Folded Metal 250
Damascus steel folded in on itself and tempered to a flexible but sharp edge. It improves
the quality of the weapon by one and lets it ignores the hardness of normal steel.
Frostbrand 7000
Frigid metal greets the
hand holding this magical longsword. Its pommel resembles an icicle, while its
crossguard and blade are blanketed in frost. It acts as a +1 longsword that
deals an additional 1d6 cold damage and can summon an ice blast five times a day.
As part of an attack or by thrusting the blade into the ground, a Frostbrand
can summon forth a 10ft radius circle of spiky ice. This acts as difficult
terrain and deals 1d4 cold damage for each five feet a creature moves through
the area. This effect lasts for five rounds. When the last daily use is
exhausted, the weapon returns to room temperature and does not deal cold damage
until the next sunset.
Gentle Touch 10000
Named the Gentle Touch by the ‘information experts’ that created it, this simple looking black
bullhide sap causes an astounding amount of pain. Instead of its normal damage,
it deals 3d6 damage and is a +2 weapon. It gets its name from being completely unable to deal
lethal damage, unable to kill anything or even leave bruises, going so far as
to stabilize a creature hit with it if that creature is dying.
Glass 1000
A glass weapon is a
terrible choice as an offensive weapon, as its quality is very low, making it
prone to breaking, decreasing its quality by two. Glass does not hold an edge well, and any glass weapon drops
one damage die size. Where glass weapons are useful is that they are excellent
foci for touch spells and rays. Touch and ray spells get+1
save DC and +1 damage per die when cast through a glass weapon.
Gold 3000
Golden weapons were once
thought to be merely status symbols, the kind of foolish puffery of nobility,
until hedgewizards discovered in ancient tomb the first crude golden weapons,
created and used by wizards for their power enhancing effects. Non-magical
kings likely adopted gold weapons likely in to scaring their subjects with the
possibility of powerful magic. The exact method of making such powerful tools
were lost, but the idea of using gold alloys to boost spells was rediscovered.
Spells cast through gold weapons deal an extra 3 damage.
Greater Elemental 8000
Similar to its lesser
counterpart, a Greater Elemental weapon overflows with elemental magic. The
strength of this magic is so strong that in addition to dealing an additional
2d6 elemental damage of its type, a greater elemental weapon can also use its affinity
to locate strong elemental sources and creatures of that element within 60ft. The
effect shows itself as a strong field of its element coating the entirety of
the weapon and extending out about 2 inches.
Hammer of the Anarchist 10000
The simple hammer of a
commoner, at least until it is held in the hands of someone with purpose and a
hatred of Law. Held by someone who hates Law or the rulers of their land, the
hammer turns a deep crimson red. It then deals damage as a +2 hammer, and deals
triple damage to structures. If it ever strikes someone who has proclaimed
their authority over the wielder, like a king, judge, or guard, that person must make a
DC 12 WIS save or die. Against those who favor the ruler openly or are Lawful,
this weapon does an extra 1d10 damage.
Hammer of Thunderbolts 8000
Rumored to be cheap
copies of the weapon of a thunder god, the hammer of thunderbolts charges the
air around it. The hammer is heavy, much too heavy to use as a weapon unless the
wielder has meditated with the hammer and become attuned. It is a +1 hammer that
deals an additional 1d6 shock damage. It can be thrown to great effect,
traveleing up to 20 feet, and dealing 1d6 electricity and 1d6 sonic damage
within 10ft of the target. It returns to its wielders’ hand at the end of the
round.
Heart Mender 20000
Made of a single young
willow sapling, and the magically preserved spirit of springtime, this flexible
quarterstaff is a +2 weapon with an extended reach of 15 ft. that heals instead of harms when it strikes a
target that has less than half their hit points remaining.
Heated 4000
A weapon enchanted this
way is almost too hot to touch. Metal weapons retain a deep red glow to them
while wooden weapons appear charred and flake off small embers. A heated weapon
deals an additional 1d6 fire damage and showers the enemy with embers and soot, engulfing them in a non-magical fire.
Holy Avenger 20000
Immaculate. Pure.
Platnum handled. Pearl and diamond studed. Holy weapons such as these are only
born from the kindest of deeds from the noblest and most humble of hearts.
