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Axe of The Green Knight

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  1. An antique but serviceable battleaxe, well-rusted and probably taken from a barrow.
  2. An enormous knife with a fixed blade that is 32 inches from the slightly hooked, double-bladed tip to the end of the worn, ironwood handle. It has a steel crosspiece, with a dried bit of something (Probably blood) still caught in the joint. Carved into the bottom of the handle was a craftsman’s mark with the name “Fles.” The dagger rests in an old leather sheath and if removed, the wielder will find the blade freshly sharpened and oiled.
  3. A sinister, scorpion-tail whip made of white ape skin with a hilt wrapped in lead wire.
  4. A dagger made from the tooth of a dead sandworm, a fearsome desert monstrosity. It bears a curved, double edged blade that is milky white in colour and iridescent. It is set on a black handle with deep finger ridges separated from the blade by a slim round ring instead of a shearing-guard.
  5. A club fashioned from a donkey’s jawbone, still studded with teeth. It is said to have been wielded by a great warrior who slayed a thousand men.
  6. A knight’s straight sword with plated with silver along its fuller. The wielder can take great advancing steps with this beautifully slender greatsword while making use of his bodyweight to inflict deadly strikes.
  7. A bamboo quarterstaff with a skeletal jackal head.
  8. A longsword with a hilt covered in lizard leather. At an inch above the guard is stamp in the shape of a sun with sixteen rays alternately straight and wavy, symbolizing the heraldry of sunlight and warmth from the sun. Two inches above the sun begins a beautifully engraved stylized inscription which reads “Draw me not without reason; sheath me not without honour.”
  9. A black leather bandolier containing two dozen throwing stars, pointed for penetration rather than bladed for blood, each set about a central ring weighted with lead.
  10. Liquid Blade: An inconspicuous palm sized metal tube that weighs two pounds. The bearer can empty the contents of the tube with a quick flick of the wrist (An action equivalent to drawing a weapon), causing the bubbling transparent liquid within to instantly solidify into a jagged crystalline blade. By holding the tube, the wielder can then use the weapon as if it were a fragile shortsword that has a 25% chance to shatter should the wielder get a natural 1 on an attack roll. The blade lasts for ten minutes, after which it evaporates, leaving nothing behind but the empty tube. The bearer can add one dose of poison to the liquid in the bottle at any time before the blade is unleashed, which acts like applying a dose of poison to a weapon but the toxin remains wet and viable until the blade crystalizes. When the liquid turns into a solid blade, the weapon includes one application of that poison. When the blade evaporates, any unused poison does so as well. The tube and its liquid contents are an alchemical creation, containing no magical enchantments.

Click Here for homebrew Masterwork Weapon BonusesorHere for homebrew Minor Weapon Enchantments to give these objects even more personality and mechanical benefits.  

-Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.

—Or keep reading for 90 more weapons.

—Note: The previous 10 weapons are repeated for easier rolling on a d100.

