Hotlinks to all Tables: A complete list of every trinket table for quicker access. This also functions as the easiest link to reblog or save for reference purposes as it’s updated with each new table. Now with 161 full d100 loot tables, resource tables and a working rollable Omni Loot Table.
---Note: The links sometimes don’t work on mobile devices or some apps. Try using a desktop or browser extensions if they aren’t working.
-The Omni Loot Table: The loot mega-table that allows the user to roll randomly on the 161 tables this blog has collected. This grants a DM literally millions of unique trinkets, equipment and items that players can find to enrich their world and playing experience.
-Character Creation Loot Generator: This generator creates an sample of trinkets, curiosities and loot, pulled from a wide list of other tables that is meant to provide the player with items to encourage engaging roleplaying. Best used at character creation to help with ideas of where the character has traveled, what they’ve accomplished and what they’ve chosen to carry with them.
-All Trinkets: Interesting baubles or semi magical items that have little to no practical in game or mechanical use for an adventurer.
-All Unique Armors: Splint mail, studded leather and sturdy shields of all shapes, sizes and mysterious backgrounds. Distinctive armors that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
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-Masterwork Armor Bonuses: Over a dozen homebrew armor improvements, enhancements and modifications created though superior craftsmanship. These masterpieces are more useful than standard armor but less powerful than a +1 armor.
-All Artifacts: Artist masterpieces, rare magics and opulent combinations of jewels and precious metals. These objects can be found in the throne rooms of kings, the demiplanes of archmages and the pinnacle of a dragon's hoard.
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-All Books: An eclectic library of dusty tomes, fictional textbooks, pocketbooks, paperbacks, hardcovers, booklets, leaflets and magical manuals.
-Book Descriptions: A short list of quirks, physical descriptions and eccentricities to add additional characteristics to the book trinket list. Rollable Book Descriptions table
-All Cloaks: A collection of unique descriptions of cloaks for DM’s to give to their players as magical or mundane loot and for players to use during character creation to help flesh out their personal style.
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- All Circlets, Crowns and Coronets: Resting on the noble head of the mighty king or regal queen are the physical manifestations of their wealth and power. The symbols of their right to rule, these various headdresses are often tailor made to serve as metaphor for the monarch’s personality or that of their kingdom.
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-All Minor Magical Items: Not-quite-wondrous objects, common magic items, utility and niche magical equipment, underpowered relics or depowered artifacts. These options are essentially cantrips and weak magic spells in physical form and are perfect for low level characters.
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-All Necklaces: Amulets, lockets and pendants that grant an immediate glance into the bearer’s personality, wealth, rank or social class and often serves as an iconic part of that character’s look. While a locked metal torque can instantly mark the bearer a penniless slave and a string of lustrous pearls mark their owner a flauntingly wealthy noble, so can an adventurer's necklace mark them as a creature to bestow quests upon.
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-All Rings: Enough bands, loops and rings to wear three on every finger and toe while still having dozens to spare. These tiny bejeweled circlets of bone, metal and wood always add more to the story than the sum of their parts.
-All Unique Weapons: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Distinctive weapons that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
-Masterwork Weapon Bonuses: Over 20 homebrew weapon improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than ordinary weapons but weaker than a +1. Rollable Masterwork Bonus Table
-Running the Numbers: On Balancing Homebrew Masterwork Weapon Bonuses
-Random Weapon + Random Masterwork Weapon Bonus.
-Random Unique Weapon + Random Masterwork Weapon Bonus.
-Minor Weapon Enchantments: A collection of minor bonuses that are weaker than a standard +1 weapons, as they come with trade-offs, risks, prerequisites, limited uses or niche benefits. These enchantments provide feat-like bonuses, low level class abilities, modify damage types, provide short bursts of power or replicate the effects of low levels spells. Rollable Minor Weapon Enchantments Table.
-Random Weapon + Random Minor Weapon Enchantment.
-Random Unique Weapon + Random Minor Weapon Enchantment.
-All Unique Minor Magic Weapons: A collection of weapons of artifact level flavorful but low level power. Much like the Minor Weapon Enchantments, these provide small bonuses and combat options that are restrained by limited uses, niche situations or come with risky drawbacks.
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-All Valuables: More useful than simple baubles touched mystery, these items have either a clear purpose, a reliable ability or are made from a fairly costly material. The items could fetch fair prices to collectors of the strange, jewelers, antique or art dealers or simply to barter with if the owner is short on actual currency.
-All Worthless Trinkets: Vaguely interesting garbage, vendor trash and junk loot. Not magical or mysterious like regular trinkets or worth anything more than a copper piece or two even if you could find someone to buy it in the first place.
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—Keep reading for all reference and resource tables.
-Random Artisan's Tools: A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. This list is meant to be used as a reference for other tables on this blog and to serve as a resource for players and DM’s
-Battle Cries: Simplistic and bone chilling warcries, complex and inspiring calls to arms and primal wordless screams of rage that shakes the enemy down to their iron-shod boots. A collection of simple phrases, threats, insults and violent promises for creatures to yell before and during combat to add verbal spice to each attack.
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-Random Color Table: Pretty self explanatory and it’s basically only here because many of the trinkets reference it. Roll for colors or just use it as a reference while handing things out if you don’t have a color wheel handy. Rollable Random Colour Table.
-Random Creature Type Table: A quick guide to the various creature types for reference purposes. Rollable Random Creature Type Table.
Random Godly Domains Tables: Depending on your system and in-game universe, there may already be a pantheon, singular or lack of Gods. However, people are superstitious wherever your players go and these tables allow a DM to generate a domain, theme or patronage to quickly flesh out a trinket with a “Random Godly Domain”. Rollable Godly Domains Table.
Unique Metamagic Options: The practice of learning, preparing and casting spells is often considered Art rather than religious fervour, academic knowledge or inborn skill. Over a dozen homebrew options all of which provide a vivid description of exactly how the caster is deliberately warping the nature of the spell to achieve their goal. Rollable Unique Metamagic Options.
-All Mottos: Whether they're called adages, maxims or creeds, these simple statements are essentially promises made to oneself, family, or institution. A character's motto can be a goal in itself or a moral anchor that centers his life and guides his action. A mixed collection of real life and fictional mottos that can aid a DM to quickly expand the history of the campaign or to aid a PC in a richer character creation.
Random Musical Instruments Table: There are a surprisingly large number of ways to pluck a string, blow through a tube or hit something with a stick. This collection of real life instruments are all capable of being created with pre-industrial techniques and can be easily be carried, maintained and played by a traveling adventurer. Rollable Musical Instruments Table.
Random Nightmares: A collection of unspeakable, nonsensical night terrors, worse than the strongest of bad trips on powerful hallucinogens. These exist to frighten adventurers who have seen more than their fair share of trauma. A cleric’s healing words can mend the flesh but nothing truly mends the mind from witnessing the aberrant horrors, monstrous beasts and undead abominations, whose defeat is an adventurer’s main source of income. Rollable Nightmares Table.
Random Weapon Tables: Sometimes you just need a weapon and literally anything mildly lethal will do the trick. These lists give a DM the ability to quickly look through different options when generating loot. Rollable Random Weapons Table.
-Random Sword Table
-Wild Magic Surges: A collection of Wild Surge options for DMs and PCs who find the published tables limiting, repetitive or boring, three things wild magic by definition, should never be. Rollable Wild Magic Surge Table.
Glossary and Common Terms: A collection of terms and lingo that are frequently used in D&D and other tabletop games, along with terms written by me specifically for use in this blog. Some words used in this blog are purposely written as “catch all” ideas or “Common Terms” that can easily be adapted to any game system.
Masterwork Weapon Bonuses: Whether they're called Superior, Enhanced, Modified, Castle Forged, Newtech, Exceptional, or Masterwork, there are always weapons whose quality and excellence are head and shoulders above the rest. These can vary in origin from weapons made by master crafters, heirloom or ancestral weapons, objects made from rare materials, forged in using an ancient process that modern smiths are unable to replicate or are mildly magically enchanted. From Jon Snow's Longclaw (As well as every other Valyrian steel weapon), Power forged heron marked swords, Kakashi's tanto, the sword of Martin the Warrior, Duncan MacLeod's katana, the Belmont clan's vampire killer whip, Wolverine's adamantium claws, Andúril the Flame of the West, the Sword of the Kings of Ankh or even real world examples such as Damascus, Crucible or Wootz steel blades, these masterpieces are more powerful than ordinary weapons but in most cases would not be considered “magic” or “+1” weapons. Some tabletop systems already have bonuses set in place for these kinds of masterwork weapons, in which case this table provides additional choices and provides brand new options for games that may have none. ---Note: If one bonus cannot be used mechanically in your system, feel free to use the physical description of the result while using the mechanical bonus of a similar quality. This table synergies with others on this blog such as the Unique Weapons and Random Weapons tables, the links of which can be found below.
Precise: The weapon's grip has been modified to amplify every tiny movement of the wielder's hands, allowing it to respond even the smallest flick of the wrist. The weapon's precise movements allow the wielder to execute accurate strikes, granting a +1 on attack rolls to hit targets. ---Note: Projectile weapons with this improvement bestow the bonus upon their ammunition when fired.
Balanced: The weight of the object is expertly distributed over its length with a focus on additional weight on the business end of the weapon. This allows the wielder to utilize their own weight as a counterbalance and their arms as a fulcrum, allowing each strike to hit harder. Ammunition with this bonus has been carefully crafted in regard to its weight ratio in order to channel the weapon's force into the correct angle of release to better strike the target. In ranged weapons this bonus represents stronger limbs and strings, allowing a greater storage of kinetic force that is then released into the ammunition. The weapon grants an additional +1 to all damage rolls made with it. ---Note: Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it's fired.
Spellbound: This weapon tingles faintly with magical energy, barely detectable to those who aren't specifically looking for it. The weapon could bear simple arcane runes along it's length, spent years of time directly exposed to magical energy thereby soaking it in, was blessed by a cleric or celestial creature of moderate power or was crafted by (Or crafted from) a being with magic in their very blood such as a sorcerer, fey creature or extraplanar being. Whatever the case, the object retains just enough magical essence for it to be considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses, but offers no bonuses to accuracy or damage. ---Note: Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it's fired.
Impervious: The weapon is extraordinarily durable and any wielder can plainly feel the solid construction under its unyielding form. The weapon could be made from a higher quality material than normal, reinforced with metal struts, rivets or bands, been marked with magical or divine sigils of protection and abjuration, or have been made by a labor intensive process that isn't commonly used such as folded steel, spell sung wood or damascus steel. The weapon 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. Thrown weapons and ammunition with this benefit are always easily recoverable after combat ends. ---Note: Depending on your game system the weapon may either have five times as many hit points or have a greatly increased hardness or damage reducing quality. If there is no existing system in place and weapons simply break or do not break as a result of damage, consider giving the weapon five “charges” or “lives”. Each time it would be broken as a result of damage, it instead remains fully intact but loses a life or charge and it is destroyed when all five have been used up.
Relentless: This weapon is designed to cause two wounds in a single blow. It sports additional spikes, barbs, blades, blunt edges or is weighted in a way that whenever the wielder lands a blow he can hit the target again on the back swing of the same attack. Ranged weapons may have an additional bowstring or are crafted in such a way to place a mild spin on the projectiles causing them to penetrate while turning, causing more serious wounds without sacrificing accuracy. In thrown weapons and ammunition, barbs and serrated edges rip and tear at the victim's flesh upon impact which facilitates this effect. Although this can compromise the effectiveness of the weapon's main feature, the overall design raises the weapon's lethality. Whenever the wielder successfully hits a target instead of rolling the standard damage die, the player instead rolls an additional die that when combined equal the maximum value of the original damage die and add the results together. —Note: For example, a halberd that dealt 1d10 now deals 1d4+1d6, a shortsword goes from 1d6 now deals 2d3 and a greatsword goes from 2d6 to 3d4. The wielder still only makes a single attack roll for the multiple dice and the damage type does not change. For simplicity’s sake, the DM should make a permanent decision on which kinds of dice are rolled. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired—Follow the links for the Unique Weapons or Random Weapon tables to find examples of base weapons that these bonuses can be applied to.
—Or keep reading for 23 more masterwork bonuses.
—Note: The previous 5 masterwork bonuses are repeated for easier rolling on a warped d20.
Precise: The weapon's grip has been modified to amplify every tiny movement of the wielder's hands, allowing it to respond even the smallest flick of the wrist. The weapon's precise movements allow the wielder to execute accurate strikes, granting a +1 on attack rolls to hit targets. ---Note: Projectile weapons with this improvement bestow the bonus upon their ammunition when fired.
Balanced: The weight of the object is expertly distributed over its length with a focus on additional weight on the business end of the weapon. This allows the wielder to utilize their own weight as a counterbalance and their arms as a fulcrum, allowing each strike to hit harder. Ammunition with this bonus has been carefully crafted in regard to its weight ratio in order to channel the weapon's force into the correct angle of release to better strike the target. In ranged weapons this bonus represents stronger limbs and strings, allowing a greater storage of kinetic force that is then released into the ammunition. The weapon grants an additional +1 to all damage rolls made with it. ---Note: Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it's fired.
Spellbound: This weapon tingles faintly with magical energy, barely detectable to those who aren't specifically looking for it. The weapon could bear simple arcane runes along it's length, spent years of time directly exposed to magical energy thereby soaking it in, was blessed by a cleric or celestial creature of moderate power or was crafted by (Or crafted from) a being with magic in their very blood such as a sorcerer, fey creature or extraplanar being. Whatever the case, the object retains just enough magical essence for it to be considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses, but offers no bonuses to accuracy or damage. ---Note: Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it's fired.
Impervious: The weapon is extraordinarily durable and any wielder can plainly feel the solid construction under its unyielding form. The weapon could be made from a higher quality material than normal, reinforced with metal struts, rivets or bands, been marked with magical or divine sigils of protection and abjuration, or have been made by a labor intensive process that isn't commonly used such as folded steel, spell sung wood or damascus steel. The weapon 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. Thrown weapons and ammunition with this benefit are always easily recoverable after combat ends. ---Note: Depending on your game system the weapon may either have five times as many hit points or have a greatly increased hardness or damage reducing quality. If there is no existing system in place and weapons simply break or do not break as a result of damage, consider giving the weapon five “charges” or “lives”. Each time it would be broken as a result of damage, it instead remains fully intact but loses a life or charge and it is destroyed when all five have been used up.
Relentless: This weapon is designed to cause two wounds in a single blow. It sports additional spikes, barbs, blades, blunt edges or is weighted in a way that whenever the wielder lands a blow he can hit the target again on the back swing of the same attack. Ranged weapons may have an additional bowstring or are crafted in such a way to place a mild spin on the projectiles causing them to penetrate while turning, causing more serious wounds without sacrificing accuracy. In thrown weapons and ammunition, barbs and serrated edges rip and tear at the victim's flesh upon impact which facilitates this effect. Although this can compromise the effectiveness of the weapon's main feature, the overall design raises the weapon's lethality. Whenever the wielder successfully hits a target instead of rolling the standard damage die, the player instead rolls an additional die that when combined equal the maximum value of the original damage die and add the results together. —Note: For example, a halberd that dealt 1d10 now deals 1d4+1d6, a shortsword goes from 1d6 now deals 2d3 and a greatsword goes from 2d6 to 3d4. The wielder still only makes a single attack roll for the multiple dice and the damage type does not change. For simplicity’s sake, the DM should make a permanent decision on which kinds of dice are rolled. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired
Superior: The weapon's cutting edge, bludgeoning surface or sharpened point is of far better quality compared to others of its kind. The symbol of a well respected weaponsmith or master craftsman is etched on the weapon's grip, marking it as a rare and valuable piece. The weapon's damage dice increases by one step to the next largest die. ---Note: For example, if a normal dagger deals 1d4 damage, a Superior dagger deals 1d6. If the weapon already uses the largest die possible or practical such as a d10 or d12, the weapon now deals 1d10+1d2 or 1d12+1d2. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it's fired.
Cruel: This object will never be mistaken for anything but a weapon. In addition to its main damaging feature, it bears, spikes, sharp blades, serrated edges, studs, or barbs all of which are meant to further the weapon’s lethal qualities. These designs are favored by pit fighters, seasoned mercenaries, professional murderers and others who care only to kill their opponent as quickly and effectively as possible. There is no such thing as a glancing blow from this weapon, even the slightest hit will tear flesh and draw blood. In projectile weapons this bonus represents stronger limbs and strings, allowing a larger building of kinetic force that passes into the ammunition, speeding it to its final destination, an unwilling target. Whenever the player roll a 1 on a die to calculate the weapon’s damage, they can reroll the die until they receive a result that is not a 1. —Note: This only affects the weapon’s damage die itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
Defensive: The weight of the object is expertly distributed over its length with a focus on additional weight on the weapon's grip. This change, along with a modified reinforced grip designed to shelter the hands and wrists, allows the wielder to easily recover into a ready stance after attacking and make better use of the weapon as a parrying device. The weapon grants +1 to the wielder's armor class / defense value / dodge rating or other system mechanic that decreases the chances of being hit with an attack. ---Note: Not recommended for ammunition or thrown weapons.
Vicious: The physical attributes of this weapon seem to be designed to wound an enemy's sense of sight as much as the rest of their body. The weapon sports large spikes, sharp blades, metal bands, serrated edges, studs, or barbs that the wielder can use to further damage the target in the event of a poor initial strike. Ranged weapons may have an additional bowstring or are crafted in such a way to place a mild spin on the projectiles causing them to penetrate while turning, causing more serious wounds without sacrificing accuracy. These additional features can be difficult to use correctly and although they are better to have than not, it's a gamble as to their effectiveness. Whenever the player roll a 1 or a 2 on a die to calculate the weapon's damage, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. ---Note: This only affects the weapon's damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it's fired.
Brutal: Whether its a sharp blade, piercing end, or blunt edge, the business end of this weapon is exceptionally well made. Despite the obvious professionalism involved with its crafting, the weapon has no distinguishing, embellishments, decoration, ornamentation or even a maker's mark. The weapon almost raw in design without a single ounce of material that is not absolutely vital for the weapon to function. Despite all the lack of finery (Or perhaps because of it) the wielder can feel a primal, almost barbaric urge when they use the weapon in combat. The weapon makes no attempt to pretend that it's anything other than a tool of violence and that energy is channeled into the wielder's attacks. Whenever the player rolls the maximum result on a weapon damage die (I.e. a 6 on a six-sided die.), they can roll that die an additional time and add both results to the total damage dealt. This ability can trigger multiple times per turn but only once per attack. ---Note: Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it's fired.
Mighty: The business end of this weapon is professionally crafted but its true value seems to be in the beautiful presentation of the entire object. The weapon seems to be more of a work of art than a tool of destruction and violence. It sports gold or silver filigree, gemstone studs, platinum banding, expert carvings, detailed etchings or decorative enchantments that serve to draw attention to itself. The weapon’s adornments are durable and it never chips, dents, dirties, or becomes scratched, even while being used to cave in a goblin’s skull. Despite all the lack of subtlety (Or perhaps because of it) the wielder experiences elegant, almost grandiose sensations when they use the weapon in combat, as if they were performing combat rather than fighting. The weapon is as deadly as it is beautiful, as the craftsman strove for singularity powerful blows as much as they did physical perfection. Whenever the wielder scores a critical hit with the weapon, the player can roll one of the weapon’s damage dice one additional time and add the result to the damage dealt by the critical hit. This is in addition to the standard bonus damage of a critical hit. —Note: This only affects the weapon’s damage die itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
Silvered: The weapon's business end is covered in a durable layer of alchemically treated silver of incredible quality. Although unnaturally processed, the metal is pure and effective at dealing with undead, lycanthropes and fey creatures. The silversmith or weaponsmith who applied the silver plating went about the task with precision and expertise and the weapon is no less effective with the coating than a typical one of its kind. The weapon's grip also sports discrete bands of intricately worked silver which prevents the wielder's supernatural enemies from handling the weapon and using it against him.
Tactical: The weapon has been modified in a variety of ways designed to improve the effectiveness of specialized combat maneuvers. Often this takes the form of large barbs or hooks, serrated blades or an improved weight distribution that allows the wielder to better hinder, harass, and hobble his opponent. The hooks and counterbalancing greatly improves the wielder’s ability to trip, feint, grapple, pin, disarm, sunder, push and shove his opponents and the wielder gains advantage on any such combat maneuver type roll where the weapon was involved. Alternatively, the target gains disadvantage to resist the attempt, whichever is better for the wielder. The weapon makes it far easier for even a middling wielder to perform complex combat stunts. Using an action equivalent to making an attack or casting a spell, the wielder can attempt to perform one of the previously mentioned combat maneuvers. Whenever the wielder could make an attack with the weapon, he can instead perform one of the previously mentioned combat maneuvers. This follows the standard rules within the game system for resolving combat maneuvers and if none exist see Note. Furthermore, the wielder is able to take advantage of lucky blows and turn them into skillful maneuvers rather than simply powerful attacks. Whenever the wielder lands a critical hit, he can choose to cause it to be considered a normal hit instead and immediately perform one of the previously mentioned maneuvers (With advantage because of the weapon’s design) on the target. Trading the extra damage for the maneuver does not consume any additional actions or movement. —Note: If your system doesn’t have rules for a contesting combat maneuvers, use this: The wielder declares the maneuver and chooses to make either a Strength or Dexterity check which is contested against the target's Strength or Dexterity check (Target chooses the ability to use). If the wielder has the higher result, the target falls prone, disarmed of one object they’re holding, knocked back five feet, grappled, etc. If the target wins the contest, there is no effect and the action is consumed without effect. Recommended for melee weapons only, although certain throwing weapons or ammunition such as bolas or arrows designed to disarming or tripping could certainty be beneficial to a PC.
Poisoner's: The weapon's business end sports a series grooves and channels that allow it to hold poison more effectively until the weapon strikes its victim. The grooves may be carved in a geometric pattern or artistic image to better conceal their nature from casual observers and the gouges may be painted black or other noxious colour to better disguise any toxic coating. Even a bludgeoning weapon that is normally difficult to poison effectively can benefit from the grooves, allowing it to deliver the offending material with ease. The channels are always positioned in such a way that a creature can apply a solid or liquid material (Such as but not limited to: poison, holy water, flammable oil or animal venom) in them without any risk of accidentally poisoning themselves (Even if they are not proficient with poisons) and taking no more time than usual to coat an object with poison. Furthermore, the recessed pathways protect the material from the elements, keeping it from drying or spoiling and after it's applied, the material remains potent for an additional hour longer than normal before becoming inert. Lastly and most importantly, the virulent trenches are divided and spread out, allowing a single dose of poison to be delivered normally and effectively while still having some leftover in a separate groove. The number of strikes the weapon may make before the poison is rubbed off is increased by one. Alternatively to being spread out, the blighting substance can be confined to a single groove which will deliver its payload in a single concentrated strike which causes the victim to suffer disadvantage on the save against the material, or the PC can roll the poison's damage twice and choose the higher result. The bearer who applies the poison chooses whether the material will be spread out over multiple strikes or if it will be concentrated into a more lethal hit (And if it applies disadvantage or increased damage) when the material is applied. ---Note: Not recommended for projectile weapons. This bonus provides a few benefits to the wielder in order to allow a lower level PC better make use of expendable items like flammable oil, holy water or poison before magical weapons and stronger spells render them too inefficient to use in combat. The DM should feel free to adjust any parts of this bonus to better fit with the specific poison mechanics of their game.
Bypassing: A weapon with this benefit is fashioned in such a way to skirt, avoid, or otherwise circumvent an enemy's defensive shield. Depending on the type of weapon this bonus will manifest itself in a number of different ways. In melee weapons this most often takes the form of a backwards curving hook or bill just under the business end of the weapon. The wielder performs a feinting glancing and allows the weapon to be deflected by the shield but then hooks the bill on the shield and pulls backwards, knocking the target off balance enough to strike forward again and land the actual blow. Bludgeoning weapons can have their business end separated from the shaft and grip by a short length of chain essentially creating a specialized flail. Even if blocked, the chain wraps around behind the armor and strikes the target. Slashing and piercing weapons can have their business ends bent backwards at about a sharp 45° angle or a looping curve, allowing the blade or sharpened point to hook around in behind the shield to injure the target. Ranged weapons and ammunition have a slight spin or curveball type nature to their flight so that they'll hit just next to where the target's shield actually is. Alternatively they might bear a series of confusing array of colors or geometric shapes which disorient the target, making it nearly impossible to determine exactly where to hold the shield properly so that it will block the projectile. A wielder who makes an attack with a weapon with this bonus ignores any and all defensive benefits that an opponent's shield would normally provide. ---Note: Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
Resounding: This oddly is made weapon with a number of “sweet spots” that maximizes the wielder’s strikes to the absolute limit of its lethal potential. This may be a fluke or design flaw that happens to be beneficial, a weaponcrafting technique meant to be used in conjunction with a specific martial style that can consistently land the powerful blows or a prototype of a superior set of weapons where the “sweet spot” would be the entire business end of the weapon, thus creating a set of true masterworks. To land a resounding blow, the attack must be connect with the target while a number of factors are all being met at the same time such as (But not limited to) the weapon’s velocity, angle of hit, the structure of the armor (Or lack or armor) the target has in relation to the weapon’s material composition, as well as possible magical influences. In ranged weapons this often takes the form of holding the weapon in a specific technique, the distance towards the target, air humidify, the projectile’s velocity, environmental air speed and even strong magical aura’s influencing the ammunition’s trajectory. The ability to accurately strike in such a fashion to reliably utilize the weapon’s true might is more of an art form than a science and it is by pure luck that a wielder hits just the right spot in the right way. Whenever the player rolls a damage die he must roll a second confirming die of the same sort. If the second die is the same result as the first, the player is considered to have instead rolled the maximum possible result for that type of die instead of the current result. If there are multiple dice, the players rolls a second set of dice as a confirmation roll and the lowest pair of doubles is maximized. —Note: Combat example: The wielder attacks with a resounding halberd, hits and rolls 1d10 damage. The first damage die is a 4 and the confirming die is also a 4. Since the rolls match, the wielder deals 10 damage instead of 4. If the confirming die was a 7 the wielder would deal the original 4 damage. A critical hit with a greatsword would be 4d6 with the results of the damage roll, 1, 2, 3, 4 and the confirmation roll 1, 2, 5, 6. The 1's would be maximized so the final result would be 6, 2, 3, 4 which would be a 15 rather than the 10 it would have been. This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. I recommend that the player or DM assign a color system so avoid confusion, for example the first die is always blue and the confirming die is always red. This way both dice can be rolled at the same die to speed the process along.
Chargebreaker: This weapon seems to have taken a number of design inspirations from the common boar spear and allows its wielder to prepare defensive measures against an oncoming enemy. Physically the weapon is slightly longer than average and has a noticeably larger than normal cross guard or quillons, or has them at all if the weapon typically lacks the feature. The grip of the weapon is heavier than normal but specially weighted so that the wielder would naturally hold it at a 45° angle, outward from their body. The weapon's design is perfectly suited for use as a defense against those who would recklessly charge his fortified position. If the wielder has not moved yet on his turn he can take up a defensive position, which causes his speed to drop to 0 until the end of his turn. While in this stance, the wielder is able to make an attack of opportunity with the readied weapon against an enemy that enters his reach. The bracing stance ends if the wielder moves, attacks or at the start of the wielder’s next turn. —Note: Only recommended for melee weapons.
Parrying: A weapon with this benefit has a number of catching or deflecting features, allowing it to be used to parry incoming attacks. The weapon typically sports an improved hand and crossguard as well as a reinforced length and improved quality of construction to better disperse the shocks of the enemy's blows. The weapon may sport a second set of quillons farther up along its length to function as a first wall of defense before an enemy's blade reaches anywhere near the wielder's hands. The business end of the weapon may be far wider than normal or flared out, allowing the wielder to casually glance an enemy's weapon off the tip of his hammer, sword or spear. The combination of the various defensive enhancements allows a wielder to potentially block melee attacks made against him that he is aware of. Using an action equivalent to an attack of opportunity (See Note) the wielder may attempt to parry an incoming melee 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.
Strategic: The weapon’s overall design has been slightly altered in a number of ways, allowing it to better function as a deterrent against specialized combat techniques. The object’s weight is redistributed differently compared to a standard weapon of its type with a focus on denser materials around the grip. This handholds are designed to easily pivot the weapon around the wielder’s person and combined with a heavier grip, the wielder is easily able to keep the weapon in hand, functioning as a physical barrier between himself and his enemy. As a further defensive measure, weapons with this bonus often sport larger than normal crossguards or curling spikes to ward off foes that try to get to close or to attempt to wrestle the wielder. Overall these modifications greatly improve the wielder’s ability to resist trips, feints, grapples, pins, being disarmed, pushed, shoved and other combat maneuvers. When facing such a tactic, the wielder can strategically interpose the weapon between themselves and their opponent, capitalizing on its defensive qualities. Whenever the wielder is targeted by one of the previously mentioned combat maneuvers, he can use an action equivalent to an attack of opportunity (See Note) to grant himself advantage on the roll made to resist the maneuver. —Note: If your system doesn’t use attacks of opportunity use the following rule: Once the wielder uses the weapon to grant himself advantage on the roll made to resist a combat maneuver, he is no longer able to do so until the start of his next turn.
Adaptable: The weapon is a truly lethal implement and has a collection of physical improvements meant to provide alternative methods of defeating the enemy. The weapon has been modified to allow the wielder to deal different types of damage than the weapon is typically capable of. Invaluable for roving adventures and traveling monster hunters who may run into creatures who are resistant or completely immune to certain types of damage and who wish to carry just one weapon rather than waste their time and energy carrying several bulky weapons at once. It also provides the added benefit of allow the wielder to subdue an civilian or relatively innocent bystander without killing them and raising the ire of the guards or risking the loss of additional gold from a live bounty. Bludgeoning weapons are counterbalanced with a axe-like blades and topped with sharpened points. Slashing weapons are tipped with spear-like heads and bear larger, heavier, ridged pommels allowing the wielder to pummel a foe. Piercing weapons have accentuated bladed points capable of penetrated or cutting and either the business end or grip is weighted to provide a makeshift club. Furthermore, a small section of the weapon (Typically next to the bludgeoning end) has been covered in layers of leather, rubber or resin creating a painful but relatively safe point of contact. When the wielder attacks, he may choose to have the weapon deal either bludgeoning, slashing, piercing or non lethal / stun damage (See Note). The weapon otherwise has the same statistics and this does not change anything about the way the weapon operates other than its damage type. ---Note: Not recommended for projectile weapons. If your game system does not use damage types and this bonuses would provide no mechanical benefit, roll again. When a creature takes non lethal /stun damage, keep a running total of how much they've accumulated. Do not deduct the nonlethal damage number from their current hit points. When the amount of nonlethal damage exceeds the creature's current hit points, they fall unconscious but stable. If this is too annoying to manage, simply allow that when the wielder reduces a creature to 0 hit points with an attack, the wielder can knock the creature out, leaving him unconscious but stable.
Twinned: Rather than one single businesses end like a typical weapon, this object has two smaller identical lethal points. While it is difficult to gain the full combat benefits of having the doubled weapon, it is no less lethal than a standard one of its kind. A bludgeoning weapon for example may have two smaller hammerheads next to each other rather than one large blunt surface. The reduced impact area of each face delivers a more directed impact making it just as dangerous to be struck by and twice deadly to be struck by both creating two spaced out injuries. A singular bladed or piecing weapon might be split partly down the middle like an overeager fuller, doubling the amount of sharp edges and stabbing points, while making the blade lighter and more maneuverable. Ranged weapons are modified to fire two pieces of ammunition simultaneously, (This can be ruled as fluff description for balance so the wielder doesn't actually use twice as much ammunition) potentially doubling the chance of injury to the target. Not surprisingly, the larger and more complex the weapon, the harder it is to actually make use of the twinned business ends. It is fairly easy to stab a creature with a two pronged dagger but it is far more lethal to successfully cleave an enemy in half with a halberd bearing two forward facing, sharped crescent blades that slice into the target. Whenever the player rolls a damage die he must roll a second confirming die of the same sort. If the second die is the same result as the first, the player adds both dice to the total damage rolled. —Note: Combat example: The wielder attacks with a twinned halberd, hits and rolls 1d10 damage. The first damage die is a 6 and the confirming die is also a 6. Since the rolls match, the wielder deals 12 damage instead of 6. If the confirming die was a 10 the wielder would deal the original 6 damage. This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. I recommend that the player or DM assign a color system so avoid confusion, for example the first die is always blue and the confirming die is always red. This way both dice can be rolled at the same time to speed the process along.
Quickdraw: A weapon with this bonus has been created with an impressive, ergonomic design that allows it to be effortlessly drawn forth by the wielder. Even the sheath, straps or carry clips have undergone modifications so that the wielder can easily make adjustments to stow it in wherever is most comfortable for them while still being instantly accessible. This allows the bearer to place the weapon in an area on their body where their hands instinctively go to as a response to combat or stressful situations. The bearer is able to draw the weapon as a free action whenever he rolls initiative as long as he physically capable of doing so. The weapon is so naturally drawn forth that the wielder is even able to impulsively (If crudely) defend himself in the heat of the moment. In the first round of combat if the wielder has not yet taken his first turn, the first time a hostile creature comes within the wielder’s reach (Or 20 feet for a ranged weapon) he is able to make an attack of opportunity against that creature but suffers disadvantage on the attack roll. Lastly, drawing and stowing the weapon is considered a free action. To benefit from the weapon’s bonuses, the bearer must have spent at least one hour adjusting the weapon and its sheath in the most optimal position for his own unique frame and drawing habits. Once comfortable, the bearer only has to readjust the straps if the weapon has been changed to be used by someone else.
Unforgiving: The grisly looking weapon has been designed to be extraordinarily effective during powerful finishing attacks. The wielder is able to manipulate the weapon to great effect when landing strikes that hit the target’s vital areas and the additional features cause the implement to be particularly lethal on decisive attacks. Whenever the wielder scores a critical hit with the weapon, the player may select any single damage die of his choosing (See Note) and that die will be considered to have rolled the maximum possible result for that type of instead of the current result. This must be done after damage is rolled but before it is dealt to the target. —Note: This affects the weapon’s damage itself AND other sources of additional damage such as sneak attack, divine smite or spell effects.
Reach: A weapon with this bonus sports a number of features all designed to extend the wielder’s effective threat radius, allowing him to attack enemies that would normally be out of reach. A melee weapon might have a longer haft or blade, or have a bludgeoning end on a short length of chain, allowing the blunt surface to be snapped out at a distant enemy. The weapon might be abnormally balanced or telescopic, allowing it to be overextended with ease, giving the wielder the ability to strike at range without falling over or leaving themselves exposed to retaliatory attacks. Ranged weapons with this quality sport thicker bowstrings and enhanced limbs, launching the projectiles even further than normal. Ammunition and thrown weapon bear aerodynamic grooving, masterful fletching, and weight distribution all meant for them to fly farther than they normally would. Melee weapons with this bonus add 5 feet to the wielder’s reach when he attacks with it, as well as when determining his reach for opportunity attacks with it. Ammunition, ranged and thrown weapons all add 20 feet to their normal and long distance attack ranges. There is however a downside to these modifications, as the weapons were originally designed to be shorter and smaller for good reasons. While the improved length and extended reach excel at hitting a foe from afar and keeping the fight at bay, they make it difficult to properly attack an enemy that is immediately adjacent to the wielder. Melee Reach weapons are cumbersome in close quarters and the wielder suffers disadvantage on attack rolls against targets within 5 feet of himself. Ranged weapons and projectiles with this bonus are meant for longer flights, making them difficult to aim properly without being given distance to stabilize causing the wielder to suffer disadvantage on attack rolls against targets within 10 feet of himself.
Rebounding: The weapon is roughly half as heavy as a typical one of kind, made of lightweight materials arranged in an interconnected fashion that renders it just as durable as a standard weapon of its kind. In the grip of Rebounding melee weapons rests a core of rubbery, springy substance that causes the weapon to bounce back slightly with each hit aiding the wielder to get back into a fighting stance a fraction of a second faster than a normal. On particularly powerful blows, the weapon rebounds with enough force that the wielder can try to stab or swing again at the same spot, aggravating the severe injury even further. Projectile weapons with this bonus are crafted in such a way to place a mild spin on their ammunition causing them to corkscrew into the wound creating a hideously maiming injury if the wielder lands the shot just right. In thrown weapons and ammunition, the objects are designed to shatter on impact, hopefully leaving debris in the target's body or potentially spraying shrapnel over the victim creating a wide area of serious lacerations. Following up with a secondary attack or landing a projectile in optimal area is a combination of luck and skill and not always possible. Whenever the wielder scores a critical hit, the player immediately makes another attack roll (See Note) with all the same modifiers as the initial attack. If this second attack roll also results in a hit, the wielder deals damage equal to the maximum result of one of the weapon’s damage dice (Like an 8 on a d8) in addition to the critical hit. The second attack roll just needs to be enough to hit the target normally, it doesn’t need to be a critical hit again. If the secondary attack roll would be considered a miss, then the initial attack is still considered a critical hit. —Note: This secondary attack roll is not another true attack and does not take an action or use any resources. This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
Decisive: The weapon has been shaped and formed with the precise eye of a master crafter. Built in a way to reward accuracy and efficiency, the bladed edge, sharpened tip or contact point has been reinforced with a small amount of a stronger, denser material. This substance is exceedingly rare and exorbitantly expensive even in such a minute quantity but it is enough to greatly increase the weapon’s lethality, if the wielder is skilled enough to hit the target just right. Although the weapon is no less lethal than one of its peers in the hands of an amateur, only a true professional killer in favorable conditions can really drive the rare material of the weapon hard into the enemy. 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 player can roll one of the weapon’s damage dice one additional time and add the result to the damage dealt by the attack. —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. This only affects the weapon’s damage die itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
Hooked: The weapon bears a number of curling, spikes, backwards pointed hooks or is curved much more than a typical one of its kind. These crooks and grapples can catch on the enemy's weapons, shields, legs and arms allowing the wielder to push and pull the target off balance. In an odd design quirk, these offensive anchors are placed in such a way that they can only way to properly utilized on the backswing of a particularly accurate blow. Ranged weapons are crafted in such a way to place a mild spin on the projectiles causing them to penetrate while turning, creating injuries designed to maim. In thrown weapons and ammunition, barbs and serrated edges which facilitates the same effect. While difficult to achieve, the benefit of this construction is that the precise nature of the hooks combined with the well landed blow denies the target a chance to properly defend themselves. 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 player can choose to either trip, grapple, disarm or shove the target five feet backwards and that combat maneuver automatically succeeds. —Note: This works best in the D&D 5e Advantage / Disadvantage concept. In other systems the bonus 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. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
Cunning: The weapon is a model of combat utility making it perfect for harrying and debilitating opponents rather than directly injuring. The business end is undersized leaving room for a variety of modifications making it simple to perform specialized combat maneuvers. Often these takes the form of large barbs or hooks, serrated blades or an improved weight distribution that allows the wielder to better hinder, harass, and hobble his opponent. The hooks and counterbalancing greatly improves the wielder’s ability to trip, feint, grapple, pin, disarm, sunder, push and shove his opponents. Whenever the wielder successfully attacks a target, instead of rolling damage he can choose to deal the minimum result possible on his weapon damage roll (Like a 1 on a d8) and immediately attempt to make one of the previously mentioned combat maneuvers checks against the target. These follow the standard rules within the game system for resolving combat maneuvers and if none exist see Note. ------Note: This affects additional damage dice from critical hits but not die from other sources such as divine smite, sneak attack or spell effects. If your system doesn’t have rules for a contesting combat maneuvers, use this: The wielder declares the maneuver and chooses to make either a Strength or Dexterity check which is contested against the target’s Strength or Dexterity check (Target chooses the ability to use). If the wielder has the higher result, the target falls prone, disarmed of one object they’re holding, knocked back five feet, grappled, etc. If the target wins the contest, there is no effect and the action is consumed without effect. Recommended for melee weapons only, although certain throwing weapons or ammunition such as bolas or arrows designed to disarming or tripping could certainty be beneficial to a PC.
Trinkets, 37: Interesting baubles, semi magical objects and items touched by mystery.
A blue steel mask that resembles a face at rest, emotionless and cold to the touch when not worn.
A small silver orb with the word "McGuffin" acid etched into its surface. It is coveted by all who look upon it.
A jar filled with potpourri that smells like their childhood home to each person who smells it.
A charm made from small pieces of whale bone fastened together by metal and leather and etched with strange sigils. The object has been treated with mixtures of rare herbs and other substances and the entire bonecharm hums with power, creating a faint but distinctive ‘song’ that the spiritually perceptive can hear.
A small, polished, fossilized cross-section of wood. The interior cracks have filled with some opalescent material in shimmering blues and green. Knowledgeable PC's can identify the mineral as opalized wood.
A double recorder hewn from a strange, pale ivory not of this earth.
An iron pocket watch with the chain extruding from an eagle's mouth mounted into the top of the watch. The clasp at the end of the chain is a talon.
A small, handheld harp made from the wishbone of a celestial griffin. It was alchemically treated with elemental fire, laminated with entsap, and enameled with scenes from myth and legend. The instrument is translucent and slightly opalescent in coloration and strung with mithril wire.
A dozen glass roses are arranged in a lovely bouquet. A ribbon of purple silk around one of them has an ivory card attached. The words on the card say, “Glass thorns cut more deeply, my dear.”
A glass bauble with no visible means of opening it contains blue sand and white insects that resemble ants but have iridescent wings. When they fly, a pleasant and soothing song emanates from the bauble.
—Keep reading for 90 more trinkets.
—Note: The previous 10 items are repeated for easier rolling on a d100.
A blue steel mask that resembles a face at rest, emotionless and cold to the touch when not worn.
