Unique Minor Magic Weapons, 3 (d100)

The first magic weapon a character receives in a video game, roleplaying game or a novel is rarely the strongest weapon they will come across. As the story progresses they may leave their original weapon behind as they move on to stronger enchantments and true artifacts of world ending power. Or they may find that their weapon’s strength is directly proportional to their own and that as they become the hero they were meant to be, their weapon becomes a conduit of that potential. Video games in particular have little issue handing out breadcrumbs of increasingly powerful magic weapons to allow the player to keep up with increasingly difficult enemies and satisfying their looting needs. In many RPG settings however there are few mechanical ways to make a weapon stronger than normal but weaker than a standard +1 enchantment. Oftentimes these settings will be plentiful in rich descriptions of end game artifact weapons with epic tier abilities, while having no lower level unique weapons whatsoever. As the majority of campaigns start and take place mostly in the lower levels it means that players read about and yearn for these interesting weapons they will likely never use. To combat this I’ve drawn on inspiration from hundreds of sources to develop a collection of Unique Minor Magic Weapons that are scaled down versions of their stronger counterparts. In game they can appear as cheap imitations, homages or legacy weapons gain in strength with their wielder. These are essentially artifact weapons for level 1 characters with all of the charm, mystery and flair of their epic level counterparts. They have drawbacks, limitations and can relay on the strength of their wielder but can provide the extra little bump to turn a TPK into a collective near death experience. These unique weapons allow a DM to easily provide a weak but flavorful addition to their world.

d100 Result

1

The Infinite Tentacle: A foul whip crafted from a tentacle of an unnatural creature of unknown origin that was severed at the tip and imbued with aberrant sorcery. The sinuous tentacle is heavily muscled like a long dry tongue covered in irregular blemishes, unnatural mottled coloring, small patches of hair and assorted misshapen areas of perfectly smooth or heavily calloused skin and tipped with a cluster of barbed spines. Although only three feet in length at rest, the prehensile limb can stretch as far as it needs to in order to rake its barbs across bare flesh and coat itself in the blood of its wielder’s foes. Unfortunately, the farther it has to reach, the weaker and less precise the attack becomes. The wielder has a typical reach of ten feet with the whip but can choose to make an attack with the tentacle against any creature that he can see with a clear line of sight. If the wielder makes an attack at a target father than 10 feet away, the wielder suffers a cumulative -1 penalty on the attack roll’s accuracy for each 5 foot increment the target is farther away than 10 feet. For example, if the creature 30 feet away, the wielder has a -4 on their attack roll to hit the target.

2

B-Flat: A well maintained steel warhammer emblazoned with the musical symbol for B-Flat on its wide flat head. The weapon makes no noise of any sort when it strikes a target and negates any sound the target would make as a result of being hit. Even if the wielder took the weapon into both hands and struck a gong as hard as they could, the result would only be silence. A creature struck by the weapon cannot utter any sounds louder than a barely audible whisper until the start of the wielder’s next turn. This does not prevent the victim from speaking or casting spell, it only affects the volume of their voice. While the warhammer is being wielded and for five minutes afterwards, the bearer cannot speak louder than a barely audible whisper. This does not hinder spellcasting (Unless the spell requires the target to hear the bearer) as the bearer is still able to speak but he cannot provide rallying cries to allies, give instructions or shout for help. The forced whispering hinders the bearer’s ability to properly project their personality and they suffer disadvantage on all charisma based checks that rely on them speaking. —Note: In game terms only creatures within five feet of the victim can hear him whispering in optimal conditions. During loud situations such as combat, thunderstorms or in a loud taverns, whispers cannot be heard at all.

3

Aurum: A greatsword that is a masterwork of form and function. The hilt and cross-guard is crafted from bronze and polished ivory, forming the outstretched wings of an angel. Between the wings, set into the base of the blade on both sides, rubies the size of a mortal man’s eyes have been cut and shaped into crimson teardrops. The blade itself is forged of adamantite stained gold, with High Gothic runes hand-scribed along the weapon’s length detailing a long and illustrious lineage of fallen foes. The weapon’s kiss is death, a ravaging energy field surrounds the blade, tearing apart solid matter with every strike. Whenever the player rolls to determine the weapon’s damage, he may roll the weapon’s damage die twice and choose either result to use. —Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.

4

Loxodon Warhammer: An enormous, silver maul inlaid with shining blue runes. The back of the hammer’s head looks like the tusks and trunk of a ferocious bull elephant. The weapon feels slightly heavier than normal as if its weight was slightly unbalanced to favour its business end. This quirk of the design allows the wielder’s blow to potentially smash through multiple foes at a time on particularly lethal blows. Once per turn, on the wielder’s turn, when he scores a critical hit with the weapon or reduces a creature to 0 hit points with it, the wielder can immediately make an additional attack with the weapon against a creature within reach.

5

Lucille: A long club of light wood, wrapped in spiked metal wire (Mace statistics) and covered in viscera that never cleans off. A creature in possession of the weapon feels a certain kind of romantic attraction to it and treats it as though it was a person as well as a weapon. The wielder develops a deep hatred of undead and believes them to be a threat to the club and the weapon is treated as +1 against undead creatures.

6

Axe of the Gardener: A greataxe that’s nearly as long as the wielder is tall. The axe’s head itself is similarly large, shaped like that of a huge wood-axe, but ornately engraved with leaves and scrolls and inlaid with gold. The wielder feels a deep and strong connection to the natural world and develops an emotional attachment to the supernatural creatures who guard the earth from those who would abuse and corrupt it. The wielder is filled with a sense of reverence and utmost respect for the wilderness and the weapon functions as a +1 if the wielder has never personally cut down (Or directly aided in cutting down) a healthy living tree in his life.

7

Devil’s Claw: A black greataxe consisting entirely of obsidian, its shape cruel and savage as if ripped from poisoned stone by obscene claws. Knowledgeable PC’s will be able to identify the material as rock taken from Dread Mountain, a profoundly unhallowed place whose active reaches so deep into the earth that is draws tainted magma up from the very edges of the highest circle of hell. The corrupted rock releases a miasma of polluted air that slowly corrodes nearby metal, petrifies wood and stings the skin. Particularly impressive blows create hairline fractures in the stone, releasing pockets of trapped volcanic air that spew outward dissolving the target’s flesh, leaving caustic, chemically burned wounds that reek of acerbic solvents. Whenever the wielder scores a critical hit, the greataxe releases a caustic burst dealing additional acid damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target.

8

Azerian: A rapier carved from a smooth, matte white marble like material, with a thin blade that sings like a flame in the wind when swung. The handle is warm to the touch and the blade searing to the flesh. When the wielder speaks the command word (The name of the weapon; Azerian), the blade bursts into flames, shedding light equivalent to a torch and dealing one additional point of fire damage on each successful attack. Speaking the command word a second time snuff the flames.

9

Battle Aspergillum: A heavy mace whose grip is emblazoned with the holy symbol of the God of Random Domain. The weapon sports eight steel flanges allowing for the greater penetration of plate armor and the utter devastation of those clad in less than that. The weapon’s true power though does not come from its physical qualities but by its ability to act as a vessel and conduit of divine power. Within the interior of the mace’s head rests a reservoir capable of storing holy or unholy water. The bearer can pour the contents of one vial of holy or unholy water into the aspergillum’s head (As an action equivalent to making an attack) which fills the reservoir. Whenever the wielder successfully attacks a creature, he can press a button on the shaft, causing tiny holes to open on the mace’s head, dousing the struck creature with the reservoir of holy or unholy water. While reservoir is filled with sacred or profane water, the wielder can utter a brief prayer to the God the mace is decorated with, who takes the liquid as an offering and blesses the weapon with divine power. The wielder can pray as an action equivalent to drawing a weapon, which consumes the water within the reservoir and for the next minute whenever the wielder successfully strikes a target, he inflicts radiant or necrotic damage (For holy and unholy water respectively) equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit. The weapon is designed to hold water and is not designed to hold flammable oil, acid, poison or other alchemical materials and will not function if filled with them.

10

Blaster’s Bearing: A reinforced leather pouch containing 5d6 sling bullets. To the untrained eye the small, rough steel balls appears to fairly mundane, but careful observation reveals tiny holes dotting its surface that lead to a conductive crystal core that holds explosive arcane power. Upon contact with their target’s the bullets explode in a concussive blast of evocation magic. Whenever the wielder successfully attacks a target, he inflicts force damage equivalent to a dagger (1d4) to the target and all creatures within five feet of the target. This force damage is in addition to the attack’s damage and is not multiplied on a critical hit.

11

Blind Reflection: A slender, feytouched longspear, its rowanwood shaft ornamented with brass and black iron. The blade of the weapon is long and shaped like a wickedly sharp prism while its tang is sunk into a black iron socket. The weapon’s head gleams with an impossibly reflective surface, like a crystal formed of a mirror’s glass. The fey’s blessing on the spear causes particular devastation to the unnatural undead and vile shapechangers and the weapon is treated as a +1 against such creatures. The spear has the vaguest hint of clairvoyant sentience and refuses to be wielded by those who its been sworn to destroy. Shapechangers and creatures who have been voluntarily shape changed in the last year (Typically through polymorphing or wildshaping magic) as well as undead and creatures who have ever summoned, created or raised undead are never considered proficient with Blind Reflection.

12

Bloodflower: A greatsword with a blade of oddly milky steel, its grip wrapped in black snakeskin and its guard worked into the shape of briars and mandrake plants. The pommel-nut is a slightly-pointed dome of buttery-yellow amber, like a mandrake fruit. In combat the wielder feels the primal energy of unmitigated rage flood through their mind and can choose to throw aside all concern for defense to attack with fierce desperation. When the wielder makes their first attack on his turn he may choose to attack recklessly which gives him advantage on all attacks made with the weapon during this turn but all attack rolls made against him have advantage until the start of the his next turn. When this ability is activated Bloodflower’s blade turns crimson and seems to drip blood. The sight of humanoids causes a primal frenzy to stir in the back of the bearer’s mind. Whenever the wielder attacks a humanoid he must always choose to use the weapon to attack recklessly regardless of the risk to himself.

