrade include: of the weapon. If a person seeks to be the • A character finally overcomes a terrible fear, strongest warrior in the land, and the is or past challenge that once defeated them. the soul of a powerful warrior, then they would • A character is being beaten by a terrible foe, be extremely compatible an advance quickly. and their death is almost guaranteed. The On the other hand a weapon that seeks blood weapon lends it power to the wielder to save and death in the hands of a faithful protector their life. would clash horribly, either corrupting the • A character loses a friend, ally or sees wielder or failing to reach its greater stages. innocent people killed - possibly angering the soul within the blade. • A character accepts their destiny, joins a heroic faction or their adventuring party decide to face a terrible evil.

Sample file

4 Words of Power Base State Each spirit that inhabits these powerful The normal state the blade is in when resting. weapons has a unique command phrase for its • Yougain+1toallmeleeorrangedattack Awakening and True Awakening. and damage rolls with this weapon.

Awakening. For the Awakening, when a Awakened State weapon’s activation phrase is spoken using your The weapon often undergoes a minor physical bonus action, the weapon transforms into its transformation, such as catching fire, beginning Awakened state. For example, while wielding to glow or creating an aura. the , Akatona which has the activation • Your attack and damage bonus increases to phrase “Fight”, your character would say “Fight, +2. Akatona” increasing the weapons power and • Your Awakened Save DC increases by 2. sending it into an Awakened State. You can use • Your Awakened Ability Modifier increases this Awakening once, regaining the uses after a by 2. long rest. Once Awakened the blade remains in this state for 1 hour. True Awakened State At 15th level your Awakening regains its use The weapon can transform significantly, change after a Short Rest. the wielders form or summon other creatures. • Your attack and damage bonus increases to True Awakening. This power can be +3. called upon during the Awakening. When you • YourAwakenedSaveDC increasesby+3(1 call upon this power using an action, your more than the awakened state). Awakened Blade goes through dramatic • Your Awakened Ability Modifier increases changes. Whether its summoning a creature to by 3 (1 more than the awakened state). fight for you, transforming your body, creating armor or changing the weapons form - every True Awakening immediately uses a certain Durability feature or power, or lasts a length of time equal Durability represents how long your True to its Durability Score. Awakening lasts. Some are Instantaneous and You have one use of your True Awakening, immediately end, while others have a Durability regaining the use after a long rest. score. This Durability score is reduced by 1 at the end of each turn after your True Awakening is activated, excluding the first turn it is Awakened Spells, Powers and activated. When it reaches 0, your True Attack Bonuses Awakening ends. Under certain conditions When casting spells or using certain abilities described on the weapon, these True with an Awakened Blade you do not use your Awakening’s lose more of this Durability by Spellcasting Ability Modifier or Spell Save DC. using certain features, or regain some of it’s Instead you use the weapons Awakened Ability Durability each round under certain conditions. Modifier and your Awakened Save DC. A weapon that lacks an Awakened Ability modifier or an Awakened Save DC does not use The Toll them for any abilities or attacks, and is At the end of your True Awakening your body thereforeSample excluded from the item details. suffers a physical cost fromfile the stress of the When your Awakened Blade is in various power you unleash. This cost is known as a forms it gains different benefits as detailed Toll. Each True Awakening will have a below. different Toll detailed on the weapon.

5 Awakened Blades

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6 Aiko, Awakening The Soul Reaver When you awaken Aiko, the blade begins to radiate a ghostly green flame. A blade containing an Onryo, a powerful and Life Drinker. You gain 10 temporary hit vengeful spirit. With the power to command points whenever you hit a creature with Aiko. the dead, split the soul of its wielder and Rising Phantoms. The range of your Phantom summon spectral weapons, the one who wields Strike increases to 30 feet. If your phantom Aiko is one to be feared. scores a critical hit, it can make one additional attack. Temperament. Hungry, Loyal, Morbid. Weapon. None. True Awakening Awakened Save DC. 14. Awakened Attack Modifier. +7 When you activate Aiko’s True Awakening, a Awakening Phrase. Rise. phantom version of yourself appears within 5 True Awakening Durability. 10. feet of you. This phantom is identical to you in Toll. When the True Awakening ends, you every way and is an undead in addition to your cannot regain hit points for 1d4 - 1 days. creature type. If this phantom takes damage, you take damage in its place. This phantom can Base Traits take an action as if it was you on each of your turns. Ghostly Blade. As an action you can transform Dead Rising. When you use your Phantom Aiko into any you are proficient Strike you can create three phantoms. with. Vision of Aiko. As an action you can have the Phantom Strike. As a bonus action you split a horrifying visage of Aiko appears above you. All fragment of your soul from your body, causing creatures within 30 feet of you that can see you a phantom version of yourself to appear within must make a Wisdom saving throw or become 10 feet of you. This phantom makes 1 attack as frightened of you for one minute. Creatures if it were you then disappears. affected by this condition can repeat the saving throw at the end of their turn.

