Page 218 - Dungeon Master's Guide
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when it wants to communicate something it has sensed. WHELM
It can communicate more explicitly, through visions or Weapon (warhammer), legendary (requires attunemenc
dreams, when the wielder is either in a trance or asleep. by a dwarf)
Personality. Every moonblade seeks the advancement
Whelm is a powerful warhammer forged by dwarves
of elvenkind and elven ideals. Courage, loyalty, beauty,
and lost in the dungeon of White Plume Mountain.
music, and life are all part of this purpose.
You gain a +3 bonus to attack and damage rolls
The weapon is bonded to the family line it is meant to
made with this magic weapon. At dawn the day after
serve. Once it has bonded with an owner who shares its
you first make an attack roll with Whelm, you develop
ideals, its loyalty is absolute.
a fear of being outdoors that persists as long as you
If a moon blade has a flaw, it is overconfidence. Once
it has decided on an owner, it believes that only that remain attuned to the weapon. This causes you to have
person should wield it, even if the owner falls short of disadvantage on attack rolls, saving throws, and ability
elven ideals. checks while you can see the daytime sky.
Thrown Weapon. Whelm has the thrown property,
WAVE with a normal range of 20 feet and a long range of 60
Weapon (trident), legendary (requires attunement by a feet. When you hit with a ranged weapon attack using
creature that worships a god of the sea) it, the target takes an extra 1d8 bludgeoning damage, or
an extra 2d8 bludgeoning damage if the target is a gian-
Held in the dungeon of White Plume Mountain, this Each time you throw the weapon, it flies back to your
trident is an exquisite weapon engraved with images
hand after the attack. If you don't have a hand free, the
of waves, shells, and sea creatures. Although you must
weapon lands at your feet.
worship a god of the sea to attune to this weapon, Wave
Shock Wave. You can use an action to strike the
happily accepts new converts.
ground with Whelm and send a shock wave out from
You gain a +3 bonus to attack and damage rolls made
the point of impact. Each creature of your choice on the
with this magic weapon. If you score a critical hit with it,
ground within 60 feet of that point must succeed on a
the target takes extra necrotic damage equal to half its
DC 15 Constitution saving throw or become stunned for
hit point maximum.
1 minute. A creature can repeat the saving throw at the
The weapon also functions as a trident offish
end of each of its turns, ending the effect on itself on a
command and a weapon of warning. It can confer the
success. Once used, this property can't be used again
benefit of a cap of water breathing while you hold it, and
until the next dawn.
you can use it as a cube of force by choosing the effect,
Supernatural Awareness. While you are holding
instead of pressing cube sides to select it.
the weapon, it alerts you to the location of any secret or
Sentience. Wave is a sentient weapon of neutral
concealed doors within 30 feet of you. In addition, you
alignment, with an Intelligence of 14, a Wisdom of 10,
can use an action to cast detect evil and good or locate
and a Charisma of 18. It has hearing and darkvision out
object from the weapon. Once you cast either spell, you
to a range of 120 feet.
can't cast it from the weapon again until the next dawn.
The weapon communicates telepathically with its Sentience. Whelm is a sentient lawful neutral weapon
wielder and can speak, read, and understand Aquan. It with an Intelligence of 15, a Wisdom of 12, and a
can also speak with aquatic animals as if using a speak Charisma of 15. It has hearing and darkvision out to a
with animals spell, using telepathy to involve its wielder range of 120 feet.
in the conversation.
The weapon communicates telepathically with its
Personality. When it grows restless, Wave has a habit
wielder and can speak, read, and understand Dwarvish.
of humming tunes that vary from sea chanteys to sacred Giant, and Goblin. It shouts battle cries in Dwarvish
hymns of the sea gods.
when used in combat.
Wave zealously desires to convert mortals to the
Personality. Whelm's purpose is to slaughter giants
worship of one or more sea gods, or else to consign the
and goblinoids. It also seeks to protect dwarves against
faithless to death. Conflict arises if the wielder fails to
all enemies. Conflict arises if the wielder fails to destroy
further the weapon's objectives in the world.
goblins and giants or to protect dwarves.
The trident has a nostalgic attachment to the
Whelm has ties to the dwarf clan that created it,
place where it was forged, a desolate island called
variously called the Dankil or the Mightyhammer clan.
Thunderforge. A sea god imprisoned a family of storm
It longs to be returned to that clan. It would do anything
giants there, and the giants forged Wave in an act of
to protect those dwarves from harm.
devotion to- or rebellion against-that god.
The hammer also carries a secret shame. Centuries
Wave harbors a secret doubt about its own nature and
ago, a dwarf named Ctenmiir wielded it valiantly for
purpose. For all its devotion to the sea gods, Wave fears
a time. But Ctenmiir was turned into a vampire. His
that it was intended to bring about a particular sea god's
will was strong enough that he bent Whelm to his evil
demise. This destiny is something Wave might not be
purposes, even killing members of his own clan.
able to avert.
CHAPTER 7 I TREASURE

