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The lands of Magnamund were created by Joe Dever for the 1984 Choose Your Own Adventure novels of Lone Wolf, a Kai monk who finds himself the sole survivor of a massacre that killed his friends, colleagues and mentors. In the series, Lone Wolf travels the world, facing Dark Lords and retrieving the lost knowledge of the Kai monks of Sommerlund. Over nearly 2 dozen books, Lone Wolf encounters numerous magic items and in the later books crafts new items for the New Kai Order. Below you will find a range of items usable in your 5th edition games.

For more information on the world of Aon, the lands of Magnamund, and the Lone Wolf Adventure Gamebooks, including a Kai monk class designed for 5th edition, link over to “The Kai Monks of Summerlund“. 

Playtesting

We’re always looking for playtesters for our races, classes, archetypes and other designs here at Tribality. Wizards had the benefit of 175,000 playtesters over 2 years to get their ideas to the table; clearly we don’t have that luxury. Each of our builds are as balanced as we can design with a small playtest group and decades (over a century, maybe, I haven’t done the math) of gaming XP, and we are always excited to hear when players get these ideas on the table and provide us with constructive ways to make them better.

Sommerswerd

SommerswerdWeapon: longsword, legendary (requires attunement by a Kai monk)

“The sommerswerd is a holy, magical artifact brought to Magnamund by the Sommlending, a race of fair-skinned humans with special powers, and it has tremendous effects against the minions of Naar. It was forged by the Nuoma, a race of people now known as gods in Magnamund. It greatly increases one’s combat prowess. It has the ability to absorb any magic used against its bearer and is able to slay Darklords and the undead. It increases one’s Sixth Sense. It is said only a true son of Sommerlund can release the powers that lie within the blade. The sommerswerd’s powers can be contained and hidden in Korlinium. It draws its power from the sun. It is one of the few weapons, other than those created by the Nadziranim, capable of killing a Darklord?”

The sommerswerd is a beautifully crafted broadsword forged from an unknown metal alloy with a golden sheen and enchanted to focus the power of the sun. In the hands of a Kai monk, the sommerswerd grants +3 bonus to attack and damage rolls, as well as an additional +3d6 radiant damage against fiends and undead. Once per day, the sword can focus sunlight (including that created by a daylight spell) into a beam of intense radiance. The beam is 5 feet wide and 100 feet long and forces all creatures in the line of effect to make a DC 15 Reflex save or take 10d6 radiant damage (6d6 radiant damage if powered by a daylight spell). This damage is halved on a successful save. The sommerswerd must be in direct sunlight or within a daylight spell for this ability to be used, though the target does not.

Any Kai monk with proficiency in shortsword, longsword, or greatsword may use the sommerswerd with proficiency.

Protection from Magic
The sommerswerd absorbs magic, granting the bearer advantage on saving throws against spells and magical effects. If you succeed on a saving throw against a spell or magical effect that deals damage, you can make an Intelligence saving throw against the same DC as the original spell. If successful, the spell is redirected back at the spellcaster. The spell uses an attack bonus or saving throw DC based on your Intelligence modifier and all other effects are chosen by you. This ability may be used once per short rest and may only be used against a spell that targets only you (not an area effect).

Reflected Spell Attack Bonus = your proficiency bonus + your Intelligence modifier
Reflected Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier

Enhanced Sixth Sense
A Kai monk attuned to the sommerswerd who possesses the Sixth Sense discipline may add their Wisdom bonus to their Initiative rolls in addition to their Dexterity.

Self-Defense
If held by a fiend or undead creature, the sommerswerd deals 3d6 radiant damage to the wielder at the beginning of their round and forces them to make a DC 15 Wisdom saving throw. On a failed save, they must let go of the sommerswerd.

