Table of Contents
I. Introduction: Seven Legendary D&D Dwarven Weapons
Dwarves: a race cloaked in the austere depths of mountains, ceaselessly chiselling away at the heart of the world. Theirs is a tale woven with steadfast endurance and the steely tenacity of the earth itself.
Renowned for their artisanship, they masterfully coax profound mysteries out of the seemingly mundane stone and metal. The grandeur of their legendary weapons, the very pinnacle of this craftsmanship, remains an eternal testament to their unrivalled skills.
Venture into the echoing expanse of the dwarven forges, and you'll bear witness to an awe-inspiring dance of fire and hammer. The anvils, each with their own tale and magic, are the central characters in this epic of creation.
These enchanted blocks of stone and metal are often as famous as the weapon smiths themselves, embodying the spirit of dwarven resilience and innovation. They are tools, yes, but also partners in the intricate dance of creation, complicit in every strike, every spark.
In this realm where firelight dances on stern faces, and the steady rhythm of hammers on metal sings a melody of ages, seven legendary weapons stand tall. Each carries a piece of its creator, a whisper of the place where it was forged, and the essence of the magic anvil that birthed it. These are not mere tools of war but artefacts steeped in heritage, each etching an indelible mark on dwarven history.
This article will whisk you away on a journey, diving into the lore of these extraordinary weapons: their master creators, the places they were lovingly forged, the magic anvils that were integral to their making, and the weapons themselves – their design, abilities, and the tales they've inspired. As we explore, let us remember that these weapons, much like the dwarves themselves, are more than they appear: They are legendary tales wrought in steel and stone, resonating with the heartbeat of the world beneath our feet. Now check out our Seven Legendary D&D Dwarven Weapons
II. A. "Khazadûn's Fury" by Thronar Thunderhammer.
Among the dwarven craftsmen of lore, few are as esteemed as Thronar Thunderhammer. A prodigy, he bore a natural affinity for metal, understanding its moods and whims as if it were a living entity. Thronar's hands danced with hammer and tong, and he channeled the ancient, seismic rhythm of the dwarven heart into each creation.
But Thronar's most astounding feat would be born out of hardship. When a titanic wyrm threatened his kin, Thronar rose to the challenge. He vowed to create a weapon that would silence the beast, a task he could only undertake within the resilient walls of his ancestral home, the Thunderhammer Citadel.
Imposing and resolute, the Citadel was nestled within the heart of Mount Gholar, its halls pulsating with the thrum of relentless hammers. Here, under the watchful gaze of ancestral statues, Thronar commenced his greatest endeavor. At the center of the Citadel's grand forge, the Stormshard anvil stood, a monolith charged with primal storm energies harnessed eons ago by the Thunderhammer clan.
Stormshard, as old as the dwarven clan itself, hummed with latent power. Whenever the hammer struck, it unleashed a thunderous resonance, imbuing the creations with a fragment of its storm-infused essence. This symbiosis between anvil and smith proved crucial as Thronar began to shape the weapon that would be known as Khazadûn's Fury.
Khazadûn's Fury was no ordinary war hammer. Forged from the rarest of ores, it bore a hefty, rune-inscribed head, its surface shimmering with an ethereal storm-light. Its handle, crafted from the resilient heartwood of the Ironbark tree, bore intricate carvings representing the thunderous might of the weapon.
But the true marvel of Khazadûn's Fury was its power. When swung, it unleashed a cataclysmic wave of storm energy, its thunderous fury echoed through stone and sky. The very sight of it would inspire courage in the hearts of the dwarves and dread in the souls of their enemies.
Legend says that Thronar, wielding Khazadûn's Fury, faced the wyrm. The air crackled as the hammer struck the beast, unchaining a storm that echoed the primordial fury of the world's creation. The wyrm fell, and the day was won.
Even after Thronar’s time, Khazadûn's Fury has remained a symbol of dwarven resilience and courage, its legend echoing in the heart of every dwarven hall, whispered in reverence by each hammer strike on the anvil. An embodiment of dwarven will and storm's fury, it stands as a testament to the unparalleled artisanship of its creator, Thronar Thunderhammer.
Legendary weapon (warhammer), requires attunement by a creature of the dwarf race
This warhammer's haft is hewn from ancient ironwood, and its heavy, double-headed maul is made from the finest mithril, forged in the heart of a mountain. Runes of power glow along the maul when it's wielded in battle, casting a cool, unwavering light.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The weapon has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage. Immediately after the attack, the weapon flies back to your hand.