13

Bloodlust: A brutal looking fullblade that dates from the age of endless war and suffering. It is no less than six feet in length, featuring two edges; one sharp, the other serrated. The metal is deeply marbled with black streaks. The crossbar features a fanged skull and the pommel is a rather serviceable spike. The bearer is imparted with cold, cruel ideas of the nature of battle and how no combat advantage can be ignored or unused, no matter how unfair or dishonourable it may seem. Seeing an impaired target fills the wielder with the purpose to execute them without hesitation or remorse. The weapon is treated as a +1 whenever the target is suffering a negative condition, including but not limited to; grappled, restrained, frightened, paralyzed, poisoned, blinded, prone, incapacitated, stunned or fatigued. The weapon can never be used to inflict non lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, they must choose to kill the enemy.

14

Bonegrinder: A mace made from a massive femur, with steel flanges set into the striking surface. Its blows cause the victim to feel as if the bludgeon was grinding their bones to powder. The mace is uncommonly good at hitting legs right around the kneecap and the wielder is imparted with the knowledge and ability to injure the enemy in such a way that escape is no longer a viable option. These debilitating strikes allow the wielder’s allies to surround and subdue the enemy. Once per round when the wielder successfully attacks an enemy, he can choose to reduce the target’s maximum movement speed by ten feet until the start of the wielder’s next turn.

15

Brain Hacker: A massive greataxe, jagged and irregular, with a single jutting spike that resembles the business end of an icepick. The back end of the axe blade is covered in convoluted lumps of metal arranged so as to resemble a human cerebrum. The weapon is specifically designed to slay arcane spellcasters, especially those that rely on their intellect to use magic. All creatures within five feet of the wielder suffer disadvantage on checks to maintain concentration on their spells. The weapon is treated as a +1 whenever the wielder is attacking a creature with a higher intelligence score than the wielder. The enchantment creates harsh synaptic feedback upon striking mentally inferior opponents and whenever the wielder successfully attacks a creature with a lower intelligence score than himself the wielder suffers psychic damage equivalent to a dagger (1d4). A creature who is able to cast arcane spells is never considered proficient with Brain Hacker.

16

The Ashen Blade: A steel greatsword with a burnt and blackened blade and a hilt fashioned to look like the skull of a ram. While drawn, flakes of ash fall from the blade intermittently, drifting up and away as if riding the heat of a bonfire. When gripped with both hands, the wielder can smell smoke, taste ash, and feel searing heat envelop them for the briefest of moments before passing completely. On some lucky blows the sword flares with immense heat, immolating his target in a raging inferno of barely controlled flames. When used in combat, the wielder’s hands become coated in a fine layer of ashes and half of the damage dealt by the weapon is considered fire damage while the rest is normal for its type. Whenever the wielder scores a critical hit with the greatsword, the player may select a weapon damage die of his choosing (See Note) and that die will be considered to have rolled the maximum possible result for that type of instead of the current result. This must be done after damage is rolled but before it is dealt to the target. —Note: This only affects the weapon’s damage itself, not other sources of additional damage such as sneak attack, divine smite or spell effects.

17

Bramble: A primal weapon (Pike statistics) made of living blackberry vines woven together into a pike that bristles with thorns and blossoming flowers. When held the vines quickly shift to allow the bearer to grip the gaps between the spikes, usually leaving the wielder unharmed. Whenever the wielder rolls a natural 1 on their attack roll, the thorns are unable to turn in time and deal damage equivalent to a dagger (1d4) to the wielder. The weapon is alive and bears a connection to its bearer wishing to protect and provide for him. During combat if the wielder has not moved yet on his turn, he can plant his feet firmly on the ground and take up a defensive position which causes his speed to drop to 0 until the end of his turn. While in this stance, the wielder brandishes an impenetrable ticket of razor sharp thorns and is able to make an attack of opportunity with the pike against an enemy that enters his reach and if that attack is successful, the creature’s speed drop to 0 until the end of the turn. The defensive position ends if the wielder moves, attacks or at the start of the wielder’s next turn. Once per day, if Bramble is planted in the ground in full sunlight for one hour and at least a liter of water is poured at its base, the pike’s many flowers self-pollinate, turning into dozens of large, luscious blackberries that can be picked and eaten, providing one meal’s worth of nourishment for one creature. If not picked or eaten within eight hours, the berries rot and fall from the vines, replaced by new flowers.

18

Cannon: A solid iron contraption of magic and a coiled spring (See Note) that belches fire and smoke with every bullet that it fires. The hefty weapon is made up mostly of one solid piece of iron and cast into the side of the cannon are the words “The Last Argument of Kings” in a deep confident letters. The magewrought implement is weighty in the hand but blows away the wielder’s enemies, firing hot lead with enough force to the penetrate plate mail and sheer off limbs, leaving charred, smoking corpses in the wielder’s wake. Half of the damage dealt by Cannon is considered fire damage while the rest is normal for its type and whenever the player roll a 1 or a 2 on a die to calculate the weapon’s damage, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The destructive weapon is so filled with evocation magic that it is prone to overheating and slight warping. Whenever the player rolls a natural 1 on an attack roll with Cannon it no longer fires properly and suffers disadvantage on attack rolls until a creature proficient with blacksmithing or heavy crossbows is able to spent 1d100 minutes making minor repairs to it. —Note: Cannon uses heavy crossbow statistics but uses sling bullets as ammunition and weighs five pounds more than normal.

19

Capturebow: A heavily engineered apparatus (Heavy crossbow statistics except as noted) designed to fire nets with iron-weighted corners. It is a bulky contraption of oak and steel, with a hefty spidersilk string that requires the use of a foot-stirrup to cock, but can hurl a weighted net incredible distances due to the evocation magic that multiplies the crossbow’s kinetic potential. A wielder proficient with heavy crossbows can use the weapon to launch a weighted net up to 50 feet accurately. The net is launched with such tremendous force that if it hits a target that is human sized or smaller, the target is knocked prone in addition to being restrained by the net. The Capturebow cannot fire standard bolts.

20

Cerastes Staff: A bronzewood quarterstaff carved with a sheath of tiny scales and bound with copper rings. When held up to the sun, the staff shines transparent like brazen glass, and reveals intricate internal clockworks of gold, adamant and garnet. A bearer that puts his ear to the grip can hear faint ticking and whirring noises coming from within. Knowledgeable PC will realize that the staff is powered by horomancy, an arcane discipline that uses clockwork to manipulate magic. Twice per day while attacking, the wielder can choose to forgo rolling the d20 to get an 11 on the die.

21

Chromaglass Blade: A Random Sword whose blade looks like jagged glass, the facets of which are colored in deep jewel tones of emerald, sapphire, flame, blood, and amethyst. The glass has been magically enchanted to be stronger than steel and the the sword is brutally, supernaturally effective. The sword is always considered a +1 weapon but unfortunately for the bearer, the enchantments that provide the blade its lethal potential function by sapping the wielder of his vitality and resilience. While the weapon is being wielded and for one hour afterwards, anytime the bearer takes at least 1 hit point worth of damage from any source, the amount of damage the bearer receives is increased by 1 hit point, due to the weapon’s drain on his constitution. —Note: A combat example: The wielder is stabbed with a dagger and would normally only take 4 points of damage but because he is wielding the Chromaglass Blade (Or has actively wielded it in the past hour) he takes 5 points of damage instead.

22

Chrysaor, the Sunlit Edge: A finely balanced longsword sharpened along both edges of the blade, Chrysaor is forged, blade and hilt both, of milky white steel. The weapon’s grip is wrapped with plaited rough linen and amber-scaled hide; its quillons are simple and recurved, its pommel an unadorned sphere. Most strikingly, both flats of the pale blade are inlaid with flames and vines of delicate golden wire. When wielded, Chrysaor is engulfed in light like warm sunlight. When swung, Chrysaor’s wirework burns bright gold and whenever the wielder successfully strikes a target, he inflicts radiant damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.

23

Cloudstrike: A rather large mithral cloud-white lance. The guard for the wielder’s hand is shaped like a cloud. The wielder feels lighter than normal and the wielder is filled with a lofty sense of power and scorn for the pitiful creatures that are forced to walk along the filthy ground like ants in the dirt. As long as the wielder and his mount are flying, hovering or floating, their movement speeds are increased by five feet and the lance is treated as a +1.

24

Deathtouch: A greatsword marked by its distinctive pommel in the shape of a human skull. The grip is etched with drawings of snaking skeletal fingers reaching up toward towards the hilt. When held, the bearer’s mind is filled with dark thoughts of cruelty, senseless violence and causing harm to innocents. The bearer instinctively understands that although the weapon is lethal in its own right, its true power can only be obtained by physically bonding with it. On the wielder’s turn he may activate Deathtouch’s magic, causing the grip’s skeletal fingers to animate, wrap themselves around one of the wielder’s fists and claw into the skin of his hand, creating an unnatural union of sword and flesh. This process takes an action equivalent to making an attack. The wielder feels an unpleasant amount of pressure but no actual pain and takes no damage as the material penetrates the skin, forcing it to remain grasped to the handle. While joined with the wielder, the blade’s perverse energies deal unnatural injuries that foul the flesh and stain the soul. When bonded the greatsword is treated as a +1 and all of the damage dealt by the weapon is considered necrotic damage rather than slashing. While attached, the weapon cannot be released or disarmed and the wielder cannot use that hand for tasks requiring any sort of manual dexterity as the hand is considered actively wielding Deathtouch at all times. To sever the bond, the wielder can spend one minute cutting and prying away the fused areas, suffering two hit points of damage per character level (Or 20% of his maximum health or other equivalent amount), or he can take an action equivalent to attacking or casting a spell and use a free hand to rip it off by force, dealing twice that amount of damage to himself due to the sheer amount of lost skin and tissue. —Note: Though Deathtouch only physically bonds with one hand, the wielder must still use both hands to make attacks with it as normal.

25

Demonbone Arc: A composite bow crafted by the Church of Heavenly Light, a sect of fanatic demon hunting crusaders who believed that the ends justify the means and that demons deserved whatever violent fate they got. The weapon was made from bones and sinew extracted from a dozen living demons flayed while suspended from blessed chains as the Church did its grisly work. The bow was specifically to kill demons, and it does the job remarkably well. Those who use the bow become sadistic, carelessly ending life in the name of their cause, and soon seek only the most brutal, violent and agonizing means of achieving their goals. Whether this is due to the corrupting influence of the material from which the bow is made, or from the religious zealotry that went into its construction is an unanswered question. The weapon is treated as a +1 against demons, devils and fiends and such creatures are never considered proficient with the weapon.