  1. An antique but serviceable battleaxe, well-rusted and probably taken from a barrow.
  2. An enormous knife with a fixed blade that is 32 inches from the slightly hooked, double-bladed tip to the end of the worn, ironwood handle. It has a steel crosspiece, with a dried bit of something (Probably blood) still caught in the joint. Carved into the bottom of the handle was a craftsman’s mark with the name “Fles.” The dagger rests in an old leather sheath and if removed, the wielder will find the blade freshly sharpened and oiled.
  3. A sinister, scorpion-tail whip made of white ape skin with a hilt wrapped in lead wire.
  4. A dagger made from the tooth of a dead sandworm, a fearsome desert monstrosity. It bears a curved, double edged blade that is milky white in colour and iridescent. It is set on a black handle with deep finger ridges separated from the blade by a slim round ring instead of a shearing-guard.
  5. A club fashioned from a donkey’s jawbone, still studded with teeth. It is said to have been wielded by a great warrior who slayed a thousand men.
  6. A knight’s straight sword with plated with silver along its fuller. The wielder can take great advancing steps with this beautifully slender greatsword while making use of his bodyweight to inflict deadly strikes.
  7. A bamboo quarterstaff with a skeletal jackal head.
  8. A longsword with a hilt covered in lizard leather. At an inch above the guard is stamp in the shape of a sun with sixteen rays alternately straight and wavy, symbolizing the heraldry of sunlight and warmth from the sun. Two inches above the sun begins a beautifully engraved stylized inscription which reads "Draw me not without reason; sheath me not without honour.”
  9. A black leather bandolier containing two dozen throwing stars, pointed for penetration rather than bladed for blood, each set about a central ring weighted with lead.
  10. Liquid Blade: An inconspicuous palm sized metal tube that weighs two pounds. The bearer can empty the contents of the tube with a quick flick of the wrist (An action equivalent to drawing a weapon), causing the bubbling transparent liquid within to instantly solidify into a jagged crystalline blade. By holding the tube, the wielder can then use the weapon as if it were a fragile shortsword that has a 25% chance to shatter should the wielder get a natural 1 on an attack roll. The blade lasts for ten minutes, after which it evaporates, leaving nothing behind but the empty tube. The bearer can add one dose of poison to the liquid in the bottle at any time before the blade is unleashed, which acts like applying a dose of poison to a weapon but the toxin remains wet and viable until the blade crystalizes. When the liquid turns into a solid blade, the weapon includes one application of that poison. When the blade evaporates, any unused poison does so as well. The tube and its liquid contents are an alchemical creation, containing no magical enchantments.
  11. A blowpipe consisting of an ornate copper viper wrapping around a deep brown oaken pipe.
  12. A broad axe (Battleaxe statistics) consisting of a stout pole four feet in length ending in a single-edged, trumpet-shaped blade mounted on one end. This axe is a footman’s weapon, giving the soldiers a longer reach and a fighting chance against mounted opponents. Its long handle allows the wielder to put considerable force into his swing. Despite the shaft length, the broad axe is a one-handed weapon.
  13. A ceremonial Random Sword with magical ornamentation and significance beyond its use as a mere weapon. Interestingly enough judging by its wear and tear, it has seem much combat.
  14. A double-edged broadsword (Longsword statistics) with a blade of an unknown black metal. The hilt is wrapped in dark pebbled leather, and its pommel is a flat disk in which small glyphs are inscribed around a large onyx gemstone.
  15. A durable light crossbow with dwarven runes worked into its design. Knowledgeable PC’s can discover that the runes are associated with a mountain clan that would probably enjoy seeing the weapon returned to their ancestral halls.  
  16. A finely-crafted lightweight lance made of maple and tipped with steel.
  17. A flail that appears neglected and ill-used, despite being in peak condition. The weapon’s grip is wrapped in tattered grey cloth.
  18. A formerly fancy dagger. The hilt was fine ivory carved in the shape of a maiden, but someone gouged out the eyes and stained the dress with what appears to be blood.
  19. A fullblade with a blue tinge on one half of the blade and a polished bronze appearance on the other side. The blue half bears a single, inexplicably sharp edge while the bronze side duller but jagged and serrated, appearing the most dangerous of the two. The grip is wrapped with studded leather, and the pommel it set with a luscious sapphire.
  20. A gleaming greatsword with black crystal decorating the otherwise simple guard. The image of a raven in flight and a trail of its feathers is etched into the flats of the blade. As the blade moves, the raven seems to flap its wings, never quite still, but never leaving the blade.
  21. A goblin made sickle with a rusted, dirty blade covered in old blood and bits of gore.
  22. A greataxe fashioned from the tooth of a kraken and is steeped in the magic essence of the ancient leviathan.
  23. A greatclub of bent mahogany, shod in steel. The metal is in etched in a spiraling, serpentine design that confuses the eye.
  24. A greatsword with a dark, shiny blade like polished wet flint, with a curious and vaguely cruciform groove in the pommel that runs up and onto the blade.
  25. A greatsword with a rune-inscribed blade of adamantine, a leather wrapped oak handle, and a steel ring pommel.
  26. A huge warhammer comprised of a thick length of wood a stride long with a scarred lump of iron the size of a brick for a head.
  27. A jagged shard of obsidian embedded in the bone of an unknown creature, bound with simple leather. The primeval handaxe sends a shiver down the wielder’s spine when touched.
  28. A longspear made of intricately carved wood, with an impossible array of weaving vines that twist chaotically, often doubling back on one another with no discernable pattern.
  29. A longsword with a narrow length of bright steel chased with swirly silver patterns that glow white. When swung, lines of glowing tracery appear in its wake, leaving patterns hypnotic neon tracks in the air.
  30. A mace consisting of a stout wooden haft topped by a metal striking head shaped like a clenched fist.
  31. A mage’s quarterstaff made of burnt maple, shod with copper that’s stained an ominous dark crimson. At the staff’s apex rests a marble sized, floating sphere made of glowing ruby.
  32. A maul made of an unsmelted meteor and a finely worked, hardwood handle. The maul is heavy but very well balanced.
  33. A metallic spiked shield whose glittering outer surface is covered in gleaming specks of blue, purple, and red. The sparkling colors lie just below the weapon’s surface, reflecting oddly in the light.
  34. A monstrous dagger made from the fang of some ungodly cross a shark’s serrated tooth and the long canine of a great cat. The metallic edge, nicked and worn, appears, on some inspection, to be an extension of the tooth’s root, as is the grip. There are holes and dents, thereupon, suggestion the iron itself was once fed by nerves and veins.
  35. A nearly incorporeal Random Sword. The translucent blade is shrouded in a black mist and extends outwards like a thin stream of smoke from the black leather hilt. Due to the nearly weightless blade, the weapon weighs only a single pound but the semi-tangible sword can never be coated in oils, poisons or alchemical materials of any sort.
  36. A newly made hand crossbow with a stock made of fir and a walnut bow. The stock has a depiction of the image of a lion within a circle.
  37. A pair of arctic hunting bolas made of leather straps with weights fastened to the end. Each bola has eight different weights made of egg-shaped, walrus ivory etched with the likenesses of birds in flight.
  38. A pair of finely tooled daggers with handles shaped like human women dancing. When sheathed together the handles interlock in an embrace that is not suitable for minors.
  39. A scimitar with a horned grip made of yellowed, human bone and a razor-sharp blade spattered with blood.
  40. A perfectly functional Random Weapon crafted entirely from rock. Any cloth or leather elements are made instead of flexible mineral and studded with finely polished semi-precious stones.
  41. A perfectly functional Random Weapon that’s always warm to the touch. Any metal parts are crafted from black iron and sigils of flames cover its surface. The weapon is primarily coloured various shades of red and orange.  
  42. A pike made of a treant’s arm that has a bark covered grip that has allegedly never slipped out of a wielder’s hands.
  43. A pitch black halberd imbued with the captured terror of its victims. When wielded, the chillingly cold blade releases a baleful aura that makes weaker foes tremble in fear.
  44. A quarterstaff that appears to be a living redwood sapling. The staff is roughly two inches in diameter, and is six feet, two inches in height. It has several branches sprouting from the top eighteen inches, and each branch has several still living leaves. The bark is fairly smooth, but just below the branches there is four almost identical faces circumnavigating the staff. Each is the face of Chislev, Goddess of Nature. Each face represents a different aspect of her essence: The Creator, The Healer, The Defender, and The Destroyer. These faces, although clearly visible, appear to have grown naturally in the bark. The staff has no root system, but instead is capped with bog iron.
  45. ARandom Sword with a beautifully carved blade made of a greenish-blue crystal with an unfortunate fracture through the blade’s length. The wielder is instilled with the feeling that the sword is the bane of wicked sorcerers everywhere.
  46. ARandom Sword with gleaming blade and a crossguard design in the style of a pair of spread angel wings. The weapon radiates a sense of unused potential.
  47. ARandom Weapon adorned with laws and rules in various languages, each of which details the exact standards and specifications of weapon design, construction and ownership.
  48. A rapier with a blade composed of narwhal tusk and a driftwood hilt displaying a scintillating fish scale grip. The basket is made of a large scallop shell, lashed to the driftwood with dried kelp. The weapon rests in a sheath made of a giant lobster’s tail and shark leather, accented by a pair of eel skulls.
  49. A razor-sharp katana (Longsword statistics) with a blade of folded steel and a hilt wrapped in silver wire. The blade is decorated with elven runes that convey the meaning “Phantom of Wealth”. The pommel is in the shape of a perched falcon.
  50. A round, lightweight shield consisting of two antelope horns pointing in opposite directions connected by two crossbars which also acts as a handle. A wielder can tip the spiked shield forward and stab outward with the sharpened horns to wound the enemy. The crossbars are covered with a plate of steel and leather which allows the object to function as a means of protection.
  51. A scimitar finely engraved with strange words and glyphs that are barely visible in any light.
  52. A scythe with a handle of white ash, a blade of painted bone and bars carved into the centre of the blade to resemble the wall of a cage.
  53. A sheaf of five javelins that have throwing cords made of finely braided silver elven hair so reflective that they almost glow.
  54. A shortsword bearing runes acid burned into the blade that glow a dull blue when wielded. The hilt is ornate with two clear gems at the base of the blade on either side.
  55. A slim metal case containing a dozen beautiful, pearl-handled darts with sharpened emerald tips wrapped in a soft cloth.
  56. A simple and elegant sidesword (Shortsword statistics), with a silver guard and gold rivets on the pommel.
  57. A straight silver dagger of plain appearance until it is taken into hand by a good creature. Then, rainbow lights courses through the blade, and the weapon begins to toll gently, yet neither noise nor light betray the blade when stealth is required.
  58. A weathered battle pick that has seen more than its fair share of combat. Age hides the versatility and strength of its sharp point. Warriors of old used this weapon to destroy their foes, preying on the smallest weaknesses with cruel ease.
  59. A single edged longsword made of bleached and polished wood. Its hilt is decorated with alternating garnet and topaz stones. The blade is not perfectly straight, but follows a natural grain. Despite these irregularities, the sword has a razor-sharp leading edge.
  60. A sleek shortsword with a curving blade of a foreign and exotic design. Single-edged, the steel of the blade reflects light like the ripples of a pond. Down the blade’s length on either side is etched a coil of twisting rose briars picked out in a deep jade green. The sword’s hand-guard is a virtually nonexistent oval of unornamented gold, and the hilt is wrapped in braids of black silk shot through with golden thread. There is no appreciable pommel nut, the hilt ending in a plain frosted steel finial.