When you hit a giant or a creature of the elemental type with this weapon, the creature takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone.
This weapon can be used as a spellcasting focus for your dwarven cleric spells.
The warhammer has 5 charges and regains 1d4+1 expended charges daily at dawn. As an action, you can expend one or more of its charges to cast one of the following spells from it (save DC 18): Stoneskin (2 charges), Stone Shape (2 charges), or Wall of Stone (3 charges).
If you are reduced to 0 hit points but not killed outright, you can use your reaction to drop to 1 hit point instead and regain a number of hit points equal to half your hit point maximum. Once this property is used, it can't be used again until the next dawn.
This legendary warhammer represents the pinnacle of dwarven craftsmanship and embodies the indomitable spirit of the dwarven people. It is a symbol of hope and a beacon of resilience in the darkest of times.
II. B. "Axe of the Stoneheart" by Durek Stoneheart
Durek Stoneheart, the master dwarven smith, was born with a constitution as robust as the mountain stone and a will as resilient. Unlike many of his kin, Durek bore a unique bond with the stone - to him, it spoke in a language as clear as the mountain spring. Through its voice, he learned to mold and shape stone, merging it with metal in ways previously unheard of. Durek, however, would soon have his bond tested in the face of a seismic catastrophe threatening his homeland.
The Craghelm Forge, Durek's place of work, was tucked deep within the heart of the Stoneheart Range. An architectural marvel carved directly into a titanic quartz vein, its ethereal glow permeated every corner, casting the forge in a timeless gleam. This was where the Axe of the Stoneheart, a symbol of resistance and strength, was conceived amidst the looming disaster.
Durek's trusted companion in his crafting was Granitethrone, the magic anvil. As if formed from the heart of the mountain itself, Granitethrone held within it the soul of the stone. It bore a potent enchantment, allowing the user to shape stone with the same ease as metal. As Durek set out to forge his masterpiece, the Granitethrone was pivotal in realizing his vision.
A vision of grandeur and fortitude, the Axe of the Stoneheart was a sight to behold. Its blade, a seamless fusion of tempered steel and unyielding quartz, was sharper than any natural metal. The haft, carved from the resilient stone of the Stoneheart Range and bound with bands of mithril, bore runic etchings that narrated tales of dwarven valor.
However, the weapon's true power lay in its stone-rooted magic. When wielded, it granted the bearer the might and resilience of the mountains themselves. Each swing, each impact felt like the very mountains heaving, unyielding and eternal.
The Axe of the Stoneheart was instrumental in preventing the seismic catastrophe. Guided by Durek's unwavering hands, it held the earth together when it sought to rip itself apart. And thus, the Axe, and by extension, Durek himself, entered the annals of dwarven legends.
Today, the Axe is a symbol of resilience and the unbreakable bond between the dwarves and the stone they cherish. As it rests in the Hall of Heroes, it serves as a tangible testament to Durek's skill and the indomitable spirit of the dwarven race.
Axe of the Stoneheart
Legendary weapon (battleaxe), requires attunement by a creature of the dwarf race
The Axe of the Stoneheart is a masterwork of dwarven craft, blending metal and stone in a display of majesty and power. Forged in the heart of the Stoneheart Range, it is a testament to the resilience and strength of the dwarven people.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet.
This weapon deals an extra 2d6 force damage on a hit.
The Axe has 5 charges. As an action, you can expend one or more of its charges to cast one of the following spells from it: "meld into stone" (3 charges), "stone shape" (2 charges), or "stoneskin" (4 charges).
When you are hit by a melee attack, you can use your reaction to add the Axe's bonus to your AC, potentially causing the attack to miss you.
When you hit a creature made of stone or earth with this weapon, the creature takes an extra 3d10 force damage, and must succeed on a DC 18 Constitution saving throw or be stunned until the end of your next turn.
As an action, you can slam the Axe into the ground to cause a localized earthquake. All creatures within 20 feet of you must make a DC 18 Strength saving throw or be knocked prone and take 4d6 bludgeoning damage. Once used, this feature cannot be used again until the next dawn.
As a bonus action, you can cause the Axe to shed bright light in a 20-foot radius and dim light for an additional 20 feet. The light is sunlight. While the axe is luminous, it deals radiant damage instead of force damage.
This weapon regains 1d4 + 1 expended charges daily at dawn. If you expend the weapon's last charge, roll a d20. On a 1, the weapon retains its +3 bonus to attack and damage rolls but loses all other magical properties.
The Axe of the Stoneheart is more than just a weapon; it is a symbol of the unyielding strength and the enduring resilience of the dwarven people. A testament to a legend who held together his world even as it threatened to fall apart.
