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EvilAnagram
2018-05-21, 11:19 AM
Can We Build It?

Several posters in the Holy Avenger thread mentioned feeling disappointed in the relative lack of unique weapons for anyone who does not wield a sword of some sort. To me, this seems like a problem that's worth investing some Playgrounder brainpower to solve, so let's put our collective heads together and come up with some cool, unique items that can fit into some of the other general item categories (I'm also leaving out maces and quarterstaves, as they actually have some decent options).

So how about it? Let's make three items for each category!

I'll edit entries for style. Please, try to keep the entries at a reasonable power level.


https://orig00.deviantart.net/7483/f/2012/257/e/a/blacksmith_of_magic_by_davved-d5eo5vd.jpg
Image by davved of DeviantArt


Suggested formatting is only suggested to keep me from having to reformat it for consistency. Please, spare me. :smalleek:

Name of Item - credit to Username
Weapon (type), rarity (requires attunement)
Write the physical description in one sentence. Maybe two. Describe its effects, including the +x to hit and damage, in paragraph form. Yes, that includes things like charges. Spells should be lower case and italicized with the save DC or attack modifier in the description.

Note: I'm done updating this post with new magic items. The goal was to have at least three in each category, and we met it thanks to the awesome contributions of playgrounders. Thanks to everyone who pitched in!

___

Axes

Axe of the Vessel - credit to Tetrasodium
Weapon (battleaxe or greataxe) legendary (requires attunement)
The axe has script written in a rough tongue going up its grey blade. The dragonskin wrapping around the handle hides a parchment that provides its power. While attuned to this axe, the you gain a +2 bonus to attack and damage rolls made with it. In addition, your hit point maximum increases by one for each of your levels.
The axe has 12 charges and regains 1d6 + 4 spent charges daily at dawn. You may expend a charge and speak a command word to cast burning hands, gust of wind, or passwall, using a number of charges equal to the level at which the spell is cast. If the parchment is removed from the axe, it loses the ability to cast these spells forever. The command words are engraved in the blade of the axe.
Shadowsteel Axe - credit to Wilko
Weapon (battleaxe) rare, (requires attunement)
The axe has a dark blade with rippling patterns in the metal, and the handle is fashioned to look like four figures in agony. Many dark legends surround it being used to steal souls. Attacks made with this axe have +1 to hit and damage. The blade has 1d4 charges when found, with a maximum of 4 charges. It regains a charge at midnight, or when used to kill a sapient creature. When you regain a charge by killing a creature, the creature's face appears in place of one of the figures.
As a bonus action, you may expend a charge to cause shadow to cling to the blade for one minute, during which it will do an additional 1d6 necrotic damage. As an action, you may expend two charge to cast darkness. The horrible history of the blade causes you to have disadvantage on Persuasion checks against anyone who recognizes it.
Woodchopper - credit to JeffreyGator
Weapon (any axe), rare (requires attunement)
This magical adamantium axe never needs sharpening and is especially adept at felling plants. When wielding, add +2 to all attack and damage rolls. Against plant creatures, plants and objects, all attacks that hit are critical hits.


Bows

Centaur War Bow - Credit to Pheonix042
Weapon (longbow), uncommon
This oversized recurve bow is reinforced with manticore horn and strung with sinew from dire beasts. Ideally suited for fighting at great range, the strongest users can bend the bow past the normal limit for other bows, and fire an arrow with incredible force.
This nonmagical bow has a short range of 200 ft and a long range of 800 ft. If you have a strength score of at least 13, you can use a bonus action to overdraw this bow when you make an attack with it. If that attack hits, it deals 1d4 additional piercing damage.
Lightning Bow - credit to JeffreyGator
Weapon (any bow), rare (requires attunement)
Requiring neither ammunition nor a string, this bow fires small bolts of lightning. The weapon adds +2 to all attack and damage rolls. On a hit, the weapon deals 2d6 (shortbow) or 2d8 (longbow) lightning damage. You still add your dexterity modifier to the damage roll.
Starfall - Credit to Pheonix042
Weapon (any bow), rare
This magic bow appears to be made of a flexible dark glass strung with silver wire, yet it weighs only one pound. The night sky is perpetually visible through the glass, as though the earth and its contents weren't in the way. While this bow is attuned, you see portents in the sky each night, giving you a +2 bonus to all initiative checks and checks you make to navigate the next day.
When you fire an arrow from this bow, you can whisper a command word to cause the arrow to shine with pale light as if you'd cast the light cantrip on it. The light fades after one minute or when you use this power again.
You can cast faerie fire with this bow as an action by speaking a different command word and firing a single silvered arrow at a point within range. The arrow is consumed by the spell, and the spell's fire is silvery instead of multicolored. You you do not need to concentrate to maintain the spell. The save DC is 15. Once you have used this power, it cannot be used again until the next midnight.


Clubs

Obron's Greatclub of Great Swiftness - Credit to Unoriginal
Weapon (greatclub), very rare
Obron was an Ogre of unusual cleverness dedicated to perfecting the craft of making clubs. He tried to create them in all shapes, matters and sizes. This magic polished-oak club is one of the results of his intense efforts. You can spend a bonus action to attack with it once per short rest. Once per round, if you use your Reaction for an Attack of Opportunity, you regain your Reaction.
Ugly Stick - credit to Legimus
Weapon (club or greatclub), rare (requires attunement)
An uneven, gnarled length of wood from a grotesque tree. You have a +1 bonus to all attack and damage rolls made with this weapon. A creature hit by this weapon must succeed a DC 13 Charisma saving throw, or its appearance will become unnaturally ugly for the next hour, giving it -4 to all Charisma checks. You may also expend 1 charge to cast disguise self, but your disguise must be ugly to your race. The staff has 3 charges, and regains all charges at dawn.
Wierdling Beast Stick - credit to Kane0
Weapon (club), rare (requires attunement)
This club is made from the magically hardened remains of some unknown fossilized creature. Add +1 to attack and damage rolls with this weapon while attuned to it. A critical hit made by this weapon also heals its wielder a number of HP equal to half the damage dealt


Crossbows

Cantrip-bound Crossbow - credit to Tetrasodium
Weapon (heavy crossbow), uncommon (requires attunement)
This arcane heavy crossbow is incapable of firing bolts normally, lacking a cord. Instead, you can use your action to cast an attack cantrip through this crossbow, with the cantrip determined at the time of its manufacture. The most common cantrips are fire bolt and ray of frost. You still use your Dexterity modifier to make the attack roll for the cantrip.
Gnomish Compact - credit to Kane0
Weapon (any crossbow), uncommon
These varieties of crossbows are the product of a joint venture between Dwarven and Gnomish craftsmen. They are considered magical for the purposes of damage resistance and immunity and can hold up to 20 bolts in an extradimensional space within. You can choose to load any bolt from this space while ignoring the Loading property of the crossbow.
Rakkzak's Miniature Ballista - Credit to Ninja_Prawn
Weapon (heavy crossbow) rare (requires attunement)
You have a +1 bonus to attack and damage rolls with this magical crossbow. Bolts fired from it deal double damage to objects and structures.
This weapon has 3 charges. While attuned to it, you can use an action to expend 1 charge and fire a magically accelerated bolt, which affects all creatures and objects in a 5 ft. wide line extending 100 feet from you. Targets in the area must make a Dexterity saving throw (DC = 8 + Dexterity modifier + proficiency bonus) or take the weapon's normal damage (half as much on a successful save). The crossbow regains 1d4-1 expended charges daily at dawn.
Rappelling Crossbow - credit to thoroughlyS
Weapon (any crossbow), uncommon
This magic crossbow has 3 charges and it regains 1d3 expended charges daily at dawn. When you make an attack with this weapon, you can expend one charge to magically create a silk rope connecting the bolt and the crossbow. This rope has a maximum length equal to the normal range of the weapon. The crossbow can only be connected to one bolt in this way. You can hit a switch on the crossbow which causes the rope to detach from the bolt and immediately retract into the crossbow.
If the attack hits a creature, it must succeed on a DC 13 Dexterity saving throw or be restrained by the rope. While a creature is restrained in this way, you can use a bonus action to pull the restrained creature in a straight line up to 20 feet closer. A creature restrained by the rope can use its action to make a DC 13 Strength check. On a success, the creature is freed.
If the bolt hits a building, tree, or other structure, it is magically held in place for 1 minute. As a bonus action, you can move in a straight line directly to the bolt.


Daggers

Loyal Dagger - credit to Legimus
Weapon (dagger), rare (requires attunement)
You have a +1 bonus to attack and damage rolls with this weapon. When you throw this weapon as part of an attack, it flies back into your hand afterwards. If you hold out your hand and utter the command word while it is within 60 feet of you, the dagger will fly into your hand.
Sacrificial Dagger - credit to Astofel
Weapon (dagger), rare (requires attunement)
Popular with cult leaders, this dagger has a +1 bonus to attack and damage rolls and grants its wielder power when it is used to slay a creature. When you reduce a creature to 0 hit points with this weapon, you gain temporary hit points equal to the creature's Constitution modifier (minimum of 1). If used to kill a creature for the purpose of casting summon greater demon, the summoned fiend has disadvantage on all saving throws related to the spell regardless of whether or not the summoner utters its true name.
Shiver - credit to EvilAnagram
Weapon (dagger), rare (requires attunement)
This ice-blue blade constantly drips moisture and emits a cooling mist. When attuned to this magic dagger, you can dismiss the blade as a bonus action, causing it to evaporate into a cool mist that follows you and protects you from the effects of extreme heat. The blade can be recalled with a bonus action, and it automatically evaporates when you throw it. While attuned, the dagger deals an extra 2d4 cold damage. Once per day, when an attack with the dagger hits, you can cause it to explode, sending icy shards out in a 5-foot radius. Creatures within that radius must succeed on a Dexterity saving throw of 13 or take 3d4 cold damage.


Hammers

Hammer of Infinite Possibilities - credit to McSkrag
Weapon (warhammer), very rare (requires attunement)
This warhammer fills its wielder with confidence, leaving you "fairly certain" it can somehow solve most problems you encounter. You have a +1 to attacks and damage rolls while wielding this weapon, and you can choose to add +1d6 elemental damage of your choice, picking acid, cold, fire, lightning, necrotic, poison, radiant, or thunder. Against objects, all hits are critical hits, and it provides advantage on Strength checks to open doors and containers such as kegs.
Kordun's Wrath - credit to Pheonix042
Weapon (maul or warhammer), legendary (requires attunement)
This massive iron hammer is imbued with the fiery wrath of Kordun, a great mountain spirit. While you are attuned to this magic weapon, you have resistance to fire, and you can cast mending at will by speaking the command word and striking the target object with the hammer. Even fragile objects are left unharmed and completely mended by this power. As an action, you can speak a different command word to create a fiery crack or break up to 1ft long in a nonmagical object you strike with this hammer.
When you hit a creature or object with Kordun's Wrath, you can unleash the fury of Kordun with your attack by speaking his name. When you do, all creatures and objects in a 15ft cone emerging from your target (including the target) are knocked back 15ft and must make a constitution saving throw. Creatures that fail their save take 6d6 fire damage and fall prone. Creatures that succeed on their save take half of this fire damage and do not fall prone. Flammable objects in the area catch fire, and loose objects are also knocked back. Once you have used this power, you cannot do so again until the hammer's head has spent an hour engulfed in flame or one minute dipped in lava.
Mocking Blow - credit to Legimus
Weapon (warhammer), very rare
This semi-sentient magic hammer has a cruel sense of humor. You cannot attack with this weapon unless you verbally insult your foe. When you land an attack with this weapon, you can use it to cast vicious mockery against the target as a bonus action. The spell save DC is 14. If the target succeeds on the saving throw, the spell is redirected at you, and you must make a saving throw. If your attack roll is a critical hit, the target will automatically fail the saving throw if you choose to cast vicious mockery. If you roll a 1 on your attack, you cast vicious mockery on yourself and fail the saving throw. When using this ability, the hammer is the source of the magical insults, not you.