A small silver orb with the word "McGuffin" acid etched into its surface. It is coveted by all who look upon it.
A jar filled with potpourri that smells like their childhood home to each person who smells it.
A charm made from small pieces of whale bone fastened together by metal and leather and etched with strange sigils. The object has been treated with mixtures of rare herbs and other substances and the entire bonecharm hums with power, creating a faint but distinctive ‘song’ that the spiritually perceptive can hear.
A small, polished, fossilized cross-section of wood. The interior cracks have filled with some opalescent material in shimmering blues and green. Knowledgeable PC's can identify the mineral as opalized wood.
A double recorder hewn from a strange, pale ivory not of this earth.
An iron pocket watch with the chain extruding from an eagle's mouth mounted into the top of the watch. The clasp at the end of the chain is a talon.
A small, handheld harp made from the wishbone of a celestial griffin. It was alchemically treated with elemental fire, laminated with entsap, and enameled with scenes from myth and legend. The instrument is translucent and slightly opalescent in coloration and strung with mithril wire.
A dozen glass roses are arranged in a lovely bouquet. A ribbon of purple silk around one of them has an ivory card attached. The words on the card say, “Glass thorns cut more deeply, my dear.”
A glass bauble with no visible means of opening it contains blue sand and white insects that resemble ants but have iridescent wings. When they fly, a pleasant and soothing song emanates from the bauble.
A white ceramic mug with an unknown substance or creature that has excess of writhing gray tendrils coming out of it.
A dartboard that has a picture of the local regent on it. The eyes currently have darts sticking out of them.
A dark, mahogany box roughly the size of a dozen coins. The box does not appear to have any obvious hinges or opening mechanisms. A perceptive PC will discover a tiny hidden latch that opens the box. Inside and laid together are a matching set of ten gold coins. Each coin is ornately crafted, but slight variations in the coins suggest that they may have been individually handmade.
A smoky black precious stone. When held up to the light you can see the back of a devil pressed against the gem, but no matter how you turn it, you can never see its face.
A small pouch with a moist eye within it. When you bring it into the light, you see the pupil quickly constrict. A PC well versed in religion can tell that this is the living eye of a dedicated follower of the god of orcs. The original owner can still see from this eye.
An ink dip pen made entirely of tiny bones, complete with matching ink pot.
A mummified baby wrapped in funerary wrappings with a solid silver and gold scarab on its neck on a very tight dried leather thong.
A basilisk egg, tightly bound within a leather pouch and swaddled in a bundle of furs.
A small sack filled with eight gears and springs of incremental sizes that appear to be of the same make or set.
A Gnome’s skull that possesses a distinct odour of wine and gnome blood, faint to a human, but strong to a race with keen noses, like elves or kobolds. Rough garnets the color of clotted blood have been pounded into the skull, along with nails of silver and gold. Around lower edges of the brain-case, the tails of giant weasels have been attached, giving the item a furry fringe. The jaw has been wired to the skull with silver wire and a wispy fringe of beard and mustache cling to the bits of dried skin around the skull’s mouth. Runes of foul power have been chiselled into the bone.
A small bag made of chainmail, tightly tied closed and locked. Found inside is a heart made of glass.
A grossly oversized fist-shaped gauntlet that is a fused amalgamation of plates, spurs, gears, and rivets. It smells of grease and machinery.
A child’s toy chariot with the face made from a stuffed growling dog.
An unsettling ceramic figurine of a whale with a mouth full of victims.
A pair of repulsive metal bells designed like bloated women eating fish.
A drum, set with stretched gargoyle hide and woven with choker sinews. It requires a strong arm to pound the instrument but the sound is unique, like a deep thumping of stone.
A black fan made of kobold skin with graphic images of kobold torment.
A worn-looking box of dark wood, fitted with simple hinges of brass, is roughly the size of a man’s head, and rattles when moved. The interior contains a collection of tiny humanoid bones. The underside of the lid bears writing that appears in the primary language of anyone reading it, and states that the most recent reader is attuned with the box. No further explanation is to be found within.
A masterwork steel lute with a triangular body and a headstock that resembles a carved demon’s skull.
A strand of ten flat black stones on a knotted leather thong, each carved with the “Yr” rune and roughly the size of a typical gold piece.
A gleaming crystal shard that shifts its coloration every few seconds, hurting the eyes of witnesses as it does so.
An eel-hide leather pouch filled with an unspeakably foul-tasting coarse salt.
A grey leather vest is made of the rough, tanned hide of a goblin shark.
Orb of forgetfulness. When touched the orb you will remember the last thing you tried to think about but forgot. You will however forget why you wanted to remember it.
A small silk pillow has split open here to reveal that it has been stuffed entirely with brilliant golden hair.
A handwritten note which reads, in part: “She keeps it in the vanity. Without it, there’s no proof.”
A porcelain mask resembles a skull with its mouth sowed shut.
A box made to resemble a heavily pregnant woman with fangs instead of teeth. Her copious belly contains a rather grotesque image of an infant with three heads, each with an open mouth like a key-hole.
A large hourglass labelled "The World Entire." There isn't much sand left in the top bulb.
A clay pipe with the name "Underhill" inscribed on the side.
A copy of Playdrake magazines. Its pages are filled with lewd images and salacious stories of draconic females. It is not suitable for minors.
A small wooden bowl engraved with the heads of a snarling lion, bear, a screaming eagle, and a fish's face.
A vial of scented oil that can be burned as incense of worn as a perfume. Everyone smells something different but, always something nostalgic and a bit sad.
A cube three inches across, made of thin glass of six different colors, one on each face. When it is placed on a side, the colors shift until they finally settle with one color on top (sometimes the same color that was placed, often a different one). There doesn't seem to be a pattern to which colour ends up where.
A leather vest with one hundred pockets, divided between the outside inside and a number of secret hidden ones. One of the pockets contains a four leaf clover.
A guitar that, regardless of what string is plucked, will always produce the same set of notes in the same order. Only the speed at which these notes are produced can be changed.
An iron orb that always rolls against gravity, but only while in contact with a solid surface. If not in contact with a solid surface, it has no unusual properties.
A gemstone that takes on the appearance of the birth stone of the last person to touch it.
A chess set that animates and attacks people who attempt to cheat at the game.
A vivid, deep purple crystal that appears to consist of a random assortment of thousands of tiny cubes bound together. Knowledgeable PC's can identify the mineral as fluorite.
A small hood for a trained falcon. Any bird wearing the hood does not need to eat or drink as long as the hood remains on.
A pair of small metal rods, each about five inches long and a half inch wide, with bulbs at one end. When held, the bulb transmutes into the proper utensil needed for the current meal.
A glass jar that automatically separates any liquid poured into it into multiple layers of individual substances, as though a centrifuge had been employed.
A braided lanyard bearing the words "BEST FRINEDS". When the wearer of this braided lanyard closes their eyes, they experience the sensations of having warm sun shining on their face and a gentle breeze tousling their hair. The scent of campfire smoke can be smelled, and the laughter of children can be heard.
A pen of exquisite craftsmanship with a body like smooth, polished marble and gold trimming. The pen has a small golden leaver where in the tip of the pen can be touched to the shadow of an individual's head and enough ink for a full sheet of paper is extracted.
A leather wallet stamped with the symbol of a mousetrap, containing a full set of certified identification papers denoting that the bearer is a member of the ratcatcher's guild. The section containing the member's physical description (Height, weight, sex, race, eye, skin and hair colour) is completely blank and could be filled in by anyone with half decent handwriting.
Mirror of Self-Interest: A small steel mirror that doesn't reflect anything but the face of the person holding it. However, this image of the person is perfect, devoid of any flaws or incongruities with the holder's appearance as though they were the most attractive person in the province. This image is also only visible to the bearer.
A black and purple scale of some enormous horror of the far realm.
A velvet coin purse containing half a dozen egg-sized polished stones in various natural hues.
A skull carved out of charcoal. When burned, the skull will turn into a pile of ash. Within an hour, the skull reforms into charcoal.
A thick caribou skin frontier jacket covered in mythological scenes.
A perfectly preserved human brain, encased in a large dome of clear glass.
Apple of Doubt: A fruit that looks like an apple, it tastes like an apple, it smells like an apple, for all intents and purposes it appears to be an apple, but you are certain it is not an apple.
A blood red mask made from carefully sculpted bone, shaped to look like the face of a grinning demon. The eyes of the mask are the only parts that are open, with the eyes of the bearer appearing bright crimson while looking through it.
A suncatcher in the shape of an evil deity literally catches the light of the sun, forming a hazy space of shadows around it.
A large, round-bottomed flask containing a faintly golden liquid which smells sweet, but overwhelmingly of alcohol.
A deck of cards carefully organized within a small box. The card faces are beautiful but contain a great deal of seemingly meaningless text beneath hand-painted pictures.
A set of windchimes that move though no wind is present. The mellow sounds of their chimes bring back memories that make you ache with anguish and despair.
A scroll that repeats these words endlessly; “Seek out the Gilded Glade and place me upon the pedestal.”
A large painting portraying the wonders of underwater life. The viewer see merfolk, sea elves, and all manner of aquatic creatures going about their lives. The edges of the driftwood frame around the canvas is dripping seawater.
A simple silver fork. Embossed into the handle are the letters “JA.” The tines of the eating implement give off a slight green glow. A crowded inscription on the back of the fork reads: “To King Ragnis, may venom never touch thine lips.”
A small envelope sealed with a wax sigil. If unsealed the letter inside reads: “Meet me at the Red Rose at 7 in the eve. Kill the bearer of this note.”
A tightly rolled cloth that unfurls into a solid black banner, with a faint, hard-to-look-at pattern shimmering in the weave.
A rough-hewn, rust-colored stone filled with half-buried flakes of dark blue crystals forming the semblance of a rose. Knowledgeable PC's can identify the mineral as azurite.
A statuette of a six armed man, holding shields in each hand. With a ring-loop for a head, which is looped onto a necklace.
A large obsidian sphere with jutting shapes carved in and sticking out. Each surface is intricately carved with a complex script composed of squares. It is wrapped several times and held inside a smooth pottery sphere.
A squat metal cylinder of brass that resembles a small compass. When opened, it reveals a dull blue gem.
Neverspill Mug: Any drink poured into this mug can never be spilled accidentally. Someone can be struck upside the head with it, without a single drop escaping.
Unending Chalk: A stick of chalk can be used to draw, but never gets shorter or breaks.
A rolled up canvas painting of a dreary field with dark uninviting woods beyond. The leaves of the trees in the background of the painting seem to sway and there appears to be something moving through the field.
A hilt of what once must have been a magnificent sword but the blade has been removed. When the hilt is picked up, the wielder feels the weight of a whole sword and when the hilt is whipped around, the wielder can hear a blade slicing through the air. But it is just a hilt...
An apple that is the most mouth-watering, beautiful apple you have ever seen...but when you approach within three feet of it you begin to see it rot and spoil right in front of your eyes and even touching it and smelling it confirms that it is indeed rotted. As you back away you see the apple's rot and decay reverse and it becomes the same beautiful apple you saw seconds earlier.
A set of sky blue robes made from a high quality cotton with the Order of Deacons symbol sewn into the chest.
A set of bagpipes made from a rich mahogany wood, artfully carved and well balanced.
A hooded lantern with an adjustable iris to control the light level. Its adamantine casing is covered in stars and concentric circles, as well as text no one seems able to read.
A set of robes primarily red in colour, with subtle green highlights, as well as silver thread embroidery and grey fur lining around the collar, hood and sleeves. Overall it seems to border a fine line between looks and utility, given that the sleeves feature each a strap allowing them to be rolled up and secured, and several leather belts attached to the inside of the robe fill in the role of pockets or holsters. Under direct sunlight, the robes have a very faint, barely noticeable iridescent sheen to them.
A large obsidian sphere with jutting shapes carved in and sticking out. Each surface is intricately carved with a complex script composed of squares. It is wrapped several times and held inside a smooth pottery sphere.
A long and pale wand engraved with several horizontal slits,
A bleached white jawbone once belonging to a dwarf. It shouts insults in dwarven whenever it is touched by an elf.
A pair of golden earrings, with sapphires set in the center. The sapphires always appear to be as if they are catching light, no matter the light condition, giving them a false, glowing appearance.
A marble statuette of a scowling woman with octopus tentacles for arms emerging from dark ocean waves.
A well-made holy symbol of the minor God of Random Domain that when carried or worn by a bearer who is not a devout follower of that God, fills its owner with a sense of dread
A pair of war drum clubs whose handles are made of a dark brown wood with human skulls bound with leather strips on the ends.
A heavy iron mask, intricately carved patterns and runes.
A white porcelain mask, smooth and beautiful, except for the tears of blood coming from the eye sockets.
A small, palm-sized mass of interlocking carvings. The carvings on closer examination resemble five interlocking crescents. The icon is fashioned from what looks to be ancient bone and knowledgeable PC's can determine that the object was fashioned from the knuckles of five different dragons.
Coin of Indecision: A gold coin with the word "YES" on one side and the word "NO" on the other. If it is flipped while asking a question, the coin always lands on edge.
A thin chisel wrought in the shape of a stylized finger, with a perpetually flaking lacquer of dark green.
A leather wallet acid etched with the symbol of an alembic, containing a full set of certified identification papers denoting that the bearer is a member of the alchemists and apothecaries guild. The section containing the member's physical description (Height, weight, sex, race, eye, skin and hair colour) is completely blank and could be filled in by anyone with half decent handwriting.
Wand of False Life: An elm wand that if set down on a solid surface, will sprout tiny legs and arms, and move around like a living thing, spontaneously wandering around in a small area and sometimes dancing, particularly if there is music being played. It isn't actually alive and will not move more than three feet from where it was placed. The arms and legs will fold away if the wand is picked up, but it always seems to have an elongated face as part of the grain of the wood at one end.
Minor Weapon Enchantments, 1d186: A +1 magic weapon (Or some system specific version or it) is a staple piece of equipment in nearly every role playing game world. Low levels characters hoard gold and listen for rumors of where an enchanted sword may be found or sold, embarking on epic quests in search of one. Mechanically speaking, there lies a tricky issue for DM’s on when to allow the party to begin acquiring magic weapons. To early and it can throw off challenge rating balance and prevent the collecting of a magic weapon to be a significant milestone for the character. If enchanted weapons are scarce, martial characters (And the players who control them) can become discontent and feel slighted or that they are unable to keep up against enemies that are resistant or wholly immune to mundane weapons. To combat this issue I have developed and collected an extensive amount of Minor Weapon Enchantments. While +1 weapon is the gold standard of enchanting, constantly providing its bonuses to any wielder and never demanding anything in return for its service, these minor bonuses are weaker as they come with trade-offs, risks, prerequisites, limited uses or niche benefits. I personally consider them +0.5 enchantments as although they are better than nothing, they aren’t as good as their +1 kin. Weapons with these benefits can be given to PC’s much lower level than would be appropriate than a +1 and provide experienced players new ways to interact with their weapons. These enchantments provide feat-like bonuses, low level class abilities, modify damage types, provide short bursts of power or replicate the effects of low levels spells. The flavorful descriptions allow even a simple dagger to appear unique and special, creating a richer and more immersive world.
Accursed: The fiendish visage of a demon has been branded into the grip of the weapon. The weapon bears small infernal runes along its length that provide the wielder power at the cost of his personal well being. Knowledgeable PCs are able to determine that the symbols are not a demonic contract, nor does the source of the power stem from hellish origin. Rather the abyssal glyphs forcibly draw energy from the wielder’s mental and physical defenses, worsening his ability to protect himself from harm. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.
Shiftsword: The symbol of a different Random Melee Weapon (See Note) is etched into the grip of this Random Melee Weapon. This enchantment was tailor made for adventurers who wish to travel light while still retaining access to an assortment of armaments. The weapon is imbued with transmutation magic and once per round on his turn, the wielder can concentrate for a fraction of a moment (Taking an action equivalent to drawing a weapon), to cause the weapon to instantaneously change from its current form to the type of weapon etched onto the grip or back again. Any observer can clearly tell that both of the weapon’s forms are of exceptional workmanship and that a great deal of time and skill went into their creation. Both weapons gain a single Random Masterwork Bonus (Either the same for each or two different benefits, DM’s discretion). —Note: I recommend choosing two melee weapons that serve different purposes or deal different types of damage or a one handed weapon and a two handed weapon to increase the wielder’s variety of attack options. A mace that turns into a halberd is far more useful than a mace that turns into a club.
Peaceful Rest: The image of a corpse with its arms peacefully crossed over its chest, coins covering its eyes and a serene smile on its face is etched on the grip of the weapon. The bearer feels a sense of serenity and calmness over the prospect of their mortality and is able to accept the grim inevitable with stoicism and grace. The bearer will still fight to the bitter end against hopeless odds to save their own life or that of an ally but the wielder knows that with his last breath he will great death as an old friend and go gladly into the light. If a creature is dealt a killing blow from this weapon, their body does not rot or decay in any way for seven days and during this time the body cannot be made into an undead. The effect also extends the time limit on raising the target from the dead and days spent under the influence of the weapon’s effect don’t count against the time limit of spells such as raise dead. Should a creature be killed while actively wielding the weapon, their body is also affected in the same manner. —Note: Not recommended for thrown weapons or ammunition.
Wild Magic: A large glyph of raw magic is emblazoned on the business end of the weapon. With each successful strike in combat, the mark 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 and causes unpredictable effects. Whenever the wielder lands a critical hit on an attack roll with the weapon, the player must roll on the Wild Magic Surge Table and that effect occurs in addition to the critical hit. While rolling on the table, the wielder is considered the “caster” and the critical hit is considered “spell” for the purposes of the surge. —Note: The DM could also rule that the magic surges on a natural 1, however many of the table’s results are based on a successful attack / spell. 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. Not recommended for thrown weapons or ammunition.
Cinders: The weapon is fashioned from smoldering materials and the symbol of a tongue of flame is branded into the grip. Embers still crackle and burn in the charred wooden components and metallic parts have cherry red business ends with tiny rivulets of liquid metal trailing along the weapon’s length. The entire object is surrounded by a wavy heat mirage and although the weapon feels warm to the touch, it is never hot enough to damage a creature who simply holds it, nor will the weapon ignite objects on contact. The weapon’s fiery power deal burning injuries that scorch the skin and leave charred, smoldering corpses in the wielder’s wake. When used in combat, the wielder’s hands become coated in a fine layer of ashes and on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered fire damage rather than the weapon's normal damage type. Projectile ranged weapons will ignite their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Nightmares: The handle of the weapon is pitch black and seems to soak in the ambient light around it. Whenever a creature makes contact with the weapon, (Be they the wielder or target) that creature relives a fleeting instant of a long forgotten childhood nightmare before the memory quickly submerges back into their subconscious. Twice per day, when the wielder lands a successful attack against an enemy he can choose to cause that creature to suffer from severe night terrors during their next eight hours (Consecutive or non-consecutive) of sleep as they experience a vivid and specific Random Nightmare. The victim’s sleep is plagued with thrashing and screaming as they frequently bolt awake terrified, drenched in cold sweat, their heart pounding heavily in their chest. The creature’s sleep is so disturbed by the nightmares that they gain no benefits from the rest whatsoever. —Note: Projectile weapons with this enchantment bestow the magic upon their ammunition for the turn that it’s fired.
Patience: The length of the weapon is covered in a complicated pattern of swirling silver whorls that calm and soothe a creature who observes it. At the first moment of combat, the bearer senses that the battle may go better for them if they take a moment to observe the situation and ready themselves before joining the fray. When initiative is rolled, if the bearer chooses (Before rolling) to go last in the initiative order, the silver patterning begins to glow a dull red and the weapon is treated as a +1 weapon for that wielder until the end of combat.
Wolfbrother: A weapon simple in its design, lacking any sort of flair or decoration save for the imprint of a leaping wolf stamped into the leather grip. A bearer feels a sense of animalistic cunning from the weapon and that despite its simple appearance, it is much more than it seems. After three days in the possession of a bearer who has never deliberately harmed or killed a wolf, the bearer’s eyes become a bright yellow even golden color, glow faintly in the dark and catch the light, granting a wolfish appearance. This effect fades 24 hours after the weapon has left the wielder’s possession. A wolf eyed wielder takes on some of the heightened senses of the untamed wolf and can see in low or dim light as if it was bright light and gains advantage to any perception checks made regarding their sense of smell. Wolves are pack hunters and a golden eyed bearer instinctually benefits from a nearby ally while in combat, using the minor distraction to go for the enemy’s throat. The wielder gains a +1 on damage rolls with the weapon if an allied creature is within five feet of the target. Bearers who have ever harmed or killed wolves feel a strong sense of betrayal and revulsion when touching the weapon and they cannot benefit from its magic nor are they considered proficient with the weapon. —Note: Recommended for melee weapons.
Bloodied: The symbol of a ferocious, wild eyed badger is etched on the grip of the weapon. A healthy bearer can feel the faintest hint of dormant, primal rage at the back of their mind waiting patiently for its power to be called upon. The knowledge of this emergency, animalistic violence hibernating within himself can leave the bearer comforted or uneasy, depending on how civilized or evolved he views himself. When the wielder is heavily injured the wielder flies into a bestial frenzy and channels that power into the weapon, which is treated as a +1 if the wielder has less than half of his total hit points remaining. This adrenaline fueled rage immediately departs a wielder whose life is not in immediate danger (Above half of his total hit points) as the primal urges retreat back into dormancy rather than further taxing the wielder’s energy.
Tithing: The holy symbol of a God of a Random Domain is etched on the grip of the weapon. The object functions as a direct spiritual connection to that deity and a creature can make offerings directly to the God in return for a minor blessing. The bearer may lay ten gold coins (See Note) along the surface of the weapon and pray to the God for ten minutes. At the end of this ritual, the gold coins vanish and the weapon is treated as a +1 weapon for the next eight hours but only for 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 the domain the God represents. 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. Not recommended for ammunition or thrown weapons.
—Most of these enchantments have not been playtested whatsoever, so feel free to make any modifications that you feel like to use them in your campaigns.
—Follow the links for the Unique Weapons or Random Weapon tables to find examples of base weapons that these enchantments can be applied to.
—Keep reading for 176 more minor weapon enchantments.
—Note: The previous 10 minor weapon enchantments are repeated here.
Accursed: The fiendish visage of a demon has been branded into the grip of the weapon. The weapon bears small infernal runes along its length that provide the wielder power at the cost of his personal well being. Knowledgeable PCs are able to determine that the symbols are not a demonic contract, nor does the source of the power stem from hellish origin. Rather the abyssal glyphs forcibly draw energy from the wielder’s mental and physical defenses, worsening his ability to protect himself from harm. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.
Shiftsword: The symbol of a different Random Melee Weapon (See Note) is etched into the grip of this Random Melee Weapon. This enchantment was tailor made for adventurers who wish to travel light while still retaining access to an assortment of armaments. The weapon is imbued with transmutation magic and once per round on his turn, the wielder can concentrate for a fraction of a moment (Taking an action equivalent to drawing a weapon), to cause the weapon to instantaneously change from its current form to the type of weapon etched onto the grip or back again. Any observer can clearly tell that both of the weapon’s forms are of exceptional workmanship and that a great deal of time and skill went into their creation. Both weapons gain a single Random Masterwork Bonus (Either the same for each or two different benefits, DM’s discretion). —Note: I recommend choosing two melee weapons that serve different purposes or deal different types of damage or a one handed weapon and a two handed weapon to increase the wielder’s variety of attack options. A mace that turns into a halberd is far more useful than a mace that turns into a club.
Peaceful Rest: The image of a corpse with its arms peacefully crossed over its chest, coins covering its eyes and a serene smile on its face is etched on the grip of the weapon. The bearer feels a sense of serenity and calmness over the prospect of their mortality and is able to accept the grim inevitable with stoicism and grace. The bearer will still fight to the bitter end against hopeless odds to save their own life or that of an ally but the wielder knows that with his last breath he will great death as an old friend and go gladly into the light. If a creature is dealt a killing blow from this weapon, their body does not rot or decay in any way for seven days and during this time the body cannot be made into an undead. The effect also extends the time limit on raising the target from the dead and days spent under the influence of the weapon’s effect don’t count against the time limit of spells such as raise dead. Should a creature be killed while actively wielding the weapon, their body is also affected in the same manner. —Note: Not recommended for thrown weapons or ammunition.
Wild Magic: A large glyph of raw magic is emblazoned on the business end of the weapon. With each successful strike in combat, the mark 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 and causes unpredictable effects. Whenever the wielder lands a critical hit on an attack roll with the weapon, the player must roll on the Wild Magic Surge Table and that effect occurs in addition to the critical hit. While rolling on the table, the wielder is considered the “caster” and the critical hit is considered “spell” for the purposes of the surge. —Note: The DM could also rule that the magic surges on a natural 1, however many of the table’s results are based on a successful attack / spell. 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. Not recommended for thrown weapons or ammunition.
Cinders: The weapon is fashioned from smoldering materials and the symbol of a tongue of flame is branded into the grip. Embers still crackle and burn in the charred wooden components and metallic parts have cherry red business ends with tiny rivulets of liquid metal trailing along the weapon’s length. The entire object is surrounded by a wavy heat mirage and although the weapon feels warm to the touch, it is never hot enough to damage a creature who simply holds it, nor will the weapon ignite objects on contact. The weapon’s fiery power deal burning injuries that scorch the skin and leave charred, smoldering corpses in the wielder’s wake. When used in combat, the wielder’s hands become coated in a fine layer of ashes and on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered fire damage rather than the weapon's normal damage type. Projectile ranged weapons will ignite their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Nightmares: The handle of the weapon is pitch black and seems to soak in the ambient light around it. Whenever a creature makes contact with the weapon, (Be they the wielder or target) that creature relives a fleeting instant of a long forgotten childhood nightmare before the memory quickly submerges back into their subconscious. Twice per day, when the wielder lands a successful attack against an enemy he can choose to cause that creature to suffer from severe night terrors during their next eight hours (Consecutive or non-consecutive) of sleep as they experience a vivid and specific Random Nightmare. The victim’s sleep is plagued with thrashing and screaming as they frequently bolt awake terrified, drenched in cold sweat, their heart pounding heavily in their chest. The creature’s sleep is so disturbed by the nightmares that they gain no benefits from the rest whatsoever. —Note: Projectile weapons with this enchantment bestow the magic upon their ammunition for the turn that it’s fired.
Patience: The length of the weapon is covered in a complicated pattern of swirling silver whorls that calm and soothe a creature who observes it. At the first moment of combat, the bearer senses that the battle may go better for them if they take a moment to observe the situation and ready themselves before joining the fray. When initiative is rolled, if the bearer chooses (Before rolling) to go last in the initiative order, the silver patterning begins to glow a dull red and the weapon is treated as a +1 weapon for that wielder until the end of combat.
Wolfbrother: A weapon simple in its design, lacking any sort of flair or decoration save for the imprint of a leaping wolf stamped into the leather grip. A bearer feels a sense of animalistic cunning from the weapon and that despite its simple appearance, it is much more than it seems. After three days in the possession of a bearer who has never deliberately harmed or killed a wolf, the bearer’s eyes become a bright yellow even golden color, glow faintly in the dark and catch the light, granting a wolfish appearance. This effect fades 24 hours after the weapon has left the wielder’s possession. A wolf eyed wielder takes on some of the heightened senses of the untamed wolf and can see in low or dim light as if it was bright light and gains advantage to any perception checks made regarding their sense of smell. Wolves are pack hunters and a golden eyed bearer instinctually benefits from a nearby ally while in combat, using the minor distraction to go for the enemy’s throat. The wielder gains a +1 on damage rolls with the weapon if an allied creature is within five feet of the target. Bearers who have ever harmed or killed wolves feel a strong sense of betrayal and revulsion when touching the weapon and they cannot benefit from its magic nor are they considered proficient with the weapon. —Note: Recommended for melee weapons.
Bloodied: The symbol of a ferocious, wild eyed badger is etched on the grip of the weapon. A healthy bearer can feel the faintest hint of dormant, primal rage at the back of their mind waiting patiently for its power to be called upon. The knowledge of this emergency, animalistic violence hibernating within himself can leave the bearer comforted or uneasy, depending on how civilized or evolved he views himself. When the wielder is heavily injured the wielder flies into a bestial frenzy and channels that power into the weapon, which is treated as a +1 if the wielder has less than half of his total hit points remaining. This adrenaline fueled rage immediately departs a wielder whose life is not in immediate danger (Above half of his total hit points) as the primal urges retreat back into dormancy rather than further taxing the wielder’s energy.
Tithing: The holy symbol of a God of a Random Domain is etched on the grip of the weapon. The object functions as a direct spiritual connection to that deity and a creature can make offerings directly to the God in return for a minor blessing. The bearer may lay ten gold coins (See Note) along the surface of the weapon and pray to the God for ten minutes. At the end of this ritual, the gold coins vanish and the weapon is treated as a +1 weapon for the next eight hours but only for 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 the domain the God represents. 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. Not recommended for ammunition or thrown weapons.
Bonded Power: The symbol of a hand holding this weapon is etched into the weapon’s grip. The lines of the symbol where the hand and the weapon meet are blurred, making it hard to distinguish them as separate entities. The bearer understands that although the weapon is lethal in it’s own right, it’s true power can only be obtained by physically bonding with it. On the wielder’s turn he may activate the weapon’s magic, causing the grip to animate and wrap itself around the wielder’s fist and burrowing into the skin of his hand, creating an unnatural union of weapon and flesh. This process takes an action equivalent to making an attack or casting a spell. The wielder feels an unpleasant amount of pressure but no actual pain and takes no damage as the material penetrates the skin, forcing it to remain grasped to the handle. The weapon becomes more powerful and deadly as it fused with its wielder and is treated as a +1 while bonded. While attached to the wielder’s hand, the weapon cannot be released or disarmed and the wielder cannot use that hand for tasks requiring any sort of manual dexterity as the hand is considered actively wielding the weapon at all times. To sever the bond to the weapon the wielder can spend one minute cutting and prying away the fused areas, suffering one hit point of damage per character level (Or 10% of his maximum health or other equivalent amount), or he can take an action equivalent to attacking or casting a spell and use a free hand to rip it off by force, dealing twice that amount of damage to himself due to the sheer amount of lost skin and tissue. —Note: For two handed weapons, the weapon only bonds to a single hand (Wielder’s choice) leaving the other one free to interact with other objects, however the wielder must still use both hands to make attacks with it as normal. This allows the wielder to hold a bonded crossbow in one hand while the other retrieves a potion, makes a rude gestures or loads said crossbow. Not recommended for ammunition or thrown weapons.
Flamboyant: A fine looking weapon with a pictorial representation of the last magical sound the weapon made outlined in the last color it was ordered to shine in, emblazoned on the grip. When the weapon is drawn, the wielder may mentally command the weapon to shine up to or as bright as a torch in any color they choose and can choose to cause the weapon to create any noise they can imagine, which can be up to as loud as one grown man yelling. The wielder cannot alter the ongoing effect but may suppress it at any time. Both effects are illusionary and last until the weapon no longer held, the wielder dismisses it or until one minute passes. The weapon requires one hour of recharging before the magic can be activated again. Knowledgeable PC’s will know that these weapons are often used by highwayman, charlatans and bards to fake an actual magic weapon or bluff an enemy into believing they have a specific type of weapon enchantment. For example, a “Holy” weapon can be faked with a pure high pitched tone and a bright white light, while an “Evil” enchantment would be the sound of a deep horn, dirge or pained wail accompanied by dark reds, purples, or sickly green colors. Occasionally lesser nobles or knights will use these and display their main house colors and cause the cry of their house animal. This weapon enchantment is rarely used by those with the money to afford better as the magic is illusory and not long lasting.
Conquest: The weapon is tinted white and the symbol of a horse and crown are etched into the grip. The weapon is lavishly decorated with images of triumphant battles and the bearer is filled with the urge to conquer and be victorious over all others. 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. —Note: Not recommended for thrown weapons or ammunition.
Depths: A flowing motif of tidal waves decorates the weapon’s grip. The weapon 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 weapon is completely submerged in saltwater it is treated as +1 for the next hour.
Morning Glow: The symbol of a newly rising sun is etched on the weapon’s grip. When wielded, a dull yellow glow similar to a sunrise emanates from the business end of the weapon. The weapon’s light flares on contact with an enemy and a creature struck by the weapon suffers disadvantage on visual perception checks until the end of its next turn. The weapon is considered a +1 against creatures who are harmed or sensitive to natural sunlight and such creatures are never considered proficient with the weapon due to its flaring light.
Risen: The hieroglyphic symbol of an ankh is etched on the weapon’s grip. Whenever the wielder quickly regains health, he feels an overwhelming rush of strength and vigor as the weapon harmonies with the sudden rush of vitality and becomes empowered in its own right. If the wielder has regained more than 1 hit point per character level (Or 10% of his maximum hit points or other equivalent amount) through any source or means since the start of his last turn, the weapon is treated as a +1 until the end of the wielder’s next turn.
Legacy: An antique handed down from generation to generation, within a well-established organization (See Note), this ancient weapon was masterfully crafted and has been lovingly cared for by each passing member. The weapon sports decorations and coloring based on the institution and is an unmistakable physical symbol of their long lasting existence. The group’s crest, sigil or emblem is emblazoned on the weapon’s grip and their motto, adage or creed (Roll a Random Motto or DM’s discretion) is expertly carved into its blade or shaft. The object is a true masterpiece from a time when that meant something and the weapon gains a Random Masterwork Bonus (DM’s choice or roll randomly, rerolling Impervious). Despite its age, the heirloom is in remarkable shape and is extraordinarily durable, and any wielder can plainly feel the solid construction under its unyielding form. The weapon is five times harder to damage than a typical one of its kind and never breaks, chips or dulls as a result of casual use and is all but impossible to break or damage as a result of combat, even when targeted by enemies who attempt sundering or weapon breaking techniques. —Note: Not recommended for thrown weapons or ammunition. Depending on your game system the weapon may either have five times as many hitpoints or have a greatly increased hardness or damage reducing quality. If there is no existing system in place and weapons simply break or do not break as a result of damage, consider giving the weapon five “charges” or “lives”. Each time it would be broken as a result of damage, it instead remains fully intact but looses a life or charge and it is destroyed when all five have been used up. This weapon requires a little more setup than others on this table but allows a DM to drop in a physical piece of lore and tradition. A DM can either have the weapon originate from an in-game organization relevant to the plot and give it a masterwork quality and motto that fit in well their ideals or generate one at random to provide a richer world. Examples of organizations can include: 1, Assassin’s guild 2, Mercenary company 3, Paladin order 4, A national or royal military 5, Order of werewolf, vampire, witch or monster hunters 6, A long standing family, clan or tribe 7, An adventurers or explores league 8, A forbidden cult 9, The followers of the God of Random Domain 10, An order of warmages. 11, A secret society that subtly influences political events 12, A circle of druids or nature wardens
Rampaging: The symbol of a charging bull is etched onto the grip of this weapon. Simply holding the weapon fills the wielder with barely controlled rage and the desire to run down their enemies and stomp them into the dirt. These feelings are magnified in combat and the wielder is flooded with vitality and power whenever they vanquish an enemy. Upon killing a creature, the bearer can immediately move up to half his base move speed towards any enemy they can see. This movement still provokes any attacks of opportunities as normal but does not count against their total move speed for the turn. —Note: Not recommended for ranged weapons of ammunition.
Magewright Made: This masterpiece of a weapon was created entirely by magical means by the arcane order of the magewrights. The ancient order was comprised of hardworking mages who were all gifted craftsmen in one trade or another and who used magic as their main tool in all steps of their creative process. This weapon in particular was made entirely from summoned or conjured materials that were then forged, carved and sculpted by eldritch power, adorned with quenched in the magewright’s own blood before spending weeks undergoing polishing, buffing and cleansing spells to ensure that it be without physical flaw, inside and out. The resulting tool of violence is a testament to the magewright guild and to the power of harnessed magic wielded with a driven purpose by a true eclectic master of magic and weaponcraft. It gains a Random Masterwork Bonus (DM’s choice or roll randomly, rerolling Spellbound) as the weapon spent such a great deal of time exposed to mana in its rawest form, it tingles with power imbued by the countless overlapping magical fields it spent so much time in. It has retained enough mystical essence for it to be considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses. —Note: Not recommended for thrown weapons or ammunition.
Visionary: Etched into the grip of this weapon are nearly a dozen different simple pictographic symbols including the four primal elements (Water, earth, fire and air), a symbol of magic, a human brain, a lightning bolt, a musical note and a holy and unholy symbol, that are all clustered around the image of an open eye. The weapon looks standard for its type until it is picked up, at which point it takes on a specific elemental or metaphysical quality in response to a specific physical trait of the wielder, instantly changing to match each new wielder. Once held, the weapon begins to glow the same colour as the wielder’s eyes and on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered X damage rather than the weapon's normal damage type based on the wielder’s eye colour (See Note). The weapon displays no special function for creatures without a natural eye colour or who lack eyes entirely and creatures with multiple eyes colours can will the weapon to glow and deal damage in either of their natural eye colours. —Note: The X for damage is based on the wielder’s eye colour and associated damage types are as follows: Amber / yellow = Lighting. Black = Necrotic Blue = Cold. Brown = Acid. Green = Force. Gray = Thunder. Hazel = Poison. Purple = Psychic. Red = Fire. White = Radiant.
Quickness: The grip of the weapon is covered with a motif of small blue lighting bolts. When held, the weapon begins to vibrate so quickly that its edges shimmer and blur as if hidden behind a heat mirage. At the same time a faint sound, similar to the buzzing of insect wings, can be heard and the wielder is flooded with torrents of physical energy and the desire to go fast. The wielder’s base movement speed is increased by five feet for as long as the weapon is held. After releasing the weapon, the magical stimulation immediately departs leaving the creature with sore muscles and a sense of lethargy that lasts about a minute.
Death’s Toll: The symbol of a heavy bell inscribed with a human skull, is etched into the grip of the weapon. When the weapon is used to land a killing blow on a living creature, the weapon emits a deep loud reverberation just like a large gong or heavy bell. The heavy tones remind all those who hear it of the fleeting nature of life and their own mortality. The wielder can then lock eyes with any living creature within 60 feet and cause them to become frightened of the wielder until the end of that creature’s next turn.
Youthful: The symbol of an hourglass with most of the sand in the top half is etched into the weapon’s grip. A creature holding the weapon feels youthful, as if the weight of all the responsibilities, regrets and consequences in the wielder’s life has been lifted away. The weapon is treated as a +1 if the wielder is the youngest intelligent creature within 100 feet.
Heartbreaking: A simple, unembellished weapon save for a large gem the color of blood on snow, seamlessly embedded into its grip. The large gem glows bright and warm when the wielder is within the presence of someone they truly love. If the weapon is used to purposely kill someone that the wielder truly loves (DM’s discretion), the weapon is permanently treated as a +1 for that wielder alone. This process can be repeated with any number of wielders who are willing to make the sacrifice.
Seeming: A large weapon with arcane runes carved along its length, with a pommel consisting of the shrunken head of an illusionist wizard. When in the bearer’s possession, it creates an illusion of normalcy that completely conceals any mutations, amputations, horrifying scars, disfiguring marks, curse brands, burns, tattoos or other strange, immediately identifying or unnatural features, causing its bearer to seem completely and perfectly ordinary for his race and gender. Essentially this causes the bearer to be disguised in an illusion that is a generic unremarkable version of themselves. While the illusion is active, the bearer gains advantage on checks made to pass themselves off as another person and other creatures gain disadvantage on checks made to recognize the bearer. This is an illusionary effect and although perceptive creatures could spot inconsistencies with the illusion, most creatures would never notice. The bearer can choose to activate or suppress this ability at will. —Note: Not recommended for ammunition or throwing weapons.
Black Ice: The business end of the weapon is covered in a thick layer of what appears to be highly polished silver that’s constantly shedding small clouds of fog. Closer inspection reveals the material to be frozen quicksilver that never melts or loses its icy nature. Knowledgeable PC’s will actually recognize the material as mercury mined by ice demons from the lowest circle of the nine hells, a place of perpetual frost where traitors betrayers and oathbreakers are tortured within the unyielding ice for eternity. The treacheries of these souls are punished by denying them the love of the Gods and of all human warmth. When the weapon strikes a target, small particles of the fiendish metal works into the victim’s skin freezing the tissues before melting, causing the toxic liquid mercury to course through the creature’s bloodstream. Half of the damage dealt by the weapon is considered cold damage, while the other half is poison, no mundane damage is dealt. The demonic material retains the wretched properties of the Abyss and can actually corrupt and become empowered by mundane quicksilver. If two ounces of ordinary mercury is poured over its hellspawned counterpart (Using up the regular mercury in the process), the weapon is treated as a +1 for the next hour. 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 deals half of that damage to themselves, as the weapon seems to twist in their hands and nicks them. —Note: Not recommended for ranged weapons. Two ounces of mercury can provide the +1 for up to 15 pieces of ammunition or thrown weapons at a time.
Elemental Attunement: The unified symbol of the four natural elements (Fire, earth, air and water) is etched into the grip of the weapon. The weapon is always attuned to one of the four elements at all times, which provides the wielder power at a cost. When carried, the bearer gains a physical link to the particular element the weapon is attuned to and feels warm, solid, light or damp and causes their eyes glow faintly in a color matching the element’s energy. This allows the bearer to channel the weapon’s power in combat so that whenever the wielder successfully strikes a target, he inflicts fire, acid, electrical or cold damage equivalent to a dagger (1d4, Based on which element the weapon is attuned to) in addition to the attack's damage. However, due to the deeper connection the bearer has to that element, whenever the bearer would take the elemental damage of the same type that he is attuned to, that damage is rolled twice and the bearer takes the higher result. This occurs whenever the weapon is on the bearer’s person, even when not actively wielded. The bearer can change the weapon’s attunement through a ten minute ritual by directly exposing the weapon to the new element such as holding it over a candle’s flame, covering it in soil, holding it up to a light breeze or submerging it in water. This ritual never damages the weapon and the bearer wills the weapon to change its attunement, making it impossible to do accidentally. —Note: Since the weapon is always attuned, the DM can roll a d4 or choose which element the weapon is linked to when it is found. Not recommended for thrown weapons or ammunition.
