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Swordtember 2021

The document describes swords created for a Swordtember art challenge to be used in Dungeons & Dragons. Each of the 14 swords presented has a unique ability based on a daily prompt and is intended to be fun or memorable in gameplay. The swords can be incorporated into other roleplaying systems. The swords' descriptions provide their names, weapon types, rarity levels, and special mechanical effects for use in D&D combat and roleplaying.

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cezar.chsc
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© © All Rights Reserved
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100% found this document useful (1 vote)
224 views11 pages

Swordtember 2021

The document describes swords created for a Swordtember art challenge to be used in Dungeons & Dragons. Each of the 14 swords presented has a unique ability based on a daily prompt and is intended to be fun or memorable in gameplay. The swords can be incorporated into other roleplaying systems. The swords' descriptions provide their names, weapon types, rarity levels, and special mechanical effects for use in D&D combat and roleplaying.

Uploaded by

cezar.chsc
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
Download as pdf or txt
Download as pdf or txt
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A collection of D&D 5E compatable swords designed during

the 2021 online art challenge “Swordtember”

art and writing by

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

Bad Luck Blade


Basilisk Edge
Blade of Crushing Entanglement
Weapon (shortsword), Rare
Requires Attunement. Wielding this weapon while attuned
Bad Luck Blade to it causes the black tentacles wrap tightly around your arm.
Weapon (shortsword), Uncommon Any attempts made by a creature other than you to disarm
Whenever you make an attack with this weapon you can the weapon automatically fail. The tentacles will release as
choose to give yourself disadvantage on the attack roll. If soon as you choose to stop wielding the weapon.
the creature is hit from your attack after giving yourself While attuned you can use a bonus action to command
disadvantage in this way the creature must make a Wisdom the black tentacles to lash out and attempt to grapple a
saving throw against your attack roll. Medium sized or smaller creature within 15 feet that you
On a failure the creature has disadvantage on all attack can see. At the start of the grappled creatures turn they take
rolls, saving throws, and ability checks until the end of its 1d6 bludeoning damage. The creature can use an action to
next turn. On a success the creature takes half damage from attempt to break free of the grapple with a contested check
your attack. against your Stength (Athletics).
If a creature is grappled with this weapon, then any attacks
using this weapon are made against the grappled creature.
Basilisk Edge You can pull the creature towards you up to as part of the
Weapon (longsword), Rare attack action. The creature must make a contested Strength
This +1 longsword has 10 charges. When you hit a creature (Atheltics) roll against you. On a failure the creature moves to
with this weapon you can expend atleast 1 charge to attempt the closest unocupied adjacent space to you. After which you
to petrify the creature. The creature must make a DC15 may continue your attack as normal with this weapon against
Constitution saving throw. On a success nothing happens. the grappled creature.
On a failure the creature is petrified for a number of the Cursed. While attuned to this weapon and wielding it this
creature’s turns equal to the number of charges expended. weapon deals 1d6 bludeoning damage to you for every round
At the end of the creature’s last turn being petrified, the the sword is not grappling another creature.
creature breaks free and takes 2d8 bludeoning damage. A
creature that dies from an attack with an expended charge is Blood Drinker
automatically petrified and remains petrified indefinitly unless Weapon (scimitar), Rare
the petrification is removed through other means.
Expended charges are recovered after a long rest. Requires Attunement. This weapon can store up to 5 charges
but has no charges when you attune to it. Whenever you kill a
creature with an attack from this weapon it gains 1 charge.
Big Cleaver You can expend any number of charges that are available
Weapon (greatsword), Uncommon when you hit a creature with this weapon. You deal +1
This greatsword can cut in half any nonmagical object that necrotic damage for every charge expended. Additionally,
is no larger than 5 feet in any direction and no thicker than during a short rest, you can expend all available charges to
1 foot. If the object is being carried or worn by a creature, recover a number of hit points equal to the charges spent.
that creature can make a Dexterity saving throw against your Cursed. Once you attune to this weapon you cannot
attack roll. On a success the object in their possession is not unattune from it unless it has 5 charges. If this weapon has
cut, on a failure the object is cut in half and is destroyed. no charges after a long rest, you take 1d10 necrotic damage.
Attacks against constructs deal an additional 1d6 slashing You have disadvantage on all death saving throws while
damage. If you kill a Medium sized or smaller creature with attuned to this weapon and if you die while holding this
this weapon, the creature is cut in half. weapon it gains 1 charge.

