Order of the Undying Dragon

Understanding your Deity: The Timelessness of Divinity - Myrkul - History of the Reaper


Understanding your Organization: Order of the Undying Dragon** - Eternal Knight Lord

**You are a Deathknight, recently arisen - your connection with Myrkul is steady and ever present, but you can not tell where he is. With each passing cycle, you remember less and less about your mortal life as you have lived over 2000 years. You have no idea where the twelve Eternal Knight Lords are. The way up into Castle Al'hanar was sealed from the crypt in which you awoke. The Dwarves in the mines are gone and the Underdark under the Toadsquat untamed. The Toadsquats are dangerously wild. You do not know where your command is, and you can not sense them. Castle Al'hanar seemed empty and yet the Sharawood is not. Nothing is right - it's time to get to work.


Understanding your Home: Castle Al'hanar - Toadsquat Mountains



Understanding your Allies:
Horned Harbringers, Grey Ones, Church of the Bone Lord - Conclave of Doom, Elder Doom, Deathbringer, Withering Lord, Undead Master, Crypt Carver, Ritual Consecrator, Bone Dancer, Shroud Wearer, Bone Talker, Night Walker, Daring Death, Daring One, The Noble "Still Alive-For Now"

Cavalry of Bone, Doombringers of the Bone Lord

Eltab (Demon Lords), Eltabranar

The Great Rift, Deep Kingdom, Underhome


Understanding your Enemy: Xavarathimius (Dracolich)(Green Dragons)


Understanding the Crystal Sphere: Great Wheel Model - World Axis Model - Elemental Planes - The Time of Magic


Understanding the Current Events: History of Abeir-Toril - Currency - Calendar of Harptos


Understanding your Starting Area: Toril - Faerun - The Shaar - Eastern Shaar - Beastlands - Sharawood - History of the Shaar


Understanding your Mission: The Undying ConflictAn Ancient Enemy Takes Flight


Understanding your Gear: Armor of Kahlab - Pick [1] Rare Magic Permanent Item, [2] Uncommon Magic Permanent Items, [5] Common Magic Consumable Items, [3] Uncommon Magic Consumable Items. 750gp for mundane

These items, you were interred with specifically as yours. While the crypt underneath Castle Al'hanar was raided of all other magic items, that you would typically equip yourself with before you would leave to deliver Myrkul's will, your crypt was warded against intruders by a lone mortal Ritual Consecrator that continued her duty and devotion to Myrkul despite his death in 1358DR.

She had stayed hidden alone in the darkness of the crypt for the past 140 years of Myrkul's death, guarding the Undying Knights and the few Night Riders that were entombed here. Over that time she had fought off many adventurers, monsters and the Everlasting Wyrm's minions looking to desecrate your coffin for loot. When this area was ripped from the material plane and joined with Abeir during the Wailing Years, she endured and fought off even elementals, but she was slain and her body burnt to ash during the events of the Second Sundering in 1482DR as the area was pulled out of Abeir and placed back into Toril by the Overgod Ao.

When the Reaper walked through the area in his pilgrimage in 1498DR, he raised and blessed her as a Banshee Ghost Deathbringer, charged with the responsibility of continuing her care of his Faithful. After finding a suitable consenting host as a consort of sorts to become the entity known as the Honored "We", she has resumed her duties and has released you and others like you. The Doombringers of the Bone Lord were not safely interred at this crypt, and must be found.

Click to toggle

Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. The Armor of Kahlab is only ever found on Deathknights of the Order of the Undying Dragon, due to their relations with Eltab and their devoted service to Myrkul.


(State: Slumbering) Beneficial Properties. While you are wearing the armor and attuned to it, you gain the following benefits:

  • You gain a +1 bonus to AC.
  • You can understand and speak Abyssal.
  • The armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons, (that you are proficient with) that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.
  • This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

(State: Stirring)(Level 16) Beneficial Properties. While you are wearing the armor and attuned to it, you gain the following benefits:

  • AC Bonus changes to +2.
  • Attack and Damage roll bonus changes to +2.
  • On a hit, the weapon deals an extra 1d6 fire damage. 
  • You gain Resistance to Fire
  • Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 fire damage.