26

Drach'nyen: A two-handed greatsword whose guard is golden in colour with the leering face of a demon just above the handle. The ricasso of the weapon has spikes protruding from the sides as well as outward from the blade, and the blade itself is blue with red, tormented faces writhing across its surface. The weapon serves as a physical cage for an ancient daemon of pure, unadulterated malice bound to the sword which fuels the blade’s power. Knowledgeable PC’s are aware that demon known as Drach'nyen was born at the moment of the first murder, the first time a human killed another human outside of the need to survive. The name Drach'nyen (Which can be translated as the End of Empires), is an approximation of the scream of the first murderer and that of the brother he killed. The bearer feels a constant but manageable urge to slay the living and take peace from the earth. The demon rewards those who prove their domination over their own race and if the weapon is used to land the killing blow on a living creature of the wielder’s own species, the weapon glows slightly and functions as a +1 for the next eight hours for that wielder only. The eight hour timer is reset each time the wielder meets the weapon’s demonic requirements. The sword can never be used to inflict non lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, they must choose to kill the enemy.

27

Dùnaidh: A longsword that is truly a sight to behold. A golden dwarven rune inscribed at the base of the blade shines brightly as a candle and roughly translates to “barrier” or “prevention.” Etched deeply into the metal is the golden image of a boar. The hilt of Dùnaidh catches the light from the rune and seems to capture it within itself, glowing golden warmth. A single, perfect emerald is set into the pommel, gently releasing a golden-green aura of light. Two open-mouthed boars’ heads decorate each side of the crossguard. The blade itself seems to be simultaneously gold and silver while only being one or the other at one time, oddly reflecting golden light while appearing silver and vice-versa. The wielder’s every swing leaves behind pale golden streaks for a few seconds. The fuller dives deep and contains sharp ridges resembling a boar’s tusks and teeth every few inches. At the tip of the blade is another dwarven rune, this one roughly translating to “finality.” Dwarven mystics bound the sheer animal force of the charging boar within the blade allowing the wielder to shove aside the weak. Whenever the wielder successfully attacks a target with a lower strength score than himself, he may choose to push that creature five feet away from himself.

28

Edge of Dawn: A heavy greatsword with sinuous, curving lines and an almost organic design, its grip contoured to fit the fingers, the bulbous curves of its quillons flowing into its deep-bellied blade. The Edge of Dawn seems alien, unrelated to anything in the known world. Nor does its material dispel this thought, as the huge battle-blade is formed entirely of a pale golden glassy substance tinted with the merest touch, at blade-edge and raised whorls, of pink and colourless fire. Rippled and textured, particularly in the hilt, sword appears to have been poured … or grown. Though the sword has never revealed itself to be sapient, Knowledgeable PC’s have heard that some wielders of the blade have recorded the sensation of an ancient presence watching their spirits and weighing their actions while they have borne the Edge of Dawn. The sword’s alien form, substance and unique properties suggests to many scholars that it is assuredly an artefact (Or even direct conduit) to the forces that shaped the world. Despite its apparent benignity, the Edge of Dawn may bring more than expected to an unwitting or displeasing bearer. When wielded in combat the greatsword is treated as a +1 but leaves the wielder with the disquieting sensation that an eldritch presence is passing some sort of esoteric judgement over his actions and the next time the wielder attempts to get a full night’s rest there is a 10% chance that the he is tormented by a Random Nightmare and gains no benefit from the rest whatsoever as the wielder’s psyche is punished over an unknown infraction.

29

Embergild: A beautiful longsword, gilded in gold with a blue-black blade and wing-like engravings around the hilt. One third of the way up the blade, the sword has a disc-like pommel engraved with dwarven runes that read “Gold Burns Through Them”. A bearer may lay ten gold coins (See Note) along the length of the blade and meditate on the meaning of the dwarven inscription for ten minutes. At the end of this time, the coins are absorbed into sword and the gold gilding begins to glow red hot. For the next eight hours, half of the damage dealt by Embergild is considered fire damage while the rest is normal for its type and when the wielder lands a critical hit, instead of producing blood, ichor, tree sap, sloughs of undead flesh or other similar substance, the target sheds pure gold droplets. The equivalent of one gold coin per point of hit point damage dealt by the critical hit (In total, to a maximum limit of the amount of hit points the target has remaining), tumbles out of the target’s body and falls to the ground.. —Note: Rather than a flat ten gold, the DM can rule of another flat value, X gold per character level or other reasonable amount.

30

Fandalurian, the Heartwood Rootblade: A Greatsword with a blade made of a teal-tinted metal with multiple runes etched into the flat towards the hilt end. The hilt and crossguard itself have been shaped into the likeness of a great oak tree, with small emeralds embedded into the branches as if to portray leaves, and a large, spherical aquamarine grasped within its roots. When the tip of the blade is held near to the ground, this aquamarine begins to glow, growing brighter the nearer to the ground the blade tips. The wielder is filled with a sense of reverence and utmost respect for the wilderness and the weapon functions as a +1 if the wielder has never personally cut down (Or directly aided in cutting down) a healthy living tree in his life. Whenever a living creature is killed with Fandalurian, the aquamarine in its pommel gleams brightly, and a small tree sprouts from the slain creature, taking root in its final resting place.

31

Fenthras: A longbow whose handle is wrapped in tight, dark brown-black leather. At the cusp where nocked arrows rest against the handle, there is a golden-bronze metallic inlay. The rest of the bow is a curved, verdant green, jungle vine texture as if building on itself in a series of natural leaf scales. Whenever an arrow is nocked it takes no strength to pull back the string as if the bow itself is doing all the work. Arrows fly off at an incredible speed when shot and the bow flexes forward with such intensity that it makes a roaring whooshing sound. Twice per day before making an attack, the wielder can choose to activate the bow’s natural druidic magic, potentially entangling the target. If the attack hits, dozens of brambles burst from the arrow’s wooden shaft, wrapping around the target who becomes restrained by the hard, thorny vines. In addition to the arrow’s wound, the target suffers piercing damage equivalent to a dagger (1D4) and is restrained as if caught in a standard weighted net.

32

Firefly Dagger: A finely crafted dagger whose hilt is wrapped in a tightly woven red rope that is warm to the touch. The end of the dagger has a large bronze bulb and the end. The blade itself is engraved with the image of a flame, which seems to dance as light reflects of its surface. The bearer can mentally command the bronze bulb to glow with a fire coloured light equivalent to a candle or to extinguish itself at will. Only the wielder is able to perceive the light, all other creatures see no additional illumination. Twice per day as an action equivalent to making an attack, the wielder can launch a firebolt from the dagger as a target it can see within 60 feet. To hit the wielder must make an attack roll as if attacking with the dagger vs the target’s armor class and it deals fire damage equal to a greatsword (2d6).

33

Flickering Mirage: A razor-keen, gleaming rapier bearing a hilt wrapped in gold wire. In the pommel is set a many-faceted topaz, and a sunburst picked out in amber ornaments the blade on either flat. The sword is warm to the touch like a stone heated by the light of a summer’s day and the blade is perpetually engulfed in a hazy heat mirage. Twice per day as an action equivalent to drawing a weapon, the wielder may grasp the bare blade, or press their thumb against a tiny barb tucked into the hilt dealing damage to himself equal to a dagger (1d4). When blood is drawn, the wielder shifts in a shimmering heat wave, teleporting up to fifteen feet away to an empty space that he can see and leaving behind a perfect illusory duplicate of the wielder in the space he left. The duplicate copies the wielder’s movements and moves as though it was the real thing. The illusion lasts until it takes any damage or until the start of the wielder’s next turn at which point it fades away.

34

Flux: A multihued longsword that twists and writhes, almost like a snake, and very seemingly with a mind of its own. A small piece of roguestone has been embedded into its hilt, and fractured glyphs adorn the dark leather hiltwrap. With each successful strike in combat, the glyphs pulse and flicker with barely contained power threatening to explode with power and alter the very fabric of reality. On truly remarkable attacks, a small portion of the untamed artifice surges free and causes unpredictable effects. Whenever the wielder lands a critical hit on an attack roll with the weapon, the player must roll on the Wild Magic Surge Table and that effect occurs in addition to the critical hit. While rolling on the table, the wielder is considered the “caster” and the critical hit is considered “spell” for the purposes of the surge. —Note: For D&D 5e players the DM can choose to have the player roll on my homebrew tables of effects on this blog, the published Sorcerer’s Wild Magic Surge table or any other random effect table you can find. Should the player roll on a result that would be grossly detrimental for the campaign (Such as casting Fireball at their own feet resulting in a TPK) the DM should feel free to have the player reroll.

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Frozen Moment: A mace that’s faintly cold to the touch with a hilt wrapped in silver wire. In the pommel rests a domed snowy white opal, and snowflakes picked out in frost agate ornaments the flanges of the head. Knowledgeable PC’s will have heard stories of a peaceful knight who received Frozen Moment as a gift, that he might seize those scant moments in battle to parley and show his adversaries another path. At the first moment of combat the bearer can decide to take a moment and attempt to deescalate the situation, hopefully resolving the fight without overt bloodshed while simultaneously preparing for that grim eventuality. When initiative is rolled, the bearer can forgo his roll and instead choose to go last in the initiative order out of all creatures involved, causing the mace to frost over. When the bearer activates this power his breath becomes cold and icy as he gains the ability to chill his hot-blooded enemies. At the start of each of his turns during that combat the bearer can attempt (As a free action) to persuade, intimidate or bluff other creatures in combat to surrender, escape or follow an otherwise peaceful course of action and gains advantage on that roll. Those that refuse a peaceful option have accepted the consequences and when the wielder has chosen to go last in combat and has offered his foes a non lethal solution, the mace is treated as a +1 until the end of the fight.

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Gilded Gyre: An ornate sling made of carefully stitched leather interwoven with gold thread. Stamped on the outside of the cup in gold leaf is the face of a smiling, pudgy halfling. Knowledge PC’s will have heard the story of Farel Harod, a halfling of some renown who was forced to use ammunition made from beaten gold coins when he ran out of proper bullets during a long dungeon crawl. Surviving the delving, he took the idea to an artificer and they partnered together to create this line of magical weapons, thus ensuring the Farel Harod could retire in peace. The weapon can load and fire silver or gold coins as easily as with as much effect as a typical sling bullet. Should a silver coin be fired, the bullet counts as a silvered weapon for the purposes of overcoming damage resistance and immunities. Should a gold coin be fired, the bullet is treated as a +1. The coins disintegrate upon impact and cannot be recovered. The sling can fire mundane bullets without issue.