Oddball (Melee)

Drama's Lash - credit to Deox
Weapon(whip) rare(requires attunement)
Once wielded by the actor Whys, this magical whip has a flair for the dramatic. As a bonus action, you can speak a command word to create a minor object such as a chandelier, sconce or similar object. You may use part or all of your movement to swing from the created object to another location within 30 feet. This movement does not provoke opportunity attacks, and the object created disappears after this movement.
Ethereal Dancer - credit to yewrock
Weapon (war pick), uncommon (requires attunement)
This magic weapon from foreign shores shimmers with an eerie light and moves deftly in skilled hands. It has the finesse and thrown properties, with a range of 20/60, and immediately after making a ranged attack with this weapon, it returns to the wielder's hand. You gain a +2 bonus to attack rolls against any target wielding a shield.
Fang of Winter - Credit to Ninja_Prawn
Weapon (sickle), legendary (requires attunement by a druid)
You have a +2 bonus to attack and damage rolls with this magical sickle, and when you hit a plant creature with it, the target takes an additional 2d8 cold damage.
This weapon has 6 charges. While attuned to it, you know the frostbite cantrip and can use an action to expend 1 or more charges to cast the following spells from it, using your spell save DC: ray of enfeeblement (1 charge), slow (2 charges), blight (3 charges) or control weather (6 charges). The sickle regains 1d6 expended charges daily at midnight.
Holy Water Sprinkler - credit to KorvinStarmast
Weapon (morning star), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The weapon has seven charges. When attuned, you may expend up to seven charges to dispense holy water with this weapon. Upon a successful hit when attacking a fiend or undead, you may expend charges to deal 1d6 radiant damage per charge. You may also expend a charge as an action to heal 1d6 hit points per charge to any creature within five feet. Once per day, you may fill a single empty vial with holy water by expending one charge.
The holy water sprinkler regains 1d6+1 charges at dawn.
Red Thresher - Credit to Pheonix042
Weapon (flail), very rare (requires attunement)
This flail is made of black steel engraved with depictions of human sacrifice. It has an abnormally long chain, and spikes are set into the pommel and handle as well as the striking head. While attuned, add +1 to attack and damage rolls with the flail. Creatures damaged by this weapon leave a trail that you can automatically track without making survival checks. If a creature regains all of its hit points, it stops leaving this trail.
When you make a Charisma (intimidation) check, you can use a bonus action to deal yourself 5 points of damage with this weapon's pommel spike in a display of brutal ferocity. If you do, you gain advantage on that intimidation check. You can issue a command to a creature that you successfully intimidate with this power (no save), but you cannot issue another command in this way until the next dawn. When you take the attack action, before making any attacks you can choose to take 5 points of damage from the handle spikes to empower the flail. If you do, you can roll the flail's damage die one additional time whenever you deal damage with it that turn, and add both rolls together.
Simian Knuckles - credit to Elminster298
Wondrous item, legendary (requires attunement)
Pieced together by an ape awaken by an evil druid, these knuckles are infused with his physical prowess. These gauntlets must be worn as a set and prevent the wielding of any other weapon or shield. They provide a +2 to attack and damage rolls for unarmed strikes, in addition to a +2 to Strength (Athletics) checks to grapple an opponent. While attuned, you gain a climb speed equal to your normal speed.
Once per long rest, you can take the attack action to make a single punch that deals an extra 2d6 damage. If the attack hits, it is an automatic crit and pushes the target 10ft away from you.
Whip of the Storm Witch - credit to McSkrag
Weapon (whip), very rare (requires attunement)
This magic whip is made of tanned blue dragon hide braided together in an intricate pattern with silver thread. It crackles with electricity when it is lashed about and makes a tremendous concussive boom when it is cracked. The whip has a +1 bonus to attack and damage rolls, and it deals an additional 1d6 lightning and 1d6 thunder damage on a hit. You have a +2 bonus to charisma (Intimidation) check while attuned to the whip, and aquatic humanoids will feel enmity towards the whip and its wielder.


Oddball (Ranged)

Angelic Cord - credit to EvilAnagram
Weapon (sling), rare
When you hit an enemy with this magical weapon, you can utter a command word to cause a blast of radiant energy to erupt in a 10-foot radius. Creatures in the radius must make a Constitution saving throw with a DC 14 or take 3d8 radiant damage and become blind. Creatures that succeed on the saving throw take half damage and are not blinded. Creatures suffering from this blindness can end the effect by repeating the saving throw at the end of each of their turns. After using this effect, you cannot use it again until the next dawn.
You can also, as an action, spin the sling above your head to gain a fly speed for one turn. At the end of this turn, if you are still in the air, you descend gently to the ground as per the spell feather fall.
Fog Shot - credit to EvilAnagram
Ammunition (bullet), uncommon
When you attack using a sling loaded with this bullet, the attack damages the target as normal. Hit or miss, you cast the spell fog cloud using no components, centered on the bullet. Once used, it crumbles to dust.
Heart of Dartness - credit to thoroughlyS
Weapon (dart), rare
When you attack a creature with this magic dart and roll a natural 20 on the attack roll, the creature is blinded until the end of its next turn. Immediately after you make an attack with this weapon, or as an action, you can cast darkness, requiring no components and with the dart as the point of origin. The dart can't be used this way again until the next dawn.
Raison Dart - credit to EvilAnagram
Weapon (dart), uncommon (requires attunement by a bard)
While attacking with this magic weapon, you regain one use of Bardic Inspiration on a critical hit.
Sniper's Folly - credit to Kane0
Weapon (any bow, crossbow, or sling), rare (requires attunement)
This weapon adds +1 to attack and damage rolls. It deals no damage if the attack is not a critical hit. When making an attack that has advantage with the weapon, you can roll an additional d20 and take the highest roll. On a critical hit, the target must succeed on a Constitution saving throw against DC equal to the damage dealt or be stunned until the end of its next turn.
Teleporting Net
Weapon (net) rare
When this magic weapon hits a target, that target is teleported to a space 60 feet about it and is restrained. If the target cannot teleport to that space, then it teleports to the nearest space that can accommodate it.


Polearms

Evening Spear - credit to Amdy_vill's DM
Weapon (spear), legendary (requires attunement)
While attuned, you have a +3 bonus to attack and damage rolls with this weapon. As a bonus action, you can pour your life energy into the spear, empowering it. On the next hit, the target takes an additional 6d6 necrotic, and you suffer 6d6 necrotic damage that cannot be reduced in any way.
Ocean's Trident - credit to Amdy_vii
Weapon (trident) legendary (requires attunement)
While attuned, you gain a swim speed equal to your normal speed and can breathe underwater. You gain a +2 bonus to attack and damage rolls with this weapon. In the water, you may throw the trident as part of an attack action. Rather than leaving your hand, it instead pulls you along with it. As a bonus action, when you hit a creature with this weapon you may deal an additional 4d6 lighting damage.
Point of Balance - credit to EvilAnagram
Weapon (javelin, lance, pike, or spear), rare (requires attunement)
This polearm has a shaft of solid bone, engraved with vines that spiral from the tip. While attuned, you have a +1 bonus to attack and damage rolls made with this weapon, and it deals an additional 1d6 necrotic damage on a hit. The weapon gains a charge for every point of necrotic damage dealt, up to 18 charges. You can expend six charges to cast ensnaring strike at first level with a DC 15 saving throw. You can increase the level of the spell by one level for every six additional charges spent.
Thelanian Pike - credit to Tetrasodium
Weapon (pike), uncommon (requires attunement)
This fey-crafted pike is made from still-living wood. While attuned, you gain a +1 to attack and damage rolls with this weapon. Additionally, you can cast thorn whip as a cantrip, using your Strength modifier to calculate the attack.


Artifacts of Note
Hilt of the Moonbow - credit to A Fat Dragon
Wondrous item, legendary (requires attunement by a Warlock)
This small hilt, made from silver and white wood, is engraved with signs of the Fey. When attuned to by a Warlock, it transforms into a bow made from silver moonlight and Eldritch energy. The “bow” can be used as a casting focus, and grants +2 bonus to spell attack rolls and spell save DCs. In addition, any enemies that you hit with Eldritch Blast while attuned to this “bow” must succeed on a Wisdom saving throw against you spell save DC or be marked. As long as the marked creature is within 100 feet of you, you know where the enemy is, your Spells do not suffer disadvantage against the marked creature, and your attacks deal an extra 1d8 force damage.
There may only be one marked enemy at a time, and the marked target can repeat the saving throw at the beginning of each of their turns. The mark immediately disappears after 1 minute, or if the enemy is farther than 100 feet away from you.
Serinian's Smashing Skillet - Credit to Dark Sun Gnome
Weapon (skillet), legendary (requires attunement)
A weapon spoken of in the most respectful of tones, this 12-inch cooking implement was the weapon of choice for the princess of a kingdom who used this improvised weapon to escape captivity and survive the long journey across back to her homeland.
You have a 2+ bonus to attack and damage rolls with this skillet. On a hit, this weapon deals 1d10 damage and creatures that have resistance or immunity to bludgeoning damage take full damage from this weapon.
The handle of this weapon is immune to Heat Metal. You also have advantage on saving throws against extreme weather, as outlined in the Dungeon Master's Guide.
Suggested methods of destruction:
- On a full moon, must be thrown from the Tower in which Serinian was kept and into a cauldron of molten gold.
- Must be immersed in holy water for 24 hours then exposed to the Breath Weapon of a Blue Dragon.

M Placeholder
2018-05-21, 01:06 PM
I think that for legendary items, there should be a suggested means of destruction. I really dug the suggested means for the artifacts for 2nd edition, and they could be used for plot hooks.

So here's my suggestion, for Oddball weapon. Might need a bit of work.

Serinians Smashing Skillet
Weapon (Skillet), Legendary (requires attunement)

A weapon spoken of in the most respectful of tones, this 12 inch radius cooking implement was the weapon of choice for a Princess of a Kingdom who after being captured, used this improvised weapon not only to escape from the citadel in which she was being held, but also to survive the long journey across the burning plains and scrub back to her homeland.

You have a 2+ bonus to attack and damage rolls with this skillet. On a hit, this weapon deals 1d10 damage and creatures that have resistance or immunity to bludgeoning damage take full damage from this weapon.

The handle of this weapon is immune to Heat Metal or Chill Metal. You also have advantage on saving throws against Extreme weather, as outlined in the Dungeon Masters Guide.

Suggested methods of destruction

- On a full moon, must be thrown from the Tower in which Serinian was kept and into a cauldron of molten gold.
- Must be immersed in holy water for 24 hours then exposed to the Breath Weapon of a Blue Dragon.

Unoriginal
2018-05-21, 02:35 PM
Obron's Greatclub of Great Swiftness

Weapon (greatclub), Very Rare

Obron was an Ogre of unusual cleverness, although his cleverness was mostly focused on his craft. Dedicated to perfecting the concept of clubs, he tried to create them in all shapes, matters and sizes. This polished oak club is one of the results of his intense efforts

The greatclub's wielder can spend a bonus action to attack with it once. Once per round, if the wielder uses their Reaction for an Attack of Opportunity, they regain their Reaction.




I think that for legendary items, there should be a suggested means of destruction. I really dug the suggested means for the artifacts for 2nd edition, and they could be used for plot hooks.

That's mostly a thing for artifacts, though. 5e considers legendary items can be destroyed as any others unless they have the "Indestructible" special property.

Nothing wrong with saying a specific legendary item can only be destroyed in specific circumstances, though.

EvilAnagram
2018-05-21, 02:52 PM
Hey, when did you get the new avatar, EvilAnagram? V cool. Anyway.


Very recently! Credit goes to Honest Tiefling!


I
Serinians Smashing Skillet

I envisioned the oddball categories for things like slings, whips, and war picks, which are in the weapon list, but don't fit into other categories. I put your contribution in a section to itself, though, on account of it being friggin awesome.

Aembrosia
2018-05-21, 02:53 PM
Raw Deal
Dagger, meat cleaver
This dagger deals no weapon damage on an attack. (or 1+ relevant modifier)
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target.
At the start of each of the wounded creature's turns, it takes 1d4 slashing damage for each time you've wounded it, and it can then make a DC 13 Constitution
saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 13 Wisdom (Medicine) check, ending the
effect of such wounds on it on a success.

Elminster298
2018-05-21, 03:16 PM
Simian Knuckles(legendary, wondrous item)
Pieced together by an ape awaken by an evil druid, these knuckles allow a versatility unparreled by other weapons for those who rely on pure personal physical prowess.
-these bracers/gauntlets must be worn as a set and prevent the wielding of any other weapon or shield.
-these bracers count as +2 weapons and add their bonus to all unarmed strikes and the damage/attack rolls for grapple checks.
-the wielder gains a climb speed equal to their unmodified run/walk speed.
-once per long rest the wielder can take the attack action to make a single punch that deals 2d6+str mod damage that is an automatic crit and pushes the target 10ft in a chosen direction.

JeffreyGator
2018-05-21, 04:23 PM
Woodchopper, rare (attuned)
This +2 adamantium ax never needs sharpening and is especially adept at felling plants.

Against trees and Plant-monsters this weapon critically hits for every hit. (being made of adamantine it also critically hits objects).

Lightning bow. Very rare (think the ranger from DnD 1980s comic)
(Attuned by someone with the archery fighting style)
This +2 bow does not require ammunition or a bow string, instead firing blasts of lightning at its target (2d6+2+stat for short bows and 2d8+2+stat for longbows) It does electricity rather than piercing

Astofel
2018-05-21, 04:34 PM
Sacrificial Dagger
Weapon (dagger), uncommon (requires attunement)
Popular with cult leaders, this dagger has a +1 bonus to attack and damage rolls and grants its wielder power when it is used to slay a creature. When you reduce a creature to 0 hit points with this weapon, you gain temporary hit points equal to the creature's Constitution modifier (minimum of 1).

I'm not quite sure about the rarity, or the exact amount of THP provided, but the idea is that the more powerful the slain creature, the greater the benefits the dagger gives you.

