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Gungnir

Gungnir is the name of the mighty spear that belongs to the god Odin. As you’d expect for the weapon of a god, Gungnir is no ordinary spear. It was created by the dwarves, the most skilled smiths in the cosmos. Gungnir is said to have runes carved on its point, which presumably increase its aim and deadliness through magic. Dwarves forged it from sunlight as a gift to Odin.   Gungnir is a magical relic item obtained from slaying Odin.   Gungnir   Hit: +5 to attack and damage rolls   Damage:
  • 3d6 radiant
  • 3d8 radiant
Reach: 5 ft. (range 100/300)   Runes:   Gungnir's Will: While you are attuned to Gungnir, your current and maximum hit points increase by 20. When you make an attack roll with it and miss, you may make the attack hits instead, and you lose hit points equal to the difference between your roll result and the target’s AC. When you roll a natural 1, you may instead lose hit points equal to 5 + the difference between your roll result and the target’s AC.   Gungnir's Whisper: Gungnir’s thrown range is 100/300, and attacks with it do not suffer disadvantage for being at long range. When this spear is thrown, the wielder of this weapon may roll a d20 to instantly recall this weapon to their hand as a bonus action. On an even number, the spear returns, on an odd number, the spear holds into the ground unable to be removed by anyone but the wielder.   Gungnir's Loyalty: When you roll initiative and have Gungnir in hand, you can throw Gungnir to any distance within its maximum range. This throw cannot attack a creature. All enemies within a 10 ft. distance that you throw the spear must roll a Wisdom saving throw (DC 18) or be frightened of you and up to five creatures you choose for 1 minute. No creature other than you can pick up Gungnir from where it lands, unless you are dead.  
  • Spear
  • Legendary Artifact
  • Attunement by a creature with 18 Wisdom or higher
  • Versatile
  • Thrown

Mechanics & Inner Workings

Versatile
  • This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee Attack.
Thrown
  • If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.
Attunement
  • Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.
  • Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.
  • An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.
  • A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.
Item type
Unique Artifact
Rarity
Legendary
Weight
3 lbs
Base Price
100,000 gp

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