Unique Minor Magic Weapons, 1 (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

Rhitta: A large, seemingly ornamental (Yet fully functional) battleaxe with a blade shaped like a crescent moon, similar to that of a monk’s spade. The symbol of a roaring lion is etched onto the grip of the weapon and the wielder can feel the power and warmth of the sun tingle over their entire body. The battleaxe features two golden protrusions, one larger than the other, with the white tips of a spear, the longer one is in the middle at the top of the weapon and the smaller one is on the opposite of the blade of the axe. The handle is dark blue and it features a golden semicircular guard with four golden outward facing spikes on it. The weapon 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. The weapon must have received at least one hour total of direct sunlight in the past 24 hours for its magic to function.—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.

2

Twinblades: A pair of thin, dark iron daggers, etched with vines, clouds, and wave’s motifs, set with sapphires and emeralds. The hilts appear to be wrapped in twine and when both are held they seem to feel as if that were vibrating slightly. When used as a pair in combat, their spellbound natures seem to resonate with each other, empowering both blades. When dual wielded, dozens of thin, barely visible strands of ethereal power flow from one blade to the other in an overlapping web as if the knives were playing cat’s cradle with each other. While fighting with both weapons, the wielder can react instinctively to cause the strands of weightless, insubstantial energy to form into a solid spiderweb of force for a moment of time. This barrier of arcane might serves as a functional, (If briefly lived) defense allowing the wielder a moment of respite against most attacks. Using an action equivalent to an attack of opportunity (See Note) the wielder may attempt to block an incoming melee or ranged weapon attack, increasing his armor class or physical defensiveness as if he was properly wielding a shield (Typically a +2). —Note: If your system doesn’t use attacks of opportunity use the following rule: Once the wielder attempts to block an attack he is no longer able to do so until the start of his next turn.

3

The Morning Star: A unique whip consisting of a long metal chain ending in a heavy mace’s head on the end (Which deals bludgeoning damage), yet is no harder to wield than an ordinary whip. Knowledgeable PC’s will recognize the house symbol of the Belmont clan etched on the grip of the weapon. House Belmont has stood against vampires and the forces of darkness for generations and the impulse to wage war against evil is bred into their bones. When used in combat by a good creature, the whip functions as a +1 against demons and undead. Whenever a demon or undead creature is killed by the whip, their body explodes from the divine power of the weapon, dealing radiant damage equivalent to a dagger to all demons and undead within five feet of the exploding creature. The whip can sense the true nature of its wielder, rejecting those who have sinned its eyes. A creature who has ever summoned or made a deal with a devil or raised, summoned or commanded an undead creature is never considered proficient with the whip.

4

Ruyi Bang: A rod of black iron (Quarterstaff statistics) adorned on both ends with a single golden ring and decorated along the body with astronomical charts and an inscription towards one tip listing the weapon’s name. The weapon is surprisingly heavy for its looks, as if it is actually far more that it seems. The bearer of the golden hooped staff can mentally command it to change size, causing it to become as long as a pike or as small as a needle. The weapon’s weight is proportional to its form and when needle sized, it can be comfortably carried behind an ear or tucked in the bearer’s hair while traveling. While lengthened to a pike, the weapon still functions as a quarterstaff but adds five feet to the wielder’s reach for the purposes of attacking. Changing the size of the weapon is an action equivalent to drawing a weapon.

5

Bolter: A large, heavy steel shield covered in nearly two dozen spikes making it ideal for bashing enemies and keeping them at bay in addition to the typical protection of a shield. A perceptive PC will notice that the spikes are actually crossbow bolts pointing outward, whose bases are somehow seamlessly sunk into the shield. The wielder can raise the spiked shield and utter the command word (Using an action equivalent to an attack or casting a spell), to activate its magic, causing all the bolts to launch outwards in a barrage of steel. The bearer makes one attack roll as if he had fired a light crossbow and all creatures in a 15 foot cone from where the bearer is facing are pelted with the bolts. The attack is compared to their Armor Class (Or Defense Value, Dodge or other relevant game statistic), then the wielder then rolls one damage roll as normal for a light crossbow and each creature hit takes that damage. After being activated Bolter is treated as a standard shield until the bolts are replaced at which time it can be used as a spiked shield again. A bearer can replace the spikes during a one hour ritual (Which is etched into the back of the armor) in which he slowly sinks 20 crossbow bolts into the shields face. The wielder can sink specialized bolts (Such as silvered, poisoned or +1 bolts.) into the shield to increase its effectiveness, but all 20 bolts much be of the same type or there is no special effect. Bolts launched in this way are destroyed after use and are not recoverable.

6

Vengeance: A wicked dagger carved from the thigh bone of a murderous necromancer, this vile tool now works as a inquisitor’s compass. If the weapon is placed on a flat surface it will point to the closest undead within 100 feet. If there are multiple undead in different locations the knife will simply spin in a constant circle. The weapon is treated as a +1 against undead creatures.

7

Dread Net: A heavy black net made of supple iron wire adorned with skulls carved of ruby that shriek when thrown. A creature restrained by the net has disadvantage on any checks or saves to resist fear effects. A creature who is under the influence of a fear effect has disadvantage on all attempts to break free or escape the iron net. The metal wires are five times are difficult to cut through as a typical weighted net (Five times as many hit points for example) and if cut, the net repairs itself over the course of an hour if wrapped around the fresh corpse (Less than 12 hours dead) of a humanoid who died while frightened.

8

Dwarven Battle Stein: A large heavily battered steel tankard that has been mounted to a metal rod and can be used as a weapon. The stein features a number of wicked flanges and despite its odd design, functions effectively as a one-handed mace. Alcoholic liquids placed in the tankard never spill and the vessel can hold up to one liter when full. If the mace successfully strikes a target while the stein contains alcohol, the wielder may choose to active the weapon’s unique magic. Upon activation, the stein magically empties and both the wielder and the target are treated as if they had each drank half of the stein’s contents. Both creatures are only affected by the stein’s alcohol content and not by other poisons, toxins or allergens the beverage may contain. The stein must be refilled between each activation which typically takes two hands and an action equivalent to making an attack or casting a spell.

9

Truncheon of the Night Watchman: A well made one handed bludgeon (Club statistics) made from polished oak with the phrase “Who Watches the Watchmen?” carved just above the grip. This weapon (Whether it’s called a billy club, truncheon or baton) is the iconic weapon of guards and watchmen, embodying the spirit of those who prowl the night, protecting those who sleep the sleep of the just. A creature worthy of wielding the weapon gains boons to aid them enforce the law in the dark of night. The wielder gains greatly improved low light vision and can see in dim light within 30 feet of himself as if it was bright light and is able to distinguish color and detail under these conditions. Night watchman work long hours during the night and often need to sacrifice sleep during the day to maintain a social life. Eventually the lack of sleep becomes a normal routine and the wielder requires one less hour of sleep per day to be considered fully rested. The Truncheon grants powers and abilities to the wielder at a cost, as those who enforce the law must be always be held to a higher standard. The bearer can carry, but not wield any other weapons with the exception of a quarterstaff, another club, or a single dagger. Furthermore, anytime the wielder would deal a killing blow to a humanoid, the target must instead be rendered unconscious but stable. Lastly, the wielder may not knowingly and purposely violate any local laws set in place by a legitimate authority which have punishments greater than a warning or a monetary fine. The wielder must have the Truncheon in his possession and meeting its requirements for 48 hours before it’s magical effects start to take effect —Note: At the DM’s discretion other weapons (Such as weighted nets, short swords, bolas, crossbows or other weapons commonly carried by local guards) can be wielded while still making use of the truncheon’s powers.

10

Bystander’s Bane: A fist sized, sealed glass orb filled with black and white liquids in a yin-yang design which are kept separate by a thick layer of glass. A knowledgeable PC can identify the liquids as holy and unholy water, essentially the distilled essence of good and evil separated by simple glass. The orb can be thrown as a ranged weapon which shatters on impact, showering a single creature in broken glass (Dealing as much damage as a dagger) and splashing the target with both liquids. The holy and unholy water mix together and deals damage to those who have refused or refrained from taking a moral side. An intelligent, neutral creature (A creature who is not overly good or evil, regardless if they are lawful or chaotic) is damaged by the mixture of holy and unholy water even if they would not normally be hurt by either of them. The mixture of the two divine liquids causes more harm to the target than either of them on their own and a neutral target is takes damage equal to the equivalent of three doses of holy or unholy water (See Note), half of which is considered radiant while the other half necrotic damage, plus the piecing damage from the broken glass. The holy water burns the target with white fire, putting off billowing clouds of pure steam, while the unholy water melts the target with black acid putting off trails of thick acrid smoke which curl downward. If the creature is morally good or evil (Or is incapable of making conscious moral choice such as a construct, animal or mindless creature) the orb shatters dealing damage from the glass but the liquids manage to counter each other rather than finding a mutual target. —Note: In games with no strict alignment or moral code, the DM has final say on what creatures are valid targets for this object. In such games, the orb automatically impart to its wielder which creatures within 30 feet are moral bystanders and thus valid targets so the weapon is not wasted. If there are no stats for holy or unholy water damage in your game, substitute the equivalent damage of three flasks of acid or three Molotov cocktails.

11

Gutshot: A merciless looking bastard sword well suited for the brutally efficient style of pragmatic fighting used by seasoned mercenaries and veteran soldiers. The metal is made entirely of a slate grey steel with a rough boarhide grip. Extremely perceptive PC’s will notice that the oval shaped pommel is actually a sling bullet held in place by a quartet of metal prongs at the base of the hilt as though it was a gemstone in a ring. The bastard sword is able to fire the bullet in tandem with a successful attack in order to deliver a low blow to the target. This underhanded technique is dirty fighting at is finest, though none can deny its effectiveness. Once per day when the wielder successfully attacks a target, he may fire the piece of lead ammunition directly into the victim’s crotch or rough equivalent of one. This is treated as an automatic hit and deals damage as though the wielder had launched it from a sling as a typical attack. Furthermore if the target is a humanoid, the sneaky shot hits a critical area and the victim’s speed is halved until the start of the wielder’s next turn. Once fired the setting remains empty until the bearer places a single nonmagical sling bullet on of the empty setting, which causes the ammunition to merge seamlessly into the sword, becoming the pommel.

12

Nature’s Lash: A functional whip constructed from braided vines that bears a six inch thorn on the end of its length. The bearer can sense that although the weapon is lethal in its own right, its true power can only be obtained by physically bonding with it. The wielder can activate the weapon’s magic with a thought during his turn, taking an action equivalent to attacking or casting a spell. When activated, the weapon’s dried wicker handle springs to life and instantly grows a swarm of roots that burrow into the wielder’s hand. The creature feels an unpleasant amount of pressure but no actual pain and takes no damage as the roots penetrate the skin, forcing it to remain grasped to the handle. Afterwards, the whip feels as if it was a natural extension the wielder’s arm, making him proficient in the weapon’s use if he was not already. The whip is treated as a +1 while bound to the wielder in this way. While rooted to the wielder’s hand, the whip 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 the weapon at all times. To sever the bond to the whip, the wielder can spend two full minutes carefully slicing away the roots where they enter the skin, 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.