KorvinStarmast
2018-05-21, 05:04 PM
Magic Morning Star
Name: Holy Water Sprinkler (wondrous item, rare, holy water functions require attunement by a cleric or paladin)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. (Regardless of class).
When attuned, you may expend up to seven charges to dispense holy water with this weapon to either wound or heal:
When Attacking Undead or a Fiend: upon a successful hit, the holy water does 2d6 radiant damage per charge.
When Healing: you heal 1d6 hit points per charge expended.
The holy water sprinkler regains 1d6+1 charges at dawn.
Once per day, a single holy water flask may be refilled by expending one charge.

Not sure if this should be rare or very rare. Maybe keep the radiant damage to 1d6 so that it's rare?

yewrock
2018-05-21, 05:47 PM
Oddball


The Hunga Munga of Ethereal Dancer
Weapon (hunga munga) uncommon progressive to very rare requires attunement. (They would be legendary if they weren't multiples. Set of 4, 1 in hand and 3 spares attached to shield.)

Depending on how one employs it the weapon is melee or ranged. In melee the blade acts like a short sword and does 1d6+dex slashing damage. In melee if you reverse the grip the spike end is like a war pick and does 1d8+str piercing damage. The blade is also balanced so that it acts as an throwing ax 20/40 ranged 1d6+str piercing damage.

As the player becomes more proficient the thrown hunga munga ignores the armor bonus granted from shields.

Next feature to open up is hilt end of the handle. Once open after the hunga munga is thrown it automatically returns to the shield

As the player becomes more attuned (according to plot points or other notions) an aperture opens in the upper handle meant for a McGuffin stone of power that allows for the addition of whatever type of extra damage is appropriate. The bonus damage is 1d4 up to 1d6 at higher levels but the stone must remain. Changing out one stone for another makes the bonus reset back to 1d4 and the player has to attune again.

EvilAnagram
2018-05-21, 05:49 PM
Sacrificial Dagger
Weapon (dagger), uncommon (requires attunement)
Popular with cult leaders, this dagger has a +1 bonus to attack and damage rolls and grants its wielder power when it is used to slay a creature. When you reduce a creature to 0 hit points with this weapon, you gain temporary hit points equal to the creature's Constitution modifier (minimum of 1).

I'm not quite sure about the rarity, or the exact amount of THP provided, but the idea is that the more powerful the slain creature, the greater the benefits the dagger gives you.

I made a minor adjustment to give it a culty feel.


The Hunga Munga of Ethereal Dancer
Weapon (hunga munga) uncommon progressive to very rare requires attunement. (They would be legendary if they weren't multiples. Set of 4, 1 in hand and 3 spares attached to shield.)

Depending on how one employs it the weapon is melee or ranged. In melee the blade acts like a short sword and does 1d6+dex slashing damage. In melee if you reverse the grip the spike end is like a war pick and does 1d8+str piercing damage. The blade is also balanced so that it acts as an throwing ax 20/40 ranged 1d6+str piercing damage.

As the player becomes more proficient the thrown hunga munga ignores the armor bonus granted from shields.

Next feature to open up is hilt end of the handle. Once open after the hunga munga is thrown it automatically returns to the shield

As the player becomes more attuned (according to plot points or other notions) an aperture opens in the upper handle meant for a McGuffin stone of power that allows for the addition of whatever type of extra damage is appropriate. The bonus damage is 1d4 up to 1d6 at higher levels but the stone must remain. Changing out one stone for another makes the bonus reset back to 1d4 and the player has to attune again.
So, this is less "a unique magical weapon to fill out options for the weapons in the weapon table" and more "a homebrew weapon type with magical options of varying power." It's very cool, but it's not quite what I intended.

McSkrag
2018-05-21, 06:14 PM
Whip of the Storm Witch


Weapon (Whip)
Very Rare (requires attunement)
Description: The whip is made of tanned blue dragon hide braided together in an intricate pattern with silver thread. The handle is inscribed with arcane runes. It crackles with electricity when it is lashed about and makes a tremendous concussive boom when it is cracked.
+1 Attack / +1 Damage
+1d6 Lightning and +1d6 Thunder damage to the target on a hit.
+1 to Persuasion and Intimidation while wielding it because it's a freakin' electric whip.
Aquatic humanoid races will feel hate and enmity for the whip and it's wielder.

Kane0
2018-05-21, 06:20 PM
Gnomish Compact
Weapon (Crossbow), Uncommon
These varieties of crossbows are the product of a joint venture between Dwarven and Gnomish craftsmen. They are considered magical for the purposes of damage resistance and immunity and can hold up to 20 bolts in an extradimensional space within it. The wielder can choose to load any bolt from this space ignoring the Loading quality of the crossbow.

Havok Blade
Weapon (Sword), Rare (requires attunement)
A havok blade is considered magical for the purposes of damage resistance and immunity. These weapons score a critical hit on a roll of 19 and can shed red light with the brightness of a torch on command. A wielder cannot be disarmed of a Havok blade, and if destroyed it reforms from the largest piece over the next 24 hours.

Sniper's Folly
Weapon (bow, crossbow, sling), Rare (requires attunement)
This +1 weapon deals no damage if the attack is not a critical hit. When making an attack using the weapon that has advantage the wielder can roll an additional d20 and take the highest roll. On a critical hit, the target must succeed on a Constitution saving throw against DC equal to the damage dealt or be stunned until the end of its next turn.

Staff of the Storm
Weapon (Quarterstaff), Rare (requires attunement)
This +1 staff deals an additional 1d6 thunder or lightning damage (wielders choice) on a hit. Additionally, when outdoors the wielder can also cast the Lightning Bolt and Storm Sphere spells once each. Once cast the staff cannot do so again until the next dawn.

Wierdling Beast Stick
Weapon (Club), Rare (requires attunement)
This +1 club is made from the magically hardened remains of some unknown fossilized creature. A critical hit made by this weapon also heals its wielder a number of HP equal to half the damage dealt.

EvilAnagram
2018-05-21, 06:21 PM
I made another one! Note my formatting. Note it.

Angelic Cord
Weapon (sling), rare (requires attunement)
While attuned to this weapon, the wielder gains a +2 to attack and damage rolls made with it. On a hit, the wielder can utter a command word to cause a blast of radiant energy to erupt in a 10-foot radius. Creatures in the radius must make a Constitution saving throw with a DC 16 or take 3d8 radiant damage and become blind. Creatures suffering from this blindness can end the effect by repeating the saving throw at the end of each of their turns. After using this effect, the wielder cannot use it again until the next dawn.
The wielder can also, as an action, spin the sling above their head to gain a fly speed for one turn. at the end of this turn, if the wielder is still in the air, they descend gently to the ground as per the spell feather fall.

Amdy_vill
2018-05-21, 06:21 PM
my dm gave me a +3 spear named the evening spear. this weapon could be activated on a bonus action. when i hit and deal damage to a target i loss 20 hit points and then deal 20 extra hit points. the item requires attunment. my dm gave me this weapon as it was too hard for him to deal damage to me. funny thing is after getting the weapon and using it i started going down much more. i went from being unstoppable to not bing able to survive more then 5 rounds in a fight.

note: the damage the spear deal to the target is necrotic and the damage deal to the users has no damage type and can not be reduce in any way.

Evening spear
weapon(spear) legendary (requires attunement)
The wielder has a +3 bonus to attack and damage rolls with this weapon. when the wielder use a bonus action for the next 60 second when a hit and damages is done to a target the wielder is dealt 20 damage. this damage has not type and can not be reduced in any way. the target takes an additional 20 necrotic damage.

EvilAnagram
2018-05-21, 06:42 PM
Havok Blade
Weapon (Sword), Rare (requires attunement)
A havok blade is considered magical for the purposes of damage resistance and immunity. These weapons score a critical hit on a roll of 19 and can shed red light with the brightness of a torch on command. A wielder cannot be disarmed of a Havok blade, and if destroyed it reforms from the largest piece over the next 24 hours.

Staff of the Storm
Weapon (Quarterstaff), Rare (requires attunement)
This +1 staff deals an additional 1d6 thunder or lightning damage (wielders choice) on a hit. Additionally, when outdoors the wielder can also cast the Lightning Bolt and Storm Sphere spells once each. Once cast the staff cannot do so again until the next dawn.
I really like your stuff, but because I was explicit about this being for everything but swords, maces, and quarterstaves, I'm going to omit these.



Evening spear
I made some slight changes.

Things are really coming along! Great work, people!

Tetrasodium
2018-05-21, 06:56 PM
Here are a few I've given out. Pardon the formatting, some of these are copy/pasted out of a pdf with a fancy border.

Thelanian pike.(very rare, attune).
This feycrafted pike is made from livewood & tied to thelanis (http://eberron.wikia.com/wiki/Thelanis). An attuned wielder can use this in one of two ways. The first & obvious way as a simple +1 pike (1d8+1, heavy, reach, 2 handed). The second & less obvious method is to cast the thornwhip cantrip using the wielder's strength as the casting stat.
Axe of the Vessel (Legendary, attunement req)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
In addition, while you are attuned to this weapon, your hit point maximum increases by
one for each level you have attained.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a
DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to
attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action,
you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If
you have multiple possible targets, you attack one at random. You are berserk until you start your turn with
no creatures within 60 feet of you that you can see or hear.
If you do not have an extra attack feature, or have an inferior one, this axe grants the extra attack feature of
an 11th level fighter once attuned.
The axe has 12 charges and regains ld6 + 4 expended charges daily at dawn. Casting a spell from it takes a
number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and
1st or higher for burning hands; spell saves DC 15). If the parchment is removed from the axe, the axe loses
the capability of casting these spells forever.Concealed beneath the dragonskin wrappings around the handle
is a parchment containing the spells pass wall, burning hands, and gust of wind. When the attuned wielder
uses an action to say the correct words of power, which are engraved in goblin on the axe blade, one of these
spells can be cast.
Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain
cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have
disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you
that you can see or hear.

Shadow Blessed Long Sword (legendary, requires attunement)
This longword is made of laminated wood, inset with dragon's teeth sports a garnet
affixed to the hilt with a faint glow to it. You gain a +3 bonus to attack and damage rolls
made with this sword. In addition, while you hold the sword, you can use your reaction to make
one melee attack with it against any creature in your reach that deals damage to you. You have advantage on
the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance
the target has.
The weapon deals an extra 3d6 damage against dragons.
Curse: This weapon can only be attuned by someone who is lawful evil.If one attempts to attune to this
weapon but are not lawful evil, they must succeed on a dc20 wisdom save each day while attuned or become
lawful evil. During the attunement process a non-LE creature must make a death save & on a success will be
contacted by the spirit of a former owner with a warning about the possible shift in personality.
While attuned this sword, you are immune to magic that allows other creatures to read your thoughts,
determine whether you are lying, know your alignment,or know your creature type. Creatures can
telepathically communicate with you only if you allow it.
If you die while attuned & still in posession of this sword, your soul enters it, unless it already houses a soul.
You can remain in the sword or depart for the afterlife.
As long as a soul is in the sword, it can telepathically communicate with any creature attuned to it. A wearer
can't prevent this telepathic communication.
Cantrip bound crossbow (rare, attune)
This heavy crossbow is incapable of firing bolts normally on account of the eberron dragonshard affixed to the riser along the flight groove (https://www.hunter-ed.com/nebraska/studyGuide/Parts-of-a-Crossbow/20103001_700122287/), not to mention the lack of cables. An attuned user can use this heavy crossbow to cast the cantrip bound to it using dexterity as the casting modifier. Traditionally these crossbows have ray of frost or fire bolt bound to them.

McSkrag
2018-05-21, 07:28 PM
Hammer of Infinite Solutions


Weapon (warhammer), Very Rare (requires attunement)
The hammer is made of finely wrought adamantine inscribed with arcane dwarvish runes and sigils. In addition to the flat bludgeoning face, the hammer has a number of spikes, blades, and tools protruding from the head and pommel.
1d8 Bludgeoning, Versatile 1d10
+1 Attack and Damage
Wielder can choose to add +1d6 elemental damage of any type except psychic.
Critical damage vs. objects.
Gives advantage on strength checks to open doors and containers such as kegs.
While attuned to the hammer, the wielder will feel “fairly certain” the hammer can somehow help them solve most problems they encounter and will try to figure out ways to involve the hammer in all kinds of plans.

EvilAnagram
2018-05-21, 07:41 PM
Here are a few I've given out. Pardon the formatting, some of these are copy/pasted out of a pdf with a fancy border
Are these out of someone's DM's Guild product? Because I'm wholly uninterested in reprinting someone's work without their permission.

Tetrasodium
2018-05-21, 08:13 PM
Are these out of someone's DM's Guild product? Because I'm wholly uninterested in reprinting someone's work without their permission.

