Swordtember 2021
Swordtember 2021
Shaun Ellis
Swordtember Credits
During the month of September artists online participate All art, design, and writing by myself, Shaun Ellis.
in what’s called Swordtember, a month-long challenge to More by me can be found online:
conceptuaize a sword every day based a list of daily prompts. Portfolio: https://www.shaunellisart.com/
The swords themselves can be anything, the challenge itself Gumroad: https://shmaba.gumroad.com/
is just a mental exercise in creating the interesting concepts Twitter: http://www.twitter.com/shmaba
that loosely relate to the prompt of the day. Instagram: https://www.instagram.com/shmaba/
I decided to join the challenge, but I wanted to try making
these swords useful for other people more ways than looking
pretty. So, I began interpreting each prompt into swords Swordtember 2021 prompts came from Tim Kaminski
with effects and abilities that can be used in a tabletop https://timkaminski.com/
roleplaying game. I designed all the swords with Dungeons https://twitter.com/randomspirits
and Dragons 5th edition rules in mind since that is currently The list of daily prompts and their related swords can be
the most popular ttrpg right now. However, these items found at the end of the document.
can be incorporated into other game systems with some
adjustments.
Each sword’s ability was designed with a single word All artwork and writing are under Creative Commons
prompt as it’s inspiration and an emphasis on being fun or copyright. All artwork and writings from this Swordtember
memorable when used. Feel free to use these swords in your 2021 project can be used for personal or non commercial use
personal games and adjust to better work with your players only. Individuals are free to translate this document into other
as needed. You may even use these designs as inspiration for languages then redistribute the translated document on their
your own swords! own platform so long as it is made available for free, with
exceptions for optional payment such as tips.
1
Blade of Crushing
Entanglement
Blood Drinker
Big Cleaver
2
Caladbolg Carousel of
Form Carving
Broken Edge
Weapon (greatsword), Legendary
Requires Attunement. This strange stone object has a sharp
edge from years of chipping but appears as though it was
once part of something larger and more ancient. The symbols
and engravings along its surface shift and change slowly over
time.
This +3 greatsword does an additional 1d6 force damage on
a hit. At the start of everyday you are attuned to this weapon
roll on the table below to determine the current effect gained
for the day. Any previous effect from this weapon disappears
when the new effect begins.
3
Implosion Sword
Celestial Edge
Weapon (longsword), Legendary
Requires Attunement. This weapon appears as a speck of
light normally, but after attuning to it the light shoots outward
into the form of a +2 longsword with swirling starlight
creating shifting constellations. At the start of every day, you
can choose to activate a different constellation formation.
Each constellation gives you a unique effect that lasts until
dawn of the next day so long as you remain attuned to this
weapon. Only one constellation can be active at a time. The
different constellation formation names and effects are listed
below:
Magi’s Aegis. Specks of light faintly swirl around you,
forming a shield of starlight that attempts to block incoming
attacks. You gain +2 to your armor class and have resistance
to non magical piercing, slashing, and bludgeoning damage.
Dragon Eye. Your eyes become a glowing green and have
heightened vision. Gain 15ft truesight and have advantage on Frigid Gale Glowspore Blade
Peception (wisdom) that requires sight. You can cast Detect
Magic up to 3 times.
Phoenix Wings. Firey wings emerge from your back. Gain
a fly speed of 60 feet. The first time a creature ends their turn
within 5 feet of you they take 1d10 fire damage. Frigid Gale
Flying Spear. This weapon gains a reach of 5 feet and the Weapon (rapier), Very Rare
Thrown property (60/120). When thrown the weapon deals Once per long rest you can use an action to send out a burst
1d10 + Dex force damage. The weapon immediatly returns to of whirling freezing air from the sword. A wall of solid ice
you after being thrown. appears in a 15-foot line, any objects in the line are fozen in
The Fated Prince. When you roll below a 10 on an attack the wall of ice. The wall has a thickness and height of 5 feet
roll, ability check, or saving throw you can choose to reroll and is transparent.
and must use the outcome of the new roll. This can be used Any creaures within the 15-foot line must make a DC15
up to 5 times. Dexterity saving throw. The creature takes 6d8 cold damage
and is frozen in the ice on a failed save.
