Cynis: The Southreach Saga
Dagger and Rapier, Legendary (requires attunement by a Green ancestry Dragonborn)
These slightly curved thin blades are of Dragonborn make. According to legend, these blades were magically forged from fangs taken from Gryddrym, an ancient green dragon, by the Dragonborn hero, Ulrass. The blades are of fine ivory with faint green veins. Their hilts are wrapped in fine green dragonhide leather.
The magic of the blades requires both to function. If the blades are more than a hundred feet apart, their magic is suppressed and they are simply non-magical weapons of high quality. They are considered a single item for attunement purposes.
You gain a +2 bonus to attack and damage rolls made with these magic weapons. The dagger grants you a +2 bonus to the save DC of your breath weapon.
Dagger: If you throw the dagger, it has a range of 30/90 feet. As long as it is within a hundred feet, you may use a bonus action to speak this magic dagger’s command word, causing it to return to your hand. You must be holding the rapier to use this ability.
While holding this dagger, you can increase the damage of your breath weapon by 2d6. Once you use this power, you must finish a long rest before you can use it again.
Rapier: You can use a bonus action to speak this magic sword’s command word, causing a thin fog of green vapor to surround you. While the sword is active, it deals an extra 3d6 poison damage and any creature that ends their turn within five feet of you suffers 2d6 poison damage.
While the sword is active, you may use a bonus action to cast mirror image. Once you use this power, you must finish a long rest before you can use it again.
Dragon Breath: As an action, you can spend a hit die to exhale poisonous gas in a 60-foot cone. Each creature in that area must make a Constitution saving throw, taking 8d6 poison damage on a failed save, or half as much damage on a successful one. The DC for this saving throw equals 10 + your Constitution modifier + your proficiency bonus.
You can spend additional hit dice to make this breath weapon more powerful. Each hit die you spend either increases the damage by 4d6, to a maximum of 20d6, or increases the size of the cone by 10', to a maximum of 90'.
You must be holding both blades to use this ability. You can use Dragon Breath as long as you have hit dice to spend.
Blindsight: While holding at least one of these blades, you have blindsight 10'.
Minor Property: Unbreakable. These blades cannot be broken by any known force. They remain unbreakable when their magic is suppressed.
Quirk: Covetous. Due to a lingering trace of Gryddrym’s spirit, their bearer becomes obsessed with material wealth with a particular fondness for objects of fine art.