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.

d20 Daily Effect


1 Resistance to non-magical attacks
2 Gain 2d10 temporary hitpoints
3 You are under the effects of Haste
4 +5 to all damage rolls
5 Can cast Earthquake once (DC 20) Caladbolg
6 Immune to the Fear condition Weapon (greatsword), Legendary
7 Your strength score inceases to 24 Requires Attunement. This +3 greatsword creates trails of
8 You are under the effects of Enlarge rainbows that create bright light in a radius of 15-feet when
swung as part of an attack roll. Once per day as an action
9 You have Truesight up to 30ft
you can make an attack that shoots bright colored lighting
10 You have a fly speed 30ft in a 100-foot line. Any non magical object in the line that
11 You understand any spoken isnt being worn or carried is automatically cut through and
language destroyed. Any creatures caught in the attack must make a
DC15 Dexterity saving throw. On a failure the creature takes
12 An Earth Elemental appears and
10d6 lightning damage, or half as much on a success. A
follows your commands for 24 creature killed by this attack is cut in half.
hours
13 You have advantage on death saving Carousel of Form Carving
throws Weapon (longsword), Rare
14 1 use of the Lucky feat This sword had 5 charges. When you successfully hit a
15 You deal maximum damage for all creature, you can expend 1 of its charges to spin the carousel
damage rolls attached to the sword and cast Polymorph instead of dealing
16 You can cast Power Word Stun once damage. The affected creature must make a Wisdom saving
throw against your attack roll. On a failure, roll on the
(DC20)
random table below for the creature’s new form.
17 This weapon’s 1d6 force damage The sword regains 1d4+1 expended charges daily at
increases to 2d10 dawn.
18 All critical hits made against you are
canceled d6 Polymorph Form
19 You have advantage with attack rolls 1 Cat
against one creature type of your 2 Bat
choice
3 Frog
20 Immediatly become petrified for 24
4 Crab
hours. Greater Restoration does not
5 Rat
remove this effect.
Broken Edge 6 Lizard

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

Lore Seeker Mist Blade


Weapon (rapier), Very Rare Weapon (rapier), Uncommon
Requires Attunement. Once per day you can activate this +2 Once per day you can use an action to activate this rapier to
rapier after hitting a creature or object. The blade vibrates create a shroud of mist that expance into a 30-foot radius
and hums in your hands as illusory script in an ancient sphere. The sphere remains centered on yourself and lasts
arcane language appears twisting around the blade. The for 10 minutes. The sphere spreads around corners and its
vibrations turn into words only you can hear as it reads the area is heavily obscured.
magical illusory script along the blade. You automatically gain All creatures that are within the sphere or are attacking a
one piece of secret knowledge or history about the creature creature within the sphere have disadvantage on attack and
or object your hit. The DM decides what knowledge you ability rolls that require sight. You can choose to end this
learn. This knowledge can be how the object was created, a effect as a bonus action before the 10-minute duration is
creature’s secret identity, or some other piece of information reached.
that may not be easily obtained. After using this on a creature
or object you cannot gain a new secret from the same
creature or object for 1 month.
Additionally, if this was used on a creature, you gain
advantage on any attack rolls made against the creature for
24 hours. If this was used on an object ant the object has not
been destroyed, you can sense its exact location within 1,000
feet of you for 24 hours.

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!

Oozy Phantom Blade


Weapon (shortsword), Uncommon
Requires Attunement. This sword has no blade above the
hilt. While the hilt is swung, a faint glow in the shape of an
illusory blade appears. The illusory blade of this weapon
cannot interact with physical objects.
When you attack a creature with this +1 shortsword,
Ornate Sword instead of rolling against the creature’s Armor Class the
creature must make a contested Intelligence saving throw
against your attack roll. On a failure the creature takes 2d6
+ your Int modifier of psychic damage, or no damage on a
success. This weapon does not deal critical damage.
6
Puffpike Mushroom Spikescale Sword
Weapon (rapier), Rare Weapon (shortsword), Uncommon
At the base of the Puffpike are three mushrooms. You can use Requires Attunement. Once per day while attuned to this
a bonus action to remove one of these mushrooms and eat it. weapon you can activate it and grow spiked scales across
A creature that eats a Puffpike mushroom immediatly gains your body. While these spiked scales are on your body you
the benifits of a Lesser Restoration spell. When all three gain +1 to AC and any adjacent attacker that hits you with
mushrooms are removed the Puffpike wilts and becomes a melee attack takes 1d4 piercing damage from the spikes
unuseable as a weapon. covering your body. The scales last for 1 hour, after which
Once per long rest you can use an action to release spores they flake off your body and are destroyed.
into the air around you. You and any creature within a 5ft If the creature attuned to this weapon is a Lizardfolk they
radius of you recover 1d4 hitpoints for each mushroom still receive the +1 AC without activating it so long as the creature
attached to the Puffpike. is holding the weapon.

