Weapon (any melee weapon), rare (requires attunement by a Have the ability to properly wield the weapon (You do not have the ability))

A sealed burning sword that had originally been the heat source of a lava river in the Ruins. It is said to be a shard of a sword once wielded by the "endwatchers" of the Ruins, holding their immense power within despite its fragmentation. It's a fickle relic that can't be properly wielded by most and usually stays sealed for safekeeping and the protection of those around it. Though if powerful enough, in desperation the seals can be unwrapped to wield the full power of the blade.

The wielder of the weapon can only unpack one seal once per turn. When unsealed, the weapon can be resealed as long as the the wielder has access to the seals or can recreate them, to reseal the weapon the wielder must take 1 minute for every seal to reattach them to the blade. 

The 1st seal renders the weapon as a large hunk of metal wrapped in chains, which for all intensive purposes acts as Greatclub.

At Level 5, the wielder gains the power to unpack the 1st seal of the weapon. When the wielder make a successful attack with this weapon the wielder can use choose to use their bonus action to unseal the weapon during the attack, uncovering the 2nd seal. The target of the wielders attack takes an additional 1d4 bludgeoning damage as the seal hits them mid swing.

The 2nd seal is a similar size to the 1st seal but some of searing heat from the Laevatein seeps through the weapon allowing the wielder to use it against those they face. The weapon deals an extra 1d6 fire damage to any target it hits.

At level 10, the wielder gains the power to unpack the 2nd seal of the weapon. When the 1st seal is unpacked and the wielder make a successful attack with this weapon, the wielder can choose to use their bonus action to unseal the weapon during the attack. The target of the wielder's attack takes an additional 1d4 bludgeoning + 1d4 fire damage as the seal punctures them mid swing. The target must make a DC 8 + the wielder's Proficiency bonus Constitution saving throw, on a failed save the seal embeds in the target dealing 1d4 fire damage at the start of their turn until it is removed. The target can use their bonus action to remove the seal from their body.

The 3rd seal is a smaller more sword like seal that barley contains the unyielding heat of the Laevatein, the weapon is more akin to a blade now and acts as a longsword (please use the "3rd seal of Laevatein and unsealed Laevatein" magic item instead of this weapon).

If the wielder is attuned to this weapon they gain the following benefits:

  • You have immunity to fire damage
  • You can unpack the seals of the blade despite your level.
  • You can unpack all of the seals in one attack rather than one seal per turn.
  • You add a +10 to attack rolls with this weapon

Proficiency with a Greatclub allows you to add your proficiency bonus to the attack roll for any attack you make with it.


This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.

Notes: Damage: Fire, Damage: Fire, Damage: Bludgeoning, Have the ability to properly wield the weapon (You do not have the ability), Damage, Two-Handed, Push

Previous Versions

Name Date Modified Views Adds Version Actions
7/19/2026 7:41:49 AM
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7/19/2026 7:45:20 AM
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Item Tags: Damage

vglade213

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