Unique Minor Magic Weapons, 4 (d100)

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

d100 Result

1

The Subtle Knife: A dagger made of an unidentifiable dark material streaked with swirling lights of green and blue and hints of globules of amber. The blade can never dull and remains incredibly, unimaginably sharp, nearly capable of slicing through the fabric of reality itself, even a petty nick by the blade can shear off fingers with ease. The knife’s handle is made of wood and adorned with a relief of golden wire in the shape of an angel with spread wings on one side and an angel with closed wings on other side. The wire is slightly elevated from the wood of the handle to ensure a firm grip on the weapon. The knife rests in a special leather sheath with straps meant to hold the dagger securely in place while not in use, as it can effortlessly cut through even the thickest leather. Whenever the player rolls the maximum result on the dagger’s damage die (A 4 on a d4), they can roll that die an additional time and add both results to the total damage dealt. The player continues to roll and add to the total damage dealt until he gets a result that is not the maximum result. Wielding the blade is delicate work as it wasn’t made specifically for combat and whenever the wielder rolls a natural 1 on an attack roll, he must roll 1d4. If the result is also a 1, the wielder catches his own body with the knife and the player rolls damage as normal for the weapon (Including the potentially compounding damage dice) and the result is dealt to the wielder. —Note: This bonus only affect the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.

2

Proverb: A large greatclub, made of thick oak studded with heavy iron rivets. Carved along the length of the weapon rests the ancient pearl of wisdom; “Speak Softly And Carry A Big Stick.” The greatclub is treated as a +1 weapon but while it is being wielded and for ten minutes afterwards, the bearer cannot speak louder than a barely audible whisper. This does not hinder spellcasting (Unless the spell requires the target to hear the bearer) as the bearer is still able to speak but he cannot provide rallying cries to allies, give instructions, 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 or victim can hear him whispering in optimal conditions. During loud situations such as combat, thunderstorms or in a loud taverns, whispers cannot be heard at all.

3

Kashta: A twin-firing, heavy crossbow that’s nothing if not a monstrous feat of engineering, worked in old metal and embellished with images of lions and the faces of strange, fierce gods. The dual action firing reduces the crossbow’s accuracy by about half but since its releasing twice as much ammunition it balances itself out most of the time. A proficient wielder can usually manage two glancing blows somewhere on the target causing smaller consistent injuries but a veteran bowman can account for the kickback and plant both bolts into an enemy for a devastating effect. Whenever the wielder successfully hits a target, instead of a single damage die the player rolls two dice that equal the value of the original damage die (See Note) and add the results together. Whenever the wielder attacks with advantage and hits the target, if the lower of the two d20 results would have also hit the target, the attack is considered a critical hit instead of a regular one (See Note 2). The wielder is able to load two bolts into Kashta and crank the heavy crossbow as easily as a loading a single bolt into a typical crossbow. Kashta can be fired with just a single bolt but gains none of the special bonuses previously listed. If the wielder wishes to fire special ammunition such as silvered, poisoned or enchanted bolts, he must load two of the same type or the ammunition has no special effect. —Note: If a normal heavy crossbow dealt 1d10 damage, Kashta deal 1d4+1d6 instead. —Note 2: This works best in the D&D 5e Advantage / Disadvantage system. In other systems the enchantment’s effect might kick in if the PC would have hit the target with its straight d20 roll without bonuses or if the attack roll exceeded the target’s AC by 5 or more.

4

Practical Math: A Roll on "Random Sword Table" that is made of pure theoretical mathematics. It’s unclear exactly how the sword was created or how it functions, but the entire thing is made out of flat planes of washed out blue material. Each line comprising the blade has its length written in the air next to it, and each angle has its degree written likewise. The calculations have qualified with perfect accuracy every swing and stab the blade could make as well as the precise transmundane frequency of the humming the sword emits. The nature of perfection allows no room for deviation of any variety and regardless of the any contributing factors, whether they originate from the wielder, ally, enemy or the general environment, when the wielder makes an attack roll with Practical Math he can never roll with advantage or disadvantage, it is always a straight roll. The sword 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.

5

Terminarch: A longspear made of the sturdy petrified bone of a creature whose numbers once walked the land with abundance. The species went extinct long before the idea of the written word was dreamed of and no living creature has any idea of what the animal was named, how it acted or even what it looked like and divination and necromantic magics have only provided fleeting glimpses as to its nature. Touching the weapon instills a terrible feeling of loss, loneliness and isolation regardless of the number of people around the bearer. The wielder becomes a solitary figure in their own mind, as though they were always on the edge of conversations and companionship but never included. These feelings dissipate when the weapon is released or whenever a member of the bearer’s own species is nearby. The emotional turmoil of the oppressive solitude provides the wielder an inner drive to stay alive and fight back against all odds. The weapon is treated as a +1 if there are no other living creatures of the wielders same species within 100 feet. If the wielder is the last living member of his species on the current plane (Which must be the plane of his birth), he gains advantage on all attacks made with the longspear and every successful attack is considered a critical hit.

6

Asp Bow: An ornate shortbow intricately carved with serpent imagery but otherwise seems utterly mundane. The weapon reveals its true character when a wielder notches an arrow, at which point the arrowhead assumes the character and likeness of a hissing, venomous snake. After being fired, the arrow retains this illusion until the start of the wielder’s next turn. Whenever the wielder successfully attacks a target, he inflicts poison damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.

7

Death’s Harp: A delicate longbow of spiky black bone, strung with seven different catgut cords, resembling as much a musical instrument as a weapon. Whenever the weapon is grasped, a few lines of poetry flows into the bearer’s mind as if long forgotten but suddenly remembered. “The mournful music of the strings, The creaking arch, the arrow sings. A choking cry, a rattled breath, The Reaper’s Song, the Harp of Death.” The brittle archer’s bow plays a song of death, but the harp sings a sweet masterpiece. When the strings are touched by skilled fingers they resonate as if yearning to be played. A bearer proficient with longbows is considered proficient with the instrument as a harp. The bearer feels the morbid urge to witness the deaths of as many creatures as he can manage, especially those of his own race. This urge is more macabre curiosity rather than homicidal in nature and does not encourage the wielder to kill but may urge the bearer to do nothing but watch rather than staunch the wound of a creature bleeding out. If the bearer personally witnesses the death of a creature of their own species, the longbow is treated as a +1 for the next eight hours for that wielder only. The eight hour timer is reset each time the wielder observer’s such a death.

8

Limbsplit: An enormous axe resembling an overly woodsplitting tool more than a weapon of war. Its pale green double handed grip ends in a weighty granite pommel that serves to balance the huge single edged, bearded blade that is firmly bolted on to the shaft. Whenever the greataxe is grasped, a few lines of poetry flows into the bearer’s mind as if long forgotten but suddenly remembered. “Swinging through the air, it sings of sundered, severed, missing things.“ The weapon’s honed blade can cause brutal maiming injuries and the sheet weight and power behind the wielder’s swing can sever limbs as easily as splitting a log if the wielder is able to land a decisive blow. Whenever the wielder attacks with advantage and hits the target, if the lower of the two d20 results would have also hit the target, the attack is considered a critical hit instead of a regular one. —Note: This works best in the D&D 5e Advantage / Disadvantage concept. In other systems the extra damage might kick in if the PC would have hit the target with its straight d20 roll without bonuses or if the attack roll exceeded the target’s AC by 5 or more.

9

The Divider: A weapon that only vaguely looks like one. It is similar to an axe and can be used as one. It has a long handle, made from tiny metal tubes, all twisted about each other. At one end there is a scored grip, at the other there is a flat piece of metal, pierced with small holes, a long, thin hook curving out from it. On the grip is the mark of the master maker Kanedias, silver on the dark metal. The Divider has two edges, one here and one on the Other Side and its blade cuts through flesh and spirit alike. The battleaxe deals damage normally against incorporeal creatures such as ghosts, as if they were fully physical beings. Whenever the wielder successfully strikes a target, he inflicts force damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.

10

Astra of Winter: A broken zweihänder (Fullblade statistics) somehow empowered with seasonal nature magic. The upper half of the blade has been severed in a jagged break and solid permafrost grows from the split in the shape of what was lost. The bleak harshness of winter leaves rime rimmed wounds that leak slushy, half frozen blood from blackened, frostbitten flesh as the wielder steals their heat. To make the most of the weapon the wielder must attune to it by pricking their finger with the icy tip of the blade and consuming the resulting drop of frozen blood. The natural cryomancy pulses through the wielder’s body, causing literal ice to flow in his veins, making him cold-hearted indeed. During this time the wielder’s skin becomes pale, his lips blue and his body becomes coated in a fine layer of frost. When an attuned wielder attacks and damages a living creature, the wielder is healed two hit points per character level to a maximum of the total damage dealt by the attack (See Note), as the attack leeches the heat straight from the victim’s blood and uses the thermal power to reinforce the wielder’s icy form. When this occurs, a blurry heat mirage appears around the wound and quickly travels up the weapon and into the wielder leaving a hazy, shimmering trail that fades after a moment. The attuned creature’s physiology and metabolism is slowed by the cold, stunting typical healing. The entire time a bearer is attuned, whenever he would regain hit points from any source other than the Astra of Winter, he is only healed for half (Rounded down, minimum zero) of the actual amount. Attunement to the weapon can be renewed at any time (And can be attuned to multiple creatures at once) and wears off naturally after 24 hours when the cryomancy fades and the bearer warms up to normal temperature without issue. The attunement can also be broken with any spell or ability that is able to break or dispel curses. —Note: A combat example; An attuned 10th level wielder attacks a peasant (Who has 5 remaining hit points) and deals 12 damage. The wielder is healed 5 hit points but could have regained as much as 24 hit points if the peasant had 24 or more hit points remaining.