  61. A small, eerie dagger, made of bronze and flawless obsidian in the shape of a feather.
  62. A weighty rod (Heavy mace statistics) three feet in length and decorated across the surface with carved skulls and leering faces. These faces seem to subtly shift almost as if writhing in agony. Grey smokes exude from the top end constantly trailing down to the ground before vanishing. Anyone holding the rod feels a strange heat from it.
  63. A white silk bracer containing a half dozen crescent-shaped, silvered throwing knives, all with black leather handles fitted in the weapon’s midsection.
  64. A wooden crate containing 32 crossbow bolts with shafts of oak wood in its natural color and fletching of blue-gray feathers.
  65. A wooden pike approximately seven feet in length, with one end sharp enough to impale an enemy. The other end has a slight crook in it, with a semi-transparent, colorless, and diamond-like stone embedded within the polearm. The weapon notably has several cracks in it, as if it was once shattered into many pieces and then made whole again.
  66. An ancient dagger whose blade and undulating hilt are fashioned from jet black obsidian stone, such that it reflects not a speck of light. The blade is strengthened and honed by rituals long forgotten, never losing its edge.
  67. An ancient stone warhammer carved with runes and weighs twice as much as it should.
  68. An elegant silver sword that when held by a magician, causes pale, almost transparent fire to burst harmlessly into life and play along the length of the blade. The light is surprisingly bright in eerie half-darkness, as if the sword had been dipped in brandy and touched with a match.
  69. An elegantly polished wooden greatclub, with mysterious, ever-changing glyphs swirling over its surface.
  70. An engraved light oaken shield studded with ironwood spikes. Ornamental vines are wound around the spikes, creating the appearance of a lethal briar patch.
  71. An entirely steel-wrought heavy crossbow, so large it’s more like a small ballista. It uses a set of steel gears, cams and cranks to draw the firing string back. The firing beams are long and the weapon generally shaped like a large metal crucifix, symbolizing the torturous punishment for creatures who attempt to escape their mortality. Being hit by a bolt launched from this weapon feels like a strong man hit you full force with a heavy mace.
  72. An extremely corroded, rusty-looking greathammer with ‘Crusty Jim’ carved into the head.
  73. An intimidating longsword with multiple hooks, barbs, and serrations along the blade, excellent for catching and sundering a foe’s weapon.
  74. An unusual looking shortsword, whose handle is longer than the actual blade. It sports a carved ivory skull on its pommel and a small gemstone on its guard that resembles an eye. Half of the blade is serrated on one edge.
  75. A venerable greatsword whose blade is fashioned from the shaved finger bone of a titan, with sharp bits of steel inlaid around the edge.
  76. A well-kept rapier with an insignia of a rose on the pommel with the knuckle guard, inner guard and loop being designed to look like a vine covered by thorns.
  77. A well-used, spiked chain made of high-carbon steel with grips of pebbled black crocodile skin.
  78. A whip created from braided local vines draped over an extraordinarily large chunk of rose quartz.
  79. A yellowed club made out of a ogre’s twisted thigh bone.
  80. An abyssal forged dagger with a hilt of sculpted bone encrusted with a small green jewel. The blade is crude and worn, with the faint smell of sulfur, blood and ash emanating from it.
  81. An ancient knife with a simple leaf-blade design ending in a wooden handle wrapped in cord and leather. Its double edge blade is made of bronze and wickedly sharp, with a needle point. The point seems hungry…
  82. An apprentice blacksmith’s first sword made of shoddy pig iron. Although the Random Sword is better than nothing, the weapon is uneven, heavy, poor quality and damn near as cheaply made as can be found.
  83. An elaborate knife carved with special barbs and grooves, meant to channel toxins into the victim’s bloodstream.
  84. An elaborately styled bronze dagger with a handle uncomfortably inlaid with dozens of teeth. The blunt edge is nonetheless coated in sticky blood.
  85. A war pick adorned with blackened metal, inscribed with passages doubting and decrying the gods.
  86. A whip that appears to be made from braided feather down with a bird of prey’s claw at the tip.
  87. A white composite bow of elven make that whispers in the wielder’s ear “Swift death to my enemies” in elven whenever nocked.
  88. A wicked looking battleaxe in rough condition, though it was clearly once of fine quality. The weapon’s short grip, geometric inlay, and wide-but-balanced head clearly mark it as dwarf made. The weapon’s scarred handle, gruesome skull trophies, and notched and pitted blade, however, clearly marked it as goblin owned.
  89. A wicked, barbed trident of black iron and driftwood.
  90. A wooden quarterstaff nearly identical to a length of driftwood. Its dark color and cracked surface suggests that it is several hundred years old, at least. Druidic runes cover its surface, with the rune for “Purity” etched near the bottom. When the staff is near water, the runes begin to glow a pale yellow.
  91. An ancient dagger with a simple leaf-blade design with a wooden handle wrapped with cord and leather. Its double edge blade is made of bronze and wickedly sharp, shiny, with a needle point. The wielder occasionally gets the odd sensation that the weapon seems hungry…
  92. An ebony halberd forged in the Nine Hells. It bears a fearsome aesthetic true to its inhuman origins, featuring a jagged, saw-like blade, glowing red filigree, and an overall design that blends rough organic curves with smooth, artificial edges.
  93. An imposing war fan (Greatsword statistics) that’s really more of a steel rod with a large, flared blade at the end. The result is a somewhat difficult to use, but wickedly effective blade that hits with the full momentum of the swing, frequently decapitating opponents.
  94. An elegant shortsword in a wooden scabbard with silver fittings sculpted in floral shapes; on closer examination, many of the flowers contain small bees. The sword’s handle is waxy to the touch, and fits comfortably in the hand.
  95. An elven greatsword whose blade is single-edged, slightly curved, with a polished finish and uniformly sharp. The hilt is long and the hand-guard is a circular plate.
  96. An impressive glaive, made of living ironwood, giving the blade a bright green appearance, while the bark covered shaft remains almost pitch black. Despite its wooden origin, its handle feels metallic
  97. An irregular club that has always has a living leaf or three growing out of it. The wooden weapon somehow retains the resiliency and scent of a freshly cut branch.
  98. An octopus leather quiver containing a dozen harpoons (Javelin Statistics), each made of a gleaming, shining steel covered with a blue-white sheen like mother of pearl. Knowledgeable PC’s will recognize the material as pearlsteel, a strange metal crafted by secretive merfolk metallurgists working near volcanic vents in the ocean floor. It is created from fine steel and rare silvery pearls found only in the ocean depths where the pressures alone would kill a land walker. Pearlsteel is highly prized by all undersea races as it slices more smoothly through the resistance that water presents.
  99. An ornate gold and mithril bastard sword. The hilt is wide and has a circular emblem in the center depicting a strange rune. The pommel of the sword has a large curved fire opal put into it. The blade is completely bare of ornamentation but appears to vary in color between gold and silver.
  100. A longsword with a slender, razor-edged, gleaming red blade, its length inscribed with designs of cloaked figures and tall scythes, accentuated by a black blood trough running along its center. The hilt appears whitened like bleached vertebrae and the pommel has a skull-bobbed design. Running from it toward the crosspiece, the hilt was carved to resemble a backbone and rib-cage, and the crosspiece itself resembles a pelvic skeleton, with legs spread out wide and bent back toward the head, so that the wielder’s hand fits neatly within the bony boundaries. All of the pommel, hilt and crosspiece is white, like bleached bones, except for the eye sockets of the skull pommel, which seems like black pits at one moment and flares with red fires the next.
  1. Precise: The weapon’s grip has been modified to amplify every tiny movement of the wielder’s hands, allowing it to respond even the smallest flick of the wrist. The weapon’s precise movements allow the wielder to execute accurate strikes, granting a +1 on attack rolls to hit targets. —Note: Projectile weapons with this improvement bestow the bonus upon their ammunition when fired.
  2. Balanced: The weight of the object is expertly distributed over its length with a focus on additional weight on the business end of the weapon. This allows the wielder to utilize their own weight as a counterbalance and their arms as a fulcrum, allowing each strike to hit harder. Ammunition with this bonus has been carefully crafted in regard to its weight ratio in order to channel the weapon’s force into the correct angle of release to better strike the target. In ranged weapons this bonus represents stronger limbs and strings, allowing a greater storage of kinetic force that is then released into the ammunition. The weapon grants an additional +1 to all damage rolls made with it. —Note: Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  3. Spellbound: This weapon tingles faintly with magical energy, barely detectable to those who aren’t specifically looking for it. The weapon could bear simple arcane runes along it’s length, spent years of time directly exposed to magical energy thereby soaking it in, was blessed by a cleric or celestial creature of moderate power or was crafted by (Or crafted from) a being with magic in their very blood such as a sorcerer, fey creature or extraplanar being. Whatever the case, the object retains just enough magical essence for it to be considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses, but offers no bonuses to accuracy or damage. —Note: Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  4. Impervious: The weapon is extraordinarily durable and any wielder can plainly feel the solid construction under its unyielding form. The weapon could be made from a higher quality material than normal, reinforced with metal struts, rivets or bands, been marked with magical or divine sigils of protection and abjuration, or have been made by a labor intensive process that isn’t commonly used such as folded steel, spell sung wood or damascus steel. The weapon is five times more durable than normal, never breaks, chips or dulls as a result of casual use and is all but impossible to break or damage as a result of combat, even when targeted by enemies who attempt sundering or weapon breaking techniques. Thrown weapons and ammunition with this benefit are always easily recoverable after combat ends. —Note: Depending on your game system the weapon may either have five times as many hit points or have a greatly increased hardness or damage reducing quality. If there is no existing system in place and weapons simply break or do not break as a result of damage, consider giving the weapon five “charges” or “lives”. Each time it would be broken as a result of damage, it instead remains fully intact but loses a life or charge and it is destroyed when all five have been used up.
  5. Relentless: This weapon is designed to cause two wounds in a single blow. It sports additional spikes, barbs, blades, blunt edges or is weighted in a way that whenever the wielder lands a blow he can hit the target again on the back swing of the same attack. Ranged weapons may have an additional bowstring or are crafted in such a way to place a mild spin on the projectiles causing them to penetrate while turning, causing more serious wounds without sacrificing accuracy. In thrown weapons and ammunition, barbs and serrated edges rip and tear at the victim’s flesh upon impact which facilitates this effect. Although this can compromise the effectiveness of the weapon’s main feature, the overall design raises the weapon’s lethality. Instead of a single damage die when the wielder successfully hits a target, the player instead rolls two dice that equal the value of the original damage die and add the results together. —Note: For example, a normal halberd that dealt 1d10 now deals 1d4 + 1d6, or a shortsword previously dealing 1d6 now deals 1d4 +1d2. The wielder still only makes a single attack roll for both dice and both damage die are of the same damage type as the original die. For simplicity’s sake, the DM should make a permanent decision on which two dice are rolled. If the weapon already deals multiple damage die, select only one of them to split. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.