13

Crook of the Shepherd: A plain but well-crafted shepherd’s crook (Quarterstaff statistics) that has the symbol of a minor God of herders and farmers carved into the curve of the crook. While a creature has this staff in their possession they feel the protection of the god and gain the sense that they are never truly alone while in the wilderness. The weapon functions as a +1 against animals and beasts, including dire animals.

14

Loudmouth’s Crossbow: A light crossbow fitted with a cone at the end of the barrel that is sculpted to resemble an open mouth. The weapon allows the wielder to mentally bestow their ammunition (As a free action) with a noise or verbal message of their choosing not exceeding six words. The sound can be any noise the wielder can naturally produce and can be as loud as the wielder can yell. This noise plays immediately when the imbued bolt strikes a surface. The crossbow can be used to relay information at a distance, create a distraction, or mislead other creatures.

15

The Spear of Life: An ash longspear made from a still living branch taken from Yggdrasil, the World Tree. The green wood weapon still smells strongly of fresh timber and the forest. After a few minutes of handling, the wielder’s hands become covered in sticky tree sap that seems to perpetually leak from the weapon but never completely covers it or dries up. The small stick of the world tree’s greatness is empowered by being bathed in the life’s blood of a mortal being and bestows a minor blessing to the wielder who provides it such a sacrifice. The blood coating the spearhead turns to tree sap and flows up along the wielder’s arms and body, quickly hardening into a protective layer of bark. This second skin absorbs some of the pains and wounds of battle before falling apart. Whenever the wielder lands a killing blow against a living creature, the wielder gains a number of temporary hit points equal to two hit points per character (Or 20% of maximum health or other equivalent amount), represented by the protective bark-skin. Whenever the wielder would take damage, the bark absorbs it instead, shielding the wielder from harm. If this damage reduces the temporary hit points to zero, the wielder takes any remaining damage. The bark sheds off of his skin when the amount temporary hit points reaches zero or until one minute passes. If the wielder kills a creature while the effect is still active, the amount of temporary hit points and timer is reset, it does not stack with itself. For this ability to function, the dying creature’s maximum hit points must be at least as much as the protective second skin would create, otherwise the spear doesn’t consider it a proper sacrifice and nothing happens.

16

The “Magnificent” Sword of Teleportation: An ornate longsword whose hilt is bound with alternating white and blue strips of cloth. The blade hums and glows a faint blue when the wielder engages in battle. The weapon functions as a +1, however whenever the wielder rolls a natural 1 on an attack roll with it, the longsword teleports itself to an undisclosed location on another plane of existence. The weapon returns to the same position it teleported away from and falls to the ground exactly 24 hours later.

17

Battle’s Thirst: A well-worn greatsword entirely covered in bloodstains of various ages and colors. The grip is leather made from Elven skin, and the weapon has a strong metallic scent to it. Knowledgeable PCs will remember stories of this weapon being forged and wielded by a man cursed by a witch with a craving for murder. The stories vary on exact reason the she cursed him, but the witch’s spell was more powerful than she anticipated, leaving her victim with an eternal curse of unstoppable rage. Murdering a living creature replaced his need of food, water and sleep, nor would he age as long as he kept killing. The curse’s magic seeped into his flesh and bones warping him into a creature of magic and he crafted this sword from the iron of the blood of a tiny fraction of those he had killed. When held, the bearer yearns for the immediate death of living things in his presence (But is not outright compelled to kill) and desires to spill blood at all times. If the wielder grasps the sword in both hands, closes his eyes and concentrates on these feelings (Spending an action equivalent to attacking or casting a spell) he becomes aware of the directions of all living creatures within 100 feet that are below their full hit point total. The weapon then begins to tug in the direction of the freshly spilled blood, trying to take the wielder to the fight they crave. Whenever the wielder lands a killing blow on a humanoid creature, the wielder requires one less hour of sleep the next time he rests (Stacking with itself to a minimum of one hour of sleep), requires one less meal that day (Stacking with itself to a minimum of one meal) and he does not age for the next hour.

18

Axe of Dwarven Might: A dwarven made battleaxe whose sturdy haft glimmers with veins of silver, while the faces of its blades bear images of ancient glories. The weapon is treated as a +1 when wielded by Dwarves and no other species is considered proficient with the weapon.

19

Screaming Blade: An unholy longsword containing the captured, hideous wails of a torture victim. The blade screams these blasphemous profanities whenever it’s drawn. This discordant noise grants the wielder advantage on intimidate checks but causes him to automatically fail all stealth or move silently checks. Furthermore, all those who can hear the screeching (Including the wielder) have disadvantage on perception checks and the disturbing noise imposes disadvantage on concentration checks to nearby creatures. The profane cacophony imposes these negative effects on creatures within 60 feet of it, although it can be faintly heard past that area.

20

Blade of the Risen Sun: An iron khopesh (Shortsword, longsword or scimitar statistics, DM’s choice) bearing the symbol of an ankh within a blazing sun etched on the weapon’s grip. Whenever the wielder regains quickly health, he feels an overwhelming rush of strength and vigor as the weapon harmonies with the sudden rush of vitality, becoming empowered in its own right as it’s sheathed in magical fire. If the wielder has regained more than 1 hit point per character level through any source or means (Or 10% of his maximum hit points or other equivalent amount) since the start of his last turn, the weapon is treated as a +1 and half of the damage dealt is considered fire damage while the rest is normal for its type.

21

Bone Breaker: A mace made from a human femur that has been enchanted with primitive necromantic magic making it as strong and durable as steel while remaining as light as bone. A creature wielding the mace can feel the necromantic magic drain the durability from the bones of its victim’s to supernaturally empower the wielder’s body. Once per round when the wielder successfully damages an enemy with a skeletal structure, he can choose to reduce the target’s maximum movement speed by five feet and grant himself advantage on all checks made to resist being moved against his will. Both of these effects last until the start of the wielder’s next turn.

22

The Lotus Blade: A spellbound katana that was bestowed upon an ancient noble family known for their honor, trustworthiness and fair dealings, by a young God of Thieves, Lies and Trickery. Both sides of the blade are engraved with cherry blossoms which faintly shimmer with a reddish aura. As long as the blade is within 30 feet, its owner can will it to dissolve into a cluster of luscious pink petals that fly directly to their owner and instantly reform the katana in his grasp. This process takes an action equivalent to drawing a weapon. The katana considers its owner to be the last creature that spend one uninterrupted hour of mediation over the blade in a quiet area next to naturally running water.

23

Trailblazer’s Compass: A heavily worn machete (Short sword statistics) which imparts its wielder with the direction of the nearest maintained road. Knowledgeable PC’s will know that these blades are a form of status symbol and rite of passage for trailblazers and pathfinders, who will continue to cut, widen and clear their trails until the machete’s magic “recognizes” it as a road and therefore acknowledges it as legitimate. The tool also serves a practical purpose for defense against wild animals and bandits and to return to their own trails if they ever become lost.

24

Honor’s Face: A double-edged battleaxe with a haft of strong, polished wood, bearing Dwarvish runes along its length that spell out the name of the weapon, “Honor’s Face”. The blades edges are perfect and the steel used to create the head is highly polished to a mirror surface that can never be marred in any way. The mirror-like blades will only reflect the images of honorable individuals and those without honor will never be able to see their reflection in its surface. Regardless of good or evil predispositions, a wielder of lawful alignment treats the weapon as a +1. The weapon automatically repairs itself up to a rate of 10% of its maximum durability per day as long as all of its pieces are touching. Even if the weapon shatters into hundreds of pieces, it will perfectly reform in ten days’ time if the shards remain bundled together.

25

The Symbol of the Forge: A cross peen hammer that bears the image of the Goddess of the Forge on its face, the tool can be used as a holy symbol. When wielded in times of violence, this blacksmith’s tool glows red hot, instantly reforging itself into a warhammer (Taking no action and dealing no damage to the wielder) and causes the bearer to speak in a ringing, metallic voice. The wielder’s attacks become powerful and unfalteringly like those of a seasoned blacksmith, capable of hammering relentlessly from dawn to dusk. Instead of a single damage die when the wielder successfully hits a target (See Note), the player instead rolls two dice that equal the value of the original damage die and add the results together. The warhammer returns to its tool form once the weapon is released. The bearer gains an almost instinctual insight over metalwork and is blessed with the memories of serious blacksmithing failures the previous wielders experienced using the hammer and how they’ve learned, grown and started anew. Whenever the bearer uses hammer as a tool while making a blacksmithing (Or general metalwork) craft check and would roll a natural 1, he becomes aware of the mistakes as he creates them and can start over instead of critically failing the task. The bearer can instead can either attempt the craft check again from the beginning or stop entirely and try later. The bearer still loses any time invested into the first check (Which can be days or weeks for larger projects), but is able to salvage all of the material components so that they can be used for the subsequent attempt. The Goddess expects worship from and loyalty from her followers and the hammer’s magic only functions for bearers who have prayed to Her in earnest for at least one hour within the last 24 hours. —Note: For example, if a normal warhammer deals 1d8 damage wielded in one hand and 1d10 in two hands, The Symbol of the Forge deals 2d4 and 1d4+1d6 respectively.

26

Nightbringer: A broad, heavy mace with a black oaken handle and a head of solid, blackened steel, trimmed in gold. The weapon leaves trails of inky blackness in the wake of its swings that dims the very air around it. The weapon’s lightlessness spreads on contact with an enemy and a creature struck by the weapon sees only darkness in every direction that is more than 30 feet away from himself. This effect lasts until the start of the wielder’s next turn.

27

Flamberge of the Vindictive Duelist: A specially crafted bastard sword with a wavy blade, resembling a tongue of flame in shape. When parrying, the undulating sword creates unpleasant vibrations which are transmitted into the attacker’s weapon. These vibrations make it difficult for opponents to maintain their grip and the wielder gains advantage on checks (Or the target has disadvantage, whichever is better for the wielder) made to disarm an enemy while using the sword. Whenever the wielder scores a critical hit, he may choose to forgo the additional damage granted by the natural 20 to instead use the sword to disarm the target, which causes one object of the wielder’s choice that the target is holding to drop to its feet. The blade’s unique shape allows it to cut the victims’ internal flesh into small shreds and whenever the player roll a 1 on a die to calculate the weapon’s damage, they can reroll the die until they receives a result that is not a 1 (See Note). These wounds are difficult to heal and in grim cases, the victim may suffer infection and die a terrible death even if they survive the initial wounding. The sinuous flamberge is feared as a weapon of anguish and those of goodwill may refrain from its use. The wielder must have practiced with the sword for at least one hour in the past week in order to remain accustomed to the vibrations and be considered proficient with it. —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. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.

28

Stiletto: A distinctive shortsword most often used by mercenaries as a sidearm to finish off a fallen or severely wounded heavily armored opponent. The weapon is small, light and easily handled with finesse, forcing the wielder to use their dexterity modifier rather than strength to determine their attack and damage bonuses. The needle-like blade can easily penetrate most mail or find its way through gaps in plate armor and is narrow enough to smoothly pass through the eye slits of the helmeted knight. A severely wounded opponent, who is not expected to survive, can be given a “mercy strike” using the blade. Even unscrupulous mercenaries have a semblance of battlefield honor and many would choose to mete out (And receive in turn) a quick, clean strike to the brain or an artery and die in a minute, rather than spending hours of agonizing pain, slowly succumbing to an abdominal wound. When the wielder successfully lands an attack against a prone target (Or one that is stunned, unconscious paralyzed, or otherwise helpless, as per the DM’s discretion) with less than half of its total hit points remaining, the blow is considered a critical hit. The blade trades durability in return for pinpoint accuracy and when the wielder rolls a natural 1 on a hit with this weapon, they must roll an additional 1d4. If the roll is another natural 1, the fragile blade snaps in half and is unusably broken.