Icy: The weapon is fashioned from frigid materials and the symbol of a snowflake is carved into the frost on the grip. The frozen implement never melts or cracks, even in the fiercest of heat but will mist and emit water vapor in warm temperatures. Although the object feels cold to the touch, the ice never freezes material it touches or cause frostbite in its wielder. The weapon’s icy magics create rime rimmed wounds that leak slushy, half frozen blood from blackened, frostbitten flesh. When used in combat, the wielder’s hands become coated in a fine layer of frost (Which deals no damage and melts normally) on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered cold damage rather than the weapon's normal damage type. Projectile ranged weapons will freeze their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Unquiet Dead: The symbol of a skeletal hand bursting up from the earth of a fresh grave is etched on the grip of the weapon. When the bearer sees a fresh corpse their mind is distracted with faint whispers of forbidden utterances, visions of unholy symbols and quasi-memories of black rituals. The ensorcelled weapon contains the profane wisdom of experienced necromancers and is imbued with a small portion of their knowledge and raw magical power. When the weapon is used to kill, it leaves a seed of necromantic energy in the resulting corpse. This spark of unholy flame can be fanned by conventional necromantic spells if they are cast before the black fire burns itself out. A living creature dealt a killing blow by this weapon, only needs half of the costly material components (Such as onyx gems, rare incense or diamonds) that the spell requires need in order to raise it as an undead creature. This benefit lasts for one hour after the creature is killed after which it requires the normal amount of materials. —Note: For example, if Animate Dead is cast on a corpse and it would normally need an onyx gem worth 50 gp, the weapon’s enchantment reduces that cost to a gem worth only 25 gp for one hour after the creature is killed by the weapon.
Ki Focusing: The airy symbol of three wavy lines is painted onto the grip of the weapon in beautiful flowing calligraphy. When held, the weapon hums in a deep, centering tone that is barely audible, yet strangely compelling to concentrate on and use as a meditative focus. A wielder feels connected to his inner self and at any time, can assume a relaxed position and enter a meditative trance. In this state the wielder turns his inner eye to his spiritual self and becomes unaware of his surroundings. The wielder is aware of how long he’s been meditating for and can instantly rouse himself from the trance becoming fully awake at any time. He is automatically roused from the trance if he takes any sort of damage, is physically moved, his name is spoken within earshot or if he is no longer touching the weapon. Time spent in this meditative state fulfills the same purpose as sleeping for an equivalent amount of time (Making eight hours of broken up meditation over the course of a 24 hour period equivalent to a full night’s sleep) but they must meditate in at least 30 minute increments. A weapon must match itself to its bearer’s unique energy flows and the first time it is used, the bearer must meditate using the weapon for a period of four consecutive hours before they can benefit from the meditative sleep. The weapon can only be attuned to one creature at a time.
Ruthless: The image of a mercenary dealing the final deathblow to a heavily wounded enemy is etched on the grip of the weapon. The bearer’s perception’s seem to speed up in combat and he can all but smell out a wounded enemy, feeling the urge to pounce on the weak, like a wolf taking down the most injured member of a herd. The bearer understands that there’s no fairness in love or war and that allowing a battered foe to recover for a fair fight only means that you value your enemy’s life more than your own. The weapon is treated as a +1 if the target has less than half of their total hit points remaining.
Indomitable: The symbol of a bear rearing up on its hind legs as a show of force is etched on the grip of the weapon. The wielder feels strong and physically powerful, as if they could wrestle bears with nothing but their hands and win. The bearer gains advantage on checks made to initiate or break grapples, holds, clinches, wrestle other creatures or break out of restraints such as weighted nets. If the bearer is being grappled or restrained by multiple sources and is trying to break loose, he may choose to break the strongest hold on him (The check with the highest DC or creature with the highest modifier) and if successful, the bearer breaks free from all grapples and restraints with the same action. In order to benefit from these effects, the bearer must be actively wielding the weapon or have been wielding it at some point within the last 30 seconds. —Note: Recommended for melee weapons.
Alarm: The symbol of a Random Creature Type is etched into the grip of the weapon. The enchantment serves as a warning beacon to its bearer that enemies are nearby and that the wielder should prepare themselves for battle. The weapon begins to glow with the intensity of a candle when a creature of the symbol’s type is within 200 feet of the weapon. If a creature of that type is within 100 feet of the weapon it shines as bright as a torch. When that creature type is within 50 feet of the weapon, it emits a shrill whistling noise in additional to the bright light. The bearer is able to suppress or resume any of these effects with a thought. —Note: The DM can assign one colour for both lights or two different colours to better differentiate between them such as yellow within 200 feet and red within 100 feet.
Dryad’s Blessing: A simple weapon made almost entirely out of wood with accents of stone or animals products (See Note), the lethal tool has a rugged and wild appearance. The weapon lacks a single tool mark and seems as though it was grown into shape rather than carved. The wielder feels a deep and strong connection to the natural world and develops an emotional attachment to the supernatural creatures who guard the earth from those who would abuse and corrupt it. Knowledgeable PC’s will be able to determine that the object’s wood was willingly sacrificed by a dryad who grew it of herself into a weapon to strike back against the intruders of her sacred forest. The wielder is filled with a sense of reverence and utmost respect for the wilderness and the weapon functions as a +1 if the wielder has never personally cut down (Or directly aided in cutting down) a healthy living tree in his life. —Note: The DM can decide exactly how some weapons are crafted without any metal components. A rapier for example could have a wooden hilt with the blade made of a single giant porcupine quill, while a garrote could be fashioned from two wooden handles with a cord of braided vines or sinew.
Greed: The symbol of an open hand is stamped in gold leaf on the grip of this weapon. The bearer develops a nagging feeling of unfulfillment and that whatever he has is not enough. He begins to feel that collecting more material possessions and amassing an increasing amount of wealth of any variety will satisfy his soul and bring him peace. The bearer is aware that using the weapon against others may grant him more gold to add to his horde and that causing pain and injury to others is worth it if the end result is more gold in his pocket. The bearer is never forced to act on these feelings but so long as he carries the weapon he may be swayed by its avarice. When the wielder lands a critical hit, instead of producing blood, ichor or sloughs of undead flesh, the target sheds droplets of pure gold. The equivalent of one gold coin per point of hit point damage dealt by the critical hit (In total, to a maximum limit of the amount of hit points the target has remaining), tumbles out of the target’s body and falls to the ground in small nuggets to be collected after the fight. —Note: DM’s can change the effect to function on the first time per day the wielder lands a critical hit if they feel their players will get distracted trying to abuse the effect to get rich rather than treating it as a fun, novel weapon.
Light Launcher: The symbol of a shooting star is etched on the grip of the weapon. When a projectile is fired from this weapon the wielder is able to cause it to emit light that’s as dim as a dull glow to as bright as a fresh torch, with nothing more than a mental command. The wielder chooses the colour of the light and can choose to have the projectile emit light the moment the ammunition is launched, halfway to the target or immediately upon impact (Hit or miss). The ammunition emits light for up to one minute, until the wielder mentally dismisses it or until a second projectile is enchanted with light. The wielder can choose to fire ammunition without enchanting them and can enchant up to two pieces of ammunition per hour. —Note: Recommended for Projectile Ranged Weapons. Can be applied to Ammunition and Thrown Weapons in which they can only be set alight once, but the wielder can have multiple units of ammunition illuminated at a time.
Sanguin: The symbol of a drop of blood is etched into the grip of the weapon. The weapon is pristine and any blood that touches the weapon is immediately absorbed into itself, leaving no trace. The weapon possesses a monstrous thirst for blood and gore that can never be fully sated but can be temporarily quenched. The weapon passes along this bloodlust to the wielder who never craves blood for himself but is given the understanding that providing the weapon with what it desires will increase its power. If the weapon is plunged into a freshly deceased creature (See Note) and remains there for at least one uninterrupted hour, it is treated as a +1 for eight hours after being withdrawn from the body. During this time the weapon draws all the blood and general moisture from the corpse leaving it a desiccated husk when it is withdrawn. —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.
Panache: A flamboyant weapon with a long sleek form and an ornate hilt. The weapon has been empowered to augment the bearer’s natural grace and allows even a clumsy oaf to wield the weapon with a certain panache that resembles a gymnastic performance. In combat, a naturally captivating wielder’s movement’s become outright distracting and the wielder is able to strike and step away from the fascinated enemy before the creature can even consider repaying the favor. On the wielder’s turn if he successfully attacks a target with a lower charisma score than himself, that specific creature can’t make opportunity attacks against the wielder for the rest of the turn. —Note: Recommended for melee weapons only.
Mindstrike: The grip of the weapon is formed not of wood, leather or metal but rather of corded brain tissue that has been wrapped around the handle. The grip feels damp and squishy beneath the wielders grip as if the grey matter was still fresh. A knowledgeable PC will be able to determine that the brain tissues come from a number of different creatures who all had psionic, telepathic, telekinetic or other powerful mental abilities. Bearers who hold the weapon for long periods of time or attack with it, experience fleeting mental flashbacks of lives they never lived, as the memories locked away in the preserved brains leak into the wielder. The weapon’s psionic power attacks its victim’s very psyche, mutilating their mind, exterminating their ego and brutalizing their brain. On a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered psychic damage rather than the weapon's normal damage type. Projectile ranged weapons will enhance their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Drunkard: The symbol of a mostly finished bottle of whiskey is etched on the grip of the weapon. A creature who grasps the weapon experiences blurred vision, feels slightly dizzy has slurred speech and is filled with unearned courage. This pseudo alcoholic buzz is mild and actually seems to sober up a creature who is unreasonably drunk. An intoxicated bearer who is experiencing disadvantage on attack rolls, saving throws or ability checks, suffers no penalties from being intoxicated as long as they are actively wielding the weapon. Furthermore if the wielder would be suffering disadvantage on rolls due to his intoxicated state (But is not because he is benefiting from the enchantment), the weapon functions as a +1.
Earthbreaking: The symbol of a mountain that’s been cracked in half is etched into the grip of the weapon. The weapon is infused with earth shattering power and the wielder can feel the destructive potential flowing through his body. As an action equivalent to making an attack, the wielder can swing the weapon with all their might at a patch of ground within their reach. The weapon’s reverberations shake the dirty, stone or wood floor creating cracks, small fissures and uneven patches of ground an area of five square feet. The area becomes difficult terrain and creatures must use twice as much movement in order to move in or out of the five foot square. Abnormally powerful attacks also trigger this effect and whenever the wielder scores a critical hit with the weapon, a five foot square of ground under the struck creature becomes difficult terrain. —Note: Recommended for melee weapons.
Runic: The weapon is covered in arcane runes that glow and pulse slightly when held by a creature capable of casting spells. A bearer can choose to siphon magical energy into the weapon which fuels the runes latent potential, causing it to hum with violent power. The bearer can take an action equivalent to making an attack to channel a finite magical resource (Such as a level 1 spell slot, mana points or an encounter power) into the weapon. While empowered in this way, the runes flare with eldritch light and the weapon is treated as a +1 for the next ten minutes regardless of who holds it.
Warmage: The weapon is adorned with arcane runes, druidic glyphs, eldritch marks, sorcerous emblems and holy symbols to various Gods of magic. The combination of the various patterns and designs allow the weapon to be used as a material focus for casting magical spells of any sort. In addition, as long as the caster is wielding the weapon in one or both hands, he can wave it around to replicate the physical movements of casting, allowing him to perform the somatic components of the spell as if his hands were free.
Hidden Light: The weapon looks absolutely mundane for its type and has no markings, identification or hint as to its true power. The object contains a divine spark that subtly guides its bearer towards a path of righteousness, bravery and self-sacrifice. The holy weapon doesn’t wish to be sought after for its power for those who simply wish to use it for battle and it is not detectable as a magical weapon when carried by a noble creature. The divine essence provides the bearer the courage to stand firm in the face of adversity and the first time per day the wielder attempts to resist a fear type spell or effect, he gains advantage on the roll. In combat a wielder may flare the holy spark to harm the foe and after confirming a hit but before rolling damage, the wielder may choose to convert all of the damage dealt by this weapon to radiant damage. When this occurs, there is no outward flash of magic, divine light or sense of holy power, which makes it a favored enchantment of traveling priests wishing to lay low, humble paladins and inconspicuous clerics in the fight against evil. To benefit from these magical effects, the bearer must be a good aligned creature and have used the weapon as a focus of prayer, meditation or self-reflection on how they can help others, for at least one uninterrupted hour in the past day. —Note: Not recommended for thrown weapons or ammunition.
Bowblade: The symbol of a Random Melee Weapon (See Note) is etched into the grip of this Random Projectile Ranged Weapon. This enchantment was tailor made for adventurers who wish to travel light while still retaining access to an assortment of armaments. The weapon is imbued with transmutation magic and once per round on his turn, the wielder can concentrate for a fraction of a moment (Taking an action equivalent to drawing a weapon), he may cause the weapon to instantaneously change from its current form to the type of weapon etched onto the grip or back again. Any observer can clearly tell that both of the weapon’s forms are of exceptional workmanship and that a great deal of time and skill went into their creation. Both weapons gain a single Random Masterwork Bonus (Either the same for each or two different benefits, DM’s discretion). —Note: I recommend choosing two weapons that deal different types of damage to increase the wielder’s variety of attack options.
Ghost Touched: A weapon with this quality seems insubstantial and mists slightly as if it was incredibly cold. The weapon can be wielded by a missing limb and when used in this fashion, the wielder is always considered proficient with it. The weapon appears to float and swing in midair, however perceptive characters might notice spectral wisps of the missing limb. The weapon is treated as a +1 when wielded by a missing limb. —Note: Not recommended for ammunition or thrown weapons.
Lucky: The symbol of a horseshoe encircling a four-leaf clover is etched on the grip and a small rabbit’s foot charm hangs from a short silver chain, unobtrusively attached to the base of the grip. A creature who handles the weapon for more than a few moments gets a hunch that it is somehow lucky and would bring them good fortune to use in combat. It is common for long term bearer’s to become quite superstitious and develop or practice small rituals (Such as throwing spilled salt over your left shoulder, saying “Bless you.” when someone sneezes or never washing your socks.) to attract good luck or ward off bad luck. The bearer is not compelled to do this but does receive small gut instincts originating from the weapon if the ritual was done satisfactory or not. 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. Not recommended for thrown weapons or ammunition.
Blood Called: This weapon is covered in bloodstains that can never be washed clean with water, solvent or magic. Once attuned, the weapon always has a few drops of fresh blood somewhere on its surface which reappear if wiped away. A creature can attune this weapon to themselves during a one hour ritual that bathes the weapon in the creature’s own blood causing three hit points of damage per character level (Or 30% of maximum health or other equivalent amount). Afterwards, they are able to instantly summon the weapon to their hand with a thought, by sacrificing one hit point per character level (Or 10% of maximum health or other equivalent amount. This sacrifice is simply hit point damage not a permanent loss but cannot be prevented by any means), as long as the creature and the weapon are one the same plane of existence. The magic involved in the ritual binds the creature together with the weapon and the fresh blood that beads on the object’s surface is actually that of the attuned creature. This arcane ritual allows the weapon to bypass certain magical barriers that oppose teleportation as the enchantment tricks the barrier into thinking that the weapon and the attuned creature are physically attached. The anti-teleportation field therefore believes that the weapon is simply moving incredibly fast over long distances but not actually “teleporting” and therefore will allow the weapon to be called in or out of it. Attuning the weapon to a new user breaks the previous owner’s connection. Due to the nature of these weapons they are not often stolen and typically the previous owner is already died. Note: For ammunition it is suggested that the one hour ritual can effect up to ten units of the same type of ammunition and that the user can sacrifice a single hit point in order to summon a single unit. If a DM finds the anti-teleport bypassing power too powerful, consider having it cost twice as much hit points (2 per level or 20% of max health) to call the weapon in or out of such a field.
Deceptive: A weapon decorated with bright colors and bold patterns defined by thick black lines. The conspicuous weapon becomes invisible whenever it’s actively being wielded or held in at least one hand. The bearer does not gain the ability to see the weapon but as they are physically grasping it they suffer no penalty to using it in combat. The wielder gains advantage to checks made to feint with the weapon (Or the target gains disadvantage whichever benefits the wielder more) and on any checks made to disguise the fact that they are wielding or holding the weapon. The first time the weapon is used in a combat encounter, the wielder gains advantage on the attack roll as the target has trouble avoiding or blocking an unknown, invisible weapon. The invisibility does not extend to anything other than the weapon itself and shed blood will appear to float and move in midair as the wielder fights. —Note: Not recommended for ammunition or throwing weapons.
Daywalker: The symbol of a blazing sun is etched on the grip of the weapon. The bearer can feel the power and heat of the sun tingle over their entire body like a warm embrace. The weapon is treated as a +1 in direct sunlight and the wielder can see look directly into the brightness of the sun without suffering any sort of discomfort or damage whatsoever. —Note: Direct sunlight can include shady areas such as under a forest canopy but not areas primarily lit but non sunlight such as most indoor settings.
Venerable: The symbol of an hourglass with most of the sand in the bottom half is etched into the weapon’s grip. A creature holding the weapon feels old, and the burdens of all the responsibilities, regrets and consequences in the bearer’s life weighs heavy on their mind. The weapon is treated as a +1 if the wielder is the oldest intelligent creature within 100 feet.
Bonded Skill: The symbol of a hand holding this weapon is etched into the weapon’s grip. The lines of the symbol where the hand and the weapon meet are blurred, making it hard to distinguish them as separate entities. The bearer understands that although the weapon is lethal in it’s own right, it’s true power can only be obtained by physically bonding with it. On the wielder’s turn he may activate the weapon’s magic, causing the grip to animate and wrap itself around the wielder’s fist and burrowing into the skin of his hand, creating an unnatural union of weapon and flesh. This process takes an action equivalent to making an attack or casting a spell. The wielder feels an unpleasant amount of pressure but no actual pain and takes no damage as the material penetrates the skin, forcing it to remain grasped to the handle. Afterwards, the weapon feels as if it was a natural extension of the wielder’s arm than a held object and he becomes proficient with it’s use if he was not already. While attached to the wielder’s hand, the weapon cannot be released or disarmed and the wielder cannot use that hand for tasks requiring any sort of manual dexterity as the hand is considered actively wielding the weapon at all times. To sever the bond to the weapon the wielder can spend one minute cutting and prying away the fused areas, suffering one hit point of damage per character level (Or 10% of maximum his health or other equivalent amount), or he can take an action equivalent to attacking or casting a spell and use a free hand to rip it off by force, dealing twice that amount of damage to himself due to the sheer amount of lost skin and tissue. —Note: For two handed weapons, the weapon only bonds to a single hand (Wielder’s choice) leaving the other one free to interact with other objects, however the wielder must still use both hands to make attacks with it as normal. This allows the wielder to hold a bonded crossbow in one hand while the other retrieves a potion, makes a rude gesture or loads said crossbow. Not recommended for ammunition or thrown weapons.
Skybane: The symbol of an arrow impaling a bird in flight is etched into the weapon’s grip. The bearer feels a deep seeded jealously directed at those who are able to slip the bonds of earth and take to the skies. The weapon is treated as a +1 against targets that are not currently making contact with the ground (Such as flying, hovering or floating) or standing on a solid substance (See Note). The wielder must be making contact with the ground themselves to activate this ability and a creature capable of natural flight is never considered proficient with the weapon. —Note: Recommended for ranged weapons and ammunition. Targets who are swimming, climbing or suspended from webs, strings or wires are not considered flying and DM’s should enforce common sense based on the spirit of the enchantment.
Pestilence: The weapon is tinted a sickly white and has the symbol of a horse and a pair of balancing scales etched into the grip. The weapon contains a myriad of magically preserved plagues, bacteria and viruses that remain in a state of near perfect magical stasis. Targets struck by the weapon are exposed to these short lived but fast acting phages that run rampant through their person. Due to minor flaws with the stasis enchantment, the bearer feels mildly ill the majority of the time, experiencing (Or believe they are experiencing) a wide a variety of symptoms including but not limited to; fever, chills, nausea, heartburn, headache, frequent urination, diarrhea, sore throat, coughing, sneezing, dry mouth and skin rashes, all with the frequency of a paranoid hypochondriac. None of these medical complications actually impair the bearer’s ability to carry on with their activities or ever impose disadvantage on their tasks. A living creature struck by the weapon is stricken with a short-lived, fast acting plague that throws the target’s immune system into chaos and disorder, making it impossible for the victim to be healed properly. Whenever the wielder successfully attacks a living creature, that target cannot regain hit points until the start of the wielder's next turn.
Corrosion: The weapon is fashioned from significantly damaged materials and the symbol of a partially dissolved hand is acid etched into the grip. Any metallic parts of the weapon are pitted, corroded and covered in rust and wooden components are stained, acid burned and generally discolored. The object is rough and sharp to the touch, leaving the wielder’s hands rust stained and blemished as if exposed to a weak acid. Sizable pieces of rust occasionally flake off of the weapon, disintegrating when they hit the ground but the object never seems to reduce in size or weight no matter how much is lost. The weapon’s acidic properties dissolve the target’s flesh, leaving caustic, chemically burned corpses that reek of acerbic solvents. On a successful attack, the wielder can choose to have all of the damage dealt be considered acid damage rather than the weapon's normal damage type. Projectile ranged weapons will contaminate their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Barely Intelligent: The symbol of a brain is etched on the grip of this weapon. The weapon has been instilled with a small amount of intelligence, perception and memory, but no emotional qualities, wants, desires, loyalties or personality. The wielder faintly perceives the weapon’s simple mind at the edge of their consciousness as if through the means of a psionic ability and is able to communicate telepathically with it. The weapon 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 can answer simple fact based, or yes/no questions about its origin, history, past wielders, targets it struck, etc. The weapon does not lie but is not able to answer complex questions or those that depend on feelings, extensive logical deductions or situations it has never witnessed. The weapon could example say that its last wielder killed 114 unarmed children, but could not say whether that wielder was a good or evil person. It could however describe its last wielder in extensive physical detail and confirm or deny things that it observed while being carried by that creature.
Agility: The image of a king cobra and a mongoose fighting to the death is etched on the grip of the weapon. A creature fells nimble and graceful the moment they pick the weapon and the bearer’s normal walking gait becomes smooth catlike strides. The wielder seems to glide and sweep airily through any situation with even savage weapons strikes becoming as elegant as a ballerina’s steps. In combat, a deft wielder is able to dodge and weave as part of an attack in order to better position himself. Whenever the wielder successfully attacks a target with a lower dexterity score than himself, he may choose to move five feet in any direction as long as he remains within the target’s reach. This movement does not count against his total moment for the turn nor does it provoke attacks of opportunity. Should the target be knocked unconscious or die as a result of the attack, the wielder can move five feet in any direction he chooses. —Note: Recommended only for melee weapons, especially those that use dexterity to determine accuracy and damage.
Probability: The symbol of a pair of dice is etched on the grip of this weapon. A creature wielding the weapon experiences an odd sensation as if a set of dice were tumbling around in his head. The dice roll constantly, as if waiting for the right moment and only stop for a moment when the wielder attacks with the weapon. An insightful wielder understands that gambling and combat are one and the same and that every time battle commences it is time to toss the dice. The weapon’s magic rewards a wielder who gambles with his coin as much as his life and provides a bit of consistency in battle. Whenever the wielder attacks, he rolls 2d10’s to hit with the weapon rather than the typical 1d20. The roll is considered a natural 1 or a critical fumble if both dice roll 1’s, and a natural 20 or a critical hit when both dice roll 10’s. If the wielder is proficient in any type of gaming or gambling set (Such as dice, cards or a game of skill), the weapon is treated as a +1.
Covert: An unassuming weapon decorated with pale colors and faint patterns that is normally invisible, only becoming visible when it is actively being wielded or held in at least one hand. The wielder gains advantage on any checks made to disguise the fact that they are carrying the weapon as long as they aren’t holding it in hand. The invisibility does not extend to anything other than the weapon itself and will not render a sheath invisible. Owners will sometimes tie a brightly colored ribbon around the grip of the weapon in order to easily retrieve it if disarmed or if it’s not kept in a sheath but a floating ribbon can draw attention to its invisibility. The weapon is protected by minor shielding wards and when carried by a living creature it does not give off a magical aura and is not detectable as a magical object.
Life Draining: The weapon has a single vampire tooth mostly embedded into its grip, with the tip sticking out. To attune to the weapon, the wielder must have pricked a finger with the tip of the fang and consumed the resulting drop of blood in the past 24 hours. This causes vampiric energy to pulse through the wielder’s bloodstream, allowing him the ability to steal life from others but poisoning his body’s ability to heal on its own. During this time the wielder’s skin becomes pale and bloodless like that of a corpse. 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 vitality straight from the victim’s blood. When this occurs, a burst of bright crimson mist appears from the wound and quickly travels up the weapon and into the wielder leaving a red wispy trail that fades after a moment. On ranged weapons, the mist bursts form the target and follows the ammunition’s path back to the wielder. This unnatural boon is not without cost though as the entire time a bearer is attuned, whenever he would regain hit points from any source other than the weapon, 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 bearer’s system clears itself of the vampire venom. The attunement can also be broken with any spell or ability that is able to break or dispel curses. —Note: Not recommended for ammunition or thrown weapons. A combat example: A 10th level wielder who 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 target had 24 hit points remaining.
Giant Slaying: The image of a young boy wielding a sling in single combat against a goliath of a man wielding a javelin is etched into the grip of the weapon. The bearer’s natural fears of fighting enemies larger than himself is dampened while the weapon is in hand and the wielder feels as though the fight has been made fair. Rather than bravado, this feeling shows itself more as a calm acceptance or faith in himself and his abilities. The weapon is treated as a +1 if the wielder is attacking a creature at least one size category larger than himself. —Note: If your system doesn’t use size categories, treat the weapon as a +1 if the target is at least twice as tall as the wielder.
One Power: A circle made up of black and white swirls, each containing a spot of the other is emblazoned on the grip of the weapon. Only creatures capable of casting magical spells are able to feel the power that this weapon contains, which seems to resonate with an inner spark at the core of their being. Strangely enough this resonance feels drastically different to men and women. Female spellcasters experience a gentle, but infinitely powerful river of force that can be directed to do as they wish but requires patience and confidence to embrace it so that is can be channeled. Male spellcasters encounter a raging torrent of dangerous power that must be subdued and dominated by a strong-willled wielder, before being able to channel the magic of the weapon themselves. In either case, the weapon functions as a +1 while wielded by a creature capable of casting magical spells.
Pridebane: The image of the sharp tip of a quill pen cutting a sword in half, is etched on the grip of the weapon. 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 is treated as a +1 when wielded by an intelligent creature. 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. Knowledgeable PC’s will determine that this enchantment seems to be some sort of strange moral lesson about how the true victor of combat is measured by wits rather than brawn. —Note: Not recommended for ranged weapons or ammunition.
Paranoia: The suspicious looking symbols of dozens of various pairs of eyes are etched into the grip of this weapon. The wielder feels a mild, but constant irrational sensation that someone is out to get them and that they must remain vigilant and untrusting at all times. While discomforting, this delusion is easily dismissed by the wielder. Twice per day, when the wielder lands a successful attack against an enemy he can choose to cause that creature to experiences a greatly magnified form of the unreasonable fear in the form of full blown paranoia in regards to everything that’s not themselves until the start of the wielder’s next turn. The creature will instinctively defend themselves from all potential sources of danger, especially magical ones. A creature struck by the weapon will not willingly allow themselves to be the target of any spells (See Note) and must attempt to resist all spells cast upon them. During this time all creatures suffer disadvantage on all checks made to pacify or calm the target and the target refuses any and all benefits, inspiration, flanking bonuses or other similar help from its allies. —Note: A victim will resist harmless or even beneficial spells made by their allies. For beneficial spells that do not have a built in save, the DM should decide if a DC should be created, if the spell cannot be resisted or if the spell simply fails. The target will not willingly be the target of a touch ranged spell and the caster must treat the target as an enemy for the purposes of landing a successful touch ranged spell.
Sparks: The weapon is heavily accented with electrically conductive materials and the symbol of a lightning bolt is prominently displayed on the copper wire grip. The weapon flickers with jolts of power (Never harmful or distracting to the bearer) and discharges small static shocks on a regular basis and when held this property extends to the bearer as well, causing their hair to stand on end and small arcs of electricity to jump between fingers and strands of hair. When actively being used in combat, the electricity charges and discharges faster as the weapon audible crackles and violently sparks. The weapon’s conductive nature directs lethal jolts of power directly into the target’s body, shocking the delicate nervous system and leaving smoking, flash burned skin. On a successful attack, the wielder can choose to have all of the damage dealt be considered lighting damage rather than the weapon's normal damage type. Projectile ranged weapons will charge their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
War: The weapon is tinted red and the symbol of a horse and a greatsword is etched onto its grip. The bearer feels the faint but constant urge to slay living creatures and take peace from the earth. The weapon rewards those who prove their worth over others in battle and if the weapon is used to land the killing blow on an intelligent creature in armed combat (See Note) 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. —Note: The DM has some discretion on this but typically armed combat means that the fight is reasonable fair and that the target is conscious, able to fight, armed with a weapon and aware that they are fighting the wielder. Not recommended for thrown weapons or ammunition.
Time: The weapon is aged and weathered, bearing the symbol of an hourglass etched into its grip. The bearer feels older than his years and is particularly affected by the passage of time, aging twice as quickly when the weapon is on his person. A creature injured by the weapon instantly ages by a week for each point of damage dealt by the weapon. Both the bearer’s and target’s hair grow at normal rates for the increased time, which can cause fights lasting a minute to cause the target to appear as though they haven’t groomed in months. Knowledgeable PC’s will know that some creatures such as young reckless dragons purposely injure themselves with weapons like these in order to quickly grow into their prime and defeat their enemies. Desperate enough humans sometimes even attack themselves to grow out hair quickly for reasons of vanity or a quick disguise, as it also grows out facial hair. —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.
Teamwork, Reacting: The symbol of the complementing paired weapon (See Note) is etched on the grip of both weapons. Each weapon comes with a paired other half that allows the wielders of both weapons to instantly react as a team against common enemies. Both weapons have impressive, ergonomic designs that allows them to be effortlessly drawn forth by their wielders. Even the sheaths, straps or carry clips have undergone modifications so that the wielders can easily make adjustments to stow it in wherever is most comfortable for them while still being instantly accessible by either hand. The bearers are able to draw their weapons as free actions whenever they roll initiative as long as they physically capable of doing so. The weapons are so naturally drawn forth that the wielders are even able to impulsively (If crudely) defend themselves in the heat of the moment and in the first round of combat if a hostile creature comes within the wielder’s reach (Or 20 feet for a ranged weapon) he is able to make an attack of opportunity against that creature but suffers disadvantage on the attack roll. The true power of the weapons however lies in the mental link between the wielders that allow them to react as a team. When initiative is rolled if the bearers are within 30 feet of each other and both draw the enchanted weapons, the wielder who rolled lower on the initiative check is able to act on the turn immediately after the wielder with the higher check. On subsequent rounds, as long as the two bearers continue to wield the enchanted weapons and remain within 30 feet of each other the wielder with the lower initiative roll may act immediately after his partner, otherwise he must use his original roll. To benefit from the weapons bonuses, both bearers must have spent at least one hour within ten feet of each other at the same time, fitting their sheaths and carry straps and mentally attuning to one another. Once comfortable and mentally connected, the bearers only have to repeat the process if the weapons are to be worn by someone else. —Note: Roll a pair of identical weapons or choose a pair that complement each other. If more than two Teamwork, Reacting weapons are within 30 ft of each other all wielders may work together so long as they all meet the requirements. The DM may choose to have these weapons found together or on enemies who are working together or in another area of the building or dungeon. It’s not uncommon to find enchantments like this on weapons belonging to city guards, military units, or other teams who are trained to fight together with specific strategies. Not recommended for thrown weapons or ammunition.
Invisible: A weapon with this enchantment is completely invisible at all times. To creatures capable of seeing invisible objects, the weapon is boringly simple (Bordering on crude) looking, without a single unnecessary ornamentation. The wielder does not gain the ability to see the weapon but as they are physically grasping it they suffer no penalty to using it in combat. The wielder gains advantage to checks made to feint with the weapon (Or the target gains disadvantage whichever benefits the wielder more) and on any checks made to disguise the fact that they are carrying or wielding the weapon. The first time the weapon is used in a combat encounter, the wielder gains advantage on the attack roll as the target has trouble avoiding or blocking an unknown, invisible weapon. The invisibility does not extend to anything other than the weapon itself and will not render a sheath invisible and shed blood will appear to float and move in midair as the wielder fights. Owners will typically tie a brightly colored ribbon around the grip of the weapon in order to easily retrieve it if disarmed or if it’s not kept in a sheath but a floating ribbon can draw attention to its invisibility.
Secret Darkness: The weapon looks absolutely mundane for its type and has no markings, identification or hint as to its true power. The object contains a demonic spark that subtly guides its bearer towards a path of ruthlessness, selfishness and self-interest. The unholy weapon doesn’t wish to be openly fought over for its power, as it wishes to remain an invisible hand aiding the wicked and it is not detectable as a magical weapon when carried by a nefarious creature. The malevolent essence provides the bearer the arrogance to maintain a strong mind and think of his own self-interests at every opportunity and the first time per day the wielder attempts to resist a charm or mind control type effect or spell, he gains advantage on the roll. In combat a wielder may flare the profane spark to harm the foe and after confirming a hit but before rolling damage, the wielder may choose to convert all of the damage dealt by this weapon to necrotic damage. When this occurs, there is no outward flash of magic, demonic light or sense of unholy power, which makes it a favored enchantment of secretive cultists, covert practitioners of the dark arts and clandestine worshipers of evil. To benefit from these magical effects, the bearer must be an evil aligned creature and have used the weapon as a focus of dark worship, meditation or the planning of acts of self-serving greed, for at least one uninterrupted hour in the past day. —Note: Not recommended for thrown weapons or ammunition.
Maiden: No matter its circumstances, the weapon remains free of scratches, nicks, sweat, blood and gore, remaining untouched as if saving itself. The weapon instills feelings of purity, patience and self-control when held. The weapon glows slightly and is treated as +1 when wielded by a virgin creature. Knowledgeable PC’s are aware that this simpler charm requires comparatively little time, skill and material components and is sometimes used by orders of vestal virgins or celibate priestly orders who find it more efficient to create multiple weapons with this enchantment than a single +1 weapon. —Note: Themes regarding sexuality may not be appropriate for all groups and DM’s should use their discretion on if this enchantment is worth adding into their campaign or if it would be too distracting, immersion breaking or uncomfortable.
Solid Shadow: The weapon appears to be made of wispy strands of shadow, woven together into a solid form. The wielder of the weapon can choose to sheath it in their own shadow, magically sequestering it. While sheathed in this fashion, the weapon effectively ceases to exist, although the bearer still feels its weight evenly distributed about their entire body. The bearer can retrieve the weapon by reaching into their own shadow and pulling it out, taking the same action as normally drawing a weapon. Unfortunately if their shadow is not visible (Such as in complete darkness) the weapon is irretrievable. If the bearer dies while the weapon is sheathed, it will reform in the nearest shadow to the bearer. —Note: Not recommended for thrown weapons or ammunition.
Wings: The symbol of a raven in flight is etched into the weapon’s grip. The bearer feels lighter than normal and may feel a restless urge to take to the skies and be free. Once per week, the bearer may hold the weapon in one hand and speak the command word while concentrating on a specific location (No more than 50 miles away), which he must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” The bearer can then think of a message of up to 25 words in length and the weapon transmutes into a lifelike raven. The magical bird will then fly for up to 24 hours towards the specified location, covering about 50 miles during that time. When the raven arrives, it delivers the message to the creature that the bearer described, replicating the sound of the bearer’s voice. The bird speaks only to a creature matching the description the bearer gave. After delivering the message, running out of time or destroyed en route, the raven will revert back to its weapon form. Furthermore, the weapon gains one Random Masterwork Bonus. —Note: Not recommended for thrown weapons or ammunition.
Bumbling: The emblem of a fairy circle is gilded in silver on the weapon’s grip. The entire weapon is a masterpiece of flowing graceful design, delicately ornate scrollwork and is a tribute to those who made it. Running along its length is a poem written in iambic pentameter, penned in Sylvan, the language of the fey. Those who are able to read it, discover it is not much more than a limerick disparaging the mortal humans and extolling the virtues of the fair folk. The verses have particularly harsh words to say about the incompetence and clumsiness of humanoids and how that in contrast, the fairy peoples are naturally adept in all ways. Any non-fey creature who wields the weapon finds that they are slightly less proficient than usual at completing their normal everyday task, as if the poem was a warning rather than boast. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, a non-fey bearer suffers a penalty of -1 on all of his skill checks.
Knots: The material of the weapon is twisted and patterned making it look like a braided rope. On the bearer’s turn he may use an action equivalent to making an attack or casting a spell to cause the weapon to become a 50 foot length of silk rope or to turn the rope back into the weapon. The rope is not magically strengthened and any damage or wear to it will carry over to the weapon when it’s shifted back. Furthermore, the weapon gains one Random Masterwork Bonus. —Note: Not recommended for thrown weapons or ammunition.
Skystrike: The symbol of a diving falcon about to strike its prey is etched on the weapon’s grip. The wielder feels lighter than normal and the wielder is filled with a lofty sense of power and scorn for the pitiful creatures that are forced to walk along the filthy ground like ants in the dirt. As long as the wielder is flying, hovering or floating the weapon is treated as a +1 against targets who are making contact with the ground or standing on a solid substance (See Note). —Note: Recommended for reach weapons, ranged weapons and ammunition. Targets who are swimming, climbing or suspended from webs, strings or wires are not considered flying and DM’s should enforce common sense based on the spirit of the enchantment.
Famine: The weapon is tinted black and has the symbol of a horse and a pair of balancing scales etched into the grip. The weapon is half as light as it should be and thinner that it has any right to be although this doesn’t compromise its integrity at all. A creature grasping the object has feel a desperate, unending, hunger from within the weapon. A pain that can be fed but can never be truly sated. After 24 hours in the bearer’s possession, his face becomes drawn and emaciated and he must consume twice the normal amount of food and water in order to not suffer exhaustion penalties. When a creature is hit by this weapon it siphons off their energy and physical reserves and the target’s body reacts as if they had gone and additional 1d4+1 hours without food or water. This effect is cumulative with itself and can cause fights lasting under a minute to end in the enemy starving to death rather than dying of his injuries. —Note: It is up to the DM to determine how exactly an enemy is effected by this. Personally I suggest keeping track of the 1d4+1 hours of delayed food and drink on individual targets and considering the target “exhausted” when he has accumulated 8+ hours and perhaps have the target passing out from hunger and dehydration around the 12+ hours mark. This obviously won’t have much of an effect on many types of creatures as undead, constructs, demons dragons and elementals don’t eat and drink enough to be bothered by the enchantment but can provide a fun and powerful debuff to some large monster and powerful villains. Not recommended for thrown weapons or ammunition.
Blighting: The weapon’s grip is wrapped in dark purple leather from which a network of thin black veins extend outward. If the weapon is ever stained, nicked, dented or covered in blood or gore, a number of the dark veins slowly shift to that area. They seem to absorb the imperfections, damages and filth into the weapon’s form, like the roots of a plants soaking up water, causing the object to feel the slightest bit heavier and more lethal. When held, the bearer’s mind is filled with dark thoughts of cruelty, senseless violence and causing harm to innocents. The wielder is instilled with the certainty that everything in life or death is theirs to command if they can shrug off their ethical and moral compunctions and reach out and take what they want by force. The weapon’s perverse energies deal unnatural injuries that foul the flesh and stain the soul. On a successful attack, the wielder can choose to have all of the damage dealt be considered necrotic damage rather than the weapon's normal damage type. Projectile ranged weapons will taint their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Moonwalker: The symbol of a crescent moon is etched on the grip of the weapon. The bearer can feel the power within the object and perceptive PC’s will notice the strength of the power fluctuates. It seems to be stronger while the moon is waxing and nearly hums with power during a full moon. It feel weaker during a waning moon as if it was gradually losing strength until it’s power is barely perceivable at all during an empty moon. Regardless of the actual state of the moon, the weapon is treated as a +1 in direct moonlight or starlight and the wielder can see twice as far as normal in moonlight or starlight.
Winged Death: The ornate pieces of ammunition or thrown weapons have a pair of folded feathered wings etched on them. Once launched, the projectile spreads its wings and appears to fly to its victim like a diving bird of prey. The target does not gain any benefit from physical cover as long as the wielder is able to see the target and there is a reasonably straight line of flight that the projectile can follow. A projectile ranged weapon with this enchantment has the symbol of a pair of folded wings etched on the grip and can launch two projectiles per day augmented with this enchantment. —Note: Not recommended for melee weapons.
Dawn: The weapon weighs half as much as normal, shines with the brightness of a candle in the reddish orange light of a new dawn and generally seems to be made of solidified sunlight. A creature struck by the weapon is treated as if they had been exposed to direct sunlight for one round. This can result in temporary blindness or sunlight sensitivity in some creatures and considerable damage to some types of undead. Outside of combat, the weapon can be hung horizontally above a barely dressed creature and be used as a tanning light or to grow small amounts of plants in otherwise dark environments. To retain its enchantment, the weapon must spent at least one non-consecutive hour per week in direct natural sunlight, absorbing the solar energy and storing it within itself. If this requirement is not met, the weapon’s magic begins to fade and it enters a state of hibernation for up to 30 days during which time it does not glow or provide its combat bonus. To be brought out of hibernation the weapon must spent a total of eight consecutive hours in direct natural sunlight at which point it returns to normal functioning. If not brought out of hibernation within the 30 days the magic binding the sunlight into solid matter fades and the weapon evaporates into nothingness.
