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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Aug 2014
    Location
    United States
    Gender
    Male

    Default Magic Weapon Workshop

    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.

    Image by davved of DeviantArt

    Spoiler: Example Contribution
    Show

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

    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.
    Last edited by EvilAnagram; 2018-06-02 at 01:07 AM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    Flumph

    Join Date
    Jan 2015
    Location
    North East of England
    Gender
    Intersex

    Default Re: Magic Weapon Workshop

    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.
    Gnome Wizard by DarkCorax

  3. - Top - End - #3
    Titan in the Playground
     
    Imp

    Join Date
    Feb 2017

    Default Re: Magic Weapon Workshop

    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.



    Quote Originally Posted by Dark Sun Gnome View Post
    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.
    Last edited by Unoriginal; 2018-05-21 at 02:36 PM.

  4. - Top - End - #4
    Ogre in the Playground
    Join Date
    Aug 2014
    Location
    United States
    Gender
    Male

    Default Re: Magic Weapon Workshop

    Quote Originally Posted by Ninja_Prawn View Post
    Hey, when did you get the new avatar, EvilAnagram? V cool. Anyway.
    Very recently! Credit goes to Honest Tiefling!

    Quote Originally Posted by Dark Sun Gnome View Post
    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.
    Last edited by EvilAnagram; 2018-05-21 at 03:02 PM.

  5. - Top - End - #5
    Dwarf in the Playground
     
    Flumph

    Join Date
    Mar 2016

    Default Re: Magic Weapon Workshop

    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.

  6. - Top - End - #6
    Orc in the Playground
     
    OldWizardGuy

    Join Date
    Aug 2016

    Default Re: Magic Weapon Workshop

    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.

  7. - Top - End - #7
    Orc in the Playground
     
    EvilClericGuy

    Join Date
    Mar 2016

    Default Re: Magic Weapon Workshop

    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

  8. - Top - End - #8
    Orc in the Playground
     
    Astofel's Avatar

    Join Date
    Dec 2016
    Location
    New Zealand
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    Default Re: Magic Weapon Workshop

    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.
    Last edited by Astofel; 2018-05-21 at 04:34 PM.

  9. - Top - End - #9
    Firbolg in the Playground
     
    KorvinStarmast's Avatar

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    Default Magic Weapon Workshop

    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?
    Last edited by KorvinStarmast; 2018-05-21 at 05:08 PM.
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    Default Re: Magic Weapon Workshop

    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.
    Spoiler: Just some positivity
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    Ogre in the Playground
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    Default Re: Magic Weapon Workshop

    Quote Originally Posted by Astofel View Post
    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.

    Quote Originally Posted by yewrock View Post
    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.
    Last edited by EvilAnagram; 2018-05-21 at 06:08 PM.

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    Default Re: Magic Weapon Workshop

    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.

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    Default Re: Magic Weapon Workshop

    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.
    Last edited by Kane0; 2018-05-21 at 06:21 PM.

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    Ogre in the Playground
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    Default Re: Magic Weapon Workshop

    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.
    Last edited by EvilAnagram; 2018-05-21 at 07:01 PM.

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    RedWizardGuy

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    Default Re: Magic Weapon Workshop

    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.
    Last edited by Amdy_vill; 2018-05-21 at 06:27 PM.
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    Ogre in the Playground
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    Default Re: Magic Weapon Workshop

    Quote Originally Posted by Kane0 View Post
    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.

    Quote Originally Posted by Amdy_vill View Post
    Evening spear
    I made some slight changes.

    Things are really coming along! Great work, people!
    Last edited by EvilAnagram; 2018-05-21 at 06:50 PM.

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    WolfInSheepsClothing

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    Default Re: Magic Weapon Workshop

    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. 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, 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.

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    Default Re: Magic Weapon Workshop

    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.
    Last edited by McSkrag; 2018-05-21 at 07:32 PM.

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    Ogre in the Playground
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    Default Re: Magic Weapon Workshop

    Quote Originally Posted by Tetrasodium View Post
    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.

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    WolfInSheepsClothing

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    Default Re: Magic Weapon Workshop

    Quote Originally Posted by EvilAnagram View Post
    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"

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    Default Re: Magic Weapon Workshop

    Quote Originally Posted by Tetrasodium View Post
    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?
    Last edited by EvilAnagram; 2018-05-21 at 08:24 PM.

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    Default Re: Magic Weapon Workshop

    Quote Originally Posted by EvilAnagram View Post
    Quote Originally Posted by yewrock View Post
    The Hunga Munga of Ethereal Dancer
    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.
    The hunga munga 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.
    Last edited by thoroughlyS; 2018-05-21 at 08:30 PM.
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    WolfInSheepsClothing

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    Default Re: Magic Weapon Workshop

    Quote Originally Posted by EvilAnagram View Post
    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.

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    Default Re: Magic Weapon Workshop

    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.
    Last edited by A Fat Dragon; 2018-05-21 at 09:50 PM.
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    WolfInSheepsClothing

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    Default Re: Magic Weapon Workshop

    Quote Originally Posted by EvilAnagram View Post
    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
    Last edited by Tetrasodium; 2018-05-21 at 09:14 PM.

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    Default Re: Magic Weapon Workshop

    Quote Originally Posted by thoroughlyS View Post
    The hunga munga 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!

    Quote Originally Posted by Tetrasodium View Post
    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!
    Last edited by EvilAnagram; 2018-05-21 at 09:55 PM.

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    Default Re: Magic Weapon Workshop

    Quote Originally Posted by EvilAnagram View Post
    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.



    Quote Originally Posted by EvilAnagram View Post
    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...
    Quote Originally Posted by EvilAnagram View Post
    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.
    Quote Originally Posted by EvilAnagram View Post
    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.
    Quote Originally Posted by EvilAnagram View Post
    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".
    Goblin in the Playground

    Most 3.5 thing I've ever seen: RAW on RAW. Love you, Curmudgeon.

  28. - Top - End - #28
    Halfling in the Playground
     
    Planetar

    Join Date
    Apr 2017

    Default Re: Magic Weapon Workshop

    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.
    Last edited by Legimus; 2018-05-22 at 12:15 AM.

  29. - Top - End - #29
    Ogre in the Playground
    Join Date
    Aug 2014
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    United States
    Gender
    Male

    Default Re: Magic Weapon Workshop

    Quote Originally Posted by thoroughlyS View Post
    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.

    Quote Originally Posted by thoroughlyS View Post
    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.

    Quote Originally Posted by thoroughlyS View Post
    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.

    Quote Originally Posted by thoroughlyS View Post
    Minor nitpick, but they are called weapon properties.
    Fixed.

    Quote Originally Posted by thoroughlyS View Post
    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).

    Quote Originally Posted by thoroughlyS View Post
    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.

    Quote Originally Posted by thoroughlyS View Post
    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.

    Quote Originally Posted by thoroughlyS View Post
    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.

    Quote Originally Posted by Legimus View Post
    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!
    Last edited by EvilAnagram; 2018-05-21 at 11:18 PM.

  30. - Top - End - #30
    Banned
     
    WolfInSheepsClothing

    Join Date
    Aug 2010

    Default Re: Magic Weapon Workshop

    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]

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