(State: Waking)(Level 20) Beneficial Properties. While you are wearing the armor and attuned to it, you gain the following benefits:

  • AC Bonus changes to +3.
  • Attack and Damage roll bonus changes to +3.
  • Echoes of souls might linger around you, and you can call on them to inspire fear in those who stand against you. As a bonus action, you can manifest your frightful presence.

Each creature of your choice that is within 120 feet of you and aware of you must make a Wisdom saving throw against a DC equal to 8 + your proficiency bonus + your Charisma modifier. A creature that fails becomes frightened of you for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this ability a number of times equal to your proficiency bonus, you can’t use it again until you finish a long rest.

(State: Ascendant)(Unknown)


Bonus: Armor Class, Language: Abyssal, Damage, Combat, Warding, Cursed, Str 15 Required, Stealth Disadvantage

Click to toggle

You magically summon a Nightmare, which draws strength from your bond with Myrkul. The Nightmare is friendly to you and your companions and obeys your commands. Its stat block uses your proficiency bonus (PB) in several places. The Nightmare bears necromantic markings, indicating its arcane origin.


In combat, the Nightmare acts during your turn. It can move, attack and use its reaction on its own. If you are incapacitated, the Nightmare can take any action of its choice. The Nightmare also vanishes if you die.


When you finish a long rest, you can re-summon the Nightmare and it appears in an unoccupied space within 5 feet of you.

Click to toggle

The Cavalry of Bone

Understanding your Deity: The Timelessness of Divinity - Myrkul - Myrkul, the Reaper


Understanding your Organization: Cavalry of Bone** - Doombringers of the Bone Lord

**You are a Night Rider, recently arisen - your connection with Myrkul is steady and ever present, but you can not tell where he is. This is much different from the when he raised you during the Time of Troubles. Your unit has spread out far and wide to find him and gather his scattered Faithful. You do not feel a connection to the Doombringers and do not know where they are.


Understanding your Home: Castle Al'hanar - Toadsquat Mountains - Eltabranar



Understanding your Allies:
Horned HarbringersGrey Ones, Church of the Bone Lord - Conclave of DoomElder DoomDeathbringerWithering LordUndead MasterCrypt CarverRitual ConsecratorBone DancerShroud WearerBone TalkerNight WalkerDaring DeathDaring OneThe Noble "Still Alive-For Now"

Order of the Undying Dragon - Eternal Knight Lords

Way of the Long Death - Bone Fists


Understanding your Enemy: Xavarathimius (Dracolich)(Green Dragons)


Understanding the Crystal Sphere: Great Wheel Model - World Axis Model - Elemental Planes - The Time of Magic


Understanding the Current Events: History of Abeir-Toril - Currency - Calendar of Harptos


Understanding your Starting Area: Toril - Faerun - The Shaar - Eastern Shaar - Beastlands - Sharawood - History of the Shaar


Understanding your Mission: Rise of the ReaperArise Faithful of Myrkul

Understanding your Gear: Scythe of Wounding - Pick [1] Rare Magic Permanent Item, [2] Uncommon Magic Permanent Items, [5] Common Magic Consumable Items, [3] Uncommon Magic Consumable Items. 750gp for mundane

These items, you were interred with specifically as yours. While the crypt underneath Castle Al'hanar was raided of all other magic items, that you would typically equip yourself with before you would leave to deliver Myrkul's will, your crypt was warded against intruders by a lone mortal Ritual Consecrator that continued her duty and devotion to Myrkul despite his death in 1358DR.

She had stayed hidden alone in the darkness of the crypt for the past 140 years of Myrkul's death, guarding the Undying Knights and the few Night Riders that were entombed here. Over that time she had fought off many adventurers, monsters and the Everlasting Wyrm's minions looking to desecrate your coffin for loot. When this area was ripped from the material plane and joined with Abeir during the Wailing Years, she endured and fought off even elementals, but she was slain and her body burnt to ash during the events of the Second Sundering in 1482DR as the area was pulled out of Abeir and placed back into Toril by the Overgod Ao.

When the Reaper walked through the area in his pilgrimage in 1498DR, he raised and blessed her as a Banshee Ghost Deathbringer, charged with the responsibility of continuing her care of his Faithful. After finding a suitable consenting host as a consort of sorts to become the entity known as the Honored "We", she has resumed her duties and has released you and others like you. The Doombringers of the Bone Lord were not safely interred at this crypt, and must be found.