Sharpening: The weapon’s grip consists of rough rock that martial bearer’s will recognize as a shaped whetstone. At exactly midnight each night, creatures within earshot of this object will hear the sound of the blade being dragged across a whetstone emanating from this weapon as it sharpens itself to a razor’s edge. The blade does this without the need for an actual oilstone or lubricant and afterwards an observer will notice that the weapon slices through flesh easier than a surgeon’s scalpel. The supernatural sharpness wears down quickly however and it only takes a couple of successful hits before the blade’s returns to a respectably but not incredibly honed edge. After the weapon sharpens itself, the first two successful hits it lands are treated as if the damage rolled the maximum amount possible, after which the damage is rolled normally until the blade can sharpen itself again. If the blow is a critical hit, that damage is also maximized, however other sources of extra damage such as a paladin’s smite or a rogue’s sneak attack are not affected. —Note: Recommended solely for melee bladed weapons but a projectile ranged weapon could instantly sharpen the first two arrows it fired per day. A quiver or bracer could sharpen two throwing weapons or ammunition per day. The weapon’s power can be easily adjusted by the number of maximized blows and a DM can increase or decrease the number of said hits as they see fit.
Toxic: The business end of the weapon sports a number of pinprick sized holes and a single inland taipan fang is embedded into the grip. The hypodermic snake fang’s point aims along the length of the weapon and a perceptive PC can actually see bloated drops of neurotoxins resting at the pinprick sized venom channels at the business end. The wielder feels an unpleasant warm tingling sensation in their weapon hand, as if a fraction of the venomous power somehow penetrated their skin. The weapon’s toxins are injected directly into its victim’s flesh, coagulating the blood, paralyzing muscle and necrotizing the once healthy tissue. On a successful attack, the wielder can choose to have all of the damage dealt be considered poison damage rather than the weapon's normal damage type. Projectile ranged weapons will envenom their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Magebane: The symbol of a broken mage’s staff is etched into the grip of the weapon. 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 mildly 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 weapon 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.
Unlucky: The symbol of a horseshoe encircling a four-leaf clover is etched on the grip and a small rabbit’s foot charm hangs from a short silver chain, unobtrusively attached to the base of the grip. A creature who handles the weapon for more than a few moments wish to wield it for themselves and never parting with it, believing it to be lucky and valuable. This impulse is easily overcome and will not cause creature to act against their nature. The first time per day that the wielder rolls a natural 20 on an attack roll with the weapon (See Note) they must immediately roll again and take the new result. The wielder is not automatically aware that this effect is caused by the weapon and in fact believes that the weapon actually saved him from an even worse fate or run of bad luck. —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. This is considered a cursed item for the purposes of any detection magic or curse breaking powers. Not recommended for thrown weapons or ammunition.
Panic: The symbol of a wide eyed deer stood attentive but still is etched on the grip of the weapon. A bearer gains a sense of increased awareness from the weapon as if it was enhancing the bearer’s natural perception. Should a bearer attune to the weapon (By concentrating over it for one hour) he gains a greatly improved fight or flight response and is usually able to react to threats the moment they appear. This benefit is not without cost however as due to a design flaw or lack of foresight on the enchanter’s part, the weapon delivers this benefit to the bearer by means of artificially stimulating his natural physiological responses to stress. Thus 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. Once attuned the bearer gains advantage on initiative checks but if the bearer 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 resembles a deer in lamplights and 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 panicking bearer who suffers disadvantage on all saving rolls and ability checks, as his body and mind are too inundated with sensory input to function properly. These effect wears off at the end of the bearer’s first turn after which he is able to act normally. The bearer remains attuned to the weapon until another creature attunes to it or until it has not been in his possession for more than 72 consecutive hours.
Xenophobic: A wildly insulting caricature depicting a Random Creature Type (See Note) is prominently etched on the business end of the weapon. When first carried, a bearer experiences faint ideas of prejudice and intolerance towards certain (The rolled creature type) beings. 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. If the bearer is himself a member of that species, he feels a great sense of animosity and unreasonable anger directed towards him from the implement. The weapon is treated as a +1 against the creature type and that species is never considered proficient with the weapon. —Note: A DM can either roll randomly on the Random Creature Type table or chose a specific type or Humanoid Race that would make sense for the campaign. A weapon specifically enchanted to fight a creature type that the DM knows that the PC’s will never encounter is a false hope and useless weapon. On the other hand, like many other “+1 if X” enchantments, the weapon can be sold, traded or donated to NPC’s who will actually use it as part of a side quest or chain of deals scenario.
Frenzy: The image of a charging feral boar with wild eyes and a foaming mouth is etched into the grip of the weapon. In combat the wielder feels the primal energy of unmitigated rage flood through their mind and can choose to throw aside all concern for defense to attack with fierce desperation. When the wielder makes their first attack on his turn he may choose to attack recklessly which gives him advantage on all attacks made with the weapon during this turn but all attack rolls made against him have advantage until the start of the his next turn. —Note: Recommended only for melee weapons, especially two handed ones.
Squashing: The symbol of booted foot crushing a beetle is etched onto the grip of the weapon. The bearer’s instinctual fears of the creeping crawling vermin and small, vicious beasts are dampened while the weapon is in hand and the wielder feels as though he is orders of magnitude stronger than those smaller than himself. While in combat, the wielder tends to puff himself up making himself look larger and more intimidating as he swings the weapon in overhead chops, bringing it down hard on him enemies as if trying to pummel them into the ground. The weapon is treated as a +1 if the wielder is attacking a creature at least one size category smaller than himself. —Note: If your system doesn’t use size categories, treat the weapon as a +1 if the target is half the wielder’s height or smaller.
Tyrant: The symbol of a large closed fist crushing the helpless is etched into the grip of this weapon. The weapon fans the bearer’s ego and sense of personal importance making them feel stronger, smarter and more deserving of power than others. The bearer may seek to prove his overinflated pride through combat, especially when the wielder is already in a strong position of health and readiness. The weapon rewards the strong who use their power as a club over others and the weapon is treated as a +1 if the wielder has more than half of his total hit points remaining. These feelings of personal strength and confidence immediately departs a wielder who is below half of his total hit points as the weapon stops approving of the wielder’s situation.
Resonating: An unassuming weapon that vibrates and emits audible tones at the slightest disturbance. A steel tuning fork is seamlessly incorporated into the weapon’s form typically with the handle and two prongs serving as the weapon’s grip and pommel. When actively being used in combat, the reverberations of the weapon’s swings, successful blows and the wielder’s own pounding heartbeats are magnified and stored by the tuning fork, building up small shock waves of violent thunderous power that are discharged directly into the wielder’s foes. The weapon’s sonic vibrations change match the resonance frequency of its target, causing blows that splinter bone, rupture eardrums and explode hearts. On a successful attack, the wielder can choose to have all of the damage dealt be considered thunder damage rather than the weapon's normal damage type. Projectile ranged weapons will vibrate their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Pious: The image of a straight razor resting over a bowl of steaming water and a towel are etched into the grip of the weapon. A creature holding the weapon experiences the feeling that they are being secretly watched and silently judged. A perceptive or spiritual creature can ascertain that the object is home to a number of spirits that govern the weapon’s use. A bearer may spend ten minutes paying honor to the spirits by humbling themselves and completely shaving their head and face in tribute. Once the ceremony is finished the spirits grant their blessing and the weapon is treated as a +1 for the next eight hours for that bearer only. The bearer must wait ten days until they have long enough hair to re-enact the ritual to the spirits satisfaction. —Note: Not recommended for ammunition or thrown weapons.
Nourishing: The image of a rustic kitchen with strong themes of hearth and home are etched into the grip of the weapon. 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 plus one (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.
Saving Grace: The symbol of a musical note is etched into the grip of the weapon. The bearer can occasionally hear faint tinkling noises, musical notes and melodic tones originating from the weapon. The barely audible noises are never familiar, seemingly always a fragment of some wholly unique song. It is only when the veil between life and death is thin that the symphony can truly be heard. When the wielder is at zero hit points or less, he begins to hear the most beautiful music he has ever heard. The wielder has advantage on death saving throws and cannot recall any details about the music if they wake. —Note: A creature is considered a wielder for five rounds after they let go of the weapon just in case they release it upon losing consciousness. Not recommended for thrown weapons or ammunition.
Sacrificing: The image of a creature gripping a sword by the blade in order to kill its enemy is etched on the grip of the weapon. The weapon imparts the importance of the bottom line to its bearer. That no matter how honorable he is in combat or how noble his intentions are, the true goal is to kill the enemy before he kills you. To that end, the implement allows the wielder a way to channel a fraction of his life essence through the weapon which magnifies it to damage the target. A dead enemy is no longer a threat and the health sacrificed is often less than being struck by a simple dagger, making it a good trade. After successfully attacking the target but before rolling damage, the wielder may choose to sacrifice up to one hit point per character level (Or 10% of maximum health or other equivalent amount) in order to deal additional damage to the target, equal to twice the amount sacrificed. This damage is considered the same type as the weapon’s attack and is added together with the rolled damage. The sacrificed hit points cannot be reduced in any way but the health can be regained as normal.
Last Words: The image of a mortally wounded soldier whispering into a medic’s ear is etched into the grip of the weapon. While held, the bearer is reminded of their own mortality and that he could die at any time but is strangely comforted that even in the event of the worst, they will still be able to make his final goodbyes to any remaining allies. The weapon can contain up to one charge of necromantic spell allowing the bearer to speak with the dead. If the weapon has a charge, the wielder can expend it to speak with one corpse with ten feet of himself, granting the semblance of life and intelligence to it and allowing it to speak and answer questions. The corpse knows only what it knew in life, including the languages it knew and is under no compulsion to offer truthful answers to creatures who it recognizes as an enemy. The spell animates the body for ten minutes allowing the being to pass on any last words to loved ones, a will and testament or give final instructions about how to care for his corpse. The only way for the weapon to be recharged is if it is carried by a living humanoid bearer at the moment of his death. —Note: In game systems where there is a Speak With Dead spell, just use that instead of the way the spell is described here. Not recommended for ammunition or thrown weapons.
Raider: The symbol of a mounted knight is etched on the grip of the weapon. The bearer feels mildly uncomfortable and far too slow when walking on their own two feet and would far prefer to be riding a beast of any variety. While riding, the bearer feels as though his beast is an extension of his own body and that the bond between them makes them stronger than the sum of their parts. While riding a mount the weapon is treated as a +1 and the wielder does not suffer any penalties for wielding the weapon specifically while mounted.
Peasant: The crossed symbol of a hammer and sickle is etched on the grip of the weapon. The weapon imparts the bearer with feelings of humility, modesty and solidarity for those simple folk who spend their entire lives performing hard labor for simple rewards. The bearer understands that this weapon was made to be taken up in times of great desperation by the brave salt of the earth people who will put their lives on the line to protect what little they have. The weapon is treated as a +1 if the bearer has not held or carried a different magical item (That is not this weapon) for longer than ten minutes in the past 48 hours and has not used, activated or wielded a different magical item in the past 48 hours.
Babel: The symbol of a high tower is etched into the grip of this weapon. A creature holding this weapon feels the ancient power flowing within it, but seems to understand that the power it possesses comes at a cost. A knowledgeable PC will be able to determine that the specific enchantment used to power this weapon is that of a long forgotten civilization that grew too proud and attempted to build a tower high enough to reach the heavens. The Gods became wrathful at the audacity of the nation and cursed them never to understand one another and scattered them among the plane never to unify properly again. The weapon’s enchantment is similarly cursed, although the effect is only temporary. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, he suffers from severe aphasia. During this time, the wielder is not able to understand any spoken or written language (Including hand signs and picographic ones) nor is he able to speak, write or communicate in any meaningful way. The wielder hears words and sees letters as gibberish and speaks in nonsensical noises that only convey tone of voice at best. During this time, the creature cannot cast spells that require verbal components as the curse of the Gods force him to garble his words. The creature cannot be affected from spells or abilities that require him to specifically hear a set of commands or orders that are language dependent, including those originating from allies. —Note: For ammunition and throwing weapons, the curse begins the round the projectile is fired.
Investiture: The grip of the weapon is polished to a mirror finish and should the bearer look upon his own reflection, he feels himself drawn into his own gaze. The feeling is unsettling and the longer the bearer maintains eye contact with himself, the more he feels as though he is falling into the weapon. After a few minutes a heavy sense of vertigo washes over the creature as if gravity shifted and the weapon is physically pulling him into the echoed image of the windows to his soul. The bearer can easily break this eye contact at any time but if the creature looks into the unnatural mirror for ten full minutes, the weapon draws a fraction of the observer’s life force into itself empowering it to fight with the wielder’s spirit. Afterwards the weapon is treated as a +1 for that wielder only but the creature’s maximum hit points are reduced by one hit point per character level (Or 10% of maximum health or other equivalent amount) and during this time the wielder always knows where the weapon is in relation to himself. All of these effects last for 24 hours, after which the weapon releases the portion of stored life energy. A creature who has imbued part of his spirit into the weapon can reset the 24 hour timer at any time by spending one minute gazing into the grip. —Note: Not recommended for ammunition or throwing weapons.
Branding Flame: The image of a military officer outlined in flames is etched on the grip of the weapon. Small tongues of rainbow coloured, fire will occasionally spontaneously form along the weapon and travel down its length before snuffing themselves out. These flames are illusionary and never harm the weapon, the wielder or his equipment. Whenever the wielder successfully hits an enemy, the wielder may choose to engulf the target in a colorful conflagration of harmless fire. The target becomes outlined in pale, prismatic fire that shine as brightly as a candle. The illuminated creature cannot benefit from the concealment normally provided by darkness, invisibility (See Note), camouflage, or mundane stealth but the light is too dim to have any special effect on creatures vulnerable to bright light. These harmless flames last until the start of the wielder’s next turn. Knowledgeable PC’s will know that weapons such as they are sometimes found in military strike teams as a way of marking high profile targets (Such as mages, officers or healers) so that melee units can surround them and ranged allies can focus them down. —Note: Invisible creature are outlined in fire but still invisible, the flames show what square the creature is in but provides no further benefit and the creature is still considered “invisible” for other mechanical benefits or disadvantages.
Rebellious: The symbol of a single raised fist is etched on the grip of the weapon. The bearer is imparted with feelings of resistance and defiance aimed towards those those in authority. While not required to act on these emotions, the bearer may notice subtle changes to their political leanings, finding themselves taking actions of solidarity and support for the overlooked and downtrodden of society. The wielder is flooded with ideals of unity through strength and that even the most powerful of tyrants, monsters and political systems can be racially altered by those who bravely choose to fight against the odds. The weapon is treated as a +1 if the target has more than half of their total hit points remaining.
Merciless: The image of an executioner with a heavy axe decapitating a convict on the chopping block is etched on the grip of the weapon. The bearer is imparted with cold, cruel ideas of the nature of battle and how no combat advantage can be ignored or unused, no matter how unfair or dishonorable it may seem. Seeing an impaired target fills the wielder with the purpose to execute them without hesitation or remorse. The weapon is treated as a +1 whenever the target is suffering a negative condition, including but not limited to; grappled, restrained, frightened, paralyzed, poisoned, blinded, prone, incapacitated, stunned or fatigued. The weapon can never be used to inflict non lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, they must choose to kill the enemy.
Ancestral: A masterfully made weapon that is as much a physical embodiment of the ancestral heritage of the Random Creature Type (See Note) as much as it is a tool of battle. The weapon is inscribed with the names of the creator’s family line stretching back dozens if not hundreds of generation, some with notable titles, honorifics or heroic accomplishments listed next to the names. Where the bearer’s hands would naturally hold the weapon are strangely blank of names or engraving but when a wielder of the ancestral bloodline (IE. Correct creature type, or race) grasps the weapon tightly he can feel the names of his parents rise up from the material and press against the flesh of his hands. When released, the names slowly sink back into the grip. The bearer always feels a touch homesick for the lands of his ancestors and the advice, traditions and wisdom of relatives long since past away. Despite the longings of the past, the bearer is comforted by the knowledge that his forebearers are watching over him and that regardless of where he wanders, he never truly walks alone. The weapon is considered a +1 when wielded by a creature of the correct creature type or race. —Note: There are two main ways to use this weapon. The first is to choose a PC playable race so that your players might actually be able to use it with some restrictions. The second is to have them plentiful on enemies that you want to show are wielding magic weapons but you don’t want to have your PC’s lugging around a dozen +1 longswords. So the PC’s now have a dozen +1 when-wielded-by-gnolls longswords that are magical and semi-valuable without being immediately useful.
Chaos: A weapon wrought with chaotic power and saturated with wild magic that even the air around it seems to be in flux. At one moment the weapon is surrounded by a heat mirage, only to be replaced with leaping sparks, swirling snowflakes or toxic spores. Every physical and metaphysical sense capable of examining the weapon is overwhelmed with constant stimulus as the weapon changes its scent, texture and the sound it produces. Even the extrasensory perceptions of mind altering psionic power and the soul tingling energies of sacred and profane might, are randomly produced from the weapon. The magical implement has the power to burn, freeze, electrocute, melt, cleanse, taint or even damage the very mind of those whose flesh it pierces. The weapon’s method of lethality shifts with every strike and on a successful attack the PC rolls 1d10 and all of the damage dealt by the weapon is considered the matching damage type on the following list: 1 = Fire, 2 = Cold, 3 = Acid, 4 = Lighting, 5 = Psychic, 6 = Thunder, 7 = Force, 8 = Poison, 9 = Necrotic, 10 = Radiant. Ranged Weapons with this enchantment pass on the effect to ammunition for the turn its fired.
Magnum Opus: The symbol of a woodcarver’s knife and blacksmith’s hammer crossing over each other is etched into the grip of the weapon. The weapon is unbelievably well made, extensively detailed and absolutely covered with intricate workmanship. Design elements that would be considered superfluous minutiae and completely overlooked on other masterworks are represented here with complex patterns in seemingly impossible and rather inexplicable quality. The only thing the weapon lacks is a specific maker’s mark as (Depending on an observer’s opinion) it either sports no such mark due to the overall pattern or it bears dozens of them all blending seamlessly together to create one motif, representing every famous master weapon-crafter of the weapon’s type. A bearer who is proficient with the weapon must still invest time and energy into learning the many intricacies of the masterpiece of battle and the wielder must have practiced with it for at least one hour in the past week in order to reveal its true potential. Such a bearer becomes familiar with the weapon can spend ten minutes practicing with it at any time while focusing on a specific combat need in mind in order to unlock a new technique. When this occurs a very perceptive PC will notice that one of the maker’s mark within the pattern seems to darken and a different one begins to gleam brighter than the others. The weapon is found with one Random Masterwork Bonus and when the wielder practices for the ten minutes, he may change that bonus to any Masterwork Bonus of his choice on the list. —Note: A DM who is using the Masterwork Bonus list on this blog should make sure to go through it first and make the PC aware ahead of time of any choices that he would not be allowed to choose for balance reasons. This weapon functions as a swiss army knife of weapons, allowing combat focused characters to easily juggle around combat strategies and martial bonuses the way mages can juggle around spells.
Clout: The image of a bighorn ram slamming its bony head into a wolf is etched into the grip of the weapon. Shortly after having the weapon in their possession, the bearer develops territorial instincts and his need for a bubble of personal space increases dramatically. The bearer is not compelled to enforce his newfound feelings and is not forced to violate any strongly held morals or beliefs. In a combat setting however, the wielder’s primal desires to drive away his foes becomes extremely potent and grants him the ability to shove away enemies that are weaker than he is. Whenever the wielder successfully attacks a target with a lower strength score than himself, he can move that creature five feet to an unoccupied space. —Note: Recommended only for melee weapons that primarily use strength to determine accuracy and damage.
Adaptive: The triangular motif of a trio of piercing, slashing and bludgeoning weapons is etched on the grip of the weapon. Embedded into the grip of the weapon is a thick band of pure silver and one of cold iron which prevents some of the wielder’s supernatural enemies from handling the weapon and using it against him. The length of the implement bears sigils of divination magic and when new enemies come within the wielder’s reach, the weapon’s business end shifts and wavers. Knowledgeable PC’s will be able to determine that the divining runes constantly detect resistances, immunities and weaknesses in the physical forms of nearby creatures and automatically adjusts itself to best injure its targets. When the wielder makes an attack, the weapon will instantly change its business end to become sharper, pointier or blunted in order to bypass any resistances the target has or to capitalize on any vulnerabilities. Furthermore if the foe is susceptible to silver or cold iron, the specific ring of that metal will immediately flow from the grip of the weapon to cover the businesses end, causing the weapon to be considered silvered or made of cold ion. Other than the damage types, the weapon’s statistics, required proficiencies and use does not change. After each strike, the weapon reverts to its standard shape and the silver and cold iron retreat back into their proper places, showing no indication that it ever changed. —Note: Recommended only for melee weapons. A combat example; If the wielder has an Adaptive Greatsword (Which normally deals slashing damage) and attacks demon that’s immune to slashing and piercing damage and is resistant to all non silvered weapons, the Adaptive Greatsword would change to be considered a silvered weapon that deals bludgeoning damage when attacking that demon.
Mercy: The entirely of the object is coated with a thin layer of solidified rubbery magic and the symbol of a sheathed sword is etched on the weapon’s grip. The implement spreads the weapon’s strike throughout the target, making it technically more effective but less than lethal. The distribution of the force of the blow over the target’s body increases its accuracy, causing even glancing blows to strike true. On the other hand the division of the impact over the target’s being means that there is no singular killing blow. The weapon leaves no visible marks of injury or damage, nor will it ever directly kill any of the targets affected by it. The weapon is treated as a +1 but if a living target would take enough damage from an attack with it to render them unconscious or dead, the target instead drops to 1 hit point, remain conscious. The weapon will still “kill” non-living targets such as constructs or undead.
Goading: The image of a bullfighter mid-wave of his red flag at a charging bull is etched into the grip of the weapon. The bearer is filled with bravado, bluster and unearned bravery and see’s no reason why he shouldn’t let his each and every enemy know that he is better than them in every conceivable way. This false courage emboldens the wielder to taunt his foe as part of his attacks, challenging them to fight him and only him no matter the state of the rest of the battlefield. When the wielder lands a successful attack against an intelligent creature or beast within ten feet, he can choose to bellow out a Random Battle Cry, goading insult, deriding comment or other taunting phrase to gain the target’s sole attention. After being provoked in this fashion, the target’s concentration becomes focused on annihilating the wielder and suffers disadvantage on rolls made to attack any creature that is not the wielder but while goaded, the target gains advantage on all attacks made against the wielder. Both effects last until the end of the target’s next turn. The target must understand the wielder in order to be insulted by a verbal phrase but should the wielder have a free hand, he can combine loud yelling with hand waving or a rude gesture to achieve the same effect, on a foe that speaks a different language or an animal. —Note: The ten foot range fluff-wise is so that the wielder can be heard and understood in the din of combat. Mechanically speaking it prevents long range weapons from applying a risk free debuff. Not particularly recommended to ranged weapons or ammunition due to the short range of effect but works well on throwing weapons as an combat opener or distraction tool.
Resurgence: The image of a phoenix rising from a pile of its own ashes is etched into the grip of the weapon. A typical bearer feels nothing out of the ordinary when handling the weapon, other than a vague feeling of the potential for something great. This changes drastically in the hands of a wielder who’s recently been on the very brink of death but fought to remain in the land of the living. Such a wielder is infused with an overwhelming rush of euphoria and vigor as the becomes intoxicated with life itself and filled with a zealous passion to fight for his own life. The weapon is treated as a +1 if the wielder has been at zero hit points or less in the past eight hours.
Mind Probing: The tentacled face of a mind flayer is etched into the weapon’s illithid-skin grip. The wielder can feel the enchanted leather make contact with their mind granting it a small fraction of the mental abilities the aberration had in life. In the brief moment of pain and weakness when the weapon strikes a target, the wielder gains the opportunity to penetrate the victim’s mind and learn snippets of information vital to the fight at hand. Only those of strong mental acuity are able to resist the attempt. Strangely enough, by some odd quirk or purposeful design, the enchantment still function on mindless and unintelligent creatures who are technically immune. In these cases the wielder’s probe rebounds off of the target and he delves into the recesses of his own mind to find tidbits of long forgotten information. Whenever the wielder successfully attacks a target with a lower intelligence score than himself, he learns whether that creature has any damage immunities or condition immunities, damage resistances or damage vulnerabilities, and if the victim has any, the wielder knows what they are.
Face Stealing: The emblem of a simple mask is etched into the weapon’s grip. The bearer can sense maniacal Fey magic flowing through the weapon, subtly encouraging the wielder to wear a visage that is not his own. A longtime bearer who has used the weapon’s magic often, may feel strange dressed in his own face and may start to disassociate with who he actually is. Twice per day, when using the weapon to reduce a creature of his same general size and shape to zero hit points or less, the wielder may choose to trade appearances with the enemy. When this occurs, the wielder’s person is instantly draped in an substantial illusion disguising himself as a perfect double of the foe he just defeated. The wielder’s clothing, armor, weapons, and other belongings are also affected and he can seem up to one foot shorter or taller and can appear thin, fat, or in between but cannot change his body type and must adopt a form that has the same basic arrangement of limbs. The changes wrought by this surge fail to hold up to physical inspection and are purely illusionary. At the same time, the downed enemy is also sheathed in an illusion, causing him to appear as a perfect double of the wielder, including weapons, armor, equipment and other similar details. These illusions last until the bearer dismisses the effect, the weapon leaves the wielder’s possession or until one hour passes.
Acumen: A weapon that although well made, displays no outward signs of magical potential or symbols of enchantment. A canny bearer can feel that the object is more than the sum of its parts and a creature inspecting the weapon experiences the unnerving sensation that it’s doing the same to them. 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. —Note: Recommended only for melee weapons.
Baleful Transportation: A design consisting of two stick figures both with lines ending in arrows coming from each other and pointing at the other, is etched on the grip of the weapon. The bearer always feels as though they should be somewhere else no matter where they actually are and feels a slight touch of envy at others who appear comfortable where they are. The wielder can act on these feeling by taking someone else’s place by force, causing the feelings of discomfort and envy to abate for a few hours. Twice per day day after successfully attacking a creature, the wielder can immediately switch places with the target by means of magical teleportation. Both the wielder and the target must be the same size, standing on a solid surface, both must be able to exist in the spaces they are switching and they must be within 20 feet of each other when using ranged attacks.
Doom: The malevolent symbol of the evil eye is prominently etched on the business end of the weapon. 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 attack roll, skill check or saving throw
Arcane Force: The once whole weapon has been shattered into dozens if not hundreds of pieces and about half of them are missing completely. The object still serves as a perfectly serviceable weapon, as the remaining pieces are being held together in a transparent field of solid magic, not unlike pieces of fruit in a clear, jelly cake. The weapon’s arcane binding reinforces the weapon’s lethal potential, causing injury caused not by blade or bludgeon 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, the wielder can choose to have all of the damage dealt be considered force damage rather than the weapon's normal damage type. Projectile ranged weapons will sheath their ammunition in magic when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Furious: The weapon’s worn surfaces are covered in nicks, notches, and bloodstains that serves as memorials to the countless battles it has been used in. 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. A wielder who is raging, frenzied, rampaging or under a similar status effect, treats the weapon as a +1.
Hobbling: The motif of a trio of wolfs hamstringing a moose is carved into the grip of the weapon. The weapon has been modified to better injure that target, taking the form of large barbs, hooks, serrated blades or an improved weight distribution that allows the wielder to better hinder, harass, and hobble his opponent. The wielder is imparted with the knowledge and ability to injure and enemy in such a way that escape is no longer an option. These debilitating strikes allow the wielder’s allies to surround and subdue the enemy not unlike a pack of wolfs cripple a herd animal far larger and stronger than any one of them and downing it as a group. 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.
Bewitched: The simple, circular design of the evil eye is emblazoned on the grip of the weapon. The ancient curse mark barely distinguishes between friend and foe, jinxing its wielder as much as its target. The hex symbol draws in violence to itself like a strong magnet, making it noticeable easier for the wielder’s foe’s to kill him. Knowledge PCs will likely determine that the weapon was likely ensorcelled by a witch, fey or genie on the commission of an unwise adventurer who did not choose their words carefully. Such an adventurer no doubt requested a weapon that “Does great harm” or that “Is capable of great violence” and so it is… For all parties involved. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 to his armor class or other similar physical defenses.
Critical Threat: The image of a large snowball rolling downhill building in size, velocity and danger is etched into the weapon’s grip. A bearer can feel the object’s potential for greatness and that a single lucky blow can start a chain reaction of death to the wielder’s foes. This sensation of potential is ignited when the wielder scores a crippling blow against an enemy and the wielder feels compelled to attack again while his luck runs hot. After landing a critical hit with the weapon, the wielder’s next attack made with it before the end of his next turn is made with advantage.
Reliable: The simply sketched design of an ordinary belt knife is etched into the grip of the weapon. Unlike the majority of magic weapons, this enchantment is almost laughably simple, not in its design (Which is actually standard for its benefits) but in its execution. Typical magic weapons subtly guide their bearer’s attacks, causing them to strike truer and hit harder and the most of the time the wielder is not actively aware of the arcane help. This sorcery however, forcefully directs the wielder’s attacks towards centers of the target’s mass, exposed limbs or other dependable striking locations that are statistically more likely to be hit. The wielder can actively feel the weapon attempting to go its own way into order to strike a foe in a “safe” area that can be reliable hit. While this imposes no penalty on actually wielding the weapon, it makes it impossible to purposely or even accidentally land a lucky blow in a vital area. The weapon 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.
Combat Training: A military style coat of arms displaying a pair of spears crossed over a shield is stamped into the grip of the weapon. The combat tool has been enchanted with the finely honed skills of a trained solider, which is magically passed onto the wielder regardless of their actual martial abilities. The bearer is considered to be proficient with that type of weapon as long as he is holding or wielding it in at least one hand. —Note: The wielder must still be able to physically wield the weapon and must still conform to other prerequisite’s such as being a size or strength. Recommended for more complex or martial weapons such as greatswords, heavy crossbows or halberds rather than clubs, slings or daggers. Not recommended for ammunition.
Cleaving: The image of a warrior cleanly slicing through two goblins at once with one swing of his greataxe is etched into the grip of the weapon. The object feels slightly heavier than normal as if its weight was slightly unbalanced to favor its business end. This quirk of the design allows the wielder’s blow to potentially carve through multiple foes at a time on particularly lethal blows. Once per turn, on the wielder’s turn, when he scores a critical hit with the weapon or reduces a creature to 0 hit points with it, the wielder can immediately make an additional attack with the weapon against a creature within reach.
Attraction: The image of an outstretched hand with a sword flying toward it hilt first is etched on the grip of the weapon. The object tingles slightly when held and a bearer is able to focus on the sensation of the weapon in their grasp to establish a deep connection with it. While the weapon is bound like this, the creature instinctively knows the direction of the weapon in regards to himself as long as he is within 100 feet of it. Should the bearer concentrate on the weapon over a period of an hour he is able to attune to its magic and is able to call the weapon to hand. An attuned bearer can summon the weapon into a free hand as long as he is within 15 feet of it, by using an action equivalent to drawing a weapon. The object instantly teleports into his grip and the wielder does not require line of sight or effect for this power to function. The weapon can only be bound to one creature at a time and should a new bearer attune to it, the old connection is broken. —Note: Not recommended for ammunition but can be useful on short ranged, thrown weapons.
Smiting: The weapon’s grip is wrapped in perpetually pure white linen from which a network of thin golden veins extend outward. No matter its circumstances, the weapon remains absolutely pristine, free of nicks, dents, stains, blood, gore and dirt, remaining perfect and pure. When held, the bearer’s mind is filled with thoughts of 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. On a successful attack, the wielder can choose to have all of the damage dealt be considered radiant damage rather than the weapon's normal damage type. Projectile ranged weapons will bless their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Death: The weapon is pale and ashen, with the symbol of a horse and a human skull etched into the grip. 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 necessarily encourage the wielder to kill but will encourage 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 (As in human, elf or dwarf, not just another humanoid), the weapon glows slightly and is treated as a +1 weapon for the next eight hours for that wielder only. The eight hour timer is reset each time the wielder meets the enchantment’s requirements. —Note: Not recommended for thrown weapons or ammunition.
Victory: The image of a fallen creature’s last breath wrapping around the victor and becoming a ghostly protector is emblazoned on the grip of the weapon. The wielder can sense with each blow that the weapon seems to be trying to leech off a portion of the target’s life force but is only successful when the foe is no longer capable of fighting back. When the weapon is used to land the killing blow on a creature, the weapon steals a fraction of the victim’s dying energy forming a protective shield around the wielder. This shield completely absorbs the wielder’s injuries, keeping him safe and secure before eventually failing. Whenever the wielder lands a killing blow against a creature, the wielder gains a number of temporary hit points equal to two hit points per character (Or 20% of maximum health or other equivalent amount), represented by a shimmering layer of force. Whenever the wielder would take damage, the shield absorbs it instead, protecting the wielder from harm. If this damage reduces the temporary hit points to zero, the wielder takes any remaining damage. The shield dissolves when the amount temporary hit points reaches zero or until one minute passes. If the wielder kills a creature while the shield is still activated, the amount of temporary hit points and timer is reset, it does not stack with itself. For this ability to function, the dying creature’s maximum hit points must be at least as much as the shield it would create, otherwise the shield cannot draw enough energy to function and does not form.
Onslaught: The image of a pair of rage filled eyes decorates the weapon’s grip. The implement draws upon its wielder’s desire for death and destruction, distilling the energy to a palpable force and releasing it towards the target. Each time the weapon swings in their direction, the target’s mind is flooded with white hot needles of pain and suffering. Should the attack not find its mark, the pure emotional force of the wielder's indignation is enough to cause the target actual pain even if the weapon never actually made contact. Whenever the wielder attacks a creature within range but fails to hit for any reason, the target still suffers psychic damage equivalent to a dagger (1d4).
Berserker: The symbol of an enraged wolverine is etched on the grip of the weapon. When held, the wielder becomes awake of a sleeping seed of rage buried within themselves that they can choose to awaken in times of need. When stirred, his inner beast bursts forth and he becomes an engine or destruction. The wielder’s blows rain down harder and his skin hardens shrugging off minor wounds. On his turn the wielder can enter a frenzied state. During this time his melee attacks are treated as a +1’s and and all incoming sources of nonmagical slashing bludgeoning and piercing damage are reduced by 1 hit point. At the end of one minute the rage ends and the wielder is left exhausted as if they had gone a night without sleeping. Creatures who are immune from becoming exhausted are not able to activate the berserker state as the frenzy specifically requires the wielder to push past their body’s normal limits severely overworking their muscles and adrenal system. —Note: Recommended only for melee weapons, especially two handed ones.
Thief’s Light: The design of a cloaked figure holding out a hooded lantern is etched into the grip of the weapon. The weapon feels lighter than normal and casual noises that it makes such as being drawn from a sheath or the twang of a bowstring being fired, sound heavily muffled as if the object was wrapped in layers of wool. The enchantment seems custom made for infiltration, assassination and roguish work, allowing the bearer to observe their surrounding in detail without drawing attention to themselves. Twice per day, the wielder can activate the weapon, causing it to emit bright light equivalent to a torch in a colour the bearer chooses. Only the wielder is able to perceive the light, all other creatures see no additional illumination. The light lasts until the wielder chooses to dismiss it, the wielder is no longer holding the weapon or until five minutes passes.
Infiltration: A subtly weapon covered in a dark mottled pattern that slowly changes to better blend in to its current environment. Empowered with arcane magics that dampen sound, 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. Even if the wielder took the weapon into both hands and struck a gong as hard as they could, the result would only be silence. A creature struck by the weapon cannot utter any sounds louder than a barely audible whisper until the start of the wielder’s next turn. While the weapon 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, 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.
Horror: The image of a human face set in a wide eyed, open mouthed aspect of pure terror, drawn in a talented but shaking hand decorates the weapon’s grip. The weapon’s form seems to shift and waver just out of the corner of one’s eye when in areas of darkness or shadow and anytime the sun no longer graces the sky. Grasping the weapon initiates a creeping dread within the wielder, a primal, instinctual fear that pushes them to fight for for their life like a cornered rat. A bearer who chooses to face their fear can allow it to pass over them and through them during their weakest moments. The weapon is treated as a +1 but those that wield it find that their fears are patient and will wait until the rush of adrenaline and danger has worn off and the terror will return when the wielder is weak and vulnerable. When wielded in combat the weapon leaves traces of dread on the wielder’s psyche and the next time the wielder attempts to get a full night’s rest his sleep is disturbed by a Random Nightmare and there is a 10% chance that he is so tormented by the dream that he gains no benefit from the rest whatsoever.
Heartless: The image of a humanoid figure with a ragged hole where its heart should be has been branded into the grip of the weapon. The weapon is grisly tool of battle, all piercing spikes, cutting edges and hard blunt faces. The wielder experiences a strange unnatural calm while holding the weapon, as if all of their empathy, hatred, compassion, rage and all their strongest emotions were locked away behind a frozen wall of objective reason. The wielder acts with brutal rationalism and callous logical reasoning which makes them a nightmarish opponent on the battlefield but an unfeeling sociopath in casual conversation. The wielder is able to use the abominable looking weapon in ways a person with even a drop of compassion never would, manipulating it to great effect, landing cruel, maiming strikes. Twice per day when the wielder successfully attacks, the player may select any single rolled damage die of his choosing (See Note) and that die will be considered to have rolled the maximum possible result for that type of die instead of the current result. This must be done after damage is rolled but before it is dealt to the target. Handling the weapon leaves the wielder emotionally crippled and while it is being wielded and for one hour afterwards, the bearer suffers disadvantage on all skill checks involving animal handling, insight, sense motive and all charisma based skill checks. —Note: This affects the weapon’s damage itself AND other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this enchantment bestow the power upon their ammunition for the turn that it’s fired.
Portent: The symbol of a wide open eye is etched into the grip of the weapon. After spending some time with the weapon in his possession, the bearer begins to receive strange new sensations of things yet to come and glimpses of the future begin to press in on his awareness. Many of the visions are incomprehensibly strange showing delusions of events that are not fated to occur. A chosen few of the premonitions are flashes of second sight into the bearer’s own destiny. These harbingers of the future can be exploited to spin the threads of fate into a pattern of the bearer’s favor. After finishing a long rest during which the weapon has been in the bearer’s possession, the player rolls two d20’s and records the numbers rolled. While the weapon is wielded by that specific bearer, he can choose to replace any attack roll made by the wielder or a creature that he can see with one of these foretelling rolls. The wielder must choose to do so before the roll, and he can replace a roll in this way only once per turn. Each foretelling roll can be used only once and when the bearer finishes another long rest, he loses any unused foretelling rolls.
Aiming: The symbol of a red and white archery target marks the weapon’s grip. A bearer feels mildly calmer with the weapon on their person as if they know of a secret technique that will protect them even in dire straits. 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 the weapon 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. —Note: Recommended for ranged weapons.
Smoking: A grey weapon that seems to be made entirely of solidified swirls of thick, black fog, its surface roiling with constant motion. The weapon provides a ready cover for those needing a quick escape and is perfect for rogues, infiltrators and assassins in case such situations arise. Twice per hour, when the wielder successfully attacks a target, he can activate the weapon thereby creating a deafening crack and releasing a billowing cloud of smoke that fills a five foot square with dense black mist, both of which originate at the target’s location. If the target is a creature, the victim’s space becomes engulfed in the opaque smoke and he is effectively blinded but also gains full cover from outside attacks. All creatures within 30 feet of the target are momentarily distracted by the noise and smoke, suffering disadvantage on perception checks until the start of the wielder’s next turn. The dark fog is harmless, causing no injury and dissipating completely at the start of the wielder’s next turn. If the enchantment is on a thrown or projectile weapon or ammunition, the wielder can easily “attack” an empty space or unattended object within the weapon’s range that they can clearly see to create the noise and smoke in a specific five foot square. —Note: Recommended for projectile weapons, throwing weapons and ammunition.
Hunter: The faded design of a set of footprints runs the length of the weapon’s grip. The weapon has a simple rustic appeal as if it was designed for rough outdoor use and has spent more than a few nights lying under a makeshift lean-to next to its owner. The weapon spurs the bearer’s primal hunting instincts spurring him to track, search and chase his prey wherever they run. Upon successfully striking a creature, the wielder can use the weapon to form a metaphysical link between himself and the target. This connection allows the wielder to track down his prey and finish the hunt in the event that the creature flees from the fight. Twice per day when the wielder successfully attacks a creature he may choose to mark the target with the primal energy. For the next hour, as long as the weapon is in the wielder’s possession he is aware of the direction of the marked creature and gains advantage to any checks made to track, follow or find his target.
Temporal Flux: The symbol of a sundial carved into the weapon’s grip. The weapon is of a strangely intermediate age, changing constantly from appearing brand new, in mint condition and barely a day old, to looking ancient, battered and weathered, seeming centuries old and fluctuating along every age in between. A slight haze surrounds the weapon glittering with chronomantic magic that bends time around itself in inconsequential ways. An autumn leaf falling near the weapon might turn from fall orange to the bright fresh green of spring or shrivel to the black of winter and disintegrate into dust, before leaving the weapon’s aura of influence and return to normal. In combat the wielder is engulfed in the chaotic time-field and will sometimes see enemies attacking impossibly quickly, only for their attack to slow to a crawl just before landing, allowing the wielding to react in time. The arbitrary hasting and slowing of the wielder’s environment balances out equally, neither hindering nor boosting his combat prowess. The wielder does gain a fleeting moment of control over the shifting aeonic energies on truly powerful blows and can use the temporal magic to accelerate his reactions or delay his target’s responses. Whenever the wielder lands a critical hit, he can harness the resulting temporal flux and choose one of two options to take effect; 1, The wielder can hasten himself, gaining the highest initiative result and placing himself first in the initiative order out all creatures involved. 2, The wielder can slow the target, causing the victim to acquire the lowest initiative result, placing the target last in the initiative order out all creatures involved. Both effects begin on the next round of initiative and last until the end of the current combat. If the wielder sends multiple creatures to the bottom of the initiative, the most recent one to be sent to the bottom is considered the last one to have a turn in the round. If there is no current initiative order, the wielder can instead choose to grant himself advantage, or grant the target disadvantage on initiative checks made for the next hour.
