Yes, I spent the last 3 days listening to Gloryhammer... and started writing up the Relics of Legend just for the lulz.
Now, I wonder if they are on one hand close enough to the inspiring material to make them recognizable and on the other hand well enough described to be useable as the ultimate set of McGuffins.
Dagger of Eternal Evil
The Dagger of Eternal Evil was crafted by the Lords of the Stars in ancient times, more than 10 millennia before the rise of Dundax and the foundation of Dundee. It is part of the triad of the Relics of Legend, and while not the most destructive on its own, it is the most insidious with its power to draw people into darkness.
Dagger of Eternal Evil,
Weapon (Dagger), Artifact (requires Attunement)
Damage: 1d4 Piercing + 1d4 Necrotic / Type: Piercing, Magical & Necrotic
Weapon Properties: Finesse, Light, Range, Thrown
Range: 10/30
Weight: 1.5 pounds
Special Properties:
Attunement Requirement: To attune to the Dagger of Eternal Evil, one has to stab oneself with it, receiving at least 1 damage.
Alignment Corruption: Any being that receives at least one point of damage from the Dagger of Eternal Evil instantly must change its alignment to one of Lawful Evil, Neutral Evil, or Chaotic Evil. No save throw can prevent this change. Any being that received power from a divine source or oath loses their powers until the long rest after they dedicated themselves to a new source of power or oath matching their new alignment.
Immortality: The wielder of the Dagger of Eternal Evil becomes immortal, immune to death caused by any means other than the other relics of legend—the Astral Hammer of Glory and the Vorpal Laserblaster of Pittenweem. This immortality grants the wielder eternal life, ensuring that they persist through any adversity or challenge.
Twisted Transformation: Beings of purity that get turned by the Dagger of Eternal Evil become twisted mockeries of their former selves. For example, Unicorns turn black and swap their healing effects for damaging ones.
Undead Servitude: Living beings slain by the Dagger of Eternal Evil become undead that obey the holder of the Dagger. Constructs that are brought to 0 HP are destroyed permanently and crumble to dust. Nothing short of the intervention of the Lords of the Stars can bring such a destroyed construct back.
Cataclysmic Convergence: If the Dagger of Eternal Evil comes into contact with both of its counterparts simultaneously—the Astral Hammer of Glory and the Vorpal Laserblaster of Pittenweem—all three artifacts cease to exist in a blinding flash of light. This cataclysmic event summons the wrath of the Lords of the Stars, resulting in the annihilation of the entire plane where the convergence occurred. Every entity and object besides those involved in the convergence is obliterated down to the soul, with no possibility of resurrection. Survivors of this cataclysm are offered the opportunity to ascend as Lords of the Stars themselves.
Apocalyptic Attunement: Should someone attune to all three Relics of Legend—the Dagger of Eternal Evil, the Astral Hammer of Glory, and the Vorpal Laserblaster of Pittenweem—they, the plane they inhabit, and the artifacts themselves are instantly obliterated, leaving nothing behind.
Vorpal Laserblaster of Pittenwheem
The Vorpal Laserblaster is the most destructive of the triad. Shaped like a strange pistol charged with light from an ancient star, it is glowing faintly in a blueish light. A button makes it hum and activate while another push button changes its mode. The secret of making its ammunition is unknown. It is part of a triad of artifacts known as the Relics of Legend crafted by the Lords of the Stars, to fight an unknown foe.
Vorpal Laserblaster of Pittenweem
Weapon (firearm), artifact (requires attunement)
Weight: 2.2 Pounds
Recharge Time: 2 Rounds (12 seconds)
Capacity: 12,000 Star Fragments
Mode A: Laser Pulse Mode:
Range: 1,798 squares (372.13 miles)
Damage: 1d10 radiant
Special: On a critical hit with a roll of natural 20, the target's head is severed from its body if it has one. The creature dies instantly if it can't survive without its head, suffering this fate even if it has legendary resistance or other means of avoiding instant death.
Ammunition: Consumes 1 star fragment per shot
Dark Matter Cannon Mode:
Range: 12,217 squares (2422.98 miles)
Damage: 5d12 Force damage
Special: Targets hit by the dark matter cannon mode must make a DC 20 Strength saving throw or be pushed back 30 feet and knocked prone.
Ammunition: Consumes 5 star fragments per shot
Special Properties
Ancient Starlight: The blaster emits a faint glow of ancient starlight, shedding dim light in a 10-foot radius.
Radiant Aura: Beings within 10 feet of the wielder take 1d6 radiant damage per round due to the radiation emitted by the blaster. Beings attuned to any of the Relics of Legend, Undead, Celestials, Constructs and Fiends do not receive this damage.
Initial Star Fragment Roll: When the Vorpal Laserblaster of Pittenweem is discovered, the Dungeon Master should roll to determine the remaining start fragments within its capacity: Roll 1d10 to determine the thousands place (1000-10000) and 1d20 to determine the additional hundreds place (100-2000).
Cataclysmic Convergence & Apocalyptic Attunement as per Dagger of Eternal Evil.
Astral Hammer of Glory
This imposing blunt warhammer, with a head the size of two human skulls, exudes an aura of unearthly power. It is part of a triad of artifacts known as the Relics of Legend crafted by the Lords of the Stars, to fight an unknown foe.
Astral Hammer of Glory, Unique Artifact, requires Attunement
Damage: 2d8 bludgeoning damage ; Type: bludgeoning Magical
Properties: Versatile (2d10), Reach
Special Properties:
Divine Empowerment: The Astral Hammer of Glory grants its wielder advantage on all melee attack rolls that use the hammer.
Earthquake: Once per long rest, the wielder of the Astral Hammer of Glory can cast the Earthquake spell by striking the ground as if using an 8th-level spell slot. The spell's area of effect is centered on a point the wielder hit with the hammer. The tremors continue for the duration of the spell even without concentration, causing damage and knocking creatures prone within the affected area as per the spell for all 10 rounds. The wielder of the Hammer is not excluded from the effects.
Cataclysmic Convergence & Apocalyptic Attunement as per Dagger of Eternal Evil.