No they are out of my notes.... I keep a pdf of any custom weapons I hand out in case I ever need to wonder or answer "what does X do"

EvilAnagram
2018-05-21, 08:24 PM
No they are out of my notes.... I keep a pdf of any custom weapons I hand out in case I ever need to wonder or answer "what does X do"

Cool. Do you mind if I remove some of the Eberron-specific descriptors to make them a bit more universal, but still applicable to Eberron?

thoroughlyS
2018-05-21, 08:26 PM
The Hunga Munga of Ethereal DancerSo, this is less "a unique magical weapon to fill out options for the weapons in the weapon table" and more "a homebrew weapon type with magical options of varying power." It's very cool, but it's not quite what I intended.
The hunga munga (https://en.wikipedia.org/wiki/Mambele_(knives)) is a real weapon, although yewrock isn't exactly clear about that. I've taken a shot at making a description which is clearer and solidly defined.

Ethereal Dancer
Weapon (handaxe), uncommon (requires attunement)
Even if you aren't attuned to the handaxe, it has the finesse property and can be wielded as a war pick (you must use Strength on attacks made in this way). You gain a +2 bonus to attack rolls against any target wielding a shield. Immediately after making a ranged attack with this weapon, the weapon flies back to your hand.

Rappelling Crossbow
Weapon (any crossbow), uncommon
This crossbow has 3 charges and it regains 1d2 + 1 expended charges daily at dawn. When you make an attack with this weapon, you can expend one charge to magically create a silk rope connecting the bolt and the crossbow. This rope has a maximum length equal to the normal range of the weapon. The crossbow can only be connected to one bolt in this way. You can hit a switch on the crossbow which causes the rope to detach from the bolt and immediately retract into the crossbow.
If the attack hits a creature, it must succeed on a DC 13 Dexterity saving throw or be restrained by the rope. While a creature is restrained in this way, you can use a bonus action to move that creature in a straight line up to 20 feet closer to you. A creature restrained by the rope can use its action to make a DC 13 Strength check. On a success, the target is freed.
If the bolt hits a building, tree, or other structure, it is magically held in place for 1 minute. As a bonus action, you can move in a straight line directly to the bolt.

Heart of Darkness
Weapon (dart), uncommon
When you attack a creature with this weapon and roll a 20 on the attack roll, the creature must succeed on a DC 15 Intelligence saving throw or be blinded until the end of its next turn. Immediately after you make an attack with this weapon, or as an action, you can cast the darkness spell, requiring no components and with the dart as the point of origin. This dart can't be used this way again until the next dawn.

Tetrasodium
2018-05-21, 09:04 PM
Cool. Do you mind if I remove some of the Eberron-specific descriptors to make them a bit more universal, but still applicable to Eberron?

I wouldn't have posted them if I was worried about people changing them. :smallcool:

A Fat Dragon
2018-05-21, 09:09 PM
Hilt of the Moonbow
Wondrous Item, very rare (requires attunement by a Warlock)
This small hilt, made from silver and white wood, is engraved with signs of the Fey. When attuned to by a Warlock, it transforms into a bow made from silver moonlight and Eldritch energy. The “bow” can be used as a casting focus, and grants +2 bonus to Spell attack rolls and the Spell Save DC of your spells. In addition, any enemies that the wielder hits with Eldritch Blast while they are attuned to this “bow” must succeed on a Wisdom saving throw against your Spell Save DC, or are marked.
As long as the marked target is within 100 feet of the wielder, they know the location of the enemy, Spells do not suffer disadvantage against them, and their attacks deal an extra 1d8 force damage.
Only one enemy can be marked at a time, and the marked target can make this saving throw at the beginning of each of their turns. The mark immediately disappears after 1 minute, or if the enemy is farther than 100 feet away from the wielder.

Tetrasodium
2018-05-21, 09:13 PM
Can We Build It?


Crossbows

Cantrip-bound Crossbow - credit to Tetrasodium
Weapon (heavy crossbow), uncommon (requires attunement)
This arcane heavy crossbow is incapable of firing bolts normally, lacking a cord. Instead, the wielder can use this crossbow to cast an attack cantrip determined at the time of its manufacture. The most common cantrips are fire bolt and ray of frost.

Thelanian Pike - credit to Tetrasodium
Weapon (pike), uncommon (requires attunement)
This fey-crafted pike is made from still-living wood. While attuned, the wielder gains a +1 to attack and damage rolls with this weapon. Additionally, the wielder can cast thorn whip as a cantrip, using their Strength modifier to calculate the saving throw DC.





thorn whip is a melee spell attack (so normal melee attack using strength but 30' range & different damage). The crossbow also uses dex. Since cantrips don't trigger sneak attack & such it's not a problem. Both spells are 1 action cast times so extra attack doesn't factor in. ray of frost & firebolt are both ranged spell attack so a ranged spell attack hitroll tied to dex is the same as an attack roll using dex making it easy on the player :D

EvilAnagram
2018-05-21, 09:40 PM
The hunga munga (https://en.wikipedia.org/wiki/Mambele_(knives)) is a real weapon, although yewrock isn't exactly clear about that. I've taken a shot at making a description which is clearer and solidly defined.

Ethereal Dancer
Weapon (handaxe), uncommon (requires attunement)
Even if you aren't attuned to the handaxe, it has the finesse property and can be wielded as a war pick (you must use Strength on attacks made in this way). You gain a +2 bonus to attack rolls against any target wielding a shield. Immediately after making a ranged attack with this weapon, the weapon flies back to your hand.

Rappelling Crossbow
Weapon (any crossbow), uncommon
This crossbow has 3 charges and it regains 1d2 + 1 expended charges daily at dawn. When you make an attack with this weapon, you can expend one charge to magically create a silk rope connecting the bolt and the crossbow. This rope has a maximum length equal to the normal range of the weapon. The crossbow can only be connected to one bolt in this way. You can hit a switch on the crossbow which causes the rope to detach from the bolt and immediately retract into the crossbow.
If the attack hits a creature, it must succeed on a DC 13 Dexterity saving throw or be restrained by the rope. While a creature is restrained in this way, you can use a bonus action to move that creature in a straight line up to 20 feet closer to you. A creature restrained by the rope can use its action to make a DC 13 Strength check. On a success, the target is freed.
If the bolt hits a building, tree, or other structure, it is magically held in place for 1 minute. As a bonus action, you can move in a straight line directly to the bolt.

Heart of Darkness
Weapon (dart), uncommon
When you attack a creature with this weapon and roll a 20 on the attack roll, the creature must succeed on a DC 15 Intelligence saving throw or be blinded until the end of its next turn. Immediately after you make an attack with this weapon, or as an action, you can cast the darkness spell, requiring no components and with the dart as the point of origin. This dart can't be used this way again until the next dawn.
Thanks for the clarification from yewrock's post!

I hope you don't mind that I made a few alterations to Heart of Darkness. If you're opposed to the shameless pun, I will change it back.

Thanks to everyone else, as well!


thorn whip is a melee spell attack (so normal melee attack using strength but 30' range & different damage). The crossbow also uses dex. Since cantrips don't trigger sneak attack & such it's not a problem. Both spells are 1 action cast times so extra attack doesn't factor in. ray of frost & firebolt are both ranged spell attack so a ranged spell attack hitroll tied to dex is the same as an attack roll using dex making it easy on the player :D

Good notes!

EDIT: Come on, guys and gals! I'm sure someone has a bow idea to pitch!

thoroughlyS
2018-05-21, 10:26 PM
If you're opposed to the shameless pun, I will change it back.
Funnily enough, I wanted to make a dart and came up with the ideas based on the thought "dart of darkness", so I'm not too bothered by it.




I hope you don't mind that I made a few alterations to Heart of Darkness.
It actually looks like you made alterations to each of the items in my post, and I'm not sure why...

Rappelling Crossbow - credit to thoroughlyS
Weapon (any crossbow), uncommon
This crossbow has 3 charges and it regains 1d4 - 1 expended charges daily at dawn. When the wielder makes an attack with this weapon, they can expend one charge to magically create a silk rope connecting the bolt and the crossbow. This rope has a maximum length equal to the normal range of the weapon. The crossbow can only be connected to one bolt in this way. The wielder can hit a switch on the crossbow which causes the rope to detach from the bolt and immediately retract into the crossbow.
If the attack hits a creature, it must succeed on a DC 13 Dexterity saving throw or be restrained by the rope. While a creature is restrained in this way, the wielder can use a bonus action to pull the restrained creature in a straight line up to 20 feet closer. A creature restrained by the rope can use its action to make a DC 13 Strength check. On a success, the creature is freed.
If the bolt hits a building, tree, or other structure, it is magically held in place for 1 minute. As a bonus action, the wielder can move in a straight line directly to the bolt.
Why change how many charges are regained? 1d4 - 1 isn't the only option for 3 charge items. The Medallion of Thoughts regains 1d3, and the Eyes of Charming regain all charges. Changing it to 1d4 - 1 creates the chance that it doesn't regain any charges.

Ethereal Dancer - credit to yewrock
Weapon (war pick), uncommon (requires attunement)
This foreign weapon shimmers with an eerie light and moves deftly in skilled hands. It has the finesse and thrown qualities, with a range of 20/60, and its damage is treated as magical for the purposes of overcoming resistances and immunities. The wielder gains a +2 bonus to attack rolls against any target wielding a shield, and immediately after making a ranged attack with this weapon, it flies back to the wielder's hand.
Making it war pick changes what proficiency is required to wield it, changes how much damage it does when thrown, and changes which ability score modifies the attacks. My version stayed truer to the item outlined in yewrock's original post. Truth be told, the truest implimentation would be a shortsword, but that goes against the point of this thread. Minor nitpick, but they are called weapon properties. The line about counting as magical is redundant, because this is a magical weapon. A Weapon of Warning doesn't modify the damage at all and still counts as magical. Also, you combined the last two lines into a run-on sentence, and create the implication that those two abilities are related, even though they are not.

Heart of Dartness - credit to thoroughlyS
Weapon (dart), uncommon
Immediately after the wielder makes an attack with this weapon, or as an action, they can cast the darkness spell, requiring no components and with the dart as the point of origin. This dart can't be used this way again.
Why did you remove half of the weapon's abilities? It's not like it was overly abuseable, and if you considered it too powerful you could've adjusted the rarity instead.

And, in general, I've noticed that you change the point of view of the descriptions from "you" to "the wielder", when items in the book use "you".

Legimus
2018-05-21, 10:31 PM
A pair of shortswords that work together:

Risk
Weapon (shortsword), legendary
You have a +2 bonus to attack and damage rolls with this weapon. After taking the Attack action, you may make an attack against yourself with this weapon. Self-attacks cannot miss and cannot critically hit.

Reward
Weapon (shortsword), legendary
You have a +2 bonus to attack and damage rolls with this weapon. If you harmed yourself using Risk on your last turn, the next attack you land with this weapon is a critical hit.

---

A fun hammer that can easily be re-skinned:

Mocking Blow
Weapon (warhammer), very rare
This semi-sentient hammer has a cruel sense of humor. You cannot attack with this weapon unless you verbally insult your foe. When you land an attack with this weapon, you can use it to cast vicious mockery against the target as a bonus action. The spell save DC equals 8 + your proficiency bonus + your Strength modifier. If the target succeeds on the saving throw, the spell is redirected at you, and you must make a saving throw. If your attack roll is a critical hit, the target will automatically fail the saving throw if you choose to cast vicious mockery. If you roll a 1 on your attack, you cast vicious mockery on yourself and fail the saving throw. When using this ability, the hammer is the source of the magical insults, not you.

---

And a very simple dagger that someone else has probably already thought of:

Flying Dagger
Weapon (dagger), rare
You have a +1 bonus to attack and damage rolls with this weapon. When you throw this weapon as part of an attack, it flies back into your hand afterwards. If you hold out your hand and utter the command word while it is within 60 feet of you, the dagger will fly into your hand.

EvilAnagram
2018-05-21, 10:46 PM
It actually looks like you made alterations to each of the items in my post, and I'm not sure why...
I've made some alterations to just about everything posted. I'm perfectly willing to discuss the changes.


Why change how many charges are regained? 1d4 - 1 isn't the only option for 3 charge items. The Medallion of Thoughts regains 1d3, and the Eyes of Charming regain all charges. Changing it to 1d4 - 1 creates the chance that it doesn't regain any charges.
Fair point. It's certainly not a hill I'm willing to die on.


Making it war pick changes what proficiency is required to wield it, changes how much damage it does when thrown, and changes which ability score modifies the attacks. My version stayed truer to the item outlined in yewrock's original post.
All true points, but I felt that your wording was much less clear than the one I went with. Furthermore, the actual weapons were difficult to forge and seen as status symbols, so I thought martial weapons would be reasonable. Moreover, the higher damage die for the ranged attack makes it more desirable without breaking anything.


Minor nitpick, but they are called weapon properties.
Fixed.


The line about counting as magical is redundant, because this is a magical weapon. A Weapon of Warning doesn't modify the damage at all and still counts as magical.
Yes, but the Weapon of Warning also has overtly magical properties, which this weapon lacks (aside from the returning bit).