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Goresong: A battleaxe forged to resemble two wings, much like those found on a valkyrie’s helmet. As it sweeps through the air, the weapon emanates a distinctive harmonic wail which changes in pitch and tone as it carves through foes. The weapon’s sonic vibrations change match the resonance frequency of its target, causing blows that splinter bone, rupture eardrums and explode hearts. Whenever the wielder successfully attacks a target, the wielder inflicts thunder damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.

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Gryphbane: A well-balanced warhammer, Gryphbane has a spiralling haft of magically-hardened bronze and a grip of blackened iron wrapped in wolfskin. Its head is composed of two stylized predator’s heads of bronze, picked out with gold and silver wirework and the eyes inlaid with amber; out of the gaping, fanged mouths of the beasts protrude the two massive heads of the hammer, cast from iron as strong and polished as fine steel. Knowledgeable PC’s will have heard of the legendary Gryphbane; an ancient weapon belonging to Therex of the Nightwolf House, famous in song and legend as wielded by that chieftain in his battles against the arcane Neu and their artificial servants. Many of the inhuman spell-wielders had the life crushed from them by the hammer’s pitiless blows. The warhammer is treated as a +1 against creatures capable of casting magical spells, as well as animated constructs and all beings summoned or animated by magic. None of the creatures that Gryphbane would be considered a +1 against can wield the hammer properly and are never considered proficient with it.—Note: A DM may rule that innate or racially gained spells and magical abilities do not count towards being a spellcaster for the weapon’s purpose.

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Helshezag: An evil bastard sword with a blade unlike any that has been seen before. It is wholly black, a black so dense that it appears entirely separate from the hilt, like a tear through which the wielder can glimpse the nightmarish depths of space. Use of this evil sword magnifies the warrior’s combat prowess but also drains the wielder’s life force. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.

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Holy Moonlight Sword: An arcane claymore (Greatsword statistics) that attracts the faint light of the nighttime. When blue moonlight dances around the sword, it channels the abyssal cosmos and its great blade swings with a shadowy lightwave. The weapon is treated as a +1 in direct moonlight or starlight and the wielder can see twice as far as normal in moonlight or starlight.

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Horn of the Storm Dragon: A spiralling horn originating from a storm dragon and long enough to be held in both hands and wielded as a pike. The horn flickers with jolts of power and discharges small static shocks on a regular basis and when held, the wielder’s hair stands on end and small arcs of electricity to jump between fingers and strands of hair. When actively being used in combat, the electricity charges and discharges faster as the weapon audible crackles and violently sparks. The weapon’s conductive nature directs lethal jolts of power directly into the target’s body, shocking the delicate nervous system and leaving smoking, flash burned skin. Half of the damage dealt by the pike is considered lighting damage while the rest is normal for its type. Whenever the wielder brings a creature to 0 hit points or kills a creature with a blow from the spiked chain, any damage in excess of that needed to kill or down the creature surges in the corpse and can be redirected. The wielder can immediately choose another creature he can see within 30 feet of the dead creature and launch a bolt of electricity at them which automatically hits, dealing lighting damage equal to the amount of damage left over after bringing the original target to 0 hit points. If this lighting bolt kills the second target, the wielder may repeat the process on a third target (Then forth, fifth, etc) until there is no more excess damage. —Note: A combat example: The wielder hits a near death creature who has 5 hit points, and deals 20 damage. The creature dies at 0 hp and the wilder directs a lighting bolt dealing 15 damage at another wounded creature who has 10 hp remaining. The second creature also dies and the wielder directs another lighting bolt at a third creature which deals 5 damage, leaving the third target injured but alive.

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Ironfoe: A battleaxe crafted from a single, massive block of dark iron, sculpted into a perfectly symmetrical shape. Dwarven runes are carved in relief on its surface, suggesting that this is a weapon of great power. The weapon feels perfectly comfortable in its wielder’s hand, despite its obvious heft and weight. The wielder is able to repeatedly guide the weapon to strike the exact same location, causing increasing amounts of damage. Whenever the wielder attacks, each hit against a singular target deals additional damage equal to the number of successful hits made against the target during this turn. The first hit against the target deals 1 extra damage, the second 2 points, the third 3 hit points, etc. This is added to the attack’s damage and is considered the same damage type.

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Ironheart: A mace made of cold iron, set with heavy, wicked flanges but no core in its striking head, only a small hook. Certain talismans made of fine jewels are designed to attach to such a hook. The simple movement of a single pure gem within the cage of the flanges creates a heavy tolling, like the bells of doom. If a certain type of gem with a value of at least 100 gold pieces is set within Ironheart, half of the damage dealt by the mace is considered the corresponding damage type (See Note) while the rest is normal for its type. The mace’s magic draws upon the different classes of precious stones in unique ways, allowing the wielder to switch between talismans for different effects. Changing out one of the gems within Ironheart for another requires a free hand and an action equivalent to making an attack or casting a spell. When the mace is set with a precious enough stone and is used to land a killing blow on a living creature, the weapon emits a deep loud reverberation and heavy tones remind all those who hear it of the fleeting nature of life and their own mortality. The wielder can then lock eyes with any living creature within 60 feet and cause them to become frightened of the wielder until the end of that creature’s next turn. —Note: The gemstones and corresponding damage types are as follows: Ruby = Fire, Sapphire = Cold, Diamond = Force, Emerald = Acid, Amber = Poison, Topaz = Lighting, Amethyst = Psychic.

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Midnight’s Claw: A greatsword whose blade and hilt forged of one solid length of pitch-black steel, Midnight’s Claw is a massive and yet surprisingly maneuverable weapon. Simply ornamented, the sword’s hilt is wrapped in white wolfskin, the pommel a heavy ring and down the blade runs a series of etchings that resemble a lacework of frost. The wielder experiences a strange unnatural calm while holding the blackened talon, as if all of their empathy, hatred, compassion, rage and all their strongest emotions were locked away behind a frozen wall of objective reason. The wielder acts with brutal rationalism and callous logical reasoning which makes them a nightmarish opponent on the battlefield but an unfeeling sociopath in casual conversation. The wielder is able to use the abominable looking weapon in ways a person with even a drop of compassion never would, manipulating the blade to great effect, landing cruel, maiming strikes. Twice per day when the wielder successfully attacks, the player may select any single rolled damage die of his choosing (See Note) and that die will be considered to have rolled the maximum possible result for that type of die instead of the current result. This must be done after damage is rolled but before it is dealt to the target. Handling Midnight’s Claw leaves the wielder emotionally crippled and while the greatsword is being wielded and for one hour afterwards, the bearer suffers disadvantage on all skill checks involving animal handling, insight, sense motive and all charisma based skill checks. —Note: This affects the weapon’s damage itself AND other sources of additional damage such as sneak attack, divine smite or spell effects.

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Dreadforge Retaliator: A fearsome greataxe with a huge serrated blade, with cruel-looking spikes jutting out from the top and back of the blade. The weapon appears to be orcish made and blessed by shamans attuned to the natural rhythms of the world. The weapon is infused with the spirit of a wild boar that lends its primal rage against any foe that dares harm its bearer. Whenever the wielder is struck by a critical hit in melee, the spirit pours its natural aggression into the wielder who is able to immediately attack any creature within his reach as an attack of opportunity.

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One Foot In The Grave: A heavy pickaxe once owned by the gravedigger of a large cemetery. Its dull grey cast and half rotted leather grip make it look like a poor choice of weapon, despite its serviceable construction. When in possession of the weapon, the bearer’s nose only pick up the scent of freshly turned earth and mildew. At exactly midnight each night, creatures within earshot of the pickaxe will hear the sound of the blade being dragged across a whetstone emanating from this weapon as it sharpens itself to a well-honed point. The digging tool does this without the need for an actual oil stone or lubricant and afterwards an observer will notice that the weapon penetrates tough rocky soil or plate mail armor as easily as a stabbing a hot knife through butter. The supernatural maintenance wears down quickly and it only takes a couple of successful hits before the pickaxe reverts to a respectably sharpened head. After the weapon prepares itself at midnight, the next two successful attacks made with it are treated as if the weapon damage dice rolled the maximum amount possible. Afterwards the damage is rolled normally until the pickaxe can sharpen itself again. If the blow is a critical hit, that damage is also maximized, however other sources of extra damage such as a paladin’s divine smite, a rogue’s sneak attack or spell effects are not affected.

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Orcsplitter: A battered battleaxe that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for “orc,” but the runes are depicted with a gap or slash through the markings; the word “orc” is literally split in two. When in the presence of orcs the bearer will feel uncomfortable and suspicious of their words, actions and goals. If the bearer himself has orcish heritage, he feels a great sense of animosity and unreasonable anger directed towards him from the implement. The weapon is treated as a +1 against orcs and such wielders are never considered proficient with the weapon.

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Oth’noarithvim: A longsword made from iron rendered from the blood of a great red dragon, tempered in magical flames from the charcoaled bones of said dragon and cooled in the fluids drawn from its massive eyes, forging a blade of devout and selfish purpose. The crossguard is set with black horn, the hilt in ivory and the pommel tipped with a smooth conical tooth. Wrapped around the hilt is an oddly pebbled hide cured from the wyrm’s tongue. The scabbard appears to have been shaped, split, hollowed and re-bound from a single great horn. Knowledgeable PC’s will know that the namesake of this longsword is one who seeks treasure hordes that will and must be found. In Draconic runes Oth’noarithvim is etched down the blade and on the other side the phrases “Dragon Born” and “Dragon Bane”. In the language of wyrms there is a difference between seeking something that may be found and seeking something that will or must be found. The longsword is vengeful towards its own kind and is treated as a +1 weapon against dragons and draconic creatures. The covetous nature of dragons still rests within the blade and once per day, the bearer may meditate over the weapon for one hour in order to gain the senses of a hoarding dragon for a moment. At the end of the hour, the bearer is imparted with the direction of the largest collection of precious metals or gemstones that is more than 50 feet away but within a 500 foot radius of himself. The draconic blade imparts the bearer with the direction to the hoard of wealth but not the specific path to take and the heightened senses lasts for only a moment before returning to normal.