—Follow the links for the Unique WeaponsorRandom Weapon tables to find examples of base weapons that these bonuses can be applied to.  

—Or keep reading for 23 more masterwork bonuses.

—Note: The previous 5 masterwork bonuses are repeated for easier rolling on a warped d20. 

  1. Precise: The weapon’s grip has been modified to amplify every tiny movement of the wielder’s hands, allowing it to respond even the smallest flick of the wrist. The weapon’s precise movements allow the wielder to execute accurate strikes, granting a +1 on attack rolls to hit targets. —Note: Projectile weapons with this improvement bestow the bonus upon their ammunition when fired.
  2. Balanced: The weight of the object is expertly distributed over its length with a focus on additional weight on the business end of the weapon. This allows the wielder to utilize their own weight as a counterbalance and their arms as a fulcrum, allowing each strike to hit harder. Ammunition with this bonus has been carefully crafted in regard to its weight ratio in order to channel the weapon’s force into the correct angle of release to better strike the target. In ranged weapons this bonus represents stronger limbs and strings, allowing a greater storage of kinetic force that is then released into the ammunition. The weapon grants an additional +1 to all damage rolls made with it. —Note: Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  3. Spellbound: This weapon tingles faintly with magical energy, barely detectable to those who aren’t specifically looking for it. The weapon could bear simple arcane runes along it’s length, spent years of time directly exposed to magical energy thereby soaking it in, was blessed by a cleric or celestial creature of moderate power or was crafted by (Or crafted from) a being with magic in their very blood such as a sorcerer, fey creature or extraplanar being. Whatever the case, the object retains just enough magical essence for it to be considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses, but offers no bonuses to accuracy or damage. —Note: Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  4. Impervious: The weapon is extraordinarily durable and any wielder can plainly feel the solid construction under its unyielding form. The weapon could be made from a higher quality material than normal, reinforced with metal struts, rivets or bands, been marked with magical or divine sigils of protection and abjuration, or have been made by a labor intensive process that isn’t commonly used such as folded steel, spell sung wood or damascus steel. The weapon is five times more durable than normal, never breaks, chips or dulls as a result of casual use and is all but impossible to break or damage as a result of combat, even when targeted by enemies who attempt sundering or weapon breaking techniques. Thrown weapons and ammunition with this benefit are always easily recoverable after combat ends. —Note: Depending on your game system the weapon may either have five times as many hit points or have a greatly increased hardness or damage reducing quality. If there is no existing system in place and weapons simply break or do not break as a result of damage, consider giving the weapon five “charges” or “lives”. Each time it would be broken as a result of damage, it instead remains fully intact but loses a life or charge and it is destroyed when all five have been used up.
  5. Relentless: This weapon is designed to cause two wounds in a single blow. It sports additional spikes, barbs, blades, blunt edges or is weighted in a way that whenever the wielder lands a blow he can hit the target again on the back swing of the same attack. Ranged weapons may have an additional bowstring or are crafted in such a way to place a mild spin on the projectiles causing them to penetrate while turning, causing more serious wounds without sacrificing accuracy. In thrown weapons and ammunition, barbs and serrated edges rip and tear at the victim’s flesh upon impact which facilitates this effect. Although this can compromise the effectiveness of the weapon’s main feature, the overall design raises the weapon’s lethality. Instead of a single damage die when the wielder successfully hits a target, the player instead rolls two dice that equal the value of the original damage die and add the results together. —Note: For example, a normal halberd that dealt 1d10 now deals 1d4 + 1d6, or a shortsword previously dealing 1d6 now deals 1d4 +1d2. The wielder still only makes a single attack roll for both dice and both damage die are of the same damage type as the original die. For simplicity’s sake, the DM should make a permanent decision on which two dice are rolled. If the weapon already deals multiple damage die, select only one of them to split. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  6. Superior: The weapon’s cutting edge, bludgeoning surface or sharpened point is of far better quality compared to others of its kind. The symbol of a well respected weaponsmith or master craftsman is etched on the weapon’s grip, marking it as a rare and valuable piece. The weapon’s damage dice increases by one step to the next largest die. —Note: For example, if a normal dagger deals 1d4 damage, a Superior dagger deals 1d6. If the weapon already uses the largest die possible or practical such as a d10 or d12, the weapon now deals 1d10+1d2 or 1d12+1d2. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  7. Cruel: This object will never be mistaken for anything but a weapon. In addition to its main damaging feature, it bears, spikes, sharp blades, serrated edges, studs, or barbs all of which are meant to further the weapon’s lethal qualities. These designs are favored by pit fighters, seasoned mercenaries, professional murderers and others who care only to kill their opponent as quickly and effectively as possible. There is no such thing as a glancing blow from this weapon, even the slightest hit will tear flesh and draw blood. In projectile weapons this bonus represents stronger limbs and strings, allowing a larger building of kinetic force that passes into the ammunition, speeding it to its final destination, an unwilling target. Whenever the player roll a 1 on a die to calculate the weapon’s damage, they can reroll the die until they receive a result that is not a 1. —Note: This only affects the weapon’s damage die itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  8. Defensive: The weight of the object is expertly distributed over its length with a focus on additional weight on the weapon’s grip. This change, along with a modified reinforced grip designed to shelter the hands and wrists, allows the wielder to easily recover into a ready stance after attacking and make better use of the weapon as a parrying device. The weapon grants +1 to the wielder’s armor class / defense value / dodge rating or other system mechanic that decreases the chances of being hit with an attack. —Note: Not recommended for ammunition or thrown weapons.
  9. Vicious: The physical attributes of this weapon seem to be designed to wound an enemy’s sense of sight as much as the rest of their body. The weapon sports large spikes, sharp blades, metal bands, serrated edges, studs, or barbs that the wielder can use to further damage the target in the event of a poor initial strike. Ranged weapons may have an additional bowstring or are crafted in such a way to place a mild spin on the projectiles causing them to penetrate while turning, causing more serious wounds without sacrificing accuracy. These additional features can be difficult to use correctly and although they are better to have than not, it’s a gamble as to their effectiveness. Whenever the player roll a 1 or a 2 on a die to calculate the weapon’s damage, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. —Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  10. Brutal: Whether its a sharp blade, piercing end, or blunt edge, the business end of this weapon is exceptionally well made. Despite the obvious professionalism involved with its crafting, the weapon has no distinguishing, embellishments, decoration, ornamentation or even a maker’s mark. The weapon almost raw in design without a single ounce of material that is not absolutely vital for the weapon to function.  Despite all the lack of finery (Or perhaps because of it) the wielder can feel a primal, almost barbaric urge when they use the weapon in combat. The weapon makes no attempt to pretend that it’s anything other than a tool of violence and that energy is channeled into the wielder’s attacks. Whenever the player rolls the maximum result on a weapon damage die (I.e. a 6 on a six-sided die.), they can roll that die an additional time and add both results to the total damage dealt. This ability can trigger multiple times per turn but only once per attack. —Note: Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  11. Mighty: The business end of this weapon is professionally crafted but its true value seems to be in the beautiful presentation of the entire object. The weapon seems to be more of a work of art than a tool of destruction and violence. It sports gold or silver filigree, gemstone studs, platinum banding, expert carvings, detailed etchings or decorative enchantments that serve to draw attention to itself. The weapon’s adornments are durable and it never chips, dents, dirties, or becomes scratched, even while being used to cave in a goblin’s skull. Despite all the lack of subtlety (Or perhaps because of it) the wielder experiences elegant, almost grandiose sensations when they use the weapon in combat, as if they were performing combat rather than fighting. The weapon is as deadly as it is beautiful, as the craftsman strove for singularity powerful blows as much as they did physical perfection. Whenever the wielder scores a critical hit with the weapon, the player can roll one of the weapon’s damage dice one additional time and add the result to the damage dealt by the critical hit. This is in addition to the standard bonus damage of a critical hit. —Note: This only affects the weapon’s damage die itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  12. Silvered: The weapon’s business end is covered in a durable layer of alchemically treated silver of incredible quality. Although unnaturally processed, the metal is pure and effective at dealing with undead, lycanthropes and fey creatures. The silversmith or weaponsmith who applied the silver plating went about the task with precision and expertise and the weapon is no less effective with the coating than a typical one of its kind. The weapon’s grip also sports discrete bands of intricately worked silver which prevents the wielder’s supernatural enemies from handling the weapon and using it against him.
  13. Tactical: The weapon has been modified in a variety of ways designed to improve the effectiveness of specialized combat maneuvers. Often this takes the form of large barbs or hooks, serrated blades or an improved weight distribution that allows the wielder to better hinder, harass, and hobble his opponent. The hooks and counterbalancing greatly improves the wielder’s ability to trip, feint, grapple, pin, disarm, sunder, push and shove his opponents and the wielder gains advantage on any such combat maneuver type roll where the weapon was involved. Alternatively, the target gains disadvantage to resist the attempt, whichever is better for the wielder. The weapon makes it far easier for even a middling wielder to perform complex combat stunts. Using an action equivalent to making an attack or casting a spell, the wielder can attempt to perform one of the previously mentioned combat maneuvers. Whenever the wielder could make an attack with the weapon, he can instead perform one of the previously mentioned combat maneuvers. This follows the standard rules within the game system for resolving combat maneuvers and if none exist see Note. Furthermore, the wielder is able to take advantage of lucky blows and turn them into skillful maneuvers rather than simply powerful attacks. Whenever the wielder lands a critical hit, he can choose to cause it to be considered a normal hit instead and immediately perform one of the previously mentioned maneuvers (With advantage because of the weapon’s design) on the target. Trading the extra damage for the maneuver does not consume any additional actions or movement. —Note: If your system doesn’t have rules for a contesting combat maneuvers, use this: The wielder declares the maneuver and chooses to make either a Strength or Dexterity check which is contested against the target’s Strength or Dexterity check (Target chooses the ability to use). If the wielder has the higher result, the target falls prone, disarmed of one object they’re holding, knocked back five feet, grappled, etc. If the target wins the contest, there is no effect and the action is consumed without effect. Recommended for melee weapons only, although certain throwing weapons or ammunition such as bolas or arrows designed to disarming or tripping could certainty be beneficial to a PC.
  14. Poisoner’s: The weapon’s business end sports a series grooves and channels that allow it to hold poison more effectively until the weapon strikes its victim. The grooves may be carved in a geometric pattern or artistic image to better conceal their nature from casual observers and the gouges may be painted black or other noxious colour to better disguise any toxic coating. Even a bludgeoning weapon that is normally difficult to poison effectively can benefit from the grooves, allowing it to deliver the offending material with ease. The channels are always positioned in such a way that a creature can apply a solid or liquid material (Such as but not limited to: poison, holy water, flammable oil or animal venom) in them without any risk of accidentally poisoning themselves (Even if they are not proficient with poisons) and taking no more time than usual to coat an object with poison. Furthermore, the recessed pathways protect the material from the elements, keeping it from drying or spoiling and after it’s applied, the material remains potent for an additional hour longer than normal before becoming inert. Lastly and most importantly, the virulent trenches are divided and spread out, allowing a single dose of poison to be delivered normally and effectively while still having some leftover in a separate groove. The number of strikes the weapon may make before the poison is rubbed off is increased by one. Alternatively to being spread out, the blighting substance can be confined to a single groove which will deliver its payload in a single concentrated strike which causes the victim to suffer disadvantage on the save against the material, or the PC can roll the poison’s damage twice and choose the higher result. The bearer who applies the poison chooses whether the material will be spread out over multiple strikes or if it will be concentrated into a more lethal hit (And if it applies disadvantage or increased damage) when the material is applied. —Note: Not recommended for projectile weapons. This bonus provides a few benefits to the wielder in order to allow a lower level PC better make use of expendable items like flammable oil, holy water or poison before magical weapons and stronger spells render them too inefficient to use in combat. The DM should feel free to adjust any parts of this bonus to better fit with the specific poison mechanics of their game.
