Homebrew Magic Item(s): Gleamkey & Gloamshield
Because I honest-to-god had a dream about a fire sword that let you go swimming year round because it wouldn’t let you get cold, and it’s shadowy twin that let you sneak around unnoticed (I want to go swimming, and there are too many people these days). Swapped them to daggers because I added a story and daggers felt more fitting. So! Twin Legendary Daggers below:
Weapon (dagger), Legendary (requires attunement)
A slim blade of gleaming silver, this is the sentient dagger Gleamkey, said to have been forged by a lonely trickster aeons ago. Forged as part of a pair, one half of a joined soul, so that it would not be lonely as its creator was, Gleamkey seeks out its other half, the dagger Gloamshield, whenever they are separated, longing to be reunited.
Properties. Gleamkey is a +2 sentient dagger. While you are attuned to it, Gleamkey cannot be removed from you unless the dagger chooses to allow it. When wielded as a weapon, Gleamkey grants a +2 bonus to attack and damage rolls, and on a successful hit the target takes an extra 1d6 radiant damage. When attuned and carried on your person, Gleamkey grants resistance to cold damage. The weapon has the finesse, light and thrown properties also. If thrown, Gleamkey will reappear on your person before your next turn.
Spells. Gleamkey has 6 charges and regains 1d4 expended charges daily at dawn. While attuned to Gleamkey, you can use an action to expend 1 of its charges to cast the following spells: Knock, Misty Step, or Blindness/Deafness. If you cast Knock in this way, the loud knocking sound is not emitted.
Sentience. Gleamkey is a sentient, chaotic good weapon, with an Intelligence of 17, a Wisdom of 12, and a Charisma of 20. It has hearing and truesight out to a range of 120ft. Gleamkey communicates telepathically with its wielder, and can speak, read and understand Common, Celestial, Infernal and Abyssal.
Personality. Gleamkey is a creature of light and freedom, an active, impulsive force. It cannot be attuned to a creature of evil alignment, and prefers to be wielded in a creature’s dominant hand. Gleamkey is goodnatured, seeking to protect and free other beings, but also reckless and impulsive. It may urge its wielder to incautious action, though it will not attempt to compromise or influence their free will.
More than anything else, Gleamkey seeks to be reunited with its other half, Gloamshield, its twin and the other half of its soul. It will beg, badger and plead for its wielder to seek out Gloamshield, and it may choose to break attunement if it believes that its wielder is completely unwilling to aid in this mission, or if it feels its wielder has become a force for evil.
Weapon (dagger), Legendary (requires attunement)
A blade of a strange, dark metal, this is the sentient dagger Gloamshield, said to have been forged by a lonely trickster aeons ago. Forged as part of a pair, one half of a joined soul, so that it would not be lonely as its creator was, Gloamshield seeks out its other half, the dagger Gleamkey, whenever they are separated, longing to be reunited.
Properties. Gloamshield is a +2 sentient dagger. While you are attuned to it, Gloamshield will not allow itself to be separated from you save by its own choice, becoming undetectable if necessary to prevent itself from being removed. When wielded as a weapon, Gloamshield grants a +2 bonus to attack and damage rolls, and on a successful hit the target takes an extra 1d6 necrotic damage. When attuned and carried on your person or in your hand, Gleamkey grants a +2 bonus to your AC. The weapon has the finesse, light and thrown properties also. If thrown, Gloamshield will reappear on your person before your next turn.
Spells. Gloamshield has 6 charges and regains 1d4 expended charges daily at dawn. While attuned to Gloamshield, you can use an action to expend 1 of its charges to cast the following spells: Invisibility, Pass Without Trace, or Detect Thoughts.
Sentience. Gloamshield is a sentient, neutral good weapon, with an Intelligence of 14, a Wisdom of 20, and a Charisma of 16. It has hearing and truesight out to a range of 120ft. Gloamshield communicates telepathically with its wielder, and can speak, read and understand Common, Celestial, Infernal and Abyssal.
Personality. Gloamshield is a creature of shadows and protection, a patient, steadfast entity. It cannot be attuned to a creature of evil alignment, and prefers to be wielded in a creature’s off-hand. Gloamshield is patient, cautious and protective, seeking to hide and protect creatures from those who would do them evil. It urges caution and forethought, and is alarmed by rash action.
More than anything else, Gloamshield seeks to be reunited with its other half, Gleamkey, its twin and the other half of its soul. It will patiently urge its wielder to seek out Gleamkey. Though more patient than its twin, it will still break attunement if it feels its wielder has refused this request for no good reason, or if it feels the wielder has become a force for evil.
If Gleamkey and Gloamshield are reunited and wielded together, they gain extra abilities, bolstered by each other’s presence and the bond between them.
If the two blades are attuned to the same person, they become +3 daggers, and a successful hit with either dagger will inflict the extra damage of both, 1d6 radiant and 1d6 necrotic, to the target. They grant +3 to the wielder’s AC and resistance to both cold and necrotic damage. While carrying them, the wielder may expend 2 charges to cast Dimension Door from Gleamkey, or 2 charges to cast Greater Invisibility from Gloamshield.
The blades may also allow themselves to be attuned and wielded by two different people, provided that those people have a close bond, and that the weapons are allowed to greet and touch each other at least once per long rest. If together but attuned to two different people, the blades will remain in their +2 forms, but also gain the following properties:
Gleamkey will allow its wielder to teleport to Gloamshield’s wielder as a bonus action if Gloamshield’s wielder is within 120ft.
As a reaction, Gloamshield will allow its wielder to share any damage taken by Gleamkey’s wielder, sharing any damage equally between the two.
While attuned to the weapons, their wielders may speak telepathically to each other if they are within 120ft.
If the wielders separate for more than seven days, the weapons will revert fully to their +2 forms, and may break attunement if they believe the separation was deliberate and aimed to keep them apart.