“So you’re looking to slay giants?” Valcav nods his head knowingly. “It admirable quest. Difficult but still quite admirable.” He claps his hands and three items come floating from a backroom, held aloft by unseen servants. “If you’re looking for something to give you an edge, have you considered using the giant’s own weapons against them?
Fire giant royalty will often wear these ornate blades into battle against non-giants. The sword’s abilities allow them to manipulate battlefields to their advantage.
Aura strong evocation; Price 47,600 gp; Slot —; CL 16th; Weight 24 lbs.;
The blade of this black metal sword is as tall as a fully grown human and constantly wreathed in flickering orange flames.
Three times per day the wielder can slash the blade across the ground and create a wall of fire between themselves and adjacent square. A created wall can be up to 10 feet long and up to 10 feet high. The wielder of an inferno blade is immune to the effects of their own walls and can pass through them freely without taking damage. Each wall lasts for up to one minute before extinguishing itself. A wall of fire created by an inferno blade cannot be made permanent with a permanency spell.
Weapon (longsword), rare (requires attunement)
An inferno blade is a +2 large sized longsword. Its increased size means you must use two hands to wield it effectively. It deals 1d10 slashing damage and loses the versatile weapon property but gains the two-handed weapon property. An inferno blade is continually wreathed in flames that dance across the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. In addition to the +2 bonus damage, you also deal deals an extra 2d6 fire damage.
Three times per day you may create a wall of fire adjacent to yourself by slashing the blade against the ground. A wall of fire that you create can be up to 10 feet long, 10 feet high. If you create a wall of fire that runs through a creature they are entitled to a DC 14 Dexterity saving throw and take half damage on a success. You are immune to the effects of your own wall of fire and can pass through them without harm.
Frost giants will sometimes gift these hammers to favored servants or guardians. Each one is infused with a faction of an ice mephit’s soul.
Aura strong evocation; Price 64,300 gp; Slot — ; CL 13 th; Weight 64lbs;
The shaft on this gigantic warhammer is cold to the touch. The hammerhead is made from a magically hardened chunk of ice.
The hammer infuses its wielder with the power of ice and snow. They gain the cold subtype as long as they keep the hammer on their person. Their skin takes on a blue-ish tint and their breath is always visible no matter the local temperature. When the hammer is drawn the wielder is able to focus the freezing power within themselves. They are treated as if they had the icy stare feat even if they do not meet the perquisites. The wielder of the hammer manifests the cold damage from their breath rather than from their eyes. This ability does not count as having a breath weapon.
A creature with the fire subtype is unable to access the full power of a frostborn hammer. They do not gain the cold subtype or bonus feat from wielding the hammer. They also treat it as only a +2 warhammer without the frost property. At the GM’s discretion, other creatures thematically linked to fire but lacking the fire subtype may also be forced to use the weakened iceborn hammer.
Weapon (warhammer), very rare (requires attunement)
An iceborn hammer is a +2 large sized warhammer. Its increased size means you must use two hands to wield it effectively. It deals 1d10 bludgeoning damage and loses the versatile weapon property but gains the two-handed weapon property. This magic hammer deals 1d6 cold damage in addition to the +2 bonus damage. As long as you keep the iceborn hammer on your person, you have resistance to fire damage. Your skin turns an icy blue and your breath becomes visible as a side effect of this resistance
When wielding the iceborn hammer you can focus its power within you. As an attack action, you can breathe a jet of supercooled air against single creature or object within 10 feet. This does 1d6 points of cold damage unless the target succeeds on a DC 14 Constitution saving throw. Creatures that fail this saving throw have disadvantage on attack rolls for one round as your freezing breath chills them to the bone.
Pickled Troll’s Arm
Legend says these weapons were originally developed by a necromancer who was looking for a link between constructs and undead.
Aura faint necromancy Price 10,900 gp; Slot—; CL 5th; Weight 10 lbs.;
This troll’s arm appears to have been severed just below the elbow. Its hand is balled into a fist and a piece of bone juts out to act as the handle.
A pickled troll’s arm functions as a +1 greatclub.
In the heat of battle, the troll’s fist can open and expose its claws. When making a full attack, if the wielder hits the same target with multiple attacks they deal an extra 1d6 of slashing damage plus 1-1/2 times their Strength modifier. They can only deal this extra damage once per round. This counts as a rend attack but does not stack with other feats or abilities that grant rend attacks.
A pickled troll’s arm still retains some feint regenerative properties. It can repair damage to itself at a rate of 1 hit point per hour. If a pickled troll’s arm takes fire or acid damage it gains the broken condition until its hit points are brought back up to full
Weapon (greatclub), uncommon
A pickled troll’s arm is a grisly but effective +1 greatclub. It is most useful when you can make multiple attacks in a round. If you hit the same target with two or more attacks you deal an extra 2d6 points of slashing damage as the troll’s fist opens up to cut them. A pickled troll’s arm still retains a remnant of its regenerative properties. As long as it has not taken fire or acid damage it is able to repair itself at the rate of one hit point per hour.