  15. Bypassing: A weapon with this benefit is fashioned in such a way to skirt, avoid, or otherwise circumvent an enemy’s defensive shield. Depending on the type of weapon this bonus will manifest itself in a number of different ways. In melee weapons this most often takes the form of a backwards curving hook or bill just under the business end of the weapon. The wielder performs a feinting glancing and allows the weapon to be deflected by the shield but then hooks the bill on the shield and pulls backwards, knocking the target off balance enough to strike forward again and land the actual blow. Bludgeoning weapons can have their business end separated from the shaft and grip by a short length of chain essentially creating a specialized flail. Even if blocked, the chain wraps around behind the armor and strikes the target. Slashing and piercing weapons can have their business ends bent backwards at about a sharp 45° angle or a looping curve, allowing the blade or sharpened point to hook around in behind the shield to injure the target. Ranged weapons and ammunition have a slight spin or curveball type nature to their flight so that they’ll hit just next to where the target’s shield actually is. Alternatively they might bear a series of confusing array of colors or geometric shapes which disorient the target, making it nearly impossible to determine exactly where to hold the shield properly so that it will block the projectile. A wielder who makes an attack with a weapon with this bonus ignores any and all defensive benefits that an opponent’s shield would normally provide. —Note: Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.  
  16. Resounding: This oddly is made weapon with a number of “sweet spots” that maximizes the wielder’s strikes to the absolute limit of its lethal potential. This may be a fluke or design flaw that happens to be beneficial, a weaponcrafting technique meant to be used in conjunction with a specific martial style that can consistently land the powerful blows or a prototype of a superior set of weapons where the “sweet spot” would be the entire business end of the weapon, thus creating a set of true masterworks. To land a resounding blow, the attack must be connect with the target while a number of factors are all being met at the same time such as (But not limited to) the weapon’s velocity, angle of hit, the structure of the armor (Or lack or armor) the target has in relation to the weapon’s material composition, as well as possible magical influences. In ranged weapons this often takes the form of holding the weapon in a specific technique, the distance towards the target, air humidify, the projectile’s velocity, environmental air speed and even strong magical aura’s influencing the ammunition’s trajectory. The ability to accurately strike in such a fashion to reliably utilize the weapon’s true might is more of an art form than a science and it is by pure luck that a wielder hits just the right spot in the right way. Whenever the player rolls a damage die he must roll a second confirming die of the same sort. If the second die is the same result as the first, the player is considered to have instead rolled the maximum possible result for that type of die instead of the current result. If there are multiple dice, the players rolls a second set of dice as a confirmation roll and the lowest pair of doubles is maximized. —Note: Combat example: The wielder attacks with a resounding halberd, hits and rolls 1d10 damage. The first damage die is a 4 and the confirming die is also a 4. Since the rolls match, the wielder deals 10 damage instead of 4. If the confirming die was a 7 the wielder would deal the original 4 damage. A critical hit with a greatsword would be 4d6 with the results of the damage roll, 1, 2, 3, 4 and the confirmation roll 1, 2, 5, 6. The 1’s would be maximized so the final result would be 6, 2, 3, 4 which would be a 15 rather than the 10 it would have been. This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. I recommend that the player or DM assign a color system so avoid confusion, for example the first die is always blue and the confirming die is always red. This way both dice can be rolled at the same die to speed the process along.
  17. Chargebreaker: This weapon seems to have taken a number of design inspirations from the common boar spear and allows its wielder to prepare defensive measures against an oncoming enemy. Physically the weapon is slightly longer than average and has a noticeably larger than normal cross guard or quillons, or has them at all if the weapon typically lacks the feature. The grip of the weapon is heavier than normal but specially weighted so that the wielder would naturally hold it at a 45° angle, outward from their body. The weapon’s design is perfectly suited for use as a defense against those who would recklessly charge his fortified position. If the wielder has not moved yet on his turn he can take up a defensive position, which causes his speed to drop to 0 until the end of his turn. While in this stance, the wielder is able to make an attack of opportunity with the readied weapon against an enemy that enters his reach. The bracing stance ends if the wielder moves, attacks or at the start of the wielder’s next turn. —Note: Only recommended for melee weapons.
  18. Parrying: A weapon with this benefit has a number of catching or deflecting features, allowing it to be used to parry incoming attacks. The weapon typically sports an improved hand and crossguard as well as a reinforced length and improved quality of construction to better disperse the shocks of the enemy’s blows. The weapon may sport a second set of quillons farther up along its length to function as a first wall of defense before an enemy’s blade reaches anywhere near the wielder’s hands. The business end of the weapon may be far wider than normal or flared out, allowing the wielder to casually glance an enemy’s weapon off the tip of his hammer, sword or spear. The combination of the various defensive enhancements allows a wielder to potentially block melee attacks made against him that he is aware of. Using an action equivalent to an attack of opportunity (See Note) the wielder may attempt to parry an incoming melee attack, increasing his armor class or physical defensiveness as if he was properly wielding a shield. The wielder may benefit from the armor class bonus (Typically a +2) even if he is already wielding a shield. —Note: If your system doesn’t use attacks of opportunity use the following rule: Once the wielder parries an attack he is no longer able to do so until the start of his next turn.
  19. Strategic: The weapon’s overall design has been slightly altered in a number of ways, allowing it to better function as a deterrent against specialized combat techniques. The object’s weight is redistributed differently compared to a standard weapon of its type with a focus on denser materials around the grip. This handholds are designed to easily pivot the weapon around the wielder’s person and combined with a heavier grip, the wielder is easily able to keep the weapon in hand, functioning as a physical barrier between himself and his enemy. As a further defensive measure, weapons with this bonus often sport larger than normal crossguards or curling spikes to ward off foes that try to get to close or to attempt to wrestle the wielder. Overall these modifications greatly improve the wielder’s ability to resist trips, feints, grapples, pins, being disarmed, pushed, shoved and other combat maneuvers. When facing such a tactic, the wielder can strategically interpose the weapon between themselves and their opponent, capitalizing on its defensive qualities. Whenever the wielder is targeted by one of the previously mentioned combat maneuvers, he can use an action equivalent to an attack of opportunity (See Note) to grant himself advantage on the roll made to resist the maneuver. —Note: If your system doesn’t use attacks of opportunity use the following rule: Once the wielder uses the weapon to grant himself advantage on the roll made to resist a combat maneuver, he is no longer able to do so until the start of his next turn.
  20. Adaptable: The weapon is a truly lethal implement and has a collection of physical improvements meant to provide alternative methods of defeating the enemy. The weapon has been modified to allow the wielder to deal different types of damage than the weapon is typically capable of. Invaluable for roving adventures and traveling monster hunters who may run into creatures who are resistant or completely immune to certain types of damage and who wish to carry just one weapon rather than waste their time and energy carrying several bulky weapons at once. It also provides the added benefit of allow the wielder to subdue an civilian or relatively innocent bystander without killing them and raising the ire of the guards or risking the loss of additional gold from a live bounty. Bludgeoning weapons are counterbalanced with a axe-like blades and topped with sharpened points. Slashing weapons are tipped with spear-like heads and bear larger, heavier, ridged  pommels allowing the wielder to pummel a foe. Piercing weapons have accentuated bladed points capable of penetrated or cutting and either the business end or grip is weighted to provide a makeshift club. Furthermore, a small section of the weapon (Typically next to the bludgeoning end) has been covered in layers of leather, rubber or resin creating a painful but relatively safe point of contact. When the wielder attacks, he may choose to have the weapon deal either bludgeoning, slashing, piercing or non lethal / stun damage (See Note). The weapon otherwise has the same statistics and this does not change anything about the way the weapon operates other than its damage type. —Note: Not recommended for projectile weapons. If your game system does not use damage types and this bonuses would provide no mechanical benefit, roll again. When a creature takes non lethal /stun damage, keep a running total of how much they’ve accumulated. Do not deduct the nonlethal damage number from their current hit points. When the amount of nonlethal damage exceeds the creature’s current hit points, they fall unconscious but stable. If this is too annoying to manage, simply allow that when the wielder reduces a creature to 0 hit points with an attack, the wielder can knock the creature out, leaving him unconscious but stable. 
  21. Twinned: Rather than one single businesses end like a typical weapon, this object has two smaller identical lethal points. While it is difficult to gain the full combat benefits of having the doubled weapon, it is no less lethal than a standard one of its kind. A bludgeoning weapon for example may have two smaller hammerheads next to each other rather than one large blunt surface. The reduced impact area of each face delivers a more directed impact making it just as dangerous to be struck by and twice deadly to be struck by both creating two spaced out injuries. A singular bladed or piecing weapon might be split partly down the middle like an overeager fuller, doubling the amount of sharp edges and stabbing points, while making the blade lighter and more maneuverable. Ranged weapons are modified to fire two pieces of ammunition simultaneously, (This can be ruled as fluff description for balance so the wielder doesn’t actually use twice as much ammunition) potentially doubling the chance of injury to the target. Not surprisingly, the larger and more complex the weapon, the harder it is to actually make use of the twinned business ends. It is fairly easy to stab a creature with a two pronged dagger but it is far more lethal to successfully cleave an enemy in half with a halberd bearing two forward facing, sharped crescent blades that slice into the target. Whenever the player rolls a damage die he must roll a second confirming die of the same sort. If the second die is the same result as the first, the player adds both dice to the total damage rolled. —Note: Combat example: The wielder attacks with a twinned halberd, hits and rolls 1d10 damage. The first damage die is a 6 and the confirming die is also a 6. Since the rolls match, the wielder deals 12 damage instead of 6. If the confirming die was a 10 the wielder would deal the original 6 damage. This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. I recommend that the player or DM assign a color system so avoid confusion, for example the first die is always blue and the confirming die is always red. This way both dice can be rolled at the same time to speed the process along.
  22. Quickdraw: A weapon with this bonus has been created with an impressive, ergonomic design that allows it to be effortlessly drawn forth by the wielder. Even the sheath, straps or carry clips have undergone modifications so that the wielder can easily make adjustments to stow it in wherever is most comfortable for them while still being instantly accessible. This allows the bearer to place the weapon in an area on their body where their hands instinctively go to as a response to combat or stressful situations. The bearer is able to draw the weapon as a free action whenever he rolls initiative as long as he physically capable of doing so. The weapon is so naturally drawn forth that the wielder is even able to impulsively (If crudely) defend himself in the heat of the moment. In the first round of combat if the wielder has not yet taken his first turn, the first time a hostile creature comes within the wielder’s reach (Or 20 feet for a ranged weapon) he is able to make an attack of opportunity against that creature but suffers disadvantage on the attack roll. Lastly, drawing and stowing the weapon is considered a free action. To benefit from the weapon’s bonuses, the bearer must have spent at least one hour adjusting the weapon and its sheath in the most optimal position for his own unique frame and drawing habits. Once comfortable, the bearer only has to readjust the straps if the weapon has been changed to be used by someone else.