II. C. "Hammer of the Ancestor Lords" by Garim Stoutarm
Garim Stoutarm, a name held in high esteem within dwarven kindred circles, descended from a line of blacksmiths whose ancestral lineage could be traced back to the original dwarven clans. Even among these illustrious forebears, Garim's prowess with the hammer and anvil stood unparalleled. His masterstroke, however, came to life when he decided to pay homage to his ancestors by forging a weapon that would echo their ancient might: The Hammer of the Ancestor Lords.
Garim’s ancestral home, Stoutarm Hall, housed the legendary forge where the Hammer took form. Deep within the mountain, the Hall was as much a forge as it was a cathedral to the art of blacksmithing. Majestic statues of Stoutarm ancestors looked upon the working smiths, their stone eyes seemingly alive with the orange glow of the forge. It was here that Garim began to channel his lineage into a piece of work that would outlive them all.
Central to the Hall was the Ancestral Echo, a magic anvil passed down the Stoutarm lineage. Forged from an unknown material, it bore the impressions of countless hammer strikes from countless generations. The anvil was imbued with an ancient magic that echoed the wisdom and strength of the Stoutarm ancestors, resonating with the pulse of their storied past. This echo of centuries past would reverberate through the Hammer Garim sought to create.
The Hammer of the Ancestor Lords, a weapon of profound grandeur, perfectly embodied Garim's craftsmanship and the spirit of the Stoutarm line. Its head, made from star-forged steel, bore intricate carvings of the ancestral lords, their eyes set with diamonds that shimmered with a hidden light. Its haft, hewn from ancient oak, carried etched runes of protection and strength.
Yet, the Hammer's true power lay in its link to the Ancestor Lords. Each swing unleashed an ancient magic, a resonance that echoed with the combined strength of the Stoutarm lineage. It was said that in dire times, the bearer could call upon the Ancestor Lords, their spectral forms lending aid in the hour of need.
Since its creation, the Hammer of the Ancestor Lords has become a symbol of the unbroken Stoutarm lineage and the unyielding spirit of the dwarven race. Its tales, much like the echoes on the anvil that birthed it, continue to reverberate through the ages, a saga of the past hammered into the reality of the present.
Hammer of the Ancestor Lords
Legendary weapon (warhammer), requires attunement by a creature of the dwarf race
The Hammer of the Ancestor Lords is an embodiment of ancient power and skill. Forged by Garim Stoutarm as a tribute to his ancestral lineage, it resonates with the accumulated wisdom and might of generations of dwarven blacksmiths.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet.
This weapon deals an extra 2d6 force damage on a hit.
As a bonus action, you can cause the hammer to emit a spectral echo of an ancestral Stoutarm lord. The echo uses your AC and hit points and can move independently of you. It can make attacks with the Hammer of the Ancestor Lords using your attack modifier and damage bonus, but the damage is radiant rather than bludgeoning. The echo lasts for 1 minute, or until it is destroyed or you dismiss it as a bonus action.
As an action, you can strike the ground with the Hammer to call upon the Stoutarm ancestors. Each enemy within a 30-foot radius must succeed on a DC 18 Wisdom saving throw or become frightened of you 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. Once you use this feature, you can't use it again until the next dawn.
While holding the Hammer, you can use an action to cast the spell "commune" (once per long rest), but only to contact a Stoutarm ancestor or a dwarven deity.
The hammer has 5 charges for the following properties: it can cast the spell "shield" (1 charge) and "stoneskin" (4 charges).
The hammer regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the weapon retains its +3 bonus to attack and damage rolls but loses all other magical properties.
The Hammer of the Ancestor Lords is more than a weapon; it's a testament to the unbroken lineage of the Stoutarm family and the unwavering spirit of the dwarven people. Its power reverberates through the ages, forging a connection between the past and the present.
II. D. "Glimmerblade" by Ysuran Orehand
The dwarven smith, Ysuran Orehand, was a figure of radiant brilliance. From a young age, Ysuran showed an uncanny knack for detecting rare ores, her delicate fingers seeming to echo their latent vibrations. Her deep bond with these luminous materials led her to envision a weapon that could embody their enchanting radiance—the Glimmerblade.
The Orehand's Glowforge, where Ysuran worked her magic, was as distinctive as the smith herself. Tucked within a cavern of luminescent crystals, the Glowforge emanated an otherworldly light that danced in harmony with the fire of the forge. The crystals' glow imbued every creation with an inherent shimmer, a feature that would be prominent in the crafting of the Glimmerblade.