11

Blade of Hanna: A slender shortsword almost stiletto-like, though slightly curved, crafted of an alloy of silver and steel. Blade, quillions and hilt are all of one piece, the blade is honed razor sharp, and the grip is sheathed in bone mounted in silver. The pommel-nut is a hemisphere of brightly polished black iron. The dagger bears a tassel of grey silk cord and an intricate glyph is etched onto the blade itself. Knowledgeable PC’s will have heard of the famous sword-forger Hanna Smith who was always a pragmatist at heart. Capable of imbuing any number of enchantments into the weapons she created, she always believed the greatest way to improve a weapon was to enhance the person who wielded it. To this end, she crafted an ultimate weapon for herself, a sword that augmented her own body to its ultimate potential. The sword served her well and was passed on to her son, who attempted to slay a dragon in single combat. Since then, the Blade of Hanna has been lost to legend. Twice per day an attuned wielder can (As an action equivalent to drawing a weapon) grant himself advantage on ability and skill checks of a single ability score (Such as Strength, Dexterity, Intelligence or Charisma) for five minutes. Only one creature can be attuned to the shortsword at a time and the bearer must spend an hour in quiet contemplation with the sword to attune to it.

12

Bloodsong: A greatsword set with a crimson blade, an ebony hilt and ending with a pommel shaped like a minuscule skull. The weapon is somewhat sentient and imbued with necrotic energy that consumes innocent souls and feasts on their sorrows. The blade has been instilled with a small amount of intelligence, perception and memory, and a malicious personality that desires death and carnage. The wielder faintly perceives the greatsword’s simple hungry mind at the edge of their consciousness as if through the means of a psionic ability and is able to communicate telepathically with it. Bloodsong is able to perceive its environment in the same way a human can (Sight, smell, sound etc.) to a maximum of a five foot radius around itself. The weapon is generally helpful to a wielder who has used it to kill a creature in the past 24 hours and will truthfully answer simple fact based, or yes/no questions about its origin, history, past wielders, targets it struck, etc. It is not able to answer complex questions or those that depend on feelings, extensive logical deductions or situations it has never witnessed. Bloodsong yearns for battle and when it first deals damage and is takes blood in combat, it bellows out a Random Battle Cry or a war chant of a cultural, spiritual or personal significance to its wielder. Whenever the wielder kills a living creature with Bloodsong, he becomes proficient with the drums as a musical instrument and the Perform skill for the next eight hours.

13

C-Sharp: A blue swortsword with a fancy hand guard in the shape of a treble clef. Viola strings run down the length of the blade and ring out in cacophony or music based on the skill of the wielder. The strings allow the sword to be used as a musical instrument and serve as a focus for creatures who channel magical power or class abilities through music. With each successful hit the wielder creates an invigorating song of violence and blood and upon reaching a crescendo, the wielder’s enemies fall before him as the sonic vibrations match their resonance frequency, rupturing eardrums, splintering bone and exploding hearts. Whenever the wielder scores a critical hit, the weapon releases a thunderous burst dealing additional thunder damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of the target.

14

Corpselight: A one handed mace that has seen heavy use and bears numerous holy symbols of dozens minor and major Gods all about its surface. Knowledge PCs will realize that the only link between the various deities is their shared hatred of the undead. The mace’s steel spikes glow with sickly green light equivalent to a candle when it’s within 100 feet of an undead creature and the weapon is treated as a +1 against undead targets. Any creature who has ever summoned, created or controlled an undead creature (And undead themselves) are never considered proficient with the mace.

15

Crescent Blade: A curved longsword whose blade resembles a crescent moon attached to a leather hilt. The blade bears a silver inlay in drow script that reads "Be your heart filled with light and your cause be true; I shall not fail you.” On the base of the blade is etched the figure of an unclad female drow with long hair, dancing naked before a full moon with a silver bastard sword. Those who gaze upon the image are filled with the belief that this woman is the answer to the question which every soul feels, but no words can frame. Knowledgeable PC’s will be able to identify the design as the holy symbol of Eilistraee the Dark Maiden, a Goddess of light, nature and life, among other domains and numerous titles. The weapon functions as a direct spiritual connection to The Masked Lady and a noble creature can make offerings directly to Eilistraee in return a boon from her domain of swordwork. A good or neutral aligned creature may lay ten gold coins (See Note) along the surface of the weapon and pray to the The Lady of the Dance for ten minutes. At the end of this ritual, the gold coins vanish and Crescent Blade spouts crimson fire and the weapon is treated as a +1 for the next eight hours and on a successful attack, the wielder can choose to have all of the damage dealt be considered fire damage rather than slashing. These blessings are only active when the longsword is wielded by the creature who prayed. The bearer feels a strong sense of religious devotion during the eight hour span and feels motivated to carry out the basic tenets of Eilistraee’s faith. The wielder is not compelled to act in this way and is not forced to violate any strongly held morals or beliefs. —Note: Rather than a flat ten gold, the DM can rule of another flat value, X gold per character level or other reasonable amount.

16

Doomhammer: An enormous greathammer (Maul statistics) whose weighty head was forged in a pool of elemental lava, mounted on a solid oaken handle. The otherwise plain head is decorated with the wolf’s-head symbol of the Frostwolf, a clan of militant orcs. A bearer can feel malicious energy stirring within the weapon’s confine’s longing to be released to wreak havoc on the righteous and the wicked alike. Twice per day after successfully attacking a creature, the wielder can choose to loose evil upon the world and curse the struck foe. Until the start of the wielder’s next turn, sinister forces plague the target with woe and whenever the target makes an attack roll, skill check or a saving throw he must roll 1d4 and subtract the number rolled from the result of the roll.

17

Grave Ripper: A shortsword with a bone hilt and reinforced oak fuller that is organically fused to an obsidian blade. A miasma of necromantic energy coalesces around the weapon, waiting to be discharged into a fresh corpse. Once per day as an action equivalent to attacking, the wielder can thrust the blade into the remains of a humanoid creature that has been dead for no longer than eight hours. This causes the corpse to rise from the dead as a zombie under the control of the wielder. The undead loyally follows the wielder’s verbal commands but is not intelligent and can only move, attack and perform simple tasks. Although the wielder’s control of the zombie is absolute, it is not long lived as the necromantic link becomes increasingly tenuous with each passing day. The wielder must roll 1d10 at dawn every day and if the rolled result is lower than the number of days the zombie has been animate, the undead breaks free of the wielder’s control and attempts to kill him at all costs. Only one zombie can be leashed to the blade at any time and if a secondary undead is created, the first one breaks free and attempts to kill the wielder. —Note: In combat, the zombie acts on the turn immediately after the wielder and the DM can use wolf statistics for the undead’s equivalent statistics for hit points, attacks, size, etc if no better option is available. At higher levels of play, dire wolf or stronger undead’s statistics can be used to keep this weapon relevant.

18

Harvester’s Arrow: A quiver made of dark, rough bark and wicker containing 3d6+1 innocent looking arrows with shafts of living wood. Their tips made of hardened heartwood and is one piece with the arrow-shaft while the fletching is made up of vanes of tiny, living leaves. Some of the arrows appear to be crafted from rose briars, others from mistletoe and yet others resemble holly or more exotic or unnatural plants. However, the arrows are far from shrinking violets and upon impact the arrow’s tips burrows into the flesh, sprouting masses of rapidly-growing roots entangling the target until the roots are ripped free from their fleshy anchors. When a creature is struck by an arrow, the target suffers additional piercing damage equivalent to a dagger (1d4) and is restrained as if caught in a standard weighted net. If a Harvester’s Arrow kills its target outright or if the victim is killed while still entangled within the roots, the arrow will grow into a living sapling at remarkable speed, with glossy green-black leaves and dark, rough bark.

19

Hungry Teeth: A black leather bandolier containing a pair of ceramic daggers with white rectangular blades. The handles are made from yellow bone, and in the pommel of each is a single rune letter. Knowledgeable PC’s recognize the weapons and have heard it said that there are 32 Hungry Teeth in all, and if they are ever all assembled together, the rune letters will spell out the secret name of an ancient half-demon, half-giant warrior. The fiendish terror was banished to the infernal hells long ago but she could be recalled with an unholy ritual requiring her name and some of her physical remains. At night, the daggers can be heard rustling and clinking, all by themselves as if struggling to escape. The wielder feels a deep hunger during combat and the sight of an injured enemy fills the wielder’s mouth with the taste of savory meat. The daggers are treated as a +1 if the target is a living creature with less than half of their total hit points remaining. Both dagger must be within five feet of each other (Typically on a single wielder’s person) for their magical bond to produce enough power to fuel the effect.