Developing the Sommerswerd and Other Magical Weapons of Magnamund

The sommerswerd is the most powerful and significant item in the Lone Wolf series. In the original books, the sword could not and should not be wielded by anyone except a Kai monk. Anyone who attuned the sword who was not a Kai monk would destroy the sword’s powers forever. That is severely limiting in a D&D game so I simply limited the attunement to a Kai monk, ala: the holy avenger. If you wish to adapt these weapons to your home campaign without using the Kai monk class, feel free to either remove the attunement class requirements, or alter it to whatever class you wish (monk, eldritch knight, paladin, and sorcerer would all be interesting).

When converting the sommerswerd and other weapons from the series, I used a standard conversion based on the Combat Skill bonus these weapons granted.

  • +1 to +3 CS: +1 bonus to attack and damage.
  • +4 to +6 CS: +2 bonus to attack and damage.
  • +7 CS and higher: +3 bonus to attack and damage.

Not all weapons that grant a CS bonus in the Lone Wolf series were magical, like the silver bow of Duadon and the bronin hammer. Since 5th edition is inherently a more magical setting, I decided that weapons which granted only a +1 bonus to Combat Skill would not be magical; similar to masterwork weapons in previous editions.

For some weapons, such as skarn-ska and those created by Lone Wolf for the New Kai Order, a simple bane weapon-like quality was used as the base effect. Since a tabletop RPG allows for more subtle magics and a wider range of in-game effects, I decided to give each of these legendary weapons a small selection of spells that support their theme. If you are looking to use a classic duplication of these weapons, you are welcome to remove the charges and spell effects.

Other Weapons and Items

Though the sommerswerd is the most powerful and significant item in the Lone Wolf series, their are many other magical and non-magical weapons and items in the lands of Magnamund.

Bronin Warhammer

Weapon: warhammer, rare
A skillfully crafted warhammer made from bronin, a metal alloy with the appearance of bronze, but which is highly resistant to tarnish and wear from normal use. You gain a +1 bonus to attack and damage rolls when using this weapon. This weapon is non-magical.

Dessi Stone

Wondrous item, very rare (requires attunement)
dessi stone is a dull red gem the size of a fig. When held against a weapon’s hilt, the dessi stone permanently merges with it. The weapon becomes magical if it wasn’t already, and deals +2d6 radiant damage when used against undead. If merged with a weapon that requires attunement, the dessi stone counts as a second magical attunement; a magical weapon that is combined with a dessi stone requires two attunements to use, though both can be achieved during the same short rest.

Radiant Bullwhip

Weapon: whip, rare (requires attunement)
Made of leather with plaited nuggets of copper woven into the braids. The bullwhip glows with yellow light whenever it comes into contact with undead beings, giving the appearance of a lightning strike when the whip’s tip connects with an undead target. It also protects the user by radiating a power that repels undead.

You gain a +1 bonus to attack and damage rolls when using this magical weapon. If used against undead, this bonus increases to +2 and the weapon deals an extra +2d6 radiant damage. The bearer is under the constant effects of a protection from evil spell that applies only to undead creatures.

Silver Bow of Duadon

Weapon: longbow, rare (requires attunement)
The silver bow of Duadon is a magnificent longbow made from the wood of a silver oak tree. You gain a +1 bonus to attack and damage rolls when using this magical weapon.

Skarn-Ska

Weapon: longsword, legendary (requires attunement)
Skarn-ska was created by Lord Ardan and RimoahSkarnSka is a double edged longsword with a jewel encrusted hilt. It was crafted from a golden alloy speculated to be the same metal used in the forging of the sommerswerd. The weapon was tempered in spell-fire and is imbued with old kingdom magic. It will never lose its keen edge.

You gain a +2 bonus to attacks and damage when using this magical weapon. If used against an undead creature, this bonus increases to +3 and skarn-ska deals an additional +3d6 radiant damage.