  23. Unforgiving: The grisly looking weapon has been designed to be extraordinarily effective during powerful finishing attacks. The wielder is able to manipulate the weapon to great effect when landing strikes that hit the target’s vital areas and the additional features cause the implement to be particularly lethal on decisive attacks. Whenever the wielder scores a critical hit with the weapon, the player may select any single damage die of his choosing (See Note) and that die will be considered to have rolled the maximum possible result for that type of instead of the current result. This must be done after damage is rolled but before it is dealt to the target. —Note: This affects the weapon’s damage itself AND other sources of additional damage such as sneak attack, divine smite or spell effects.
  24. Reach: A weapon with this bonus sports a number of features all designed to extend the wielder’s effective threat radius, allowing him to attack enemies that would normally be out of reach. A melee weapon might have a longer haft or blade, or have a bludgeoning end on a short length of chain, allowing the blunt surface to be snapped out at a distant enemy. The weapon might be abnormally balanced or telescopic, allowing it to be overextended with ease, giving the wielder the ability to strike at range without falling over or leaving themselves exposed to retaliatory attacks. Ranged weapons with this quality sport thicker bowstrings and enhanced limbs, launching the projectiles even further than normal. Ammunition and thrown weapon bear aerodynamic grooving, masterful fletching, and weight distribution all meant for them to fly farther than they normally would. Melee weapons with this bonus add 5 feet to the wielder’s reach when he attacks with it, as well as when determining his reach for opportunity attacks with it. Ammunition, ranged and thrown weapons all add 20 feet to their normal and long distance attack ranges. There is however a downside to these modifications, as the weapons were originally designed to be shorter and smaller for good reasons. While the improved length and extended reach excel at hitting a foe from afar and keeping the fight at bay, they make it difficult to properly attack an enemy that is immediately adjacent to the wielder. Melee Reach weapons are cumbersome in close quarters and the wielder suffers disadvantage on attack rolls against targets within 5 feet of himself. Ranged weapons and projectiles with this bonus are meant for longer flights, making them difficult to aim properly without being given distance to stabilize causing the wielder to suffer disadvantage on attack rolls against targets within 10 feet of himself.
  25. Rebounding: The weapon is roughly half as heavy as a typical one of kind, made of lightweight materials arranged in an interconnected fashion that renders it just as durable as a standard weapon of its kind. In the grip of Rebounding melee weapons rests a core of rubbery, springy substance that causes the weapon to bounce back slightly with each hit aiding the wielder to get back into a fighting stance a fraction of a second faster than a normal. On particularly powerful blows, the weapon rebounds with enough force that the wielder can try to stab or swing again at the same spot, aggravating the severe injury even further. Projectile weapons with this bonus are crafted in such a way to place a mild spin on their ammunition causing them to corkscrew into the wound creating a hideously maiming injury if the wielder lands the shot just right. In thrown weapons and ammunition, the objects are designed to shatter on impact, hopefully leaving debris in the target’s body or potentially spraying shrapnel over the victim creating a wide area of serious lacerations. Following up with a secondary attack or landing a projectile in optimal area is a combination of luck and skill and not always possible. Whenever the wielder scores a critical hit, the player immediately makes another attack roll (See Note) with all the same modifiers as the initial attack. If this second attack roll also results in a hit, the wielder deals damage equal to the maximum result of one of the weapon’s damage dice (Like an 8 on a d8) in addition to the critical hit. The second attack roll just needs to be enough to hit the target normally, it doesn’t need to be a critical hit again. If the secondary attack roll would be considered a miss, then the initial attack is still considered a critical hit.  —Note: This secondary attack roll is not another true attack and does not take an action or use any resources. This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  26. Decisive: The weapon has been shaped and formed with the precise eye of a master crafter. Built in a way to reward accuracy and efficiency, the bladed edge, sharpened tip or contact point has been reinforced with a small amount of a stronger, denser material. This substance is exceedingly rare and exorbitantly expensive even in such a minute quantity but it is enough to greatly increase the weapon’s lethality, if the wielder is skilled enough to hit the target just right. Although the weapon is no less lethal than one of its peers in the hands of an amateur, only a true professional killer in favorable conditions can really drive the rare material of the weapon hard into the enemy. Whenever the wielder attacks with advantage and hits the target, if the lower of the two d20 results would have also hit the target, the player can roll one of the weapon’s damage dice one additional time and add the result to the damage dealt by the attack. —Note: This works best in the D&D 5e Advantage / Disadvantage concept. In other systems the extra damage might kick in if the PC would have hit the target with its straight d20 roll without bonuses or if the attack roll exceeded the target’s AC by 5 or more. This only affects the weapon’s damage die itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  27. Hooked: The weapon bears a number of curling, spikes, backwards pointed hooks or is curved much more than a typical one of its kind. These crooks and grapples can catch on the enemy’s weapons, shields, legs and arms allowing the wielder to push and pull the target off balance. In an odd design quirk, these offensive anchors are placed in such a way that they can only way to properly utilized on the backswing of a particularly accurate blow. Ranged weapons are crafted in such a way to place a mild spin on the projectiles causing them to penetrate while turning, creating injuries designed to maim. In thrown weapons and ammunition, barbs and serrated edges which facilitates the same effect. While difficult to achieve, the benefit of this construction is that the precise nature of the hooks combined with the well landed blow denies the target a chance to properly defend themselves. Whenever the wielder attacks with advantage and hits the target, if the lower of the two d20 results would have also hit the target, the player can choose to either trip, grapple, disarm or shove the target five feet backwards and that combat maneuver automatically succeeds. —Note: This works best in the D&D 5e Advantage / Disadvantage concept. In other systems the bonus might kick in if the PC would have hit the target with its straight d20 roll without bonuses or if the attack roll exceeded the target’s AC by 5 or more. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
  28. Cunning: The weapon is a model of combat utility making it perfect for harrying and debilitating opponents rather than directly injuring. The business end is undersized leaving room for a variety of modifications making it simple to perform specialized combat maneuvers. Often these takes the form of large barbs or hooks, serrated blades or an improved weight distribution that allows the wielder to better hinder, harass, and hobble his opponent. The hooks and counterbalancing greatly improves the wielder’s ability to trip, feint, grapple, pin, disarm, sunder, push and shove his opponents. Whenever the wielder successfully attacks a target, instead of rolling damage he can choose to deal the minimum result possible on his weapon damage roll (Like a 1 on a d8) and immediately attempt to make one of the previously mentioned combat maneuvers checks against the target. These follow the standard rules within the game system for resolving combat maneuvers and if none exist see Note. ——Note: This affects additional damage dice from critical hits but not die from other sources such as divine smite, sneak attack or spell effects. If your system doesn’t have rules for a contesting combat maneuvers, use this: The wielder declares the maneuver and chooses to make either a Strength or Dexterity check which is contested against the target’s Strength or Dexterity check (Target chooses the ability to use). If the wielder has the higher result, the target falls prone, disarmed of one object they’re holding, knocked back five feet, grappled, etc. If the target wins the contest, there is no effect and the action is consumed without effect. Recommended for melee weapons only, although certain throwing weapons or ammunition such as bolas or arrows designed to disarming or tripping could certainty be beneficial to a PC.
  1. The Infinite Tentacle: A foul whip crafted from a tentacle of an unnatural creature of unknown origin that was severed at the tip and imbued with aberrant sorcery. The sinuous tentacle is heavily muscled like a long dry tongue covered in irregular blemishes, unnatural mottled coloring, small patches of hair and assorted misshapen areas of perfectly smooth or heavily calloused skin and tipped with a cluster of barbed spines. Although only three feet in length at rest, the prehensile limb can stretch as far as it needs to in order to rake its barbs across bare flesh and coat itself in the blood of its wielder’s foes. Unfortunately, the farther it has to reach, the weaker and less precise the attack becomes. The wielder has a typical reach of ten feet with the whip but can choose to make an attack with the tentacle against any creature that he can see with a clear line of sight. If the wielder makes an attack at a target father than 10 feet away, the wielder suffers a cumulative -1 penalty on the attack roll’s accuracy for each 5 foot increment the target is farther away than 10 feet. For example, if the creature 30 feet away, the wielder has a -4 on their attack roll to hit the target.
  2. B-Flat: A well maintained steel warhammer emblazoned with the musical symbol for B-Flat on its wide flat head. The weapon makes no noise of any sort when it strikes a target and negates any sound the target would make as a result of being hit. Even if the wielder took the weapon into both hands and struck a gong as hard as they could, the result would only be silence. A creature struck by the weapon cannot utter any sounds louder than a barely audible whisper until the start of the wielder’s next turn. This does not prevent the victim from speaking or casting spell, it only affects the volume of their voice. While the warhammer is being wielded and for five minutes afterwards, the bearer cannot speak louder than a barely audible whisper. This does not hinder spellcasting (Unless the spell requires the target to hear the bearer) as the bearer is still able to speak but he cannot provide rallying cries to allies, give instructions or shout for help. The forced whispering hinders the bearer’s ability to properly project their personality and they suffer disadvantage on all charisma based checks that rely on them speaking. —Note: In game terms only creatures within five feet of the victim can hear him whispering in optimal conditions. During loud situations such as combat, thunderstorms or in a loud taverns, whispers cannot be heard at all.
  3. Aurum: A greatsword that is a masterwork of form and function. The hilt and cross-guard is crafted from bronze and polished ivory, forming the outstretched wings of an angel. Between the wings, set into the base of the blade on both sides, rubies the size of a mortal man’s eyes have been cut and shaped into crimson teardrops. The blade itself is forged of adamantite stained gold, with High Gothic runes hand-scribed along the weapon’s length detailing a long and illustrious lineage of fallen foes. The weapon’s kiss is death, a ravaging energy field surrounds the blade, tearing apart solid matter with every strike. Whenever the player rolls to determine the weapon’s damage, he may roll the weapon’s damage die twice and choose either result to use. —Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.
  4. Loxodon Warhammer: An enormous, silver maul inlaid with shining blue runes. The back of the hammer’s head looks like the tusks and trunk of a ferocious bull elephant. The weapon feels slightly heavier than normal as if its weight was slightly unbalanced to favour its business end. This quirk of the design allows the wielder’s blow to potentially smash through multiple foes at a time on particularly lethal blows. Once per turn, on the wielder’s turn, when he scores a critical hit with the weapon or reduces a creature to 0 hit points with it, the wielder can immediately make an additional attack with the weapon against a creature within reach.  
  5. Lucille: A long club of light wood, wrapped in spiked metal wire (Mace statistics) and covered in viscera that never cleans off. A creature in possession of the weapon feels a certain kind of romantic attraction to it and treats it as though it was a person as well as a weapon.  The wielder develops a deep hatred of undead and believes them to be a threat to the club and the weapon is treated as +1 against undead creatures.