20

Itahqua: A longsword with a steel blade encased in ice that is stained red at its cutting edge. The steel hilt has a bone grip decorated with the image of a deer skull with the crossguard being incorporated as the antlers. The sheath is made of animal hide loosely bound together by leather strips around a deer bone frame. A trail of fresh snowflakes are generated with each swing of the icy blade and whenever the wielder scores a critical hit, the longsword releases a freezing burst dealing additional cold damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of the target.

21

Lava Lance: A long, thick lance widening along the weapon’s solid black length instead of shortening. At the end, it splits, appearing as a volcano’s top, lava included. Red veins of lava course all along the weapon’s length, threatening to erupting deadly fire with every attack. Set in the bottom of the lance’s pommel is a red gem, boiling with lava. Heat constantly emanates from the gem to an almost dangerous degree. Wielders of this weapon often wear thick gloves to prevent heat blisters from contact. Whenever the wielder scores a critical hit, the weapon releases a fiery burst dealing additional fire damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of the target.

22

Lightbringer: A longsword whose pommel resembles a golden sun, with the rays of light extending left and right to create the hilt. A longer sun ray stretches downward to form the grip, and the longest ray streaks outward to form the cruel edge of this golden longsword. Taking an action equivalent to drawing a weapon, the wielder can utter a command word causing the blade to emit light as bright as a torch which counts as natural sunlight for all intents and purposes. This lights last for ten minutes or until the wielder repeats the command word. Before the sword can emit light again, its magic must be recharged by spending at least eight non-consecutive hours in direct natural sunlight, absorbing the solar energy and storing it within itself. Knowledgeable PC’s will have heard the legend of the sword’s creation. The Temple of Dawn strove relentlessly to banish the world of evil creatures that lurk in the shadows. The members of the church performed their duties exceedingly well, so much so that they attracted the ire of a powerful group of vampires. Late one night, the vampires infiltrated the temple and slaughtered the sleeping inhabitants. They then set the temple ablaze in one final cruel act before retreating into the darkness. The priests’ golden holy symbols melted in the heat of the flames and gathered into a mass of molten gold as bright and hot as the sun itself. When the sun crested the next morning, the Lightbringer was born among the ashes of the fallen temple.

23

Lightning Bolts: A wooden case containing 4d4 humble crossbow bolts made of weathered metal. Their heads are jagged like that of a lightning bolt. Some storm mage must have been amused by their own pun when they enchanted these bolts with the fury of a thunderstorm. When fired, the ammunition is sheathed in a corona of electricity, seeking out and slamming into heavily armored foes, unleashing a loud thunderclap that deafens the target. Half of the damage dealt by the bolts are considered lighting damage while the other half is considered thunder damage. The wielder gains advantage on attack rolls with the Lighting Bolts if the target is wearing armor primarily made of metal. If the wielder fires a Lighting Bolt on his turn and has advantage on an attack roll against against the target, victim becomes deafened until the start of the wielder’s next turn. Hit or miss the Lighting Bolts are consumed by their own power after being shot and are never recoverable.

24

The Silver Fist: A steel two-handed warhammer (Maul statistics) whose haft is polished mahogany, while the head is plated in a fine layer of adamantine. A silver hand emblem rests in a bed of gold design on either side of its mighty business end. Knowledge PC’s will recognize the sigil as that of an order of militant paladin’s who seek to further the cause of peace through warfare. The wielder is imparted with a strong sense of good and evil and the desire to see justice done and the corruption of the world washed away. The weapon’s divine power purges impurities by searing the skin and scorching the soul. Whenever the wielder successfully attacks a target, he inflicts radiant damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.

25

Memory of Flame: A longbow, cracked and brittle from fire, that feels warm to the touch. When gripped with both hands, the wielder can smell smoke, taste ash, and feel searing heat envelop them for the briefest of moments before the inferno passes completely. Arrows shot from the bow blaze into fire and strike with the heat of fiery death. When used in combat, the wielder’s hands become coated in a fine layer of ashes. Whenever the wielder scores a critical hit, the weapon releases a fiery burst dealing additional fire damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of the target.

26

Moonstrike: An elegantly crafted longsword that is deceptively lightweight. Despite its apparent age, it appears completely unblemished and the binding around the grip feels freshly wrapped. The pommel displays the phase of the moon and changes daily. The sword is treated as a +1 in direct moonlight or starlight and the wielder can see twice as far as normal in moonlight or starlight.

27

Namarra: A keen longsword that glows pale mauve when drawn, shedding light equal to a candle. Carved, on one side of the blade is the word “Namarra,” and on the other is carved “Never Sleeps.” When the weapon strikes metal, it spits white sparks and the sword floats on water as if it were wood. Knowledgeable PC’s are able to determine that the weapon is old and that Namara appears to have existed for as long as tales have survived, wielded by such mythic heroes as Eth and Brensyl the Tall. The ancient blade is empowered with arcane magics that dampen sound and the wielder can force his victims to suffer in silence. The weapon makes no noise of any sort when it strikes a target and negates any sound the target would make as a result of being hit. A creature struck by the weapon cannot utter any sounds louder than a barely audible whisper until the start of the wielder’s next turn. While the sword is being wielded and for five minutes afterwards, the bearer cannot speak louder than a barely audible whisper. This does not hinder spellcasting (Unless the spell requires the target to hear the bearer) as the bearer is still able to speak but he cannot provide rallying cries to allies, give instructions or shout for help. The forced whispering hinders the bearer’s ability to properly project their personality and they suffer disadvantage on all charisma based checks that rely on them speaking. —Note: In game terms only creatures within five feet of the bearer or victim can hear him whispering in optimal conditions. During loud situations such as combat, thunderstorms or in a loud taverns, whispers cannot be heard at all.

28

Nemesis Sword: A masterfully crafted Roll on "Random Sword Table" with a blade of tempered iron, flecked with shards of silver and inset with ancient runes of daemon slaying. The ancient sigil of the holy paladin order known as the Grey Knights is emblazoned on the crossguard and part of their motto is stamped into the grip which reads; “One Last Blade Forged In Defiance Of Fate.” The sword is treated as a +1 against demons, devils and fiends and those creatures are never considered proficient with the weapon.

29

Rukt: A two-handed warhammer, with crossed leather wrappings and a long, gently curving handle, carved to look like a spine. It is capped on the bottom end by a ring of brass colored metal. The hammer’s head is pale gray and looks like a wolf’s snarling head, its neck held to the haft by a likeness of a five-fingered hand. When swung, the air crackles around it and on impact, thin fingers of blue electricity curl through the air. Whenever the wielder scores a critical hit, the weapon releases a shocking burst dealing additional lighting damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of the target.

30

Scarab Arrows: A quiver made of woven reeds that contains 5d6 arrows with bronzewood shafts, fletched with golden falcon feathers. The heads are delicate, each one tipped with a detailed sculpture of a scarab beetle, made of blue glass with its legs pointed before it. When one of the arrows successfully hits an enemy, the scarab animates and burrows into the creature’s flesh, reducing the target’s maximum movement speed by ten feet until the start of the wielder’s next turn. The arrows are not recoverable after being shot.

31

Silken Deception: A slender, graceful shortsword, Silken Deception is sharpened along both edges and its tip is reinforced for piercing. A delicate abstract pattern of blackened arabesques and webwork traces its way down the blade’s rib. Though its quillions and pommel-nut are of unornamented, bluish steel, the grip is wrapped in braided grey silks that trail free of the hilt like hazy scarves. With each successful strike, the blade can taint the victim’s mind with a drugged haze, clouding their thoughts. Twice per day when the wielder successfully attacks a creature, he may choose to imposing disadvantage on the target’s intelligence and wisdom saving throws until the start of the wielder’s next turn.

32

Sulfuras: A gargantuan, two handed warhammer (Maul statistics) composed of flaming red elementium and etched from end to end with intricate runes that moves like flowing lava across the weapon’s surface. Sulfuras is covered with many vicious spikes of varying sizes, each white hot and surrounded by a hazy distortion of shimmering warmth. The weapon’s heat is unbearable and its flaming wrath will burn the wielder just as easily as his enemies. All of the damage dealt by the weapon is considered fire damage instead of bludgeoning. Whenever a creature is slain by Sulfuras, its flesh and bones are consumed by the intense flames and disintegrated, leaving only a pile of hot ashes and warmed equipment behind. Should the bearer be slain while actively wielding the warhammer, his flesh and bones are likewise consumed by the weapon’s power, leaving only a mound carbonized dust, his gear and Sulfuras itself behind.

33

Sunjari’s Pitiless Barb: A wondrous shortbow that without the aid of magic, would be nothing more than a strange and fragile curiosity. Not fashioned of ash or horn, it is entirely composed of a network of minuscule golden gears, silvery levers and other clockworks encased in a perfectly transparent “bowstave” of many-jointed crystal. When the stave is flexed or its string pulled, the clockworks inside speed up and whirl in a frenzy of activity. The internal mechanisms allow the wielder to use the bow with reliable precision at times when he cannot afford chancing the shot. When the wielder makes an attack roll with the magewrought weapon, he can forgo rolling the d20 to get an 11 on the die. This property can be used twice per day.