Also, you combined the last two lines into a run-on sentence, and create the implication that those two abilities are related, even though they are not.
It isn't technically a run-on sentence, but you're right about there being better ways to express it.


Why did you remove half of the weapon's abilities? It's not like it was overly abuseable, and if you considered it too powerful you could've adjusted the rarity instead.
The other ability was inconsistent with other magical abilities in the game. There are no other Intelligence saves against blindness, to my recollection, and I believe a DC 15 would be too high, especially for that save. I also think that there is a great niche to be filled by an uncommon dart that has a powerful one-off effect, and yours provided a solid basis for that.

If you're opposed to my changes, I'm perfectly willing to workshop it more. This is supposed to be a conversation.


And, in general, I've noticed that you change the point of view of the descriptions from "you" to "the wielder", when items in the book use "you".
I do. I am not trying to perfectly imitate the style of WotC.

...although, judging by how few people are willing to abide by that suggestion, I might have to alter it. went ahead and altered it.


snip
I'm explicitly not using swords in this list, even cool ones.

I changed the hammer's spell DC to a static number to reflect that the spell is not originating from you, but from the hammer. I also changed the dagger to the Loyal Dagger to provide some color. Let me know if any of that doesn't jive with you!

Tetrasodium
2018-05-21, 11:21 PM
I'm not sure if they count as a "weapon", but they seem to make my players feel more comfortable even though I don't think they have ever used them. NPC's like them though & players got them first from a bbeg's stash so no hard feelings:D

Necrotic pearl:(uncommon-rare single use no attune needed)This marble sized pearl is coated with runic silver tracery & exudes a strong necrotic aura to the touch. It can be thrown up to 30 feetas an action where it a necrotic damage fireball(phb241) effect is triggered, DCX (I like 12-15 depending on how generous I'm feeling)
Inscribed Fernia shard:(uncommon-rare single use no attune needed) This elemental shard is inscribed with fine Mithral runes. As an action, the shard can be thrown up to 15 feet where a fire damage cloud of daggers erupts (phb222) for one minute as the planar forces are released
trinkets are basically scrolls with fun little twists you can give to players, false life is one of the most popular ones. I let wizards dc10 +spell level arcana check the spell into a scribable form.


These are definately weapons evewn though one is also kinda sorta "armor"

Masterwork weapon (uncommon:any weapon, no attunement required) this nonmagic weapon is crafted to an exceptional quality by a magewright. The weapon has the normal weight & damage but is +1 to hit. These can be purchased from a suitable supplier for 10x the base cost
Masterwork weapon [I](Rare:any weapon, no attunement required)[/I this nonmagic weapon is crafted to an exceptional quality & includes a number of minor enchantments added by the magewright who crafted it. The weapon has the normal weight & damage but is +1 to hit and damage. These can be purchased from a suitable supplier for 10ox the base cost but often require a waiting period for such unusual work.
Flametouched Iron Weapons:(weapon:any), uncommon, no attunement weapons made from this metal deal damage normally against most foes, but against Fiends, Undead, & creatures specifically vulnerable to it they deal radiant damage. and overcome the special resistance of suitable creatures


Simple & Light weapons, +100gp
Ammunition +100gp/5 arows/darts/etc
Heavy Weapons +350gp
All other Martial Weapons +250gp

gatekeeper's Barding: (attunement required, armor: any heavy, common:ringmail, rare:chainmail, very rare:splint, legendary:Plate) Some druids are more concerned with wiping out the taint of extraplanar corruption than ceremony. This barding has the normal AC for barding of that type. Provided the druid is proficient with heavy armor, the barding will absorb back into the druid's base form just as the base form's equipment will absorb into the wildshape forms. While equipped, the wildshaped druid has the appropriate AC for armor of that type & deals an additional 1d6 elemental (fire, acid, cold, or lightning) damage of a type chosen when the armor is created. ... I have a moon druid player in two different games & things like this really added a lot of fun for them in my experience. While any armor could theoretically work, limiting it to heavy armor makes it easier for me since the AC is unaffected by beast form dex & picking up heavy armor proficiency somehow helps prevent hyperoptimized twinkiysm with the extra d6.
[/list]

thoroughlyS
2018-05-21, 11:26 PM
I've made minor alterations to just about everything posted. I'm perfectly willing to discuss the changes.
This seems like something you should discuss with the original creators before doing. The way it works now, I have to notice that you changed my item and ask you to change it back, rather than the other way around.

All true points, but I felt that your wording was much less clear than the one I went with. Furthermore, the actual weapons were difficult to forge and seen as status symbols, so I thought martial weapons would be reasonable. Moreover, the higher damage die for the ranged attack makes it more desirable without breaking anything.
Related to the above, this seems like something to bring up with yewrock.

Yes, but the Weapon of Warning also has overtly magical properties, which this weapon lacks (aside from the returning bit).
It's still a magical weapon (and why doesn't returning count?). My rappelling crossbow was also not overtly magical, being based on the Batman grapple gun, but it lacked the phrasing.

The other ability was inconsistent with other magical abilities in the game. There are no other Intelligence saves against blindness, to my recollection, and I believe a DC 15 would be too high, especially for that save. I also think that there is a great niche to be filled by an uncommon dart that has a powerful one-off effect, and yours provided a solid basis for that.
It activates on a roll of 20, something which is very hard to get reliably; other features with the same requirement automatically succeed. You are correct, there are very few Intelligence saving throws in the game — 11 of them. I was trying to expand that field. Technically the closest approximation to the ability I designed is the Arcane Archer's Shadow Arrow Arcane Shot, which requires a Wisdom save, which there are already a ton of. And the other effect is balanced against the circlet of blasting, hardly a game breaker.

EvilAnagram
2018-05-21, 11:40 PM
This seems like something you should discuss with the original creators before doing. The way it works now, I have to notice that you changed my item and ask you to change it back, rather than the other way around.

Related to the above, this seems like something to bring up with yewrock.
I've been clear that I intend to edit them, I try to mention my edits in the comments, and I post them on the first page of the thread with the edits plain to see. I'm not hiding the fact that I'm editing the items, and I'm perfectly willing to discuss the edits. If yewrock wants to discuss the edits I made, I'm happy to do so.


It's still a magical weapon (and why doesn't returning count?). My rappelling crossbow was also not overtly magical, being based on the Batman grapple gun, but it lacked the phrasing.
Now that you mention it, I would prefer to add the phrasing to your crossbow, too. At the very least, adding that wording keeps any confusion from cropping up. I suppose adding it can imply the negative when it's not mentioned, though. It's worth thinking about.


It activates on a roll of 20, something which is very hard to get reliably; other features with the same requirement automatically succeed. You are correct, there are very few Intelligence saving throws in the game — 11 of them. I was trying to expand that field. Technically the closest approximation to the ability I designed is the Arcane Archer's Shadow Arrow Arcane Shot, which requires a Wisdom save, which there are already a ton of. And the other effect is balanced against the circlet of blasting, hardly a game breaker.
The problem I have with keying it off of an Intelligence save is that I'm not sure what it is the save represents. With Constitution saves, the target is shaking off an effect that might have blinded it through sheer hardiness. With Wisdom, the target's situational awareness is too keen to be affected. With Intelligence... what exactly is happening?

Personally, I think that a disposable item like a dart would do well with a disposable magical effect, and I think your darkness-inspired darts do a great job of that. It's not to the detriment of the item that it acts in a way that suits its original purpose. In fact, I think that enhances it. If you would prefer something closer to your original suggestion, though, that's fine by me. I've altered it, hopefully to your liking.


snip
None of this really fits the "unique magic weapon" theme of the thread. Yeah, they're cool ideas for magic weapon categories, but they're not singular weapons.

Legimus
2018-05-22, 12:27 AM
I'm explicitly not using swords in this list, even cool ones.

I changed the hammer's spell DC to a static number to reflect that the spell is not originating from you, but from the hammer. I also changed the dagger to the Loyal Dagger to provide some color. Let me know if any of that doesn't jive with you!

Totally fair on the swords. I just included the shortswords because I thought they'd bring some color, and most stereotypically magic swords are either longswords or greatswords.

Name change on the dagger is solid. I think it adds some great color. I can imagine someone crafting a "loyalty" enchantment or something. The change for the DC on the hammer seems fine, but I honestly don't know how balanced something like that ends up being. But I think you're right that it's better for it to be static, since the spell comes from the weapon.

I'm loving this thread. This was a great idea.

Phoenix042
2018-05-22, 01:46 AM
I've got a few I could contribute. I try to follow a very different design philosophy with the items in my games, but I'll adjust them to fit more closely with the DMG style for this post. As a general rule, I avoid giving items a +X bonus to attack and damage that's always on, but feel free to add an appropriate one when you add these to your list.

Kordun's Wrath - credit to Pheonix042
Weapon (Maul or Warhammer), Legendary (requires attunement)
This massive iron hammer is imbued with the fiery wrath of Kordun, a great mountain spirit. While you are attuned to this weapon, you have resistance to fire, and you can cast mending at will by speaking the command word and striking the target object with Kordun's Wrath. Despite the awesome force of this blow, even fragile objects are left unharmed and completely mended by this power. As an action, you can speak a different command word to create a fiery crack or break up to 1ft long in an object you strike with this hammer.
When you hit a creature or object with Kordun's Wrath while you are raging, using your action surge, or using your divine smite feature, you can unleash the fury of Kordun with your attack by speaking his name. When you do, all creatures and objects in a 15ft cone centered on your target (including the target) are knocked back 15ft and must make a constitution saving throw. Creatures that fail their save take 6d6 fire damage and fall prone. Creatures that succeed on their save take half of this fire damage and do not fall prone. Flammable objects in the area catch fire, and loose objects are also knocked back. Once you have used this power, you cannot do so again until the hammer's head has spend an hour engulfed in flame or one minute dipped in lava.



Centaur War Bow - Credit to Pheonix042
Weapon (Longbow), Nonmagical
This oversized recurve bow is reinforced with manticore horn and strung with sinew from dire beasts. Ideally suited for fighting at great range, the strongest users can bend the bow past the normal limit for other bows, and fire an arrow with incredible force.
This bow has a short range of 200 ft and a long range of 800 ft.
If you have a strength score of at least 13, you can use a bonus action to overdraw this bow when you make an attack with it. If that attack hits, it deals 1d4 additional piercing damage.


Bow of the Falling Star - Credit to Pheonix042
Weapon (any bow), Very Rare
This bow appears to be made of a flexible dark glass strung with silver wire, yet it weighs only one pound. The night sky is perpetually visible through the glass, as though the earth and its contents weren't in the way.
While this bow is in your possession, you see portents in the sky each night, giving you a +2 bonus to all initiative checks and checks you make to navigate the next day.
When you fire an arrow from this bow, you can whisper a command word to cause the arrow to shine with pale light as if you'd cast the light cantrip on it. The light fades after one minute or when you use this power again.
You can cast faerie fire with this bow as an action by speaking a different command word and firing a single silvered arrow at a point within range. The arrow is consumed by the spell, and the spell's fire is silvery instead of multicolored. You you do not need to concentrate to maintain the spell. The save DC is 15. Once you have used this power, it cannot be used again until the next dawn.


Red Thresher - Credit to Pheonix042
Weapon (flail), Very Rare
This flail is made of black steel engraved with depictions of human sacrifice and the power of blood-magic. It has an abnormally long chain, and spikes are set into the pommel and handle as well as the striking head. This flail has the Versatile (1d10) property, and it is treated as a heavy weapon when wielded in two hands. Creatures damaged by this weapon leave a trail that you can automatically track without making survival checks. If a creature regains all of its hit points, it stops leaving this trail.
When you score a critical hit with this weapon or reduce a creature to 0 hp, you gain temporary HP equal to your level plus your constitution modifier. These temporary hit points fade at the end of your next turn if they haven't been lost first.
When you make a charisma (intimidation) check, you can use a bonus action to deal yourself 5 points of damage with this weapon's pommel spike in a display of brutal ferocity. If you do, you gain advantage on that intimidation check. You can issue a command to a creature that you successfully intimidate with this power (no save), but you cannot issue another command in this way until the next dawn.
Finally, when you take the attack action, before making any attacks you can choose to take 5 points of damage from the handle spikes to empower the flail. If you do, you can roll the flail's damage die one additional time whenever you deal damage with it that turn, and add both rolls together.

Well that's all I've got time to condense and tidy up enough for posting tonight. If you guys have thoughts or suggestions about adjusting these, I'd love to hear them.

Amdy_vill
2018-05-22, 06:10 AM
I made some slight changes.

Things are really coming along! Great work, people!

well since you liked that this is a weapon my dm gave me around 6 levels later as me going down had become a problem.

