Mjolnir's Shard (Wondrous Item, Legendary)
Weapon (Hammer), requires attunement
A fragment of Thor's legendary hammer, Mjolnir. This shard hums with latent
thunderous power and can unleash devastating energy.
Thunderous Strike: Once per turn, when you hit a creature with Mjolnir's
Shard, you deal an additional 2d6 thunder damage.
Thunderclap (Recharge 5-6): As an action, you can slam the shard into the
ground, creating a shockwave of thunderous energy. All creatures within 10
feet must make a DC 16 Constitution saving throw or take 4d6 thunder
damage, or half on a success.
Unyielding Force: The shard grants advantage on Strength (Athletics)
checks related to breaking or pushing objects.
Storm’s Favor: While attuned to Mjolnir's Shard, you can cast Call Lightning
once per day without expending a spell slot.
Odin’s Eye (Wondrous Item, Legendary)
Requires attunement
A magical gemstone that radiates deep wisdom and knowledge. When gazed upon,
it offers glimpses into the future.
Divine Insight: You gain advantage on all Intelligence (Investigation) and
Wisdom (Perception) checks.
Seer's Vision: Once per day, you can cast Foresight without expending a
spell slot.
Odin’s Guidance: Once per long rest, when you fail a saving throw, you can
reroll the save with advantage.
Flameforged Armor (Armor, Legendary)
Requires attunement
This blackened, intricately detailed armor is forged in the heart of a fire giant’s
forge. It offers unparalleled protection against fire.
Fire Immunity: You gain immunity to fire damage.
Flameward: While wearing this armor, you can use your reaction to reduce
fire damage dealt to you by half.
Infernal Resilience: You gain resistance to all damage types from fire-based
creatures, such as fire elementals or flame giants.
Frostbound Amulet (Wondrous Item, Rare)
Requires attunement
A shimmering amulet infused with the power of the frost giants. It provides the
wearer protection against cold and magical influence.
Cold Resistance: You gain resistance to cold damage.
Charm Ward: You are immune to being charmed, and any creature
attempting to charm you must succeed on a Wisdom saving throw (DC 15) or
be stunned until the end of their next turn.
Frostbite Aura: As a bonus action, you can activate an aura of freezing air
around you for 1 minute. Any creature within 5 feet of you must make a DC
14 Constitution saving throw or be slowed (as the slow spell) until the aura
ends. Once used, this feature cannot be used again until the next dawn.
Sigil of the World Serpent (Wondrous Item, Rare)
Requires attunement
A mystical sigil etched with ancient runes that holds the key to gaining
Jörmungandr’s aid.
Mark of the Serpent: While attuned to this sigil, you can communicate with
Jörmungandr, though he may only respond in riddles or cryptic phrases.
Summon Jörmungandr’s Aid: Once per long rest, you can use the sigil to
cast Conjure Celestial (summoning a massive serpent-like form of
Jörmungandr, CR 18) for 1 hour. After the hour, the serpent vanishes, and you
cannot use the sigil again until the next dawn.
Serpent’s Blessing: You gain a +1 bonus to saving throws against poison
and psychic damage.
Fang of the Dire Wolf (Wondrous Item, Legendary)
Requires attunement
A massive, enchanted fang that exudes the raw power of Fenrir, the legendary wolf.
It is the key to summoning Fenrir’s spectral form.
Fury of Fenrir: When wielded as a weapon (mace or dagger), the fang deals
an additional 2d6 necrotic damage.
Summon Fenrir’s Specter: Once per long rest, you can summon Fenrir’s
spectral form (using the Conjure Animals spell) for 1 hour. The wolf appears
as a massive, ethereal creature and grants advantage on Strength and
Dexterity checks made to grapple or knock back enemies within 30 feet of
him.
Fenrir’s Blessing: While attuned to this fang, you gain resistance to necrotic
damage, and your movement speed increases by 10 feet.