Though unable to duplicate the searing ray of the original sommerswerd, skarn-ska has 5 charges that can be used for a range of effects. You may use one or more charges to cast the following spells. 1d4+1 charges are renewed at dawn each day. The number of charges and the spells associated with those charges are listed below:

  1. light
  2. continual flame
  3. protection from energy
  4. scorching ray (cast as 1 spell level higher per additional charge spent)

Zejar-Dulaga

Weapon: arrow, legendary
The zejar-dulaga is a poisonous arrow imbued with magical accuracy created by Nadziranim sorcerers. You gain a +3 bonus to attack rolls when using this magical weapon. The zejar-dulaga acts as a special arrow of fiend slaying that forces the target to make a DC 20 Constitution save or take 10d10 poison damage. A successful save halves this damage. The magically potent poison imbued within the zejar-dulaga ignores the poison resistance and immunity of any fiend it is used against.

Weapons of the New Kai Order

Forged by Lone Wolf using the magical power in the armory furnaces of the Kai Monastery. In the original series, these weapons granted a +5 bonus to Combat Skill, plus an additional bonus against specific targets. See Developing the Sommerswerd above for more information on how these weapons were developed.

Alema

Weapon: battleaxe, legendary (requires attunement by a Kai monk)
Alema was designed to combat the undead minions of the Dark Lords. This exquisite magical battleaxe grants you a +2 bonus to attack and damage rolls. When attacking undead targets, this bonus increases to +3 and you deal +3d6 radiant damage on a successful hit.

In addition, alema has 5 charges. You may use one or more charges to cast the following spells. 1d4+1 charges are renewed at dawn each day. The number of charges and the spells associated with those charges are listed below:

  1. detect evil and good (undead only)
  2. protection from evil and good (undead only)
  3. gentle repose

Firefall

Weapon: longsword, legendary (requires attunement by a Kai monk)
Firefall was designed to extinguish magical flame, subdue creatures native to the elemental plane of fire, and protect against extremes of heat. This exquisite magical longsword grants you a +2 bonus to attack and damage rolls. When you attack a creature with the fire descriptor this bonus increases to +3 and you deal +3d6 cold damage.

In addition, firefall has 5 charges. You may use one or more charges to cast the following spells. 1d4+1 charges are renewed at dawn each day. The number of charges and the spells associated with those charges are listed below:

  1. ray of frost (damage based on attuner’s character level)
  2. protection from energy (fire only)
  3. frozen spray (as burning hands except cold damage; cast as 1 spell level higher per additional charge spent)

Illuminatus

Weapon: longsword, legendary (requires attunement by a Kai monk)
Illuminatus was designed to accompany Kai Lords into the depths of the Darklands’ underworld. This exquisite magical longsword grants you a +2 bonus to attack and damage rolls. When you or the sword are 20 feet or more below the surface of the earth this bonus increases to +3 and you deal +3d6 radiant damage.

In addition, illuminatus has 5 charges. You may use one or more charges to cast the following spells. 1d4+1 charges are renewed at dawn each day. The number of charges and the spells associated with those charges are listed below:

  1. light
  2. darkvision
  3. spider climb

Kaistar

Weapon: longsword, legendary (requires attunement by a Kai monk)
Kaistar was designed by Lone Wolf knowing that many, if not most, of the conflicts with the forces of evil take place at night. This exquisite magical longsword grants you a +2 bonus to attack and damage rolls. When you or the sword are in dim light or darkness, including that created by the darkness spell, this bonus increases to +3 and you deal +3d6 radiant damage. You do not gain the increased bonus during the day (whether or not you are in dim light or darkness), or at dawn or dusk.

In addition, kaistar has 5 charges. You may use one or more charges to cast the following spells. 1d4+1 charges are renewed at dusk each day. The number of charges and the spells associated with those charges are listed below:

  1. sleep (cast as 1 spell level higher per additional charge spent)
  2. darkvision
  3. nondetection

Magnara

Weapon: battleaxe, legendary (requires attunement Kai monk)
Magnara was designed to combat constructs and stone elementals, as well as to destabilized engineered structures. This exquisite magical battleaxe grants you a +2 bonus to attack and damage rolls. When attacking constructs and targets composed of stone, this bonus increases to +3 and you deal +3d6 acid damage.