Inexorable: The twinned symbol of the Goddess of Fate and Death is stained into the weapon’s grip with dried blood that refuses to be wiped away. Although not magical in itself, the weapon seems to have somehow been “blessed” by Fate and Death. The weapon may have been graced in this way by slaying a heretic or serious foe who opposed the Goddess, been tempered or forged by sacrificing a life, been instrumental in fulfilling a minor prophecy, was held by a warrior slain in battle whose spirit imprinted on the weapon and refuses to pass on until certain conditions are met or simply perhaps the weapon was used to send so many souls to Her domain in the afterlife. The wielder could swear that with each swing of the weapon they experience two different simultaneous strikes against the target, in a sort of violent deja-vu. In the briefest fraction of time during the swing, the wielder can see the result of both strikes and can choose their own fate and that of their victim. Whenever the player rolls to determine the weapon’s damage, he may roll the weapon’s damage die twice and choose either result to use. —Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
Glass: A weapon inexplicably made solely of a crystal clear, glass prism. The entire weapon is made from one single piece of the glass that seems to neither have been poured, nor blown into its current shape. The transparent material refracts even the weakest light into a rainbow of colors that shine in all directions. The glass has been magically enchanted to be stronger than steel and the weapon is as flexible and functional as a typical one of its kind. Regardless of the material components of its frame, the weapon is brutally, supernaturally effective. The weapon is always considered a +1 weapon but unfortunately for the bearer, the enchantments that provide the weapon its lethal potential function by sapping the wielder of his vitality and resilience. While the weapon is being wielded and for one hour afterwards, anytime the bearer takes at least 1 hit point worth of damage from any source, the amount of damage the bearer receives is increased by 1 hit point, due to the weapon’s drain on his constitution. —Note: A combat example: The wielder is stabbed with a dagger dealing 4 points of damage but because he is wielding the glass weapon (Or has actively wielded it in the past hour) he takes 5 points of damage instead.
Retaliation: A fearsome weapon with cruel-looking adornments of spikes, blades and hooks jutting out at vicious angles over the weapon’s entire length. The material was infused with shamanistic energies, taking the savage power of the natural world and pressurizing it within the weapon. The spirit of a ferocious wild animal permanently (Like a bear, badger or boar) resides within the weapon’s form, flooding the wielder with its primal rage and the instinct to retaliate without a moment’s hesitation after being grievously injured. Whenever the wielder is struck by a critical hit in melee, the spirit pours its natural aggression into the wielder who is able to immediately attack any creature within his reach as an attack of opportunity.
Invigorating: The symbol of a humanoid form outlined in a corona of energy waves is etched into the weapon’s grip. Simply possessing the weapon makes the bearer feel strong, healthy and powerful. Wielding the weapon is physically and mentally rejuvenating, washing away pain and fatigue. Activating the weapon unlocks the wielder’s hidden potential allowing him to become the best version of himself for a brief moment in time. 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 weapon at a time and the bearer must spend an hour in quiet contemplation with the sword to attune to it.
Decisive Victory: The maker’s mark of a master craftsman has been flawlessly etched into the weapon’s grip. The implement was professional crafted and is truly a pleasure to look at as much as it is to wield in combat. The weapon seems to be more of a work of art than a tool of destruction and violence. It sports gold or silver filigree, gemstone studs, platinum banding, expert carvings, detailed etchings and decorative illusions that serve to draw attention to itself. Despite all the lack of subtlety (Or perhaps because of it) the wielder experiences elegant, almost grandiose sensations when they use the weapon in combat, as if they were performing combat rather than fighting. 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. Whenever 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. —Note: Creatures who are immune to becoming exhausted are unable to channel their energy through the weapon and cannot activate it. While this enchantment has its own steep cost to use, a DM may wish to institute a 2 or 3 use per day limit on the weapon’s power if it is too powerful. Alternatively, rule that a creature who is already exhausted cannot activate the weapon’s power.
Echoing Strike: The symbol of a blacksmith hammering a piece of iron is etched into the grip of the weapon. The enchantment laced throughout the weapon guides its wielder to hit the enemy in the same spot over and over. The wielder is able to repeatedly hammer the exact same location on the target’s body, weakening armor, aggravating wounds, crunching bones and greatly escalating the chance of inflicting grievous injuries. Whenever the wielder successfully attacks a target, the wielder’s next attack against the same target has its critical hit range expanded by one. Multiple successful hits against the same target continues to increase the critical hit range until the end of the wielder’s turn, meaning the wielder’s first attack against a single target will score a critical hit on a 20, then a 19 or 20 then on an 18, 19 or 20, etc.
Shadow Kill: On the weapon’s grip resides an otherworldly, black mark made of three interlocking forms consisting outward pointing spikes and curved lines all surrounding a single dot in the center. When the weapon is used to kill, the mark glows with a deep golden light and emits a puff of similarly colored smoke. Knowledgeable PC’s will be able to recognize the mark as that of the eldritch, inhuman representative of the Void, known only as The Outsider and that the symbol’s design represents the wielder’s killer instincts and ability to remain unseen. Whenever a creature is slain by the weapon, The Outsider takes the still-warm corpse as an offering and the flesh and bones are consumed by heatless, black fire. After a few seconds only a pile of cold ashes and equipment are left behind. The wielder can never use the weapon to inflict non-lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, he must choose to kill the enemy. The Outsider accepts all sacrifices and should the bearer be killed while wielding the weapon or having wielded it in the last minute, his body is likewise turned to carbonized dust, consumed by the weapon’s power.
Clockwork: Embedded into the grip of the weapon is a small, copper, watch face, containing tiny interlocking gears powered by horomancy, an arcane discipline that uses clockwork to manipulate magic. A bearer that puts his ear to the grip can hear faint ticking and whirring noises coming from within. 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.
Hexing: The symbol of a small voodoo doll with six different pins sticking into different parts of its body is painted onto the weapon’s grip in blood. The bearer can feel the weapon’s supernatural curse dwelling within, ready to be released into an unwilling victim. With a successful strike, the weapon can taint the victim’s body or mind with a foul corruption, weakening their muscles or clouding their thoughts. Twice per day when the wielder successfully attacks a creature, he may choose to impose disadvantage on saving throws of one of the target’s ability scores (Such as Strength, Dexterity, Intelligence or Charisma) until the start of the wielder’s next turn.
Accumulation: The grip of the weapon is covered in a number of mystical sigils, glyphs and emblems all designed to absorb and contain various types of energy so that is can be called upon in a moment of need. Whenever the weapon moves it feels slightly heavier than its size suggests, due to one of the sigils absorbing a minuscule percentage of the object’s kinetic force, storing it for later use. A necromantic seal produces an aura that saps away the life of dying creatures too small to be seen with the naked eye (Viruses, bacteria and cells), drawing the sparks of their being into the weapon, while causing no harm to bearer. An arcane glyph pulls in and accumulates the residual magical by-products that are created as part of casting a spell that would dissipate normally, like the metaphysical equivalent of the smoke of a fire. Transmutation icons absorb electrical, thermodynamic and magnetic potential causing the area immediately around the weapon to be a touch colder, free from static shocks and less magnetic, all constant effects but unnoticeable unless one is specifically looking for them. Fey pictographs draw wisps of raw natural vitality from nearby ley lines and bind the organic essence to the weapon’s artificial form. Another handful of different insignia similarly absorb tiny amounts of power each from their own unique sources. The wildly different energies are aggregated into an internal reservoir of power that can be burned as supernatural fuel to enhance the weapon for a brief moment before the esoteric well runs dry. Once per day as an action equivalent to drawing a weapon, the wielder can activate the weapon with a command word causing it to be treated as a +1 for one minute.
Seeking: The image of a human with a target on its chest where its heart lies has been branded into the weapon’s grip. The implement has been ensorcelled with patient opportunist magic that conserves its power, waiting for the perfect time to react. On particularly effective blows, the weapon activates filling its wielder with a burst of speed, allowing him to try stabbing or swinging again at the same spot, aggravating the severe injury even further. Projectile weapons with this enchantment place a noticeable spin on their ammunition causing them to corkscrew into the wound creating a hideously maiming injury if the wielder lands the shot just right. In thrown weapons and ammunition, the objects are enchanted to shatter on impact, hopefully leaving debris in the target’s body or potentially spraying shrapnel over the victim creating a wide area of serious lacerations. Following up with a secondary attack or landing a projectile in optimal area is a combination of luck and skill and not always possible. Whenever the wielder scores a critical hit he can attempt to confirm the followup strike. The player immediately makes another attack roll (See Note) with all the same modifiers as the initial attack except that the wielder gains advantage on the attack roll. If the wielder already had advantage on the roll he gains an additional +1 to the roll’s result. If the wielder’s confirmation attack roll also results in a hit against the target’s armor class, the followup attack is successful and the wielder deals additional damage on the critical hit equal to the maximum result of one of the weapon’s damage dice (Like an 8 on a d8) the player rolled for the attack’s damage. The confirmation roll just needs to be enough to hit the target normally, it doesn’t need to be a critical hit again. If the secondary attack roll would be considered a miss, then the initial attack is still considered a critical hit. —Note: This secondary attack role is not another true attack and does not take an action or use any resources. A combat example: A PC wielding a Rebounding Mace rolls a natural 20 against the target and attempts a secondary attack roll. The PC then rolls another attack to confirm the critical and gets a result of 18, which is less than the target’s armor class of 15. Since the confirmation rolls is a hit, the PC will add +8 (Assuming that the mace uses 1d8 for damage) damage to the normal damage resulting from the critical hit. Not recommended for thrown weapons or ammunition.
Kinetic Redirection: The grip of the weapon is stamped with an esoteric evocation sigil that manipulates dynamic potential. Whenever the weapon moves it feels slightly heavier than its size suggests, as the symbol absorbs a minuscule percentage of the object’s kinetic pressure and transforms it into arcane force. Furthermore the weapon is able to recycle excess physical energy and launch it at a nearby enemy so that no part of the attack is wasted. Whenever the wielder brings a creature to 0 hit points, any damage in excess of that is harnessed by the sigil and can be redirected. The wielder can immediately choose another creature he can see within 30 feet of the downed creature and launch a bolt of pure magical energy at the second target which automatically hits, dealing force damage equal to the amount of damage left over after bringing the original target to 0 hit points. If this arcane bolt kills the second target, the wielder may repeat the process on a third target (Then forth, fifth, etc) until there is no more excess damage. —Note: A combat example: The wielder hits a near death creature who has 5 hit points, and deals 20 damage. The creature dies at 0 hp and the wilder directs a force bolt dealing 15 damage at another wounded creature who has 10 hp remaining. The second creature also dies and the wielder directs another arcane bolt at a third creature which deals 5 damage, leaving the third target injured but alive. Not recommended for thrown weapons or ammunition.
Endling: Inlaid in bone on the weapon’s grip a grim tableau of a standing humanoid figure flanked on both sides by a humanoid skeleton. 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.
Manaburn: The weapon’s length is emblazoned with a myriad of supernatural marks spanning a dozen different magical traditions from the traditionally arcane, religiously divine and the unearthly occult. Observer’s knowledgeable in the transmundane arts will be able to determine that each and every one of the esoteric symbols that run the length of the weapon have been defaced in some way. While some religious seals have desecrating line breaks and other glyphs sport additional contours that would cause serious spell misfires, most of the runes have simply been reversed as if they were being seen in a mirror’s reflection. The weapon contains an unstable collection of defective energy, designed to seek out functioning magic and violently cancel it out in a manner not unlike how a fireball can make a pool of explosive oil disappear. Whenever the wielder successfully attacks a creature, the target loses the lowest spell slot or spells per day they have available (As if they had cast the spell) and suffers 1d4 necrotic damage per level of the spell slot lost. Whenever the wielder rolls a natural 1 on an attack roll, he suffers the same effect, losing his lowest spell and being injured as it's violently dispelled. This power has no effect on at-will spells such as cantrips that can be cast without limit and if the target has no spells left there is no effect. Projectile weapons with this enchantment bestow the bonus upon their ammunition for the turn that it’s fired.
Deadeye: The graceful weapon has been shaped and formed with accuracy and precision in mind. The grip bears the raised design of an archery target with two arrows in the center, one splitting the other in half. The weapon subtly guides its wielder’s attacks, causing them to strike truer and hit harder, magnifying skill blows into truly vicious attacks. 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 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. Projectile weapons with this enchantment bestow the bonus upon their ammunition for the turn that it’s fired.
Flaming: The weapon is fashioned from smoldering materials and the symbol of a tongue of flame is branded into the grip. Embers still crackle and burn in the charred wooden components and metallic parts have cherry red business ends with tiny rivulets of liquid metal trailing along the weapon’s length. The entire object is surrounded by a wavy heat mirage and although the weapon feels warm to the touch, it is never hot enough to damage a creature who simply holds it, nor will the weapon ignite objects on contact. The weapon’s fiery power deal burning injuries that scorch the skin and leave charred, smoldering corpses in the wielder’s wake. When used in combat, the wielder’s hands become coated in a fine layer of ashes and whenever the wielder successfully strikes a target, he inflicts fire damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will ignite their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Frost: The weapon is fashioned from frigid materials and the symbol of a snowflake is carved into the frost on the grip. The frozen implement never melts or cracks, even in the fiercest of heat but will mist and emit water vapor in warm temperatures. Although the object feels cold to the touch, the ice never freezes material it touches or cause frostbite in its wielder. The weapon’s icy magics create rime rimmed wounds that leak slushy, half frozen blood from blackened, frostbitten flesh. When used in combat, the wielder’s hands become coated in a fine layer of frost (Which deals no damage and melts normally) and whenever the wielder successfully strikes a target, he inflicts cold damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will freeze their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Bleaching: The weapon is fashioned from significantly damaged materials and the symbol of a partially dissolved hand is acid etched into the grip. Any metallic parts of the weapon are pitted, corroded and covered in rust and wooden components are stained, acid burned and generally discolored. The object is rough and sharp to the touch, leaving the wielder’s hands rust stained and blemished as if exposed to a weak acid. Sizable pieces of rust occasionally flake off of the weapon, disintegrating when they hit the ground but the object never seems to reduce in size or weight no matter how much is lost. The weapon’s acidic properties dissolve the target’s flesh, leaving caustic, chemically burned corpses that reek of acerbic solvents. Whenever the wielder successfully strikes a target, he inflicts acid damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will contaminate their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Shocking: The weapon is heavily accented with electrically conductive materials and the symbol of a lightning bolt is prominently displayed on the copper wire grip. The weapon flickers with jolts of power (Never harmful or distracting to the bearer) and discharges small static shocks on a regular basis and when held this property extends to the bearer as well, causing their hair to stand on end and small arcs of electricity to jump between fingers and strands of hair. When actively being used in combat, the electricity charges and discharges faster as the weapon audible crackles and violently sparks. The weapon’s conductive nature directs lethal jolts of power directly into the target’s body, shocking the delicate nervous system and leaving smoking, flash burned skin. Whenever the wielder successfully strikes a target, he inflicts lighting damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will charge their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Psionic: The grip of the weapon is formed not of wood, leather or metal but rather of corded brain tissue that has been wrapped around the handle. The grip feels damp and squishy beneath the wielders grip as if the grey matter was still fresh. A knowledgeable PC will be able to determine that the brain tissues come from a number of different creatures who all had psionic, telepathic, telekinetic or other powerful mental abilities. Bearers who hold the weapon for long periods of time or attack with it, experience fleeting mental flashbacks of lives they never lived, as the memories locked away in the preserved brains leak into the wielder. The weapon’s psionic power attacks its victim’s very psyche, mutilating their mind, exterminating their ego and brutalizing their brain. Whenever the wielder successfully strikes a target, he inflicts psychic damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will enhance their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Echoing: An unassuming weapon that vibrates and emits audible tones at the slightest disturbance. A steel tuning fork is seamlessly incorporated into the weapon’s form typically with the handle and two prongs serving as the weapon’s grip and pommel. When actively being used in combat, the reverberations of the weapon’s swings, successful blows and the wielder’s own pounding heartbeats are magnified and stored by the tuning fork, building up small shock waves of violent thunderous power that are discharged directly into the wielder’s foes. The weapon’s sonic vibrations change match the resonance frequency of its target, causing blows that splinter bone, rupture eardrums and explode hearts. Whenever the wielder successfully strikes a target, he inflicts thunder damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will vibrate their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Dynamic: The once whole weapon has been shattered into dozens if not hundreds of pieces and about half of them are missing completely. The object still serves as a perfectly serviceable weapon, as the remaining pieces are being held together in a transparent field of solid magic, not unlike pieces of fruit in a clear, jelly cake. The weapon’s arcane binding reinforces the weapon’s lethal potential, causing injury caused not by blade or bludgeon 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. Whenever the wielder successfully strikes a target, he inflicts force damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will sheath their ammunition in magic when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Envenomed: The business end of the weapon sports a number of pinprick sized holes and a single inland taipan fang is embedded into the grip. The hypodermic snake fang’s point aims along the length of the weapon and a perceptive PC can actually see bloated drops of neurotoxins resting at the pinprick sized venom channels at the business end. The wielder feels an unpleasant warm tingling sensation in their weapon hand, as if a fraction of the venomous power somehow penetrated their skin. The weapon’s toxins are injected directly into its victim’s flesh, coagulating the blood, paralyzing muscle and necrotizing the once healthy tissue. Whenever the wielder successfully strikes a target, he inflicts poison damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will envenom their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Scourging: The weapon’s grip is wrapped in dark purple leather from which a network of thin black veins extend outward. If the weapon is ever stained, nicked, dented or covered in blood or gore, a number of the dark veins slowly shift to that area. They seem to absorb the imperfections, damages and filth into the weapon’s form, like the roots of a plants soaking up water, causing the object to feel the slightest bit heavier and more lethal. When held, the bearer’s mind is filled with dark thoughts of cruelty, senseless violence and causing harm to innocents. The wielder is instilled with the certainty that everything in life or death is theirs to command if they can shrug off their ethical and moral compunctions and reach out and take what they want by force. The weapon’s perverse energies deal unnatural injuries that foul the flesh and stain the soul. Whenever the wielder successfully strikes a target, he inflicts necrotic damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will taint their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Hallowed: The weapon’s grip is wrapped in perpetually pure white linen from which a network of thin golden veins extend outward. No matter its circumstances, the weapon remains absolutely pristine, free of nicks, dents, stains, blood, gore and dirt, remaining perfect and pure. When held, the bearer’s mind is filled with thoughts of 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. Projectile ranged weapons will bless their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Surgical: The image of a hair being split with a blade has been incised into the grip of the weapon with a razor sharp scalpel. While the enchantment grants no inherent benefit to the accuracy of its wielder’s attacks, it greatly rewards those who are able to land precise strikes. The bearer is imparted with a vague sense of assorted medical information related to nerve clusters, animal musculature, joint manipulation and and how to best mutilate said anatomical systems if accurately struck. After a successful attack, the wielder deals additional damage equal to the attack’s result that exceeded the target’s armor class. —Note: A combat example; The wielder got a 20 on the attack roll and the target’s AC is 18. The attack exceeds the target’s AC by 2 and deals 2 additional points of damage.
Polarity: A paradoxical weapon split equally into two halves that could not be more differing in their physical appearance. One side is stained and heavy, covered in raised patterns of hard angles with a grip made of a rough black leather. The other is smooth and pristine, mostly featureless with the occasional delicate whorl ornamentation and a grip of soft white leather. The weapon is unbalanced and unwieldy resulting in attacks that are either pitifully weak or devastatingly strong with no middle ground. The weapon 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. Any magical or supernatural effects that allows the wielder to reroll damage rolls, disrupts the delicate magic and prevents the weapon from functioning, however mundane abilities gained from training or physical skill can still be used in conjunction with the weapon.—Note: For example, if the damage dice is 1d8, a result of 1-4 will be changed to a 1 and a 5-8 will be treated as an 8.
Inevitable: A weapon with a perpetually spinning gyroscope embedded into the grip. The device is completely encased in transparent crystal but a bearer that puts his ear to the grip can hear faint whirring noise and feel the vibrations coming from within. A combination of magical artifice and mundane engineering, the magewrought gyroscope imposes a perfect stabilization on the weapon’s balance and form, immediately and accurately compensating for everything that its subjected to. This causes the weapon to function perfectly as intended. No more, no less. The nature of perfection allows no room for deviation of any variety. Regardless of any contributing factors, whether they originate from the wielder, ally, enemy or the general environment, whenever the wielder makes an attack roll with the Invevitable weapon he can never roll with advantage or disadvantage, it is always a single d20 roll.
Pragmatic: An anatomical drawing of a humanoid highlighting a few key of pressure points and vulnerable areas, is etched into the weapon’s grip. Hundreds of hours worth of practical combat experience from pit fighters, tavern bouncers and mercenary veterans has been distilled and infused within the weapon’s form. The weapon itself is a model of combat utility making it perfect for harrying and debilitating opponents rather than directly injuring. The wielder becomes accurately, instinctively aware that fair fights are a chivalrous fantasy and that the best way to win is to fight quick and dirty. The weapon greatly improves the wielder’s ability to trip, feint, grapple, pin, disarm, sunder, push and shove his opponents. Whenever the wielder successfully attacks a target, instead of rolling damage he can choose to deal the minimum result possible on his weapon damage roll (Like a 1 on a d8) and immediately attempt to make one of the previously mentioned combat maneuvers checks against the target and gain advantage on the roll. These follow the standard rules within the game system for resolving combat maneuvers and if none exist see Note. —Note: This also affects additional damage dice from critical hits but not die from other sources such as divine smite, sneak attack or spell effects. If your system doesn’t have rules for a contesting combat maneuvers, use this: The wielder declares the maneuver and chooses to make either a Strength or Dexterity check (With advantage because of the enchantment) which is contested against the target’s Strength or Dexterity check (Target chooses the ability to use). If the wielder has the higher result, the target falls prone, disarmed of one object they’re holding, knocked back five feet, grappled, etc. If the target wins the contest, there is no effect and the action is consumed without effect. Recommended for melee weapons only, although certain throwing weapons or ammunition such as bolas or arrows designed to disarming or tripping could certainty be beneficial to a PC.
Bloodlust: The mindless rage of a rabid beast is infused into the weapon’s battered and dented form. Layers upon layers of old bloodstains cover the weapon’s length and cant come off with soap or magic. In combat the wielder feels the primal energy of unmitigated rage flood through their mind and throws aside all pretense of accuracy to strike with as much force as physically possible. The wielder always suffers disadvantage on attack rolls made with the weapon. Whenever the wielder successfully attacks a target, instead of rolling damage he automatically deals the maximum result possible for the weapon damage die (Like a 8 on a d8). —Note: This also affects additional damage dice from critical hits but not die from other sources such as divine smite, sneak attack or spell effects. Not recommended for ammunition.
Diligent: The weapon was painstakingly made with no expense or effort spared in any part of its construction. Its esoteric counterparts match its mundane exceptionalism and the enchantments are layered over top of each other creating multiple redundant arcane systems of charms that tap into the wielder’s mind guiding the weapon to pinpoint accuracy. While powerful in theory, the sheer amount of sorcery bound within the item requires it to sap the wielder’s strength as fuel, causing the blows to be precise but weak. The weapon is better suited to sport fencing, than life or death combat but its better to land a pitiful blow than none at all. The wielder always gains advantage on attack rolls made with the weapon. Whenever the wielder successfully attacks a target, instead of rolling damage he automatically deals the minimum result possible for the weapon damage die (Like a 1 on a d8). —Note: This also affects additional damage dice from critical hits but not die from other sources such as divine smite, sneak attack or spell effects.
Carnage: A detailed scene of a pitched battle with dozens of dead Random Creature Types on both sides was painstakingly etched along the business end of the weapon’s business end. Whenever the weapon is held, the bearer’s mouth is filled with a coppery, iron taste of fresh blood and he breathes in the heady scent of the same. The wielder’s yearns to slaughter the species displayed on the weapon’s length and whenever he kills a creature of that type he experiences potent euphoric sensations. The weapon functions as a +1 against the creature type etched into the weapon. Whenever the wielder scores a critical hit, the etched battle scene changes so that all of the dead and dying figures are changed to match target’s creature type.
Extermination: The symbol of a Random Creature Type skull over a pair of crossed bones is deeply carved into the weapon’s grip. The wielder experiences a strange unnatural calm while holding the weapon, as if all of their empathy, understanding and compassion was burned away by the cold genocidal rage that fills their heart. A creature actively holding the weapon acts with brutal rationalism with a personal goal to take the life of every being of the species that match’s the skull symbol on the weapon’s grip. All of these emotional changes fade the moment the weapon is not being actively held and while the feelings are powerful, they never force the wielder to violate any of his strongly held moral standards. The weapon functions as a +1 against the creature type carved into the weapon. Whenever the wielder lands the killing blow on a creature, the skull on the weapon’s grip changed to match the target’s creature type.
Flaming Burst: The weapon is fashioned from smoldering materials and the symbol of a tongue of flame is branded into the grip. Embers still crackle and burn in the charred wooden components and metallic parts have cherry red business ends with tiny rivulets of liquid metal trailing along the weapon’s length. The entire object is surrounded by a wavy heat mirage and although the weapon feels warm to the touch, it is never hot enough to damage a creature who simply holds it, nor will the weapon ignite objects on contact. The weapon’s fiery power deal burning injuries that scorch the skin and leave charred, smoldering corpses in the wielder’s wake. When used in combat, the wielder’s hands become coated in a fine layer of ashes and the constrained elemental power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. 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 to the target. Projectile ranged weapons will ignite their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Freezing Burst: The weapon is fashioned from frigid materials and the symbol of a snowflake is carved into the frost on the grip. The frozen implement never melts or cracks, even in the fiercest of heat but will mist and emit water vapor in warm temperatures. Although the object feels cold to the touch, the ice never freezes material it touches or cause frostbite in its wielder. The weapon’s icy magics create rime rimmed wounds that leak slushy, half frozen blood from blackened, frostbitten flesh. When used in combat, the wielder’s hands become coated in a fine layer of frost (Which deals no damage and melts normally) and the constrained elemental power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases a freezing burst dealing additional cold damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will freeze their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Caustic Burst: The weapon is fashioned from significantly damaged materials and the symbol of a partially dissolved hand is acid etched into the grip. Any metallic parts of the weapon are pitted, corroded and covered in rust and wooden components are stained, acid burned and generally discolored. The object is rough and sharp to the touch, leaving the wielder’s hands rust stained and blemished as if exposed to a weak acid. Sizable pieces of rust occasionally flake off of the weapon, disintegrating when they hit the ground but the object never seems to reduce in size or weight no matter how much is lost. The weapon’s acidic properties dissolve the target’s flesh, leaving caustic, chemically burned corpses that reek of acerbic solvents. The constrained elemental power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases a caustic burst dealing additional acid damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will contaminate their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Shocking Burst: The weapon is heavily accented with electrically conductive materials and the symbol of a lightning bolt is prominently displayed on the copper wire grip. The weapon flickers with jolts of power (Never harmful or distracting to the bearer) and discharges small static shocks on a regular basis and when held this property extends to the bearer as well, causing their hair to stand on end and small arcs of electricity to jump between fingers and strands of hair. When actively being used in combat, the electricity charges and discharges faster as the weapon audible crackles and violently sparks. The weapon’s conductive nature directs lethal jolts of power directly into the target’s body, shocking the delicate nervous system and leaving smoking, flash burned skin. The constrained elemental power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases an electrical storm dealing additional lighting damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will charge their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Psychokinetic Burst: The grip of the weapon is formed not of wood, leather or metal but rather of corded brain tissue that has been wrapped around the handle. The grip feels damp and squishy beneath the wielders grip as if the grey matter was still fresh. A knowledgeable PC will be able to determine that the brain tissues come from a number of different creatures who all had psionic, telepathic, telekinetic or other powerful mental abilities. Bearers who hold the weapon for long periods of time or attack with it, experience fleeting mental flashbacks of lives they never lived, as the memories locked away in the preserved brains leak into the wielder. The weapon’s psionic power attacks its victim’s very psyche, mutilating their mind, exterminating their ego and brutalizing their brain. The constrained mental power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases a psychokinetic burst dealing additional psychic damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will enhance their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Thunderous Burst: An unassuming weapon that vibrates and emits audible tones at the slightest disturbance. A steel tuning fork is seamlessly incorporated into the weapon’s form typically with the handle and two prongs serving as the weapon’s grip and pommel. When actively being used in combat, the reverberations of the weapon’s swings, successful blows and the wielder’s own pounding heartbeats are magnified and stored by the tuning fork, building up small shock waves of violent thunderous power that are discharged directly into the wielder’s foes. The weapon’s sonic vibrations change match the resonance frequency of its target, causing blows that splinter bone, rupture eardrums and explode hearts. The reverberating power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. 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 to the target. Projectile ranged weapons will vibrate their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Arcane Blast: The once whole weapon has been shattered into dozens if not hundreds of pieces and about half of them are missing completely. The object still serves as a perfectly serviceable weapon, as the remaining pieces are being held together in a transparent field of solid magic, not unlike pieces of fruit in a clear, jelly cake. The weapon’s arcane binding reinforces the weapon’s lethal potential, causing injury caused not by blade or bludgeon 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. The constrained esoteric power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases an explosive blast dealing additional force damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will sheath their ammunition in magic when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Toxic Spray: The business end of the weapon sports a number of pinprick sized holes and a single inland taipan fang is embedded into the grip. The hypodermic snake fang’s point aims along the length of the weapon and a perceptive PC can actually see bloated drops of neurotoxins resting at the pinprick sized venom channels at the business end. The wielder feels an unpleasant warm tingling sensation in their weapon hand, as if a fraction of the venomous power somehow penetrated their skin. The weapon’s toxins are injected directly into its victim’s flesh, coagulating the blood, paralyzing muscle and necrotizing the once healthy tissue. The constrained virulent power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. 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 to the target. Projectile ranged weapons will envenom their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Desecrating Burst: The weapon’s grip is wrapped in dark purple leather from which a network of thin black veins extend outward. If the weapon is ever stained, nicked, dented or covered in blood or gore, a number of the dark veins slowly shift to that area. They seem to absorb the imperfections, damages and filth into the weapon’s form, like the roots of a plants soaking up water, causing the object to feel the slightest bit heavier and more lethal. When held, the bearer’s mind is filled with dark thoughts of cruelty, senseless violence and causing harm to innocents. The wielder is instilled with the certainty that everything in life or death is theirs to command if they can shrug off their ethical and moral compunctions and reach out and take what they want by force. The weapon’s perverse energies deal unnatural injuries that foul the flesh and stain the soul. The constrained blighting power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases a desecrating burst dealing additional necrotic damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will taint their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Holy Burst: The weapon’s grip is wrapped in perpetually pure white linen from which a network of thin golden veins extend outward. No matter its circumstances, the weapon remains absolutely pristine, free of nicks, dents, stains, blood, gore and dirt, remaining perfect and pure. When held, the bearer’s mind is filled with thoughts of 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 scores a critical hit, the weapon releases a holy burst dealing additional radiant damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will bless their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Zephyr: The symbol of a whirlwind has been marked into the grip of the weapon. The weapon is far lighter than it should be and currents of wind constantly swirl around it as if waiting to be directed to battle. The bearer can wield the weapon as normal in battle or they can choose to channel the wind, sending powerful gusts of air squalling across the field of battle. While these zephyrs are impressive, they’re not nearly as lethal as the weapon's actual business end. As part of an attack, the wielder can active the weapon's areomancy to extend the reach of the melee weapon by 30 feet in order to attack a creature they can see. Whenever the wielder attacks in this way and hits, instead of rolling damage he automatically deals the minimum result possible for the weapon damage die (Like a 1 on a d8). Otherwise the wielder can still makes regular attacks within weapon's standard reach and roll damage as normal. —Note: Extending the reach of the weapon through this enchantment uses the same rules as if using a reach weapon such as a halberd or whip. This enchantment also affects additional damage dice from critical hits but not dice from other sources such as divine smite, sneak attack or spell effects. Recommended for melee weapons
Riven: A once fine, powerful weapon that has suffered heavy damage in countless battles. The pristine arcane rune of power that resides in the weapon’s grip once burned with supernatural intensity, but has been marred by combat, dulled by time and weakened by dispelling effects, reducing it fitfully glowing like a candle in a breeze. The rune is performing an admirable attempt of keeping the weapon supernaturally lethal and precise, but the task is too strenuous and the enchantment will fail regularly and without warning. Whenever the wielder makes an attack or damage roll with the weapon and the result is an odd number, the wielder adds +1 to the result and that attack is considered magical for the purposes of overcoming resistances, damage reduction and other defenses.
Inspiring: A distinctive weapon with the words of a particularly heartening adage (Random Motto) displayed in delicate calligraphy along its length, the text changing of its own volition to best encourage its wielder. Whenever the weapon is grasped, the words flow like poetry into the bearer’s mind as if long forgotten but suddenly remembered. Wielding it is combat makes one feel not unlike a flagbearer leading the charge into battle and the wielders actions and shouts rally allies around him like a hero out of song and story, inspiring them to greatness. Whenever the wielder successfully attacks with the weapon, he can choose one ally who can see or hear him within 30 feet and that creature adds 1d4 to the result of the next attack roll or saving throw it makes before the start of the wielder’s next turn.
Rallying: A distinctive weapon with the words of a particularly heartening adage (Random Motto) displayed in delicate calligraphy along its length, the text changing of its own volition to best encourage its wielder. Whenever the weapon is grasped, the words flow like poetry into the bearer’s mind as if long forgotten but suddenly remembered. Wielding it is combat makes one feel not unlike a flagbearer leading the charge into battle and the wielders actions and shouts rally allies around him like a hero out of song and story, inspiring them to greatness. Rallying: Whenever the wielder scores a critical hit, an ally of the wielder's choice within 30 feet who can see or hear him gains temporary hit points equal to a longsword's worth of damage (1d8) plus the wielder's character level. These temporary hit points are lost after one minute.
Trinkets, 36: Interesting baubles, semi magical objects and items touched by mystery.
A set of technical diagrams to create a weapon of unspeakable power. The diagrams are hundreds of years old and show how to make a trebuchet.
A stunning broach, embedded with a misty quartz crystal.
A flat, otherwise unremarkable pearlescent-white overcoat button about an inch across. It is heavier than it should have any right to be. It practically vibrates with barely contained magical force.
The severed claw of some monstrous scaled creature, preserved and formed into a camping stool.
A human skull, yellowed with age, with the jawbone wired in place with fine copper wire. The skull has been etched with very fine runes, visible only in bright light, that identify it with the name of "Jerimr". When the skull's name is spoken aloud by someone holding it in their left hand, it will rise into the air and assume a position over his left shoulder, hovering unsupported.
An opaque, black eyepatch that the bearer can see through perfectly.
Bag of Useless Junk. A tattered burlap sack that jingles as if it were full of broken glass, rusty nails and wooden scraps even when empty. The bag actually generates its own trash and three times per day, the bearer can reach into the sack and withdraw a Random Worthless Trinket.
An ornate bullseye lantern adorned with gold filigree and sun patterns.
A carved rosewood relief depicting half-men, half-rhinos whipping peasants into an oven.
An illustration of a silver tabby cat with these words on what seems to be a flyer: “Lost kitty. Responds to the name ‘Mankiller.’ Please return to Alda’s Alchemy Shoppe if found. Reward provided—higher if alive. Do not feed or raise from the dead. He bites; wounds will be treated. You kill him, you will be cursed and haunted by something that is utterly unholy and has a somewhat questionable sense of humour.”
—Keep reading for 90 more trinkets.
—Note: The previous 10 items are repeated for easier rolling on a d100.
A set of technical diagrams to create a weapon of unspeakable power. The diagrams are hundreds of years old and show how to make a trebuchet.
A stunning broach, embedded with a misty quartz crystal.
A flat, otherwise unremarkable pearlescent-white overcoat button about an inch across. It is heavier than it should have any right to be. It practically vibrates with barely contained magical force.
The severed claw of some monstrous scaled creature, preserved and formed into a camping stool.
A human skull, yellowed with age, with the jawbone wired in place with fine copper wire. The skull has been etched with very fine runes, visible only in bright light, that identify it with the name of "Jerimr". When the skull's name is spoken aloud by someone holding it in their left hand, it will rise into the air and assume a position over his left shoulder, hovering unsupported.
An opaque, black eyepatch that the bearer can see through perfectly.
Bag of Useless Junk. A tattered burlap sack that jingles as if it were full of broken glass, rusty nails and wooden scraps even when empty. The bag actually generates its own trash and three times per day, the bearer can reach into the sack and withdraw a Random Worthless Trinket.
An ornate bullseye lantern adorned with gold filigree and sun patterns.
A carved rosewood relief depicting half-men, half-rhinos whipping peasants into an oven.
An illustration of a silver tabby cat with these words on what seems to be a flyer: “Lost kitty. Responds to the name ‘Mankiller.’ Please return to Alda’s Alchemy Shoppe if found. Reward provided—higher if alive. Do not feed or raise from the dead. He bites; wounds will be treated. You kill him, you will be cursed and haunted by something that is utterly unholy and has a somewhat questionable sense of humour.”
A hand mirror with a butterfly relief on it's non-mirror side while it's reflective surface appears to be a pool of moonlight.
A jointed ceramic finger on a leather thong. A nub of bent and broken metal, whereupon the thong is tied, sticks from the stump like an end of bone ripped from its joint in a whole hand. The finger's two joints may be manipulated with some difficulty, articulated over some rusty armature of metallic bone.
A long arrowhead with only one barb, like a fishhook. The shank is helically grooved, as if meant to screw onto a shaft. No rust, nor any sign of age or wear at all shows on the brilliant, blued alloy from which the point is crafted.
A tiny skull themed toy castle with a hinged “jawbridge” and a handful of tin soldiers.
A velvet cloth that erases most scratches, scuffs, and ink when passed over them.
A large, weathered bit of cloth covered in inter-woven spider's silk. It has been folded many times over and bears an ever-changing nonsensical mass of blurred lines, shapes, and symbols.
An ancient animal skin drum yellowed and worn with age. It naturally hums softly to the rhythm of nature's heartbeat.
An ebony carved walking cane with tiger head; the head has a hidden jaw with space within to hold a small object such as a potion vial or scroll. The interior hinge is fashioned from a preserved human finger.
A large incense burner depicting an apocalyptic scene; A palace and surrounding town is levelled by an earthquake and fire. Dancing tiger-headed demons laugh and dance and whip the dying locals
A wooden teapot with brass and wood inlays with a handle made from a vitrified monkey hand.
A gold piece that has been bitten in half.
An exquisitely crafted red ceramic cup, incised with black figures depicting lions, wolves, and fruiting plants.
A small glossy stone on which is drawn a complex runic sigil.
A wide-brimmed leather hat that has a tall crown with a crease down the middle. A trio of small, gold rings pierces the hat's brim along one side.
A crystal orb, awash with a swirl of colours at its centre, bearing a crack along one side. The colours within are constantly leaking out, in a thin mist.
A cello made of maple inlaid with hornbill ivory and tuning keys of cold iron.
A jar made of cut crystal that is sealed with a stopper of iron. Its filled with amber fluid, and a floating clot of tissue that undulates and pulses.
A squat stone goblet made of dark green stone with black intrusions, polished to a silky veneer and carved with capering, vomiting frogs and nonsense rhymes in abyssal. Any liquid poured into this goblet instantly becomes a rancid, foul smelling greenish slime.
A hickory cane with a polished rose gold head in the shape of a grinning head.
A dark crystal orb with the patterns of the night sky revolving within it; a small sun and moon appearing and submerging over time.
A bead, about the size of a large man's thumbnail, carved from brilliant orange opal with sparkling yellow flaws inside. It looks like a stylized flame or sunburst on casual examination.
The skull of a dire tiger, painted in infernal runes and mounted upside-down on a pedestal of black basalt carved in the shape of an erinyes who holds the basin up. The skull's eye sockets are filled with blood coloured star-sapphires.
A crescent-shaped wooden handharp, about the size of a human hand, with metal strings.
An iron pocketwatch with the chain extruding from an eagle's mouth mounted into the top of the watch. The clasp at the end of the chain is a talon.
A strange looking stone made of a material that looks like basalt, only with small insets of strange red, almost gleaming, material. It is slightly warm to the touch, and if one examines it very carefully or is very tactile to the touch, it seems to be almost pulsating.
A rattle that looks like a shrunken humanoid skull. Eyeball-like marbles rattle within it.
A lace-trimmed white silk handkerchief embroidered with the initials ‘FLS’ and stained in one corner with fresh blood.
A handful of polished dice carved from bleached human knucklebones. One of the dice is obviously heavier than the rest.
A calligraphic playbill for “The Physicians’ Apprentice” with yesterday’s date and covered with half a dozen half-illegible signatures.
An envelope, yellow and weathered, but still sealed with wax pressed by a local legate’s signet.
A neck guard made from hardened leather reinforced with a band of metal etched with the sunburst holy symbol of the God of Light. Knowledgeable PCs will know that collars such as these are worn mainly by vampire hunters and the extremely paranoid. The guard protects the bearer against vampire bites and attacks directed against the throat when worn.