—Most of these weapons have not been playtested whatsoever, so feel free to make any modifications that you feel like to use them in your campaigns. They are supposed to be game enhancing, not game breaking.

-Click here for the list of homebrew Minor Magic Weapon Enchantments that many of these weapons are based on.

—Or keep reading for 95 more Unique Minor Magic Weapons.

—Note: The previous 5 weapons are repeated for easier rolling on a d100.

  1. The Infinite Tentacle: A foul whip crafted from a tentacle of an unnatural creature of unknown origin that was severed at the tip and imbued with aberrant sorcery. The sinuous tentacle is heavily muscled like a long dry tongue covered in irregular blemishes, unnatural mottled coloring, small patches of hair and assorted misshapen areas of perfectly smooth or heavily calloused skin and tipped with a cluster of barbed spines. Although only three feet in length at rest, the prehensile limb can stretch as far as it needs to in order to rake its barbs across bare flesh and coat itself in the blood of its wielder’s foes. Unfortunately, the farther it has to reach, the weaker and less precise the attack becomes. The wielder has a typical reach of ten feet with the whip but can choose to make an attack with the tentacle against any creature that he can see with a clear line of sight. If the wielder makes an attack at a target father than 10 feet away, the wielder suffers a cumulative -1 penalty on the attack roll’s accuracy for each 5 foot increment the target is farther away than 10 feet. For example, if the creature 30 feet away, the wielder has a -4 on their attack roll to hit the target.
  2. B-Flat: A well maintained steel warhammer emblazoned with the musical symbol for B-Flat on its wide flat head. The weapon makes no noise of any sort when it strikes a target and negates any sound the target would make as a result of being hit. Even if the wielder took the weapon into both hands and struck a gong as hard as they could, the result would only be silence. A creature struck by the weapon cannot utter any sounds louder than a barely audible whisper until the start of the wielder’s next turn. This does not prevent the victim from speaking or casting spell, it only affects the volume of their voice. While the warhammer is being wielded and for five minutes afterwards, the bearer cannot speak louder than a barely audible whisper. This does not hinder spellcasting (Unless the spell requires the target to hear the bearer) as the bearer is still able to speak but he cannot provide rallying cries to allies, give instructions or shout for help. The forced whispering hinders the bearer’s ability to properly project their personality and they suffer disadvantage on all charisma based checks that rely on them speaking. —Note: In game terms only creatures within five feet of the victim can hear him whispering in optimal conditions. During loud situations such as combat, thunderstorms or in a loud taverns, whispers cannot be heard at all.
  3. Aurum: A greatsword that is a masterwork of form and function. The hilt and cross-guard is crafted from bronze and polished ivory, forming the outstretched wings of an angel. Between the wings, set into the base of the blade on both sides, rubies the size of a mortal man’s eyes have been cut and shaped into crimson teardrops. The blade itself is forged of adamantite stained gold, with High Gothic runes hand-scribed along the weapon’s length detailing a long and illustrious lineage of fallen foes. The weapon’s kiss is death, a ravaging energy field surrounds the blade, tearing apart solid matter with every strike. Whenever the player rolls to determine the weapon’s damage, he may roll the weapon’s damage die twice and choose either result to use. —Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.
  4. Loxodon Warhammer: An enormous, silver maul inlaid with shining blue runes. The back of the hammer’s head looks like the tusks and trunk of a ferocious bull elephant. The weapon feels slightly heavier than normal as if its weight was slightly unbalanced to favour its business end. This quirk of the design allows the wielder’s blow to potentially smash through multiple foes at a time on particularly lethal blows. Once per turn, on the wielder’s turn, when he scores a critical hit with the weapon or reduces a creature to 0 hit points with it, the wielder can immediately make an additional attack with the weapon against a creature within reach.  
  5. Lucille: A long club of light wood, wrapped in spiked metal wire (Mace statistics) and covered in viscera that never cleans off. A creature in possession of the weapon feels a certain kind of romantic attraction to it and treats it as though it was a person as well as a weapon.  The wielder develops a deep hatred of undead and believes them to be a threat to the club and the weapon is treated as +1 against undead creatures.
  6. Axe of the Gardener: A greataxe that’s nearly as long as the wielder is tall. The axe’s head itself is similarly large, shaped like that of a huge wood-axe, but ornately engraved with leaves and scrolls and inlaid with gold. The wielder feels a deep and strong connection to the natural world and develops an emotional attachment to the supernatural creatures who guard the earth from those who would abuse and corrupt it. The wielder is filled with a sense of reverence and utmost respect for the wilderness and the weapon functions as a +1 if the wielder has never personally cut down (Or directly aided in cutting down) a healthy living tree in his life.
  7. Devil’s Claw: A black greataxe consisting entirely of obsidian, its shape cruel and savage as if ripped from poisoned stone by obscene claws. Knowledgeable PC’s will be able to identify the material as rock taken from Dread Mountain, a profoundly unhallowed place whose active reaches so deep into the earth that is draws tainted magma up from the very edges of the highest circle of hell. The corrupted rock releases a miasma of polluted air that slowly corrodes nearby metal, petrifies wood and stings the skin. Particularly impressive blows create hairline fractures in the stone, releasing pockets of trapped volcanic air that spew outward dissolving the target’s flesh, leaving caustic, chemically burned wounds that reek of acerbic solvents. Whenever the wielder scores a critical hit, the greataxe releases a caustic burst dealing additional acid damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target.
  8. Azerian: A rapier carved from a smooth, matte white marble like material, with a thin blade that sings like a flame in the wind when swung. The handle is warm to the touch and the blade searing to the flesh. When the wielder speaks the command word (The name of the weapon; Azerian), the blade bursts into flames, shedding light equivalent to a torch and dealing one additional point of fire damage on each successful attack. Speaking the command word a second time snuff the flames.
  9. Battle Aspergillum: A heavy mace whose grip is emblazoned with the holy symbol of the God of Random Domain. The weapon sports eight steel flanges allowing for the greater penetration of plate armor and the utter devastation of those clad in less than that. The weapon’s true power though does not come from its physical qualities but by its ability to act as a vessel and conduit of divine power. Within the interior of the mace’s head rests a reservoir capable of storing holy or unholy water. The bearer can pour the contents of one vial of holy or unholy water into the aspergillum’s head (As an action equivalent to making an attack) which fills the reservoir. Whenever the wielder successfully attacks a creature, he can press a button on the shaft, causing tiny holes to open on the mace’s head, dousing the struck creature with the reservoir of holy or unholy water. While reservoir is filled with sacred or profane water, the wielder can utter a brief prayer to the God the mace is decorated with, who takes the liquid as an offering and blesses the weapon with divine power. The wielder can pray as an action equivalent to drawing a weapon, which consumes the water within the reservoir and for the next minute whenever the wielder successfully strikes a target, he inflicts radiant or necrotic damage (For holy and unholy water respectively) equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit. The weapon is designed to hold water and is not designed to hold flammable oil, acid, poison or other alchemical materials and will not function if filled with them.
  10. Blaster’s Bearing: A reinforced leather pouch containing 5d6 sling bullets. To the untrained eye the small, rough steel balls appears to fairly mundane, but careful observation reveals tiny holes dotting its surface that lead to a conductive crystal core that holds explosive arcane power. Upon contact with their target’s the bullets explode in a concussive blast of evocation magic. Whenever the wielder successfully attacks a target, he inflicts force damage equivalent to a dagger (1d4) to the target and all creatures within five feet of the target. This force damage is in addition to the attack’s damage and is not multiplied on a critical hit.
  11. Blind Reflection: A slender, feytouched longspear, its rowanwood shaft ornamented with brass and black iron. The blade of the weapon is long and shaped like a wickedly sharp prism while its tang is sunk into a black iron socket. The weapon’s head gleams with an impossibly reflective surface, like a crystal formed of a mirror’s glass. The fey’s blessing on the spear causes particular devastation to the unnatural undead and vile shapechangers and the weapon is treated as a +1 against such creatures. The spear has the vaguest hint of clairvoyant sentience and refuses to be wielded by those who its been sworn to destroy. Shapechangers and creatures who have been voluntarily shape changed in the last year (Typically through polymorphing or wildshaping magic) as well as undead and creatures who have ever summoned, created or raised undead are never considered proficient with Blind Reflection.
  12. Bloodflower: A greatsword with a blade of oddly milky steel, its grip wrapped in black snakeskin and its guard worked into the shape of briars and mandrake plants. The pommel-nut is a slightly-pointed dome of buttery-yellow amber, like a mandrake fruit. In combat the wielder feels the primal energy of unmitigated rage flood through their mind and can choose to throw aside all concern for defense to attack with fierce desperation. When the wielder makes their first attack on his turn he may choose to attack recklessly which gives him advantage on all attacks made with the weapon during this turn but all attack rolls made against him have advantage until the start of the his next turn. When this ability is activated Bloodflower’s blade turns crimson and seems to drip blood. The sight of humanoids causes a primal frenzy to stir in the back of the bearer’s mind. Whenever the wielder attacks a humanoid he must always choose to use the weapon to attack recklessly regardless of the risk to himself.
  13. Bloodlust: A brutal looking fullblade that dates from the age of endless war and suffering. It is no less than six feet in length, featuring two edges; one sharp, the other serrated. The metal is deeply marbled with black streaks. The crossbar features a fanged skull and the pommel is a rather serviceable spike. The bearer is imparted with cold, cruel ideas of the nature of battle and how no combat advantage can be ignored or unused, no matter how unfair or dishonourable it may seem. Seeing an impaired target fills the wielder with the purpose to execute them without hesitation or remorse. The weapon is treated as a +1 whenever the target is suffering a negative condition, including but not limited to; grappled, restrained, frightened, paralyzed, poisoned, blinded, prone, incapacitated, stunned or fatigued. The weapon can never be used to inflict non lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, they must choose to kill the enemy.
  14. Bonegrinder: A mace made from a massive femur, with steel flanges set into the striking surface. Its blows cause the victim to feel as if the bludgeon was grinding their bones to powder. The mace is uncommonly good at hitting legs right around the kneecap and the wielder is imparted with the knowledge and ability to injure the enemy in such a way that escape is no longer a viable option. These debilitating strikes allow the wielder’s allies to surround and subdue the enemy. Once per round when the wielder successfully attacks an enemy, he can choose to reduce the target’s maximum movement speed by ten feet until the start of the wielder’s next turn.
  15. Brain Hacker: A massive greataxe, jagged and irregular, with a single jutting spike that resembles the business end of an icepick. The back end of the axe blade is covered in convoluted lumps of metal arranged so as to resemble a human cerebrum. The weapon is specifically designed to slay arcane spellcasters, especially those that rely on their intellect to use magic. All creatures within five feet of the wielder suffer disadvantage on checks to maintain concentration on their spells. The weapon is treated as a +1 whenever the wielder is attacking a creature with a higher intelligence score than the wielder. The enchantment creates harsh synaptic feedback upon striking mentally inferior opponents and whenever the wielder successfully attacks a creature with a lower intelligence score than himself the wielder suffers psychic damage equivalent to a dagger (1d4). A creature who is able to cast arcane spells is never considered proficient with Brain Hacker.
  16. The Ashen Blade: A steel greatsword with a burnt and blackened blade and a hilt fashioned to look like the skull of a ram. While drawn, flakes of ash fall from the blade intermittently, drifting up and away as if riding the heat of a bonfire. When gripped with both hands, the wielder can smell smoke, taste ash, and feel searing heat envelop them for the briefest of moments before passing completely. On some lucky blows the sword flares with immense heat, immolating his target in a raging inferno of barely controlled flames. When used in combat, the wielder’s hands become coated in a fine layer of ashes and half of the damage dealt by the weapon is considered fire damage while the rest is normal for its type. Whenever the wielder scores a critical hit with the greatsword, the player may select a weapon damage die of his choosing (See Note) and that die will be considered to have rolled the maximum possible result for that type of instead of the current result. This must be done after damage is rolled but before it is dealt to the target. —Note: This only affects the weapon’s damage itself, not other sources of additional damage such as sneak attack, divine smite or spell effects.
  17. Bramble: A primal weapon (Pike statistics) made of living blackberry vines woven together into a pike that bristles with thorns and blossoming flowers. When held the vines quickly shift to allow the bearer to grip the gaps between the spikes, usually leaving the wielder unharmed. Whenever the wielder rolls a natural 1 on their attack roll, the thorns are unable to turn in time and deal damage equivalent to a dagger (1d4) to the wielder. The weapon is alive and bears a connection to its bearer wishing to protect and provide for him. During combat if the wielder has not moved yet on his turn, he can plant his feet firmly on the ground and take up a defensive position which causes his speed to drop to 0 until the end of his turn. While in this stance, the wielder brandishes an impenetrable ticket of razor sharp thorns and is able to make an attack of opportunity with the pike against an enemy that enters his reach and if that attack is successful, the creature’s speed drop to 0 until the end of the turn. The defensive position ends if the wielder moves, attacks or at the start of the wielder’s next turn. Once per day, if Bramble is planted in the ground in full sunlight for one hour and at least a liter of water is poured at its base, the pike’s many flowers self-pollinate, turning into dozens of large, luscious blackberries that can be picked and eaten, providing one meal’s worth of nourishment for one creature. If not picked or eaten within eight hours, the berries rot and fall from the vines, replaced by new flowers.
  18. Cannon: A solid iron contraption of magic and a coiled spring (See Note) that belches fire and smoke with every bullet that it fires. The hefty weapon is made up mostly of one solid piece of iron and cast into the side of the cannon are the words “The Last Argument of Kings” in a deep confident letters. The magewrought implement is weighty in the hand but blows away the wielder’s enemies, firing hot lead with enough force to the penetrate plate mail and sheer off limbs, leaving charred, smoking corpses in the wielder’s wake. Half of the damage dealt by Cannon is considered fire damage while the rest is normal for its type and whenever the player roll a 1 or a 2 on a die to calculate the weapon’s damage, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The destructive weapon is so filled with evocation magic that it is prone to overheating and slight warping. Whenever the player rolls a natural 1 on an attack roll with Cannon it no longer fires properly and suffers disadvantage on attack rolls until a creature proficient with blacksmithing or heavy crossbows is able to spent 1d100 minutes making minor repairs to it. —Note: Cannon uses heavy crossbow statistics but uses sling bullets as ammunition and weighs five pounds more than normal.
  19. Capturebow: A heavily engineered apparatus (Heavy crossbow statistics except as noted) designed to fire nets with iron-weighted corners. It is a bulky contraption of oak and steel, with a hefty spidersilk string that requires the use of a foot-stirrup to cock, but can hurl a weighted net incredible distances due to the evocation magic that multiplies the crossbow’s kinetic potential. A wielder proficient with heavy crossbows can use the weapon to launch a weighted net up to 50 feet accurately. The net is launched with such tremendous force that if it hits a target that is human sized or smaller, the target is knocked prone in addition to being restrained by the net. The Capturebow cannot fire standard bolts.
  20. Cerastes Staff: A bronzewood quarterstaff carved with a sheath of tiny scales and bound with copper rings. When held up to the sun, the staff shines transparent like brazen glass, and reveals intricate internal clockworks of gold, adamant and garnet. A bearer that puts his ear to the grip can hear faint ticking and whirring noises coming from within. Knowledgeable PC will realize that the staff is powered by horomancy, an arcane discipline that uses clockwork to manipulate magic. Twice per day while attacking, the wielder can choose to forgo rolling the d20 to get an 11 on the die.