First seen when a small congregation of one hundred pilgrims of Pelor were
beset upon by a horde of demons and undead, the clubs and rocks they clutched became true weapons, touched by Pelor’s blessing. To this day, it is rumored that only
one hundred of these weapons exist in the world, and are called from the hands
of one good soul to another when their need is great. It acts as a +3 weapon,
deals an additional 2d8 radiant damage to undead and evil outsiders, and can be
called upon to smite a foe three times per day, each one called by shouting one
of Pelor’s three nicknames: the Sun, the Light, and the Protector. Smiting a
foe adds damage to your blows equal to your total number of hit dice until the
beginning of your next turn. A Holy Avenger cannot be wielded by evil creatures.
Hungry 750
“Empty. Hungry. *Snarl*”
are shouted in the mind of the wielder when they pick up a bloodthirsty weapon. Trying to put
it down takes a bit of work, and when you do let go of it, it falls away with a
*pop*. Bloodthirsty weapons have a barbaric intelligence, one that is
thankfully not self-aware. Striking with such a weapon deals an additional 1d6
damage, but when it does so, the weapon also bites its wielder for 1 damage.
Ice Javelin 400
A chilly javelin that
when thrown turns to ice and deals cold damage to a small area around the
target, 1d6 cold damage in a 5 ft. radius. It turns that area into difficult
terrain for 1 round. It returns to being a normal javelin once the icy patch
melts. It can turn to ice one time each day.
Inconspicuous 500
An inconspicuous weapon
is one in a large category of different weapons. These include everything from items that function
as weapons, those that have hidden weapons, weapons that are concealed as other
objects, or other concealed-weapon type devices of a similar nature. Such weapons are easy
to hide and give advantage on sleight of hand to hide or conceal them. While
other weapons might be disguised or re-purposed, inconspicuous weapons are
designed especially for that purpose and take no penalties nor are they slow to the draw. Inconspicuous weapons grant advantage on the first attack made in combat if it was previously in its inconspicuous form.
Inquisitor's Censer 4000
Long, thick black iron
chains bind a screaming face motif ball to the metal rod handle. Carved
intricately along the chains is a long mantra against sin. When swung or used
in battle, the +1 flail will emit a noxious incense. Striking a foe will
splatter this incense upon them, which makes it impossible for them to speak or cast
spells for 1 round, as the mist forces itself down their throat. Alternatively,
it can be swung in a circle over the head to spray the thick mist in a 20ft
radius, blocking all speech and spellcasting inside for as long as the mace is
swung plus one round after.
Ivory 1000
Many large tusked
animals are hunted purely for this ‘White Gold’. It makes weak weapons that
have their damage die reduced by one, but it is a boon for non-harmful spells.
Any non-hostile spells cast through an ivory weapon will last 10% longer and
heal 1 more HP per healing die rolled. Ivory weapons deal normal damage against
demons and devils.
Javelin of Lightning 2500
A simple iron javelin
that when thrown it can turn into a bolt of lightning once a day. It deals 3d6
electricity damage in a 60ft line and returns to being a normal javelin at the end of
that line.
Keen Rapier 4000
This weapon is usually identified not by its blade but by the special wire mesh hand guard that holds
it. The hand guard is of delicate, wire-thin steel that shifts to the hand of
its wielder and extended to cover the lower third of the blade to protect its wielder. This rapier is so sharp, leaves that fall upon its blade are cut in twain. It is a +1 rapier with a critical range of 17-20, deals 1
bleed damage on a critical hit, and deals an additional 1d6 damage when its
wielder has advantage on the attack.
A cool one from monstermanualsewnfrompants.blogspot.com/ |
Leech 14000
A large, darkly stained
oaken club has a wet sheen and is sticky to the touch. Upon picking
it up, it flops slightly to one side and it swings like a dead fish. In
addition to being a +3 club, the Leech can re-size itself to become a great club on
command, it restores its wielder's hit points for one half the damage it deals, and once per
day can be commanded to steal an ability from an opponent it has just hit. The
stolen ability can be used for 1 hour, during which time the opponent
cannot use it.
Living Crystal 3000
Stone weapons are
normally inferior to steel, but this special, dwarven grown crystal holds an
edge just as well as steel. If it is broken or even completely shattered,
it can be regrown by submerging it for a week in heavy mineral water that can be found in some deep caves. Only the first weapon regrown this way holds its integrity, others
grown from the pieces of the same weapon will look correct but crumble at the
slightest touch.
Very nice! Loving this series.
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