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Pale Soul: A scepter (Mace statistics) the size of (And eerily bearing a faint stylized resemblance to) a human femur, carved of a solid length of translucent, white jade. The scepter’s shaft is delicately carved in low relief with curls and arabesques that make up an artistic rendering of a soul. One end is tipped with a sculpted demisphere, the other with a vaguely scroll-shaped finial. In total darkness the weapon glows faintly with a soft pearly light. Pale Soul grants an individual the ability to contend with restless spirits. The wielder can attack incorporeal undead (And similar disembodied spirits) as if they were material creatures capable of being harmed with nonmagical weapons. Pale Soul’s bearer may also use the scepter to perceive incorporeal undead and intangible entities within a 100 foot radius who aren’t behind total cover. This ability takes an action equivalent to drawing a weapon and such creatures glow a faint pearly white to the eyes of the scepter’s bearer.

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Plague Splinter: A longbow made of gnarled and rotten wood covered in irregular patches of sickly moss and beads of dried dark green sap. Any arrow fired from the bow takes on a similar mossy rotten appearance and burns with sickly green glowing light for the round it’s fired. Upon impact the arrowhead shatters into a number of diseased fragments that taint the wound and strain the target’s body. Whenever a living creature damaged by the weapon would be healed (By any source, power or ability whatsoever), roll the amount healed twice and use the lower result. Should the creature instead be healed for a non-rolled amount of hit points, reduce the amount healed by one to a minimum of zero. The target’s body is able to overcome the necrotic splinters fairly quickly and the effect only last until the start of the wielder’s next turn.

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Prismatic Greataxe: A greataxe with a haft of bronze and copper metal, on which five multicolored runes are inscribed in an ancient language. Cogs and gears turn and spin, clicking and whirring noises rise from its center. At the top of the haft is a large gear with five colourful gems. A spectral blade appears whenever the weapon is drawn, in a colour that matches the wielder’s eyes. The glowing, translucent blade takes on a specific elemental or metaphysical quality in to the bearer, instantly changing to match each new wielder. Whenever the wielder successfully strikes a target, the wielder inflicts X damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit. The weapon displays no special function for creatures without a natural eye colour or who lack eyes entirely and creatures with multiple eyes colours can will the weapon to glow and deal damage in either of their natural eye colours. —Note: The X for damage is based on the wielder’s eye colour and associated damage types are as follows: Amber / yellow = Lighting. Black = Necrotic. Blue = Cold. Brown = Acid. Green = Force. Gray = Thunder. Hazel = Poison. Purple = Psychic. Red = Fire. White = Radiant.

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Quiver of Dark Wings: A quiver made of stiffened leather, bound with iron and decorated with fine silver trim. Inlaid into the leather are several runic symbols that appear to show a raven in flight. Inside the quiver are 5d6 crossbow bolts, each of which has a tiny sigil engraved on the head. A bearer can concentrate for a minute while speaking a message of up to 25 words and fire one of the bolts into the air. This process transforms the projectile into a magical raven which is capable of travelling up 50 miles in any direction over the next 24 hours. While concentrating the bearer must specify a location, which he must have visited and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. When the raven arrives, it delivers the message to the creature that the bearer described, replicating the sound of the bearer’s voice. The bird speaks only to a creature matching the description the bearer gave. After delivering the message, running out of time or dying en route, the raven crumbles to dust.

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Razor, the Warrior’s Weapon: A glass-like blade formed of magical force, appearing as a near-transparent sheet of impossibly thin material. When lifted, the wielder can feel a slight mental presence from the sword, urging them to fight, to kill and to win. Shaped like a machete (Shortsword statistics) the enchanted blade is sharpened to the molecular level and it slices through the wielder’s enemies as if they were warm butter under a hot knife. All of the damage dealt by the weapon is considered force damage rather than piercing or slashing damage. Attempting to block or parry the paper thin blade is a hopeless effort and whenever the wielder attacks he ignores any and all defensive benefits that an opponent’s shield would normally provide. Razor has a tendency to open arteries, and sever spines in its victims and it can never be used to inflict non lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, they must choose to kill the enemy.

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Reaper: A slim harvester’s scythe (Warscythe or bastard sword statistics) with a severely angled blade like that of a serpent’s fang. The curving cutting edge is honed to a point fine enough to draw blood with the slightest touch and wisps of dark smoke drift from the pitch black blade. When the wielder scores a critical hit while wielding the scythe with two hands, he can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Furthermore, on a two handed critical hit, whenever the player roll a 1 on a die to calculate the scythe’s damage, they can reroll the die until they receive a result that is not a 1. —Note: This only affects the weapon’s damage die itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.

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Salt of the Sea: A trident made of a green tinted steel that has green algae growing from the prongs, the tips of which have large, reinforcing shark teeth attached. The weapon is constantly damp, drips saltwater intermittently and when grasped, the wielder’s ears pop as if subjected to a drastic change in pressure. If the weapon is completely submerged in saltwater it is treated as +1 for the next hour. When the wielder successfully lands an attack against a kraken or other giant sea creature at least one size category larger than himself, the player can roll the trident’s damage dice twice and choose either result to use. —Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. If your system doesn’t use size categories, the enchantment can function as long as the aquatic creature is at least twice as large as the wielder.

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Serum Katar: A brass punch-dagger (Dagger statistics) with a web-patterned engraved into the metal. The deep grooves connect to a hidden chamber in the handle, where the arcanely preserved venom glands of a number of different mundane and magical creatures await to produce various toxins to suit the wielder’s specific needs. Apart from the standard weakening, numbing or sickening venoms, the dagger contains more exotic natural toxins can render a victim mentally unbalanced, with confused thoughts, paranoid delusions or even leave the poor soul in severe dissociative state. With a successful strike, the wielder can mentally direct one of the glands to release some of its venom which travels along the blade’s grooves and into the unwitting foe. Twice per day when the wielder successfully attacks a creature, he may choose to impose disadvantage on saving throws of one of the target’s ability scores (Such as Strength, Dexterity, Intelligence or Charisma) until the start of the wielder’s next turn. These venoms spoil quickly once outside of their preserving enchantment and does not last long enough to apply to a secondary weapon or to store in a vial.

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Shining Blade of Keljaia: A finger ring of translucent crystal that when closely inspected appears to hold a tiny rippling ribbon of golden flames within its core. When so willed by the band’s bearer (An action equivalent to drawing a weapon), the ring produces a thin blade-like ray of golden fire a foot or so in length. The wielder may attack with this blade as if it was a rapier that deals entirely magical fire damage. On a successful hit, the wielder can choose to do nothing more than superficial damage (Dealing zero hit points), such as to leave no more than a fine slice down the target’s cheek as a warning. The wielder can smother the flame with a thought and the fire gutters out if the ring is removed.

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Snowfall: A two-handed greatsword that feels uncomfortably cold to the touch. The blade and hilt are a single piece of poorly crafted iron, almost as though the forge in which it was born failed to reach a proper temperature. The grip is made of sheets of copper metal while the pommel and cross guard are made from a smooth, polished white marble. The rain-guard is made from a magical pale blue gemstone. The air around the sword is always unusually fresh and crisp though it has no distinct smell. The blade is freezing cold, quite dull and is all but impossible to sharpen. The weapon’s icy magic inflicts rime rimmed wounds that leak slushy, half frozen blood from blackened, frostbitten flesh. When used in combat, the wielder’s hands become coated in a fine layer of frost (Which deals no damage and melts normally) and half of the damage dealt by the weapon is considered cold damage while the rest is bludgeoning damage, as the greatsword cannot be honed properly.

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Soloth’s Bane: A masterfully wrought longsword, the hilt and quillons are a dark, almost black, gray in colour, with the quillons forged to resemble flames capped by curls of smoke. The blade itself is a faint shade lighter, and radiates heat when unsheathed and scalds if touched for more than the briefest of moments. When turned in sunlight, thin ribbons of silver, metallic red, yellow, and orange seem to snake up and down its length, never in the same place, shape or colour twice. Whenever the wielder successfully strikes a target, the wielder inflicts fire damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.

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Sommerswerd: A beautifully crafted broadsword (Longsword statistics) forged from an unknown metal alloy with a golden sheen and enchanted to focus the power of the sun. The blade seems to take it and redirect sunlight similar to the way a glass prism splits light. The bearer can feel the power and heat of the sun tingle over their entire body like a warm embrace. The weapon is treated as a +1 in direct sunlight and half of the damage dealt by the weapon is always considered radiant damage while the rest is normal for its type. To retain its power, the weapon must spent at least seven non-consecutive hours per week in direct natural sunlight, absorbing the solar energy and storing it within itself. If this requirement is not met, the sword’s magic begins to fade and it enters a state of hibernation during which time it does not provide its combat bonuses. To be brought out of hibernation, the weapon must spent a total of eight consecutive hours in direct natural sunlight at which point it returns to normal functioning —Note: Direct sunlight can include shady areas such as under a forest canopy but not areas primarily lit by non-sunlight such as most indoor settings.

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Spear of St George: A knightly lance with a shaft made of polished boreal birch inlaid with silver and tipped with mithral. Its entire length is decorated with ice crystals made of pure blue tourmaline. The weapon is treated as a +1 against dragons and should the wielder be riding a horse or other similar mount, said animal is rendered immune from all magical or supernatural effects originating from dragons such as dragonfear or breath weapons, but not mundane physical attacks such as claws and teeth.

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Squirrel Fangs: A rustic quiver containing 5d6 masterfully made arrows of wood-elf craftsmanship. The arrows are specially fledged with long, narrows grey feathers, their shafts fluted for increased stiffness and weight reduction. The design causes them to be quieter than a whisper and loosing one of the arrows does not break the wielder’s stealth or concealment and the wielder is just as well hidden as they were before attacking. The projectiles each have three razor sharp edges, positioned at an angle. When it enters the body, the arrow rotates, boring in like a screw, mutilating the tissue, cutting through blood vessels and shattering bone. When rolling damage for the arrows, instead of a single damage die when the wielder successfully hits a target, the player instead rolls two dice that equal the value of the original damage die and add the results together. —Note: For example, a normal shortbow that dealt 1d6 now deals 1d4 + 1d2, or a longbow previously dealing 1d8 now deals 2d4. The wielder still only makes a single attack roll for both dice and both damage die are of the same damage type as the original die. For simplicity’s sake, the DM should make a permanent decision on which two dice are rolled.