29

Volcanus, The Magma Blade: A longsword that appears normal while secured in its obsidian sheath. Once drawn, the blade is revealed to be composed entirely of slowly-cooling, molten lava, somehow held in the shape of a blade. The enchanted sheath perfectly insulates the sword while it is stored, entirely containing the blade’s heat and light, however once drawn the glowing magma retains its heat and power for only five minutes before cooling and becoming inert. Sheathing the sword reduces its heat and power by 30 seconds. While hot the longsword is treated as a +1 and half of the damage dealt by the weapon is considered fire damage while the rest is normal for its type. After the five minutes of heat has passed, the magma cools into smooth stone losing its special properties and is only usable as a crude blunt instrument (Club statistics) until it is recharged. The weapon is enchanted to slowly absorb heat which makes it complexly immune to fire and will fully recharge itself if engulfed in heat or flame equivalent to a campfire (Or five torches, a furnace, cooking oven,etc) for one uninterrupted hour. Once fully heated, the sword can remain in the sheath for months without losing a minute of usable heat as long as it isn’t drawn.

30

Starfall: A longbow made of a flexible dark glass strung with silver wire that, altogether weighs only one pound. The night sky is perpetually visible through the glass, as though the earth and its contents weren’t in the way. The bearer can see portents in the sky each night, as if the pale light of the moon and stars were sending them cryptic messages. The bearer can feel the power within the weapon and perceptive wielders will notice the strength of the power fluctuates. It seems to be stronger while the moon is waxing and nearly hums with power during a full moon. It feel weaker during a waning moon as if it was gradually losing strength until it’s power is barely perceivable at all during an empty moon. Regardless of the actual state of the night sky, the longbow is treated as a +1 in direct star and moonlight and the wielder can see twice as far as normal in star and moonlight. Arrows fired from the bow glow faintly and leave a faint tail, resembling shooting stars.

31

Braided Quarterstaff: A magical quarterstaff made of a tightly-knit length of braided rope. On the bearer’s turn he may use an action equivalent to making an attack or casting a spell to cause the weapon to become a 50 foot length of silk rope or to turn the rope back into a staff. The rope is not magically strengthened and any damage or wear to it will carry over to the weapon when it’s shifted back. Furthermore, the quarterstaff gains one Random Masterwork Weapon Bonus. ---The Masterwork Bonus = Roll on "Masterwork Weapon Bonuses"

32

The Wretched Impaler: A longspear with engravings that run the length of its elegant, jade colored, metal shaft, depicting great plagues of history and the suffering of peoples during the epidemics. The head of the spear has a wide tip, dripping with an unknown dark orchid ooze atop the razor sharp point. The weapon gives off a faint sickly scent and half of the damage dealt by the spear is considered poison damage while the rest is normal for its type.

33

Sacred Avenger: A warhammer with a head of worked granite resting on an oaken shaft bound together with bands of iron and bears the holy symbol of the God of Retribution assembled from broken shards of stained glass. The weapon was crafted and blessed by an order of holy knights, made entirely from materials taken from an ancient, defenseless temple that was ravaged by evil forces who slaughtered the peasants and farmers taking shelter inside. The weapon fills its wielder with a zealous determination to protect the innocent and slay the wicked. The warhammer continues to channel the blessings of the paladins into its blows and half of the damage dealt by the weapon is considered radiant damage while the rest is normal for its type. Although the temple was razed and its worshipers butchered, their faith in the protection of the humble wood and stone still courses through the object despite the sanctuary’s destruction and the rebirth of some of its parts into this implement of battle. The warhammer extends to the bearer the protective faith of all those who ever set foot into the temple to pray. The bearer is always considered to be standing on hallowed / sacred / holy ground for as long as the weapon is on their person. Those of cruel intentions who pick up the weapon are filled with revulsion and guilt over their actions and can hardly bear to carry let alone wield the warhammer. Evil creature are not considered proficient with the weapon and never benefit from its protection.

34

The Blackhorn: A masterfully made halberd that is as much a physical embodiment of its creator’s ancestral heritage as much as it is a tool of battle. The six foot tall, thick oaken shaft is completely covered in carvings of the names of noble Minotaurs who fell honorably in battle defending the safety of their tribe. Where the wielder’s hands would naturally hold the weapon are two names larger than any other that are slightly raised up from the wood rather that carved into it. A wielder who grips the halberd tightly can feel the names “Seoris Toughstep” and “Kuope Stormroar” press against the flesh of his hands. The weapon’s notched head reminds an observer why the halberd is called a ‘poleaxe’ as the blade seemed to be little more than a slightly modified battleaxe blade, expertly mounted to the shaft. Resting behind the worn blade lies a weathered Minotaur horn that serves as the top spike whose point curves slightly forward over the blade, always towards the enemy. The majority of the horn is stained with various layers of dark polish, soot and old murky blood making it pitch black in color. Etched into the base of the horn lies the name “Crete Blackhorn”. The wielder always feels a touch homesick for the lands of his ancestors and the advice, traditions and wisdom of relatives long since passed away. Despite the longings of the past, the wielder is comforted by the knowledge that his forbearers are watching over him and that regardless of where he wanders, he never truly walks alone. The weapon is considered a +1 when wielded by Minotaurs. Once per day, the bearer can spend a few moments in quiet concentration to let the guidance of his ancestors flow through him, granting advantage to any skill or ability check regarding knowledge, history or memory.

35

Plague Flail: A heavy flail whose many heads are the shrunken skulls of plague victims, its chain crafted from knotted and desiccated entrails and its shaft a yellowed femur. Pestilence hangs heavy about it still, ever seeking to escape and infect new victims. A living creature damaged by the weapon is immediately stricken with virulent contagions which hamper the body’s ability to recuperate. Whenever a creature damaged by the flail 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 supernatural pathogens are short lived and the effect only lasts until the start of the wielder’s next turn.

36

Heartcutter: A simple, unembellished longsword save for the large gem under its thin crossguard, the color of blood on snow. Heartcutter is not sapient; however, the crafter who fashioned Heartcutter was quite good at fashioning swords. The first time Heartcutter’s bearer uses it in battle with enjoyment, the wielder can feel a tremendous outpouring of love and affection from the sword directed towards the wielder. If Heartcutter is used to purposely kill someone that her beloved wielder truly loves (DM’s discretion), she is permanently treated as a +1 for that wielder alone. This process can be repeated with any number of wielders who are willing to make the sacrifice.

37

The Primeval Club: A gnarled great-club bound in cracked leather and infested with spiders and slugs. Though unimpressive in appearance, the weapon was made from a bough of the legendary corpse-tree blessed by the God of Rot’s fell touch. The club has been stained red with blood since the dawn of civilization and is the bane of all order and hope. The weapon is treated as a +1 when wielded by a creature of chaotic or evil alignment. Those who defy the brutal and selfish laws of nature and who try to rise above their stations as petty animals cannot wield the mighty weapon and creatures of good or lawful alignment are never considered proficient with the club.

38

Hellfire Crossbow: A large heavy crossbow constructed from a reddish, perpetually warm, ore mined from the Nine Hells interwoven with mithral to make it lighter and easier to wield. The body and head of the crossbow has been forged in the visage of an Infernal Dragon with four large horn-like spines sweeping back from its brow and temporal ridges. Each time the weapon fires, the dragon’s maw releases a belch of flame and smoke along with the launch of a slightly molten crossbow bolt that splashes its target in liquid iron. Half of the damage dealt by the weapon is considered fire damage while the rest is normal for its type. Twice per day, the wielder can whisper a curse in infernal while firing the crossbow, causing the dragon’s head to discharge a larger cloud of billowing smoke that fills the five foot square in front of the wielder with dense black mist. A creature within the cloud becomes engulfed in the opaque smoke 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. This creates a protective smokescreen for the wielder to duck into or hide behind and be relatively safe from attacks.

39

Gorehowl: A battleaxe with a sharply curved head, with an intricate series of grooves in it. The weapon is massive, well worn, and permanently stained with old blood. Its wickedly curved blade has two notches in it, and many small holes in the head near the handle. When swung, the notches causes the battleaxe to “sing” its own battle cry which gave the weapon its name. The sound keens over the battlefield, magically strengthened and imbued with otherworldly power causing half of the damage dealt by the weapon to be considered thunder damage while the rest is normal for it’s type.

40

Hvedrunger: A fullblade made entirely out of a nigh indestructible metal and as such, the material is unworkable and was made into a sword as it was found. The weapon itself is unwieldy but incredibly sharp. Black in color, it looks like it was ripped straight from bedrock in parts, except for the edge which is slightly silver colored. Although extremely heavy and incredibly hard to wield, it can cut through anything so long as the wielder is strong and skilled enough to swing it without injuring themselves. The sword is indestructible and its form cannot be physically damaged, altered, transmuted or changed in any mundane or magical fashion. Whenever the player roll a 1 on a die to calculate the fullblade’s damage, they can reroll the die until they receives 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.

41

Magebane: A weighty mace forged in the embers of a hundred captured spellbooks and tempered in the blood of a dozen mages. The weapon hungers after magic in all of its forms and is treated as a +1 against creatures who are capable of casting magical spells. If held by such a creature, the weapon writhes, vibrates and shoots out little static shocks making it impossible to effectively wield and creatures who are capable of casting magical spells are never considered proficient with the weapon. —Note: A DM may rule that innate or racially gained spells or magical abilities do not count towards being a spellcaster for this enchantment’s purpose.

42

Mind Eater: A translucent Roll on "Random Sword Table" with blue veins running up and down the blade’s length. The weapon craves the thoughts and feelings of its victims and the wielder can feel the blade’s semi-sentient desire to consume the very idea of conscious thought. The sword’s psionic power consumes its victim’s very psyche, eating their ego, gobbling their genius and imbibing their intellect. Half of the damage dealt by the weapon is considered psychic damage while the rest is normal for its type. A creature who takes psychic damage from the weapon is dealt a direct blow to their mind and the victim suffers disadvantage on all intelligence or memory based checks for the next minute. The sword’s hunger is all consuming and it doesn’t spare its wielder who also suffers disadvantage on all intelligence and memory based checks while the blade is wielded and for one hour afterwards.

43

Patience: A shining silvery warhammer engraved with a complicated tribal pattern. The handle has the phrase “Wait for your time to strike” engraved into it in Dwarvish. When initiative is rolled, if the bearer chooses (Before rolling) to go last in the initiative order, the pattern on Patience’s head begins to glow a dull red and it is treated as a +1 weapon for the bearer until the end of combat. Knowledgeable PC’s will recognize the weapon as an important part of dwarvish history. Thurdan Longhaft, king of the Dwarven city of Dhag Doruhl, had this weapon made for his son Rordan after a disastrous defeat in the Battle of Deepwell. Heedless of his comrades, Rordan charged alone into the fray, losing an eye and nearly being killed by orcs. Thurdan hoped that the gift would help teach his son that sometimes a little Patience goes a long way.