In addition, magnara has 5 charges. You may use one or more charges to cast the following spells. 1d4+1 charges are renewed at dawn each day. The number of charges and the spells associated with those charges are listed below:

  1. acid splash (damage based on attuner’s character level)
  2. shatter (cast as 1 spell level higher per additional charge spent)
  3. stone shape

Raumas

Weapon: longsword, legendary (requires attunement by a Kai monk)
Raumas was designed to combat a range of flying creatures and beings of elemental air. This exquisite magical longsword grants you a +2 bonus to attack and damage rolls. When you attack a flying creature or one with the air descriptor, this bonus increases to +3 and you deal +3d6 force damage.

In addition, raumas has 5 charges. You may use one or more charges to cast the following spells. 1d4+1 charges are renewed at dawn each day. The number of charges and the spells associated with those charges are listed below:

  1. fog cloud
  2. gust of wind
  3. fly

Spawnsmite

Weapon: battleaxe, legendary (requires attunement by a Kai monk)
Spawnsmite was designed to combat reptilian enemies such as the gourgaz. This exquisite magical battleaxe grants you a +2 bonus to attack and damage rolls. When attacking reptilian targets, this bonus increases to +3 and you deal +3d6 force damage on a successful hit.

In addition, spawnsmite has 5 charges. You may use one or more charges to cast the following spells. 1d4+1 charges are renewed at dawn each day. The number of charges and the spells associated with those charges are listed below:

  1. protection from poison
  2. darkvision
  3. water breathing

Sunstrike

Weapon: longsword, legendary (requires attunement by a Kai monk)
Sunstrike‘s design was created using magic and alloys paralleling the construction of the sommerswerd. This exquisite magical longsword grants you a +2 bonus to attack and damage rolls. When you or the sword are in direct sunlight, including that created by the daylight spell, this bonus increases to +3 and you deal +3d6 radiant damage. You do not gain the increased bonus at night, dawn, dusk, or indoors (unless sunlight is able to penetrate the structure through windows, large holes, etc).

In addition, sunstrike has 5 charges. You may use one or more charges to cast the following spells. 1d4+1 charges are renewed at dawn each day. The number of charges and the spells associated with those charges are listed below:

  1. light
  2. continual flame
  3. guiding bolt

Ulnarius

Weapon: longsword, legendary (requires attunement by a Kai monk)
Ulnarius was crafted to grant Kai Lords advantage in underwater combat and to oppose aquatic creatures and those of elemental water. This exquisite magical longsword grants you a +2 bonus to attack and damage rolls. When you or the sword is underwater or when you attack a creature with a swim speed or one with the water descriptor, this bonus increases to +3 and you deal +3d6 fire damage. You suffer no penalties to attack rolls when attacking with this sword underwater.

In addition, ulnarius has 5 charges. You may use one or more charges to cast the following spells. 1d4+1 charges are renewed at dawn each day. The number of charges and the spells associated with those charges are listed below:

  1. shocking grasp (damage based on attuner’s character level)
  2. water breathing
  3. conjure animals (aquatic only; may be cast as a 5th level spell by expending 5 charges)

Valiance

Weapon: longsword, legendary (requires attunement by a Kai monk)
Valiance channels the magic-disruptive properties of the sommerswerd, inflicting significant damage to magical creatures and those who weave magic. This exquisite longsword grants you a +2 bonus to attack and damage rolls. When you attack creatures that cast spells or that have spell-like abilities, this bonus increases to +3 and you deal +3d6 radiant damage.

In addition, valiance has 5 charges. You may use one or more charges to cast the following spells. 1d4+1 charges are renewed at dawn each day. The number of charges and the spells associated with those charges are listed below:

  1. detect magic
  2. silence
  3. Nystul’s magic aura