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Storm Shepherd’s Crook: A long wooden shepherd’s crook (Quarterstaff statistics) carved with runes and sigils that glow with a faint blue light. The staff seems like a druid’s or hedge wizard’s creation meant to serve as a shield as much as a weapon. When held, the bearer’s hair crackles with static electricity, sparks jump between the wood and his fingers and the bearer can never be struck by natural lighting. The bearer is protected from unnatural electricity as well, siphoning away some of the arcane power into a ball of lighting within the curved crook of the staff until it can be released. Whenever the wielder would take lighting damage he can spend an action equivalent to an attack of opportunity to reduce the lighting damage by the equivalent of a dagger (1d4) to a minimum of 0. After reducing the damage in this way, the first time the wielder lands a successful attack with Stormbinder’s Crook before the end of his next turn, he deals a dagger’s worth of lighting damage (1d4) in addition to the attack’s regular damage.

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Sunfire Shuriken: A bag containing a 5d6 shuriken, each made of flat bronze blades with a large copper ball set in the center. They are slightly heavy than normal and the copper balls are always warm and tingly to the touch as if they held arcane evocation potential. Whenever the wielder successfully attacks a target, the weapon releases an explosive burst dealing additional fire damage equivalent to a dagger (1d4) to the creature and all enemies within five feet of the target. This fire damage is not multiplied on a critical hit. The objects are not recoverable after being thrown.

65

Tal’Kierthan Songblade: A smooth, curved scimitar crafted centuries ago by the secretive night elves, who employed special songs in its construction. As a result, the blade constantly chants in a barely audible elven voice that rises in timbre as the weapon engages in combat. The songblade is an elegant weapon and a joy to wield, bathing the bearer in a buoying elven song when brandished in combat. A musician with a trained ear hears a little more from the blade than a layman and is able to swing the sword to perfectly match the rise and fall of the songblade’s pitch, allowing it to reach its full potential. The scimitar is treated as a +1 weapon if the wielder is proficient in the perform skill or is proficient with any type of musical instrument.

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Tallo: A beautifully wrought, blue bladed dagger with a tapered point. Its handle has a shallow pair of snakes twining their way from the blade towards an emerald pommel. The snakes’ mouths clasp the stone at either end. The emerald is capable of absorbing and redirecting magical energies and the wielder can take an action equivalent to making an attack to channel a finite magical resource (Such as a level 1 spell slot, mana points or an encounter power) into the weapon. This causes Tallo to violently hum with power the dagger is treated as a +1 for the next hour regardless of who holds it.

67

Taran Icebreaker: A heavy flail consisting of three balls of blazing blue fire on the ends of black iron chains all linked to a central whalebone haft. The constrained elemental power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Despite its scorching offensive power, the weapon is not hot to the touch, even the azure spheres only slightly warmer than room temperature. Knowledgeable PC’s will have heard that a score of these weapons were originally employed in the far northern reaches of the world for use against the cold-based creatures that live there. All of the damage dealt by the flail is considered fire damage and whenever the wielder scores a critically hit, the weapon releases a fiery burst dealing additional fire damage equivalent to a dagger (1d4) to the target and all enemies within five feet of to the target.

68

Tears of Ivory: A slim, slightly-curved dagger forged with blade and hilt all of one piece of steel, the grip wrapped in plaited silver wire. Inlaid along both sides of its blade are thin, delicately-carved slices of unicorn horn in the shape of a rearing unicorn. The entirely of the object is coated with a thin layer of solidified rubbery magic that spreads the weapon’s strike throughout the target, making it debatably more effective but technically less lethal. The distribution of the force of the blow over the target’s body increases its accuracy, causing even glancing blows to strike true. On the other hand the division of the impact over the target’s being means that there is no singular lethal blow. The weapon is treated as a +1 but all of the damage dealt by it is considered nonlethal / stun. The weapon leaves no visible marks of injury nor will it ever kill any of the targets struck by it. If a target would take damage that would result in death or a near dying state, they are instead rendered unconscious, but stable. Once per day the wielder may take an action equivalent to an attack to press the unicorn horn inlay against a creature with reach activating the horn’s faint remaining power and healing the creature as much as a dagger’s damage (1d4). —Note: Some systems do not use nonlethal / stun damage mechanics and this weapon may be more powerful because of that. In those cases a DM may use their discretion on ruling that certain types of creatures such as undead, constructs, elementals or gelatinous cubes may be resistant or immune to the nonlethal damage caused by this weapon.

69

Terror’s Fury: A scimitar that possesses all the length of a typical two-handed sword. Terror’s Fury is single-edged and slightly curved, with a curving sharpened spur at the root of the blade. The blade’s blued surface is ragged with streaks of cinnabar like streaks of lightning; the quillons and pommel-nut are simple bronze, the grip wrapped in the hide of a tiger. When the weapon is used to land a killing blow on a living creature, the sword emits a deep loud reverberation just like a large gong or heavy bell. The heavy tones remind all those who hear it of the fleeting nature of life and their own mortality. The wielder can then lock eyes with any living creature within 60 feet and cause them to become frightened of the wielder until the start of the wielder’s next turn.

70

The All Seer: A seemingly ordinary longbow at first glance, albeit one that is long aged and wrapped in rotten linens. As soon as the wielder gazes at it for more than a few seconds, he notices that the wrappings are actually quite pristine, and the wood is a fresh, light brown. After holding it for a full minute, the wielder can see thin metal bands along the outer length of the arms that end in tiny purple stones, while the string takes on a pearlescent sheen. The wielder’s sense of focus and awareness are heightened while holding the bow and he gains an instinctual feel for placing accurate shots on small targets. The wielder is able to see in dim light as easily as bright light and when attacking, the All Seer ignores the any benefits the target may have for half cover and three-quarters cover. Knowledgeable PC’s know that the All Seer has popped up from time to time throughout history, seldom within the same century, and never in the same hands. It is reputed to have been used to achieve several impossible shots and deeds of note. No-one knows how, why or when it was made.

71

The Axe of Emperors: A two-handed, double-bladed, starmetal greataxe with a handle made from darksteel. It is obviously magical, even to an eye untrained in such things. Its haft is wrapped in metal strips, with the base of the axe carved to resemble a dragon at rest. In its teeth, the dragon holds a glistening emerald. The other end of the axe appears like nothing so much as a phoenix taking flight, its wings the blades and its feathers the serrated edges of the Axe. In its talons the firebird grasps a zendalure gem of indeterminate value. Finally, there is a large king’s tear gem set at the very tip of the axe, grasped by a tiny hand. Knowledgeable PC’s are aware that this is a historic weapon passed down a long line or martial Emperors who could always be found fighting at the frontlines of their armies. A creature holding the weapon experiences the feeling that they are being watched and judged by the spirits of those who wielded the weapon before him. A bearer may spend ten minutes paying homage to the spirits by humbling himself and making a token sacrifice of his pride by completely shaving his head and face, honouring the previous wielders and asking for their guidance. Once the ceremony is finished the spirits grant their blessing and the greataxe is treated as a +1 for the next eight hours for that bearer only. The bearer must wait at least ten days until they have long enough hair to re-enact the ritual to the spirits satisfaction.

72

The Burning Road: A massive two-handed fullblade, almost too heavy to lift, The Burning Road bears an unnaturally broad blade and a chisel tip. Forged not from any metal but from black basalt, the sword’s blade is shot through with glowing veins of red-hot magma; despite this the sword’s edge is honed as fine as an obsidian razor. Burning Road’s grip is wrapped with rough red leather braiding, and its pommel is decorated with tassels of fire opals and red silk. When used in combat, the wielder’s hands become coated in a fine layer of ashes and half of the damage dealt by the weapon is considered fire damage while the rest is normal for its type. Once per day the wielder can use an action equivalent to an attack to unleash a burning line of fire that scorches the ground creating a hazardous path of embers. All creatures in a five foot wide, 30 foot line originating from the wielder who are touching the ground in that path suffer fire damage equivalent to a dagger (1d4). The ground remains dangerously hot for the next 30 seconds and any creature who steps foot on the path or end their turn on it suffers fire damage equivalent to a dagger (1d4). Creatures can only be damaged by the fire once per turn.

73

The Dead Sword: A longsword made from a large, sharpened bone of an unknown animal, driven through the open mouth of a human skull. The length of the sword has a waved design to it and the single long bone ends in a straight, spiked pommel. The grip is wrapped in human sinew and small bone spikes jut from the skull’s empty eye sockets which serve no practical purpose other than to add to its intimidating look. When the weapon is used to kill, it leaves a seed of necromantic energy in the resulting corpse. This spark of unholy flame can be fanned by conventional necromantic spells if they are cast before the black fire burns itself out. A living creature dealt a killing blow by this weapon, only needs half of the costly material components (Such as onyx gems, rare incense or diamonds) that the spell requires need in order to raise it as an undead creature. This benefit lasts for one hour after the creature is killed, after which it requires the normal amount of materials. Any undead creature animated during this one hour timeframe is considered proficient with The Dead Sword and treats it as a +1 longsword. —Note: For example, if Animate Dead is cast on a corpse and it would normally need an onyx gem worth 50 gp, The Dead Sword’s enchantment reduces that cost to a gem worth only 25 gp for one hour after the creature is killed by the weapon.

74

The Flesh Grinder: A horrific weapon created from nightmare, a Flesh Grinder is alive with malevolence, filled with an unspeakable thirst for blood and flesh. The weapon was born in the bowels of the Abyss, fashioned by demonic hands and infused with all the hate, bile, and violence bubbling up from that dire realm. It has the general size and shape of a greataxe, but in place of a smooth cutting edge, it has a toothy row of jagged barbs. Old blood mixed with dark grease oozes from the barbs, and when the weapon is swung in battle, the serrated edge rocks back and forth to chew through flesh and bone, spewing noxious smoke into the air. The wielder can never use the weapon to inflict non-lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, he must choose to kill the enemy. Twice per day when Fleshgrinder bites into a creature, the wielder can activate its demonic power causing it to release a billowing cloud of smoke that fills a five foot square with dense black mist. The creature’s space becomes engulfed in the opaque vapour and he is effectively blinded but also gains full cover from outside attacks. The dark fog is harmless, causing no injury and dissipating completely at the start of the wielder’s next turn. Whenever the player rolls the maximum result on Fleshgrinder’s damage die (See Note), they can roll that die an additional time and add both results to the total damage dealt. This ability can trigger multiple times per turn but only once per attack. —Note: Like a 12 on a twelve-sided die. This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.