A set of half a dozen tiny figurines carved into simple animal shapes. When placed on a reasonably flat surface or held in the palm of your hand, they gradually begin to animate and interact with one another.
A small tin box with a hinged lid, half-filled with finely ground, pure white, sea salt.
A goblet carved from blackened bone and ivory with black adamantium fittings. It is the size of a large brazier, its basin in the shape of a toothed demon face, its base a nest of serpents.
A perfectly round ball of translucent crystal as black as the night sky. Floating in the darkness of the ball are twinkling motes of white light, and seven steady coloured lights. Looking into this darkened orb is like looking out a window onto the night sky.
A pair of goggles made of leather that have an unwholesome oily sheen and fitted with lenses ground from a transparent crystal that makes objects refract and shimmer slightly when the bearer looks through them.
A brooch made of gray stone, studded with uncut dull gems and wrapped in tarnished metal wire.
An elegant yet simple flute carved from a single piece of ebony wood.
A coin-sized piece of polished bone that can be worn around the neck as an amulet or pinned to clothing as a brooch.
A herbalism kit that contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions.
A bizarre structure of pink, worm-like protrusions, each ending in a clear, bright violet crystal. Knowledgeable PC's can identify the mineral as cobaltian calcite.
A large, clear quartz embedded with a seemingly random assortment of tiny golden crystals. Knowledgeable PC's can identify the mineral as pyrite.
A ragged hunk of malachite has been broken open to reveal a series of translucent cyan domes. Knowledgeable PC's can identify the mineral as chrysocolla.
A collection of hundreds of delicate, clear white crystals the length of a finger radiate from a central point. Knowledgeable PC's can identify the mineral as strontianite.
A series of sharp teeth on a leather strap, which can be affixed around the head. A realistic yellow cat eye blinks in the central position.
A wand crafted by moon druids in honour of the great beasts of nature. The core is made of a dryad sapling grown from the fertile remains of a large beast. The bones grow around the sprout and meld into it.
An ornate bronze tube, capped on each end with polished horn and wrapped tightly with thick red cord.
An intricate metal contraption which clamps to a table top and consists of a small vise, several articulated arms with lenses, clamps, and unidentified doodads. The entire thing is covered in small coils and loops as though to hold a vast array of tiny tools.
A life-like painting of a skull on black canvas with intricate embroidery decorating every surface of the skull and tiny silk flowers sewn throughout the surface.
A polished jade hair band studded with tiny black stones which sparkle with a faint, internal light.
A collection of small pastel spheres made of some tightly packed powdery substance with a cloying floral scent.
A slick, polished cane with a ferocious sea monster’s head modelled on the top. A hidden trigger causes the monster’s mouth to open and close.
A six inch bronze fish hook encased in a clear glass cube. Knowledgeable PC's will recognize this as the third place trophy of the annual fishing competition of a local port city.
A perfectly smooth clear glass square, roughly arm-length along each side, with bevelled edges and rounded corners. It may have once been a table top.
A leather mask that is probably depicting the front half of a skull, with two tiny horns stuck on the top. It is sewn of layers, and layers of a strange leather, needing the multiple layers to give it any sort of structural stability. Knowledgeable PC's can determine that the disturbing object is sewn of ancient human skin, taken from bodies long lost under the hungry earth of swamp bogs. Should the bearer wear the mask and make eye contact with another intelligent creature, he feels as though he is just at the cusp of tapping into unfathomable knowledgeable.
An old lute made of ironwood, with strings and tuning keys of glistening steel.
A large, transparent red tumbler made of some unidentifiable material, its sides textured delicately and a single seam recognizable down one side. Strange characters decorate the bottom.
An ornate, hand-inlaid, glass globe contained within a protective wicker cradle.
A leather wallet containing a full set of certified identification papers denoting that the bearer is a member of the moneylenders, investors and bankers guild. The section containing the member's physical description (Height, weight, sex, race, eye, skin and hair colour) is completely blank and could be filled in by anyone with half decent handwriting.
A series of ancient, hand-drawn maps representing uncountable countries and territories in some unknown part of the world.
A crystal ball containing a miniature frozen landscape. When shaken, the landscape appears to experience simulated snowfall.
A polished metal case containing a set of fine needles, similar to those for sewing, several thin glass cylinders, and a single ampoule of a sluggish red fluid.
A small sterling box engraved with the image of a small bunch of fruit with leaves and vines. Resting inside is a sealed paper packet which rattles when shaken.
An intricately detailed figurine posed as though singing to an audience on a balcony above her. Her eyes sparkle with tiny jewels to make it appear that she is crying.
An inky black square housed within an ornate golden frame. On closer inspection, faint shapes and motion are visible in the painting, as though it shows an active scene in an unlit room or perhaps underground.
A large brass hook that vaguely reminds you of a boating implement. Sharpened to a wicked point at one end and threaded for mounting on the other, the metal is polished to a mirror sheen.
An intricate clockwork crow that stands frozen in a quizzical pose, as though gazing at something interesting just above your head.
A sheaf of parchment that contains entirely too many limericks.
A pair of crystallized humanoid eyeballs. You can see something dancing inside the pupil of each eyeball.
A carved wooden mask depicting a snarling animal face with sharpened teeth and painted in brilliant yellows and reds to resemble flame.
A large travel pouch crammed full of preserved cheeses.
A joined oak stool with troll-shin legs.
A small dowry chest inlaid with enamel pictures depicting lusty milkmaids.
A bronze lamp of a leaping sun figure being pulled by three heavily pregnant sphinx.
A papyrus scroll depicting a ritual disembowelling.
A bronze horse figurine trampling on slave children.
A written note saying, in what looks like a child’s handwriting, “You’d better stop doing what you’re doing. It’ll get you killed…or worse.”
A smooth piece of rounded amber that has a human eyeball in it.
A handheld mirror that's cracked with one missing shard of glass. Each new moon, the missing shard appears, and voices singing unsettling songs emanate from it until the sun rises.
A lady's ankle bracelet designed to look like rutting unicorns.
A delicate lacquer and silver fan with death’s head moth motifs.
A set of five bones wrapped with different-hued ribbons. Each ribbon is made from different fabric, and each one causes the bearer to smell or taste something unsavory when touched.
A bracelet made of brass triangles each with a face of anguish carved into them.
An anklet crafted from jade with hieroglyphic warnings of dire things to come.
A pair of large earrings set with faceted citrines that flash again and again with a thousand twinkles, attracting the eye.
An embroidered claret-coloured jacket decorated with brass buttons on the front and on the sleeves.
A crimson, demonic bloodstained robe that grants the bearer the unholy vigor of the demonic blood that taints the cloth.
A set of fine, angular robes closed with a wide band, tied behind him in a crisp, elaborate knot. The clothing is impeccably clean and its former owner must have been fastidious about his appearance.
A perfectly preserved hummingbird, its wings fully spread as if in flight, encased in a clear glass cube.
An enormous star sapphire, well over a hundred carats, but of very poor quality. The colour varies from cloudy gray to muddy brown, and there are concentric rings crossing the material and several black inclusions and imperfections.
Unique Weapons, 9: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Heroes and villains across fiction can often be immediately recognized by their signature weapon, causing the weapon itself to be an iconic part of the character. From Perrin’s spiked half moon axe to Roland’s enormous sandalwood revolvers, the jedi’s lightsabers, Arya’s needle, Legolas’s bow, Wolfwood’s Punisher, Detritus’s Piecemaker, the bride’s katana, Bond’s Walther PPK, Robin Hood’s longbow, Jason’s machete or Indiana Jones’s whip, a weapon can even function as a physical manifestation of the character’s personality. None of these weapons are intensely magical in their own right but can serve as the physical basis for family heirlooms, legendary artifacts and magical or masterwork weapons. Alternatively they can be found as loot and become part of a PC’s distinctive appearance, allowing the player to become fully immersed in their character’s look and feel. —Note: Some entries call for the DM to “Roll a Random Weapon” which simply means that the DM can roll from the pregenerated lists on this blog or choose whatever weapon they feel would be appropriate for the situation.
An antique but serviceable battleaxe, well-rusted and probably taken from a barrow.
An enormous knife with a fixed blade that is 32 inches from the slightly hooked, double-bladed tip to the end of the worn, ironwood handle. It has a steel crosspiece, with a dried bit of something (Probably blood) still caught in the joint. Carved into the bottom of the handle was a craftsman’s mark with the name “Fles.” The dagger rests in an old leather sheath and if removed, the wielder will find the blade freshly sharpened and oiled.
A sinister, scorpion-tail whip made of white ape skin with a hilt wrapped in lead wire.
A dagger made from the tooth of a dead sandworm, a fearsome desert monstrosity. It bears a curved, double edged blade that is milky white in colour and iridescent. It is set on a black handle with deep finger ridges separated from the blade by a slim round ring instead of a shearing-guard.
A club fashioned from a donkey's jawbone, still studded with teeth. It is said to have been wielded by a great warrior who slayed a thousand men.
A knight's straight sword with plated with silver along its fuller. The wielder can take great advancing steps with this beautifully slender greatsword while making use of his bodyweight to inflict deadly strikes.
A bamboo quarterstaff with a skeletal jackal head.
A longsword with a hilt covered in lizard leather. At an inch above the guard is stamp in the shape of a sun with sixteen rays alternately straight and wavy, symbolizing the heraldry of sunlight and warmth from the sun. Two inches above the sun begins a beautifully engraved stylized inscription which reads "Draw me not without reason; sheath me not without honour.”
A black leather bandolier containing two dozen throwing stars, pointed for penetration rather than bladed for blood, each set about a central ring weighted with lead.
Liquid Blade: An inconspicuous palm sized metal tube that weighs two pounds. The bearer can empty the contents of the tube with a quick flick of the wrist (An action equivalent to drawing a weapon), causing the bubbling transparent liquid within to instantly solidify into a jagged crystalline blade. By holding the tube, the wielder can then use the weapon as if it were a fragile shortsword that has a 25% chance to shatter should the wielder get a natural 1 on an attack roll. The blade lasts for ten minutes, after which it evaporates, leaving nothing behind but the empty tube. The bearer can add one dose of poison to the liquid in the bottle at any time before the blade is unleashed, which acts like applying a dose of poison to a weapon but the toxin remains wet and viable until the blade crystalizes. When the liquid turns into a solid blade, the weapon includes one application of that poison. When the blade evaporates, any unused poison does so as well. The tube and its liquid contents are an alchemical creation, containing no magical enchantments.
—Click Here for homebrew Masterwork Weapon Bonuses or Here for homebrew Minor Weapon Enchantments to give these objects even more personality and mechanical benefits.
-Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Or keep reading for 90 more weapons.
—Note: The previous 10 weapons are repeated for easier rolling on a d100.
An antique but serviceable battleaxe, well-rusted and probably taken from a barrow.
An enormous knife with a fixed blade that is 32 inches from the slightly hooked, double-bladed tip to the end of the worn, ironwood handle. It has a steel crosspiece, with a dried bit of something (Probably blood) still caught in the joint. Carved into the bottom of the handle was a craftsman’s mark with the name “Fles.” The dagger rests in an old leather sheath and if removed, the wielder will find the blade freshly sharpened and oiled.
A sinister, scorpion-tail whip made of white ape skin with a hilt wrapped in lead wire.
A dagger made from the tooth of a dead sandworm, a fearsome desert monstrosity. It bears a curved, double edged blade that is milky white in colour and iridescent. It is set on a black handle with deep finger ridges separated from the blade by a slim round ring instead of a shearing-guard.
A club fashioned from a donkey's jawbone, still studded with teeth. It is said to have been wielded by a great warrior who slayed a thousand men.
A knight's straight sword with plated with silver along its fuller. The wielder can take great advancing steps with this beautifully slender greatsword while making use of his bodyweight to inflict deadly strikes.
A bamboo quarterstaff with a skeletal jackal head.
A longsword with a hilt covered in lizard leather. At an inch above the guard is stamp in the shape of a sun with sixteen rays alternately straight and wavy, symbolizing the heraldry of sunlight and warmth from the sun. Two inches above the sun begins a beautifully engraved stylized inscription which reads "Draw me not without reason; sheath me not without honour.”
A black leather bandolier containing two dozen throwing stars, pointed for penetration rather than bladed for blood, each set about a central ring weighted with lead.
Liquid Blade: An inconspicuous palm sized metal tube that weighs two pounds. The bearer can empty the contents of the tube with a quick flick of the wrist (An action equivalent to drawing a weapon), causing the bubbling transparent liquid within to instantly solidify into a jagged crystalline blade. By holding the tube, the wielder can then use the weapon as if it were a fragile shortsword that has a 25% chance to shatter should the wielder get a natural 1 on an attack roll. The blade lasts for ten minutes, after which it evaporates, leaving nothing behind but the empty tube. The bearer can add one dose of poison to the liquid in the bottle at any time before the blade is unleashed, which acts like applying a dose of poison to a weapon but the toxin remains wet and viable until the blade crystalizes. When the liquid turns into a solid blade, the weapon includes one application of that poison. When the blade evaporates, any unused poison does so as well. The tube and its liquid contents are an alchemical creation, containing no magical enchantments.
A blowpipe consisting of an ornate copper viper wrapping around a deep brown oaken pipe.
A broad axe (Battleaxe statistics) consisting of a stout pole four feet in length ending in a single-edged, trumpet-shaped blade mounted on one end. This axe is a footman’s weapon, giving the soldiers a longer reach and a fighting chance against mounted opponents. Its long handle allows the wielder to put considerable force into his swing. Despite the shaft length, the broad axe is a one-handed weapon.
A ceremonial Random Sword with magical ornamentation and significance beyond its use as a mere weapon. Interestingly enough judging by its wear and tear, it has seem much combat.
A double-edged broadsword (Longsword statistics) with a blade of an unknown black metal. The hilt is wrapped in dark pebbled leather, and its pommel is a flat disk in which small glyphs are inscribed around a large onyx gemstone.
A durable light crossbow with dwarven runes worked into its design. Knowledgeable PC's can discover that the runes are associated with a mountain clan that would probably enjoy seeing the weapon returned to their ancestral halls.
A finely-crafted lightweight lance made of maple and tipped with steel.
A flail that appears neglected and ill-used, despite being in peak condition. The weapon's grip is wrapped in tattered grey cloth.
A formerly fancy dagger. The hilt was fine ivory carved in the shape of a maiden, but someone gouged out the eyes and stained the dress with what appears to be blood.
A fullblade with a blue tinge on one half of the blade and a polished bronze appearance on the other side. The blue half bears a single, inexplicably sharp edge while the bronze side duller but jagged and serrated, appearing the most dangerous of the two. The grip is wrapped with studded leather, and the pommel it set with a luscious sapphire.
A gleaming greatsword with black crystal decorating the otherwise simple guard. The image of a raven in flight and a trail of its feathers is etched into the flats of the blade. As the blade moves, the raven seems to flap its wings, never quite still, but never leaving the blade.
A goblin made sickle with a rusted, dirty blade covered in old blood and bits of gore.
A greataxe fashioned from the tooth of a kraken and is steeped in the magic essence of the ancient leviathan.
A greatclub of bent mahogany, shod in steel. The metal is in etched in a spiraling, serpentine design that confuses the eye.
A greatsword with a dark, shiny blade like polished wet flint, with a curious and vaguely cruciform groove in the pommel that runs up and onto the blade.
A greatsword with a rune-inscribed blade of adamantine, a leather wrapped oak handle, and a steel ring pommel.
A huge warhammer comprised of a thick length of wood a stride long with a scarred lump of iron the size of a brick for a head.
A jagged shard of obsidian embedded in the bone of an unknown creature, bound with simple leather. The primeval handaxe sends a shiver down the wielder’s spine when touched.
A longspear made of intricately carved wood, with an impossible array of weaving vines that twist chaotically, often doubling back on one another with no discernable pattern.
A longsword with a narrow length of bright steel chased with swirly silver patterns that glow white. When swung, lines of glowing tracery appear in its wake, leaving patterns hypnotic neon tracks in the air.
A mace consisting of a stout wooden haft topped by a metal striking head shaped like a clenched fist.
A mage's quarterstaff made of burnt maple, shod with copper that’s stained an ominous dark crimson. At the staff’s apex rests a marble sized, floating sphere made of glowing ruby.
A maul made of an unsmelted meteor and a finely worked, hardwood handle. The maul is heavy but very well balanced.
A metallic spiked shield whose glittering outer surface is covered in gleaming specks of blue, purple, and red. The sparkling colors lie just below the weapon's surface, reflecting oddly in the light.
A monstrous dagger made from the fang of some ungodly cross a shark's serrated tooth and the long canine of a great cat. The metallic edge, nicked and worn, appears, on some inspection, to be an extension of the tooth's root, as is the grip. There are holes and dents, thereupon, suggestion the iron itself was once fed by nerves and veins.
A nearly incorporeal Random Sword. The translucent blade is shrouded in a black mist and extends outwards like a thin stream of smoke from the black leather hilt. Due to the nearly weightless blade, the weapon weighs only a single pound but the semi-tangible sword can never be coated in oils, poisons or alchemical materials of any sort.
A newly made hand crossbow with a stock made of fir and a walnut bow. The stock has a depiction of the image of a lion within a circle.
A pair of arctic hunting bolas made of leather straps with weights fastened to the end. Each bola has eight different weights made of egg-shaped, walrus ivory etched with the likenesses of birds in flight.
A pair of finely tooled daggers with handles shaped like human women dancing. When sheathed together the handles interlock in an embrace that is not suitable for minors.
A scimitar with a horned grip made of yellowed, human bone and a razor-sharp blade spattered with blood.
A perfectly functional Random Weapon crafted entirely from rock. Any cloth or leather elements are made instead of flexible mineral and studded with finely polished semi-precious stones.
A perfectly functional Random Weapon that's always warm to the touch. Any metal parts are crafted from black iron and sigils of flames cover its surface. The weapon is primarily coloured various shades of red and orange.
A pike made of a treant’s arm that has a bark covered grip that has allegedly never slipped out of a wielder's hands.
A pitch black halberd imbued with the captured terror of its victims. When wielded, the chillingly cold blade releases a baleful aura that makes weaker foes tremble in fear.
A quarterstaff that appears to be a living redwood sapling. The staff is roughly two inches in diameter, and is six feet, two inches in height. It has several branches sprouting from the top eighteen inches, and each branch has several still living leaves. The bark is fairly smooth, but just below the branches there is four almost identical faces circumnavigating the staff. Each is the face of Chislev, Goddess of Nature. Each face represents a different aspect of her essence: The Creator, The Healer, The Defender, and The Destroyer. These faces, although clearly visible, appear to have grown naturally in the bark. The staff has no root system, but instead is capped with bog iron.
A Random Sword with a beautifully carved blade made of a greenish-blue crystal with an unfortunate fracture through the blade’s length. The wielder is instilled with the feeling that the sword is the bane of wicked sorcerers everywhere.
A Random Sword with gleaming blade and a crossguard design in the style of a pair of spread angel wings. The weapon radiates a sense of unused potential.
A Random Weapon adorned with laws and rules in various languages, each of which details the exact standards and specifications of weapon design, construction and ownership.
A rapier with a blade composed of narwhal tusk and a driftwood hilt displaying a scintillating fish scale grip. The basket is made of a large scallop shell, lashed to the driftwood with dried kelp. The weapon rests in a sheath made of a giant lobster’s tail and shark leather, accented by a pair of eel skulls.
A razor-sharp katana (Longsword statistics) with a blade of folded steel and a hilt wrapped in silver wire. The blade is decorated with elven runes that convey the meaning “Phantom of Wealth”. The pommel is in the shape of a perched falcon.
A round, lightweight shield consisting of two antelope horns pointing in opposite directions connected by two crossbars which also acts as a handle. A wielder can tip the spiked shield forward and stab outward with the sharpened horns to wound the enemy. The crossbars are covered with a plate of steel and leather which allows the object to function as a means of protection.
A scimitar finely engraved with strange words and glyphs that are barely visible in any light.
A scythe with a handle of white ash, a blade of painted bone and bars carved into the centre of the blade to resemble the wall of a cage.
A sheaf of five javelins that have throwing cords made of finely braided silver elven hair so reflective that they almost glow.
A shortsword bearing runes acid burned into the blade that glow a dull blue when wielded. The hilt is ornate with two clear gems at the base of the blade on either side.
A slim metal case containing a dozen beautiful, pearl-handled darts with sharpened emerald tips wrapped in a soft cloth.
A simple and elegant sidesword (Shortsword statistics), with a silver guard and gold rivets on the pommel.
A straight silver dagger of plain appearance until it is taken into hand by a good creature. Then, rainbow lights courses through the blade, and the weapon begins to toll gently, yet neither noise nor light betray the blade when stealth is required.
A weathered battle pick that has seen more than its fair share of combat. Age hides the versatility and strength of its sharp point. Warriors of old used this weapon to destroy their foes, preying on the smallest weaknesses with cruel ease.
A single edged longsword made of bleached and polished wood. Its hilt is decorated with alternating garnet and topaz stones. The blade is not perfectly straight, but follows a natural grain. Despite these irregularities, the sword has a razor-sharp leading edge.
A sleek shortsword with a curving blade of a foreign and exotic design. Single-edged, the steel of the blade reflects light like the ripples of a pond. Down the blade's length on either side is etched a coil of twisting rose briars picked out in a deep jade green. The sword's hand-guard is a virtually nonexistent oval of unornamented gold, and the hilt is wrapped in braids of black silk shot through with golden thread. There is no appreciable pommel nut, the hilt ending in a plain frosted steel finial.
A small, eerie dagger, made of bronze and flawless obsidian in the shape of a feather.
A weighty rod (Heavy mace statistics) three feet in length and decorated across the surface with carved skulls and leering faces. These faces seem to subtly shift almost as if writhing in agony. Grey smokes exude from the top end constantly trailing down to the ground before vanishing. Anyone holding the rod feels a strange heat from it.
A white silk bracer containing a half dozen crescent-shaped, silvered throwing knives, all with black leather handles fitted in the weapon’s midsection.
A wooden crate containing 32 crossbow bolts with shafts of oak wood in its natural color and fletching of blue-gray feathers.
A wooden pike approximately seven feet in length, with one end sharp enough to impale an enemy. The other end has a slight crook in it, with a semi-transparent, colorless, and diamond-like stone embedded within the polearm. The weapon notably has several cracks in it, as if it was once shattered into many pieces and then made whole again.
An ancient dagger whose blade and undulating hilt are fashioned from jet black obsidian stone, such that it reflects not a speck of light. The blade is strengthened and honed by rituals long forgotten, never losing its edge.
An ancient stone warhammer carved with runes and weighs twice as much as it should.
An elegant silver sword that when held by a magician, causes pale, almost transparent fire to burst harmlessly into life and play along the length of the blade. The light is surprisingly bright in eerie half-darkness, as if the sword had been dipped in brandy and touched with a match.
An elegantly polished wooden greatclub, with mysterious, ever-changing glyphs swirling over its surface.
An engraved light oaken shield studded with ironwood spikes. Ornamental vines are wound around the spikes, creating the appearance of a lethal briar patch.
An entirely steel-wrought heavy crossbow, so large it’s more like a small ballista. It uses a set of steel gears, cams and cranks to draw the firing string back. The firing beams are long and the weapon generally shaped like a large metal crucifix, symbolizing the torturous punishment for creatures who attempt to escape their mortality. Being hit by a bolt launched from this weapon feels like a strong man hit you full force with a heavy mace.
An extremely corroded, rusty-looking greathammer with ‘Crusty Jim’ carved into the head.
An intimidating longsword with multiple hooks, barbs, and serrations along the blade, excellent for catching and sundering a foe’s weapon.
An unusual looking shortsword, whose handle is longer than the actual blade. It sports a carved ivory skull on its pommel and a small gemstone on its guard that resembles an eye. Half of the blade is serrated on one edge.
A venerable greatsword whose blade is fashioned from the shaved finger bone of a titan, with sharp bits of steel inlaid around the edge.
A well-kept rapier with an insignia of a rose on the pommel with the knuckle guard, inner guard and loop being designed to look like a vine covered by thorns.
A well-used, spiked chain made of high-carbon steel with grips of pebbled black crocodile skin.
A whip created from braided local vines draped over an extraordinarily large chunk of rose quartz.
A yellowed club made out of a ogre’s twisted thigh bone.
An abyssal forged dagger with a hilt of sculpted bone encrusted with a small green jewel. The blade is crude and worn, with the faint smell of sulfur, blood and ash emanating from it.
An ancient knife with a simple leaf-blade design ending in a wooden handle wrapped in cord and leather. Its double edge blade is made of bronze and wickedly sharp, with a needle point. The point seems hungry...
An apprentice blacksmith's first sword made of shoddy pig iron. Although the Random Sword is better than nothing, the weapon is uneven, heavy, poor quality and damn near as cheaply made as can be found.
An elaborate knife carved with special barbs and grooves, meant to channel toxins into the victim’s bloodstream.
An elaborately styled bronze dagger with a handle uncomfortably inlaid with dozens of teeth. The blunt edge is nonetheless coated in sticky blood.
A war pick adorned with blackened metal, inscribed with passages doubting and decrying the gods.
A whip that appears to be made from braided feather down with a bird of prey’s claw at the tip.
A white composite bow of elven make that whispers in the wielder's ear “Swift death to my enemies” in elven whenever nocked.
A wicked looking battleaxe in rough condition, though it was clearly once of fine quality. The weapon's short grip, geometric inlay, and wide-but-balanced head clearly mark it as dwarf made. The weapon's scarred handle, gruesome skull trophies, and notched and pitted blade, however, clearly marked it as goblin owned.
A wicked, barbed trident of black iron and driftwood.
A wooden quarterstaff nearly identical to a length of driftwood. Its dark color and cracked surface suggests that it is several hundred years old, at least. Druidic runes cover its surface, with the rune for “Purity” etched near the bottom. When the staff is near water, the runes begin to glow a pale yellow.
An ancient dagger with a simple leaf-blade design with a wooden handle wrapped with cord and leather. Its double edge blade is made of bronze and wickedly sharp, shiny, with a needle point. The wielder occasionally gets the odd sensation that the weapon seems hungry…
An ebony halberd forged in the Nine Hells. It bears a fearsome aesthetic true to its inhuman origins, featuring a jagged, saw-like blade, glowing red filigree, and an overall design that blends rough organic curves with smooth, artificial edges.
An imposing war fan (Greatsword statistics) that's really more of a steel rod with a large, flared blade at the end. The result is a somewhat difficult to use, but wickedly effective blade that hits with the full momentum of the swing, frequently decapitating opponents.
An elegant shortsword in a wooden scabbard with silver fittings sculpted in floral shapes; on closer examination, many of the flowers contain small bees. The sword's handle is waxy to the touch, and fits comfortably in the hand.
An elven greatsword whose blade is single-edged, slightly curved, with a polished finish and uniformly sharp. The hilt is long and the hand-guard is a circular plate.
An impressive glaive, made of living ironwood, giving the blade a bright green appearance, while the bark covered shaft remains almost pitch black. Despite its wooden origin, its handle feels metallic
An irregular club that has always has a living leaf or three growing out of it. The wooden weapon somehow retains the resiliency and scent of a freshly cut branch.
An octopus leather quiver containing a dozen harpoons (Javelin Statistics), each made of a gleaming, shining steel covered with a blue-white sheen like mother of pearl. Knowledgeable PC’s will recognize the material as pearlsteel, a strange metal crafted by secretive merfolk metallurgists working near volcanic vents in the ocean floor. It is created from fine steel and rare silvery pearls found only in the ocean depths where the pressures alone would kill a land walker. Pearlsteel is highly prized by all undersea races as it slices more smoothly through the resistance that water presents.
An ornate gold and mithril bastard sword. The hilt is wide and has a circular emblem in the center depicting a strange rune. The pommel of the sword has a large curved fire opal put into it. The blade is completely bare of ornamentation but appears to vary in color between gold and silver.
A longsword with a slender, razor-edged, gleaming red blade, its length inscribed with designs of cloaked figures and tall scythes, accentuated by a black blood trough running along its center. The hilt appears whitened like bleached vertebrae and the pommel has a skull-bobbed design. Running from it toward the crosspiece, the hilt was carved to resemble a backbone and rib-cage, and the crosspiece itself resembles a pelvic skeleton, with legs spread out wide and bent back toward the head, so that the wielder's hand fits neatly within the bony boundaries. All of the pommel, hilt and crosspiece is white, like bleached bones, except for the eye sockets of the skull pommel, which seems like black pits at one moment and flares with red fires the next.
Unique Minor Magic Weapons, 3: 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.
The Infinite Tentacle: A foul whip crafted from a tentacle of an unnatural creature of unknown origin that was severed at the tip and imbued with aberrant sorcery. The sinuous tentacle is heavily muscled like a long dry tongue covered in irregular blemishes, unnatural mottled coloring, small patches of hair and assorted misshapen areas of perfectly smooth or heavily calloused skin and tipped with a cluster of barbed spines. Although only three feet in length at rest, the prehensile limb can stretch as far as it needs to in order to rake its barbs across bare flesh and coat itself in the blood of its wielder’s foes. Unfortunately, the farther it has to reach, the weaker and less precise the attack becomes. The wielder has a typical reach of ten feet with the whip but can choose to make an attack with the tentacle against any creature that he can see with a clear line of sight. If the wielder makes an attack at a target father than 10 feet away, the wielder suffers a cumulative -1 penalty on the attack roll's accuracy for each 5 foot increment the target is farther away than 10 feet. For example, if the creature 30 feet away, the wielder has a -4 on their attack roll to hit the target.
B-Flat: A well maintained steel warhammer emblazoned with the musical symbol for B-Flat on its wide flat head. The weapon makes no noise of any sort when it strikes a target and negates any sound the target would make as a result of being hit. Even if the wielder took the weapon into both hands and struck a gong as hard as they could, the result would only be silence. A creature struck by the weapon cannot utter any sounds louder than a barely audible whisper until the start of the wielder’s next turn. This does not prevent the victim from speaking or casting spell, it only affects the volume of their voice. While the warhammer is being wielded and for five minutes afterwards, the bearer cannot speak louder than a barely audible whisper. This does not hinder spellcasting (Unless the spell requires the target to hear the bearer) as the bearer is still able to speak but he cannot provide rallying cries to allies, give instructions or shout for help. The forced whispering hinders the bearer’s ability to properly project their personality and they suffer disadvantage on all charisma based checks that rely on them speaking. ---Note: In game terms only creatures within five feet of the victim can hear him whispering in optimal conditions. During loud situations such as combat, thunderstorms or in a loud taverns, whispers cannot be heard at all.
Aurum: A greatsword that is a masterwork of form and function. The hilt and cross-guard is crafted from bronze and polished ivory, forming the outstretched wings of an angel. Between the wings, set into the base of the blade on both sides, rubies the size of a mortal man’s eyes have been cut and shaped into crimson teardrops. The blade itself is forged of adamantite stained gold, with High Gothic runes hand-scribed along the weapon’s length detailing a long and illustrious lineage of fallen foes. The weapon's kiss is death, a ravaging energy field surrounds the blade, tearing apart solid matter with every strike. Whenever the player rolls to determine the weapon’s damage, he may roll the weapon’s damage die twice and choose either result to use. —Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.
Loxodon Warhammer: An enormous, silver maul inlaid with shining blue runes. The back of the hammer's head looks like the tusks and trunk of a ferocious bull elephant. The weapon feels slightly heavier than normal as if its weight was slightly unbalanced to favour its business end. This quirk of the design allows the wielder’s blow to potentially smash through multiple foes at a time on particularly lethal blows. Once per turn, on the wielder’s turn, when he scores a critical hit with the weapon or reduces a creature to 0 hit points with it, the wielder can immediately make an additional attack with the weapon against a creature within reach.
Lucille: A long club of light wood, wrapped in spiked metal wire (Mace statistics) and covered in viscera that never cleans off. A creature in possession of the weapon feels a certain kind of romantic attraction to it and treats it as though it was a person as well as a weapon. The wielder develops a deep hatred of undead and believes them to be a threat to the club and the weapon is treated as +1 against undead creatures.
—Most of these weapons have not been playtested whatsoever, so feel free to make any modifications that you feel like to use them in your campaigns. They are supposed to be game enhancing, not game breaking.
-Click here for the list of homebrew Minor Magic Weapon Enchantments that many of these weapons are based on.
—Or keep reading for 95 more Unique Minor Magic Weapons.
—Note: The previous 5 weapons are repeated for easier rolling on a d100.
The Infinite Tentacle: A foul whip crafted from a tentacle of an unnatural creature of unknown origin that was severed at the tip and imbued with aberrant sorcery. The sinuous tentacle is heavily muscled like a long dry tongue covered in irregular blemishes, unnatural mottled coloring, small patches of hair and assorted misshapen areas of perfectly smooth or heavily calloused skin and tipped with a cluster of barbed spines. Although only three feet in length at rest, the prehensile limb can stretch as far as it needs to in order to rake its barbs across bare flesh and coat itself in the blood of its wielder’s foes. Unfortunately, the farther it has to reach, the weaker and less precise the attack becomes. The wielder has a typical reach of ten feet with the whip but can choose to make an attack with the tentacle against any creature that he can see with a clear line of sight. If the wielder makes an attack at a target father than 10 feet away, the wielder suffers a cumulative -1 penalty on the attack roll's accuracy for each 5 foot increment the target is farther away than 10 feet. For example, if the creature 30 feet away, the wielder has a -4 on their attack roll to hit the target.
B-Flat: A well maintained steel warhammer emblazoned with the musical symbol for B-Flat on its wide flat head. The weapon makes no noise of any sort when it strikes a target and negates any sound the target would make as a result of being hit. Even if the wielder took the weapon into both hands and struck a gong as hard as they could, the result would only be silence. A creature struck by the weapon cannot utter any sounds louder than a barely audible whisper until the start of the wielder’s next turn. This does not prevent the victim from speaking or casting spell, it only affects the volume of their voice. While the warhammer is being wielded and for five minutes afterwards, the bearer cannot speak louder than a barely audible whisper. This does not hinder spellcasting (Unless the spell requires the target to hear the bearer) as the bearer is still able to speak but he cannot provide rallying cries to allies, give instructions or shout for help. The forced whispering hinders the bearer’s ability to properly project their personality and they suffer disadvantage on all charisma based checks that rely on them speaking. ---Note: In game terms only creatures within five feet of the victim can hear him whispering in optimal conditions. During loud situations such as combat, thunderstorms or in a loud taverns, whispers cannot be heard at all.
Aurum: A greatsword that is a masterwork of form and function. The hilt and cross-guard is crafted from bronze and polished ivory, forming the outstretched wings of an angel. Between the wings, set into the base of the blade on both sides, rubies the size of a mortal man’s eyes have been cut and shaped into crimson teardrops. The blade itself is forged of adamantite stained gold, with High Gothic runes hand-scribed along the weapon’s length detailing a long and illustrious lineage of fallen foes. The weapon's kiss is death, a ravaging energy field surrounds the blade, tearing apart solid matter with every strike. Whenever the player rolls to determine the weapon’s damage, he may roll the weapon’s damage die twice and choose either result to use. —Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.
Loxodon Warhammer: An enormous, silver maul inlaid with shining blue runes. The back of the hammer's head looks like the tusks and trunk of a ferocious bull elephant. The weapon feels slightly heavier than normal as if its weight was slightly unbalanced to favour its business end. This quirk of the design allows the wielder’s blow to potentially smash through multiple foes at a time on particularly lethal blows. Once per turn, on the wielder’s turn, when he scores a critical hit with the weapon or reduces a creature to 0 hit points with it, the wielder can immediately make an additional attack with the weapon against a creature within reach.
Lucille: A long club of light wood, wrapped in spiked metal wire (Mace statistics) and covered in viscera that never cleans off. A creature in possession of the weapon feels a certain kind of romantic attraction to it and treats it as though it was a person as well as a weapon. The wielder develops a deep hatred of undead and believes them to be a threat to the club and the weapon is treated as +1 against undead creatures.
Axe of the Gardener: A greataxe that’s nearly as long as the wielder is tall. The axe's head itself is similarly large, shaped like that of a huge wood-axe, but ornately engraved with leaves and scrolls and inlaid with gold. The wielder feels a deep and strong connection to the natural world and develops an emotional attachment to the supernatural creatures who guard the earth from those who would abuse and corrupt it. The wielder is filled with a sense of reverence and utmost respect for the wilderness and the weapon functions as a +1 if the wielder has never personally cut down (Or directly aided in cutting down) a healthy living tree in his life.
Devil’s Claw: A black greataxe consisting entirely of obsidian, its shape cruel and savage as if ripped from poisoned stone by obscene claws. Knowledgeable PC’s will be able to identify the material as rock taken from Dread Mountain, a profoundly unhallowed place whose active reaches so deep into the earth that is draws tainted magma up from the very edges of the highest circle of hell. The corrupted rock releases a miasma of polluted air that slowly corrodes nearby metal, petrifies wood and stings the skin. Particularly impressive blows create hairline fractures in the stone, releasing pockets of trapped volcanic air that spew outward dissolving the target’s flesh, leaving caustic, chemically burned wounds that reek of acerbic solvents. Whenever the wielder scores a critical hit, the greataxe releases a caustic burst dealing additional acid damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target.
Azerian: A rapier carved from a smooth, matte white marble like material, with a thin blade that sings like a flame in the wind when swung. The handle is warm to the touch and the blade searing to the flesh. When the wielder speaks the command word (The name of the weapon; Azerian), the blade bursts into flames, shedding light equivalent to a torch and dealing one additional point of fire damage on each successful attack. Speaking the command word a second time snuff the flames.
Battle Aspergillum: A heavy mace whose grip is emblazoned with the holy symbol of the God of Random Domain. The weapon sports eight steel flanges allowing for the greater penetration of plate armor and the utter devastation of those clad in less than that. The weapon’s true power though does not come from its physical qualities but by its ability to act as a vessel and conduit of divine power. Within the interior of the mace’s head rests a reservoir capable of storing holy or unholy water. The bearer can pour the contents of one vial of holy or unholy water into the aspergillum’s head (As an action equivalent to making an attack) which fills the reservoir. Whenever the wielder successfully attacks a creature, he can press a button on the shaft, causing tiny holes to open on the mace’s head, dousing the struck creature with the reservoir of holy or unholy water. While reservoir is filled with sacred or profane water, the wielder can utter a brief prayer to the God the mace is decorated with, who takes the liquid as an offering and blesses the weapon with divine power. The wielder can pray as an action equivalent to drawing a weapon, which consumes the water within the reservoir and for the next minute whenever the wielder successfully strikes a target, he inflicts radiant or necrotic damage (For holy and unholy water respectively) equivalent to a dagger (1d4) in addition to the attack's damage. This additional damage is not multiplied on a critical hit. The weapon is designed to hold water and is not designed to hold flammable oil, acid, poison or other alchemical materials and will not function if filled with them.
Blaster's Bearing: A reinforced leather pouch containing 5d6 sling bullets. To the untrained eye the small, rough steel balls appears to fairly mundane, but careful observation reveals tiny holes dotting its surface that lead to a conductive crystal core that holds explosive arcane power. Upon contact with their target’s the bullets explode in a concussive blast of evocation magic. Whenever the wielder successfully attacks a target, he inflicts force damage equivalent to a dagger (1d4) to the target and all creatures within five feet of the target. This force damage is in addition to the attack's damage and is not multiplied on a critical hit.
Blind Reflection: A slender, feytouched longspear, its rowanwood shaft ornamented with brass and black iron. The blade of the weapon is long and shaped like a wickedly sharp prism while its tang is sunk into a black iron socket. The weapon's head gleams with an impossibly reflective surface, like a crystal formed of a mirror's glass. The fey’s blessing on the spear causes particular devastation to the unnatural undead and vile shapechangers and the weapon is treated as a +1 against such creatures. The spear has the vaguest hint of clairvoyant sentience and refuses to be wielded by those who its been sworn to destroy. Shapechangers and creatures who have been voluntarily shape changed in the last year (Typically through polymorphing or wildshaping magic) as well as undead and creatures who have ever summoned, created or raised undead are never considered proficient with Blind Reflection.
Bloodflower: A greatsword with a blade of oddly milky steel, its grip wrapped in black snakeskin and its guard worked into the shape of briars and mandrake plants. The pommel-nut is a slightly-pointed dome of buttery-yellow amber, like a mandrake fruit. In combat the wielder feels the primal energy of unmitigated rage flood through their mind and can choose to throw aside all concern for defense to attack with fierce desperation. When the wielder makes their first attack on his turn he may choose to attack recklessly which gives him advantage on all attacks made with the weapon during this turn but all attack rolls made against him have advantage until the start of the his next turn. When this ability is activated Bloodflower's blade turns crimson and seems to drip blood. The sight of humanoids causes a primal frenzy to stir in the back of the bearer’s mind. Whenever the wielder attacks a humanoid he must always choose to use the weapon to attack recklessly regardless of the risk to himself.
Bloodlust: A brutal looking fullblade that dates from the age of endless war and suffering. It is no less than six feet in length, featuring two edges; one sharp, the other serrated. The metal is deeply marbled with black streaks. The crossbar features a fanged skull and the pommel is a rather serviceable spike. The bearer is imparted with cold, cruel ideas of the nature of battle and how no combat advantage can be ignored or unused, no matter how unfair or dishonourable it may seem. Seeing an impaired target fills the wielder with the purpose to execute them without hesitation or remorse. The weapon is treated as a +1 whenever the target is suffering a negative condition, including but not limited to; grappled, restrained, frightened, paralyzed, poisoned, blinded, prone, incapacitated, stunned or fatigued. The weapon can never be used to inflict non lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, they must choose to kill the enemy.