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Taleblade: A sleek rapier with a silver hilt. Though masterfully constructed, the sword is unadorned. Once acquired, however, the Taleblade begins to record the deeds and experiences of its owner and companions. Over time, the Taleblade document its owner’s journeys in incredibly fine, flowing script along the length of the blade. Over the course of an hour, the bearer can imprint the blade with a record of his own senses. Taleblade can store up to three scenes (Recording a new scene erases an old one of the bearer’s choice) that the bearer personally witnessed, including visuals and sound, up to five minutes in length. The bearer can will one of his own scenes to life, creating an illusionary recreation of the memory within ten feet of himself that is no larger than a ten foot cube and no louder than a scream. Maintain the illusion requires the wielder’s concentration and he cannot stray farther than ten feet from it or take strenuous actions (Like attacking or casting a spell), or the illusion dissipates, though he may still speak and move around normally. Taleblade is considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses, but offers no bonuses to accuracy or damage.

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The Beggar’s Blade: A shabby sword with a hilt wrapped in tattered leather topped by a crooked blade with a damaged edge. The cursed sword haunts it’s wielder with visions of greatness and renown that always seem hopelessly unobtainable. To make use of the power of the blade to gain riches or glory is to impoverish oneself, making the final goal always within sight but never within reach. Wretched as its appearance may be, the blade actually cuts surprisingly well and the shortsword is treated as a +1 weapon. Whenever the wielder attacks with the sword, one random gold coin on the wielder’s person permanently turns into sooty ashes. Should the wielder have no gold on his person, the singular most valuable piece of equipment on his person will turn to ash. The Beggar’s Blade never turns to ash in this way, leaving the wielder naked and covered in soot if he’s sacrificed all of his other possessions to the sword.

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The Blue Rose: A shortsword with a surprisingly slim blade of highly polished steel, the weapon appears deceptively fragile. Its grip is of polished ebony threaded with plaited gold wire and its pommel-nut an unidentifiable fruit carved of lapis. The Blue Rose’s leaf-and-blossom etched golden quillions are forked, one crescent curving forward and the other back, and instead of a knuckle-guard the hilt is threaded with a golden chain that rests against the hand before meeting the pommel and trailing away to terminate in a coin-sized locket of gold. Blue Rose is the bane of otherworldly beings and the dagger is treated as a +1 against creatures who were not born or created on the plane the wielder is standing on, such as angels from the celestial heavens, devils from the rings of hell or eldritch beings from alien dimensions. Such beings are never considered proficient with the sword.

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The Oncoming Storm: A pair of shortswords crafted of transparent glass as strong as steel. Tinted the color of a ominous sky just before a violent storm, the glass of the blades appears rippled and dimpled despite being perfectly smooth and bearing a razor’s edge. Though hilt and pommel are cast as one with the blades, the grip of each sword is wrapped with twisted white and jade green silks and bear a white silk tassel tipped with gold. Each of the Oncoming Storm’s blades holds within a bit of the power of lightning, which build with intensity as with each successive attack. On a successful attack with swords, the wielder can choose to have all of the damage dealt be considered lighting damage rather than slashing. Whenever the wielder attacks, each hit against a singular target deals extra damage equal to the number of successful hits made against the target during this turn with the swords. The first hit against the target deals 1 extra damage, the second 2 points of damage the third 3 hit points, ect. This extra damage is added to the attack’s damage and is considered the same type. Unfortunately for the bearer, the enchantments that provide the blades their lethal potential function by sapping the wielder of his vitality and resilience. When one or both swords are 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. Both swords must be on the bearer’s person to activate their magical abilities. —Note: A combat example: The wielder is stabbed with a dagger dealing 4 points of damage but because he is wielding the The Oncoming Storm weapon (Or has actively wielded it in the past hour) he takes 5 points of damage instead.

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The Sol Edge: A battleaxe whose head is shaped like a golden sun, with small blades in the shape of stylized rays of light coming off of its edge. The wielder can concentrate for a moment to cause the weapon to burst into illusionary flames that shed light as dim as an ember’s glow to as bright as a torch as the wielder wishes. The wielder can smother the magical flames with a thought and the weapon sheds no light when not held. The battleaxe also gains one Random Masterwork Weapon Bonus.

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Thunderstriker: A warhammer with a flat round head of blue steel, with a balancing spike on the opposing side shaped like a stylized dragon’s tail. The weapon crackles with static energy and rumbles with the sound of distant thunder. The warhammer’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. On a successful attack with the Thunderstriker, the wielder can choose to have all of the damage dealt be considered lighting damage rather than the bludgeoning .The wielder gains +1 on his attack rolls to hit if the target is wearing armor that is primarily made of metal. If the wielder himself is wearing armor primarily made of metal, whenever he rolls a natural 1 on an attack roll he must roll a d4. If the result is another 1 the wielder manages to electrocute himself with the Thunderstriker and suffers a warhammer’s worth of lighting damage (1d8).

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Veridian Needle: A rapier fashioned from the bone of a green dragon, the blade continuously seeps a black-green ooze along its length. Knowledgeable PC’s can identify that the tiny droplets that constantly leak and quickly evaporate is toxic green dragon saliva. The bearer can feel the constrained power of draconic venom trapped within the weapon, threatening to burst outward with every attack only to finally spew outward like that of the wyrm’s polluted breath on a spectacular assault. Whenever the wielder scores a critical hit, the weapon releases a toxic burst dealing additional poison damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of the target. This poison damage is not multiplied on a critical hit.

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Viper Whip: A sinuous whip made from braided pieces of multicolored leather cut to look like the scaly skin of a snake. Upon landing a successful hit, the tip of the weapon transforms into the head of a viper and sinks its fangs into the unsuspecting victim. The magically conjured paralytic snake venom is injected directly into its target’s flesh, coagulating the blood, paralyzing muscle and necrotizing the once healthy tissue. All of the damage dealt by the weapon is considered poison damage and once per round when the wielder successfully attacks an enemy, he can choose to reduce the target’s maximum movement speed by ten feet until the start of the wielder’s next turn.

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Sword of Song: A large bisected blade (Longsword statistics), wrapped with a long colorful leather band which seems to dance whenever the blade is drawn. Every time the sword is swung, a note sounds, followed by another when it hits something. A skilled fencer can weave these notes into a deadly melody. If the wielder is proficient in the perform skill or with any type of musical instrument, whenever the wielder successfully strikes a target, he inflicts thunder damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.

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The Primordial Hammer: A stone greathammer covered in fossilized sea life. The weapon is imbued with some ancient, long forgotten curse which spreads its rocky nature to living things that it touches. The curse has lost most of its power and no longer completely petrifies those that make contact with it, just temporarily transmutes a fraction of their body into animated stone. Whenever the wielder successfully attacks a creature, the wound and its impact site becomes encased into heavy, barely malleable stone and the target suffers disadvantage on dexterity saving throws and has its movement speed is reduced by five feet until the start of the wielder’s next turn. The wielder is constantly afflicted in the same manner, developing rocky hands and rough hard skin and whenever the weapon is actively held or wielded the bearer suffers disadvantage on dexterity saving throws and has his movement speed is reduced by five feet until he has spent one full turn without holding the hammer. The hammer can be stored in the bearer’s pack without suffering the negative effects, but the curse bypasses gloves and gauntlets as well as enemy armor.

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The Artblade: A longsword that appears to have been forged from solid darkness. Its blade is a void of nonreflective blackness that feels as solid as stone yet as slick as oil. Along the razor-sharp, beveled edge of the blade glows a thin, crimson line of energy that encloses the darkness in light. When drawn, the Artblade crackles like lightning breaking across a metal shield, and when swung, it emits a sharp, buzzing sound similar to that of an angry bee. Embossed in glowing crimson on the base of the dark blade is an Elven rune often used to signify a work of high magic. An astute wielder with a discerning mind, experiences sudden flashes of insight after attacking, gaining moments of battle intuition allowing them to defend against the enemy’s next move with the reflexes of a seasoned veteran. Whenever the wielder successfully attacks a target with a lower wisdom score than himself, the wielder’s armor class or physical defensiveness increases as if he was properly wielding a shield against the next attack made by the target until the end of its next turn. The wielder may benefit from this armor class bonus (Typically a +2) even if he is already wielding a shield.

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Starpoon: An oddly shaped spear (Javelin statistics) made of silvery metal, studded with gems in the patterns of unrecognizable constellations. Apart from its lavish construction the weapon greatly resemble a one-flue harpoon like that used in whaling. Starpoon instantly flies back to its owner’s hand after a ranged attack, (Hit or miss) as if pulled back by a strong gravitational force. If the attack was successful the owner can twist his hand a certain way, digging the backward curving hook into the victim’s body and pulling the target five feet closer to himself before the spear dislodges and flies back to the owner’s hand. The weapon considers its owner to be the last creature who spent one hour intensely studying the strange constellations spelled out by the gemstones which causes significant mental duress dealing one point of psychic damage per character level (Or 10% of maximum health or other equivalent amount).