75

The Pale Spear: A strange and esoteric weapon consisting of a dozens of different pieces of material that seamlessly fit together like a deadly jigsaw puzzle. The double-bladed longspear flickers out of phase with the material universe, emitting an eerie and otherworldly howl, when wielded. It is capable of piercing and ripping apart any physical defense it encounters and when used against living matter, The Pale Spear inflicts hideously bloodless gaping wounds on its targets, as the flesh where it struck dissolved into oily smoke. The spear is considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses and half of the damage dealt by the weapon is considered psychic damage while the rest is normal for its type. Due the weapon’s terrible unearthly outcry, the wielder automatically fails any stealth or move silently checks made while in combat.

76

The Pharaoh’s Sentinel: A khopesh (Scimitar statistics) with a beautifully made gold scarab built above the snake shaped handle with glistening red rubies set into the serpent’s eyes. Each swing of the opulent weapon releases a spray of sand in the blade’s wake and whenever the khopesh slices open flesh, the victim leaks sand instead of blood. This weapon was forged for the personal bodyguard of the mighty pharaoh and created so that the Godking would never have only a single guard. Once per day the wielder when the wielder successfully attacks a living creature, the he can choose to summon a gritty defender of the Pharaoh’s will, blessing the air and sand with life as the weapon’s mystical energies gives birth to a miniature sandstorm. The wild elemental follows the wielder’s mental commands (See Note) and feeds on the sand-turned-blood the khopesh draws forth from its enemies. Whenever the wielder successfully attacks a living creature and the sandstorm is with five feet of the target, the elemental regains hit points equivalent to a dagger’s damage (1d4). The sandstorm’s form is unstable and it disperses into pile of inanimate sand one minute after it is summoned or last regained hit points. —Note: The sandstorm acts on the turn immediately after the wielder and the DM can use wolf statistics for the elemental’s equivalent statistics for hit points, attacks, size, etc if no better option is available. At higher levels of play, the statistics of a dire wolf can be used to keep this weapon relevant.

77

The Scarlet Rose: A slim and single-edged rapier of exotic and presumably foreign design. The metal of its blade reflects light like moonlight off water, and on either side, close to the blade’s root, is etched a single blood-red petal. The hand-guard is small, oval and golden, while the hilt is wrapped in braids of white silk that bear small marks like tiny bloodstains, and the smooth simple finial that tips its pommel is golden. The rapier is pristine and any blood that touches the weapon is immediately absorbed into itself, leaving no trace. If the sword is plunged into a freshly deceased creature (See Note) and remains there for at least one uninterrupted hour, it is treated as a +1 for eight hours after being withdrawn from the body. During this time the weapon draws all the blood and general moisture from the corpse leaving it a desiccated husk when it is withdrawn. —Note: The creature should be no more than 12 hours dead, be the size of a wolf or larger and have possessed a blood based circulatory system while alive. The DM’s has discretion on what corpses qualify to feed the weapon’s hunger as some that have died due to fire or bleeding damage or who have been caught in explosions of power, may be too charred, mangled or lack enough blood for the weapon’s liking.

78

The Tongue of Storms: A morningstar with a haft made of charred bone bound with gold plated steel. The head is a lead-filled skull of a shocker lizard with heads of ancient spears and daggers implanted so as to serve as wicked looking spikes. The weapon’s conductive nature directs lethal jolts of power directly into the target’s body, shocking the delicate nervous system and leaving smoking, flash burned skin. When held, bolts of electricity spark and arc between the weapon’s points and half of the damage dealt by the weapon is considered lighting damage while the rest is normal for its type.

79

Thirst: A primitive looking sword that appears to be nothing more than a simple machete. Upon closer inspection, a careful observer will notice a thick vein of black metal running down the back of the blade’s length, ending at the base of the pommel. To the touch, the vein feels colder than the regular metal surrounding it and slightly sunken below the surface. Upon tasting blood, the vein engorges and the weapon grows in power. The weapon is treated as a +1 whenever the wielder or the target has less than half of their total hit points remaining.

80

Thunder Cracker: A whip made of tanned, blue dragonhide braided together with silver thread in an intricate pattern. It crackles with electricity when lashed about, producing a tremendous concussive boom when it is cracked. The weapon’s auditory shock waves are loud enough to splinter bone, rupture eardrums and explode hearts. Whenever the wielder successfully attacks a target, the wielder inflicts thunder damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.

81

Trilobiter: A naturally formed, stone greataxe, older than humanity, carved by countless volcanoes and sharped by eons of ocean waves. Within is a plethora of deep see fossils, the petrified remnants of strange creatures that died long before the first animal learned to breath air and walk on land. This weapon is unbreakable by any means and the bearer feels old and venerable, as if the burdens of all the responsibilities, regrets and consequences in his life weighs heavy on his mind. The weapon is treated as a +1 if the wielder is the oldest intelligent creature within 100 feet.

82

Umbra Bow: A longbow made from solid sunlight strung with tangible shadow. When drawn, the longbow can create its own magical ammunition by using a fraction of the wielder’s energy to transmute righteous or malevolent emotions into physical form. Should the wielder create ammunition from their own force of will, he must sacrifice up to one hit point per character level (Or 10% of maximum health or other equivalent amount) in order to deal additional damage to the target, equal to twice the amount sacrificed. If it hits, all of the attack’s damage is considered either radiant or necrotic (Wielder’s choice). The sacrificed hit points cannot be reduced in any way but the health can be regained as normal. The bow can shoot regular arrows without difficulty and created ammunition evaporates a few seconds after impact. The wielder must choose to sacrifice the health before the attack roll is made.

83

Viper Blade: An ornate Random Sword with a hilt inlaid with emeralds and a snakeskin grip. The silvered blade is always covered in a faint green sheen that knowledgeable PC’s can identify as potent serpent venom. The lethal neurotoxin snakes its way into the target’s veins, coagulating the blood, disabling the nervous system, paralyzing the muscles and necrotizing the once healthy tissue. The wielder feels an unpleasant warm tingling sensation in their weapon hand, as if a fraction of the venomous power has somehow penetrated their skin. The weapon deals an additional +1 poison damage on all damage rolls made with it. The sword’s silver blade though unnaturally processed and alchemically treated, is pure enough to be effective at dealing with undead, lycanthropes and fey creatures.

84

Warsong: A masterfully crafted Roll on "Random Musical Instruments" that is a combination of deadly weapon and melodious object. The apparatus is constructed from extremely resilient materials and the instrument is never damaged as a result of casual use in combat. The instrument acts a focus of the player’s anger, determination and skill, allowing him to channel his musical talent into a shockwave of sound. Whenever the wielder could attack he can instead use the instrument and make a Perform skill check and the result is treated as an attack roll against the armor class of a target within 60 feet. If successful, the instrument deals thunder damage equivalent to a longsword (1d8) plus the wielder's character level (1d8+level). —Note: A combat example: A level 3 wielder makes a perform check of 1d20+5 and gets a 15, which beats a goblin’s AC of 13 and deals 1d8+3 thunder damage.

85

Wayedge: A longsword with a single sharpened edge (Though not curved, as a sabre would be) Wayedge is forged of steel as reflective as water, its lone edge a thin line of burning cinnabar. The sword’s hilt is of twisted cords of copper and black iron, wrapped in white silk; the pommel-nut is a single teardrop of silver. The weapon was fashioned by a master swordsmith and given to a young warrior so that the fledgling adventurer could remain safe and always returns home. A protective magical force surrounds the blade and extends outward sheltering the hands, wrists and allowing the wielder to better make use of the sword to block and parry with. The weapon grants +1 to the wielder’s armor class, defense value, dodge rating or other system mechanic that decreases the chances of being hit with an attack. When the sword is set on the ground and released, Wayedge will stand upright upon its point, swivelling to aim the edge of its blade in the direction of the physical location the bearer most considers “home”.

86

Winterfang: A broad-bladed longspear with a shaft of frosted steel with grips of white dragonhide, and long tassels of soft white fur dangle from the socket of its sapphire-inlaid crystal head. The soft ice-blue light emitted by Winterfang signals its lethal potential towards enemies, who may suffer coldly burning wounds from the weapon’s head and the bitter frost it represents. Knowledgeable PC’s will have heard of an enchanted spear was crafted as tribute to the Winter Court by a cabal of human magic-users, but was never recorded as received by the emissaries of the Fey Court. The weapon is as cold and fickle as the Fey it was meant as a tribute for and although it brims with arctic power, its icy barrage is capricious and unreliable. Whenever the wielder scores a critical hit, the weapon releases a dealing additional cold damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target.

87

Withering Bite: A single-edged, curved and deep-bellied longsword, mottled with a patchy pattern of corroded copper along both sides of the blade. Though the sickly green causes the sword to look almost diseased, it has no effect on the weapon’s integrity. The smooth brassy quillons curve forward like paired fangs and the pommel tapers to a simple cinnabar bulb, while the grip is wrapped tightly in an unidentifiable reptilian hide. The weapon is forged of an edge of frozen darkness, the weapon’s corroded blade leaving slivers of flesh-eating vitriol in the wound, dissolving flesh blood and bone. Whenever the wielder successfully strikes a target, he inflicts acid damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.

88

Zephyr Blade: An incredibly lightweight rapier that seems to almost float in the palm of its wielder’s hand. Gracefully curving lines cover the surface of the silver blade, giving it a feather-like motif and a light breeze constantly surrounds it. The entire weapon is a masterpiece of flowing graceful design, delicately ornate scrollwork and is a tribute to those who made it. Running along its length is a poem written in iambic pentameter, penned in Auran, the language of the creatures of the air. Those who are able to read it, discover it is not much more than a limerick disparaging the filthy land bound creatures and extolling the virtues of those that can fly. The verses have particularly harsh words to say about the incompetence and clumsiness of “groundhogs” and how that in contrast, those that can take to the air are naturally adept in all ways. Any creature who does not have a natural fly speed who wields the weapon finds that they are slightly less proficient than usual at completing their normal everyday task, as if the poem was a warning rather than boast. The rapier is treated as a +1, but while the weapon is being wielded and for one hour afterwards, a bearer without a natural fly speed suffers a penalty of -1 on all of his skill checks.