A creature takes half damage and is moved to the closest
unoccupied space on a success.
A frozen creature is considered Restrained and has full
cover. The creature takes 2d6 cold damage at the start of
their turn while frozen and can use an action to attempt and
break free with a DC15 Strength saving throw. On a success
the creature is freed and breaks the ice in the space they
occupy.
The ice wall remains in place for 1 hour unless broken or
melted.
Glowspore Blade
Weapon (shortsword), Uncommon
The mushrooms growing on this weapon glow a faint green
Celestial Edge light. The sword sheds dim light in a 20-foot radius in
darkness.
If you hit a creature that is size Large or smaller with this
sword, the mushrooms release glowing spores that attach to
the creature that was hit. That creature begins glowing dim
light in a 20-foot radius for 1 minute. On a glwoing creature’s
turn they can use an action to wipe off the spores and end the
glowing effect.
Implosion Sword
Weapon (shortsword), Uncommon
As an action you can activate this weapon and throw it up to
30 feet. Once activated the weapon creates an implosion that
attempts to pull any creature within a 10-foot radius sphere
towards it. All creatures within range must make a DC 12
4
Dexterity saving throw. On a failure the creature is pulled to Magnetic Sword
the closest empty space adjacent to the weapon and takes Weapon (shortsword), Rare
2d10 force damage. On a success the creature is not pulled
and takes half damage. The weapon is destroyed after it is This +1 shortsword has 5 charges. As an action you can
used in this way. expend atleast 1 charge to create a magnetic link between
you and a manufactured metal object you can see and is
within 30 feet. The targeted metal object can be moved to
Junker’s Hoarding Blade any open space of your choice within 30 feet of you that you
Weapon (greatsword), Rare can see. The amount of weight you can move is 5 lbs for
During a long rest you can attach up to 20 lbs of non every charge expended, if the metal object is too heavy it
magical objects onto this weapon. If there are more than 10 won’t move. If the object is being held or worn by a creature
objects attached to this weapon, attacks made with it have the creature can attempt a Strength saving throw DC 12 + 1
disadvantage. for every expended charge. On a success the object does not
When you deal damage to a creature using this weapon move.
and atleast one object is attached, you deal an additional +1 On a failue the object is pulled from the creature’s grasp. If
damage for every 5lbs of weight from the objects currently the object is worn or tightly attached to the creature, such as
attached to it. After hitting a creature, the heaviest object a piece of armor, the creature and object is moved to an open
currently attached to the weapon breaks off and is destroyed. space within 5 feet of the creature’s current location
Mist Blade
Lore Seeker
Junker’s
Hoarding Blade
Magnetic Sword
5
Nova Burn
Weapon (longsword), Legendary
While this weapon is inactive it appears as a dark orb and
cannot be used as a weapon. Once per day you can use an
action to speak a command word and activate this +2-flaming
longsword as flames shoot forth and take the form of a blade,
all damage from this weapon is considered fire damage. The
weapon remains active until you use an action to speak the
Nova Burn command work to deactivate it. While active it continually
grows hotter and glows brighter. The weapon deals an
additional +1 fire damage for every minute it remains active.
After 10 minutes of this weapon remaining active, roll a
d20. On any number greater than 1 the flames of this weapon
extinguish, and it cannot be used until the next day. On a 1
the weapon erupts in a massive explosion. All creatures in a
150-foot radius sphere centered on the weapon take 10d10
fire damage and 10d10 force damage and are considered
blinded for 1 hour. Any objects and structres in the radius are
destroyed. A creature that dies from this explosion is turned
to ash.
Oozy
Weapon (greatsword), Uncommon
Attacks with this weapon deal acid damage instead of
slashing. When you attack with this weapon you can attempt
to engulf part of a Medium sized or smaller creature within it
instead of doing damage. The attacked creature must make
a Dexterity throw against your attack roll. On a failed save
the creature becomes stuck in the gelatinous blade and is
considered Restrained. The restrained creature takes 1d6
acid damage on the start of its turn. The creature can attempt
Phantom Blade to escape by using an action to make a DC 12 Strength
saving throw. On a success they are freed.