Click to toggle

The Scythe of Wounding shines like a piece of night sky filled with stars. Its black leather wrapped haft is decorated with pieces of cut obsidian, onyx and jet. Scythes of Wounding are only ever found on Night Riders under the command of Myrkul.


(State: Slumbering) Beneficial Properties. While you are holding the scythe and attuned to it, you gain the following benefits:

  • Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
  • Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

(State: Stirring)(Level 16) Beneficial Properties. While you are holding the scythe and attuned to it, you gain the following benefits:

  • Bonus to Attack and Damage rolls changes to +2
  • Soul Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead.
  • The Scythe can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.
  • You regain hit points equal to the amount of necrotic damage dealt from wounds.

(State: Waking)(Level 20) Beneficial Properties. While you are holding the scythe and attuned to it, you gain the following benefits:

  • Bonus to Attack and Damage rolls changes to +3
  • Devour Soul. If you score a critical hit against a creature that has fewer than 50 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its soul from its body, (a construct or an undead is immune). Whenever you use it to reduce a creature to 0 hit points, the scythe slays the creature and devours its soul. A creature whose soul has been devoured by the scythe can be restored to life only by a wish spell. These souls are delivered to Myrkul directly, no matter which deity the soul worshipped.
  • This weapon has the stirring of sentience within it.

(State: Ascendant)(Unknown)

  • (Replaces Wounding) When it devours a soul, the scythe grants you temporary hit points equal to the slain creature’s hit point maximum up to 50 maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep the Scythe of Wounding in hand, you have advantage on attack rolls, saving throws, and ability checks.


Bonus: Magic, Damage, Combat, Finesse, Reach, Two Handed

Click to toggle

You magically summon a Gaunt, which draws strength from your bond with Myrkul. The Gaunt is friendly to you and your companions and obeys your commands. Its stat block uses your proficiency bonus (PB) in several places. The Gaunt bears necromantic markings, indicating its arcane origin.


In combat, the Gaunt acts during your turn. It can move, attack and use its reaction on its own. If you are incapacitated, the Gaunt can take any action of its choice. The Gaunt also vanishes if you die.


When you finish a long rest, you can re-summon the Gaunt and it appears in an unoccupied space within 5 feet of you.

Click to toggle

The Church of the Bone Lord

Understanding your Deity: The Timelessness of Divinity - Myrkul - Myrkul, the Reaper


Understanding your Organization: Horned HarbringersGrey Ones**Church of the Bone Lord - Conclave of DoomElder DoomDeathbringerWithering LordUndead MasterCrypt CarverRitual ConsecratorBone DancerShroud WearerBone TalkerNight Walker**Daring DeathDaring OneThe Noble "Still Alive-For Now"

**You are a Night Walker, and unknown to others - your connection with Myrkul is so strong that you were blessed as a Grey Ones in a dream. You never stopped prayer to him even while he was dead, and you knew he would return, but his rightful place and mantle of power must be restored.


Understanding your Home: Castle Al'hanar - Toadsquat Mountains - Eltabranar

and Historic Temples: Skullspire - Tulmon - Lake of Steam

Temple of the Dead Three

Legacy of Deep Death

Mere of Dead Men - Uthtower Kingdom - Uthtower - Mausoleum of EbonDeath


Understanding your Allies:

Cavalry of Bone - Doombringers of the Bone Lord

Order of the Undying Dragon - Eternal Knight Lords

Way of the Long Death - Bone Fists

Church of Kelemvor - Church of Jergal


Understanding your Enemy: Xavarathimius (Dracolich)(Green Dragons)


Understanding the Crystal Sphere: Great Wheel Model - World Axis Model - Elemental Planes - The Time of Magic


Understanding the Current Events: History of Abeir-Toril - Currency - Calendar of Harptos


Understanding your Starting Area: Toril - Faerun - The Shaar - Eastern Shaar - Beastlands - Sharawood - History of the Shaar


Understanding your Mission: A Throne of BoneDeath's Door


Understanding your Gear: Mask of Death - Pick [1] Rare Magic Permanent Item, [2] Uncommon Magic Permanent Items, [5] Common Magic Consumable Items, [3] Uncommon Magic Consumable Items. 750gp for mundane

Click to toggle

Masks of Death were enchanted carved masks of ivory, and shaped to resemble a human skull, worn by Myrkulytes and later, by Cyricists.