Sample file

7 Auro Sprech, Awakening The Golden Word When you Awaken Auro Sprech, the weapon turns completely to gold, and the suggestion imbued within appears as silver letters in A minor noble in the fey courts, Sylvan, engraved on the blade. Auro Sprech usually isn’t noticed Fey Dealings. You are immune to being as he is quite often too busy charmed, and when another creature attempts to charm you, you can use your reaction to cast admiring his own treasures. th When he does deal with others, dissonant whispers at 5 level, without using a it is usually to see how much spell slot. gold he can manage to con out of Uncanny Mind. You have advantage on them. Mortals feel compelled to Charisma saving throws. obey him, and he uses this fact to extract more treasure from them. True Awakening His essence lies in the sword, giving its wielder a similar power. Once Auro Sprech has reached its True Awakening state, any Temperament. Greedy, greedy, creature standing nearby hears it greedy. Enjoys treasure and whispering into their minds. manipulating mortals. Additionally, your skin Weapon. Shortsword. becomes a shining gold color. Awakened Save DC. 15. What’s Yours is Mine. When Awakening Phrase. Speak. you reduce a creature to 0 hit True Awakening Durability. 10. points, you gain 4d6 x 10 gp, Toll. When the True Awakening ends, you which immediately teleports into a cannot speak, read, write, or comprehend any pocket dimension of the Feywild, languages until the end of your next long rest. accessible only by you while You are still able to understand gestures and wielding Auro Sprech. motions. Fast Talker. You can speak, read, and write all languages. You can castmass suggestion once without Base Traits using a spell slot. All targets have Psychic Weapon. All attacks from this weapon disadvantage on Wisdom saving deal an additional 1d6 psychic damage. throws against this spell. Listen to Me. At the end of each long rest, you suggest a course of activity (limited to a sentence or two) which is imbued into the sword. When you hit a target with this weapon, you can use your reaction to castsuggestion on that target without using a spell slot, using the phrase that is imbued into the sword. Once used, youSample cannot use this feature again until you file take a long rest. Silver Tongue. You have advantage on all Charisma checks to do with the exchange of money.

8 Caelum Hast, Awakening Sky Piercing Spear When you Awaken Caelum Hast two metallic wings grow out the side of the blade. The Breath of the Sky. You can send a blast of This spear is inhabited by the soul of wind emanating from Caelum Hast in a 30-foot a ancient solar who died in service to cone. All creatures in the cone must make a the gods. Once the wielder of a Strength saving throw or suffer 2d8 power and divine artifact, this Solar bludgeoning damage and be knocked prone. doubted his master for just a Star Fire. You can use a reaction after hitting a moment and received a terrible creature with your Shooting Spear ability to punishment. The artifact leave a shard of Caelum Hast inside the shattered, the metallic pieces creature. At the end of the creatures next turn impaling the solar. With bitter the shard erupts from inside the creature and regret, his essence was trapped flies towards Caelum Hast The creature the in the shards. Centuries later the shard was inside takes 2d8 piercing damage. All shards were found and reforged creatures between you and the effected creature into Caelum Hast. must make a Dexterity saving throw or suffer 2d8 piercing damage. Temperament. Blasphemous, Wrathful. True Awakening Weapon. Spear Awakened Save DC. 15. When you activate this True Awakening the Awakening Phrase. Skewer the wings on the sides of the spear shatter into Sky. pieces of glowing blue metal that hover around True Awakening Durability. 10. you, moving when you move. Toll. When this True Awakening God Killing Spear.The length of your ends you suffer 4d8 magical piercing Shooting Star ability is increased to 120 feet. In damage and suffer 1 level of addition when you use this ability you force the exhaustion. creature to make a saving throw for each attack you can make using your action. Creatures make their saving throw against this ability Base Traits with disadvantage. Enhanced Blade. All attacks from this weapon Burning Shard. When you use your Star Fire deal an additional 1d8 slashing damage. ability, the creature who has the shard Shooting Star. You can use an action to have embedded into them suffers an additional 4d6 your spear fire forward in a 30-foot line. All acid damage. creatures in the line must make a Dexterity saving throw or take 1d12 piercing damage. The spear then disappears and reappears in your handsSample at the start of your next turn. file