Bonegrinder: A mace made from a massive femur, with steel flanges set into the striking surface. Its blows cause the victim to feel as if the bludgeon was grinding their bones to powder. The mace is uncommonly good at hitting legs right around the kneecap and the wielder is imparted with the knowledge and ability to injure the enemy in such a way that escape is no longer a viable option. These debilitating strikes allow the wielder’s allies to surround and subdue the enemy. Once per round when the wielder successfully attacks an enemy, he can choose to reduce the target’s maximum movement speed by ten feet until the start of the wielder’s next turn.
Brain Hacker: A massive greataxe, jagged and irregular, with a single jutting spike that resembles the business end of an icepick. The back end of the axe blade is covered in convoluted lumps of metal arranged so as to resemble a human cerebrum. The weapon is specifically designed to slay arcane spellcasters, especially those that rely on their intellect to use magic. All creatures within five feet of the wielder suffer disadvantage on checks to maintain concentration on their spells. The weapon is treated as a +1 whenever the wielder is attacking a creature with a higher intelligence score than the wielder. The enchantment creates harsh synaptic feedback upon striking mentally inferior opponents and whenever the wielder successfully attacks a creature with a lower intelligence score than himself the wielder suffers psychic damage equivalent to a dagger (1d4). A creature who is able to cast arcane spells is never considered proficient with Brain Hacker.
The Ashen Blade: A steel greatsword with a burnt and blackened blade and a hilt fashioned to look like the skull of a ram. While drawn, flakes of ash fall from the blade intermittently, drifting up and away as if riding the heat of a bonfire. When gripped with both hands, the wielder can smell smoke, taste ash, and feel searing heat envelop them for the briefest of moments before passing completely. On some lucky blows the sword flares with immense heat, immolating his target in a raging inferno of barely controlled flames. When used in combat, the wielder’s hands become coated in a fine layer of ashes and half of the damage dealt by the weapon is considered fire damage while the rest is normal for its type. Whenever the wielder scores a critical hit with the greatsword, the player may select a weapon damage die of his choosing (See Note) and that die will be considered to have rolled the maximum possible result for that type of instead of the current result. This must be done after damage is rolled but before it is dealt to the target. —Note: This only affects the weapon’s damage itself, not other sources of additional damage such as sneak attack, divine smite or spell effects.
Bramble: A primal weapon (Pike statistics) made of living blackberry vines woven together into a pike that bristles with thorns and blossoming flowers. When held the vines quickly shift to allow the bearer to grip the gaps between the spikes, usually leaving the wielder unharmed. Whenever the wielder rolls a natural 1 on their attack roll, the thorns are unable to turn in time and deal damage equivalent to a dagger (1d4) to the wielder. The weapon is alive and bears a connection to its bearer wishing to protect and provide for him. During combat if the wielder has not moved yet on his turn, he can plant his feet firmly on the ground and take up a defensive position which causes his speed to drop to 0 until the end of his turn. While in this stance, the wielder brandishes an impenetrable ticket of razor sharp thorns and is able to make an attack of opportunity with the pike against an enemy that enters his reach and if that attack is successful, the creature's speed drop to 0 until the end of the turn. The defensive position ends if the wielder moves, attacks or at the start of the wielder’s next turn. Once per day, if Bramble is planted in the ground in full sunlight for one hour and at least a liter of water is poured at its base, the pike's many flowers self-pollinate, turning into dozens of large, luscious blackberries that can be picked and eaten, providing one meal’s worth of nourishment for one creature. If not picked or eaten within eight hours, the berries rot and fall from the vines, replaced by new flowers.
Cannon: A solid iron contraption of magic and a coiled spring (See Note) that belches fire and smoke with every bullet that it fires. The hefty weapon is made up mostly of one solid piece of iron and cast into the side of the cannon are the words “The Last Argument of Kings” in a deep confident letters. The magewrought implement is weighty in the hand but blows away the wielder's enemies, firing hot lead with enough force to the penetrate plate mail and sheer off limbs, leaving charred, smoking corpses in the wielder’s wake. Half of the damage dealt by Cannon is considered fire damage while the rest is normal for its type and whenever the player roll a 1 or a 2 on a die to calculate the weapon’s damage, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The destructive weapon is so filled with evocation magic that it is prone to overheating and slight warping. Whenever the player rolls a natural 1 on an attack roll with Cannon it no longer fires properly and suffers disadvantage on attack rolls until a creature proficient with blacksmithing or heavy crossbows is able to spent 1d100 minutes making minor repairs to it. ---Note: Cannon uses heavy crossbow statistics but uses sling bullets as ammunition and weighs five pounds more than normal.
Capturebow: A heavily engineered apparatus (Heavy crossbow statistics except as noted) designed to fire nets with iron-weighted corners. It is a bulky contraption of oak and steel, with a hefty spidersilk string that requires the use of a foot-stirrup to cock, but can hurl a weighted net incredible distances due to the evocation magic that multiplies the crossbow’s kinetic potential. A wielder proficient with heavy crossbows can use the weapon to launch a weighted net up to 50 feet accurately. The net is launched with such tremendous force that if it hits a target that is human sized or smaller, the target is knocked prone in addition to being restrained by the net. The Capturebow cannot fire standard bolts.
Cerastes Staff: A bronzewood quarterstaff carved with a sheath of tiny scales and bound with copper rings. When held up to the sun, the staff shines transparent like brazen glass, and reveals intricate internal clockworks of gold, adamant and garnet. A bearer that puts his ear to the grip can hear faint ticking and whirring noises coming from within. Knowledgeable PC will realize that the staff is powered by horomancy, an arcane discipline that uses clockwork to manipulate magic. Twice per day while attacking, the wielder can choose to forgo rolling the d20 to get an 11 on the die.
Chromaglass Blade: A Random Sword whose blade looks like jagged glass, the facets of which are colored in deep jewel tones of emerald, sapphire, flame, blood, and amethyst. The glass has been magically enchanted to be stronger than steel and the the sword is brutally, supernaturally effective. The sword is always considered a +1 weapon but unfortunately for the bearer, the enchantments that provide the blade its lethal potential function by sapping the wielder of his vitality and resilience. While the weapon is being wielded and for one hour afterwards, anytime the bearer takes at least 1 hit point worth of damage from any source, the amount of damage the bearer receives is increased by 1 hit point, due to the weapon’s drain on his constitution. —Note: A combat example: The wielder is stabbed with a dagger and would normally only take 4 points of damage but because he is wielding the Chromaglass Blade (Or has actively wielded it in the past hour) he takes 5 points of damage instead.
Chrysaor, the Sunlit Edge: A finely balanced longsword sharpened along both edges of the blade, Chrysaor is forged, blade and hilt both, of milky white steel. The weapon’s grip is wrapped with plaited rough linen and amber-scaled hide; its quillons are simple and recurved, its pommel an unadorned sphere. Most strikingly, both flats of the pale blade are inlaid with flames and vines of delicate golden wire. When wielded, Chrysaor is engulfed in light like warm sunlight. When swung, Chrysaor’s wirework burns bright gold and whenever the wielder successfully strikes a target, he inflicts radiant damage equivalent to a dagger (1d4) in addition to the attack's damage. This additional damage is not multiplied on a critical hit.
Cloudstrike: A rather large mithral cloud-white lance. The guard for the wielder's hand is shaped like a cloud. The wielder feels lighter than normal and the wielder is filled with a lofty sense of power and scorn for the pitiful creatures that are forced to walk along the filthy ground like ants in the dirt. As long as the wielder and his mount are flying, hovering or floating, their movement speeds are increased by five feet and the lance is treated as a +1.
Deathtouch: A greatsword marked by its distinctive pommel in the shape of a human skull. The grip is etched with drawings of snaking skeletal fingers reaching up toward towards the hilt. When held, the bearer’s mind is filled with dark thoughts of cruelty, senseless violence and causing harm to innocents. The bearer instinctively understands that although the weapon is lethal in its own right, its true power can only be obtained by physically bonding with it. On the wielder’s turn he may activate Deathtouch’s magic, causing the grip’s skeletal fingers to animate, wrap themselves around one of the wielder’s fists and claw into the skin of his hand, creating an unnatural union of sword and flesh. This process takes an action equivalent to making an attack. The wielder feels an unpleasant amount of pressure but no actual pain and takes no damage as the material penetrates the skin, forcing it to remain grasped to the handle. While joined with the wielder, the blade's perverse energies deal unnatural injuries that foul the flesh and stain the soul. When bonded the greatsword is treated as a +1 and all of the damage dealt by the weapon is considered necrotic damage rather than slashing. While attached, the weapon cannot be released or disarmed and the wielder cannot use that hand for tasks requiring any sort of manual dexterity as the hand is considered actively wielding Deathtouch at all times. To sever the bond, the wielder can spend one minute cutting and prying away the fused areas, suffering two hit points of damage per character level (Or 20% of his maximum health or other equivalent amount), or he can take an action equivalent to attacking or casting a spell and use a free hand to rip it off by force, dealing twice that amount of damage to himself due to the sheer amount of lost skin and tissue. —Note: Though Deathtouch only physically bonds with one hand, the wielder must still use both hands to make attacks with it as normal.
Demonbone Arc: A composite bow crafted by the Church of Heavenly Light, a sect of fanatic demon hunting crusaders who believed that the ends justify the means and that demons deserved whatever violent fate they got. The weapon was made from bones and sinew extracted from a dozen living demons flayed while suspended from blessed chains as the Church did its grisly work. The bow was specifically to kill demons, and it does the job remarkably well. Those who use the bow become sadistic, carelessly ending life in the name of their cause, and soon seek only the most brutal, violent and agonizing means of achieving their goals. Whether this is due to the corrupting influence of the material from which the bow is made, or from the religious zealotry that went into its construction is an unanswered question. The weapon is treated as a +1 against demons, devils and fiends and such creatures are never considered proficient with the weapon.
Drach'nyen: A two-handed greatsword whose guard is golden in colour with the leering face of a demon just above the handle. The ricasso of the weapon has spikes protruding from the sides as well as outward from the blade, and the blade itself is blue with red, tormented faces writhing across its surface. The weapon serves as a physical cage for an ancient daemon of pure, unadulterated malice bound to the sword which fuels the blade's power. Knowledgeable PC's are aware that demon known as Drach'nyen was born at the moment of the first murder, the first time a human killed another human outside of the need to survive. The name Drach'nyen (Which can be translated as the End of Empires), is an approximation of the scream of the first murderer and that of the brother he killed. The bearer feels a constant but manageable urge to slay the living and take peace from the earth. The demon rewards those who prove their domination over their own race and if the weapon is used to land the killing blow on a living creature of the wielder's own species, the weapon glows slightly and functions as a +1 for the next eight hours for that wielder only. The eight hour timer is reset each time the wielder meets the weapon’s demonic requirements. The sword can never be used to inflict non lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, they must choose to kill the enemy.
Dùnaidh: A longsword that is truly a sight to behold. A golden dwarven rune inscribed at the base of the blade shines brightly as a candle and roughly translates to "barrier" or "prevention." Etched deeply into the metal is the golden image of a boar. The hilt of Dùnaidh catches the light from the rune and seems to capture it within itself, glowing golden warmth. A single, perfect emerald is set into the pommel, gently releasing a golden-green aura of light. Two open-mouthed boars' heads decorate each side of the crossguard. The blade itself seems to be simultaneously gold and silver while only being one or the other at one time, oddly reflecting golden light while appearing silver and vice-versa. The wielder's every swing leaves behind pale golden streaks for a few seconds. The fuller dives deep and contains sharp ridges resembling a boar's tusks and teeth every few inches. At the tip of the blade is another dwarven rune, this one roughly translating to "finality." Dwarven mystics bound the sheer animal force of the charging boar within the blade allowing the wielder to shove aside the weak. Whenever the wielder successfully attacks a target with a lower strength score than himself, he may choose to push that creature five feet away from himself.
Edge of Dawn: A heavy greatsword with sinuous, curving lines and an almost organic design, its grip contoured to fit the fingers, the bulbous curves of its quillons flowing into its deep-bellied blade. The Edge of Dawn seems alien, unrelated to anything in the known world. Nor does its material dispel this thought, as the huge battle-blade is formed entirely of a pale golden glassy substance tinted with the merest touch, at blade-edge and raised whorls, of pink and colourless fire. Rippled and textured, particularly in the hilt, sword appears to have been poured ... or grown. Though the sword has never revealed itself to be sapient, Knowledgeable PC’s have heard that some wielders of the blade have recorded the sensation of an ancient presence watching their spirits and weighing their actions while they have borne the Edge of Dawn. The sword's alien form, substance and unique properties suggests to many scholars that it is assuredly an artefact (Or even direct conduit) to the forces that shaped the world. Despite its apparent benignity, the Edge of Dawn may bring more than expected to an unwitting or displeasing bearer. When wielded in combat the greatsword is treated as a +1 but leaves the wielder with the disquieting sensation that an eldritch presence is passing some sort of esoteric judgement over his actions and the next time the wielder attempts to get a full night’s rest there is a 10% chance that the he is tormented by a Random Nightmare and gains no benefit from the rest whatsoever as the wielder’s psyche is punished over an unknown infraction.
Embergild: A beautiful longsword, gilded in gold with a blue-black blade and wing-like engravings around the hilt. One third of the way up the blade, the sword has a disc-like pommel engraved with dwarven runes that read “Gold Burns Through Them”. A bearer may lay ten gold coins (See Note) along the length of the blade and meditate on the meaning of the dwarven inscription for ten minutes. At the end of this time, the coins are absorbed into sword and the gold gilding begins to glow red hot. For the next eight hours, half of the damage dealt by Embergild is considered fire damage while the rest is normal for its type and when the wielder lands a critical hit, instead of producing blood, ichor, tree sap, sloughs of undead flesh or other similar substance, the target sheds pure gold droplets. The equivalent of one gold coin per point of hit point damage dealt by the critical hit (In total, to a maximum limit of the amount of hit points the target has remaining), tumbles out of the target’s body and falls to the ground.. —Note: Rather than a flat ten gold, the DM can rule of another flat value, X gold per character level or other reasonable amount.
Fandalurian, the Heartwood Rootblade: A Greatsword with a blade made of a teal-tinted metal with multiple runes etched into the flat towards the hilt end. The hilt and crossguard itself have been shaped into the likeness of a great oak tree, with small emeralds embedded into the branches as if to portray leaves, and a large, spherical aquamarine grasped within its roots. When the tip of the blade is held near to the ground, this aquamarine begins to glow, growing brighter the nearer to the ground the blade tips. The wielder is filled with a sense of reverence and utmost respect for the wilderness and the weapon functions as a +1 if the wielder has never personally cut down (Or directly aided in cutting down) a healthy living tree in his life. Whenever a living creature is killed with Fandalurian, the aquamarine in its pommel gleams brightly, and a small tree sprouts from the slain creature, taking root in its final resting place.
Fenthras: A longbow whose handle is wrapped in tight, dark brown-black leather. At the cusp where nocked arrows rest against the handle, there is a golden-bronze metallic inlay. The rest of the bow is a curved, verdant green, jungle vine texture as if building on itself in a series of natural leaf scales. Whenever an arrow is nocked it takes no strength to pull back the string as if the bow itself is doing all the work. Arrows fly off at an incredible speed when shot and the bow flexes forward with such intensity that it makes a roaring whooshing sound. Twice per day before making an attack, the wielder can choose to activate the bow’s natural druidic magic, potentially entangling the target. If the attack hits, dozens of brambles burst from the arrow’s wooden shaft, wrapping around the target who becomes restrained by the hard, thorny vines. In addition to the arrow’s wound, the target suffers piercing damage equivalent to a dagger (1D4) and is restrained as if caught in a standard weighted net.
Firefly Dagger: A finely crafted dagger whose hilt is wrapped in a tightly woven red rope that is warm to the touch. The end of the dagger has a large bronze bulb and the end. The blade itself is engraved with the image of a flame, which seems to dance as light reflects of its surface. The bearer can mentally command the bronze bulb to glow with a fire coloured light equivalent to a candle or to extinguish itself at will. Only the wielder is able to perceive the light, all other creatures see no additional illumination. Twice per day as an action equivalent to making an attack, the wielder can launch a firebolt from the dagger as a target it can see within 60 feet. To hit the wielder must make an attack roll as if attacking with the dagger vs the target’s armor class and it deals fire damage equal to a greatsword (2d6).
Flickering Mirage: A razor-keen, gleaming rapier bearing a hilt wrapped in gold wire. In the pommel is set a many-faceted topaz, and a sunburst picked out in amber ornaments the blade on either flat. The sword is warm to the touch like a stone heated by the light of a summer’s day and the blade is perpetually engulfed in a hazy heat mirage. Twice per day as an action equivalent to drawing a weapon, the wielder may grasp the bare blade, or press their thumb against a tiny barb tucked into the hilt dealing damage to himself equal to a dagger (1d4). When blood is drawn, the wielder shifts in a shimmering heat wave, teleporting up to fifteen feet away to an empty space that he can see and leaving behind a perfect illusory duplicate of the wielder in the space he left. The duplicate copies the wielder’s movements and moves as though it was the real thing. The illusion lasts until it takes any damage or until the start of the wielder’s next turn at which point it fades away.
Flux: A multihued longsword that twists and writhes, almost like a snake, and very seemingly with a mind of its own. A small piece of roguestone has been embedded into its hilt, and fractured glyphs adorn the dark leather hiltwrap. With each successful strike in combat, the glyphs pulse and flicker with barely contained power threatening to explode with power and alter the very fabric of reality. On truly remarkable attacks, a small portion of the untamed artifice surges free and causes unpredictable effects. Whenever the wielder lands a critical hit on an attack roll with the weapon, the player must roll on the Wild Magic Surge Table and that effect occurs in addition to the critical hit. While rolling on the table, the wielder is considered the “caster” and the critical hit is considered “spell” for the purposes of the surge. —Note: For D&D 5e players the DM can choose to have the player roll on my homebrew tables of effects on this blog, the published Sorcerer’s Wild Magic Surge table or any other random effect table you can find. Should the player roll on a result that would be grossly detrimental for the campaign (Such as casting Fireball at their own feet resulting in a TPK) the DM should feel free to have the player reroll.
Frozen Moment: A mace that’s faintly cold to the touch with a hilt wrapped in silver wire. In the pommel rests a domed snowy white opal, and snowflakes picked out in frost agate ornaments the flanges of the head. Knowledgeable PC’s will have heard stories of a peaceful knight who received Frozen Moment as a gift, that he might seize those scant moments in battle to parley and show his adversaries another path. At the first moment of combat the bearer can decide to take a moment and attempt to deescalate the situation, hopefully resolving the fight without overt bloodshed while simultaneously preparing for that grim eventuality. When initiative is rolled, the bearer can forgo his roll and instead choose to go last in the initiative order out of all creatures involved, causing the mace to frost over. When the bearer activates this power his breath becomes cold and icy as he gains the ability to chill his hot-blooded enemies. At the start of each of his turns during that combat the bearer can attempt (As a free action) to persuade, intimidate or bluff other creatures in combat to surrender, escape or follow an otherwise peaceful course of action and gains advantage on that roll. Those that refuse a peaceful option have accepted the consequences and when the wielder has chosen to go last in combat and has offered his foes a non lethal solution, the mace is treated as a +1 until the end of the fight.
Gilded Gyre: An ornate sling made of carefully stitched leather interwoven with gold thread. Stamped on the outside of the cup in gold leaf is the face of a smiling, pudgy halfling. Knowledge PC's will have heard the story of Farel Harod, a halfling of some renown who was forced to use ammunition made from beaten gold coins when he ran out of proper bullets during a long dungeon crawl. Surviving the delving, he took the idea to an artificer and they partnered together to create this line of magical weapons, thus ensuring the Farel Harod could retire in peace. The weapon can load and fire silver or gold coins as easily as with as much effect as a typical sling bullet. Should a silver coin be fired, the bullet counts as a silvered weapon for the purposes of overcoming damage resistance and immunities. Should a gold coin be fired, the bullet is treated as a +1. The coins disintegrate upon impact and cannot be recovered. The sling can fire mundane bullets without issue.
Goresong: A battleaxe forged to resemble two wings, much like those found on a valkyrie’s helmet. As it sweeps through the air, the weapon emanates a distinctive harmonic wail which changes in pitch and tone as it carves through foes. The weapon’s sonic vibrations change match the resonance frequency of its target, causing blows that splinter bone, rupture eardrums and explode hearts. Whenever the wielder successfully attacks a target, the wielder inflicts thunder damage equivalent to a dagger (1d4) in addition to the attack's damage. This additional damage is not multiplied on a critical hit.
Gryphbane: A well-balanced warhammer, Gryphbane has a spiralling haft of magically-hardened bronze and a grip of blackened iron wrapped in wolfskin. Its head is composed of two stylized predator's heads of bronze, picked out with gold and silver wirework and the eyes inlaid with amber; out of the gaping, fanged mouths of the beasts protrude the two massive heads of the hammer, cast from iron as strong and polished as fine steel. Knowledgeable PC’s will have heard of the legendary Gryphbane; an ancient weapon belonging to Therex of the Nightwolf House, famous in song and legend as wielded by that chieftain in his battles against the arcane Neu and their artificial servants. Many of the inhuman spell-wielders had the life crushed from them by the hammer's pitiless blows. The warhammer is treated as a +1 against creatures capable of casting magical spells, as well as animated constructs and all beings summoned or animated by magic. None of the creatures that Gryphbane would be considered a +1 against can wield the hammer properly and are never considered proficient with it.—Note: A DM may rule that innate or racially gained spells and magical abilities do not count towards being a spellcaster for the weapon’s purpose.
Helshezag: An evil bastard sword with a blade unlike any that has been seen before. It is wholly black, a black so dense that it appears entirely separate from the hilt, like a tear through which the wielder can glimpse the nightmarish depths of space. Use of this evil sword magnifies the warrior’s combat prowess but also drains the wielder’s life force. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.
Holy Moonlight Sword: An arcane claymore (Greatsword statistics) that attracts the faint light of the nighttime. When blue moonlight dances around the sword, it channels the abyssal cosmos and its great blade swings with a shadowy lightwave. The weapon is treated as a +1 in direct moonlight or starlight and the wielder can see twice as far as normal in moonlight or starlight.
Horn of the Storm Dragon: A spiralling horn originating from a storm dragon and long enough to be held in both hands and wielded as a pike. The horn flickers with jolts of power and discharges small static shocks on a regular basis and when held, the wielder’s hair stands on end and small arcs of electricity to jump between fingers and strands of hair. When actively being used in combat, the electricity charges and discharges faster as the weapon audible crackles and violently sparks. The weapon’s conductive nature directs lethal jolts of power directly into the target’s body, shocking the delicate nervous system and leaving smoking, flash burned skin. Half of the damage dealt by the pike is considered lighting damage while the rest is normal for its type. Whenever the wielder brings a creature to 0 hit points or kills a creature with a blow from the spiked chain, any damage in excess of that needed to kill or down the creature surges in the corpse and can be redirected. The wielder can immediately choose another creature he can see within 30 feet of the dead creature and launch a bolt of electricity at them which automatically hits, dealing lighting damage equal to the amount of damage left over after bringing the original target to 0 hit points. If this lighting bolt kills the second target, the wielder may repeat the process on a third target (Then forth, fifth, etc) until there is no more excess damage. —Note: A combat example: The wielder hits a near death creature who has 5 hit points, and deals 20 damage. The creature dies at 0 hp and the wilder directs a lighting bolt dealing 15 damage at another wounded creature who has 10 hp remaining. The second creature also dies and the wielder directs another lighting bolt at a third creature which deals 5 damage, leaving the third target injured but alive.
Ironfoe: A battleaxe crafted from a single, massive block of dark iron, sculpted into a perfectly symmetrical shape. Dwarven runes are carved in relief on its surface, suggesting that this is a weapon of great power. The weapon feels perfectly comfortable in its wielder’s hand, despite its obvious heft and weight. The wielder is able to repeatedly guide the weapon to strike the exact same location, causing increasing amounts of damage. Whenever the wielder attacks, each hit against a singular target deals additional damage equal to the number of successful hits made against the target during this turn. The first hit against the target deals 1 extra damage, the second 2 points, the third 3 hit points, etc. This is added to the attack’s damage and is considered the same damage type.
Ironheart: A mace made of cold iron, set with heavy, wicked flanges but no core in its striking head, only a small hook. Certain talismans made of fine jewels are designed to attach to such a hook. The simple movement of a single pure gem within the cage of the flanges creates a heavy tolling, like the bells of doom. If a certain type of gem with a value of at least 100 gold pieces is set within Ironheart, half of the damage dealt by the mace is considered the corresponding damage type (See Note) while the rest is normal for its type. The mace’s magic draws upon the different classes of precious stones in unique ways, allowing the wielder to switch between talismans for different effects. Changing out one of the gems within Ironheart for another requires a free hand and an action equivalent to making an attack or casting a spell. When the mace is set with a precious enough stone and is used to land a killing blow on a living creature, the weapon emits a deep loud reverberation and heavy tones remind all those who hear it of the fleeting nature of life and their own mortality. The wielder can then lock eyes with any living creature within 60 feet and cause them to become frightened of the wielder until the end of that creature’s next turn. ---Note: The gemstones and corresponding damage types are as follows: Ruby = Fire, Sapphire = Cold, Diamond = Force, Emerald = Acid, Amber = Poison, Topaz = Lighting, Amethyst = Psychic.
Midnight's Claw: A greatsword whose blade and hilt forged of one solid length of pitch-black steel, Midnight's Claw is a massive and yet surprisingly maneuverable weapon. Simply ornamented, the sword's hilt is wrapped in white wolfskin, the pommel a heavy ring and down the blade runs a series of etchings that resemble a lacework of frost. The wielder experiences a strange unnatural calm while holding the blackened talon, as if all of their empathy, hatred, compassion, rage and all their strongest emotions were locked away behind a frozen wall of objective reason. The wielder acts with brutal rationalism and callous logical reasoning which makes them a nightmarish opponent on the battlefield but an unfeeling sociopath in casual conversation. The wielder is able to use the abominable looking weapon in ways a person with even a drop of compassion never would, manipulating the blade to great effect, landing cruel, maiming strikes. Twice per day when the wielder successfully attacks, the player may select any single rolled damage die of his choosing (See Note) and that die will be considered to have rolled the maximum possible result for that type of die instead of the current result. This must be done after damage is rolled but before it is dealt to the target. Handling Midnight’s Claw leaves the wielder emotionally crippled and while the greatsword is being wielded and for one hour afterwards, the bearer suffers disadvantage on all skill checks involving animal handling, insight, sense motive and all charisma based skill checks. —Note: This affects the weapon’s damage itself AND other sources of additional damage such as sneak attack, divine smite or spell effects.
Dreadforge Retaliator: A fearsome greataxe with a huge serrated blade, with cruel-looking spikes jutting out from the top and back of the blade. The weapon appears to be orcish made and blessed by shamans attuned to the natural rhythms of the world. The weapon is infused with the spirit of a wild boar that lends its primal rage against any foe that dares harm its bearer. Whenever the wielder is struck by a critical hit in melee, the spirit pours its natural aggression into the wielder who is able to immediately attack any creature within his reach as an attack of opportunity.
One Foot In The Grave: A heavy pickaxe once owned by the gravedigger of a large cemetery. Its dull grey cast and half rotted leather grip make it look like a poor choice of weapon, despite its serviceable construction. When in possession of the weapon, the bearer's nose only pick up the scent of freshly turned earth and mildew. At exactly midnight each night, creatures within earshot of the pickaxe will hear the sound of the blade being dragged across a whetstone emanating from this weapon as it sharpens itself to a well-honed point. The digging tool does this without the need for an actual oil stone or lubricant and afterwards an observer will notice that the weapon penetrates tough rocky soil or plate mail armor as easily as a stabbing a hot knife through butter. The supernatural maintenance wears down quickly and it only takes a couple of successful hits before the pickaxe reverts to a respectably sharpened head. After the weapon prepares itself at midnight, the next two successful attacks made with it are treated as if the weapon damage dice rolled the maximum amount possible. Afterwards the damage is rolled normally until the pickaxe can sharpen itself again. If the blow is a critical hit, that damage is also maximized, however other sources of extra damage such as a paladin’s divine smite, a rogue’s sneak attack or spell effects are not affected.
Orcsplitter: A battered battleaxe that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for "orc," but the runes are depicted with a gap or slash through the markings; the word "orc" is literally split in two. When in the presence of orcs the bearer will feel uncomfortable and suspicious of their words, actions and goals. If the bearer himself has orcish heritage, he feels a great sense of animosity and unreasonable anger directed towards him from the implement. The weapon is treated as a +1 against orcs and such wielders are never considered proficient with the weapon.
Oth’noarithvim: A longsword made from iron rendered from the blood of a great red dragon, tempered in magical flames from the charcoaled bones of said dragon and cooled in the fluids drawn from its massive eyes, forging a blade of devout and selfish purpose. The crossguard is set with black horn, the hilt in ivory and the pommel tipped with a smooth conical tooth. Wrapped around the hilt is an oddly pebbled hide cured from the wyrm’s tongue. The scabbard appears to have been shaped, split, hollowed and re-bound from a single great horn. Knowledgeable PC's will know that the namesake of this longsword is one who seeks treasure hordes that will and must be found. In Draconic runes Oth’noarithvim is etched down the blade and on the other side the phrases “Dragon Born” and “Dragon Bane”. In the language of wyrms there is a difference between seeking something that may be found and seeking something that will or must be found. The longsword is vengeful towards its own kind and is treated as a +1 weapon against dragons and draconic creatures. The covetous nature of dragons still rests within the blade and once per day, the bearer may meditate over the weapon for one hour in order to gain the senses of a hoarding dragon for a moment. At the end of the hour, the bearer is imparted with the direction of the largest collection of precious metals or gemstones that is more than 50 feet away but within a 500 foot radius of himself. The draconic blade imparts the bearer with the direction to the hoard of wealth but not the specific path to take and the heightened senses lasts for only a moment before returning to normal.
Pale Soul: A scepter (Mace statistics) the size of (And eerily bearing a faint stylized resemblance to) a human femur, carved of a solid length of translucent, white jade. The scepter's shaft is delicately carved in low relief with curls and arabesques that make up an artistic rendering of a soul. One end is tipped with a sculpted demisphere, the other with a vaguely scroll-shaped finial. In total darkness the weapon glows faintly with a soft pearly light. Pale Soul grants an individual the ability to contend with restless spirits. The wielder can attack incorporeal undead (And similar disembodied spirits) as if they were material creatures capable of being harmed with nonmagical weapons. Pale Soul's bearer may also use the scepter to perceive incorporeal undead and intangible entities within a 100 foot radius who aren’t behind total cover. This ability takes an action equivalent to drawing a weapon and such creatures glow a faint pearly white to the eyes of the scepter's bearer.
Plague Splinter: A longbow made of gnarled and rotten wood covered in irregular patches of sickly moss and beads of dried dark green sap. Any arrow fired from the bow takes on a similar mossy rotten appearance and burns with sickly green glowing light for the round it’s fired. Upon impact the arrowhead shatters into a number of diseased fragments that taint the wound and strain the target’s body. Whenever a living creature damaged by the weapon would be healed (By any source, power or ability whatsoever), roll the amount healed twice and use the lower result. Should the creature instead be healed for a non-rolled amount of hit points, reduce the amount healed by one to a minimum of zero. The target's body is able to overcome the necrotic splinters fairly quickly and the effect only last until the start of the wielder's next turn.
Prismatic Greataxe: A greataxe with a haft of bronze and copper metal, on which five multicolored runes are inscribed in an ancient language. Cogs and gears turn and spin, clicking and whirring noises rise from its center. At the top of the haft is a large gear with five colourful gems. A spectral blade appears whenever the weapon is drawn, in a colour that matches the wielder’s eyes. The glowing, translucent blade takes on a specific elemental or metaphysical quality in to the bearer, instantly changing to match each new wielder. Whenever the wielder successfully strikes a target, the wielder inflicts X damage equivalent to a dagger (1d4) in addition to the attack's damage. This additional damage is not multiplied on a critical hit. The weapon displays no special function for creatures without a natural eye colour or who lack eyes entirely and creatures with multiple eyes colours can will the weapon to glow and deal damage in either of their natural eye colours. —Note: The X for damage is based on the wielder’s eye colour and associated damage types are as follows: Amber / yellow = Lighting. Black = Necrotic. Blue = Cold. Brown = Acid. Green = Force. Gray = Thunder. Hazel = Poison. Purple = Psychic. Red = Fire. White = Radiant.
Quiver of Dark Wings: A quiver made of stiffened leather, bound with iron and decorated with fine silver trim. Inlaid into the leather are several runic symbols that appear to show a raven in flight. Inside the quiver are 5d6 crossbow bolts, each of which has a tiny sigil engraved on the head. A bearer can concentrate for a minute while speaking a message of up to 25 words and fire one of the bolts into the air. This process transforms the projectile into a magical raven which is capable of travelling up 50 miles in any direction over the next 24 hours. While concentrating the bearer must specify a location, which he must have visited and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. When the raven arrives, it delivers the message to the creature that the bearer described, replicating the sound of the bearer’s voice. The bird speaks only to a creature matching the description the bearer gave. After delivering the message, running out of time or dying en route, the raven crumbles to dust.
Razor, the Warrior's Weapon: A glass-like blade formed of magical force, appearing as a near-transparent sheet of impossibly thin material. When lifted, the wielder can feel a slight mental presence from the sword, urging them to fight, to kill and to win. Shaped like a machete (Shortsword statistics) the enchanted blade is sharpened to the molecular level and it slices through the wielder’s enemies as if they were warm butter under a hot knife. All of the damage dealt by the weapon is considered force damage rather than piercing or slashing damage. Attempting to block or parry the paper thin blade is a hopeless effort and whenever the wielder attacks he ignores any and all defensive benefits that an opponent’s shield would normally provide. Razor has a tendency to open arteries, and sever spines in its victims and it can never be used to inflict non lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, they must choose to kill the enemy.
Reaper: A slim harvester’s scythe (Warscythe or bastard sword statistics) with a severely angled blade like that of a serpent's fang. The curving cutting edge is honed to a point fine enough to draw blood with the slightest touch and wisps of dark smoke drift from the pitch black blade. When the wielder scores a critical hit while wielding the scythe with two hands, he can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Furthermore, on a two handed critical hit, whenever the player roll a 1 on a die to calculate the scythe's damage, they can reroll the die until they receive a result that is not a 1. —Note: This only affects the weapon’s damage die itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.
Salt of the Sea: A trident made of a green tinted steel that has green algae growing from the prongs, the tips of which have large, reinforcing shark teeth attached. The weapon is constantly damp, drips saltwater intermittently and when grasped, the wielder's ears pop as if subjected to a drastic change in pressure. If the weapon is completely submerged in saltwater it is treated as +1 for the next hour. When the wielder successfully lands an attack against a kraken or other giant sea creature at least one size category larger than himself, the player can roll the trident’s damage dice twice and choose either result to use. ---Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. If your system doesn’t use size categories, the enchantment can function as long as the aquatic creature is at least twice as large as the wielder.
Serum Katar: A brass punch-dagger (Dagger statistics) with a web-patterned engraved into the metal. The deep grooves connect to a hidden chamber in the handle, where the arcanely preserved venom glands of a number of different mundane and magical creatures await to produce various toxins to suit the wielder’s specific needs. Apart from the standard weakening, numbing or sickening venoms, the dagger contains more exotic natural toxins can render a victim mentally unbalanced, with confused thoughts, paranoid delusions or even leave the poor soul in severe dissociative state. With a successful strike, the wielder can mentally direct one of the glands to release some of its venom which travels along the blade’s grooves and into the unwitting foe. Twice per day when the wielder successfully attacks a creature, he may choose to impose disadvantage on saving throws of one of the target’s ability scores (Such as Strength, Dexterity, Intelligence or Charisma) until the start of the wielder’s next turn. These venoms spoil quickly once outside of their preserving enchantment and does not last long enough to apply to a secondary weapon or to store in a vial.
Shining Blade of Keljaia: A finger ring of translucent crystal that when closely inspected appears to hold a tiny rippling ribbon of golden flames within its core. When so willed by the band’s bearer (An action equivalent to drawing a weapon), the ring produces a thin blade-like ray of golden fire a foot or so in length. The wielder may attack with this blade as if it was a rapier that deals entirely magical fire damage. On a successful hit, the wielder can choose to do nothing more than superficial damage (Dealing zero hit points), such as to leave no more than a fine slice down the target's cheek as a warning. The wielder can smother the flame with a thought and the fire gutters out if the ring is removed.
Snowfall: A two-handed greatsword that feels uncomfortably cold to the touch. The blade and hilt are a single piece of poorly crafted iron, almost as though the forge in which it was born failed to reach a proper temperature. The grip is made of sheets of copper metal while the pommel and cross guard are made from a smooth, polished white marble. The rain-guard is made from a magical pale blue gemstone. The air around the sword is always unusually fresh and crisp though it has no distinct smell. The blade is freezing cold, quite dull and is all but impossible to sharpen. The weapon’s icy magic inflicts rime rimmed wounds that leak slushy, half frozen blood from blackened, frostbitten flesh. When used in combat, the wielder’s hands become coated in a fine layer of frost (Which deals no damage and melts normally) and half of the damage dealt by the weapon is considered cold damage while the rest is bludgeoning damage, as the greatsword cannot be honed properly.
Soloth’s Bane: A masterfully wrought longsword, the hilt and quillons are a dark, almost black, gray in colour, with the quillons forged to resemble flames capped by curls of smoke. The blade itself is a faint shade lighter, and radiates heat when unsheathed and scalds if touched for more than the briefest of moments. When turned in sunlight, thin ribbons of silver, metallic red, yellow, and orange seem to snake up and down its length, never in the same place, shape or colour twice. Whenever the wielder successfully strikes a target, the wielder inflicts fire damage equivalent to a dagger (1d4) in addition to the attack's damage. This additional damage is not multiplied on a critical hit.
Sommerswerd: A beautifully crafted broadsword (Longsword statistics) forged from an unknown metal alloy with a golden sheen and enchanted to focus the power of the sun. The blade seems to take it and redirect sunlight similar to the way a glass prism splits light. The bearer can feel the power and heat of the sun tingle over their entire body like a warm embrace. The weapon is treated as a +1 in direct sunlight and half of the damage dealt by the weapon is always considered radiant damage while the rest is normal for its type. To retain its power, the weapon must spent at least seven non-consecutive hours per week in direct natural sunlight, absorbing the solar energy and storing it within itself. If this requirement is not met, the sword's magic begins to fade and it enters a state of hibernation during which time it does not provide its combat bonuses. To be brought out of hibernation, the weapon must spent a total of eight consecutive hours in direct natural sunlight at which point it returns to normal functioning —Note: Direct sunlight can include shady areas such as under a forest canopy but not areas primarily lit by non-sunlight such as most indoor settings.
Spear of St George: A knightly lance with a shaft made of polished boreal birch inlaid with silver and tipped with mithral. Its entire length is decorated with ice crystals made of pure blue tourmaline. The weapon is treated as a +1 against dragons and should the wielder be riding a horse or other similar mount, said animal is rendered immune from all magical or supernatural effects originating from dragons such as dragonfear or breath weapons, but not mundane physical attacks such as claws and teeth.
Squirrel Fangs: A rustic quiver containing 5d6 masterfully made arrows of wood-elf craftsmanship. The arrows are specially fledged with long, narrows grey feathers, their shafts fluted for increased stiffness and weight reduction. The design causes them to be quieter than a whisper and loosing one of the arrows does not break the wielder's stealth or concealment and the wielder is just as well hidden as they were before attacking. The projectiles each have three razor sharp edges, positioned at an angle. When it enters the body, the arrow rotates, boring in like a screw, mutilating the tissue, cutting through blood vessels and shattering bone. When rolling damage for the arrows, instead of a single damage die when the wielder successfully hits a target, the player instead rolls two dice that equal the value of the original damage die and add the results together. —Note: For example, a normal shortbow that dealt 1d6 now deals 1d4 + 1d2, or a longbow previously dealing 1d8 now deals 2d4. The wielder still only makes a single attack roll for both dice and both damage die are of the same damage type as the original die. For simplicity’s sake, the DM should make a permanent decision on which two dice are rolled.
Storm Shepherd's Crook: A long wooden shepherd's crook (Quarterstaff statistics) carved with runes and sigils that glow with a faint blue light. The staff seems like a druid's or hedge wizard's creation meant to serve as a shield as much as a weapon. When held, the bearer's hair crackles with static electricity, sparks jump between the wood and his fingers and the bearer can never be struck by natural lighting. The bearer is protected from unnatural electricity as well, siphoning away some of the arcane power into a ball of lighting within the curved crook of the staff until it can be released. Whenever the wielder would take lighting damage he can spend an action equivalent to an attack of opportunity to reduce the lighting damage by the equivalent of a dagger (1d4) to a minimum of 0. After reducing the damage in this way, the first time the wielder lands a successful attack with Stormbinder's Crook before the end of his next turn, he deals a dagger’s worth of lighting damage (1d4) in addition to the attack’s regular damage.
Sunfire Shuriken: A bag containing a 5d6 shuriken, each made of flat bronze blades with a large copper ball set in the center. They are slightly heavy than normal and the copper balls are always warm and tingly to the touch as if they held arcane evocation potential. Whenever the wielder successfully attacks a target, the weapon releases an explosive burst dealing additional fire damage equivalent to a dagger (1d4) to the creature and all enemies within five feet of the target. This fire damage is not multiplied on a critical hit. The objects are not recoverable after being thrown.
Tal’Kierthan Songblade: A smooth, curved scimitar crafted centuries ago by the secretive night elves, who employed special songs in its construction. As a result, the blade constantly chants in a barely audible elven voice that rises in timbre as the weapon engages in combat. The songblade is an elegant weapon and a joy to wield, bathing the bearer in a buoying elven song when brandished in combat. A musician with a trained ear hears a little more from the blade than a layman and is able to swing the sword to perfectly match the rise and fall of the songblade's pitch, allowing it to reach its full potential. The scimitar is treated as a +1 weapon if the wielder is proficient in the perform skill or is proficient with any type of musical instrument.