At the heart of the Glowforge was the Luminous Heart, the magic anvil that had been in the Orehand clan for generations. Forged from a fallen star and infused with arcane magic, the Luminous Heart pulsed with a celestial glow. This anvil, much like a guiding star, played a crucial role in the crafting of the Glimmerblade, imbuing it with an ethereal luminescence.
The Glimmerblade, even among legendary dwarven weapons, stood apart. It was a slender, masterfully crafted sword with a blade made from crystalline mithril, mined from the deepest veins of the mountain. The hilt was wrapped in star leather, and its crossguard was fashioned from the same glowing crystals that adorned the Glowforge.
The Glimmerblade was more than a beautiful weapon; it held a potent enchantment. When drawn, the blade hummed with energy and emitted a mesmerizing light that could illuminate the darkest abyss. Its ethereal glow was said to have calming properties, pacifying aggression and bringing clarity to its wielder. Furthermore, it was reputed to never miss its mark, guided by the light of the stars from which it was born.
The tale of the Glimmerblade's use in negotiating a peaceful resolution to a brewing civil war among dwarven clans solidified its legendary status. The calming radiance of the Glimmerblade, coupled with Ysuran's diplomatic efforts, averted a catastrophic conflict. Today, the Glimmerblade is not only a testament to Ysuran's extraordinary skills but also a beacon of peace, symbolizing the potential for unity even in times of division.
Legendary weapon (longsword), requires attunement by a creature of the dwarf race
Crafted by the legendary smith Ysuran Orehand in the Glowforge, the Glimmerblade is a masterpiece that epitomizes her unique bond with radiant ores and her commitment to unity and peace.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, while you are holding the Glimmerblade, it emits bright light in a 20-foot radius and dim light for an additional 20 feet. This light is sunlight.
When you hit a creature with this weapon, you can choose to deal radiant damage instead of slashing damage.
As an action, you can raise the Glimmerblade and call upon its calming radiance. All creatures within 30 feet of you that can see the blade must make a DC 18 Wisdom saving throw. On a failed save, a creature becomes charmed by you for 1 minute. While charmed in this way, the creature regards you as a trusted friend to be heeded and protected. This effect ends if the creature takes damage or if it witnesses you attacking or damaging any of its allies. Once you use this property, it cannot be used again until the next dawn.
The Glimmerblade has 5 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells from it (save DC 18), using your spellcasting ability: Guiding Bolt (1 charge per spell level, up to 5th), Daylight (3 charges), or Beacon of Hope (3 charges). The sword regains 1d4+1 expended charges daily at dawn.
If you score a critical hit with the Glimmerblade, the target takes extra radiant damage equal to half the damage dealt.
The Glimmerblade is more than a sword; it is a testament to unity, a beacon of hope and peace. Its mesmerizing glow and enchanting presence symbolize the possibility of reconciliation in times of division. This weapon represents the pinnacle of Ysuran Orehand's craft and stands as a shining symbol of her legendary diplomacy and peacemaking.
II. E. "Oathkeeper's Shield" by Rurik Oathkeeper
In the annals of dwarven history, Rurik Oathkeeper is hailed as a paragon of honor and duty. A humble blacksmith, he was renowned not for his royal blood or battlefield valor but for his unswerving commitment to his oaths. Rurik firmly believed that a dwarf's honor was bound to the oaths they kept, a belief he embodied in his most monumental creation - the Oathkeeper's Shield.
The Oathhall, Rurik's ancestral home and forge, was a sanctum of solemn promises and unbroken oaths. The grand hall's stone walls bore centuries-old oaths, etched deep and filled with gold, gleaming in the light of ever-burning torches. It was within this shrine of trust that Rurik set about creating a shield befitting his name.
The Vowstone, the magic anvil at the heart of the Oathhall, was as steadfast and unyielding as the oaths it bore witness to. Legend held that the Vowstone, forged from the core of a fallen star, could channel the strength of spoken vows, reinforcing the creations born upon its surface. As Rurik began to forge the Oathkeeper's Shield, the Vowstone lent its magic to the birth of this symbolic weapon.
The Oathkeeper's Shield was a testament to Rurik's craftsmanship and the undying sanctity of a sworn oath. Forged from enchanted obsidian and bound with bands of star-silver, the shield bore an unyielding resilience. Its surface was inscribed with ancient runes that echoed the sacred oaths of old.