9 Cridorcha, Awakening The Abyssal Gate When you Awaken Cridorcha, the growling and roaring of the demons of the Abyss can be heard echoing around you. Forged from metals pulled from the Abyssal Call. When you activate this endless Abyss, the soul within the Awakening, you automatically castsummon blade is not one single creature but a lesser demon. You do not need to maintain part of the very soul of the Abyss concentration on this spell and do not require itself. It appears simple in its any components to cast it. The demon remains design, mundane to the unassuming until your sword ends its awakening. eye, however when unleashed the Bane of Light. Attacks against celestials, form shifts into its true terrifying including aasimar, are made with advantage. form. Legends tell that this sword can Your damage rolls with Cridorcha against these cut open the very fabric of reality and creatures are maximized. open portals to the Demonic Abyss. True Awakening Temperament. Chaotic, Frenzied, A deep desire to incite When you activate Cridorcha’s True chaos and madness in others. Awakening the landscape around you becomes Weapon. Greatsword. twisted and corrupted, resembling the Abyss. Awakened Save DC. 15. Aura of the Abyss. A tear to the plan of the Awakening Phrase.Reign. Abyss surrounds you 30 feet in every direction. True Awakening Durability. 10. Any creature within 30 feet of you is considered Toll. You suffer one level of exhaustion. to be on that plane of existence. Demons on the Plane of the Abyss regard you as an ally while this True Awakening is active. Base Traits Deep Calling.When you Demonic Blade.All attacks from this weapon activate this True Awakening, deal an additional 1d8 necrotic damage. If the you automatically cast creature has a Lawful alignment, it suffers an summon greater demon.You additional 1d8 necrotic damage. do not need to maintain Terrifying Blade. Any critical hit from this concentration on this spell. weapon causes the creature to become Madness of the Maze. frightened of you for the next minute. The When a creature starts it’s creature can make a Wisdom saving throw to turn in the Aura of the Abyss end this effect at the end of each of its turns. and it is not a fiend (demon) you can force the creature to make a Wisdom Saving Throw against Cridorcha’s Awakened Save DC. On a failed save, the creature must use it’s action to Sampleattack a random ally. Iffile the creature has no allies within range, it may act on its own accord.

10 Dara Hathru, Awakening Second Chance When you Awaken Dara Hathru, it transforms from a simple bronze blade into a moonlit fey weapon, cold and alien to mortal creatures. Not many mortals know the name Unnatural Grace. You gain a +5 bonus to of Dara Hathru, Fey Lord. Fewer initiative. still know his appearance. As the Questionable Alliance. Fey have disadvantage Fey Lord of Rebirth, Dara Hathru on attack rolls against you. has had countless forms over Feywild Magic. You can castfaerie fire once as countless centuries. Bored with a bonus action, without using a spell slot. Once his own immortality, he has on you cast it in this way, you cannot do so again occasion bestowed his power of until you finish a short rest. rebirth to mortal creatures, delighting as he watches their initial True Awakening ecstasy turn to grief and sorrow. This blade, taken from the lord’s Once the True Awakening of Dara own belt, was in his possession for Hathru has occurred, your body and so long that a part of himself was face begin to change, shifting back held within. forth to every form that every wielder of this weapon has Temperament. Pragmatic, ever taken. Once the blade contemplative, patient. Remembers has been True Awakened everything from its past each time it once, the effects linger for an is reborn. entire week. Weapon. Shortsword. One More Time. Dara Hathru Awakened Save DC. 16. permanently ties your soul to the Awakening Phrase. Return. Feywild. When you die, roll a d100. True Awakening Durability. 10. On a roll of 30 or higher, the Toll. When the True Awakening ends, you reincarnate spell is cast on you 1d10 suffer 1 levels of exhaustion and lose all days after your death. Each time you memories of what has occurred since your True are reincarnated this way, the Awakening was activated. minimum roll required is increased by 20, up to a maximum of 90. If you successfully reincarnate when Base Traits the required roll is 90 or higher, you Fey Weapon.All attacks from this weapon deal cannot use the True Awakening for an additional 1d8 radiant damage. this weapon ever again. Enrapture. You can castcharm person without I Am Eternal. If you die while the using a spell slot. sword is in its True Awakened state, the reincarnate spell is immediately cast on you. You are reincarnated with your maximum hit points Sampledivided by the number offile times you have been reincarnated. If you are reincarnated in this way, the minimum required roll for One More Time is increased by 10.

11 Dekom, Awakening The Drowned King When you Awaken Dekom the image of the Triton King will appear on the trident and water will begin to swirl around the top of the Once the symbol of power for a weapon. Triton king deep beneath the Tidal Fields.All creatures of your choosing waves, the trident was stolen by starting their turn within 30 feet of you have his son leaving the kingdom to their movement speed reduced by 10 feet. fall to ruin. Said to contain the Flowing Waters. All creatures of your living souls of all fallen choosing starting their turn within 30 feet of Triton, the tridents power was you have their movement speed increased by 10 the ability to control the sea feet and gain the ability to ignore difficult itself. Lost to history, the location terrain. of this ancient trident is known only to a select few who keep it out True Awakening of the hands of the Tritons, fearing their vengeance would consume the When you activate Dekom’s land and flood the world. True Awakening water will surge from the trident and Temperament. Regal, Somber. encircle you. Weapon. Trident. Drowning Pools. Any Awakened Save DC. 15. creature starting it’s turn Awakening Phrase.Surge. within 30 feet of you must True Awakening Durability. 10. make a Strength saving Toll. You suffer one level of throw or be restrained by a exhaustion and must sleep whirlpool of water and completely submerged in water for lifted 10 feet into the air. A 1d4 days. If you do not, you cannot creature a suffering from this sleep and gain no benefit from a effect cannot speak or breathe. long rest. Ocean Domination. You gain the effects of the control water spell during this True Base Traits Awakening. Using this spell Cold Blade.All attacks from this weapon deal requires a bonus action, not an an additional 1d8 cold damage. action as dictated in the spell. Tidal Strikes. Whenever you hit a creature with Dekom you can choose to emit a wave of water that pushes the creature 5 feet away from you. Sample file