44

Storm Chakram: A black leather bandolier decorated with a blue and white lightning bolt pattern that contains a dozen identical chakram. The throwing weapons have quality leather handles, surrounded by circular metal shaped in a lightning bolt motif. When a chakram is held to an ear, the wielder can hear the faint sound of a thunderstorm. When thrown, the flying blades take naturally to the air, as if greeting a long lost friend. The chakram strike with the force of a thunderbolt, leaving a smoking, flash burned target. Half of the damage dealt by the weapon is considered lighting damage while the rest is normal for its type.

45

Windvane: A silver longspear set with dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the archomental Prince of Evil Air and the tiny fragment of his essence influences the bearer, encouraging him to act in a mercurial and unreliable fashion. A long term bearer may discover his personality changing, finding that he is more likely to break his vows and plans and that duty and honor mean nothing to him. The bearer is never forced to act on these feelings but so long as he carries the weapon he may be swayed by its influence. The spear is not without benefit however and the shred of the prince’s pure elemental power trapped within it carries the chance to spawn more of its kind. Whenever the wielder scores a critical hit with Windvane, the very air is impregnated with life and the primal energy gives birth to a miniature tornado. The newborn whirlwind considers the wielder its lord and attacks the last creature to have harmed the wielder. Sadly, the elemental’s form is unstable and it dies after one minute if not slain first. —Note: The elemental 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 larger elemental or dire wolf can be used to keep this weapon relevant.

46

The Whirling Blade: A finely crafted glaive that boasts a lighter-than normal, unnaturally sharp blade affixed to a slightly embellished shaft of blonde wood. When held, it feels lighter than expected, and when swung, the momentum allows the wielder to effortlessly flow through combat, finding targets with ease. The glaive’s light weight allows the wielder to react quickly to new targets and the wielder can make an attack of opportunity against an enemy that first enters his reach. If the wielder can already make attacks of opportunity against enemies that enters his reach, he gains advantage on the attack rolls. Knowledgeable PC’s will have heard a folk tale that the glaive was once wielded by a local hero who single-handedly held a narrow mountain pass against invading gnolls.

47

Blade of Mammon: An enticing Roll on "Random Sword Table" whose blade is made of blood red glass that bends and flexes with ease. The hilt is obsidian, and the pommel is carved with a caricature of a devil with ruby eyes, and a broad open mouth, wide enough for a gold coin. If the bearer should place a gold coin into the devil’s mouth (Taking an action equivalent to making an attack or casting a spell), the fiend’s jaw closes, sealing the pact and causing the weapon to be treated as a +1 for the next five minutes. There is no limit to the number of coins the devil can be fed over the course of a day and each coin placed in the fiend’s mouth disappears and is not recoverable. Knowledgeable PC’s will recognize the species of fiend as one that serves the arch-devil of greed and avarice; Mammon. Those PC’s will know that the sword seems to be a straightforward, if simple contract between the wielder and Mammon of money in return for power. —Note: If one single gold piece seems too low, the DM can rule that the mouth can fit five or ten gold pieces or a single platinum piece worth X gold. A DM could rule that any item of value could be placed within the mouth in a pinch. The bearer might have to sacrifice a large pearl worth 100 gold for only five minutes of power if he has no better options.

48

Ice Dancer’s Rapier: A rapier that resembles a long, thin icicle with a finely made basket hilt of silver and opal. Despite its delicate appearance and icy materials components the weapon is amazingly resilient and the sword is five times more durable than normal, 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. When swung, the blade trails curls of crystalline fog behind it and leaves blackened frostbitten wounds. Half of the damage dealt by the weapon is considered cold damage while the rest is normal for its type. Knowledgeable PC’s will have heard of this weapon’s creation and that is was forged, without heat, by a master of arcane craftsmanship. As the final step, it was quenched by being thrust through the heart of a white dragon, imbuing it with powerful ice magic and ensuring that the blade would never break or dull. —Note: Depending on your game system the weapon may either have five times as many hit points or have a greatly increased hardness or damage reducing quality. If there is no existing system in place and weapons simply break or do not break as a result of damage, consider giving the weapon five “charges” or “lives”. Each time it would be broken as a result of damage, it instead remains fully intact but loses a life or charge and it is destroyed when all five have been used up.

49

Gore Thirster: A monstrous cleaver (Greataxe statistics) of dark metal whose pitted and stained surface sweats beads of blood. Within Gore Thirster’s crudely forged metal is bound a demon of rage and slaughter whose hunger for blood is without limit. Those who wield this tool of atrocity find their senses overlaid with the red rage of the thing bound within, and to master Gore Thirster they must overcome a fearsome will focused upon murder and destruction. The demon bound within is never satisfied with the bare minimum of pain and suffering and whenever the player roll a 1 on a die to calculate the weapon’s damage, they must reroll the die until they receives a result that is not a 1 (See Note). The wielder can never use Gore Thirster 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. The fiend sparks a fiery bloodlust in the wielder but a creature who is already capable of inciting a primal frenzy in themselves, finds their battle prowess demonically magnified. A wielder who is raging, frenzied, rampaging or under a similar status effect treats the weapon as a +1. Gore Thirster allows itself to be wielder by neutral and good mortals as well as evil ones, in the hopes of corrupting and collecting souls for its archdemon master, however it never allows itself to be wielded by ordained mortals who serve Gods of grace or moral ambiguity. Non-evil creatures who are capable of casting divine magics (Such as clerics, paladins or most druids) are never considered proficient with Gore Thirster and take one point of psychic damage from the demon’s spite fueled hate whenever they make and attack with the weapon. —Note: Rerolling the damage only affects the weapon’s damage die itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.

50

Tatsumasa: A sizable katana with a hilt crafted from lapis-lazuli and inlaid with polished pearl carved in the shape of a twisting dragon. The bearer can hear the faint hum of electricity coming from the sword, and when it strikes a target, lightning runs down the length of the blade. Half of the damage dealt by the weapon is considered lighting damage while the rest is normal for its type. The bearer gains the ability to telepathically communicate with any dragon within 100 feet of themselves as long as they are wielding the katana. The blade detests those who have ever aided in the death of its kin and creatures who have personally killed or aided in the death of a dragon are never considered proficient with the weapon and cannot make use of its power. Knowledgeable PC’s are aware that legends are split on whether there is only one Tatsumasa or several, but each story claims that the blade of the sword is made from one of the fangs of a mythical blue dragon, slain long ago.

51

The Last Mercy: A military issue longspear that looks like it has seen more than its fair share of death and has been carried into battle by countless unknown soldiers. The emblem of a well-known mercenary company is etched on the grip of the weapon. Over its long history of near constant use, the weapon has taken on a small measure of the shared feelings of bitterness and cynicism of its many wielders. The bearer develops a sense of gallows humor over the prospect of death and is able to accept the idea of a grim and violent end with a final laugh and spit in the eye of whatever devil has a claim on their soul. The bearer will still fight to the bitter end against hopeless odds to save their own life or that of an ally but the wielder knows that with his last breath he will great death as an old friend and finally be able to rest from the aches and scars of countless battle that line their skin and haunt their dreams. If a creature is dealt a killing blow from this weapon, their body does not rot or decay in any way for seven days and during this time the body cannot be made into an undead. The effect also extends the time limit on raising the target from the dead and days spent under the influence of the weapon’s effect don’t count against the time limit of spells such as raise dead. Should a creature be killed while actively wielding the weapon, their body is also affected in the same manner. Knowledgeable PC’s will have heard stories of mercenaries companies who give weapons such as these to soldiers who man the back lines (Typically green troops that are still in training, veterans who are too old or infirm for direct combat and the walking wounded who may be close to death themselves) and patrol the battlefield dealing final killing blows to the mortally wounded. A simple thrust of the sharp spear through the neck, eye or heart will allow the downed combatant to die quickly, sparing further anguish without even requiring the wielder to bend over. A soldier’s mercy of a quick end compared to hours or days of agony dying slowly to gut wound or a gangrenous lesion. This added enchantment allowed the fallen of the mercenary company to be taken care of without risk of infection or disease relating to rotting corpses and prevented their enemies from raising any of the dispatched soldiers as undead to be used against them. Some of the more unscrupulous companies were even known to ransom the preserved corpses of higher ranking soldiers or dead nobles to the highest bidder.

52

Hunter’s Companion: A weathered harpoon (Javelin statistics) made for seal hunting, strung on a 50-foot sinew cord. The harpoon grows extremely warm to the touch and emits small clouds of red vapor when the bearer is within 30 feet of thin ice that would break under his weight. The weapon functions as a +1 against animals and beasts.

53

The Spear of Radiance: A beautifully crafted longspear fashioned from two different branches of wood, twisting and merging together to form a single intricately woven shaft. At the tip of the weapon where the rosewood and white oak end, rests a pearlescent unicorn’s horn, pristine despite its violent nature. Knowledgeable PC’s will know that this weapon was crafted by the divine avatar of the Goddess of the Forest, in remembrance of a Guardian Unicorn that fell in battle defending the wild. The horn of the noble animal continues to slay unwelcome intruders of the forest as it has been forever memorialized as the spearhead’s tip. The shaft was formed by the willing sacrifice of two great dryad’s who each offered up an arm. 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.

54

The Midas Fists: A pair of large, solid gold armored gauntlets whose joins barely open and requires moderate effort for the wielder to open or close their gauntleted hand. The heavy, valuable, yet weak metal is normally not well suited for combat purposes but through the combination of alchemical treatments and magical enchantments, the gold is stronger and more durable than steel. A wielder can spend an action equivalent to drawing a weapon to flex their hand, to open one of the rigid gauntlets or close one into a fist. While opened they functions as typical gauntlets able to grab, wield and hold objects and clenching them into closed fists activates their greedy magical enchantments. When closed, a gauntlet deals damage equivalent to a club (Both gauntlets can be used at once using two weapon fighting rules as normal) and when the wielder lands a critical hit, instead of producing blood, ichor or other similar substance, the target bleeds pure gold droplets. The equivalent of one gold coin per point of hit point damage dealt by the attack, tumbles out of the target’s body and falls to the ground. If the critical hit results in the death of the creature, a substantial amount of the victim’s body turns to gold and the amount of gold that would be created by that attack doubles. —Note: DM’s can change the effect to function on the first time per day the wielder lands a critical hit if they feel their players will get distracted trying to abuse the effect to get rich rather than treating it as a fun, novel weapon.

55

Sanguis Occidendum: A serrated, gilded scimitar of nebulous origin. The blade is pristine and any blood that touches the weapon is immediately absorbed into itself, leaving no trace. The sword possesses a monstrous thirst for blood and gore that can never be fully sated but can be temporarily quenched. The scimitar passes along this bloodlust to the wielder who never craves blood for himself but is given the understanding that providing the blade with what it desires will increase its power. Knowledgeable PC’s know that according to some, the scimitar was the first murder weapon in history, (This is likely untrue and probably stems from the fact that its name translates from elvish to “bloody murder”) while according to others, it was the phylactery of a powerful vampiric lich long forgotten by time. Parasitic in nature, the blade grows exponentially more powerful the more blood it absorbs. It can “drink” the blood of its victims in small amounts by merely wounding them, but those who wish to truly unlock its potential often leave the blade embedded in a corpse overnight. If the weapon 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. If the scimitar is left in the corpse for a period of a least eight uninterrupted hours, it is treated as a +1 for 24 hours after being withdrawn and reduces the corpse to a pile of dust. —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.