However, the magic of the Shield lay not in its defense but in its spiritual essence. When held, the Shield could embolden the bearer, imbuing them with unwavering resolve and commitment. It was said that those protected by the Oathkeeper's Shield would never break their promises, bolstered by the strength of the vows whispered into the Vowstone.
The Shield found its place in history when it shielded the dwarven king during the Betrayer's War, its bearer refusing to yield despite overwhelming odds. The Oathkeeper's Shield, bound by the unwavering oath of its protector, stood firm, thus preserving the king's life and turning the tide of the war.
Today, the Oathkeeper's Shield remains an emblem of dwarven honor, a reminder that an oath given is an oath kept. The Shield's tale, as steadfast as the honor it embodies, continues to echo through the ages, a timeless legacy of Rurik Oathkeeper and his unbroken word.
Legendary armor (shield), requires attunement by a creature of the dwarf race
Crafted by the paragon of honor, Rurik Oathkeeper, in the sanctum of the Oathhall, the Oathkeeper's Shield is a testament to unwavering duty and commitment to one's oath.
While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
The shield has 5 charges. As a bonus action, you can use a charge to take the Dodge action. You can also use your reaction and expend a charge to grant advantage to a saving throw or an ability check made by a creature within 30 feet of you that you can see. The shield regains 1d4+1 expended charges daily at dawn.
When you or a creature you can see within 30 feet of you is hit by an attack, you can use your reaction and expend 1 charge to impose the shield between the attacker and the target. The attack's damage is reduced by 1d10 + your Constitution modifier + your proficiency bonus.
When you make a solemn promise or swear an oath while holding the shield, you gain advantage on all saving throws and ability checks related to fulfilling that promise or oath. The effect lasts for 24 hours or until you fulfill your oath or break your promise.
Once per long rest, when you drop to 0 hit points, you can choose to drop to 1 hit point instead, bolstered by the magic of the shield.
The Oathkeeper's Shield is not merely a tool for protection but a symbol of the unyielding spirit of honor and commitment that defines the dwarven people. Its unwavering resilience and sacred runes echo the timeless oaths etched in the Oathhall, perpetuating the memory of Rurik Oathkeeper and his commitment to keeping his word.
II. F. "Firebeard's Flamescythe" by Thulgar Firebeard
In the realm of dwarven artisans, Thulgar Firebeard was as renowned for his fiery temper as he was for his mastery of flame-forged weaponry. With hair as red as molten iron and a spirit as fierce as a dragon's breath, Thulgar was a force to be reckoned with. His magnum opus, the Firebeard's Flamescythe, was a weapon born of fire and fury, echoing Thulgar's unbridled passion.
At the heart of Firebeard's Flameforge, Thulgar's private workshop, a great furnace roared day and night. Hidden deep within a volcanic cavern, the Flameforge was a seething symphony of fire and metal. The relentless heat and molten rivers of lava provided the perfect environment for Thulgar's fiery creations, none more so than the Flamescythe.
The heart of the Flameforge was the Embercore, an ancient, magic-infused anvil as hot as the core of the earth. With each hammer strike, sparks would leap from its surface, their magic absorbed into the heated metal. It was the Embercore's pyro-magical essence that Thulgar harnessed when he forged the Flamescythe, shaping the weapon with fire and imbuing it with the anvil's fiery spirit.
Firebeard's Flamescythe was an imposing weapon, its design as fierce as the flames from which it was born. Its lengthy haft was carved from fire-resistant Ironwood, culminating in a wickedly curved blade of ever-flaming steel. Runes of power etched into the blade glowed with intense heat, their arcane symbols appearing as molten lava against the dark steel.
The Flamescythe was more than a mere tool of battle. It was a conduit for the primal essence of fire, capable of unleashing bursts of flame upon command or setting ablaze anything it struck. Legend tells of Thulgar wielding the Flamescythe against an ancient frost dragon, his fiery strikes melting the creature's icy defenses.
In the annals of dwarven history, the Firebeard's Flamescythe remains one of the most formidable weapons ever created, its fiery prowess a fitting tribute to Thulgar's fervor. It burns as a testament to the fiery spirit of its creator and serves as a beacon of the formidable power that can be harnessed when a master works in harmony with his element.
Legendary weapon (glaive), requires attunement by a creature proficient with glaives
Forged by Thulgar Firebeard, the fiery master blacksmith, in the heart of the Flameforge, this ever-flaming glaive is a testament to Thulgar's mastery of flame-forged weaponry and fiery spirit.
This weapon has the reach property. You gain a +3 bonus to attack and damage rolls made with this weapon.