12 Awakening Delirium When you Awaken Delirium, the hilt transforms, the guard appearing as wings, Delirium's symbol. You find yourself giggling Always left out of the pantheon, quietly. Brain Scramble.You can castconfusion once at Delirium felt slighted by the other th gods. A god of mischief and 5 -level without using a spell slot. You can’t do trickery, they used their powers for so again until you finish a long rest. their own amusement, Chaos. If enemy misses an attack within 30 feet rather than any grand of youk, you can use your reaction to allow an purpose. Allowing their ally within 5 feet of the enemy to immediately essence to be sealed within make an attack against it. the weapon, they wait for the day an unsuspecting mortal True Awakening might awaken them, so that they can have a new, more receptive After it has entered its True Awakened state, mind to toy with. Delirium causes your giggle to become a constant maniacal laughter, which is heard from Temperament. Insane, two- behind the spectral jester's mask that appears faced, always plotting something. over your face. Rarely tells the truth. Looks out The Ultimate Betrayal. As an action, choose a for their own interests. point up to 60 feet away from you. Every hostile Weapon. Rapier. creature within 30 feet of that Awakened Save DC.16. point must make a Wisdom Awakening Phrase.Bewilder. saving throw. If a creature fails, True Awakening Durability. they take 6d6 psychic damage, and 10. become delirious, turning hostile Toll. When the True Awakening towards all creatures they ends, you take 4d6 psychic damage, once deemed as their allies, and your Intelligence, Wisdom, and Charisma comrades, or scores become 4 until the end of your next long underlings. On a rest. successful save, the creature takes half as much damage and does not become Base Traits delirious. This effect lasts for the Psychic Weapon.All attacks from this weapon duration of Delirium’s True deal an additional 1d6 psychic damage. Awakening. Using this ability Distraction. You have advantage on an attack reduces Delirium’s durability roll against a creature if at least one of your score by 3. allies is within 5 feet of the creature. Slippery Character. All attacks against you are made with Sampledisadvantage. file

13 Dokuchi, Awakening Venom’s Bite When you Awaken Dokuchi, the blade glows a dull green, and a faint chemical odor surrounds you. The apothecary Dokuchi was Once Bitten. You gain resistance to poison equally respected for her damage, and gain advantage on saving throws alchemical skill as she was feared versus the poisoned condition. for her madness. Ethics and Airborne Paralysis. You can castslow morals had no meaning to her, as without expending a spell slot. You can cast she would use whatever or slow in this way two times per short rest. whoever she could coerce into Double Dose. If you hit an enemy with testing her newest potions and Dokuchi, you can choose to mark them. The poisons. Her soul lingered next attack against a marked creature deals an after she was killed, as she still additional 2d6 poison damage. If the marked had not completed her life's creature is under the effects of theslow spell, work of completing the the additional damage is instead 4d6 poison deadliest poison. damage. After this, the creature is no longer marked. You can only mark one creature at a Temperament. Inquisitive, experimental. time; if you choose to mark a second creature, Insane, always wanting to test itself against the mark on the first creature will fade away. new foes. Weapon. Dagger. True Awakening Awakened Save DC. 17. Awakening Phrase. Infect. During its True Awakening, Dokuchi True Awakening Durability. 10. grows into a 3-pronged blade, and Toll. When the True Awakening ends, you seems to writhe and pulse, almost as fall under the effect of theslow spell, and you if the blade itself was alive. are poisoned. These effects can only be Twice Shy.You are immune to removed after a long rest; they cannot be poison damage and the poisoned removed in any other way except with the use condition. of a wish spell. Venom’s Fang. As an action, you can reduce the True Awakening durability by 5 to summon Base Traits Dokuchi’s avatar into the material plane. The summoned avatar lasts Poison Weapon. All attacks from this for the duration of the True weapon deal an additional 1d8 poison damage. Awakening, after which it Begin the Incision. When you hit with this disappears. The avatar is friendly to weapon, the target makes its next attack with you and your companions. Roll disadvantage. initiative for the Avatar. It obeys any Sampleverbal commands thatfile you give it (no action required by you), and only defends itself from hostiles, and takes no other actions if not given any commands.