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Hellfire Brand: A twisted wrought iron, branding iron in the general shape of a warhammer and can be wielded as such. The brand is arranged in the shape of the infernal seal of an archdemon of Roll on "Evil Domains". While holding the weapon, the bearer feels a strong sense of personal power and feels motivated to carry out the meaning or goal of the archfiend’s domain. The wielder is not compelled to act in this way and is not forced to violate any strongly held morals or beliefs. Half of the damage dealt by the warhammer is considered fire damage while the other half is necrotic, it deals no bludgeoning damage at all. The brand unnatural profane burns on the bodies of the wielder’s enemies and critical hits leave the archdemon’s infernal seal branded on the target’s body. Though the hit point damage can be healed normally, the superficial skin damage left by the burns and branding never heals naturally and require healing by the magic of a good aligned cleric.

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Coinspinner: A meter long double bladed greatsword with a black hilt forged from meteoric ore. The sword is gorgeous to behold and its form never becomes marred or stained and the blade retains its edge and luster regardless of use. There is a pair of white dice engraved into the dark hilt and the wielder always feels preternaturally lucky. The first time per day that the wielder critically fails an attack roll with the weapon (See Note) they must roll again and take the new result. This effect cannot be suppressed, delayed or saved for later. The weapon must have been in the bearer’s possession for at least 24 hours before the wielder can benefit from the effect. —Note: The DM can expand this to also include other combat rolls that are not attacks such as attempting to shove, trip or disarm a target as long as the weapon was used at least in part to do so.

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A Roll on "Random Sword Table" with a blade cut from stygian ice. It will never melt from anything short of divine fire and steals the souls of its victims as well as their heat. The bearer can see the faces of those killed by the sword pressing against the inside of the blade’s surface at night, struggling to break free. The black ice freezes and necrotizes the flesh, covering the tainted skin in frost. Half of the damage dealt by the weapon is considered cold damage, while the other half is poison, no mundane damage is dealt. Whenever the weapon deals a killing blow to a victim, there is a 25% chance that any attempt to bring that creature back to life utterly fails and the spell’s energies and any material components used are wasted. The weapon is not without its flaws however and is tainted with the sin of treachery and will turn on the mortal who trusts it most. A wielder who rolls a natural 1 on an attack roll must roll damage as normal for the attack and half of the damage is dealt to the wielder, as the weapon seems to twist in their hands and nicks them.

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Quintessence: A Roll on "Random Sword Table" with a blade of many parts, as if an ordinary blade had been cut with a jigsaw. Each part floats a set distance from the other as if the holes were filled with clear glass, though an inquisitive finger can determine that they are not. The object still serves as a perfectly serviceable weapon, as the pieces are being held together in a transparent field of solid magic. The weapon’s arcane binding reinforces the weapon’s lethal potential, causing injury caused not by blade but of pure magical force. Foes are blasted by eldritch power that bypasses most physical and supernatural defenses to kill in the most direct way possible. On a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered force damage rather than the sword’s normal damage type.

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Everhome: An otherwise ordinary Roll on "Random Sword Table" that seems to hum with a comforting presence. It smells like the bearer’s mother’s cooking, feels like freshly laundered sheets, stings like a merciful executioner’s axe. The bearer is deeply comforted by the weapon despite the violence associated with its murderous use. When grasped and concentrated on in calm situations, the object shows the wielder his own childhood memories that are always of good times, fond events, or joyful occasions. Once per day, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer, such as their mother’s noodle soup or father’s elk stew. Eating this delicious meal over the course of at least one minute is so satisfying that it counts as nourishment for a full meal and restores hit points equal to a dagger’s damage (1d4+1). To everyone other than the bearer, the bowl and its contents appears unchanged. The special qualities of the enchanted water dissipate if it is not consumed within one hour.

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Oaken Cudgel: A gnarled tangle of roots that has bound together tightly enough to function as a decent bludgeon and can be wielded as a club. It seems very receptive to nature-aligned magic and has been imbued with druidic mysticism. The wielder can use his wisdom ability score instead of his strength to determine the bonus to his attack and damage rolls.

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The Pike of Ammenrye: A pike made entirely of wrought iron, with magical runes etched in silver through its entire length. The final third of the shaft and the head are shattered and splayed out in every direction, creating a chaotic and yet pleasing appearance. The fragments and held in place as if arranged within a block of perfectly clear glass. Knowledgeable PC’s will have heard is said that the great hero Sean Ammenrye used this magical pike to slay an evil Titan who terrorized the countryside, stabbing it into the Titan’s vile heart. When he did, the Heart exploded, killing the Titan and shattering the pikehead as it remains today. According to legend, if a true hero needs the Pike to defeat another great evil, he must grasp the pikestaff, and he will learn the way to reweave the pikehead and restore the magic of the Pike of Ammenrye. Whether this is true or not is unknown; the Pike has become a coveted collector’s item and a work of art. On a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered force damage rather than the pike’s normal damage type.

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Hammer of Weylund: A solid iron smith’s hammer that’s obviously well-made but lacking in decoration. When wielded by a dwarf, glowing red dwarven runes appear along the the entire weapon stating its history. PC’s knowledgeable in history will recall that the hammer was created by a dwarven king and legendary smith Weylund. The weapon is treated as +1 warhammer when wielded by a dwarf.

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Blade of Chilling Darkness: A greatsword whose blade seems to be made of enchanted black ice, allowing it to be used as a magical focus. The weapon is cold to the touch and always seems to be slowly melting but never truly thaws away. On a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered cold damage rather than slashing. The greatsword can be used a spellcasting focus for spells that deal cold damage.

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Eager Shiv: A rudely sharpened piece of metal (Dagger statistics) bearing a rough strip of cloth tied around one end to serve as a handle. When held, it seems to tug the wielder’s hand gently forward, and it never quite stays put in its sheath. When combat is first joined, the bearer’s body is flooded with adrenaline, typically shocking him into action but can in some cases completely overwhelming his mind. The bearer gains advantage on initiative checks but if he has the lowest (Or tied for lowest) initiative result out of all creatures who rolled, he is overcome with stimulation and freezes in place. At this time the bearer is unable to attack, move, react, provide flanking or even defend himself and spends the entire first round effectively paralyzed in shock. All enemies gain advantage on attacks rolls against the panicked bearer who suffers disadvantage on all saving rolls and ability checks. These effect wears off at the end of the bearer’s first turn after which he is able to act normally.

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Goblin Render: An oddly shaped greatsword covered in runes in the language of giants that read “Small Death”. When the wielder is within 100 feet of a goblin, the weapon emits a deep red glow and the crude script flares with a yellow light. The greatsword is treated as a +1 weapon against goblin targets.

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Hellscourge: An unholy scorpion whip fashioned from skin flayed from a barbed devil’s back. The weapon has a series of razor-sharp blades and fangs inset along its tip and is able to finds the cracks and holes in even the heaviest plate armor. When the whip tastes blood, the wielder can take on the appearance of a barbed devil for a fleeting moment in an attempt to cow the victim. Twice per day when the wielder successfully attacks, he can immediately make an intimidate check against the target he hit. If the intimidation is successful, the target becomes frightened of the wielder until the end of the target’s next turn.

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Psychokinetic Craghammer: An expertly crafted warhammer wrapped in a rich purple burial shroud. The hammer has a natural stone head, attached by two thick steel bands to its leather wrapped handle. When held by an intelligent creature, veins of violet crystal in the stone flicker with light, reacting to the latent psychic energy surrounding the wielder. Whenever the wielder successfully strikes a target, he inflicts psychic damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.

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The Velvet Fist: A footman’s mace mounted with a spiked round head and a jet black handle. Light sources shine off of its dark surface in unusual flowing shapes. When presented in battle the mace emits a hazy purple fog from its head which flows off the weapon gently when swung. The weapon rewards those who spread the message of their dominion over others and if the weapon is used to land a killing blow on an intelligent creature while being witnessed by at least three other non-allied, intelligent creatures, the weapon glows slightly and functions as a +1 for the next eight hours for that wielder only. The eight hour timer is reset each time the wielder meets the enchantment’s requirements.

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The Hilt of Many Blades: A sword hilt made of solid gold, covered with various ancient primordial scripts involving the gods. Inlaid with sparking blood red rubies its appearance is enough to make anyone envious of the beauty of its craftsmanship. The bearer can cause the blade to manifest with a thought as an action equivalent to drawing a weapon. The blade can vary in size and the bearer determines whether it will appear as a dagger, shortsword, longsword, bastard sword or greatsword and can change it at will. The blade always looks clean and appears to made out of many ancient interwoven metals. The blade shines like silver and has a golden edge. In each state the blade is considered a silvered, magical weapon for the purposes of overcoming resistances and damage reduction. The bearer can cause the blade to disappear with a thought and it similarly vanishes if the hilt is released.

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Club of Detonation: A simple wooden club that burns with the raging spirit of the imp forever trapped within by the cunning enchantments placed on the weapon. Occasionally, however, the demon’s wrath escapes in a fiery blast that burns the wielder’s foes. Whenever the wielder scores a critical hit, the weapon releases an infernal explosion dealing additional fire damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target.