The Blood Moon Mace(my dm)
Weapon(Mace) Vary Rare(requires attunement)
While attuned, you have a +2 bonus to attack and damage rolls with this weapon. when your hit and damage a target you regain hit points equal to the damage deal by the weapons normal damage die +2(so if the mace deals 1d6 and you roll a 4 your regain 6 hit points. if the weapon is has a smith on it or any other spell like that it does not add to the hit point regain.)

here are some other weapons

Disruption Mace (my dm)
Weapon(Mace) Legendary(requires attunement)
While attuned, you have a +3 bonus to attack and damage rolls with this weapon, if you are attacking an undead this weapon is a +4. as a bonus action for 60 seconds if you hit an undead act as the turn undead channel divinity cleric class feature had be use to target that undead. once the 60 seconds have pasted you can on use this ability till you take a long or short rest.

Amdy_vill
2018-05-22, 06:41 AM
Breaking staff(my dm)
Weapon(Quarterstaff) Legendary(requires attunement)
While attuned, you have a +3 bonus to attack and damage rolls with this weapon. when you score a critical hit on a enemy that does not have legendary resistance you brake a limb for your choice. if it is an arm using that are from any attack action chooses disadvantage. if it is a leg there movement speed is halved. if both legs have be broken there movement speed is reduced to 5ft. if the creature has legendary resistances you instead deal 6d8 extra bludgeoning.

Phoenix darts
Weapon(Dart) Uncommon
welder gains a +2 bonus to attacks and damage rolls with this weapon. when this weapon deals damage to a creature it deals 4d6 fire damage. as a bonus action if you hit a creature with fire immunity it instead acts has if it has fire resistance for the next round. if it has fire resistance it instead acts as if it does not have fire resistance. at the end of you turn this dart returns to your hand or any other location for storing darts.

Long tooth(my dm)
Weapon(Dagger) uncommon(requires attunement)
welder gains a +2 bonus to attack and damage roll with this weapons. this weapon deal damage as if it is a long sword. so instead of dealing 1d4 it deals 1d8.

Bleeding whip
Weapon(whip) rare(requires attunement)
Welder gains a +2 bonus to attack and damage rolls with this weapon. when this weapon deals damage the target must make a con saving throw dc 17. if fails at the end of ever round they take 3d6 slashing damage.

Anti Dart
Weapon(dart) rare(requires attunement)
welder gains a +2 bonus to attack and damage rolls with this weapon. thrown range on this weapon is 160/300. if this weapon has been thrown and has not been retrieved by it attuned person as a reaction you can prevent one ranged weapon attack and return the dart to your hand. as a bonus cation you can return the dart to your hand.

Ice storm dart
Weapon(dart) legendary
welder gains a +3 bonus to attack and damage rolls with this weapon. thrown range on this weapon is 160/300. when this dart hits a target as a bonus action this dart casts ice storm on with its self as the target. that spell duration is 3 round.

Darkness dart
Weapon(Dart) common
Welder gains a +1 bonus to attack and damage rolls with this weapon. when this weapon hits a target it casts darkness as a level 2 spell centered on that dart.

Demential dart
Weapon(dart) rare
welder gains a +1 bonus on attack and damage rolls with this weapon. as a bonus act for the next 30 seconds when ever this weapon hits a target that target is teleported with in 5ft of any creature that the thrower of the dart can see.

Deox
2018-05-22, 07:00 AM
Drama's Lash
Weapon(whip) rare(requires attunement)
Always a flair for the dramatic, the actor Whys heavily relied on this tool to add dynamic entrances and exits to every scene.

As a bonus action, the wielder can speak a command word to create a minor object such as a chandelier, sconce or similar object. The wielder may use part or all of their movement to grapple the created object and swing appropriately to another location within range. This movement does not provoke opportunity attacks and the object created disappears after this movement.

Amdy_vill
2018-05-22, 07:12 AM
Adamantine sling
Weapon(Sling) legendary(requires attunement)
welder gains a +3 bonus on attack and damage rolls. range of this weapons is 300/800. instead of dealing 1d4 bludgeoning damage this weapon deals 1d6 bludgeoning. all ammunition placed in this weapon counts as having a +2 attack and damage roll bonus.

Teleporting net
Weapon(net) legendary (requires attunement)
if this weapon hits a target that target is teleported 60ft vertically in the air and is restrained.

Oceans trident
Weapon(Trident) legendary(requires attunement)
welder gains a +3 bonus on attack and damage rolls. if this weapon is thrown in water instead of it leaving you hand it instead pulls you along with it. as a bonus action if this weapon hit and deal damage to a target it then deals 4d6 lighting damage. if you are under water this damage is deal in a 60ft sphere.

M Placeholder
2018-05-22, 07:21 AM
Here are two more. The Holy Hoe of Fritzmonroe is the most gnomish weapon I can think of, and the Sling of Lastlocus was based on the ancient inhabitants of the Balearic Islands, who were skilled in the use of the sling, and both the Carthaginian and Roman armies had units of Balearic slingers.

The Holy Hoe of Fritzmonroe

Weapon (Garden Hoe), Legendary, requires attunement.

A garden implement that played a huge role in the history of the Gnomish people, Monroe was a simple gnomish farmhand who helped not only to develop a breed of turnip that was juicier and more succulent than any that had gone before, but helped to free many of his people from bondage and lead them to new pastures. The weapon is a versatile (1d8 one handed, d10 two-handed, inflicts either slashing or piercing damage) garden hoe. When attuned to the weapon, you treat forests as a favoured terrain, and you can pass through nonmagical plants without being slowed by them, nor do you take damage from them. You also have advantage on saving throws against plants that are magically created or manipulated to impede movement.

The weapon has 8 charges, and can be recharged by casting Druidcraft on turnip seeds on the night of a full moon, then planting them and watering them with Holy Water.
Ensnaring Strike
Plant Growth
Speak with Plants
Spike Growth
In addition, you also gain use of the Druidcraft, Mold Earth and Thorn Whip cantrips.

Suggested Means of Destruction

- Place in the midden of a Kobold tribe in the service of an ancient wyrm for 1 year and 1 day

Sling of Lastlocus

Weapon (Sling), very rare, requires attunement.

The residents of the Lastlocus Islands are famous for their mastery of the sling, and were in high demand for a number of nations as skirmishers, used to harry opposing units on the field of battle. From an early age, the Lastlocians are trained in the art of the sling, by having them knock bread from a pillar. One young Island resident called Roldan was disappointed that in training, the bread that was placed on a pedestal was usually stained when it hit the floor. One day, she voiced her concerns to the heavens, and to her astonishment, when she knocked it off the pedestal, not only did it float a foot off the ground, the bread was pristine, as if untouched by the stone. A number of these slings were used by Roldan during her career as a herald and messenger, and were given to trusted allies as gifts.

The sling has a +2 to attack and damage rolls, has a range of 100/400, and deals 2d4 bludgeoning damage on a hit.

On a successful hit, a creature or object of medium or smaller size floats in the air for 2d4 rounds, unable to move via walking. A creature can make a strength check (DC 8 + Your Attack Bonus) to force one of its feet to touch the ground and break free of the effect, as a full round action.

In addition, when you place a stone in the sling pouch then touch a piece of nonmagical food or liquid with the stone, it is purified and rendered free of poison and disease.

Suggested means of destruction

-Place the sling on a pedestal and have a bearded vulture drop a turtle on it.

Amdy_vill
2018-05-22, 07:26 AM
Yielding Element Axe
weapon(axe) legendary(requires attunement)
welder gains a +3 bonus to attack and damage rolls. while attuned if you would be dealt fire, cold, lighting or poison damage halve the damage deal to you rounded up. then remove the left over damage for this weapon hit points. this weapons hit points in 100. if theses hit point hit zero this weapon does not brake but it losses all abilities besides its +3 bonus to attack and damage rolls.

Hell had Halberd
Weapon(Halberd) legendary(requires attunement)
welder gains a +3 bonus to attack and damage rolls. while attuned if you would deal damage to a non devil, demon, yougoloth you deal 5d6 extra fire damage. if the creature is immune to fire damage act as if it is resistance.

Sun of the Morningstar
Weapon(Morning star) very rare(requires attunement)
welder gains a +2 bonus to attack and damage rolls. while attuned if you deal damage to a non angle creature you deal 4d6 radiant damage. if the attacks is a critical hit all creatures with in a 30ft radius must make a con saving throw dc 16 or be blinded for 1d6 rounds.

Anti Missile Spear
Weapon(Spear) very rare
once per long rest as a bonus action of reaction for the next 2 rounds all ranged attacks, magic missile and eldritch blast spells fail to hit. this effect can be counter spelled.

Sun ray bow
Weapon(short/long bow) Vary rare
welder gains a +1 bonus to attack rolls. All damage dealt by this weapon to non undead creatures is instead considered healing. when this weapon would dealt damage to an undead double the damage as if it was a critical.

Many shot bow
Weapon(any crossbow or bow) legendary
Welder gains a +3 bonus to attack and -3 bonus on damage rolls. when this weapon is fired act as if it fired 1d6 extra arrows of the same type fired. if a critical hit is scored on this weapon fires 2d6 extra arrows. this weapon only deal 1d4 damage.

Hammer Drum
Weapon(Warhammer) rare(can only be used by bards)
this weapon counts a both a drum and a war hammer. the welder gains a +2 bonus to attack and damage rolls. this weapon increases the dc of bard spell by 2. this weapon acts as if it has 4 sorcery points. every morning the welder chooses 2 sorcery metamagic options and can use the 4 sorcery points of the weapon.

Sorcerers mace
Weapon(mace) legendary(requires attunement by sorcerers)
welder gains +2 to attack and damage rolls. the sorcerer acts as if he is proficient with this mace. this weapon acts as if it has a max sorcery point pool of 10. this pool never refills. a sorcerer can us this pool as if it is his own. any magic uses can cast spells into the mace as if they were converting a spell into sorcerery points. once per long rest this weapon can cast one 6-8 level spell the attuned user knowns.

Eldritch cube
Weapon(all) vary rare(requires attunement by warlock pact of the blades)
Welder gains a +2 bonus to attack and damage rolls.This weapon as a bonus action can be changed to act as any other weapon if it has not be given a weapon to take the form of it look like a mat black cube. this weapon always deals twice the number of damage dice of the normal weapon it has taken the form of.

Escape dagger
Weapon(dagger) legendary(requires attunement by anyone with a clone)
if this dagger is used to kill it's attuned user by the attuned or another all items will teleport to the clone of the attuned

Splitting dart
Weapon(dart) rare
welder gains a +2 on attack rolls with this weapon. when this dart is thrown it splits into 8 other darts for a told of nine darts. instead of piercing damage this dart deals force damage.

Scarab dart
Weapon(dart) rare
as a bonus action this dart becomes animated moving up to 30ft per turn and making one attack as if the dart was thrown.

Levitating dart
Weapon(dart) rare
if this dart hits an object or creature that creature beings to uncontrollable levitate at 25ft per turn. if the dart is removed from the object or creature the effect after 3 rounds.

seal clubing
weapon(club) rare(requires attunement by druid)
if this club is attuned a seals will find the users and fallow them. the seals do not fight.

Legimus
2018-05-22, 09:43 AM
Another fun one I've been hanging onto:

Ugly Stick
Weapon (quarterstaff), rare
An uneven, gnarled quarterstaff that looks like it came from a grotesque tree. You have a +1 bonus to all attack and damage rolls made with this weapon. A creature hit by this weapon must succeed a DC 13 Charisma saving throw, or its appearance will become unnaturally ugly for the next hour, giving it -4 to all Charisma checks. You may also expend 1 charge to cast disguise self, but your disguise must be ugly to your race. The staff has 3 charges, and regains all charges at dawn.

EvilAnagram
2018-05-22, 10:07 AM
Whoa, that's a lot of items!

My work day is way too busy to squeeze these in during lunch, but I'll put them in tonight.

Awesome stuff!

Unoriginal
2018-05-22, 01:22 PM
Axe of Greatness
Weapon (greataxe), rare (requires attunement)

While attuned to this magical greataxe, all of your ability scores are increased by 1, to a maximum of 30.


Is that too strong? Too weak? Insufficiently optimised? I feel like this is the sort of thing people would actually make, if magic was real.


Optimization is not a concern, and "too weak" or "too strong" only depends of the item's role in the campaign.


That being said, 5e doesn't have +X to stats item for a reason, and it being only rare would make that Axe pretty easy to make for the benefits.

Keep in mind a smith producing blades with +1 to attack and damages is already considered incredible.

OutOfThyme
2018-05-22, 01:46 PM
Here's a thing that I'm not sure is balanced. It's supposed to hit like a truck against certain adversaries.

Antichthon
Weapon (greataxe), legendary (requires attunement by a fighter, barbarian, or paladin)

This large double-headed axe features a softly-glowing set of symbols etched on each blade, attached to a jet-black handle that is always cool to the touch. While attuned to this axe, the wielder gains a +3 bonus to attack and damage rolls made with the axe. In addition, when you hit a celestial, fiend or aberration with this axe, the target takes an additional 2d6 force damage.

In addition, the weapon possesses 4 charges. When an celestial, fiend or aberration is struck by the axe, you can expend a charge to cast banishment (DC 16) on the target as a bonus action, consuming one charge. The weapon regains 1d4-1 charges at dawn.