14 Avatar of Dokuchi Actions Avatar of Dokuchi would be a giant semi- Multiattack. The avatar makes two claw spectral spider, that has clawed human hands attacks. on the end of its legs. It is a plae grren, and Claw. Melee Weapon Attack: +7 to hit, reach 5 exudes a poisonous aura as it walks. It has a ft., one target. Hit: 17 (1d6 + 4) slashing number of large cysts/vents on its back, which damage plus 9 (2d8) poison damage, and the is bloated and bulbous, and it uses these to creature must succeed on a DC 16 send out its bursts of poison gas. Constitution saving throw its hit point maximum is reduced by an amount equal to Avatar of Dokuchi the poison damage taken. This reduction lasts Large elemental, chao�c neutral until the creature finishes a long rest. The Armor Class. 17 (natural armor) target dies if this effect reduces its hit point Hit Points. 89 (9d10 + 45) maximum to 0. Speed. 30 ft., fly 60 ft. Poison Cloud (Recharge 5-6). A 20-foot-radius cloud of poison gas extends out from the STR DEX CON INT WIS CHA avatar. The cloud spreads around corners. Each creature in that area must succeed on a 13 (+1) 18 (+4) 20 (+5) 18 (+4) 12 (+1) 8 (-1) DC 16 Constitution saving throw or become Saving Throws. Dex +7, Int +7 blinded and poisoned. While poisoned in this Damage Resistances.acid; bludgeoning, way, a target takes 11 (2d10) poison damage at piercing and slashing damage from nonmagical the start of each of its turns. A target can weapons repeat the saving throw at the end of each of Damage Immunities.poison its turns, ending the effect on itself on a Condition Immunities. poisoned success. Senses.darkvision 120 ft., passive Perception 11 Languages. understands Common and Primordial, but can’t speak

Elemental Demise. If the avatar dies, its body disintegrates into a burst of poison and gas, leaving behind only equipment it was wearing or carrying. Deadly Venom. Damage dealt by the avatar ignores resistance to poison damage. Innate Spellcasting. The avatar’s innate casting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • AtWill:Samplepoison spray file • 3/day:ray of sickness • 1/day: cloudkill

15 Eian Kasai, Awakening The First Flame When you Awaken Eian Kasai, the guard ignites into vibrant flames that resemble a pair of Trapped within the blade is the soul of folded wings that wrap around a Phoenix that has lived and died in the wielders hand. Burning Wave. You can cast and endless cycle of rebirth that has rd spanned millenia. Slain by a blade burning hands at 3 -level without forged of metal pulled from the Far expending a spell slot. Filled the Phoneix was sealed within The Ever Burning Flame.You the blade. With the power of gain resistance to cold damage infinitely renewing flames, the power while this blade is awakened. of the phoenix can reduce foes to Wrath of the Phoenix. ashes then bring them back to life as Whenever you take damage its thralls. Every soul slain by this from a melee weapon or spell sword becomes trapped in its endless attack you can use your reaction cycle of rebirth and is subject to its to deal 2d6 fire damage to the control. creature. Flame Slash.Whenever you hit Temperament. Quiet, Wise. a creature with Eian Kasai you Weapon. Longsword. can choose a creature within 5 Awakened Save DC. 17. feet of the creature you hit and Awakened Attack Modifier. +8 deal 1d6 fire damage to that Awakening Phrase. Be Born Again. creature. True Awakening Durability. 10. Toll. When this awakening ends you True Awakening suffer 1 level of exhaustion and 20 fire damage for each Fire Wraith When you activate Eian Kasai’s True summoned. Awakening the sword will become incredibly hot, flames will erupt from the ground nearby and small bodies of water will dry up within Base Traits seconds. Any fires started by this power will have faces appear within the flames. Screaming Flames. You can cast thefirebolt Heavenly Flames. You gain immunity to cold cantrip once a round as a free action using your damage while the sword is in it’s True level to determine the damage. Awakening. Whenever a creature hits you with Burning Blade. All attacks from this weapon a melee attack they suffer 2d8 fire damage. deal an additional 1d8 fire damage. Cinder Wave.When you use your Burning Soul Seal. A creature killed cannot be Wave ability the spell level is increased to 5th- resurrected unless the wielder of the blade level. allows it. Whenever resurrection is attempted, The Wrathful Dead. Whenever you kill a the wielder is notified by the sword and must humanoid creature with fire damage, a Fire choose toSample either release the soul or keep it file Wraith appears in the location of the dead contained. humanoid. Wrath of the Phoenix. You can castfirestorm once. Doing this reduces your True Awakening by 4.

16 Fire Wraiths Fire Wraith Medium Undead, Chao�c Neutral

Fire Wraiths are the tortured souls of Armor Class 14 those who died by unnatural fire or flames Hit Points 35 sparked by hateful, malicious intent. Dark Speed 30 �. Climb 30 �. magic, the flames of the Nine Hells, torturous fire or the flames of persecution STR DEX CON INT WIS CHA all spawn these ever burning revenants. During times of war or great blights upon 16 (+3) 14 (+2) 16 (+3) 8 (-1) 7 (-2) 10 (+0) the land these undead spawn in great Damage Resistancesbludgeoning, piercing, and number, often creating more of their slashing from nonmagical weapons, cold breed by burning these victims alive. As Damage Immuni�espoison, necro�c, fire the Fire Wraith horde grows the burning Condi�on Immuni�es exhaus�on, petrified, poisoned Senses Darkvision 60 �. ash that they emit destroys the landscape Languages None and turns the sky into a dull and lifeless sight. Death Ra�le. Whenever the Fire Wraith dies, all creatures within 10 feet takes 2d6 fire damage.