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Primeval Hammer: An ancient weapon consisting of a haft of petrified oak on which is mounted a large block of roughly hewn stone that glows an uncomfortably warm, sickly green light that tingles the skin like an unpleasant sunburn. The maul’s head pulses and flickers with barely contained power always threatening to burst free from the weapon’s confines and alter the very fabric of reality. On truly remarkable attacks, a small portion of the untamed sorcery surges free causing unpredictable effects. Knowledgeable PC’s will be able to identify the emerald green, crystalline substance as warpstone, the solidified form of pure raw magic. Known also as wyrdstone, foulstone or witch-stone, the incredible rare substance is highly prized for its endless source of sorcerous power despite the heavy cost of life. Unrefined warpstone is highly toxic to all living things; prolonged exposure to the substance will lead to madness, mutation and eventual death. The supernatural radiation pouring from the mauls’ head poison’s the bearer’s form causing him to age twice as quickly as long as the weapon is on his person. The tainting effect upon the wielder’s flesh resonates with the warpstone, allowing the wielder to better direct the wild effects. Whenever the wielder lands a critical hit on an attack roll with the weapon, the player must roll twice on the Wild Magic Surge Table and chooses which one of the effects occurs in addition to the critical hit. While rolling on the table, the wielder is considered the “caster” and the critical hit is considered “spell” for the purposes of the surge. —Note: For D&D 5e players the DM can choose to have the player roll on my homebrew tables of effects on this blog, the published Sorcerer’s Wild Magic Surge table or any other random effect table you can find. Should the player roll on a result that would be grossly detrimental for the campaign (Such as casting Fireball at their own feet resulting in a TPK) the DM should feel free to have the player reroll. —–Random

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Scalesplitter: A longspear with a thin, strong spearhead almost like and awl, prefect for slipping between scales. When first carried, a bearer experiences faint ideas of prejudice and intolerance towards scaly creatures such as lizards or draconoids. Over time these emotions will fester and grow into feelings of bitterness, resentment and perceived imaginary slights against the bearer. When in the presence of those creatures the bearer will feel uncomfortable and suspicious of their words, actions and goals. The weapon is treated as a +1 against the creatures who are predominantly covered in scales.

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Parrying Blade: A Roll on "Random Sword Table" with a mirror polished blade surrounded in a shimmering haze. A protective magical force extends outwards from the blade a few inches in each direction, widening at the base of the blade in a buckler sized disc of thick quasi solid air around the handguard. The supernatural protection allows the wielder to block projectiles and even some aimed spells as easily as he would deflect a sword blow. Using an action equivalent to an attack of opportunity (See Note) the wielder may attempt to parry an incoming melee, ranged or spell attack, increasing his armor class or physical defensiveness as if he was properly wielding a shield. The wielder may benefit from the armor class bonus (Typically a +2) even if he is already wielding a shield.—Note: If your system doesn’t use attacks of opportunity use the following rule: Once the wielder parries an attack he is no longer able to do so until the start of his next turn.

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The Sword of Gith: A jagged-edged scimitar-like greatsword with a silver blade and a golden hilt. After a few hours on his person, the bearer seems to find that his mental acuities such as memory recollection, critical thinking and deductive reasoning skills have all become better and that his mind is clearer and more focused. The bearer feels smarter than he was before as if influenced on some kind of mental stimulant and gains a feeling of intellectual superiority over his allies, peers and especially enemies against whom he has a greater urge to challenge himself. In reality the weapon is only imparting the artificial feeling of mental clarity and a keen mind and provides no actual boost to intelligence. The weapon treated as a +1 but whenever the wielder makes a successful attack against a target with a higher intelligence score than himself, the weapon deals one hit point of psychic damage per character level (Or 10% of maximum health or other equivalent amount) to the wielder.

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Blade of the Deep Waters: A shortsword that bears a wave-like pattern in its metal, indicating both a connection to elemental water, and extraordinary talent in its forging. The weapon cuts through water like air and the wielder doesn’t suffer the usual penalties for using it during underwater combat. The sword is constantly damp and drips saltwater intermittently and when grasped, the wielder’s ears pop as if subjected to a drastic change in pressure. If the shortsword is completely submerged in saltwater it is treated as +1 for the next hour.

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Balisong: A discrete dagger with a blade that appears to be a dull silver with two handles coming from it, connected to joints and able to move freely on their hinges. These handles are made of an aged cherry wood, and it’s easy to see the scratches and dents in the woodwork. The blade is incredibly sharp on one end, and the other is smooth and unsharpened, where a hand could easily touch without suffering a wound. When folded, the dagger can easily fit in a small pocket or up a sleeve granting the bearer advantage on any roll made to conceal the weapon on his person. The weapon’s enchantment is designed to augment and compliment the wielder’s natural dexterity and an adept bearer can flip the knife open and closed in a dazzling show of skill. While a bearer’s deftness and nimbleness of fingers with a butterfly knife may be menacing, one’s ability to perform knife tricks does not usually translate directly to one’s combat skills. Balisong however takes those feats of legerdemain and allows the wielder to shed blood in a graceful ballet of a spinning blade. Whenever the wielder attacks with Balisong, instead of making a typical attack roll he can make a standard Sleight of Hand check and the result is treated as an attack roll against the armor class of the target. If successful Balisong deals typical damage for a dagger.

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Blackbolt: A hand crossbow decorated with fine obsidian runes and a black-iron crow’s head sporting eyes that seem to drink in the light. The weapon is a masterwork of projectile engineering and supernatural artifice. Due to an internal series of series of minute gears and pulleys hand crossbow can be drawn back with a pinkie finger and can be cocked and fired as quickly as a shortbow negating the loading aspect of the average crossbow. 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. Once on the wielder’s turn, he can choose to make his next attack with Blackbolt gain advantage to hit. 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.

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The Edge of Salvation: An ancient Halberd filled with an indomitable will, forged to defend all those fall within its reach. The shaft is etched with the Sylvan words “Nonvul Sil”, meaning “Noble Soul” This Halberd is made completely out of wood and other natural materials, vines wrapping around the blade and shaft, with green crystals sprouting out of the top and forming its blade. The weapon is as deadly as it is beautiful, as the craftsman strove for singularity powerful blows as much as they did physical perfection. The weapon’s magic ensures critical strikes to vital areas and is able to sap the wielder’s physical reserves in order to facilitate that goal. Twice per day when the wielder successfully attacks a creature, he can choose to have that attack be considered a critical hit at the cost of immediately becoming exhausted as if he had gone a night without sleeping. Creatures who are immune to becoming exhausted are unable to channel their energy through the weapon and cannot activate it.

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Blade Of Atonement: A torn covering wrapped around the shattered hilt of a two-handed sword, that is achingly cold to grasp. The shawl is laced with a pious script. The incantation promises that the pure shall wield the blade of atonement. Only the righteous may redeem the pitiable sinner. When wielded by a good aligned creature the greatsword is treated as a +1 weapon.

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Smoldering Mace: A long reaching two handed weapon that swings its lethal head in wide arcs. Ashes drift from the mace’s smoldering head and the weapon bears an inscription; “Righteous fire may only be wielded by a disciple consecrated by wrath and fury.” Whenever the wielder successfully strikes a target, he inflicts fire damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.

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Tyranny’s Foil: A large crystalline halberd that seems to crackle and pulse with wild energy. Infused with chaotic magic, the weapon rewards those who act on their impulses and refuse to allow themselves or others to be retrained by locks, chains or barriers. The weapon is treated as a +1 in the hands of a chaotically aligned wielder. Twice per day a chaotic wielder can touch the halberd to a nonmagical lock such as a door, chest or a set of manacles and channel the weapon’s power in an attempt to unlock it. The wielder then vibrates the polearm with minute finesse and makes an attack roll with the halberd as if attacking a creature. The result of which is treated as if the wielder had attempted to use thieves tools to unlock the object. This process makes no noise and causes no damage to the lock on a success or failure.

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Oro’s Sacrifice: A two-handed sword made of a single piece of bloodstained steel. The crossguard is set with two large spikes facing upward making it easier to trap enemy swords or stabs those who are far too close. The length of blade is inscribed with diabolic sigils that reads; “Give yourself to the flames and your name will burn in the minds of men forever.” in the language of demons. The infernal greatsword is treated as a +1 and on successful attacks, the wielder can choose to have all of the damage dealt be considered fire damage rather than slashing. While the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.

74

Heartseeker: A beautifully crafted elven longbow made of polished wood. The elven craftsmen made the bow so strong even stone cannot scratch the marvelous wood, and the deep finish of its polish can be returned by a single brush of the hand. The weapon can be fired without nocking an arrow, magically creating physical ammunition, sending a whistling streak of silver light towards the target. Arrows launched from Heartseeker can easily bury themselves halfway into stone, leaving a burned scorch mark. Heartseeker’s conjured arrows grants an additional +1 to damage rolls and count as silvered for the purpose of overcoming damage resistances and immunities. After a minute, arrows created by Heartseeker magically dissolve, which makes a quiet hissing sound. Mundane or magical arrows can be fired from the bow as normal but they do not gain the benefits that the created arrows gain.