The Flamescythe deals an additional 2d6 fire damage on a hit.
Once per turn, when you hit a creature with the Flamescythe, you can expend a charge to cause the target to burst into flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d10 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends. The Flamescythe has 5 charges and regains 1d4+1 expended charges daily at dawn.
The Flamescythe can also cast the spell Wall of Fire once per day. The save DC for the spell is 17.
As an action, you can slam the Flamescythe into the ground, causing flames to erupt from it and form a protective barrier. For the next minute, any creature that starts its turn within 10 feet of you or moves into that area for the first time on a turn takes 2d8 fire damage. You can use this feature once, and regain the ability to do so after a long rest.
The Flamescythe is a powerful weapon, its fiery essence a mirror to the fiery spirit of Thulgar Firebeard. The runes etched into the blade glow with intense heat, their symbols burning as hot as the volcanic cavern in which the weapon was forged. With every swing, it brings the unbridled fury of fire to bear against its wielder's enemies.
II. G. "Mithrilwhisper's Starbow" by Elara Mithrilwhisper
Elara Mithrilwhisper stood out among dwarven smiths as a devotee of the celestial bodies. Her lineage traced back to a line of astronomers, which influenced her deep knowledge of the cosmos and the secrets it held. Combining her blacksmithing prowess with her astronomical wisdom, she crafted a weapon unlike any other—the Mithrilwhisper's Starbow.
High within the tallest peak of the dwarven realm sat Mithrilwhisper's Starforge. This lofty forge offered a unique perspective, a clear view of the night sky, where constellations danced and comets blazed their fiery trails. The enchanting cosmic display guided Elara in her work, inspiring the creation of the Starbow under the watchful gaze of the stars.
The heart of the Starforge, the Stardust Crucible, was a marvel of arcane engineering. The magic anvil was infused with real stardust and enchanted with cosmic energies, its surface shimmering like the night sky. The Crucible was pivotal in the creation of the Starbow, imbuing it with a touch of the celestial.
Mithrilwhisper's Starbow was a masterstroke of dwarven craftsmanship and celestial magic. The bow's structure, forged from star-imbued mithril, resembled a constellation, each knot and curve a reflection of the celestial bodies above. In the right light, the Starbow seemed to contain a piece of the night sky itself, twinkling softly with an ethereal glow.
The Starbow was no ordinary weapon—it was a conduit of astral energy. The bowstring, spun from moon-silver threads, could manifest arrows of pure starlight. Each arrow shot from the Starbow trailed a burst of stardust, and it was said that no target marked by the Starbow could hide from its astral arrows, not even in the darkest night.
The tales of the Starbow are as numerous as the stars that inspired its creation. The most famous recounts Elara using the bow to guide lost miners home during a blackout, the astral arrows illuminating the path.
The Mithrilwhisper's Starbow remains an embodiment of Elara's passion for the stars and her unmatched skill in transmuting their beauty into a tangible form. It stands as an eternal reminder of the harmony between the earth-bound dwarves and the celestial wonders that light their way. A reminder that, even in the deepest mines, one can look up and find guidance in the stars above.
Mithrilwhisper's Starbow Legendary weapon (longbow), requires attunement
Crafted by the astronomer-smith Elara Mithrilwhisper, the Starbow is a breathtaking blend of celestial magic and superior dwarven craftsmanship, embodying the radiant beauty of the cosmos.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The Starbow has a range of 150/600 feet. When you hit with a ranged attack using this weapon, it deals an additional 2d6 radiant damage.
As a bonus action, you can call upon the celestial energy within the Starbow to manifest an arrow of pure starlight. The arrow remains until you use it in an attack or until your next long rest. You do not need to provide ammunition for this weapon.
When you hit a creature with an arrow from the Starbow, you can mark the target with stardust until the end of your next turn. While marked in this way, the target sheds dim light in a 10-foot radius and cannot benefit from being invisible.
The Starbow has 5 charges. As an action, you can expend 1 charge to cast Guiding Bolt (spell save DC 17). The Starbow regains 1d4 + 1 expended charges daily at dawn.
This bow is more than a weapon—it's a testament to the celestial majesty that inspired its creation. Under the light of the moon and stars, it twinkles with an ethereal glow, a piece of the night sky brought down to earth.
Our journey through the mystic caverns and soaring halls of the dwarven world, guided by the glimmering light of their legendary weapons, draws to an end. Each tale, from Thronar Thunderhammer's storm-infused Khazadûn's Fury to Elara Mithrilwhisper's astral-imbued Starbow, paints a vivid picture of dwarven culture—rich, steeped in tradition, and flourishing in the heart of the mountains.
