Elspeth Tirel was a planeswalker who wielded white mana. She specialized in the powerful magic of community and fortification—spells that build mighty armies, bolster them, and protect them from harm.
«Only by the bravery of those who put loyalty above glory is our home kept safe.»
Born on a plane ruined by strife and darkness, Elspeth left home when her Planeswalker spark ignited—and she never returned. Elspeth specializes in community and fortification, wielding spells that build and bolster mighty armies, while protecting them from harm.
Elspeth wants nothing more than to sheathe her sword for the last time, and find a plane to call home. Violence and destruction have a tendency to follow her, and she is constantly driven to take up arms and wield her defensive magic in the service of those that need her protection.
Elspeth came to Theros from a war-ravaged plane, hoping to find the one thing that has eluded her—peace. Under the watchful protection of gods, she hoped that Theros would not be in need of guardians like her. But when she arrived, Elspeth was quickly identified as an outsider with powers and skills that further distanced her from the natives of Theros. In the wilderness between two city-states, Elspeth was attacked by a monstrous hydra, which had been responsible for the deaths of countless warriors. Elspeth engaged the hydra alone and, after a bitter fight, emerged triumphant. Afterward, she wanted nothing more than to fade into anonymity.
But in Theros, the best laid plans of mortals often come second to those of the gods. Her feat of heroism has captured the attention of Heliod, god of the sun, who seeks to make her his champion.
In Dungeons & Dragons
When Elspeth planeswalked to Theros for the first time, she saw the Sword of Chaos falling from the sky, grasped it and planeswalked away. When she returned to Theros, ten years later, Heliod was angry at her at first, but when the God realised she might be the Champion of the Sun reborn he reforged the sword into the Godsend. Elspeth used her new weapon to defeat the awakened Polukranos (a gigantic hydra).
Godsend
Weapon (swordspear), artifact (requires attunement)
Once upon a time, when the God Purphoros raised arms against Heliod, he crafted the Sword of Chaos which was capable of damaging the substance of Nyx. When Heliod and Purphoros clashed, it damaged the celestial resting place of Polukranos, World Eater and the hydra fell to Theros where it was sealed by Nylea and Heliod under Nessian forest.
- Magic Weapon. Godsend is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
- Properties. When holding Godsend, you emit a soft light permanently and as an action, you can cast Thaumaturgy. Additionally, when you hit with a weapon attack while attuned to Godsend, the target takes an extra 2d6 slashing damage.
- Change Shape. As a bonus action, you can change Godsend’s shape into any weapon you have proficiency with that deals slashing or piercing damage.
- Blessing of Heliod. When an evil creature is dealt a critical hit or is hit using Godsend as a reaction (granted by a class feature or feat), it’s subject to the effects of a banishment spell (DC 15). Unlike the spell, this effect does not require components or concentration, and the banished creature can attempt a saving throw at the end of each of its turns until it fails a third, in which case it doesn’t return.
- Mandate of Heliod. When you first attune to Godsend, it gives you a quest as determined by the DM. You must complete this quest as if affected by the geas spell. Once you completed the quest, it gives you another unless you are of Lawful Good alignment. If you are, you are no longer affected by this property.
- Destroying Godsend. As it was crafted by the God Purphoros, Godsend can only be destroyed willingly by him using his hammer onto it, or by submerging it in the lave of the most recent volcano the God manifested from.
Have you ever created an artifact? Changed an existing one? Leave your ideas below!
There are no interesting polearm magical weapons in official 5e. Only the regular (+1, +2, +3)