Magic imbued into Masks of Death allowed the wearer to access several spells once per day each. The wearer could shroud themselves in death armor and could sap life force with a mere touch as by the vampiric touch spell. The most dangerous property was when a Mask flew off the wearer's face and bit into a target at the wearer's bidding. If successful, the bite functioned as the finger of death spell. A Mask of Death flew back when the attack was completed.


It is rumored that Masks of Death's true power are unlocked when worn by a Grey One of Myrkul. Quirk: The item’s bearer dreams of the Outer Plane Hades, the Layer of Hades called Oinos, the City of the Dead, the Crystal Spire, or of Myrkul.

(State: Slumbering) Beneficial Properties. While you are wearing the mask and attuned to it, you gain the following benefits:

  • Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless you harm them.
  • Grave Magic. When you cast a spell that deals damage, you can change the spell’s damage type to necrotic. When you do damage this way, you may spend a reaction and gain temporary hit points as if by casting False Life.
  • While you are wearing this mask, it can function as a spellcasting focus for all your spells and you can use an action to expend 1 or more of the mask's charges to cast one of the following spells, using your spell save DC. The Mask of Death has 10 charges and regains 1d6+4 expended charges daily at dusk.
  • Armor of Agathys (1 Charge)
  • (Grey One Only) Fear (3 Charges)
  • Vampiric Touch (3 Charges)
  • (Grey One Only) Wither and Bloom (2 Charges)

(State: Stirring)(Level 16) Beneficial Properties. While you are wearing the mask and attuned to it, you gain the following benefits:

  • Your proficiency bonus to Intelligence (Arcana) and Intelligence (Religion) checks is doubled.
  • (Grey One Only) Shadow of Moil (Immune Radiant) (4 Charges)
  • (Grey One Only) Negative Energy Flood (5 Charges)

(State: Waking)(Level 20) Beneficial Properties. While you are wearing the mask and attuned to it, you gain the following benefits:

  • Circle of Death (6 Charges)
  • Finger of Death (7 Charges)
  • (Grey One Only) In addition, when you cast a spell of 1st level or higher while wearing this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dusk.
  • The Mask of Death has 20 charges and regains 2d8+4 expended charges daily at dusk.

(State: Ascendant)(Unknown)(Grey One Only)


Notes: Damage, Combat, Headwear, Focus

Click to toggle

You magically summon a Spectral Steed, which draws strength from your bond with Myrkul. The Spectral Steed is friendly to you and your companions and obeys your commands. Its stat block uses your proficiency bonus (PB) in several places. The Spectral Steed bears necromantic markings, indicating its arcane origin.


In combat, the Spectral Steed acts during your turn. It can move, attack and use its reaction on its own. If you are incapacitated, the Spectral Steed can take any action of its choice. The Spectral Steed also vanishes if you die.


When you finish a long rest, you can re-summon the Spectral Steed and it appears in an unoccupied space within 5 feet of you.

Click to toggle

The Durthan Moon Covens

Understanding your Deity: The Timelessness of Divinity - Fractured GoddessHouse of Seasons (of the Fractured Goddess)

Auril (Aurilandur)(Queen of Air and Darkness)- Alaphaer - Cegilune - Raven Queen


Understanding your Organization: Durthan - Morrigan, Dvorovoi, Prejhenovani**, Nydeshka

**You are a Hexblood Prejhenovani, and unknown to others, your connection with your coven is so strong that you have become a Hexblood. You can sense the curse that your Goddess is under, and its creeping corruption upon yourself. You gain a greater understanding of the mysteries and truths that the Durthan fell upon, that the House of Seasons aims to solve and the Wychlaran want to bury, but how much time do you have before you lose yourself?

Understanding your Home: Rashemen - Erech Forest - History of Rashemen

and your Exile: Eltabranar



Understanding your Allies:
Feywild - Domains of DelightOrglash, Bheur

Vremmyonni, Hagspawn, Moon Coven


Understanding your Enemy:

Wychlaran - Othlor, Hathran, Blethren, Ethran - Urlingwood - Urling

Mangan UrukBeserker Lodges - Immilmar

Thay


Understanding the Crystal Sphere: Great Wheel Model - World Axis Model - Elemental Planes - The Time of Magic


Understanding the Current Events: History of Abeir-Toril - Currency - Calendar of Harptos