Tallo: A beautifully wrought, blue bladed dagger with a tapered point. Its handle has a shallow pair of snakes twining their way from the blade towards an emerald pommel. The snakes’ mouths clasp the stone at either end. The emerald is capable of absorbing and redirecting magical energies and the wielder can take an action equivalent to making an attack to channel a finite magical resource (Such as a level 1 spell slot, mana points or an encounter power) into the weapon. This causes Tallo to violently hum with power the dagger is treated as a +1 for the next hour regardless of who holds it.
Taran Icebreaker: A heavy flail consisting of three balls of blazing blue fire on the ends of black iron chains all linked to a central whalebone haft. The constrained elemental power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Despite its scorching offensive power, the weapon is not hot to the touch, even the azure spheres only slightly warmer than room temperature. Knowledgeable PC’s will have heard that a score of these weapons were originally employed in the far northern reaches of the world for use against the cold-based creatures that live there. All of the damage dealt by the flail is considered fire damage and whenever the wielder scores a critically hit, the weapon releases a fiery burst dealing additional fire damage equivalent to a dagger (1d4) to the target and all enemies within five feet of to the target.
Tears of Ivory: A slim, slightly-curved dagger forged with blade and hilt all of one piece of steel, the grip wrapped in plaited silver wire. Inlaid along both sides of its blade are thin, delicately-carved slices of unicorn horn in the shape of a rearing unicorn. The entirely of the object is coated with a thin layer of solidified rubbery magic that spreads the weapon’s strike throughout the target, making it debatably more effective but technically less lethal. The distribution of the force of the blow over the target’s body increases its accuracy, causing even glancing blows to strike true. On the other hand the division of the impact over the target’s being means that there is no singular lethal blow. The weapon is treated as a +1 but all of the damage dealt by it is considered nonlethal / stun. The weapon leaves no visible marks of injury nor will it ever kill any of the targets struck by it. If a target would take damage that would result in death or a near dying state, they are instead rendered unconscious, but stable. Once per day the wielder may take an action equivalent to an attack to press the unicorn horn inlay against a creature with reach activating the horn’s faint remaining power and healing the creature as much as a dagger’s damage (1d4). —Note: Some systems do not use nonlethal / stun damage mechanics and this weapon may be more powerful because of that. In those cases a DM may use their discretion on ruling that certain types of creatures such as undead, constructs, elementals or gelatinous cubes may be resistant or immune to the nonlethal damage caused by this weapon.
Terror's Fury: A scimitar that possesses all the length of a typical two-handed sword. Terror's Fury is single-edged and slightly curved, with a curving sharpened spur at the root of the blade. The blade's blued surface is ragged with streaks of cinnabar like streaks of lightning; the quillons and pommel-nut are simple bronze, the grip wrapped in the hide of a tiger. When the weapon is used to land a killing blow on a living creature, the sword emits a deep loud reverberation just like a large gong or heavy bell. The heavy tones remind all those who hear it of the fleeting nature of life and their own mortality. The wielder can then lock eyes with any living creature within 60 feet and cause them to become frightened of the wielder until the start of the wielder’s next turn.
The All Seer: A seemingly ordinary longbow at first glance, albeit one that is long aged and wrapped in rotten linens. As soon as the wielder gazes at it for more than a few seconds, he notices that the wrappings are actually quite pristine, and the wood is a fresh, light brown. After holding it for a full minute, the wielder can see thin metal bands along the outer length of the arms that end in tiny purple stones, while the string takes on a pearlescent sheen. The wielder’s sense of focus and awareness are heightened while holding the bow and he gains an instinctual feel for placing accurate shots on small targets. The wielder is able to see in dim light as easily as bright light and when attacking, the All Seer ignores the any benefits the target may have for half cover and three-quarters cover. Knowledgeable PC’s know that the All Seer has popped up from time to time throughout history, seldom within the same century, and never in the same hands. It is reputed to have been used to achieve several impossible shots and deeds of note. No-one knows how, why or when it was made.
The Axe of Emperors: A two-handed, double-bladed, starmetal greataxe with a handle made from darksteel. It is obviously magical, even to an eye untrained in such things. Its haft is wrapped in metal strips, with the base of the axe carved to resemble a dragon at rest. In its teeth, the dragon holds a glistening emerald. The other end of the axe appears like nothing so much as a phoenix taking flight, its wings the blades and its feathers the serrated edges of the Axe. In its talons the firebird grasps a zendalure gem of indeterminate value. Finally, there is a large king's tear gem set at the very tip of the axe, grasped by a tiny hand. Knowledgeable PC’s are aware that this is a historic weapon passed down a long line or martial Emperors who could always be found fighting at the frontlines of their armies. A creature holding the weapon experiences the feeling that they are being watched and judged by the spirits of those who wielded the weapon before him. A bearer may spend ten minutes paying homage to the spirits by humbling himself and making a token sacrifice of his pride by completely shaving his head and face, honouring the previous wielders and asking for their guidance. Once the ceremony is finished the spirits grant their blessing and the greataxe is treated as a +1 for the next eight hours for that bearer only. The bearer must wait at least ten days until they have long enough hair to re-enact the ritual to the spirits satisfaction.
The Burning Road: A massive two-handed fullblade, almost too heavy to lift, The Burning Road bears an unnaturally broad blade and a chisel tip. Forged not from any metal but from black basalt, the sword's blade is shot through with glowing veins of red-hot magma; despite this the sword's edge is honed as fine as an obsidian razor. Burning Road's grip is wrapped with rough red leather braiding, and its pommel is decorated with tassels of fire opals and red silk. When used in combat, the wielder’s hands become coated in a fine layer of ashes and half of the damage dealt by the weapon is considered fire damage while the rest is normal for its type. Once per day the wielder can use an action equivalent to an attack to unleash a burning line of fire that scorches the ground creating a hazardous path of embers. All creatures in a five foot wide, 30 foot line originating from the wielder who are touching the ground in that path suffer fire damage equivalent to a dagger (1d4). The ground remains dangerously hot for the next 30 seconds and any creature who steps foot on the path or end their turn on it suffers fire damage equivalent to a dagger (1d4). Creatures can only be damaged by the fire once per turn.
The Dead Sword: A longsword made from a large, sharpened bone of an unknown animal, driven through the open mouth of a human skull. The length of the sword has a waved design to it and the single long bone ends in a straight, spiked pommel. The grip is wrapped in human sinew and small bone spikes jut from the skull's empty eye sockets which serve no practical purpose other than to add to its intimidating look. When the weapon is used to kill, it leaves a seed of necromantic energy in the resulting corpse. This spark of unholy flame can be fanned by conventional necromantic spells if they are cast before the black fire burns itself out. A living creature dealt a killing blow by this weapon, only needs half of the costly material components (Such as onyx gems, rare incense or diamonds) that the spell requires need in order to raise it as an undead creature. This benefit lasts for one hour after the creature is killed, after which it requires the normal amount of materials. Any undead creature animated during this one hour timeframe is considered proficient with The Dead Sword and treats it as a +1 longsword. —Note: For example, if Animate Dead is cast on a corpse and it would normally need an onyx gem worth 50 gp, The Dead Sword’s enchantment reduces that cost to a gem worth only 25 gp for one hour after the creature is killed by the weapon.
The Flesh Grinder: A horrific weapon created from nightmare, a Flesh Grinder is alive with malevolence, filled with an unspeakable thirst for blood and flesh. The weapon was born in the bowels of the Abyss, fashioned by demonic hands and infused with all the hate, bile, and violence bubbling up from that dire realm. It has the general size and shape of a greataxe, but in place of a smooth cutting edge, it has a toothy row of jagged barbs. Old blood mixed with dark grease oozes from the barbs, and when the weapon is swung in battle, the serrated edge rocks back and forth to chew through flesh and bone, spewing noxious smoke into the air. The wielder can never use the weapon to inflict non-lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, he must choose to kill the enemy. Twice per day when Fleshgrinder bites into a creature, the wielder can activate its demonic power causing it to release a billowing cloud of smoke that fills a five foot square with dense black mist. The creature’s space becomes engulfed in the opaque vapour and he is effectively blinded but also gains full cover from outside attacks. The dark fog is harmless, causing no injury and dissipating completely at the start of the wielder’s next turn. Whenever the player rolls the maximum result on Fleshgrinder’s damage die (See Note), they can roll that die an additional time and add both results to the total damage dealt. This ability can trigger multiple times per turn but only once per attack. —Note: Like a 12 on a twelve-sided die. This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.
The Pale Spear: A strange and esoteric weapon consisting of a dozens of different pieces of material that seamlessly fit together like a deadly jigsaw puzzle. The double-bladed longspear flickers out of phase with the material universe, emitting an eerie and otherworldly howl, when wielded. It is capable of piercing and ripping apart any physical defense it encounters and when used against living matter, The Pale Spear inflicts hideously bloodless gaping wounds on its targets, as the flesh where it struck dissolved into oily smoke. The spear is considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses and half of the damage dealt by the weapon is considered psychic damage while the rest is normal for its type. Due the weapon's terrible unearthly outcry, the wielder automatically fails any stealth or move silently checks made while in combat.
The Pharaoh's Sentinel: A khopesh (Scimitar statistics) with a beautifully made gold scarab built above the snake shaped handle with glistening red rubies set into the serpent's eyes. Each swing of the opulent weapon releases a spray of sand in the blade's wake and whenever the khopesh slices open flesh, the victim leaks sand instead of blood. This weapon was forged for the personal bodyguard of the mighty pharaoh and created so that the Godking would never have only a single guard. Once per day the wielder when the wielder successfully attacks a living creature, the he can choose to summon a gritty defender of the Pharaoh's will, blessing the air and sand with life as the weapon's mystical energies gives birth to a miniature sandstorm. The wild elemental follows the wielder's mental commands (See Note) and feeds on the sand-turned-blood the khopesh draws forth from its enemies. Whenever the wielder successfully attacks a living creature and the sandstorm is with five feet of the target, the elemental regains hit points equivalent to a dagger's damage (1d4). The sandstorm's form is unstable and it disperses into pile of inanimate sand one minute after it is summoned or last regained hit points. —Note: The sandstorm acts on the turn immediately after the wielder and the DM can use wolf statistics for the elemental’s equivalent statistics for hit points, attacks, size, etc if no better option is available. At higher levels of play, the statistics of a dire wolf can be used to keep this weapon relevant.
The Scarlet Rose: A slim and single-edged rapier of exotic and presumably foreign design. The metal of its blade reflects light like moonlight off water, and on either side, close to the blade's root, is etched a single blood-red petal. The hand-guard is small, oval and golden, while the hilt is wrapped in braids of white silk that bear small marks like tiny bloodstains, and the smooth simple finial that tips its pommel is golden. The rapier is pristine and any blood that touches the weapon is immediately absorbed into itself, leaving no trace. If the sword is plunged into a freshly deceased creature (See Note) and remains there for at least one uninterrupted hour, it is treated as a +1 for eight hours after being withdrawn from the body. During this time the weapon draws all the blood and general moisture from the corpse leaving it a desiccated husk when it is withdrawn. —Note: The creature should be no more than 12 hours dead, be the size of a wolf or larger and have possessed a blood based circulatory system while alive. The DM’s has discretion on what corpses qualify to feed the weapon’s hunger as some that have died due to fire or bleeding damage or who have been caught in explosions of power, may be too charred, mangled or lack enough blood for the weapon’s liking.
The Tongue of Storms: A morningstar with a haft made of charred bone bound with gold plated steel. The head is a lead-filled skull of a shocker lizard with heads of ancient spears and daggers implanted so as to serve as wicked looking spikes. The weapon’s conductive nature directs lethal jolts of power directly into the target’s body, shocking the delicate nervous system and leaving smoking, flash burned skin. When held, bolts of electricity spark and arc between the weapon's points and half of the damage dealt by the weapon is considered lighting damage while the rest is normal for its type.
Thirst: A primitive looking sword that appears to be nothing more than a simple machete. Upon closer inspection, a careful observer will notice a thick vein of black metal running down the back of the blade’s length, ending at the base of the pommel. To the touch, the vein feels colder than the regular metal surrounding it and slightly sunken below the surface. Upon tasting blood, the vein engorges and the weapon grows in power. The weapon is treated as a +1 whenever the wielder or the target has less than half of their total hit points remaining.
Thunder Cracker: A whip made of tanned, blue dragonhide braided together with silver thread in an intricate pattern. It crackles with electricity when lashed about, producing a tremendous concussive boom when it is cracked. The weapon’s auditory shock waves are loud enough to splinter bone, rupture eardrums and explode hearts. Whenever the wielder successfully attacks a target, the wielder inflicts thunder damage equivalent to a dagger (1d4) in addition to the attack's damage. This additional damage is not multiplied on a critical hit.
Trilobiter: A naturally formed, stone greataxe, older than humanity, carved by countless volcanoes and sharped by eons of ocean waves. Within is a plethora of deep see fossils, the petrified remnants of strange creatures that died long before the first animal learned to breath air and walk on land. This weapon is unbreakable by any means and the bearer feels old and venerable, as if the burdens of all the responsibilities, regrets and consequences in his life weighs heavy on his mind. The weapon is treated as a +1 if the wielder is the oldest intelligent creature within 100 feet.
Umbra Bow: A longbow made from solid sunlight strung with tangible shadow. When drawn, the longbow can create its own magical ammunition by using a fraction of the wielder's energy to transmute righteous or malevolent emotions into physical form. Should the wielder create ammunition from their own force of will, he must sacrifice up to one hit point per character level (Or 10% of maximum health or other equivalent amount) in order to deal additional damage to the target, equal to twice the amount sacrificed. If it hits, all of the attack’s damage is considered either radiant or necrotic (Wielder's choice). The sacrificed hit points cannot be reduced in any way but the health can be regained as normal. The bow can shoot regular arrows without difficulty and created ammunition evaporates a few seconds after impact. The wielder must choose to sacrifice the health before the attack roll is made.
Viper Blade: An ornate Random Sword with a hilt inlaid with emeralds and a snakeskin grip. The silvered blade is always covered in a faint green sheen that knowledgeable PC's can identify as potent serpent venom. The lethal neurotoxin snakes its way into the target's veins, coagulating the blood, disabling the nervous system, paralyzing the muscles and necrotizing the once healthy tissue. The wielder feels an unpleasant warm tingling sensation in their weapon hand, as if a fraction of the venomous power has somehow penetrated their skin. The weapon deals an additional +1 poison damage on all damage rolls made with it. The sword's silver blade though unnaturally processed and alchemically treated, is pure enough to be effective at dealing with undead, lycanthropes and fey creatures.
Warsong: A masterfully crafted Random Musical Instrument that is a combination of deadly weapon and melodious object. The apparatus is constructed from extremely resilient materials and the instrument is never damaged as a result of casual use in combat. The instrument acts a focus of the player’s anger, determination and skill, allowing him to channel his musical talent into a shockwave of sound. Whenever the wielder could attack he can instead use the instrument and make a Perform skill check and the result is treated as an attack roll against the armor class of a target within 60 feet. If successful, the instrument deals thunder damage equivalent to a longsword (1d8) plus the wielder's character level (1d8+level). —Note: A combat example: A level 3 wielder makes a perform check of 1d20+5 and gets a 15, which beats a goblin’s AC of 13 and deals 1d8+3 thunder damage.
Wayedge: A longsword with a single sharpened edge (Though not curved, as a sabre would be) Wayedge is forged of steel as reflective as water, its lone edge a thin line of burning cinnabar. The sword's hilt is of twisted cords of copper and black iron, wrapped in white silk; the pommel-nut is a single teardrop of silver. The weapon was fashioned by a master swordsmith and given to a young warrior so that the fledgling adventurer could remain safe and always returns home. A protective magical force surrounds the blade and extends outward sheltering the hands, wrists and allowing the wielder to better make use of the sword to block and parry with. The weapon grants +1 to the wielder’s armor class, defense value, dodge rating or other system mechanic that decreases the chances of being hit with an attack. When the sword is set on the ground and released, Wayedge will stand upright upon its point, swivelling to aim the edge of its blade in the direction of the physical location the bearer most considers “home”.
Winterfang: A broad-bladed longspear with a shaft of frosted steel with grips of white dragonhide, and long tassels of soft white fur dangle from the socket of its sapphire-inlaid crystal head. The soft ice-blue light emitted by Winterfang signals its lethal potential towards enemies, who may suffer coldly burning wounds from the weapon's head and the bitter frost it represents. Knowledgeable PC’s will have heard of an enchanted spear was crafted as tribute to the Winter Court by a cabal of human magic-users, but was never recorded as received by the emissaries of the Fey Court. The weapon is as cold and fickle as the Fey it was meant as a tribute for and although it brims with arctic power, its icy barrage is capricious and unreliable. Whenever the wielder scores a critical hit, the weapon releases a dealing additional cold damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target.
Withering Bite: A single-edged, curved and deep-bellied longsword, mottled with a patchy pattern of corroded copper along both sides of the blade. Though the sickly green causes the sword to look almost diseased, it has no effect on the weapon's integrity. The smooth brassy quillons curve forward like paired fangs and the pommel tapers to a simple cinnabar bulb, while the grip is wrapped tightly in an unidentifiable reptilian hide. The weapon is forged of an edge of frozen darkness, the weapon’s corroded blade leaving slivers of flesh-eating vitriol in the wound, dissolving flesh blood and bone. Whenever the wielder successfully strikes a target, he inflicts acid damage equivalent to a dagger (1d4) in addition to the attack's damage. This additional damage is not multiplied on a critical hit.
Zephyr Blade: An incredibly lightweight rapier that seems to almost float in the palm of its wielder’s hand. Gracefully curving lines cover the surface of the silver blade, giving it a feather-like motif and a light breeze constantly surrounds it. The entire weapon is a masterpiece of flowing graceful design, delicately ornate scrollwork and is a tribute to those who made it. Running along its length is a poem written in iambic pentameter, penned in Auran, the language of the creatures of the air. Those who are able to read it, discover it is not much more than a limerick disparaging the filthy land bound creatures and extolling the virtues of those that can fly. The verses have particularly harsh words to say about the incompetence and clumsiness of “groundhogs” and how that in contrast, those that can take to the air are naturally adept in all ways. Any creature who does not have a natural fly speed who wields the weapon finds that they are slightly less proficient than usual at completing their normal everyday task, as if the poem was a warning rather than boast. The rapier is treated as a +1, but while the weapon is being wielded and for one hour afterwards, a bearer without a natural fly speed suffers a penalty of -1 on all of his skill checks.
Ashaya Tunir: A delicate quiver of ebony wrapped in translucent silk that hums with a latent energy. Every sunrise, 2d4 arrows with slim golden shafts, delicate fletching and razor sharp, barbed heads materialize within it. The quiver holds thirty arrows at capacity and when full, will not create more. The bright arrows evaporate into wisps of sunlight and fire if they remain outside the quiver for more than ten minutes or after they are shot from a bow. The quiver holds a spark of divine essence which fuels the arrows daily creation. The arrows themselves retain just enough magical power to be considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses. The keen heads of arrows curl backwards into cruel barbed points that can tear into the victim’s flesh. The barbs are not guaranteed to hook in and it’s more chance than skill to land such a debilitating shot. On a successful attack with an ebony arrow, when the player rolls the damage die he must roll a second confirming die of the same sort. If the second die is the same result as the first, the player adds both dice to the total damage rolled. —Note: Combat example: The wielder attacked with a longbow, hits and rolls 1d8 damage. The first damage die (1d8) is an 8 and the confirming die (Also 1d8) is also an 8. Since the rolls match, the wielder deals 16 damage instead of 8. If the confirming die had a result of 1-7, the wielder would deal the original 8 damage. This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. I recommend that the player or DM assign a color system so avoid confusion, for example the first die is always blue and the confirming die is always red. This way both dice can be rolled at the same time to speed the process along.
Thunderfury: A vicious bastard sword, crafted from elementium and containing a crackling electrical core that might be all that remains of an elder lighting elemental. The hilt is unusually long, wrapped in black dragon hide and studded with small spikes of black dragon bone. The weapon flickers with jolts of power (Never harmful or distracting to the bearer) and discharges small static shocks on a regular basis and when held this property extends to the bearer as well, causing their hair to stand on end and small arcs of electricity to jump between fingers and strands of hair. When actively being used in combat, the electricity charges and discharges faster as the sword audible crackles and violently sparks. Whenever the wielder scores a critically hit, the weapon releases a shocking burst dealing additional lighting damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target.
Sword of Justification: A shining longsword with a silver plated blade emblazoned with a prayer of cleansing to the God of Purity. The ornate crossguard spreads wide combining the blade and the hilt into a large holy symbol of the God of Purity. No matter its circumstances, the weapon remains absolutely pristine, free of nicks, dents, stains, blood, gore and dirt, remaining perfect and pure. When held, the bearer’s mind is filled with thoughts of purification, righteous vindication and cleansing fire. The wielder is imparted with a strong sense of good and evil, the desire to see justice done at any cost and for the corruption of the world purge by the sword. The longsword impervious to mundane damage and never breaks, chips or dulls as a result of casual use and is all but impossible to break or damage as a result of combat, even when targeted by enemies who attempt sundering or weapon breaking techniques. If the weapon is used to slay humanoid creature, the Sword of Justification will cause the corpse to undergo a gruesome metamorphosis. It will contort itself into monstrous shapes, growing horns, fur, spikes tentacles or fangs, oozing black blood, and reeking of sulfur and brimstone. The specific shape varies randomly, but no one looking at the result will imagine it was anything but an evil creature and the original victim will be all but unrecognizable. This is a permanent physical change that can be undone with abilities that dispel magic or break curses. Knowledgeable PC’s will have heard that these swords are sometimes carried by fervent members of holy inquisitions who use them to justify the evil hiding inside the innocent civilians that got in their way and ended up dead.
Tears of Blood: A dark and forbidding weapon, Tears of Blood is a spear forged of blackened steel and completely enameled over in translucent, glassy crimson. Its broad, chisel-like head is of the same steel and carved with intricate channels; the razored edges seem perpetually wet with blood which sprays from the weapon in gleaming teardrops when used in combat. The weapon saps its wielder’s vitality but pays back the price in combat with each successful strike. After successfully attacking the target but before rolling damage, the wielder must choose to sacrifice a number of hit points up to one hit point per character level (Minimum 1, or up to 10% of maximum health or other equivalent amount,) in order to deal additional damage to the target, equal to twice the amount sacrificed. This damage is considered the same type as the weapon’s attack and is added together with the rolled damage. The sacrificed hit points cannot be reduced in any way but the health can be regained as normal. Tears of Blood draws out a portion of the victim's life and feeds it to its wielder when enough blood is spilled. Whenever the wielder kills or scores a critical hit on a living enemy he regains hit points equivalent to a dagger (1d4).
Ruby Rod of Asmodeus: A large solid ruby that has been cut into the form of a durable rod (Heavy mace statistics). The ostentatious implement is four feet long and sports an opaline tip that resembles a clawed fist clutching a skull and a jagged bottom that looked like the rod was actually part of something larger and was snapped off. The weapon is covered with the names of good deities, angels and celestials, all spelled in reverse and sullied with black blood. When held, the rod gives off a soft red light and the cursed gemstone forcibly draws energy from the wielder’s mental and physical defenses, worsening his ability to protect himself from harm. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.
Snowember: A battle-axe of massive construction with broad, flaring blades, Snowember is unmistakably enchanted. Its haft is of polished steel engraved with running spirals, its grip wrapped in golden scales with tassels of beaded white horsehair dangling from the suspension-loop in its butt. Wickedly sharp, the flared wedges of Snowember's head are fashioned of a frosted, snowy crystalline substance; either eternal ice or impossibly translucent blue-white embers. A corona of roiling white flames dances endlessly across the blades, warming and cooling all at once, though Snowember deals no damage from its fires unless so desired by its owner. Whenever the wielder successfully strikes a target, the wielder can choose to inflict cold or fire damage (Wielder’s choice) equivalent to a dagger (1d4) in addition to the attack's damage. The elemental damage is not multiplied on a critical hit.
Manyblade: An old longsword, pockmarked with signs of hasty repair. If brought up to the ear a bearer can hear the sounds of past battles emanating from these spots like ocean waves from a seashell. An experienced warrior or blacksmith can tell that this weapon was repaired with metals sourced from other swords and its blade is not dissimilar to a patchwork quilted cloak with countless signs where it has been broken, sheered or shattered and reforged rather than tossed aside. When swung, Manyblade leaves faint afterimages of other longswords as if the blade’s metal carries the memories of all of the past weapons that form its length. Twice per day when the wielder missed with an attack roll, he can focus on the afterimages forcing them to coalesce into physical form for an instant, guaranteeing one of the blades to catch the unsuspecting target off-guard which deals force damage equivalent to a dagger (1d4). The attack is still considered a miss otherwise however.
Star of the Sun: A magically-reinforced mace with a star-shaped head of crystal bearing eight spikes caps. The polished steel haft, and the grip is wrapped with golden wire and set with ivory scales. The weapon was forged to be as much of an impressive piece of regalia as a formidable weapon. The bearer can feel the power and heat of the sun tingle over their entire body like a warm embrace. The mace is treated as a +1 in direct sunlight and the wielder can see look directly into the brightness of the sun without suffering any sort of discomfort or damage whatsoever. —Note: Direct sunlight can include shady areas such as under a forest canopy but not areas primarily lit but non sunlight such as most indoor settings.
Fulcrum: A thick, heavy, steel crowbar nearly six feet in length, that feels strangely weightless while in the bearer’s possession. The solid chunk of metal can be swung in combat with ease (Quarterstaff statistics) as well as serving as a mundane pry bar. A creature struck by the weapon feels the full force and weight of the heavy steel and the wielder is able to use the crowbar’s natural levering points to unbalance and reposition even the sturdiest of his foes. On the wielder’s turn, whenever he successfully attacks a target with a lower strength or dexterity score than himself, he may choose to push that creature five feet away from himself by spending five feet of unused movement speed for the turn.
Amputator: A rapier with a long, thin blade, crisscrossed with dozens of nicks and scrapes. The hand guard is simple in its design, a smooth metal dome protects the wielder’s hands from incoming strikes. The weapon is imbued with a fragment of skill source from an unusually petite half-elf duellist named Sasha Orellum. Knowledgeable PC’s will have heard stories that her short arms always placed her at a disadvantage against her long-limbed opponents and as she couldn’t reach her opponent’s chest before getting hit, she’d aim for the next best thing: their hands. Sasha honed her skills, inventing a fighting style that focused entirely on disarming her foes and became a grand-master fencer in her own right. Using an action equivalent to making an attack or casting a spell, the wielder can attempt to disarm an opponent. The wielder gains advantage on the disarming roll or the target suffers disadvantage to resist the attempt, whichever is better for the wielder. Whenever the wielder lands a critical hit, he can immediately attempt to disarm the target as a free action. Whenever the wielder disarm’s a creature, he is able to slash along the target’s wrists or hands dealing damage equivalent to a dagger (1d4). —Note: If your system doesn’t have rules for disarm attempts use this: The wielder declares the disarm attempt and chooses to make either a Strength or Dexterity check which is contested against the target’s Strength or Dexterity check (Target chooses which ability it uses). If the wielder has the higher result, the target is disarmed of one object they’re holding. If the target wins the contest, there is no effect and the action is consumed without effect.
Shard Mace: An oversized mace formed from thousands of carefully assembled the tiny pieces of a silvery metal that hover around an iron rod. The pieces float just barely apart from each other in the formation of a wicked flanged head. Through the cracks a bright glowing blue hue can be seen. The mace’s arcane binding absorbs kinetic force with each swing and it begins to hum with power after a few successful impacts in the heat of combat. Devastatingly strong hits, overcharge the mace causing it to explode outward in an explosion of shrapnel and arcane energy before the shards are quickly pulled back in reforming the mace’s head. Whenever the wielder scores a critical hit, the weapon releases a concussive blast dealing additional force damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target.
Shard of Obliteration: A deep, perfectly black longsword with a blade so dark that on observation it seems more like a hole in the air, as if one was staring into the sky on a moonless, starless night. The weapon has its own weak, but constant gravitational pull, drawing objects, creatures and even light towards the void that serves as a blade. The bearer and all creatures within five feet of him have their movement speed reduced by five feet as the gravitational field hampers their mobility. Whenever a creature is slain by the weapon, the corpse is stretched and compressed into long thin strips of spaghetti-like substance that is drawn in and absorbed into the sword, utterly disappearing leaving nothing (Including equipment) behind. The Shard is a double edged sword and should the bearer be killed while wielding the weapon, his body and possessions (Other than the sword itself) are likewise thinned and squeezed into ribbons of dense matter before being consumed by the blade's power. The wielder can never use the sword to inflict non-lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, he must choose to kill the enemy.
Trinkets, 34: Interesting baubles, semi magical objects and items touched by mystery.
An eccentric plum coloured hat decorated with a silver buckle and a long egret feather that droops over the bearer's eyes.
An unremarkable gray stone covered in myriad tiny pink growths, ranging in shape from rough textured flowers to near-perfect spheres. Knowledgeable PC's can identify the mineral as rhodochrosite.
A blank envelope containing a single jigsaw puzzle piece and a note that reads “You have two months to find the rest of this puzzle. If you do not, the entire population in this forsaken area will die.”
A centaur hair pictorial prayer rug.
A small harp with little vines for strings and a oaken body with stray leaves. It appears to be alive, requiring water and light to sustain itself. Its leaves change with the seasons and it blooms in the spring. If broken or damaged, it will slowly but surely repair itself.
An accordion made brown suede of with bronze keys.
A tiny hourglass no larger than a man's pinkie finger filled with phosphorescent sand that emits a faint Random Coloured glow in the dark. It takes one hour for the sand to pass from the top end to the bottom.
A shiny leather doublets trimmed with seal fur and belted with checkered woollen sashes.
A single stick of chalk carved with swirls and twists across the powdery stone.
A finely crafted leather backpack that seems to have been handmade from excellent materials by a master’s needle and knife. The style is simple, but durable and effective.
—Keep reading for 90 more trinkets.
—Note: The previous 10 items are repeated for easier rolling on a d100.
An eccentric plum coloured hat decorated with a silver buckle and a long egret feather that droops over the bearer's eyes.
An unremarkable gray stone covered in myriad tiny pink growths, ranging in shape from rough textured flowers to near-perfect spheres. Knowledgeable PC's can identify the mineral as rhodochrosite.
A blank envelope containing a single jigsaw puzzle piece and a note that reads “You have two months to find the rest of this puzzle. If you do not, the entire population in this forsaken area will die.”
A centaur hair pictorial prayer rug.
A small harp with little vines for strings and a oaken body with stray leaves. It appears to be alive, requiring water and light to sustain itself. Its leaves change with the seasons and it blooms in the spring. If broken or damaged, it will slowly but surely repair itself.
An accordion made brown suede of with bronze keys.
A tiny hourglass no larger than a man's pinkie finger filled with phosphorescent sand that emits a faint Random Coloured glow in the dark. It takes one hour for the sand to pass from the top end to the bottom.
A shiny leather doublets trimmed with seal fur and belted with checkered woollen sashes.
A single stick of chalk carved with swirls and twists across the powdery stone.
A finely crafted leather backpack that seems to have been handmade from excellent materials by a master’s needle and knife. The style is simple, but durable and effective.
A small, flat slab of dark stone that, nondescript though it is, gives off an unmistakable eeriness.
A torc fashioned from a coiled length of interlocking chains, constructed of two unknown metals. Black and white, they swirl around each other like yin and yang, darkness and light.
An armoured gorget consisting of a metal throat-shield and a series of overlapping metal plates that encircle the neck. The entire device is connected to a belt made of leather. When worn, the battle gorget protects the wearer from physical strangulation and bites to the neck such as the case if they were hung by a noose or attacked by a vampire.
A clear crystal the size of a child’s fist, covered in eldritch runes. The gem flickers with a weak glow in various coloured hues depending on who its being held by.
A heavy iron bell inscribed with distorted musical symbols that releases an incredibly cacophonous noise when rung.
A magnificent goblet formed from a basalt-like stone permeated with veins of violet crystal.
A hauntingly terrifying mask that appears to have be fashioned from leather, metal and nightmares.
A druid’s staff fashioned by woodland spirits. The shaft is carved from sturdy oak and bound in vines. The head piece of the staff is a slightly oversized rose bud which blooms whenever its wielder casts a spell whose power stems from natural magic.
A peacock-feather quill that always writes smoothly and never needs to be filled with ink.
A large oil painting of some otherworldly sea, where creatures who are octopoid from the neck down but with human heads float in bliss.
A piece of torn red cloth bearing a royal insignia.
A leather bandolier that can be worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. The bearer can easily retrieve any of the items stored in it during combat without having to dig through their pack.
An obsidian icon of a forgotten deity.
A recorder carved from brilliant white ash.
A short necked, round bottom flask that could hold about a half-gallon of liquid. Clearly visible through the glass sides, though, is a city. When viewed extremely closely, such as under a magnifying glass, what appears to be tiny people walk through the streets, conducting their daily lives. No matter how the bottle is moved or tilted, those within don’t seem disturbed.
A leather military horse saddle, engraved with battle scenes of human knights slaying kobolds.
A damp beaver skin bagpipe.
A marble sculpture of an elven woman being swallowed by a large wave.
A twisted warhorn blasted into a dark ebony hue and wrapped in bands of bronze with draconic runes that glow with purple eldritch fire. The low moaning drone of the horn discomforts all who hear it.
A wooden armband, intricately carved with interweaving vines and snaking dragons’ heads,
A silver horseshoe with foreign writing etched on to the side of the shoe. Roughly translates to "Trailfire".
A high, conical mask, intricately decorated with dried corn kernels of different colours.
A war banner depicting a bone-white skeleton on a field of midnight blue.
A maple linen chest with false bottom holding a number of lewd porcelain figures.
An innocuous-looking, fist-sized piece of faceted glass. When placed upon a flat surface the object floats about three feet into the air, glowing and chiming softly.
A fist-sized orb that resembles the eye of a dragon and dangles from a heavy gold chain.
A simple quartz crystal with a series of emerald green and brown straws extending from within its central structure. Knowledgeable PC's can identify the mineral as tourmaline in quartz.
A colourful ball formed from silk ribbons that randomly unfurls in a multi-hued explosion of noise and whipping fabric, before suddenly reforming.
A small cut glass bottle has a hinged silver top emblazoned with a caduceus.
A bronze rattle with a set of small openings that allow you to see the glowing purple stone within it.
A lacquered wood-carved mouth instrument resembles a duck-hunter’s call, except for the red band along the mouthpiece and the hooked dragon’s claw wood-burned into its side. Blowing into the object causes it to sound like a drake's mating call, barely resistible to any draconic creature within earshot.
An empty djinn lamp. There is a note attached on which are written the words: “It's out. It is coming for you.”
A pair of small ceramic vials stoppered with corks. The sigil of the local constabulary has been stamped into the sides.
A handful of small, silver and copper coins pressed with unfamiliar faces and strange lettering.
An empty, crumpled leather belt pouch with a large hole opened along the bottom seam and a snarling beast embossed on the side.
A set of thieves’ tools that includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
An egg-sized smooth white stone poorly carved on one side to resemble a grinning skull. The tiny eye sockets appear far deeper than should be possible on an item this size.
A dozen brass keys in various sizes linked on a polished steel ring. One of the keys appears far too intricate for any mechanical lock you have ever encountered.
A polished dark wood box inlaid with silver tracery and lined with velvet, suitable for displaying a single piece of jewellery.
A small metal cube with dark glass on two opposing faces. Holding the box up to a light source causes it to project a colourful image of two men in orange robes, arguing over what appears to be a carefully flayed human skin.
A garish tabard made from simple red cloth, with gold-coloured trim that has frayed badly. The effect of the wear is such that the tabard’s edge appears to be fluffy; the strands of cheap gold fabric float like tentacles in the slightest breeze. The front of the tabard is dominated by a somewhat-successfully stitched image depicting a drop of blood. The back is adorned with a single letter “I” and has undergone the same transformation as the gold trim. Donning the tabard causes several wayward strands to drift upward into the bearer's face.
A doss lute carved from alder wood in a graceful, pear-shaped form. Abstract designs were inlaid in the wood in copper.
A mask of smoked glass cut into a half shell that obscures the bearer's features.
A golden, translucent bracelet made of a lightweight, silky material that resembles warm amber. In fact, small creatures can be seen trapped within. If watched closely, they seem to move.
A disguise kit consisting of cosmetics, hair dye and small props that allow the bearer to create disguise and change their physical appearance.
A coinpurse crafted from shimmering bronze-hued fabric that features humanoid teeth as part of its clasping mechanism. The incisors seem particularly pronounced.
A rough, milky white gem with a red crystal grown directly through one side and tinged with yellow discolorations. Knowledgeable PC's can identify the mineral as realgar.
A curious jade rod tipped with a glowing knob of crimson that shimmers with eldritch phosphorescence like a live thing.
A tiny finch made of overlapping metal plates. A gentle tug on its tail causes it to unfold into the shape of a small flower. Touching the centre of the flower causes it to reconfigure into the shape of a small lizard.
A tightly rolled vellum scroll, apparently blank on both sides, but with a deep blue shimmer as it catches the light.
A simple clay pin in the shape of a human face. Its eyes dart about and its mouth moves as though attempting to speak.
A small brown leather bag contains a double handful of black shale shards that ring like coins as it moves about.
A slate-grey box covered in tiny blinking lights. Along one edge is a panel which folds down to reveal a seemingly random assortment of letters and numbers on individual buttons opposite smooth black glass.
A padded trunk that contains a device to extend and display several small drawers when the trunk is opened. Beneath the display drawers are several additional removable padded drawers, all of which contain neatly sorted tiny decorative beads and wires.
A simple silver mirror that shows a perfect reflection delayed by several seconds.
A soft fur stole lined with black satin. Something solid has been sewn within the lining at one end.
A filthy, mummified monkey’s paw, curled into a fist and clutching what looks like an egg.
A tiny, polished wooden coffin. The lid is sealed with wax and the sound of tumbling glass shards can be heard as the box is moved.
A pair of excruciatingly detailed false glass eyes, in grey and green. While held or placed on a solid surface, they gradually turn to face each other.
Some garish crushed velvet pantaloons, monogrammed with the initials ‘AJW.’ So obviously out of fashion that they can only be antique.
An old, thick coin, dented but cleanly cast with bas reliefs. Some runes on the obverse; and on the reverse: the cruel-eyed face of a woman with spiral horns. The con has a scent of mildew and copper that rubs off when handled.
A small glass cube filled with a faintly luminescent blue fluid, with a small latch on one side securing the top. Something about the liquid suggests a degree of consciousness to its movements.
A leather drawstring pouch filled with a dozen perfectly spherical polished stones. The stones stick together as though magnetic, but come apart again with almost no effort.
A hard black leather case containing a flawless set of well-used professional kitchen knives, one nearly as long as your arm.
A coloured glass hemisphere made to resemble a distant galaxy seen on a clear dark night.
An odd red badge in the shape of a hunting bird’s head. The maker’s mark on the reverse appears strikingly similar to the local duke’s seal.
A folding leather wallet filled with strangely coloured bits of paper. Tucked within, you also find a small pewter badge showing the symbol of a great wyrm atop a castle wall, with the initials ‘GG’ on its reverse.
A shattered magenta stone with two dark green edges and that vaguely resembles sliced fruit. Knowledgeable PC's can identify the mineral as watermelon tourmaline.
A miniature castle constructed from a series of slick, modular blocks. Tiny, smiling figures man the parapets.
A well-polished brass oil lamp covered with intricate characters and a strange landscape in relief.
A brass and steel orrery, animated by clockwork and magic in real time. The spheres are nearly perfectly aligned.
A military chest with silver handles, three drawers, and iron-edged pigeon holes. The chest is covered in crossbow bolt holes.
A bronze candelabrum depicting angels being chased by stirges.
A crystal-beaded gossamer headpiece that sparkles with the slightest movement. The pattern of beads is that of an icon for a long-dead religion.
A clay pot with four faces; one a jackal, one a crocodile, the third a vulture, and the fourth a grinning hawk swallowing a human eye.
A large pot scarab filled with mummified human fingers.
A flat brass clockwork dial so richly studded with circles and hands and curious symbols that it looked like a cross scowly face.
A painted limestone incense burner set with a garnet.
A black basalt statuette of a lion wearing a gold crown and crushing slaves beneath its paws.
A leather wallet stamped with the design of a market stall, containing a full set of certified identification papers denoting that the bearer is a member of the merchants guild. The section containing the member's physical description (Height, weight, sex, race, eye, skin and hair colour) is completely blank and could be filled in by anyone with half decent handwriting.
A pouch filled with a dozen silver coins of great age, depicting forgotten gods and god-kings engaged in carnal acts.
A terracotta lamp with silver filigree work depicting lions killing escaping slaves.
A suspiciously clean wallet made from sewn mice and rats.
A scroll case made of sewn snakeskin and metal plates.
A fancy snuff box made from carved whale bone.
A set of flint and steel in an old calfskin wrap with the tail still attached held in a wool holdall.
A walnut, iron, and onyx pipe with a clay bowl depicting a swan.
A set of dice carved from white dragon bone. They will chill small quantities of liquid if placed inside a vessel of any kind. If rolled the dice will cover a small surface in a thin layer of ice.
An ornate linen headband with brass decorations.
A strange looking stone made of a material that looks like basalt, only with small insets of strange red, almost gleaming, material. It is slightly warm to the touch, and if one examines it very carefully or is very tactile to the touch, it seems to be almost pulsating.