75

Gilgamesh The Everlasting: A longsword with a blade of brittle bronze, the upper third broken off and missing. The sharp-edged fracture corners form two new tips. The metal is jagged, scratched, slightly crooked and shows clear dents in some places. The hilt is missing. Traces of antique glue still stick to the narrower side of the blade. It is not removable. To hold the weapon the wielder must put his hands directly around the metal. It feels strangely fragile. Knowledgeable PC’s have heard that the sword is supposed to be as ancient as the world itself. It is said that it was cast in bronze by the first blacksmith and passed on to the first swordsman, with which they beheaded the first tyrant. No one can say exactly how old it is. Even in the earliest chronicles, it is already recorded as an ancient relic of a distant past. The sword drains the life force of everything nearby, causing it to wither and deteriorate and all creatures and objects within a five foot radius of Gilgamesh age twice as fast. A creature injured by the weapon instantly ages by a week for each point of damage dealt by the weapon and the wielder de-ages by one day for each point of damage dealt by the weapon. —Note: Although this enchantment should not have an impact on the duration of beneficial spells on the target or how long it’s been since they’ve last eaten, an intelligent PC or a lenient DM can find uses for it. Such as attacking summoned undead that only “live” for a day, aging them to a time where they crumble to dust or attacking monstrous insects, swarms, biologically unstable mutants, aberrations or other creatures that have lifespans in the weeks to months range.

76

Yorleif the Numbing Frost: A longsword with a blade made of frozen steel from the polar regions, hardened in blue fire. The handle is made of a human thigh bone. The blade is constantly covered by hoarfrost and is ice-cold to the touch. Scraps of skin are left behind when the wielder slides his fingers along it. Winter never penetrates the wielder’s bones again, as the blade draws in the chill to augment the wielder’s sword strokes with cool severity. The bearer’s thoughts turn into frost and his mood into ice. Whenever the wielder would take cold damage he can spend an action equivalent to an attack of opportunity to reduce the cold damage by the equivalent of a dagger (1d4) to a minimum of 0. After reducing the damage in this way, the first time the wielder lands a successful attack with sword before the end of his next turn, he deals a dagger’s worth of cold damage (1d4) in addition to the attack’s regular damage.

77

Ainsbin, The Infernal Hellblade: A reddish Roll on "Random Sword Table" constantly surrounded by blazing flames, which cannot be extinguished. Underneath, the metal is dark from soot. Whoever fights with it leaves behind a constant trail of ashes. The hilt and sheath are both made of the damp, green wood of the Frinkel tree, which can never be set alight. Scenes of violence and torture are deeply carved into the wood. Knowledgeable PC’s will have heard of the hellblade and know that Ainsbin was melted in the liquid rock of an active volcano and pressed with the help of the continental plates. An innocent man, condemned to death, put all his burning anger into the manufacturing process. A witch at the stake spoke the magic words. Driven by death and anger, it burns everything to ashes and smoke. As soon as the weapon is taken out of its sheath, it goes up in flames shedding light like a torch. The sword blade itself is always red-hot. Wounds are immediately cauterized after every strike. Whenever the wielder successfully strikes a target, he inflicts fire damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.

78

Khopesh of the Vulture: A masterfully crafted bronze khopesh (Scimitar statistics) imbued with a hunger for carrion. Despite the extensive patina that slowly creeps along the blade, its edge remains razor sharp. Those who can stand the ever-present scent of rotting flesh wafting off the blade can wield it to great effect. While holding the khopesh, the wielder can smell the direction of dead creatures within 100 feet as long as they died within the last week. If the wielder has used the weapon to kill a living creature within the past week, he can consume the spoiled or rotting flesh of animals and humanoids gaining nutrition without any negative effects or digestive issues as long as they have died within the past week. The blade accelerates the process of death and decay within the target causing open wounds to fester and spoil even if they’re only seconds old. Whenever the wielder successfully strikes a target who has less than half of their total hit points remaining, he inflicts necrotic damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.

79

Leeching Demise: A Random Sword with a blade of crystal glass, sharp on both sides and stuck in a hilt made of a light green metal. The crystal is transparent and has a small opening at the tip. If dipped into the blood of a living creature or fresh corpse, the hollow space inside will fill up by itself. Afterwards the glass sparkles for a few days in the reddish complexion of the juice of life. Upon successfully striking a creature, the wielder can use the weapon to form a metaphysical link between himself and the sample of blood within the blade. This connection allows the wielder to track down the rest of the blood and find the sample’s originator. Once per day when the wielder successfully attacks a creature he may choose to allow the sword to absorb a measure of blood within itself. For the next hour, as long as the weapon is in the wielder’s possession he is aware of the direction of that creature and gains advantage to any checks made to track, follow or find his target. If the sword is plunged into a freshly deceased creature (See Note) and remains there for at least one uninterrupted hour, it is treated as a +1 for 2d4 hours after being withdrawn from the body. During this time the weapon draws all the blood and general moisture from the corpse leaving it a desiccated husk when it is withdrawn. —Note: The creature should be no more than 12 hours dead, be the size of a wolf or larger and have possessed a blood based circulatory system while alive. The DM’s has discretion on what corpses qualify to feed the weapon’s hunger as some that have died due to fire or bleeding damage or who have been caught in explosions of power, may be too charred, mangled or lack enough blood for the weapon’s liking.

80

Crimson Ruination: A broad-bladed greatsword that bears a series of wicked barbs along the lower third of its blade. The steel has been infused with a substance that gives it a reddish tinge, except for three dwarven runes inlaid in gold. The guard is made of a bright red metal shaped into the likeness of a pair of leathery wings. Wrapped in red dragonhide, the grip ends in a pommel crafted of a three-inch-long dragon tooth. The wyrm’s fang still remembers the centuries of flaming breath that blasted over it and contains a fraction of that energy that can be unleashed upon one’s foes. When the wielder successfully attacks a target he can choose to activate the fang’s power, releasing a fiery burst dealing additional fire damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. This ability can be activated twice per day.

81

Desert Wind: A slender and graceful scimitar crafted of shining steel, lustrous ivory and polished gold. Its hilt is set with brilliant blue sapphires and fiery red rubies. At first glance, the weapon appears to be nothing more than a showpiece, a gaudy bit of belt-jewelry for a foppish noble. Closer examination, however, reveals the blade’s perfect balance, keen edge and a grip wrapped in wire that will not slip in a hand slick with sweat or blood. When the bearer grasps the hilt of the weapon, he feels a soft, warm breeze, scented with the smells of date palms and exotic spices, as though wafting from a desert bazaar. Only the bearer feels this breeze, which might cause an occasional ripple in his clothing or through his hair, but has no other effect. The steel practically thrummed with power, scarcely able to contain the sorceries placed upon it and strikes down enemies, slicing through them as a bird cuts the air with its wings. The blade grows very hot when wielded in battle, glowing red or even white. Whenever the wielder successfully strikes a target, he inflicts fire damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.

82

Durindana: An austere longsword. Those familiar with the arts of the forge might recognize the craftsmanship as dwarven, but the style of the blade is distinctly human. A faint tracery of Celestial script runs the length of the blade, naming the weapon Durindana and proclaiming its role as the reliquary for the fingerbones of Saint Ardtan. In direct sunlight, the blade gleams with a hard, sharp edge, as though it draws the sunbeams to it. When held, the bearer’s mind is filled with thoughts of redemption, righteous vindication and protecting the innocent. The wielder is imparted with a strong sense of good and evil and the desire to see justice done and the corruption of the world washed away. The weapon’s divine power purges impurities by searing the skin and scorching the soul. Whenever the wielder successfully strikes a target, he inflicts radiant damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.

83

Fiendkiller’s Flail: An oversized flail with a spiked head and chain forged from an amalgam of cold iron and silver. The handle is made from the forearm bone of a horned devil and wrapped in the cured skin of a marilith. The weapon hisses when demons or devils are within 25 feet and the wielder’s eyes emit a white glow when the weapon hisses. The heavy flail is treated as a +1 weapon against demons, devils and fiends.

84

Guurgal: A wickedly barbed longspear with a long, sharp head of cold iron and a rough haft of darkwood. Orc runes are seared into the wood, as if they were burned into it with a red-hot iron. Feathers, bits of colored stone, and various other primitive decorations hang on short leather thongs just below the base of the spearhead. Whenever Guurgal pierces an inanimate object, that object “bleeds” profusely for a 1d4 rounds. Living creatures are unaffected by this oddity, but Knowledgeable PC’s know that bleeding objects are omens of victory in orc culture. Guurgal is treated as a +1 longspear when wielded by an orc or half-orc.

85

Rod of Trimeg: A six-foot quarterstaff of white wood, capped with a winged crown worked in silver. Two silver snakes twine their way up the shaft, their coils forming a natural handgrip and their heads facing inward. The butt of the staff is likewise shod in silver, with a stout spike perfectly designed to pierce hard-packed earth and aid in walking over rough terrain. The staff dislikes idleness. If it is left unattended, it moves when no one is watching it. It never goes far, nor does it leave the owner’s vicinity, but it is frequently found in odd places. The bearer gains a certain fleetness of foot and the wielder’s base movement speed is increased by five feet for as long as the weapon is held. Twice per day the wielder can activate the weapon’s power to triple the effective distance he can jump for one round.