Understanding your Starting Area: Toril - Faerun - The Shaar - Eastern Shaar - Beastlands - Sharawood - History of the Shaar


Understanding your Mission: Witch WarsAspects of the Ten Faceted Black DiamondFractured Goddess


Understanding your Gear: Graystaff - Pick [1] Rare Magic Permanent Item, [2] Uncommon Magic Permanent Items, [5] Common Magic Consumable Items, [3] Uncommon Magic Consumable Items. 750gp for mundane


Click to toggle

The holy symbol of the House of Seasons is engraved in the gray, weather bleached wood. Runes for the four seasons and their respective goddess aspects decorates it. The Graystaff is covered in a fine sheen of delicate ice that never melts. Typically the top of the staff is carved to represent a powerful spirit found in Rashemen. This one depicts a White Dragon Telthor head.


(State: Slumbering) Beneficial Properties. While you are holding the Graystaff and attuned to it, you gain the following benefits:

  • While holding the Graystaff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC. The Graystaff has 10 charges and regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. It takes a year and a day to craft a new one under the mentorship of a Bheur.
  • +1d6 cold damage per level of spell slot used, when casting a cold spell or dealing cold damage.
  • +1d6 cold damage to Frostbite or Ray of Frost. The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • Ice Knife (1 Charge per Level)
  • Frost Fingers (1 Charge per Level)
  • Hold Person (2 Charges)
  • Rime's Binding Ice (2 Charges + 1 Charge per Level after)
  • Snilloc's Snowball Swarm (2 Charges + 1 Charge per Level after)
  • Only a Bheur or Durthan can use a Graystaff.
  • Ice Walk. You can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost you extra movement.

(State: Stirring)(Level 16) Beneficial Properties. While you are holding the Graystaff and attuned to it, you gain the following benefits:

  • Graystaff Magic. You stand astride the Graystaff and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The Graystaff stops hovering when you land.

You can send the Graystaff to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The Graystaff comes back to you when you speak another command word, provided that the Graystaff is still within 1 mile of you.

  • When you would take cold damage, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can’t be used again until the next dawn.
  • Cone of Cold (5 Charges)
  • Ice Storm (4 Charges)
  • Wall of Ice (4 Charges)

(State: Waking)(Level 20) Beneficial Properties. While you are holding the Graystaff and attuned to it, you gain the following benefits:

  • Control Weather (8 Charges)
  • Freezing Sphere (6 Charges)
  • The Graystaff has 20 charges and regains 2d8+4 expended charges daily at dawn.
  • Master of Cold. When you cast a cold spell of 1st level or higher while holding the staff, you can make an Intelligence (Arcana) check with a DC of 10 + the level of the spell. If the check succeeds, you cast the spell without expending a spell slot.


Notes: Resistance: Cold, Cleric, Druid, Sorcerer, Warlock, Damage, Control, Combat, Warding

Click to toggle

You magically summon a Telthor, which draws strength from your bond with the Spirits of Rashemen. The Telthor is friendly to you and your companions and obeys your commands. Its stat block uses your proficiency bonus (PB) in several places. The Telthor bears primal markings, indicating its mystical origin.


In combat, the Telthor acts during your turn. It can move, attack and use its reaction on its own. If you are incapacitated, the Telthor can take any action of its choice. The Telthor also vanishes if you die.


When you finish a long rest, you can re-summon the Telthor and it appears in an unoccupied space within 5 feet of you.

Click to toggle

Runescarred Beserker Protectors

Understanding your Deity: The Timelessness of Divinity - Fractured Goddess - House of Seasons (of the Fractured Goddess)

Auril (Aurilandur)(Queen of Air and Darkness)- Alaphaer - Cegilune - Raven Queen


Understanding your Organization: Durthan** - MorriganDvorovoiPrejhenovaniNydeshka

**You are a Hagspawn, the only ones that truly accept you in your country are the Durthan. You must hide what you are until you, and the Durthan, achieve equality and freedom for you. One day, you will be able to join a Beserker Lodge - maybe even become Iron Lord. Or maybe, start anew and create your own to serve as a defense for your people.