ACTIONS Burning Blade. Melee Weapon A�ack: +7 to hit, reach 5 �., one target.Hit: 9 (1d8 + 4) piercing damage + 1d8 fire damage. On a successful hit the creature must make a Cons�tu�on saving throw or contract a disease known as Grave Ashes. A creature with the disease Grave Ashes does not recover any hit die when they take a long rest. In addi�on their skin will flake and fall away, giving them an undead appearance. While your skin appears this way, you have disadvantage on Charisma (Persuasion) checks.

Ash Burst. The Fire Wraith can choose to reduce its hit points to 0. When it does this a cloud of ashes explodes from its body. All creatures within 10 feet of the Fire Wraith are blinded un�l the end of their next turn.

Flame Breath (1/ day). All creature in a 20 foot cone origina�ng from the Fire Wraith must make a DC 16 Dexterity saving throw or suffer 4d6 fire damage, half as much on a successful save. Sample file

17 Eireaball, Awakening The Jade Empress When you Awaken Eireaball the blade will elongate, the hilt will change and become green. This magnificent dagger was once the Whip Sword. You prized weapon of a legendary warrior can use a bonus known as the Jade Empress. A action to increase warrior of unparalleled skill whose the reach of Eireaball to soldiers followed her with 10 feet until the end of fanatical devotion, she rose to your turn. overthrow her tyrannical Imperial Zealotry. After using your overlord and claim power in Imperial Domination ability, you can the land. She was buried with use a reaction to cause the creature to the sword Eireball, however explode. All creatures within 10 feet of when her grave was looted by a that creature must make a Dexterity thief the sword was lost to sving throw or take 2d12 fire damage. history. It is said it reappears in the Giving Servitude. Whenever you use hands of great warriors during times your Imperial Domination you regain hit points of terrible danger. equal to the CR of the creature (rounded down.) Temperament. Proud, Zealous. Weapon. Shortsword. True Awakening Awakened Save DC. 15. Awakening Phrase.Rule. When you activate Eireaball’s True Awakening True Awakening Durability. 10. the blade will grow into a longsword. Toll. You are reduced to 0 hit points and Imperial Control. remain this way for for 1d4 hours. You are When you use your considered a corpse for this time. After this Imperial Domination time expires you regain 1 hit point. ability you can maintain control of the creature for up to Base Traits 1 minute. You can use a bonus Enhanced Blade. All attacks from this weapon action on each of your turns to deal an additional 1d8 slashing damage. give the dominated creature a Imperial Domination. Whenever you reduce command for them to immediately a creature to 0 hit points with Eireaball, the follow. If the creature has a multi- creature can move it’s full movement speed and attack feature, you choose 2 of those immediately make one melee or range weapon attacks for the creature to make. attack. After the attack is made, the creature Emerald Armour. When you dies activate this True Awakening you Charm.You gain +1 to your Charisma score gain proficiency in 2 saving throws while attunedSample to Eireaball. of your choice. file

18 Ferrodicta, Awakening When you Awaken Ferrodicta, the blade Blade of Vengeance hardens, becoming as strong as diamond, and numerous smaller blades attached by a chain For many blacksmiths, unlocking spawn from the hilt. the secret of steel is their lifelong Spinning Blades. When you hit a target within dream; to be able to create a precise 5 feet of you with an attack roll, all other instrument of war from a lump of creatures within 5 feet of the target take piercing ore. While many die before damage equal to 1d4 + your Strength modifier they can achieve their greatest (minimum of 1). work, there are some who not Painful Defence.If a creature within 5 feet of only create their greatest you hits you with a weapon attack, they take weapons, but are so inspired by piercing damage equal to your proficiency bonus. their own work, that they are compelled to take up the arms True Awakening themselves. The blade Ferrodicta holds the spirit of one such smith, Upon the activation of Ferrodicta’s True who was felled in battle while Awakening, the smaller blades’ chains become clutching his last, and greatest longer, and they whip around your body as if sword. they have a mind of their own. Every time you strike with Ferrodicta, it sounds as if a blacksmith Temperament. Creative, strikes an anvil with a hammer. meticulous, strong-willed. Willing Blade Flurry. You can cast steel wind strike to do battle at a moment’s notice. without using a spell slot. Weapon. Longsword. Whetstone. The damage dealt by Spinning Awakened Attack Modifier. +8. Blades becomes 1d6 + your Strength modifier. Awakening Phrase. Slice. Get Over Here. You can use a bonus action to True Awakening Durability. 10. attempt to grapple a creature within 10 feet of Toll. When the True Awakening you, using Ferrodicta’s Awakened Attack ends, you take 8d6 slashing damage, Modifier. If you grapple an enemy in this way, and all allies within 15 feet of you they are also restrained. take 4d6 slashing damage.

