My campaign revolves around Karantor being freed (check bigby presents), and the party trying to seal him again, using the aptly-named Seals, a group of artifacts created by the gods. I'm having trouble choosing names for them, and making stats for them. I have a couple down already, but I have 3 more I need. The Seals stats and names are based on the gods that made them, like the Horizon Staff being made by Fharlanghn, the god of horizons and travel, and getting a stat boost when the sun is at its peak, because of being also forged by Pelor. I need an evil/darkness/death themed pair of throwing daggers forged by Vecna, Wee Jas, Thardizan, and Incabulos, a wizard thing of some sort, whether that be a book or not made by Celestian, Istus, St. Cuthbert, and Ehlonna, and a mace made by Hextor, Kord, Heironeous, and Olidammara.
Daggers: +1 to attack and damage rolls and they reappear in your hand after being thrown. Dagger 1: Mayhem This dagger has a dark sheen, a creature that looks at its reflection in the blade sees themselves gaunt and pale as if near death. When you hit a target with this dagger, you conjure the essence of disaster. It produces one effect based on the value you roll on its 1d4 damage die: 4 - Pestilence: The target is poisoned until the end of your next turn. 3 - War: You can immediately make another attack with this weapon, this attack must target a different creature. 2 - Famine: The target's movement speed is halved until the end of your next turn. 1 - Death: you deal an additional 3d6 necrotic damage.
Dagger 2: Sinister This dagger is wrought from the frigid darkness of the Abyss it weighs nothing an feels insubstantial in your hand thus can swung and thrown with surprising swiftness. You can attack with this weapon as a Bonus Action or as an Action and when thrown it has a range of 40/80 ft. When you hit a creature with this dagger choose the type of damage it deals from: psychic, necrotic, or cold damage. In addition the dagger holds 4 charges which it regains at the end of a long rest, which can be spent to cast the following spells: Darkness (1 charge), Spirit Shroud (2 charges), Blight (3 charges), Shadow of Moil (4 charges).
Description: This staff of twisted shimmering white stone has the appearance of a giant unicorn's horn. Attacks with this staff use your Intelligence modifier for attack and damage rolls instead of Strength, and have a +3 magic bonus. You leave no foot prints or other traces while using this staff as a walking stick.
In addition, this staff has 15 charges, and regains 1d6+5 charges each dawn. You can use these charges to cast the spells and features below:
My campaign revolves around Karantor being freed (check bigby presents), and the party trying to seal him again, using the aptly-named Seals, a group of artifacts created by the gods. I'm having trouble choosing names for them, and making stats for them. I have a couple down already, but I have 3 more I need. The Seals stats and names are based on the gods that made them, like the Horizon Staff being made by Fharlanghn, the god of horizons and travel, and getting a stat boost when the sun is at its peak, because of being also forged by Pelor. I need an evil/darkness/death themed pair of throwing daggers forged by Vecna, Wee Jas, Thardizan, and Incabulos, a wizard thing of some sort, whether that be a book or not made by Celestian, Istus, St. Cuthbert, and Ehlonna, and a mace made by Hextor, Kord, Heironeous, and Olidammara.
Daggers: +1 to attack and damage rolls and they reappear in your hand after being thrown.
Dagger 1: Mayhem
This dagger has a dark sheen, a creature that looks at its reflection in the blade sees themselves gaunt and pale as if near death. When you hit a target with this dagger, you conjure the essence of disaster. It produces one effect based on the value you roll on its 1d4 damage die:
4 - Pestilence: The target is poisoned until the end of your next turn.
3 - War: You can immediately make another attack with this weapon, this attack must target a different creature.
2 - Famine: The target's movement speed is halved until the end of your next turn.
1 - Death: you deal an additional 3d6 necrotic damage.
Dagger 2: Sinister
This dagger is wrought from the frigid darkness of the Abyss it weighs nothing an feels insubstantial in your hand thus can swung and thrown with surprising swiftness. You can attack with this weapon as a Bonus Action or as an Action and when thrown it has a range of 40/80 ft. When you hit a creature with this dagger choose the type of damage it deals from: psychic, necrotic, or cold damage.
In addition the dagger holds 4 charges which it regains at the end of a long rest, which can be spent to cast the following spells:
Darkness (1 charge), Spirit Shroud (2 charges), Blight (3 charges), Shadow of Moil (4 charges).
Wizard Item: Staff of Twisted Fate
Description: This staff of twisted shimmering white stone has the appearance of a giant unicorn's horn. Attacks with this staff use your Intelligence modifier for attack and damage rolls instead of Strength, and have a +3 magic bonus. You leave no foot prints or other traces while using this staff as a walking stick.
In addition, this staff has 15 charges, and regains 1d6+5 charges each dawn. You can use these charges to cast the spells and features below:
Faerie Fire (at will), Silvery Barbs (1 charge), Divination (4 charges), Moonbeam (5th level, 5 charges), Misty Step (2 charges), Longstrider (1 charge), Scrying (5 charges), Melf's Acid Arrow (4th level, 3 charges)
Damn thanks Im gonna go write some lore