Unoriginal
2018-05-22, 01:49 PM
That's the thing, though. This weapon only gives you (effectively) +0.5 to attack and damage. So to my mind, it's not any more incredible than a Weapon +1.

It gives you +0.5 to all saves and ability checks, too. So a bit more incredible.




And I know flat bonuses to ability scores are rare. The Belt of Dwarvenkind does it though (also in the rare tier) and I think it fits the bill EvilAnagram laid down here, for "cool, unique items."

Fair enough.

The important thing is that if you feel it works, it works.

Amdy_vill
2018-05-22, 02:35 PM
not too proud of this one as the idea came to me but i don't think i did well on each forms balance to each other and to a game. but this is what i have so you can roll with the idea and rebuild it or what ever.

The planer hammer
Weapon(Warhammer) legendary(requires attunement)
welder gains a +3 to attack and damage rolls. as a bonus action you can chose one for the forms below for the planer hammer. the hammer is still a +3 weapon but gains the abilities of the form. if the hammer holds a form for more then 1 minute it takes a 30 day ritual to return it to it's normal from. if in this state you can not change its from any other way. once per long rest as an action the attuned user can cast plane shift. this plane shift can only travel you to the plane the hammer is representing at the time. the welder acts as if the plane the hammer has transformed into is there home plane and are immune to any environmental effects the would only effect a non native of the plane.

fire: welder is immune to fire damage as long as they hold the hammer. attack made with the hammer deal 2d6 extra fire damage. the welder acts as if the spell fire shield has been casted on them.
water: welder gains the ability to breath water and a swim speed of 45ft. if in water the welder can spend a action to regain 2d6 hit points.
earth: welder gains the ability to travel through stone at 30ft. welder deals 2d6 extra bludgeoning damage when dealign damage with this weapon.
air: welder gains a fly speed of 20ft and can cast fly and feather fall once per day.
ice: welder gain immunity to cold damage and can move thought any rough terrain that is cover in snow as if it was normal. welder deals 2d6 extra cold damage when dealign damage with this weapon.Ooze:
magma: welder can breath lava as if it was air. welder is not damaged by lava. welder can ingested laval an an action to regain 2d6 hit points.
smoke: welder can breath smoke and other gasses like they were air. welder can create a 30ft radius cloud of thick smoke that can not be breathed by non outsiders.
ash: welder can cast gasses form on them self once per long rest.
dust: welder can move thought sand and other alike substances as if they were not present
salt: welder can not be dehydrated. welder as an action can give a creature one point of exhaustion. if the creature has one or more point of exhaustion this has not effect.
vacuum: welder now does not need to breath and as a bonus action can pull any creature it can see up to 20 ft towards it.
negative: welder is resistance to necrotic damage. once per long rest welder can animate dead.
radiance: welder is resistance to radiance damage, if damage is dealt with this weapon add 2d6 radiant extra.
minral: welder can cast shape stone as a reaction. but increases the size to 15ft X15ft and the object can have up to 10 latches and hinges.
steam: all creatures with in with in 5 ft other then the welder act as if they are fully submerged under water.
lightning: welder can cast chain lightning once per long rest
positive: welder can as a bonus action regain 4d6 hit points.

Amdy_vill
2018-05-22, 05:10 PM
your my new puppy
Weapon(dart) rare
welder gains a +2 on attack and damage rolls. when this weapon deals damage to an animal that would be affected by animal friend ship the spell animal friend ship is casted on that animal using the attuned users stats as if they casted the spell.

your my messager
weapon(dart) rare
welder gains a +2 on attack and damage rolls. when this weapon deals damage to an animal that would be affected by animal Messenger the spell animal Messenger is casted on that animal using the attuned users stats as if they casted the spell.

anti magic dart
weapon(dart) legendary
welder gains a +2 on attack and damage rolls. when this weapon deals damage to a creature that the anti magic field spell is cast on the creature. it the creature move the field move with it.

cursing dart
weapon(dart) legendary
This dart when flying towards your target grows a mouth and begins to swear at you enemies, calling them mean names like son of an orc and such. really it just needs a friend who does not throw it way every time there is trouble.
welder gains a +2 on attack and damage rolls. when this weapon hits an enemy it casts bestow curse on the target

thunderous dart
weapon(dart) rare
welder gains a +2 on attack and damage rolls. every creautre with in 10ft of each side of the path of this dart after being throw and hitting its target must make a dc 16 con save or be Deafened.

EvilAnagram
2018-05-22, 06:03 PM
In light of the huge number of weapon suggestions, I'm being a bit choosy at the moment, prioritizing weapons with cool effects over weapons that deal a ton of damage. Since there was such heated discussion earlier, I'm going to write out any meaningful edits of weapon features. Feel free to bring up any questions you have about them:

Kordun's Wrath:
Removed the rage/surge/smite requirement. I don't think it adds any character (the weapon is already full of character) and it's unnecessarily limiting.

Bow of the Falling Star:
I felt the spell and bonuses were enough to warrant an attunement. I also named it Starfall because I'm a little cliché.

Red Thresher:
It's an exceedingly long description of abilities. It's really cool, but I think cutting the versatile/heavy stuff and making it +1 instead is simpler and makes easier reading. I cut the temp HP both for the space and because it adds very little mechanical advantage at the cost of stepping on the toes of class features. Plus, it's much less thematic than the cool blood magic you include, and yet steals attention away from it.

Drama's Lash:
I wrote down a number of feet to swing.

Teleporting Net:
I fleshed out the language of the power a bit and dropped the attunement.

Ocean's Trident:
Brought the power down a little bit, while fleshing out the language and giving it some side benefits that make it feel oceanic.

Ugly Stick:
I needed clubs, so I made it a club. Plus, quarterstaves are explicitly not for this thread.

EDIT: Obviously not done updating. Life is a cruel mistress.

Amdy_vill
2018-05-22, 07:12 PM
Teleporting Net:
I fleshed out the language of the power a bit and dropped the attunement.

Ocean's Trident:
Brought the power down a little bit, while fleshing out the language and giving it some side benefits that make it feel oceanic.


i like the changes you made i think they flesh out and fin tune the items. thanks. i think i need to get better at placing attunement on items

McSkrag
2018-05-22, 07:29 PM
Okay, one more because this is super fun. Thanks for the editing, EvilAnagram.

Mighty Lute of Kaagee
Weapon (club), very rare (requires attunement by a bard)
This large lute is constructed of bloodwood and ebony hardwoods and inlayed with mithril and adamantine depicting scenes of bards performing great feats of bravery. The tone is beautiful, it never goes out of tune, is incredibly light, and almost indestructible. The lute is a 1 handed weapon that has the finesse and light properties, is +1 attack and damage, and does 1d8 bludgeoning +1d6 thunder damage on hit. The lute has 6 charges. You can expend 1 charge to cast thunderous smite, 1 charge to cast thunderwave, or 2 charges to cast shatter. The lute regains all charges at dawn. Charisma is the spellcasting ability.

Legimus
2018-05-22, 08:46 PM
Came up with this one on my flight today. Thanks for this thread, EvilAnagram. This one is inspired by the Greek titan Cronus:

Patricide
Weapon (sickle), legendary, requires attunement
The hilt of this ancient sickle is made of bone, and its blade is forged from a dark, rusted metal. This weapon uses a d6 damage die instead of a d4. When attacking a creature that is your size or larger with this weapon, your attacks score a critical hit on a roll of 11 or higher. Your damage rolls with this weapon ignore resistance to slashing damage.

Astofel
2018-05-22, 11:28 PM
I like the change you made to the Sacrificial Dagger, very thematic. Anyway, I just thought of something on my way home from uni.

Shadowtaker
Weapon (longbow), legendary (requires attunement)
This longbow appears to be made of solidified pitch-black shadow. You have a +2 bonus to attack and damage rolls with this weapon, and you deal an extra 1d4 necrotic damage on a hit. While attuned to this weapon, you have darkvision out to a range of 120 feet, and you can see even in magical darkness. When you observe a creature in total darkness, you see its shadow as though it was created by a source of bright light in your space.
When you attack a creature with this weapon, you may instead choose to target its shadow. The creature must succeed on a DC 16 Dexterity saving throw or be restrained as its shadow is pinned to the ground. While pinned in this way, the shadow does not respond normally to new sources of light, instead remaining in its current position. A restrained creature can use its action to attempt a DC 16 Strength check, pulling the arrow out and freeing itself on a success. If a restrained creature is subjected to a magical effect that would move it from its current space, it must make a DC 16 Strength saving throw. On a failed save, the creature takes 6d4 necrotic damage, and is moved, being ripped from its shadow, which remains on the ground. On a successful save, the creature takes no necrotic damage and is not moved. A restrained creature cannot be moved from its space via nonmagical means. If a creature is separated from its shadow, it may still attempt to pull the arrow free, rejoining with its shadow on a successful check.
At the next midnight, the shadows of any creature killed with this weapon, or any shadow that was torn free from its owner, rise as an undead Shadow under your control.

Is this too powerful? Maybe. Is it cool? I hope so.

Phoenix042
2018-05-23, 12:29 AM
Kordun's Wrath:
Removed the rage/surge/smite requirement. I don't think it adds any character (the weapon is already full of character) and it's unnecessarily limiting.

Actually, you're totally right about this. When I first envisioned this power, it was supposed to be some sort of augment for characters with a "get mad and hit it harder" type of power. As the ability evolved, that restriction became less relevant and should now be dropped. It conveys the "wrath" ish feeling just fine on its own. Might not be strong enough for a legendary weapon, though. Not sure.



Bow of the Falling Star:
I felt the spell and bonuses were enough to warrant an attunement. I also named it Starfall because I'm a little cliché.

I specifically AVOIDED the name Starfall, likely for exactly the reason that you chose it xD.

That's fine I suppose, though it was supposed to be one item of a "of the Falling Star" set.

I actually find it satisfying that you didn't see fit to change any of the other abilities. I worked very hard polishing this item and its descriptions.



Red Thresher:
It's an exceedingly long description of abilities. It's really cool, but I think cutting the versatile/heavy stuff and making it +1 instead is simpler and makes easier reading. I cut the temp HP both for the space and because it adds very little mechanical advantage at the cost of stepping on the toes of class features. Plus, it's much less thematic than the cool blood magic you include, and yet steals attention away from it.

This is the number one thing I need to work on in my DM skillset; refining and shortening my descriptions and de-cluttering documents.

This weapon was actually supposed to be a "heavy flail," for a character who uses GWM and basically wanted the stats of a maul that looks like a flail. I wish they had a "heavy flail" in the PHB so I could just use that. The original version actually had versatile (2d6) and heavy, but I think I might just switch it over to copying the maul's stats instead and call it a "heavy flail."

The temporary HP is deceptively strong; it lets the wielder fuel the other powers with the blood of her enemies, instead of her own, by soaking the damage with a temporary HP pool instead of her own HP. I've been worried that it's too strong, actually.

Wilko
2018-05-23, 05:56 AM
I'll give this a go...

Shadowsteel Axe

Battleaxe, Rare, Requires Attunement

These axes were fashioned for high ranking members of an evil army, many dark legends surround them including the rumor that they gain power by devouring the souls of those they kill. The axe has a dark blade with rippling patterns in the metal, and the handle is fashioned to look like four figures in agony. When you regain a charge by killing, one of the figures changes to look like the person you killed.
The wielder may expend some of the energy within to draw shadowy dark energy to the blade making it even deadlier or to shroud an area in magical darkness.

Attacks are made with +1 to hit and damage.

The blade has 1d4 charges when found with a maximum of 4 charges. It regains a charge at midnight, or when used to kill a sapient creature. (Definition of sapient is at the DM’s discretion but, generally minimum intelligence score 5 and the ability to speak at least one language.)

As a bonus action you may expend a charge to cause shadow to cling to the blade for one minute, during which it will do an additional 1d6 necrotic damage.

As an action you may expend two charge to cast darkness. (This counts as the wielder casting the spell and requires concentration)

The horrible history of the blade causes you to have disadvantage on persuasion checks against anyone who recognises it.

Deox
2018-05-23, 08:34 AM
Drama's Lash:
I wrote down a number of feet to swing.



Fine with this addition; I imagined the limitation in my head, but neglected to write it.

EvilAnagram
2018-05-23, 08:51 AM
Wow. There's just so much awesome stuff here. I'm going to put a few more up in the first post, but I don't think I'll be able to keep updating forever. Keep them coming, though!

And I think we have definitely reached the goal of three in each category.

Amdy_vill
2018-05-24, 06:07 AM
The smiteing dart
Weapon(dart) legendary(requires attunement by a paladin of hex blade warlock)
this dart acts as if it is a melee attack for the purposes of meeting the requirements of smites

The smite bringer
Weapon(Warhammer)Legendary
for every die added to damage dealt by this weapon add 1d4 of radiant damage.