Base Traits Piercing Weapon.All attacks from this weapon deal an additional 1d6 piercing damage. Grip Guard.If a creature within 10 feet of you makes a weapon attack roll against you, you can use your reaction to roll 1d6 and subtract the number rolled from creature’s roll. You can use this feature 3 times, regaining any expended uses when youSample finish a short rest. file

19 Fulanguis, Awakening When you Awaken Fulanguis, the spear handle Thunder Snake becomes wreathed in coiled lightning. Hunting Instinct. You can castthunder step at rd The soul of a monstrous behir dwells 3 -level using Fulanguis without expending a within this spear. The creature’s soul spell slot. is tied to the material plane due its Charged Body. While wielding this weapon, hatred of the beast that killed it; its you gain resistance to lightning damage. rival, the silver dragon Arashi. While the spear is held, the True Awakening wielder can feel the thrum of power flowing through it and When you activate Fulanguis’ True Awakening, feels compelled to keep moving the length of the spear is covered in a spirit-like forward. blue serpent creature, its mouth resting over the blade. Your entire body pulses with electricity, Temperament. Hates dragons, turning your skin a mottle deep blue brooding, vengeful. and ultramarine. The air around Weapon. Spear. you seems to darken as the Awakened Save DC.16. weapon awakens. Awakened Attack Modifier. +8. Find Your Prey. Your Awakening Phrase. Seek. movement speed increases True Awakening Durability. 10. by 15 feet. Toll. You suffer 2 levels of exhaustion The Behir’s Clutches. when the True Awakening ends, and When you throw Fulanguis are vulnerable to lightning damage and hit a target, you can until the end of your next long rest. use your reaction to instantly teleport within 5 feet of the creature and Base Traits immediately cast shocking Lightning Weapon. All attacks from this grasp, using your own weapon deal an additional 1d6 lightning damage. level to determine the Serpentine Movement. When you hit a damage dice. If the target is creature with this weapon, you can immediately hit with shocking grasp in move up to 10 feet, provided you have this way, they are restrained movement speed remaining, without provoking until the True Awakening an attack of opportunity from your target. ends. A restrained target may use their action to make an Athletics or Acrobatics check versus Fulanguis’ SampleAwakened Save DC. file

20 Gekuma, True Awakening The Raging Demon When you activate Gekuma’s True Awakening, your This was once wielded by a paladin who skin becomes blood took a crusade into the Abyss, seeking out a red, your teeth elongate particular demon who had killed her love into a row of fangs and during a demonic incursion. When the demon your hands become was slain, it’s essence was absorbed into the clawed and demonic. weapon, filling the blade and it’s wielder with Terrifying uncontrollable rage. Strength. Your Strength score increases by to 26 Temperament. Angry, Impatient. and your Intelligence score is Weapon. Greataxe. reduced to 4. Awakening Phrase.Rage. Unstoppable Force. You gain True Awakening Durability. 10. advantage on the first attack roll Toll. You suffer 1 level of exhaustion In you make each round. addition, for 1d4 hours after it ends your Titanic Power. You have Intelligence score is reduced to 4. advantage on Strength checks and saving throws. Unstable Power. You suffer 1d12 necrotic Base Traits damage at the start of each turn. Enhanced Blade. All attacks from this weapon deal an additional 1d8 slashing damage. Vicious Edge. The number required for you to get a critical hit is reduced by 1.

Awakening When you Awaken Gekuma the axe head becomes curved and veins or red energy appear across the blade. Demon’s Wrath. You can re-roll any 1’s or 2’s you roll for damage die with Gekuma, taking the new roll even if it is a 1 or a 2. Brutal Critical. If you land a critical hit with Gekuma you can roll an additional 2d12 damage. Back Swing. If you make an attack using your action, you can use your bonus action to make an attack against a different creature within range. IfSample this attack hits, you deal an additional file 1d8 damage.

21 Glacius, Awakening The Sword of Winter When you Awaken Glacius, the blade transforms, and becomes a clear, ice-blue color, being cold A large abominable yeti, Glacius was to the touch. fiercely territorial, and would Greater Chilling savagely attack any intruder into her Mark.The maximum domain. Often described as the number of chilling mother of yetis, she was thought marks increases to 4. to have born dozens of young, Creeping Cold. Asabonus but none were ever as ferocious action, you can cause all chilling as she was. Her soul became tied to marks on a single target to the material plane, and now resides grow and begin to envelop within a blade of cold steel. them, giving them disadvantage on attack rolls and preventing Temperament. Savage, animalistic, them from taking attacks of territorial. opportunity. At the end of the Weapon. Shortsword. creatures next turn, all chilling Awakening Phrase. Chill. marks on their body disappear. True Awakening Durability. 10. Thick Coat. You gain Toll. When the True Awakening resistance to cold damage. ends, you lose the ability to speak, but can still understand, all True Awakening languages that you know until the end of your next long rest. When it reaches its True Awakening state, Additionally, your movement speed is Glacius transforms, becoming made completely decreased by 10 feet until the end of your next of ice, freezing the ground under you where long rest. you stand, as two spectral yeti horns grow from your head. Supreme Chilling Mark.The maximum Base Traits number of chilling marks increases to 5. Cold Weapon. All attacks from this weapon Unstoppable Glacier. While Glacius is in its deal an additional 1d8 cold damage. True Awakening state, you automatically Chilling Mark.When you hit an enemy with succeed on saving throws against spells or Glacius, you can leave a “chilling mark” on their effects that would reduce your movement speed body. If a creature has a chilling mark, they gain or grant a condition that would reduce your a -5-foot penalty to their speed, and a -1 penalty movement speed, e.g. grappled, stunned, to strength, dexterity and constitution saving paralyzed, etc. throws, for each chilling mark on their body. A Ice Age.You can use an action to cause all creature can only have a maximum of 5 chilling chilling marks you have created to explode. marks on them at any time. At the end of each When they explode, the creatures who had the turn theSample creature loses 1d4-2 chilling marks . marks take 1d8 cold damagefile per mark, and their movement speed becomes 0 until the end of their next turn.