89

Ashaya Tunir: A delicate quiver of ebony wrapped in translucent silk that hums with a latent energy. Every sunrise, 2d4 arrows with slim golden shafts, delicate fletching and razor sharp, barbed heads materialize within it. The quiver holds thirty arrows at capacity and when full, will not create more. The bright arrows evaporate into wisps of sunlight and fire if they remain outside the quiver for more than ten minutes or after they are shot from a bow. The quiver holds a spark of divine essence which fuels the arrows daily creation. The arrows themselves retain just enough magical power to be considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses. The keen heads of arrows curl backwards into cruel barbed points that can tear into the victim’s flesh. The barbs are not guaranteed to hook in and it’s more chance than skill to land such a debilitating shot. On a successful attack with an ebony arrow, when the player rolls the damage die he must roll a second confirming die of the same sort. If the second die is the same result as the first, the player adds both dice to the total damage rolled. —Note: Combat example: The wielder attacked with a longbow, hits and rolls 1d8 damage. The first damage die (1d8) is an 8 and the confirming die (Also 1d8) is also an 8. Since the rolls match, the wielder deals 16 damage instead of 8. If the confirming die had a result of 1-7, the wielder would deal the original 8 damage. This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. I recommend that the player or DM assign a color system so avoid confusion, for example the first die is always blue and the confirming die is always red. This way both dice can be rolled at the same time to speed the process along.

90

Thunderfury: A vicious bastard sword, crafted from elementium and containing a crackling electrical core that might be all that remains of an elder lighting elemental. The hilt is unusually long, wrapped in black dragon hide and studded with small spikes of black dragon bone. The weapon flickers with jolts of power (Never harmful or distracting to the bearer) and discharges small static shocks on a regular basis and when held this property extends to the bearer as well, causing their hair to stand on end and small arcs of electricity to jump between fingers and strands of hair. When actively being used in combat, the electricity charges and discharges faster as the sword audible crackles and violently sparks. Whenever the wielder scores a critically hit, the weapon releases a shocking burst dealing additional lighting damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target.

91

Sword of Justification: A shining longsword with a silver plated blade emblazoned with a prayer of cleansing to the God of Purity. The ornate crossguard spreads wide combining the blade and the hilt into a large holy symbol of the God of Purity. No matter its circumstances, the weapon remains absolutely pristine, free of nicks, dents, stains, blood, gore and dirt, remaining perfect and pure. When held, the bearer’s mind is filled with thoughts of purification, righteous vindication and cleansing fire. The wielder is imparted with a strong sense of good and evil, the desire to see justice done at any cost and for the corruption of the world purge by the sword. The longsword impervious to mundane damage and never breaks, chips or dulls as a result of casual use and is all but impossible to break or damage as a result of combat, even when targeted by enemies who attempt sundering or weapon breaking techniques. If the weapon is used to slay humanoid creature, the Sword of Justification will cause the corpse to undergo a gruesome metamorphosis. It will contort itself into monstrous shapes, growing horns, fur, spikes tentacles or fangs, oozing black blood, and reeking of sulfur and brimstone. The specific shape varies randomly, but no one looking at the result will imagine it was anything but an evil creature and the original victim will be all but unrecognizable. This is a permanent physical change that can be undone with abilities that dispel magic or break curses. Knowledgeable PC’s will have heard that these swords are sometimes carried by fervent members of holy inquisitions who use them to justify the evil hiding inside the innocent civilians that got in their way and ended up dead.

92

Tears of Blood: A dark and forbidding weapon, Tears of Blood is a spear forged of blackened steel and completely enameled over in translucent, glassy crimson. Its broad, chisel-like head is of the same steel and carved with intricate channels; the razored edges seem perpetually wet with blood which sprays from the weapon in gleaming teardrops when used in combat. The weapon saps its wielder’s vitality but pays back the price in combat with each successful strike. After successfully attacking the target but before rolling damage, the wielder must choose to sacrifice a number of hit points up to one hit point per character level (Minimum 1, or up to 10% of maximum health or other equivalent amount,) in order to deal additional damage to the target, equal to twice the amount sacrificed. This damage is considered the same type as the weapon’s attack and is added together with the rolled damage. The sacrificed hit points cannot be reduced in any way but the health can be regained as normal. Tears of Blood draws out a portion of the victim’s life and feeds it to its wielder when enough blood is spilled. Whenever the wielder kills or scores a critical hit on a living enemy he regains hit points equivalent to a dagger (1d4).

93

Ruby Rod of Asmodeus: A large solid ruby that has been cut into the form of a durable rod (Heavy mace statistics). The ostentatious implement is four feet long and sports an opaline tip that resembles a clawed fist clutching a skull and a jagged bottom that looked like the rod was actually part of something larger and was snapped off. The weapon is covered with the names of good deities, angels and celestials, all spelled in reverse and sullied with black blood. When held, the rod gives off a soft red light and the cursed gemstone forcibly draws energy from the wielder’s mental and physical defenses, worsening his ability to protect himself from harm. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.

94

Snowember: A battle-axe of massive construction with broad, flaring blades, Snowember is unmistakably enchanted. Its haft is of polished steel engraved with running spirals, its grip wrapped in golden scales with tassels of beaded white horsehair dangling from the suspension-loop in its butt. Wickedly sharp, the flared wedges of Snowember’s head are fashioned of a frosted, snowy crystalline substance; either eternal ice or impossibly translucent blue-white embers. A corona of roiling white flames dances endlessly across the blades, warming and cooling all at once, though Snowember deals no damage from its fires unless so desired by its owner. Whenever the wielder successfully strikes a target, the wielder can choose to inflict cold or fire damage (Wielder’s choice) equivalent to a dagger (1d4) in addition to the attack’s damage. The elemental damage is not multiplied on a critical hit.

95

Manyblade: An old longsword, pockmarked with signs of hasty repair. If brought up to the ear a bearer can hear the sounds of past battles emanating from these spots like ocean waves from a seashell. An experienced warrior or blacksmith can tell that this weapon was repaired with metals sourced from other swords and its blade is not dissimilar to a patchwork quilted cloak with countless signs where it has been broken, sheered or shattered and reforged rather than tossed aside. When swung, Manyblade leaves faint afterimages of other longswords as if the blade’s metal carries the memories of all of the past weapons that form its length. Twice per day when the wielder missed with an attack roll, he can focus on the afterimages forcing them to coalesce into physical form for an instant, guaranteeing one of the blades to catch the unsuspecting target off-guard which deals force damage equivalent to a dagger (1d4). The attack is still considered a miss otherwise however.

96

Star of the Sun: A magically-reinforced mace with a star-shaped head of crystal bearing eight spikes caps. The polished steel haft, and the grip is wrapped with golden wire and set with ivory scales. The weapon was forged to be as much of an impressive piece of regalia as a formidable weapon. The bearer can feel the power and heat of the sun tingle over their entire body like a warm embrace. The mace is treated as a +1 in direct sunlight and the wielder can see look directly into the brightness of the sun without suffering any sort of discomfort or damage whatsoever. —Note: Direct sunlight can include shady areas such as under a forest canopy but not areas primarily lit but non sunlight such as most indoor settings.

97

Fulcrum: A thick, heavy, steel crowbar nearly six feet in length, that feels strangely weightless while in the bearer’s possession. The solid chunk of metal can be swung in combat with ease (Quarterstaff statistics) as well as serving as a mundane pry bar. A creature struck by the weapon feels the full force and weight of the heavy steel and the wielder is able to use the crowbar’s natural levering points to unbalance and reposition even the sturdiest of his foes. On the wielder’s turn, whenever he successfully attacks a target with a lower strength or dexterity score than himself, he may choose to push that creature five feet away from himself by spending five feet of unused movement speed for the turn.

98

Amputator: A rapier with a long, thin blade, crisscrossed with dozens of nicks and scrapes. The hand guard is simple in its design, a smooth metal dome protects the wielder’s hands from incoming strikes. The weapon is imbued with a fragment of skill source from an unusually petite half-elf duellist named Sasha Orellum. Knowledgeable PC’s will have heard stories that her short arms always placed her at a disadvantage against her long-limbed opponents and as she couldn’t reach her opponent’s chest before getting hit, she’d aim for the next best thing: their hands. Sasha honed her skills, inventing a fighting style that focused entirely on disarming her foes and became a grand-master fencer in her own right. Using an action equivalent to making an attack or casting a spell, the wielder can attempt to disarm an opponent. The wielder gains advantage on the disarming roll or the target suffers disadvantage to resist the attempt, whichever is better for the wielder. Whenever the wielder lands a critical hit, he can immediately attempt to disarm the target as a free action. Whenever the wielder disarm’s a creature, he is able to slash along the target’s wrists or hands dealing damage equivalent to a dagger (1d4). —Note: If your system doesn’t have rules for disarm attempts use this: The wielder declares the disarm attempt and chooses to make either a Strength or Dexterity check which is contested against the target’s Strength or Dexterity check (Target chooses which ability it uses). If the wielder has the higher result, the target is disarmed of one object they’re holding. If the target wins the contest, there is no effect and the action is consumed without effect.

99

Shard Mace: An oversized mace formed from thousands of carefully assembled the tiny pieces of a silvery metal that hover around an iron rod. The pieces float just barely apart from each other in the formation of a wicked flanged head. Through the cracks a bright glowing blue hue can be seen. The mace’s arcane binding absorbs kinetic force with each swing and it begins to hum with power after a few successful impacts in the heat of combat. Devastatingly strong hits, overcharge the mace causing it to explode outward in an explosion of shrapnel and arcane energy before the shards are quickly pulled back in reforming the mace’s head. Whenever the wielder scores a critical hit, the weapon releases a concussive blast dealing additional force damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target.

100

Shard of Obliteration: A deep, perfectly black longsword with a blade so dark that on observation it seems more like a hole in the air, as if one was staring into the sky on a moonless, starless night. The weapon has its own weak, but constant gravitational pull, drawing objects, creatures and even light towards the void that serves as a blade. The bearer and all creatures within five feet of him have their movement speed reduced by five feet as the gravitational field hampers their mobility. Whenever a creature is slain by the weapon, the corpse is stretched and compressed into long thin strips of spaghetti-like substance that is drawn in and absorbed into the sword, utterly disappearing leaving nothing (Including equipment) behind. The Shard is a double edged sword and should the bearer be killed while wielding the weapon, his body and possessions (Other than the sword itself) are likewise thinned and squeezed into ribbons of dense matter before being consumed by the blade’s power. The wielder can never use the sword to inflict non-lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, he must choose to kill the enemy.