56

Vespidae: An enchanted machete (Shortsword statistics) with a blade of glass shards formed into the semblance of a dragonfly wing. The spellbound weapon will not shatter or break and the glass blade is more durable than steel. The symbol of a swarm of insects is inscribed into machete’s grip and knowledgeable PC’s will recognize the sword as the signature weapon of the Wasp King, a faerie interloper and would-be conqueror. The blade was used by the king to command his insect plagues and the wielder is able to telepathically communicate to a limited degree with arthropods of all sorts. The wielder gains the ability to create empathic links to insects that he can see and is able to share and receive general feelings. The vermin are limited by a lack of intelligence but are able to communicate simple ideas such as: a lack of food, fresh carrion in the area, fire or other natural hazards, large creatures passing through or other big disturbances. The machete imparts the natural insectoid charisma of the Wasp King onto the bearer and insects always consider the wielder friendly unless he has deliberately harmed them first.

57

Screamhoarder: A greatsword with a merciless blade and a hilt decorated with ghostly visages screaming in pain. The weapon stores the dying screams of those it strikes down, releasing their agony on its next victims. Wounded enemies minds are filled with howling anguish that swiftly wears away their sanity and mental fortitude, mutilating their very sense of self. Half of the damage dealt by the weapon is considered psychic damage while the rest is normal for its type. After the weapon lands the killing blow on a creature capable of feeling pain, the next time the player rolls to determine the greatsword’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.

58

Earthquaker: A greatclub that appears to be no more than a large and gnarly piece of black and deadened wood, with nothing in the way of adornment, however, it is infused with earth-shattering power. As an action equivalent to making an attack, the wielder can swing the weapon with all their might at a patch of ground within their reach. The greatclub’s reverberations shake the dirty, stone or wood floor creating cracks, small fissures and uneven patches of ground an area of five square feet. The area becomes difficult terrain and creatures must use twice as much movement in order to move in or out of the five foot square. Abnormally powerful attacks also trigger this effect and whenever the wielder scores a critical hit with Earthquaker, a five foot square of ground under the struck creature becomes difficult terrain.

59

Crosswind: An ancient longbow originally gifted to a forest ranger who had pledged his life and service to a fey lord. The weapon is made of a light wood and is rather thick, rounded, and has stylized etchings of wind, that are filled-in black. Pink roses and vines are carved along the front and sides of the bow and it is found with a deep leather quiver containing a dozen white arrows fletched with hummingbird feathers and tipped with an unknown green stone. The bow is strung with a string plucked from the fey lord’s own harp and a musical note rings out each time the weapon is used. When fired the bow releases a strong gust of wind that blows along the arrow’s wake and slams into the target. Whenever an arrow loosed by the bow hits a creature of medium size or smaller, the target is pushed back five feet from the blast of wind. —Note: A medium creature is typically no taller or longer than eight feet.

60

Grim Haruspex: A dagger whose wickedly curved blade is covered from tip to hilt in arcane sigils of divination and profane necromantic glyphs. The weapon seems to twitch like a divining rod when near a fresh corpse, the tip of the blade seeming to want to bury itself in the body’s entrails. In addition to being a functional dagger, the weapon is a tool of the bloody art of anthropomancy, a method of divination by the entrails of dead or dying creatures. The blade grants its wielder the knowledge and craft of the art that normally takes a lifetime to learn. The wielder gains the ability to use the dagger to quickly cut into a corpse that has been dead for a minute or less and excise the liver in an action equivalent to making an attack or casting a spell. Once removed, the wielder can begin a one minute ritual that consists of scrutinizing the organ for signs of omens and portents while considering a specific course of action (The player must disclose this idea to the DM) that the wielder plans to take within the next eight hours. After the wielder examines the liver he is able to determine through visceral divination whether the course of action will likely provide Good, Bad or Mixed results based on the omens (This answer is provided to the player by the DM). If the specified course of action is too vague, would end in mixed results or results that aren’t especially good or bad the wielder reads the omens as Mixed. Furthermore, there is a 20% chance that the ritual fails to function at all and provides Mixed omens. The wielder has no way of confirming if the ritual functioned correctly or gave him a Mixed result based on vague information, lack of meaningful outcomes either way or simply failing to divine properly. However, should the wielder use the liver of a humanoid creature for the divining ritual, the 20% chance of the ritual failing falls to zero and the wielder is always provided with accurate results. —Note: The Good or Bad results only concern the wielder, therefore if the course of action would lead to an ally losing a hand but the wielder gaining 100 gold the omens would be Good.

61

Falling Leaf: A mottled copper longsword that is colored in the shades of autumn. Etchings of various leaves cover the flat of the leaf shaped blade and sway gently as though exposed to an invisible wind. Twice per day the wielder may call on the protection of the fall of the autumn leaf and activate the sword’s magic with a verbal command. A swirling cyclone of leaves erupts from the blade encircling the wielder and hampering incoming projectiles. During this time, all ranged attacks against the wielder have disadvantage to hit. The wielder is similarly hampered by the leafy gale however and suffers disadvantage on ranged attacks and on perception checks while he fights from with the eye of the storm. All effects end when the weapon is released, the wielder dismisses the effect or after one minute passes.

62

Blackthumb:A heavy-bladed machete (Shortsword statistics) with a metallic green blade that quickly darkens to black as it moves towards the tip. Vegetation and plants near the weapon curl, rot, and wither as it passes by and the weapon is considered to be a +1 against plant creatures and vegetation. Once per minute, if plunged into the ground, the earth in a five foot radius around the weapon is considered to have been heavily salted. The machete rests in a stone scabbard set with a single opal.

63

Sling of Goliath Slaying: A sling with the image of a young boy wielding a sling in single combat against a goliath of a man wielding a javelin displayed in needlepoint embroidery in the cup. The bearer’s natural fears of fighting enemies larger than himself are dampened while the weapon is in hand and the wielder feels as though the fight had been made fair. Rather than bravado, this feeling shows itself more as a calm acceptance or faith in himself and his abilities. The sling is treated as a +1 if the wielder is attacking a creature at least one size category larger than himself. The wielder gains advantage to the first save per day made to resist a fear or intimidation effect originating from a creature at least one size category larger than himself. The sling can also launch smooth river stones as easily as sling bullets —Note: If your system doesn’t use size categories, treat the weapon as a +1 if the target is at least twice as tall as the wielder.

64

The Martyr’s Blade: A Roll on "Random Sword Table" whose blade is masterfully etched with scenes of heroic sacrifices, noble last stands and famous martyrs. The grip of the weapon is covered with razor sharp, metallic needles each finer than baby’s hair. These barbs sink into the wielder’s hand causing pain but causing no actual damage or leaving any marks in the skin. The pain imparts to the wielder that life is pain, but that his specific pain and death may serve as a temporary shield for others so that they may live in peace. The wielder is imparted with the idea that his life comes second to the lives of others that he is protecting. To that end, the sword allows the wielder a way to channel a fraction of his life essence through the weapon which magnifies it to damage the target. A dead enemy is no longer a threat and the health sacrificed is often less than being struck by a simple dagger, making it a good trade. After successfully attacking the target but before rolling damage, the wielder may choose to sacrifice up to one hit point per character level (Or 10% of maximum health or other equivalent amount) in order to deal additional damage equal to twice the amount sacrificed to the target. Alternatively, once per month after a successful attack, the wielder can choose to sacrifice all of their current hit points (Leaving themselves at 0 and making death saving throws) in order to deal additional damage equal to twice the amount sacrificed to the target. For 24 hours after sacrificing all of their hit points in this way the wielder is only healed for the minimum number of rolled hit points (See Note) whenever they receive healing from any source. In both cases, the additional 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 wielder’s hit point total is not effected. —Note: For example; A party member cast a healing spell on the dying martyred wielder that normally heals for 1d8+4. The wielder would only regain 5 hit points because the d8 is considered to have rolled a 1. A healing potion administered to the martyred wielder that restores 2d4+4 hit points would restore 6 hit points, until the 24 hours passes.

65

Concôrdat: A greatsword of blackened, abyssal steel with a hilt is fashioned of magically hardened obsidian and a blood red ruby set into the pommel. Fiendish runes and sigils run the length of the ebony metal, detailing its pact in High Infernal. The blade subtly smokes whenever it is within 100 feet of a demon, the runes and ruby faintly glowing in the eyes of those with darkvision. In the hands of any other than a tiefling or a demonically pact-bound warlock, the grip sears the skin with a painful, but harmless, brand if used in combat. The mark is the holy symbol of the archfiend of Roll on "Evil Domains" and fades after 30 days when a new layer of skin replaces the burned flesh. The weapon is treated as a +1 when wielded by a tiefling or a warlock whose pact patron is a fiend.

66

Bow of the Elven Sentinels: A longbow that is as much a work of art as it is a weapon. Made from a dozen different differed woods glued together, its looks are enhanced by being painted in complex patterns of green, replicating foliage. The ribs and contours of the painted leaves are contoured with inlaid silver, and seem to glow as if reflecting the light of the moon. The string is made from unicorn hair. The arrows shot from these bows have an unerring tendency to strike at the weakest parts of the armor, and seem to always seek the heart or other vital organs. These bows are the badge of office of the sentinels that patrol the borders of the elven woods, and their possession by non-elves is looked as proof of murder of a sentinel, since they’re almost never sold to outsiders. The weapon is treated as a +1 when wielded by an elf.

67

Long Tooth: A large steel skinning knife (A proficient wielder can choose to wield it as a shortsword or dagger) with an imprint of a leaping wolf on the side of its worn, deer leather grip. A bearer feels a sense of animalistic cunning from the weapon and that despite its simple appearance, it is much more than it seems. After three days in the possession of a bearer who has never deliberately harmed or killed a wolf, the bearer’s eyes become a bright yellow even golden color, glow faintly in the dark and catch the light, granting a wolfish appearance. This effect fades 24 hours after the knife has left the wielder’s possession. A wolf eyed wielder takes on some of the heightened senses of the untamed wolf and can see in low or dim light as if it was bright light and gains advantage to any perception checks made regarding their sense of smell. Wolves are pack hunters and a golden eyed bearer instinctually benefits from a nearby ally while in combat, using the minor distraction to go for the enemy’s throat. The wielder gains a +1 on damage rolls with the weapon if an allied creature is within five feet of the target. Bearers who have ever harmed or killed wolves feel a strong sense of betrayal and revulsion when touching the knife and they cannot benefit from its magic nor are they considered proficient with the weapon.