Spectrelight Longsword Sword of Sandstorms


Weapon (longsword), Rare Weapon (greatsword), Rare
When a candle is lit while in this magical candlestick the Requires Attunement. Once per day, while attuned and
flame turns to an eerie green color and the trailing smoke wielding this sword, you can use an action to activate this
becomes a ghostly +2 longsword that deals necrotic damage sword. The sandy blade to dissolves and turns into a whirling
instead of slashing. The blade remains active for up to 1 cyclone for 1 minute. The sword cannot be used to attack
hour so long as the candle is lit. The candle can only be lit or while activated in this way.
extinguished by a creature that uses an action to do so and The cyclone is a 5-foot radius, 15-foot tall cylinder that
cannot extinguished by water or wind. After 1 hour the candle stays centered on yourself. Any creature within range is
is used up and the flame is extinguised. The candle can be considered blinded and their movement is halved. When
replaced durring a short of long rest. a creature starts their turn within the cyclone, they must
Once per day when you kill a creatue using this weapon must make a DC 15 Dexterity saving throw. On a failure the
you can use a reaction to call that creature’s spirit into the creature takes 6d8 bludeoning damage, or half as much on a
candle’s light and trap it. The spirit remains trapped until the successful save. You are not affeted by the cyclone and suffer
flame is extinguished. Once a spirit is trapped the longsword no detriments.
disappears and is replaced by a Spectre that will follow your After the duration ends, the cyclone dissapears and the
commands until it is released by extinguishing the flame or it sand reforms into the blade.
drops to 0 hit points. The Spectre is unable to move further
than 30 feet from the lit candle.

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


Weapon (scimitar), Rare Weapon (shortsword), Rare
While not wielding this sword it looks like a piece of This +1 shortsword has 10 charges. When you make an
driftwood. Once drawn, swirling magical water shoots out attack with this weapon you can expend a charge to extend
of one end. Attacks with this +1 weapon deal cold damage the attack range of this weapon. The weapon gains a reach
instead of slashing. of 15 feet for the next attack. If the creature being attacked is
Once per day you can cause the water to shoot out like a not visible to you the attack has disadvantage.
gyser. The water travels in a 30-foot line. Any creatures sized In addition, you can expend 4 charges when you hit a
Medium or smaller caught in the gyser must make a DC15 creature and attempt to teleport them. The creature must
Strength saving throw. On a failure the creature takes 4d8 make a DC12 Wisdom saving throw. On a failure the creature
bludeioning damage, is knocked prone, and pushed back to is teleported into an unoccupied space of your choice that you
be 30 feet away from you. On a successful save the creature can see and is within 15 feet of you.
takes half damage and is knocked prone. Expended charges are recovered after a long rest.
If the creature that is pushed back hits a solid object, they
immediatly stop. If they hit another creature that creature
must also make a Strength saving throw or be pushed as
well.
Twilight Edge

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

2 - Caustic Oozy 17 - Dualistic Twilight Edge

3 - Whimsical Carousel of Form Carving 18 - Malevolent Blood Drinker

4 - Glacial Figid Gale 19 - Fungi Puffpike Mushroom

5 - Ornate Ornate Sword 20 - Onyx Bad Luck Blade

6 - Tangle Blade of Crushing Entanglement 21 - Apparition Spectrelight Longsword

7 - Sand/Porous Sword of Sandstorms 22 - Reptilian Spikescale Sword

8 - Bioluminesence Glowspore Blade 23 - Nimbus Wind Swept Scimitar

9 - Primordial World Carver 24 - Origin/Ancestor Lore Seeker

10 - Rend Big Cleaver 25 - Atmospheric Mist Blade

11 - Liquid Tidal Blade 26 - Galatic Celestial Edge

12 - Warped Warp Striker 27 - Mythological Caladbolg

13 - Monolithic Broken Edge 28 - Implode Implosion Sword

14 - Illusion Phantom Blade 29 - Magnetic Magnetic Sword

15 - Inanimate Basilisk Edge 30 - Supernova Nova Burn

10

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