Understanding your Home: Rashemen - Erech Forest - Nation of Rashemen

and your Exile: Eltabranar



Understanding your Allies:
Feywild - Domains of DelightOrglashBheur

VremmyonniMoon Coven


Understanding your Enemy:

Wychlaran - OthlorHathranBlethrenEthran - Urlingwood - Urling

Mangan Uruk - Beserker Lodges - Immilmar

Thay


Understanding the Crystal Sphere: Great Wheel Model - World Axis Model - Elemental Planes - The Time of Magic


Understanding the Current Events: History of Abeir-Toril - Currency - Calendar of Harptos


Understanding your Starting Area: Toril - Faerun - The Shaar - Eastern Shaar - Beastlands - Sharawood - History of the Shaar


Understanding your Mission: Witch Wars - Ten Faceted Black Diamond - Fractured Goddess


Understanding your Gear: Icemaiden's Caress - Pick [1] Rare Magic Permanent Item, [2] Uncommon Magic Permanent Items, [5] Common Magic Consumable Items, [3] Uncommon Magic Consumable Items. 750gp for mundane

Click to toggle

Ice axes were a type of axe specially designed for the purpose of climbing icy surfaces, though they could also be used as weapons if needed. Ice axes bore a resemblance to the horseman's pick. Ice axes had sharp metal heads that were perpendicular to their shafts and their handles were capped with a spike.

In the colder regions of their homeland, where such a tool was prevalent, Rashemen were known to use ice axes in combat.

The Icemaiden's Caress is the favored weapon and artifact of Auril, but the question lies, where did she receive it? The House of Seasons, upon inspecting the axe, have reason to suspect that it is tied to the Fractured Goddess


(State: Slumbering) Beneficial Properties. While you are holding the axe and attuned to it, you gain the following benefits:

  • Thrown Weapon. Icemaiden's Caress has the thrown property, with a normal range of 20 feet and a long range of 60 feet.  
  • Each time you throw the weapon, it flies back to your hand after the attack. If you don’t have a hand free, the weapon lands at your feet.
  • When you hit with a weapon attack using it, the target takes an extra 1d8 cold damage.
  • Herald of the Seasons. The four blessings—each associated with a season—that accompany this axe can be delivered only from it. Each blessing disappears immediately after it’s used, and it reappears in the rune inscribed on the haft at the next dawn. The save DC against spells cast with the axe is (8 + WIS/CHA + PB). Each rune has a unique property:
  • Spring. You can use an action to invoke Auril and cast Warding Wind, (the disadvantage on ranged attacks does not apply to this axe) from the axe. The axe maintains concentration on it so that you don't have to.

(State: Stirring)(Level 16) Beneficial Properties. While you are holding the axe and attuned to it, you gain the following benefits:

  • Bonus to Attack and Damage rolls changes to +2.
  • Increase normal range to 30 feet and long range to 90 feet.
  • Summer. As an action, you can invoke Alaphaer while throwing this axe at a space that you can see within 120 feet of you, no attack roll required, casting the Spirit Guardians spell there. You can use an action to to invoke Alaphaer and cast Spirit Guardians from the axe in your hand. The axe maintains concentration on it so that you don't have to.
  • Autumn. You can use an action to to invoke Cegilune and cast Mirror Image from the axe in your hand.

(State: Waking)(Level 20) Beneficial Properties. While you are holding the axe and attuned to it, you gain the following benefits:

  • Bonus to Attack and Damage rolls changes to +3.
  • Increase long range to 120 feet. 
  • Winter. You can use an action to invoke Raven Queen and strike the ground with Icemaiden's Caress and send a spectral chilling wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC (WIS/CHA + PB) Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

(State: Ascendant)(Unknown)

  • Unlocked by invoking the lost name of the Fractured Goddess, the true Goddess of all seasons that came before all current deities that hold pieces of her portfolio since before the Dawn War at the birth of The Plane of Faerie, Arborea and the Feywild.

Bonus: Magic, Damage, Combat, Heavy, Two Handed

Click to toggle

You magically summon a Telthor, which draws strength from your bond with the Spirits of Rashemen. The Telthor is friendly to you and your companions and obeys your commands. Its stat block uses your proficiency bonus (PB) in several places. The Telthor bears primal markings, indicating its mystical origin.


In combat, the Telthor acts during your turn. It can move, attack and use its reaction on its own. If you are incapacitated, the Telthor can take any action of its choice. The Telthor also vanishes if you die.


When you finish a long rest, you can re-summon the Telthor and it appears in an unoccupied space within 5 feet of you.

Click to toggle