86

Hammer of Witches: A bulky warhammer with a head embossed with golden emblems of the sun and holy symbols of Pelor, while the oaken haft is engraved with intricate runes of warding against arcane magic. Divine power seems to radiate from the weapon, which glows and pulses with a soft, golden light when wielded. In the presence of an active arcane spell or a magic item created through arcane means, this pulse steadies and brightens into a constant glow of brilliant yellow. A mundane bearer feels a great sense of approval and validation flowing into them from the weapon, as if it was silently judging them worthy of their life choices. Along with the feelings of goodwill comes undertones of prejudice and intolerance of certain unnatural beings that defy the natural order of things and who openly cast foul sorceries as if to openly flaunt that they are superior to the common people. When in the presence of mages the bearer will feel uncomfortable and somewhat suspicious of their enchanted words and eldritch goals. If the bearer can cast magical spells, he feels a great sense of animosity and deep seeded resentment directed towards him. The warhammer is treated as a +1 against creatures capable of casting magical spells and such spellcasters 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.

87

Simple Bow: A plain wooden longbow of unusual size and asymmetrical shape, with the grip lower down the length of the weapon, making it look awkward to shoot. While its appearance is plain, this bow is exceedingly well made. With the bow in hand, the wielder can perfectly calculate the distance to any target. The normal and maximum range limits of the Simple Bow are twice as far as a typical longbow.

88

Thanifex: A long, broad-bladed longspear constructed from a sheer, black material that defies detailed examination. Even knowledgeable PC’s with access to sophisticated equipment and time to investigate it can only surmise the greatspear is fashioned from pure “void.” Whenever the wielder successfully strikes an opponent with Thanifex, the light around him and his foe seems to dim momentarily. Whenever the wielder scores a critical hit, the spear leaches off a fragment of the target’s being and the wielder regains hit points equivalent to a dagger’s worth of damage (1d4) plus the wielder’s character level.

89

Staff of the Torrent Moons: A lajatang (See Note) composed of a darkwood shaft with two crescent-shaped blades, forged from a rare blue-tinted metal, attached to either end. While carrying the weapon, the bearer and all of his equipment are instantly dried whenever he emerges from a body of water. The crescent blades shrivel and desiccate what they cut, inflicting particularly horrendous wounds to waterborne beings. The lajatang is treated as a +1 against creatures who have a natural swim speed or who are able to breath underwater. —Note: Halberd statistics but monks are considered proficient with it and can treat it as a monk weapon.

90

Skull Lash: A gruesome flail of crude and barbaric design. The haft is carved from the thighbone of a dire lion and wrapped in dark red leather of questionable origin. Attached to the handle are long, thick leather cords, and at the end of each hangs a different bleached skull. Those who wield this tool of murder find their senses overlaid with rage and that their appetite for death and destruction surges with the weapon’s every blow. The weapon 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 greatly magnified. Whenever the wielder enters a rage while wielding Skull Lash, the skulls on the end of the weapon roar in furious anger. A wielder who is raging, frenzied, rampaging or under a similar status effect, treats the flail as a +1 weapon.

91

Flay: A long whip fashioned from the skin of a giant constrictor snake. The tail end of the whip restlessly writhes across the ground as if alive. With Flay in the bearer’s possession, he can taste food with his sense of smell. Like a snake, the whip can find the smallest gaps in to deliver a lethal strike. After a successful attack, the wielder deals additional damage equal to half of the attack’s result (Rounded down, minimum 0) that exceeded the target’s armor class. —Note: A combat example; The wielder got a 22 on the attack roll and the target’s AC is 18. The attack exceeds the target’s AC by 4 and deals 2 additional points of damage.

92

Merikel: An enormous, silvery greatsword that was once the weapon of a solar who shared the weapon’s name. The blade retains a commanding aura of goodness and power, but small aspects of the greatsword’s appearance can only be described as disturbing. The guard is blackened as if by an intense fire, and it is studded with cruel barbs wholly out of place on such a hallowed weapon. Celestial writing along the blade seems innocuous enough, but anyone who can read the language sees the words become foul blasphemies halfway to the sword’s tip. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens his urge to do so. The greatsword is treated as a +1 weapon when wielded by a creature of an evil alignment.

93

Scales of Balance: A six-foot-tall, polished quarterstaff made half from white ash as pure as fresh snow and half of darkwood so black it resembles a clouded sky on a moonless night. At the center of the staff, the two woods fuse together in a blend of neutral gray. The staff is unadorned, but simply holding it is enough to reveal its unusual properties. When left unattended, plants seem to grow and blossom with greater facility in the vicinity of the ash end, while vegetation is more prone to shriveling and withering near the darkwood end. The staff represent a magical balance of extremes and whenever the wielder makes a weapon damage roll, treat any die roll result of half or less as a “1” and any result higher than half of the maximum as having rolled the maximum result. —Note: If the damage dice for a quarterstaff is 1d8, a result of 1-4 will be changed to a 1 and a 5-8 will be treated as an 8.

94

Winter’s End: A living longbow woven from the first branches to bloom at the end of winter, strung with a length of snowspider’s silk. When an arrow is nocked, the ammunition immediately lights up, shedding bright light for 15 feet, dim light for an additional 15 feet, and wafts thin streams of blue, rolling mist. This light lasts until the end of the wielder’s next turn after being shot from the bow.

95

Lucky Seven: A finely made Random Weapon embossed with golden four leafed clovers on its hilt. There is a strange weighting in the weapon’s handle that will occasionally make a mediocre attack strike true, almost as if the weapon had a mind of its own. The wielder scores a critical hit on a roll of a natural 7 with the weapon in addition to a natural 20. —Note: Not recommended for Ammunition or throwing weapons.

96

Eternity’s Rest: A long, sleek composite curved bow constructed from a pair of staves woven together so expertly it appears a single, smooth, weapon. These two pieces were taken together, white and dark, and twisted together so intimately and tightly, they formed the single solid piece. Creatures injured by the weapon are sapped of their will to fight on despite overwhelming odds, finding their body unwilling to heal. Whenever a living creature damaged by the weapon would be healed (By any source, power or ability whatsoever), roll the amount healed twice and use the lower result. Should the creature instead be healed for a non rolled amount of hit points, reduce the healing by one point to a minimum of zero. This effect is short lived and only last until the start of the wielder’s next turn.

97

Peeking Bow: All manner of possible and impossible eyes have been etched into the wood of this longbow. While holding the weapon the wielder feels the slightest bit of dissociation as if they’re not quite anchored in their own body. Whenever the wielder attacks with the bow, he can close his eyes after attacking and see through the tip of the arrow as it flies. For the next minute the wielder can see from the arrow’s location as if he was physically standing in its space. During this time the wielder is blind from his actual location but can end the effect at any time by opening his eyes. This property can be used twice per day.

98

The Lumberer: A large woodsman’s axe (Battleaxe Statistics) that smells of fresh sap. The Lumberer 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. Once per hour as an action equivalent to an attack the wielder can chop down an entire tree with a single strike. The tree is felled as if cut through horizontally with a paper thin saw and falls in the direction the wielder wishes.

99

The Black Rose: A short sword made of blackened, burnt steel which has been magically hardened to reduce weight and hold a sharper edge. The blade is adorned with beautifully crafted ornamentation and etchings of a twirling rose bush, and prominently features a blooming rose flower on the guard, and another on the pommel. The short hilt is loosely wrapped in a rose stem of dark softwood. The fine craftsmanship is accompanied by a magical enchantment and once per day as an action equivalent to drawing a weapon, the wielder can activate The Black Rose’s power. For the next minute, thorns grow from the hilt and green, viscous poison drips from the blade and whenever the wielder successfully strikes a target, he inflicts poison damage equivalent to a shortsword (1d6) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.

100

Spider’s Sting: A Random Sword with no hilt at all, just a simple flair to keep the wielder’s hand from slipping onto the blade. The blade is a fine steel that glints green in the light and gently curves towards the bearer. A weapon of odd arachnid design with the form of a lurking spider rising out of the flat pommel, a wielder must attune to it by closing his eyes and pressing the spider symbol against his forehead for a full minute. The wielder then becomes attuned for the next 24 hours and feels a metaphysical link to the sword and can extend that link to those harmed by it. Whenever the wielder successfully attacks a creature he can mark it with the sword’s magic, causing a pale green glow to surround the target which is only visible by the attuned wielder’s eyes. For the next hour the attuned wielder can see the glow of the marked creature even through walls or when blinded as long as they are within 300 feet of the wielder. The marked creature is never considered hidden, invisible or unseen to the attuned wielder even while in perfect darkness or concealed by illusions. The wielder can only have one creature marked at a time and when a new creature is marked, the link to the old target instantly fades. Attuning to the weapon weakens the bearer’s ability to resist toxins and an attuned wielder suffers disadvantage on any saving throws to against poison damage or being poisoned. Additionally while attuned, any spider can always see the bearer as if he was shrouded in the same pale glow.