22 Hayken, Awakening The Swift Blade When you Awaken Hayken, the blade begins to vibrate in your hand, and seems to grow in size, always stretching and pointing towards an For some creatures, speed is opponent. everything. For hunting, for Shocking Result. If an enemy within 5 feet of fleeing, for competing. The fastest you misses you with an attack roll, they take takes the crown, while the slowest 2d6 lightning damage. get the scraps. For a quickling, a Now You See Me.Your movement speed nimble fey creature, to be slow increases by 10 feet. meant to be forgotten, to be left Fast Fingers. When you cast a spell that has a behind. Being slow is a death casting time of one action, you can choose to sentence... but what happens if a change the casting time to a bonus action. Once quickling runs so fast, they you have used this ability, it cannot be used disappear, as their soul is separated again until you finish a long rest. from their body? True Awakening Temperament. Competitive, quick- witted, hyperactive. When you activate Haykens True Awakening, Weapon. Scimitar. your body appears slightly ethereal, leaving Awakened Save DC. 16. after-images of your form as you move. The Awakening Phrase. Sprint. world around you appears to slow down, as True Awakening Durability. 10. your mind begins to work at incredible speed. Toll. When the True Awakening ends, you Now You Don’t. You are always under the suffer 1 levels of exhaustion and your effects of the haste andjump spells; these spells movement speed is halved until your next long cannot be dispelled, and are not rest. affected by an antimagic field from any source. Nimble. You gain advantage on Base Traits Acrobatics, Sleight of Hand and Lightning Weapon. All attacks from this Stealth checks. weapon deal an additional 1d10 lightning Off Your Feet. If you jump at least damage. 15 feet straight toward a creature Quick as a Flash.You can add 1d4 to your and then hit it with an attack using initiative rolls. Hayken on the same turn, the target must succeed on a Strength saving throw, or be knocked prone and be Sampledisarmed of their weapons. file

23 Hibaron, The Storm Spark

Sample file

24 Isairu, Awakening Air Missile When you Awaken Isairu, the weapon begins to grow slightly, with a curved guard on the blade, and a light breeze whipping around it. Isairu was a noble cloud giant Wind Blast. As an action, you create three warrior, renowned among his condensed blasts of wind and hurl them at people for his strength and targets within 60 feet, using the weapon’s courage. The warrior was Awakened Attack Modifier. You can hurl them incredibly strong and at one target or several. On a hit, the target durable, even for a cloud takes 2d8 slashing damage. giant, and his feats of strength Hurricane. When you hit a target with a melee are told as legends rather than attack using this weapon, you can cause an history. The wielder of this explosion of wind to emerge from opposite side dagger gains not only his of the creature you hit. All creatures within a strength, but Isairu’s courage and 15-foot cone from that point must make a good heart too. Constitution saving throw. A target takes 4d10 force damage on a failed save, or half as much Temperament. Strong, damage on a successful one. Once you have honourable, courageous. used this ability, you cannot use it again until Weapon. Dagger. you have completed a short rest. Awakened Save DC.17. Awakened Attack Modifier. +8 True Awakening Awakening Phrase. Hammer. True Awakening Durability. 10. When you use this True awakening, Toll. When the True Awakening ends, your clouds begin to billow forth Strength score becomes 4, and any creature at from the blade covering your least one size larger has advantage on attacks arms and back. These clouds against you until the end of your next long rest. appear as additional arms, clenched into fists. The clouds are solid to the Base Traits touch. Wind Weapon.All attacks from this weapon Storm Front. While you are deal an additional 1d8 slashing damage. wielding Isairu during its’ True Giant’s Resolve. While wielding this weapon, Awakening, you gain a +2 you can add 1d4+1 to all Strength checks and bonus to your AC. Strength saving throws. Flurry. When you take the Attack action, you can make one additional attack. Reign of the Cloud Giant. Attacks made with this weapon deal an additional 2d6 force Sampledamage and push enemies file 5 feet back.

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