68

The Ace of Clubs: A polished oaken club with the words “The House Always Wins.” carved into the wood just above the grip and a pair of dice etched into the grip itself. The wielder feels as if each time they swing the weapon in lethal combat they’re actually rolling a set of dice with their life resting on the outcome. Gambling houses understand that the laws of probability are in their favor eventually and that they’ll take their share as long as everyone keeps playing. The weapon rewards honest gambling providing the wielder advantages when wagering either blood or coin. Knowledgeable PC’s will have heard that clubs like these are sometimes found in upscale gambling halls, racetracks and casinos, usually carried by guards who double as dealers or bookies. To benefit from the weapon’s powers the wielder must have participated in games of chance or skill and won or lost at least 5 gold pieces per character level through bets or wagers in the past 24 hours and has not cheated or aided someone else to cheat in a game of chance or skill in the past seven days. A bearer who meets these requirements gains advantage on any checks made to detect or notice other creatures cheating in games of skill or chance. A wielder who meets the requirements is able to roll 2d10’s to hit when attacking with the weapon rather than the typical 1d20. The roll is considered a natural 1 or a critical fumble if both dice roll 1’s, whereas a natural 20 or a critical hit occurs when the rolled dice added up to that result. —Note: “Gambling” can be anything from betting on horse racing, playing dice or cards to just making a 5 gp per level wager on the result of a single coin flip. To minimize abuse I recommend against betting gold with a fellow PC who might forgive a loss or forget to collect a winning. A DM might rule that the gold must be won or lost to NPC’s unless the PC’s are good roleplayers and don’t take advantage of the mechanic. If you are not using a d20 system (Rolling multiple d6’s or d10’d for example), or you don’t want to use the benefit for balance purposes, you can instead treat this as a +1 weapon if the wielder meets the requirement.

69

Old Faithful: A large hunting knife, that always feels comfortable and sturdy in the wielder’s hand. Despite the layers of magical wards layered upon it, the dagger is relatively plain looking with a single edged steel blade and a polished walnut grip. Its waterproof leather sheath can be hung at the bearer’s belt of be adjusted to be strapped to an arm or leg where it can be easily drawn. The knife can function as a weapon as well as a survival tool and in either case, its wielder can always rely on its blade to stay sharp and strike true. Old Faithful may never land a critical blow or be as flashy as a paladin’s glowing greatsword but she’ll hit harder and more accurately than any other belt knife you’ll ever own and her blade won’t snap when your life depends on it. The dagger is treated as a +1 but whenever the weapon would score a critical hit against an enemy, the critical hit is negated and the attack is considered a successful but non-critical attack instead for all purposes. The dagger is five times more durable than normal, 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. —Note: Depending on your game system the weapon may either have five times as many hit points or have a greatly increased hardness or damage reducing quality. If there is no existing system in place and weapons simply break or do not break as a result of damage, consider giving the weapon five “charges” or “lives”. Each time it would be broken as a result of damage, it instead remains fully intact but looses a life or charge and it is destroyed when all five have been used up.

70

Chained Lighting: A spiked chain whose each and every individual link is made of a shinning, blued steel, lighting bolt shaped link, rimmed with copper. The last few links of either side of the chain’s seven foot length are enlarged and enhanced with large jagged spikes. The chain 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 spiked chain 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 50 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.

71

Compass of the Sealegged: A wooden belaying pin (Club statistics) which imparts its wielder with the distance and direction of the nearest body of saltwater. Knowledgeable PC’s will recognize this a sort of inside joke among sailors and seafaring folk. Items like this are sometimes given to (Or strapped to) sailors disembarking at port who are well known blackout drunks. The idea is that no matter where they wind up, how little (If at all) they remember and how drunk they still may be the next morning, they’ll still be able to navigate themselves back to port and reach the ship before she sails without them. Occasionally these items have variations of the phrase “If found please return this miserable crew mate and object to the -Insert Ship Name Here- for a cash reward” for added humor at that sailor’s expense. Sailor’s are known to be a superstitious lot and the club seems to become inexplicably more lethal if its has been completely immersed in seawater within the past 24 hours. If it has been dunked in saltwater within one day’s time, whenever the player rolls a 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 is considered to have instead rolled the maximum possible result for that type of die instead of the current result. —Note: Combat example: The wielder attacks with Compass of the Sealegged, hits and rolls 1d4 damage. The first damage die is a 1 and the confirming die is also a 1. Since the rolls match, the wielder deals 4 damage instead of 1. If the confirming die was a 4 the wielder would deal the original 1 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 die to speed the process along.

72

Wrath of the Hive: A two-foot long, blowgun made solely from the hollowed stinger of a giant, dire wasp. The object does not require ammunition (Though it can fire normal ammunition without issue) and when fired the blowgun creates and launches a wasp stinger the size of a war dart at the target. On hit the stinger deals poison damage equivalent to a dagger (Instead of the typical blowgun damage) and then disintegrates.

73

Chastity: A gleaming silver shortsword with a pearlescent white grip. No matter its circumstances, it remains free of scratches, nicks, sweat, blood and gore, remaining untouched as if saving itself. The weapon instills feelings of purity, patience and self-control when held. The shortsword glows slightly and is treated as +1 when held by a virgin creature. Female virgins can wield the blade regardless of their normal weapon proficiencies and may use their dexterity or charisma (Or other mental statistic representing personality or force of will) in place of strength to determine their accuracy and damage rolls when attacking with the weapon. Knowledgeable PC’s will know that legend holds that this specific blade was commissioned by a high ranking noble in a city infamous for its duels among the young noble born men. Most of the city’s politics, arguments, court systems, important trade deals, negotiations and even minor differences of opinion were settled with formal duels that always resulted in blood and occasionally death. The commissioner was a wealthy merchant who had a teenage daughter who wished to follow in her father business but could not navigate the social circles of the city as she was not allowed to duel under the law. The blade allowed her to duel through the sheer force of her fiery personality and she was able to carve a measure of respect and blood out of her male peers before she fell in love and gracefully retired, passing the blade along to a younger friend who wished to follow in her footsteps. —Note: Themes regarding sexuality may not be appropriate for all groups and DM’s should use their discretion on if this enchantment is worth adding into their campaign or if it would be too distracting, immersion breaking or uncomfortable.

74

Boneflux: A well-crafted but gruesome looking longbow carved from the bones of a long dead green dragon, with a string made of the dragon’s sinew. There are ancient Draconic characters along the limbs of the bow that read “Strike them down and name yourself a champion”. The longbow is treated as a +1 weapon against dragons and draconic targets. If the wielder uses Boneflux to land the killing blow on an adult dragon, that specific wielder treats the weapon as a +1 for the remainder of their life against all targets.

75

Great Old Blade: A disturbingly visceral fullblade whose cutting edge is made from the unnaturally sharp talon of some long forgotten cosmic horror. Leathery tentacles on the base of the weapon constantly writhe around the blade, which glitters in a slimy greenish shine. At the base, the tentacles part to reveal a seeking, inhuman eye. Grasping the weapon momentarily fills the wielder’s mind with immense leviathans sleeping within planes of alien geometries, eldritch tomes filled with shifting black script that burns the eyes and shatters the mind and revelations of truths of things man was never meant to know. When the wielder makes an attack with the sword on his turn, he can choose to increase the reach of the attack by five feet. When the weapon is swung this way, the blade takes the shape of a tentacle and grows in length to strike at the enemy. A creature struck by the ancient sword is plagued by phantasmal horrors that tap into its deepest, most primal fears and half of the damage dealt by the weapon is considered psychic damage while the rest is normal for its type. Whenever a creature wields the fullblade in combat, the weapon leaves traces of dread on the wielder’s psyche and the next time the wielder attempts to get a full night’s rest, his sleep is disturbed by a Random Nightmare and there is a 10% chance that he is so tormented by the dream that he gains no benefit from the rest whatsoever.

76

Crescent Moon: A razor sharp sickle with an iridescent moonstone blade and a willow wood handle. The wielder can feel the power within it and perceptive PC’s will notice the strength of the power fluctuates. It seems to be stronger while the moon is waxing, nearly humming with power during a full moon. It feels weaker during a waning moon, as if gradually losing strength until its power is barely perceivable at all during an empty moon. Regardless of the actual state of the moon, the weapon is treated as a +1 in direct moonlight and the wielder can see in moonlight as easily as they would in daylight. Knowledgeable PC’s will remember an order of druids who had these tools made in order to harvest herbs, interact with nocturnal animals and tend to their groves in the dead of night.

77

Staff of the Felled Ancient: A six-foot quarterstaff made from the heartwood of an ancient treant. The staff is still alive and sentient in a limited form and can communicate telepathically with any creature making physical contact with it. The staff’s mental voice is deep, slow and ponderous and creaks with the sound of wood on wood. The staff name is a mixture of noises involving bird songs, wind through leafy branches and the pitter patter of a gentle rain, that isn’t pronounceable by most creatures. It enjoys waxing nostalgic about growing, the deliciously warm rays of the sun, the feel of its roots in the dirt, the gentle breeze and its branches and the feel of squirrels and birds tickling its bark. It enjoys being planted in good soil during sunny days and watered as if it was still alive. The staff is old and occasionally doles out tidbits of wisdom or gives knowledgeable advice on nature, usually focusing on plants, the weather or the quality of the soil. Seeking advice from the staff can be tedious as it is slow to speak and even slower to respond to questions. A minute of normal conversation can sometimes be stretched out over an hour of creaky mental speech and painfully long silences. A bearer who has had the staff in their possession for at least three days (And has spoken with it occasionally even by just virtue of using it as a walking staff) can spend five minutes to consult with the treant about the wilderness matters in order to gain advantage on a specific nature based knowledge check, or survival check involving nature or the outdoors.

78

The Master Sword: A double-edged longsword with a narrow ricasso and a wide, shallow fuller that runs almost the entire length of the blade. Its purple crossguard is shaped like a pair of spread wings and bears a yellow gem in its center that leads downward to a blue colored grip. The symbol of three triangles combined to form a larger triangle is etched into the base of the blade. Each small triangle bears a different symbol, which represents courage, wisdom and power. The weapon is treated as a +1 but while the weapon is being wielded and for one hour 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, shout for help, or yell warnings. 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 bearer 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.

79

Tyrant’s Blade: A vicious looking, serrated greatsword made of black iron. Holding the weapon fills the wielder with an overwhelming sense of personal power, invulnerability and a desire to oppress those weaker than himself and to take what’s theirs. The weapon rewards the strong and the greatsword is treated as a +1 if the wielder has more than half of his total hit points remaining. During this time, a crown of bleeding arteries appear above the wearer’s head that is only visible to creatures with less than half of their total hit points remaining. The illusionary crown persists for one hour after the weapon was wielded as a +1, even if the sword is no longer in the creature’s possession.

80

Sunblade: A Roll on "Random Sword Table" that seems to be made of solid sunlight. It weighs half as much as a normal sword and shines with the brightness of a candle in the reddish orange light of a new dawn. A creature hit by this weapon is treated as if their entire body was exposed to direct sunlight for one round. This can result in temporary blindness or sunlight sensitivity in some creatures and considerable damage to some types of undead. Outside of combat, the weapon can be hung horizontally above a barely dressed creature and be used as a tanning light or to grow small amounts of plants in otherwise dark environments. To retain its enchantment, the weapon must spent at least one non-consecutive hour 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 for up to 30 days during which time it does not glow or provide its combat bonus. 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. If not brought out of hibernation within the 30 days the magic binding the sunlight into solid matter fades and the sword evaporates into nothingness.