These seven legendary weapons stand as a testament to the dwarven mastery of arcane craftsmanship. Through the balance of earth-born materials and the enigmatic power of their magic anvils, they have shaped not just metal, but the very course of their history. Each creator, each weapon, has played a pivotal role in shaping tales of heroism, honor, and kinship that echo across the ages.
As we resurface from the depths of the dwarven world, we carry with us an understanding of their remarkable craftsmanship and a deep respect for their vibrant culture. These weapons serve as reminders of the power of the earth, the enduring strength of the dwarves, and the undeniable magic that permeates their very existence.
Durek's Anvil: Finding a forge of power
In the mystical realm of Dungeons & Dragons, the call to adventure often leads to extraordinary places. One such location, known to few, is the abandoned fortress-city of Durek’s Anvil, nestled deep within the mountains of the Forgotten Realms. Here, the echoes of dwarven hammers once resonated, forging martial weapons of unmatched quality. Today, it is a near-forgotten remnant of a once great civilization.
Durek’s Anvil was once the home of the most skilled dwarf blacksmiths. It was here that the Axe of the Dwarvish Lords, a legendary weapon with an enhancement bonus known to deal double damage, was first forged. The dwarves’ knowledge of weapon proficiency, coupled with their racial affinity for stonework and metalwork, gave birth to weapons that made even a single attack roll a thing of fear.
Getting to the city, however, is no small feat. The path is treacherous and long, with threats lurking in dim light and deadly encounters at every turn. The only way to reach it is by navigating through a series of underground tunnels, guarded by creatures that require a high ability score increase to successfully battle. The dangers are high, but the promise of a legendary weapon that could tip the balance in the battle against the rising demonic threat fuels the resolve of adventurers.
Aiding in this quest could be a dwarven cleric, a lone survivor, who possesses the tool proficiency required to operate the ancient forges. The cleric also knows the unique maneuvers required to create the ideal weapon to slay the demon terrorizing the land.
As a Dungeon Master, integrating this dwarven city into your campaign could lead to several exciting encounters. The journey itself could involve ranged attacks from goblins, melee attacks from cave trolls, and even the occasional saving throw against natural hazards. Characters might need to rely on their keen senses, making ability checks along the way to avoid trip attacks and to detect adjacent foes.
Upon finally reaching Durek’s Anvil, the adventurers will find the heart of the city, the forge. The dwarven cleric, under the bright light of the mighty forge, could assist in crafting the desired magic weapon. It would be a legendary moment, one to be remembered by the players, as they witness the birth of a new legendary weapon.
Durek’s Anvil offers not just a chance to obtain a powerful weapon but an opportunity to bring to life a tale of the dwarves’ grandeur, their loss, and their enduring legacy. As the characters venture through this forgotten city, they do not just engage in an adventure but also revive the echoes of an ancient past.
The Road to Durek’s Anvil
The journey to Durek's Anvil begins in the shadowy labyrinth of the Deep Roads, an ancient network of underground tunnels. These dimly lit tunnels are fraught with dangerous traps and unexpected encounters.
Adventurers must be careful to avoid the poisonous fungi known as the "dwarven bread," an ironic moniker for a deadly trap laid by the dwarves to deter intruders. Consuming these can result in serious damage to hit points, requiring a swift use of healing magic or a short rest to recover.
The tunnels are not uninhabited, either. The echoing growls of cave trolls and the skittering of large spiders are common, testing the martial skills of the adventurers. For ranged attackers, the lack of normal range due to the confined space of the tunnels presents a challenge, forcing them to adapt their tactics.
Navigating the Ancient City
Once the adventurers emerge from the tunnels, they'll find themselves in the heart of the ancient dwarven city. Giant granite statues, a testament to dwarven craftsmanship, loom in the gloom, their features worn but still mighty. However, the city is not as abandoned as it may seem.
Small creatures, remnants of the city's past, skulk in the shadows. The Galeb Duhr, magical stone beings animated by the dwarves long ago, are still performing their duty, protecting the city. These stone guardians view all outsiders as threats and will not hesitate to attack. These enemies have high hit points and can deal significant damage with their granite fists. Using finesse weapons or light weapons can be an effective strategy to whittle down their defenses.
The Path to the Forge
The heart of the city is the Forge, but reaching it is a challenge in itself. The main path is guarded by a double axe-wielding stone golem, a formidable foe for any adventurer. Its attacks are swift and powerful, making a proficiency bonus in heavy armor a much-needed boon for those who dare to engage it.