While a creature is restrained by Oozy you cannot make
attack rolls with this weapon until the creature is released.
Ornate Sword
Weapon (longsword), Very Rare
This sword looks very nice. When drawn all creatures that
can see the sword ooh’s and ahh’s to themselves about how
cool it looks.
Everyone will think this sword can do some very cool
magic. It doesn’t. They will also think it’s made of very
expensive materials. It’s not.
A creature can make an Intelligence (Investigation) check
DC 15 to inspect the sword. On a success they find that
the sword is made of cheap materials and there is nothing
magical or extrodinary about it.
You look really cool holding it though!
Sword of
Spikescale Sword Sandstorms
Spectrelight
Longsword
Puffpike Mushroom
7
Taxblade Twilight Edge
Weapon (longsword), Very Rare Weapon (longsword), Very Rare
During a long or short rest you can place up to 10 gold Requires Attunement. This +2 longsword causes different
coins into the circular slots on this longsword. Once a coin effects if it is used during day or night.
is placed to the blade it is locked in place and can only be Day. Using this weapon during the day deals an additional
removed with jewler’s tools during a short or long rest. 1d8 radiant damage. On a critical hit the target takes
You can use a bonus action to activate the Taxblade by maximum damage and all damage from this attack is
expending atleast 1 coin that is attached to it. Your next considered radiant.
attack with this weapon gains a +1 to attack and damage Night. Using this weapon during the night deals an
rolls for each coin expended. Attacks with this weapon are additional 1d8 necrotic damage. On a critical hit the target
considered magical after being activated. must make a DC15 Consitution saving throw. On a failure the
When a coin is expended, it melts away and is destroyed. creature is blinded for 1 minute.
Tidal Blade
Warp Striker
Taxblade
8
Wind Swept Scimitar
Weapon (scimitar), Very Rare
Requires Attunement. This +1 scimitar has 5 charges. You
can expend a charge during a move action to fly up to 60 feet
in the form of a gaseous cloud. You have resistance against
non magical attacks while in this form until your movement
ends. Additionally as an action you can expend all 5 charges
to cast Wind Walk on yourself.
Expended charges are recovered after a long rest.
World Carver
Weapon (shortsword), Legenday
Requires Attunement. This +3 shortsword does an additional
4d6 fire damage. Once per long rest you can activate this
item by using an action and placing the blade into the terrain.
The weapon begins to cause a series of effects to the terrain Windswept
in a 60-foot radius of itself. For as long as the sword remains Scimitar
in the ground it causes an additional effect within the 60-foot
radius. Removeing the sword immediatly stops the effects.
Immediate. The ground around the weapon immediatly
begins to shake violently. All creatures touching the ground
within 60 feet of the weapon must make a DC 20 Dexterity
saving throw on the start of their turn. On a failure the
creature falls prone. All movement while within range is
halfved.
1 minute. After 1 minute of the sword remaining in the
ground the shaking intensifies, and fissures open up. You
may choose any location on the terrain within 60 feet of
the weapon for 3 fissues to open. Each fissure extends in a
5-foot radius and is 5 feet deep. Any creature caught in the
radius that fails their Dexterity saving throw from the shaking
takes 3d6 bludeoning damage from falling into the fissure in
addition to the previous effects, or half as much damage on a
successful save.
10 minutes. After 10 minutes of the sword remaining in
the ground, lava erupts out of the fissures. The lava fills the
fissures and spreads to cover a 10-foot radius centered on
each of the three fissures. Any creaure that starts their turn
in the lava takes 5d10 fire damage in addition to any other
damage and conditions caused by precious effects.
1 hour. After 1 hour of the sword remaining in the ground
the quaking stops. The fissures close and the lava cools.
The terrain in the 60-foot radius has been reshaped to look
however you want and is made of lava rock. The sword loses
it’s additional 4d6 fire damage until the next day.
World Carver
9
Swordtember 2021 Prompts
List created by Tim Kaminski @RandomSpirits
1 - Gold Taxblade 16 - Garbage Junker’s Hoarding Blade
10