81

Bleeder: A curved sacrificial dagger honed to a razor’s edge. When used to against skin or flesh, the creature takes damage and bleeds as normal, however the blood seems to flow from through the skin itself. The dagger is incapable of actually cutting skin and causes the victim to bleed in accordance of what the wound would have been. The bleeding ends on its own after one minute’s time leaving no mark of any kind denoting that the creature suffered. As the weapon doesn’t actually cut through skin and tissue, much of the victim’s injury is in their mind and half of the damage dealt by the weapon is considered psychic damage while the rest is normal for its type. Knowledgeable PC’s are aware that this form of enchantment originated long ago with cult who demanded blood sacrifices from their followers. The clerics of the religion were required to cut themselves to make the blood sacrifices on a regular basis and created a dagger that would allow them to sacrifice their blood but leave their flesh intact, eliminating scaring and possible infection. In modern times these daggers are used by those who routinely sign contracts in blood, vampires who don’t wish to leave marks, assassins who bleed out their victims and add a few well-placed holes to shift the blame to vampires and torturer’s who wish to inflict pain but not leave marks.

82

Tidespear: A beautiful weapon that at its most basic, is a solid metal trident of fine craftsmanship, ornately decorated with inlaid runes and bearing the Sea God’s blessing. The weapon appears to be covered at all times by a film of water, constantly flowing from the weighted butt towards the points but only ever spilling droplets when striking. While it feels wet to the touch, it does not slip in the hand, and the film will flow over the wielder’s hand without leaving a trace. The weapon’s quality is superb, its fine balance allowing both for lightning-fast stabs and powerful strikes with either heavy end. The Tidespear however is more than merely a finely crafted weapon; it is a source and focus of water magic. In water, it moves with as much resistance as if it were swung through air; on dry land, when swung or thrust, the water film flows off the points, creating an edge that can pierce armor with surprising ease and adds weight and force to every strike. In the hands of a strong wielder the magic becomes even more apparent as the watery film becomes a weapon in its own right. Whenever the wielder successfully attacks a target with a lower strength score than himself, he may choose to launch a geyser of water from Tidespear’s prongs which pushes the target five feet backwards. When this occurs the target becomes drenched in saltwater putting out mundane flames and should the target be primarily made of fire or particularly harmed by water (Such as a fire elemental or the Wicked Witch of the West) the suffers additional damage equal to a shortsword.

83

Ghostcatcher: A weighed net woven from banshee hair and burdened down with the bones of the unquiet dead who rose from the grave as restless ghosts. A wielder can feel their hands partially pass through the translucent, gossamer-thin netting as if the material was just not physically present in some places. The quasi-spectral net shares the incorporeal properties as the beings it was made from and can be used as a tool for capturing and subduing violent spirits. The weapon can be used like a typical weighted net against incorporeal or ethereal creatures who are affected by the net as if they were not incorporeal and on a successful hit the target becomes restrained (See Note) by the netting. The captured target can attempt to break free of the weighted net as one would from a typical net, using the same actions and checks. As the netting still retains its partially solid properties a restrained ethereal being is not able to simply phase through it or nearby floors or ceilings to extract itself from the net. The delicate material of the weapon is too flimsy to use on solid targets and cannot be used on fully corporeal targets. If the netting is damaged as a result of combat, the material can be invigorated by wrapping it around a living creature for one hour which saps out some of their life force (Dealing damage equivalent to a shortsword) but fully repairs the weapon. —Note: Being hit by the weighted net deals whatever status effect a typical net bestows to the target. For the purposes of this weapon the terms incorporeal and ethereal are interchangeable.

84

Ghoul’s Lament: A massive warhammer crafted from a single piece of metal. It surface has no blemishes or distinguishing marks, and its haft is wrapped in dry, leathery, ancient skin. The warhammer is particularly effective against the vile undead who when struck by the weapon, cannot regain hit points until the start of the wielder’s next turn. The weapon is half again as heavy as a typical warhammer and every once in a while the full weight of the enormous bludgeoning device swings perfectly into the enemy for a particularly resounding blow. Whenever the player rolls a 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 is considered to have instead rolled the maximum possible result for that type of die instead of the current result. A bearer who has ever created, raised or commanded an undead creature finds the warhammer impossibly heavy and is not able to lift or carry it and cannot wield it whatsoever. —Note: A combat example; a wielder hits with Ghoul’s Lament and is rolling 1d8 damage. The first damage die is a 2 and the confirming die is also a 2. Since the rolls match, the wielder deals 8 damage instead of 2. If the confirming die was a 7, the wielder would deal the original 2 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 die to speed the process along. The second effect that deals with primary and confirmation dice trigger on every hit not just against undead targets.

85

Sword of Omens: A weapon of deep and mostly untapped power that exists in two states. In its dormant state, the blade is retracted and the crossbars are curved downwards, making it a functional dagger. When verbally commanded to change (An action equivalent to drawing a weapon), the sword awakens and the blade of the sword grows to almost triple its length while the crossbars curl upward revealing a stunning longsword. Embedded in the hilt of the weapon is a strange, eye-shaped jewel that radiates power. While the sword is in its dormant state, the gem resembles a cat’s eye, dark brown in color with a yellow pupil. When awakened, the eye transforms displaying the image of a snarling head of a lion in black on a field of bright red. The Sword of Omens possesses a certain level of consciousness and feels alive in the bearer’s hands but a never seems to directly interact with him. Perhaps it is waiting for the right wielder to unlock its full potential as it does discriminate against those who would use its power for nefarious purposes. Any non-evil wielder can tap into some of its powers, the least of which is that half of the damage dealt by the weapon (In either form) is considered thunder damage while the rest is normal for its type. The sword of omens grants its bearer sight beyond sight and those who carry the weapon on their person for some time, begins to receive strange new sensations of things yet to come and glimpses of the future begin to press in on their awareness. A chosen few of the premonitions are flashes of second sight into the bearer’s own destiny. These harbingers of the future can be exploited to spin the threads of fate into a pattern of the bearer’s favor. After finishing a long rest during which the weapon has been in the bearer’s possession, the player rolls 1d20 and records the number rolled. While the weapon is wielded by that specific bearer, he can choose to replace any attack roll made by the wielder or a creature that he can see with the foretelling roll. The wielder must choose to do so before the roll is made. The foretelling roll can be used only once and when the bearer finishes another long rest, he loses any unused foretelling rolls.

86

Warbringer: a massive, wickedly curved, red-bladed falchion (bastard sword statistics) that murmurs a low, rumbling battle chant when drawn. When held, the wielder becomes awake of a sleeping seed of rage buried within themselves that they can choose to awaken in times of need. When stirred, his inner beast bursts forth and he becomes an engine or destruction. The wielder’s blows rain down harder and his skin hardens shrugging off minor wounds. On his turn the wielder can enter a frenzied state. During this time his melee attacks are treated as a +1’s and and all incoming sources of nonmagical slashing bludgeoning and piercing damage are reduced by 1 hit point. At the end of one minute the rage ends and the wielder is left exhausted as if they had gone a night without sleeping. Creatures who are immune from becoming exhausted are not able to activate the berserker state, as the frenzy specifically requires the wielder to push past their body’s normal limits severely overworking their muscles and adrenal system.

87

Æsahættr: A common looking knife consisting of a short, dual edged blade, made out of two different metals. One side of the blade is steel and the edge is so keen, it cuts through most materials with negligible resistance. The other side is made of an unknown, shade-coloured metal with a narrowed point is so fine that it is impossible to see the edge with a naked eye. The subtle dagger’s handle is made of wood, adorned with a relief made of golden wire in the shape of an angel with spread wings on one side, and closed wings on the other. The wire is slightly elevated from the wood of the handle to ensure a firm grip on the weapon. The knife is stored in a custom leather sheath with straps meant to hold the dagger in place while not in use, as otherwise it would slice through even the thickest leather. The weapon has spent ages exposed to magical dust that has imbued it with mystical energy and reinforcing its supernaturally honed blade. The dagger is considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses and whenever the player rolls the maximum result on the knife’s damage die (I.e. a 4 on a four-sided die.), 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: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.

88

Sorcerer’s Hand: A light crossbow whose stock has been carved to resemble a humanoid forearm ending in a closed hand with two outstretched fingers. Despite its unusual appearance, this crossbow is a potent tool for augmenting combat magics that require aim. If the weapon is held in at least one hand it can be used as a magical focus for casting ranged spells that require an attack roll. Twice per day, the wielder can channel a spell through the crossbow to gain advantage on one of the spell’s attack rolls that is made on the current turn. The wielder can only use Sorcerer’s Hand in this way if he has not moved during this turn, and after casting the wielder’s movement speed drops to 0 until the end of the current turn. The weapon also serves as a perfectly functioning crossbow for when it’s wielder is not firing rays of scorching fire from his fingertips.

89

Bloodbrand: A bastard sword, of steel fire-blackened along the length of the blade so that only the sharpened edges gleam. On the base of the blade, just ahead of the simple crossbar guard, is a rune etched into the metal. The rune is non-magical and evidently the mark of the blade’s maker, but who the maker was has been lost over time. Bloodbrand requires strength and stature to wield (See Note), but while it is held unsheathed, the bearer is protected from fire, siphoning away some of the flame’s intense heat and storing it within the blade until it can be released. Whenever the wielder would take fire damage he can spend an action equivalent to an attack of opportunity (See Note) to reduce the fire damage by 1d4 to a minimum of 0. After reducing the damage in this way, the first time the wielder lands a successful attack with Bloodbrand before the end of his next turn, he deals 1d4 fire damage in addition to the attack’s regular damage. —Note: Bloodbrand is considered a bastard sword but its bearer but be proficient with and physically capable of using greatswords in order to be considered proficient with Bloodbrand. If your system doesn’t use attacks of opportunity use the following rule: Once per round when the wielder would take fire damage he can reduce the fire damage by 1d4 to a minimum of 0.

90

Sword of the Diplomat: A lavish shortsword with a golden hilt, elaborately carved to resemble the folded wings of a bird. This ornate and costly weapon would not be out of place on a nobleman’s hip in an aristocrat’s ball or as an ambassador’s ceremonial sidearm in a royal court. Although it bears a sharp and fully functional blade, the sword’s true power rests in the protection and sanctuary that it offers its wielder. Twice per day as an action equivalent to making an attack or casting a spell, the wielder can ward himself in magical shielding force, preventing enemies from harming him. For up to one minute, any creature who targets the warded creature with an attack or a harmful spell must first roll 1d4 and on a result of 1-3, the creature must choose a new target or lose the attack or spell. This effect doesn’t protect the wielder from area effects, such as the explosion of a fireball. If the magically sheltered wielder makes an attack, casts a spell that affects an enemy, or deals damage to another creature, the shielding effect ends.

91

Spiteful Spear: A wickedly sharp spear made entirely of a shaft of dark grey metal with an unpleasant oily sheen. The stuff of shadows constantly coalesces and drips from the tip of the spear. If the spear even scratches an enemy, this dark essence can be used to form a necromantic link between the wielder and the victim. This connection allows the wielder to track down cowards who flee from the fight attempting to save their own miserable skins. Twice per day when the wielder successfully attacks a creature he may choose to mark the target with eldritch shadows. For the next hour, as long as the weapon is in the wielder’s possession he is aware of the direction of the marked creature and gains advantage to any checks made to track, follow or find his target.