The other way to the forge is through a series of puzzles designed to test the wit of anyone attempting to gain access. These puzzles involve a combination of unique manoeuvres and ability checks, requiring the adventurers to work together and utilize their racial traits and class features effectively.
As the adventurers overcome these obstacles and finally reach the forge, they are greeted by the sight of the once-glorious, now silent, anvils. Only the presence of the dwarven cleric can reignite the forge and start the process of creating the much-needed legendary weapon. However, awakening the forge could attract the attention of the city's final guardian, a massive iron golem with a heart of molten lava. This could lead to a climactic battle in the glow of the rekindled forge, adding another thrilling chapter to the adventure.
Dwarven Weapons FAQ
Q: What type of weapon is a Dwarven Thrower?
A: A Dwarven Thrower is a rare weapon in Dungeons & Dragons. It's a warhammer that gains a bonus to damage rolls and can be thrown with a long range. It returns to the thrower's hand after a successful ranged attack.
Q: Can Dwarven Combat Training benefit a character using a light hammer?
A: Yes, Dwarven Combat Training gives proficiency with certain traditional dwarven weapons, including the light hammer. This means they can add their proficiency bonus to attack rolls with that weapon.
Q: How does the Dexterity modifier affect ranged weapon damage in D&D?
A: In general, the Dexterity modifier is added to the attack roll for a ranged weapon and to the damage roll for a finesse weapon. However, the Dexterity modifier doesn't typically increase ranged weapon damage unless the weapon has the finesse property.
Q: How many attacks can I make with a double weapon in a single turn?
A: As per the core rules, a character can attack with both ends of a double weapon as a bonus action, given they used the Attack action to attack with the weapon on the same turn.
Q: Are there any exotic weapons in traditional Dwarven weaponry?
A: The definition of an "exotic weapon" varies, but Dwarves are known for crafting some unique, culture-specific weapons such as the Dwarven Thrower and the battle axe of the Dwarvish Lords. The usage of such weapons would typically require specific proficiency.
Q: What type of weapon would a Dwarven character with a high Strength score and low Dexterity score ideally use?
A: A Dwarven character with a high Strength would benefit most from melee weapons that allow you to apply your Strength modifier to the damage rolls. A two-handed weapon or a versatile weapon used in two hands, like a battle axe, would allow them to apply 1.5 times their Strength modifier to the damage, maximizing their potential.
Q: What's the benefit of using a martial axe over a simple weapon like a short sword?
A: A martial weapon like a Dwarven axe usually deals more damage than a simple weapon, such as a short sword. Additionally, martial weapons often have additional properties that simple weapons lack.
Q: How effective are thrown weapons in D&D?
A: Thrown weapons are quite versatile in D&D. They can be used for melee attacks when enemies are adjacent, and can also be thrown as a ranged attack.
Q: What is a "masterwork quality" weapon in D&D?
A: As of the current rules, "masterwork" is a term from older editions of Dungeons & Dragons. A masterwork weapon represented a weapon of superior quality, often granting bonuses to attack rolls. This concept has been replaced by magic weapons in the recent editions.
Q: Can a small creature effectively use a Dwarven melee weapon like a battle axe?
A: Yes, but some Dwarven melee weapons might be classified as heavy for small creatures, which could impose disadvantage on attack rolls.
Q: What benefits does a Dwarven Cleric's racial feat provide in combat?
A: Depending on the specific racial feat chosen, benefits can range from increased weapon and tool proficiency, to innate magical abilities, to enhanced resilience, all of which can be highly beneficial in combat scenarios.
Q: Is a composite longbow a good weapon option for a Dwarven ranger?
A: Dwarven rangers often lean towards crossbows or thrown weapons. However, a composite longbow can be a great choice for a Dwarven ranger focusing on ranged attacks, especially if they have a high Strength score.
Q: How does a finesse weapon like a spiked chain work in D&D?
A: A finesse weapon allows you to use your choice of your Strength or Dexterity modifier for attack and damage rolls. This can be particularly useful for Dwarven characters with a higher Dexterity score.
Q: What's the advantage of a light weapon in D&D?
A: Light weapons are easier to handle, allowing characters to wield a weapon in each hand, provided both weapons have the light property.
Q: What is the role of ability checks in weapon usage?
A: Ability checks aren't often directly involved in weapon usage, which typically relies on attack rolls. However, ability checks might be used in related scenarios, such as a Strength (Athletics) check to break a held weapon, or a Dexterity (Sleight of Hand) check to disarm an opponent.