TheCount
2018-05-24, 09:23 AM
lets see if i make it! :D

Muffling Fork
Weapon (dagger), rare (requires attunement)

The first of these blades are rumored to be made by the fey in apprecation of a bard who, despite deaf, still entrhailed them with his songs. Since then, the blades are sought by thiefs and bards alike.

On command, this dagger cast a bubble of silence, for 10 minutes, with a 10ft radius centered on the point the dagger strikes, wich completelly separates any voice from the inside and outside of the bouble, or mutes everything in it, depending on the user's will.
The dagger has 9 charges and all used charges are repelnished at dusk.
It also works as an universal tunning fork, always giving the perfect pitch for the needed instrument.

Amdy_vill
2018-05-25, 07:58 AM
lycanthrope assassin
Weapon(dagger) artiface(requires attunement by a lycanthrope)
welder gains a +3 bonus on attack and damage rolls. welder gain a +5 instead of a +3 bonus on attack and damage rolls when attacking or damaging a lycanthrope.(this bonus is given even without being attuned) when this weapon drops a lycanthrope to 0 HP the welder may choose to gains that type of lycanthropy and loss there current type of lycanthropy if they already have one. that type of lycanthropy is stored in that lycanthrope assassin. as an action the attuned user of the lycanthrope assassin can perform a ritual taking 4d4 days to give a non lycanthrope one of the types of lycanthropy in the weapon or change a lycanthropes type of lycanthropy including them. the welder may return to there original alinement from before they were cursed while holding this weapon. if this weapon is with in 100ft of a lycanthrope it will tell to the welder. it does not know the location of the lycanthrope unless it was one created by the weapon. if the welder unattunes to the weapon they and all lycanthropes they created will permanently transform into the animal of there current lycanthropy. while attuned to this weapon it will only unattune if another person spends a short rest trying to attune to it or the welder is dies .(the weapon can be on another plane and still take up an attunement slot and can be away from the welder as long as they want. any attempt at attuning to this weapon while it is attuned to another will succeed.) if a person that can not or does not attune to the weapon while it does not have an attuned use, uses the weapon(drops a creature to 0 Hp)they will be cured with a random form of lycanthropy and will be ineligible to use the weapon.

this weapon can be destroyed by one of each type of lycanthrope in the weapon preforming a ritual over 5 days in a field socked in the blood of there kind struck by the gods fire and drowned in the gods tears.

Deox
2018-05-25, 05:04 PM
Wand of Summon Lump
Weapon (greatclub), rare (requires attunement)
So certain in his abilities of magical prowess, Korg "The Magical" Thogaturge (http://www.giantitp.com/forums/showthread.php?195049-Help-Me-Be-Annoying-with-a-Barbarian-Wizard) frequently utilized this prized wand that was suitable for an orc of his stature.

This greatclub is made from ordinary wood. Once per turn, the wielder may speak a command word on a successful weapon attack with this weapon to produce a comically sized lump to appear on the victim's head. A critical hit with this weapon automatically produces a lump.

danpit2991
2018-05-25, 11:38 PM
MORGAN'S MAGNIFICENT MULTI MECHANISM
VERY RARE


this small rectangular block of metal was originally created by the Gnomish wizard and inventor Morgan and is about the size of a dagger handle and covered with tiny runes, the owner of the mechanisiml may at will cause it to take on the form of any tool that has a similar mass as the block, knife,screwdriver,scissors, file, pick, pry bar ECT.

when these tools are used they grant a +2 to any checks for their use.

when used as a weapon (knife) it grants a +1 bonus to attack and damage and deals 1D4 piercing damage.

This item may be used as a spell casting focus by all spell casters


yes it is a magic leatherman

Crgaston
2018-05-27, 10:03 AM
Great thread!

Whip of Smites
Very rare
(requires attunement)
This whip gives +2 to hit and damage,
and when it is used in the casting of one of the various Smite spells that requires a saving throw, it adds 2 to the DC required to resist the spell’s effect.


Glaive of Prowess
Rare
(requires attunement)

When this glaive is used to perform one of the various Combat Manuvers that requires a saving throw, it adds 2 to the DC required to resist the manuver’s effect.


I’ve posted this next one before... the numbers in parenthesis refer to the tables on unique magic items in the DMG...



The Hand of Zoth-Ommog
Legendary
(requires attunement)

Created in antiguity by the imprisoned Great Old One Zoth-Ommog for use by his minions fighting the servants of the Elder Gods, the hand may not be entirely of this plane, and its carvings s sometimes seem to writhe when viewed from the corner of the eye.

Minor properties:
(13) Strange material- The bow is carved from one solid curved piece of black horn from an unknown creature. It is covered in carvings of lidless eyes,, tentacles and beaks, and grip is adorned with inlays of abalone and black mother of pearl.
(6) Guardian- Whispers warnings to wielder granting +2 initiative

Quirks:
(8) Item grumbles and mutters in an incomprehensible ancient alien tongue inside the wielder's head. After each encounter, the wielder recieves a dc14 intelligence check to recognize the urgent exhortations that signify danger. Only after a successful check does the wielder receive the initiative bonus.

(11) Repulsive. The bearer feels a sense of distaste
when in contact with the item, and continues to
sense discomfort while bearing it.

This revulsion is not unwarranted, because the power of the Hand of Zoth-Ommog comes at a price...

The alien voice in his head begins to insinuate itself into his psyche, like a starfish prying at a clam; looking for cracks and weaknesses to exploit.

Every day the wielder either bears the weapon in hand for 4 hours or more, or uses it to engage an enemy in combat, he has a 3% cumulitave chance of having to roll on the insanity table. In the event of a failed roll, the DC for the save (either WIS or CHA, wielder's choice) is equal to half the percentage when the failed roll occurred.

Every day the wielder does not use/ bear the weapon causes the percentage chance to drop by 3%.

Checks are made at the beginning of a long rest.

In Combat:

The Hand of Zoth-Ommog has no string. In the hands of an attuned wielder, when aimed and drawn, a string and arrow of eldritch power appear. The weapon acts as a +2 longbow with respect to all statistics, except that it does not require ammunition, and it does force damage instead of piercing (note that normal or magical arrows cannot be fired from this bow). On a critical hit, the target must make a strength save vs DC (damage done) or be knocked 10' away from the wielder.

The Hand was last known to be located in the City of Brass, its last owner trading it to a powerful Efreet in exchange for a cure for his madness.

Angelalex242
2018-05-27, 10:37 PM
The Nunchuku of Bruce Lee:

Legendary, requires attunement by a monk:
This has several effects:

It is a +3 weapon.
On a critical hit, the opponent must make a save against a 'Quivering Palm' attack. (Compare Vorpal Sword)
Opponents have disadvantage on saving throws against monk abilities.
If a legendary creature uses a legendary resistance against an attack made with this weapon, it uses two legendaries instead of one to resist the effect.

Boots of Chuck Norris:

Legendary, requires attunement by a monk:
It is a +3 weapon.
All ki maneuvers cost 1 less ki to use. Ki maneuvers that cost 1 ki point normally are now free.

The Slayer Scythe (Courtesy of Buffy the Vampire Slayer Season 7)
Artifact, requires attunement, can only be attuned by female monks.

The Scythe is a +3 weapon, that can be used as a monk weapon.
The Scythe is a 'double weapon', and the 'other side' can be used for the martial arts bonus action.
The 'axe' side hits like a greataxe and possesses an improved Vorpal quality: Demons and undead are never immune to being decapitated. Not even demon lords like Grazz't or Orcus are immune. It follows vorpal qualities normally against other creatures like dragons. In addition, it deals an extra 2d10 radiant damage to any demon or undead it strikes.
The 'stake' side functions as an arrow of slaying against demons and undead both. Legendary resistance may not be used against the stake end of the scythe, and if it hits a vampire, the vampire is considered 'staked.'
In addition, the wielder is protected by 'protection from good and evil' that is permanently active while attuned to this weapon.

The Scythe is intelligent, possessing the knowledge of all previous Slayers. It is neutral good, with Int 20, Wis 20, Cha 20...which is mostly the collective of Slayer Lore. It speaks Abyssal and Infernal, along with common, and automatically translates any language a demon or undead uses. It can tell its wielder how to kill anything. The voice inside sounds like Sarah Michelle Gellar.

While not technically 'Cursed', the Scythe does insist it be used against the nearest big bad. All the time. Constant fighting evil is likely to take a toll on the user, but the Scythe isn't worried about that. One Slayer dies, the next is called...

Afrodactyl
2018-05-28, 10:43 AM
The Mourning Star

This head of this glittering silver morningstar is shaped like a wailing woman. This weapon has +1 to attack and damage rolls, and when a command word is spoken, it emits light similar to that of a lot torch. This effect ends after one hour, or when you dismiss it by speaking the command word again. When you hit a creature with a melee attack with this weapon, they must succeed on a DC12 Wisdom saving throw or frightened of you for the next minute as the weapon screams and shrieks as it is swung. A creature that succeeds on this saving throw is immune to its effects for the next hour.

sirknight
2018-06-07, 03:18 PM
Healing Shiv
Weapon (dagger), very rare (requires attunement by cleric, druid, favored soul, celestial warlock, or palladin)

An ornate dagger with the word Heal written on the blade in dwarvish.
This weapon gives + 2 to hit and damage, and 6 charges, regaining 2+1d4 at the start of each day. You can expend a charge to use a touch spell to heal 4d6 hp to an ally, or deal 3d6 additional radiant damage to a foe. This weapon always crits against undead, and deals the additional radiant damage to them free of charge.

Sans.
2018-09-01, 09:21 AM
The Scribbler.
Weapon (spear), uncommon

This... thing, whatever it is, is made of a jet-black metal that echoes oddly when tapped. The oddly-shaped head appears to be steel, but blood and ink slide off it as if it doesn't exist. It deals 1d10 piercing damage. At the instant that an attack made with it connects with a creature successfully, ink materialises spontaneously at the point. Nothing is visible on the shaft due to its colour, but an Identify spell or simply careful examination by touch reveals the words calamus gladio fortior inscribed in perfect looping writing.


Truncator
Weapon (maul), uncommon

This maul looks like any other, except wooden. Regardless, it weighs as much as if it were solid steel and can be used exactly like any other maul. However, if an action is used to plant the handle in the ground and speak the word Erte, a cylinder 15 feet tall and 5 feet wide is created. Any creatures apart from the user in the area at this time must pass a DC 10 Dexterity save or be Restrained. Restrained creatures must use an action to make a DC 5 Athletics check to escape. The area counts as difficult terrain. The weapon can not be used while in this form, as it is a tree. The user may intone the word Rete as a bonus action, at which point the tree will shrink and vanish with the exception of one of the branches, which is the weapon. Once the effect is used, it cannot be reused until the wielder has taken a short rest.

If the tree is allowed to remain overnight, ripe apples appear on the branches.

Hidden Balance
Weapon (sling), legendary (requires attunement by a monk)

This sling is a worn, broken piece of garbage. Any creature attempting to wield it suffers a -2 penalty to the attack and damage roll. Any monk who can manipulate ki who touches or focuses on it realises that it is a powerful artifact intended to be wrapped around the hand of a user. A monk who attunes to the handwraps gains a +2 bonus to attack and damage rolls, as well as on the saving throw against any effect that would reduce their speed. Furthermore, they may channel 1 ki into the handwraps to increase their Martial Arts die by one size during their turn.

PandaPhobia
2019-01-28, 04:47 PM
Katar of Forceful Repulsion-
Weapon (Katar or Punch Dagger) very rare (requires attunement by rogue, fighter, or monk
These punch daggers emanate waves of force out to a distance of 3 inches that make them hard to grasp. This force only applies to living beings attempting to grasp the punch daggers, and only goes away when the being in question lays a hand on the handle or attunes to the weapons.
The full effects of the katar are only available with the use of both. Attunement to the set counts for one attunement slot.
One (unattuned) katar counts as a magical weapon for the purposes of overcoming resistances, with 1d6 piercing dmg.
One (attuned) katar counts as a +1 magical weapon that deals 2d6 piercing dmg. As an action, the user can cause the katar to point towards it's mate.

Together, the (unattuned) katar do 2d6 piercing damage each, and count as magical for the purposes of overcoming resistances.
Together, the (attuned) katar are +2 magical weapons that do 3d6 piercing damage each.
In addition, the attuned set of katar has 10 charges and regains 1d4 + 4 spent charges daily at dawn. You may expend a charge and speak a command word to cast Thunderous Smite, Thunderwave, Shatter, Thunder Step, and Destructive Wave on a hit, using a number of charges equal to the level at which the spell is cast.

Image Reference: http://i167.photobucket.com/albums/u137/hendrick8/Katar_2__new_renders_by_Laughing__Gas.jpg

KorvinStarmast
2019-01-28, 05:23 PM
Maxel's Sliver Hammer - Credit to KorvinStarmast
Warhammer, rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, any fiend or undead takes 1d8 additional radiant damage on a hit. On a critical hit, the target must make an Intelligence saving throw (versus your strength DC) or be stunned until your next turn.