92

Living Lance: A bizarre, seemingly alive lance made of spiraling flesh and chitin that morphs and shifts as it stirs restlessly. It is a horrid mixture of dark reds, greens and blacks in coloration and has multiple yellow eyes along its length that seem to sink into the flesh of the weapon when they blink, almost disappearing entirely. Large irregular stretches of the weapon are covered in mouths with needle-like teeth and coarse bumps and horn-like structures. The weapon “sleeps” when it is not being used in combat, its spiral shape writhing around much less when it cannot smell the scent of fresh blood and viscera in the air. While in battle, aberrant lance-thing chitters and vibrates in apparent joy as dozens of small thin prehensile tongues exits its many mouths to lick clean the blood and gore that it’s been bathed in. In seems to actively bite and injured foes, ripping and tearing to reveal more of the victim’s juicy insides and the lance is treated as a +1 if the target has less than half of their total hit points remaining.

93

The Emberfork: A large, darksteel pitchfork (Pike statistics) bearing an ornate dark metal shaft that ends in two wickedly sharp, blood red spikes. Set into the grip of the weapon rests a pristine dark red ruby. Peering into the gem grants the viewer fleeting visions of horrific deeds done by uncountable warriors wielding the deadly pitchfork. Should the viewer not break away from the scenes of carnage and atrocity, the viewer feels himself drawn into the ruby. A heavy sense of vertigo washes over the viewer as if gravity shifted and the red jewel is physically pulling him the bloody fields of endless violence. The viewer can easily break the gaze at any time but if the creature looks into the ruby’s horrific visions for ten full minutes, the viewer is presented with the image of a horned devil trapped inside the jewel. The fiend introduces itself as Raazkal and offers a deal of power in return for a brief taste of the wielder’s life force to sustain him during his captivity. The viewer is free to forgo the deal, but if accepted that wielder treats the Emberfork as a +1 weapon and half of the damage it deals is considered fire damage while the rest is normal for its type. During this time the wielder’s maximum hit points are reduced by one hit point per character level (Or 10% of maximum health or other equivalent amount) and he suffers disadvantage on death saving throws. Raazkal’s contract lasts for 24 hours, after which all of the effects (Positive and negative) instantly end. A wielder still bound by the fiend’s deal can reset the 24 hour timer at any time by spending one minute gazing into the ruby and renewing the devil’s bargain.

94

Silverblade of Riches: A beautiful longsword crafted entirely from magically strengthened silver, with an ornate hilt decorated with depictions of coins. The blade is sharp and lethal but the sword’s appeal is that of its stunning presentation as the weapon seems to be more of a work of art than a tool of destruction and violence. The weapon is as deadly as it is beautiful, as the craftsman strove for singularity powerful blows as much as they did physical perfection. Whenever the wielder scores a critical hit with the weapon, the player can roll all of the weapon’s damage dice one additional time (See Note) and add the result to the damage dealt by the critical hit. The wielder experiences elegant, almost grandiose sensations when they use the weapon in combat, as if they were performing combat rather than fighting. The best performers are paid handsomely for their physical displays, and so in turn does the sword provide riches to those who wield it with critical perfection. When the wielder lands a critical hit, instead of producing blood, ichor, tree sap, sloughs of undead flesh or other similar substance, the target shreds pure silver droplets. The equivalent of one silver 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: This is in addition to the standard bonus damage of a critical hit. 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. DM’s can change the effect to function on the first time per day the wielder lands a critical hit if they feel their players will get distracted trying to abuse the effect to get rich rather than treating it as a fun, novel weapon.

95

Trueshot: A composite bow measuring just over five feet in length, made of mahogany with a perfectly balanced riser and flat, laminated limbs, glued together from alternating layers of fine wood, boiled sinew and whalebone. The bow is incredibly light and, quite simply, perfectly accurate. Although it isn’t long it has an impressive kick to its laminated wood and sinew limbs. Equipped with a silk and hemp bowstring stretched between its precisely curved limbs, it generated fifty-five pounds of force from a twenty-four-inch draw. The wielder is able to take a moment and center themselves, focusing all of their attention on their target, banishing all other distractions from their mind. With nothing but the target in mind, the wielder is able to strike true even in the midst of a chaotic battle. Twice per day (But only once per round) the wielder can choose to make their next attack with Trueshot gain advantage. The wielder can only do this if he has not moved yet during this turn, and after making the attack the wielder’s movement speed drops to 0 until the end of the current turn.

96

Zireael: A masterfully crafted shortsword made with dark iron with a blade shaped to resemble a flame, which knowledgeable PC’s will recognize as common in gnomic tradition. On the blade are many engraved floral decorations and the symbol of a tower with a swallow on the top. The sword’s steel core is covered in a layer of silver-plating effective at harming unusually resilient monsters and embellished with glyphs and runes throughout the length of the blade, and on the hilt. Written in ancient elvish runes along the weapon lies an inscription that reads “The flash that cuts through darkness, the light that breaks the night". A simple enchantment infuses the weapon, allowing its wielder to draw it forth in a blaze of light and a rallying cry in times of trouble. When the shortsword is drawn, the wielder may mentally command the weapon to shine up to or as bright as a torch in any color they choose, and can choose to cause the weapon to create any noise they can imagine, which can be up to as loud as one grown man yelling. The wielder cannot alter the ongoing effect but may suppress it at any time. Both effects are illusionary and last until the weapon no longer held, the wielder dismisses it or until one minute passes. The weapon requires one hour of recharging before the magic can be activated again.

97

Ironfang: A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. The weapon is immune to any form of rust, acid, or corrosion which don’t even leave a mark. Ironfang contains a spark of Ogremoch, the archomental Prince of Evil Earth and the tiny fragment of his essence influences the bearer, encouraging him to act in a miserly and destructive fashion. A long term bearer may discover his personality changing, finding that he is more likely to break things, cause ruin and hoard wealth on principle. The bearer is never forced to act on these feelings but so long as he carries the weapon he may be swayed by its influence. The war pick is not without benefit however and the shred of the prince’s pure elemental power trapped within it grants a limited mastery over earth. The wielder can choose a portion of loose earth that he can see within 30 feet and that fits within a five-foot cube and instantaneously excavate it, moving it along the ground, and depositing it up to five feet away. This movement doesn’t involve enough force to cause damage. When used in combat, abnormally powerful attacks cause the soil itself to rise up against the wielder’s foes. Whenever the wielder scores a critical hit, a fountain of churned earth and stone erupts underneath the target and a human sized hand made from compacted soil rises and grasps the creature. The victim of the critical hit becomes grappled by the gravelly limb until the start of the wielder’s next turn when the hand crumbles to inanimate dirt or until the target breaks free by making an opposing check as if the wielder was grappling him.

98

Glass Cannon: A heavy crossbow inexplicably made solely of a crystal clear, glass prism. The entire weapon (Including somehow, the string) is made from one single piece of the glass that seems to neither have been poured, nor blown into its current shape. The transparent material refracts even the weakest light into a rainbow of colours that shine in all directions. The glass has been magically enchanted to be stronger than steel and the crossbow is as flexible and functional as a typical one of its kind. Regardless of the material components of its frame, the heavy crossbow is brutally effective, capable of firing lethal bolts with enough power to punch clear through plate mail, killing an armored knight with a pull of the trigger. The heavy crossbow’s damage dice increases by one step to the next largest die and whenever the player rolls to determine the Glass Cannon’s damage (See Note), he may roll the weapon’s damage die twice and choose either result to use. Unfortunately for the bearer, the enchantments that provide the crossbow its lethal potential and unbreakable nature function by sapping the wielder of his vitality and resilience. While Glass Cannon 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: For example, if a normal heavy crossbow deals 1d10 damage, Glass Cannon deals 1d12. This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. A combat example: The wielder is stabbed with a dagger and would normally only take 4 points of damage but because he is wielding Glass Cannon (Or has actively wielded it in the past hour) he takes 5 points of damage instead.

99

The Timeblade: A Roll on "Random Sword Table" with a the symbol of a sundial carved into its grip. The weapon is of a strangely intermediate age, changing constantly from appearing brand new, in mint condition and barely a day old, to looking ancient, battered and weathered, seeming centuries old and fluctuating along every age in between. A slight haze surrounds the sword glittering with chronomantic magic that bends time around itself in inconsequential ways. An autumn leaf falling near the blade might turn from fall orange to the bright fresh green of spring or shrivel to the black of winter and disintegrate into dust, before leaving the weapon’s aura of influence and return to normal. In combat the wielder is engulfed in the chaotic time-field and will sometimes see enemies attacking impossibly quickly, only for their attack to slow to a crawl just before landing, allowing the wielding to react in time. The arbitrary hasting and slowing of the wielder’s environment balances out equally, neither hindering nor boosting his combat prowess. The wielder does gain a fleeting moment of control over the shifting aeonic energies on truly powerful blows, allowing himself to accelerate his reaction or delay his target’s response. Whenever the wielder lands a critical hit, he can harness the resulting temporal flux in and choose one of two options to take effect; 1, The wielder can hasten himself, gaining the highest initiative result and placing himself first in the initiative order out all creatures involved. 2, The wielder can slow the target, causing the victim to acquire the lowest initiative result, placing the target last in the initiative order out all creatures involved. Both effects begin on the next round of initiative and last until the end of the current combat. If the wielder sends multiple creatures to the bottom of the initiative, the most recent one to be sent to the bottom is considered the last one to have a turn in the round. If there is no current initiative order, the wielder can instead choose to grant himself advantage, or grant the target disadvantage on initiative checks made for the next hour.

100

Roulette: A uniquely engineered weapon that is essentially a greatly modified heavy crossbow with a gambling motif. The marvel of modern technology completely lacks the typical bowed limbs and string that give the crossbow its name. In their place the weapon has a large, cylindrical, metal drum that can spin like a wheel and is mounted to the weapon’s main stock. Said stock is made of glossy mahogany and the drum is decorated like a roulette wheel with each barrel painted alternating red or black along the sides. The front of the drum displays a green inner circle surrounded by the red and black sections. Looking straight into the drum from the business end of the weapon one can see six individual barrels within, each loaded with a sling bullet ready to be fired. Within each barrel also rests a tightly wound steel spring cocked back into a loaded position that when released, serves as the bullet’s driving kinetic force. The weapon sports two triggers, one fires a loaded bullet while the other rotates the drum so that another barrel with an already readied bullet lines itself up with the stocks sights and is instantly able to be shot. This allows the wielder to ignore the usual loading qualities of standard crossbows in a pinch, though the wielder can reload the empty barrel rather than rotate the drum which takes the same action as a typical crossbow. Although supremely engineered, the weapon does have its quirks and will sometimes fire more than it’s supposed to, and occasionally the wielder will get lucky and the drum immediately rotates and shoots another bullet striking the target twice in one attack. Whenever the player rolls the weapon’s 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 and Roulette fires two bullets. —Note: TLDR: This is essentially a six-shooter revolver in heavy crossbow form. A wielder can essentially ignore the Loading property on a crossbow up to six times per combat, or less if they get lucky and trigger the damage effect. This is essentially a different take on a repeating crossbow design. It allows players with multiple attacks in a round be better able to make use of a crossbow without worrying as much about loading times. Although a PC could theoretically dual wield this weapon, normal two weapon fighting limits apply making light and heavy “Roulette” type crossbows unfeasible to dual wield. Combat example: The wielder fires a heavy Roulette, hits and rolls 1d10 damage. The first damage die is a 6 and the confirming die is also a 6. Since the rolls match the damage, the wielder deals 12 damage instead of 6. If the confirming die was a 10 the wielder would deal the original 6 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 die to speed the process along.