  21. Chromaglass Blade: A Random Sword whose blade looks like jagged glass, the facets of which are colored in deep jewel tones of emerald, sapphire, flame, blood, and amethyst. The glass has been magically enchanted to be stronger than steel and the the sword is brutally, supernaturally effective. The sword is always considered a +1 weapon but unfortunately for the bearer, the enchantments that provide the blade its lethal potential function by sapping the wielder of his vitality and resilience. While the weapon is being wielded and for one hour afterwards, anytime the bearer takes at least 1 hit point worth of damage from any source, the amount of damage the bearer receives is increased by 1 hit point, due to the weapon’s drain on his constitution. —Note: A combat example: The wielder is stabbed with a dagger and would normally only take 4 points of damage but because he is wielding the Chromaglass Blade (Or has actively wielded it in the past hour) he takes 5 points of damage instead.
  22. Chrysaor, the Sunlit Edge: A finely balanced longsword sharpened along both edges of the blade, Chrysaor is forged, blade and hilt both, of milky white steel. The weapon’s grip is wrapped with plaited rough linen and amber-scaled hide; its quillons are simple and recurved, its pommel an unadorned sphere. Most strikingly, both flats of the pale blade are inlaid with flames and vines of delicate golden wire. When wielded, Chrysaor is engulfed in light like warm sunlight. When swung, Chrysaor’s wirework burns bright gold and whenever the wielder successfully strikes a target, he inflicts radiant damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.
  23. Cloudstrike: A rather large mithral cloud-white lance. The guard for the wielder’s hand is shaped like a cloud. The wielder feels lighter than normal and the wielder is filled with a lofty sense of power and scorn for the pitiful creatures that are forced to walk along the filthy ground like ants in the dirt. As long as the wielder and his mount are flying, hovering or floating, their movement speeds are increased by five feet and the lance is treated as a +1.
  24. Deathtouch: A greatsword marked by its distinctive pommel in the shape of a human skull. The grip is etched with drawings of snaking skeletal fingers reaching up toward towards the hilt. When held, the bearer’s mind is filled with dark thoughts of cruelty, senseless violence and causing harm to innocents. The bearer instinctively understands that although the weapon is lethal in its own right, its true power can only be obtained by physically bonding with it. On the wielder’s turn he may activate Deathtouch’s magic, causing the grip’s skeletal fingers to animate, wrap themselves around one of the wielder’s fists and claw into the skin of his hand, creating an unnatural union of sword and flesh. This process takes an action equivalent to making an attack. The wielder feels an unpleasant amount of pressure but no actual pain and takes no damage as the material penetrates the skin, forcing it to remain grasped to the handle. While joined with the wielder, the blade’s perverse energies deal unnatural injuries that foul the flesh and stain the soul. When bonded the greatsword is treated as a +1 and all of the damage dealt by the weapon is considered necrotic damage rather than slashing. While attached, the weapon cannot be released or disarmed and the wielder cannot use that hand for tasks requiring any sort of manual dexterity as the hand is considered actively wielding Deathtouch at all times. To sever the bond, the wielder can spend one minute cutting and prying away the fused areas, suffering two hit points of damage per character level (Or 20% of his maximum health or other equivalent amount), or he can take an action equivalent to attacking or casting a spell and use a free hand to rip it off by force, dealing twice that amount of damage to himself due to the sheer amount of lost skin and tissue. —Note: Though Deathtouch only physically bonds with one hand, the wielder must still use both hands to make attacks with it as normal.
  25. Demonbone Arc: A composite bow crafted by the Church of Heavenly Light, a sect of fanatic demon hunting crusaders who believed that the ends justify the means and that demons deserved whatever violent fate they got. The weapon was made from bones and sinew extracted from a dozen living demons flayed while suspended from blessed chains as the Church did its grisly work. The bow was specifically to kill demons, and it does the job remarkably well. Those who use the bow become sadistic, carelessly ending life in the name of their cause, and soon seek only the most brutal, violent and agonizing means of achieving their goals. Whether this is due to the corrupting influence of the material from which the bow is made, or from the religious zealotry that went into its construction is an unanswered question. The weapon is treated as a +1 against demons, devils and fiends and such creatures are never considered proficient with the weapon.
  26. Drach'nyen: A two-handed greatsword whose guard is golden in colour with the leering face of a demon just above the handle. The ricasso of the weapon has spikes protruding from the sides as well as outward from the blade, and the blade itself is blue with red, tormented faces writhing across its surface. The weapon serves as a physical cage for an ancient daemon of pure, unadulterated malice bound to the sword which fuels the blade’s power. Knowledgeable PC’s are aware that demon known as Drach'nyen was born at the moment of the first murder, the first time a human killed another human outside of the need to survive. The name Drach'nyen (Which can be translated as the End of Empires), is an approximation of the scream of the first murderer and that of the brother he killed. The bearer feels a constant but manageable urge to slay the living and take peace from the earth. The demon rewards those who prove their domination over their own race and if the weapon is used to land the killing blow on a living creature of the wielder’s own species, the weapon glows slightly and functions as a +1 for the next eight hours for that wielder only. The eight hour timer is reset each time the wielder meets the weapon’s demonic requirements. The sword can never be used to inflict non lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, they must choose to kill the enemy.
  27. Dùnaidh: A longsword that is truly a sight to behold. A golden dwarven rune inscribed at the base of the blade shines brightly as a candle and roughly translates to “barrier” or “prevention.” Etched deeply into the metal is the golden image of a boar. The hilt of Dùnaidh catches the light from the rune and seems to capture it within itself, glowing golden warmth. A single, perfect emerald is set into the pommel, gently releasing a golden-green aura of light. Two open-mouthed boars’ heads decorate each side of the crossguard. The blade itself seems to be simultaneously gold and silver while only being one or the other at one time, oddly reflecting golden light while appearing silver and vice-versa. The wielder’s every swing leaves behind pale golden streaks for a few seconds. The fuller dives deep and contains sharp ridges resembling a boar’s tusks and teeth every few inches. At the tip of the blade is another dwarven rune, this one roughly translating to “finality.” Dwarven mystics bound the sheer animal force of the charging boar within the blade allowing the wielder to shove aside the weak. Whenever the wielder successfully attacks a target with a lower strength score than himself, he may choose to push that creature five feet away from himself.
  28. Edge of Dawn: A heavy greatsword with sinuous, curving lines and an almost organic design, its grip contoured to fit the fingers, the bulbous curves of its quillons flowing into its deep-bellied blade. The Edge of Dawn seems alien, unrelated to anything in the known world. Nor does its material dispel this thought, as the huge battle-blade is formed entirely of a pale golden glassy substance tinted with the merest touch, at blade-edge and raised whorls, of pink and colourless fire. Rippled and textured, particularly in the hilt, sword appears to have been poured … or grown. Though the sword has never revealed itself to be sapient, Knowledgeable PC’s have heard that some wielders of the blade have recorded the sensation of an ancient presence watching their spirits and weighing their actions while they have borne the Edge of Dawn. The sword’s alien form, substance and unique properties suggests to many scholars that it is assuredly an artefact (Or even direct conduit) to the forces that shaped the world. Despite its apparent benignity, the Edge of Dawn may bring more than expected to an unwitting or displeasing bearer. When wielded in combat the greatsword is treated as a +1 but leaves the wielder with the disquieting sensation that an eldritch presence is passing some sort of esoteric judgement over his actions and the next time the wielder attempts to get a full night’s rest there is a 10% chance that the he is tormented by a Random Nightmare and gains no benefit from the rest whatsoever as the wielder’s psyche is punished over an unknown infraction.
  29. Embergild: A beautiful longsword, gilded in gold with a blue-black blade and wing-like engravings around the hilt. One third of the way up the blade, the sword has a disc-like pommel engraved with dwarven runes that read “Gold Burns Through Them”. A bearer may lay ten gold coins (See Note) along the length of the blade and meditate on the meaning of the dwarven inscription for ten minutes. At the end of this time, the coins are absorbed into sword and the gold gilding begins to glow red hot. For the next eight hours, half of the damage dealt by Embergild is considered fire damage while the rest is normal for its type and when the wielder lands a critical hit, instead of producing blood, ichor, tree sap, sloughs of undead flesh or other similar substance, the target sheds pure gold droplets. The equivalent of one gold coin per point of hit point damage dealt by the critical hit (In total, to a maximum limit of the amount of hit points the target has remaining), tumbles out of the target’s body and falls to the ground.. —Note: Rather than a flat ten gold, the DM can rule of another flat value, X gold per character level or other reasonable amount.
  30. Fandalurian, the Heartwood Rootblade: A Greatsword with a blade made of a teal-tinted metal with multiple runes etched into the flat towards the hilt end. The hilt and crossguard itself have been shaped into the likeness of a great oak tree, with small emeralds embedded into the branches as if to portray leaves, and a large, spherical aquamarine grasped within its roots. When the tip of the blade is held near to the ground, this aquamarine begins to glow, growing brighter the nearer to the ground the blade tips. The wielder is filled with a sense of reverence and utmost respect for the wilderness and the weapon functions as a +1 if the wielder has never personally cut down (Or directly aided in cutting down) a healthy living tree in his life. Whenever a living creature is killed with Fandalurian, the aquamarine in its pommel gleams brightly, and a small tree sprouts from the slain creature, taking root in its final resting place.
  31. Fenthras: A longbow whose handle is wrapped in tight, dark brown-black leather. At the cusp where nocked arrows rest against the handle, there is a golden-bronze metallic inlay.  The rest of the bow is a curved, verdant green, jungle vine texture as if building on itself in a series of natural leaf scales. Whenever an arrow is nocked it takes no strength to pull back the string as if the bow itself is doing all the work. Arrows fly off at an incredible speed when shot and the bow flexes forward with such intensity that it makes a roaring whooshing sound. Twice per day before making an attack, the wielder can choose to activate the bow’s natural druidic magic, potentially entangling the target. If the attack hits, dozens of brambles burst from the arrow’s wooden shaft, wrapping around the target who becomes restrained by the hard, thorny vines. In addition to the arrow’s wound, the target suffers piercing damage equivalent to a dagger (1D4) and is restrained as if caught in a standard weighted net.
  32. Firefly Dagger: A finely crafted dagger whose hilt is wrapped in a tightly woven red rope that is warm to the touch. The end of the dagger has a large bronze bulb and the end. The blade itself is engraved with the image of a flame, which seems to dance as light reflects of its surface. The bearer can mentally command the bronze bulb to glow with a fire coloured light equivalent to a candle or to extinguish itself at will. Only the wielder is able to perceive the light, all other creatures see no additional illumination. Twice per day as an action equivalent to making an attack, the wielder can launch a firebolt from the dagger as a target it can see within 60 feet. To hit the wielder must make an attack roll as if attacking with the dagger vs the target’s armor class and it deals fire damage equal to a greatsword (2d6).
  33. Flickering Mirage: A razor-keen, gleaming rapier bearing a hilt wrapped in gold wire. In the pommel is set a many-faceted topaz, and a sunburst picked out in amber ornaments the blade on either flat. The sword is warm to the touch like a stone heated by the light of a summer’s day and the blade is perpetually engulfed in a hazy heat mirage. Twice per day as an action equivalent to drawing a weapon, the wielder may grasp the bare blade, or press their thumb against a tiny barb tucked into the hilt dealing damage to himself equal to a dagger (1d4). When blood is drawn, the wielder shifts in a shimmering heat wave, teleporting up to fifteen feet away to an empty space that he can see and leaving behind a perfect illusory duplicate of the wielder in the space he left. The duplicate copies the wielder’s movements and moves as though it was the real thing. The illusion lasts until it takes any damage or until the start of the wielder’s next turn at which point it fades away.
  34. Flux: A multihued longsword that twists and writhes, almost like a snake, and very seemingly with a mind of its own. A small piece of roguestone has been embedded into its hilt, and fractured glyphs adorn the dark leather hiltwrap. With each successful strike in combat, the glyphs pulse and flicker with barely contained power threatening to explode with power and alter the very fabric of reality. On truly remarkable attacks, a small portion of the untamed artifice surges free and causes unpredictable effects. Whenever the wielder lands a critical hit on an attack roll with the weapon, the player must roll on the Wild Magic Surge Table and that effect occurs in addition to the critical hit. While rolling on the table, the wielder is considered the “caster” and the critical hit is considered “spell” for the purposes of the surge. —Note: For D&D 5e players the DM can choose to have the player roll on my homebrew tables of effects on this blog, the published Sorcerer’s Wild Magic Surge table or any other random effect table you can find. Should the player roll on a result that would be grossly detrimental for the campaign (Such as casting Fireball at their own feet resulting in a TPK) the DM should feel free to have the player reroll.
  35. Frozen Moment: A mace that’s faintly cold to the touch with a hilt wrapped in silver wire. In the pommel rests a domed snowy white opal, and snowflakes picked out in frost agate ornaments the flanges of the head. Knowledgeable PC’s will have heard stories of a peaceful knight who received Frozen Moment as a gift, that he might seize those scant moments in battle to parley and show his adversaries another path. At the first moment of combat the bearer can decide to take a moment and attempt to deescalate the situation, hopefully resolving the fight without overt bloodshed while simultaneously preparing for that grim eventuality. When initiative is rolled, the bearer can forgo his roll and instead choose to go last in the initiative order out of all creatures involved, causing the mace to frost over. When the bearer activates this power his breath becomes cold and icy as he gains the ability to chill his hot-blooded enemies. At the start of each of his turns during that combat the bearer can attempt (As a free action) to persuade, intimidate or bluff other creatures in combat to surrender, escape or follow an otherwise peaceful course of action and gains advantage on that roll. Those that refuse a peaceful option have accepted the consequences and when the wielder has chosen to go last in combat and has offered his foes a non lethal solution, the mace is treated as a +1 until the end of the fight.  
  36. Gilded Gyre: An ornate sling made of carefully stitched leather interwoven with gold thread. Stamped on the outside of the cup in gold leaf is the face of a smiling, pudgy halfling. Knowledge PC’s will have heard the story of Farel Harod, a halfling of some renown who was forced to use ammunition made from beaten gold coins when he ran out of proper bullets during a long dungeon crawl. Surviving the delving, he took the idea to an artificer and they partnered together to create this line of magical weapons, thus ensuring the Farel Harod could retire in peace. The weapon can load and fire silver or gold coins as easily as with as much effect as a typical sling bullet. Should a silver coin be fired, the bullet counts as a silvered weapon for the purposes of overcoming damage resistance and immunities. Should a gold coin be fired, the bullet is treated as a +1. The coins disintegrate upon impact and cannot be recovered. The sling can fire mundane bullets without issue.
  37. Goresong: A battleaxe forged to resemble two wings, much like those found on a valkyrie’s helmet. As it sweeps through the air, the weapon emanates a distinctive harmonic wail which changes in pitch and tone as it carves through foes. The weapon’s sonic vibrations change match the resonance frequency of its target, causing blows that splinter bone, rupture eardrums and explode hearts. Whenever the wielder successfully attacks a target, the wielder inflicts thunder damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit.
  38. Gryphbane: A well-balanced warhammer, Gryphbane has a spiralling haft of magically-hardened bronze and a grip of blackened iron wrapped in wolfskin. Its head is composed of two stylized predator’s heads of bronze, picked out with gold and silver wirework and the eyes inlaid with amber; out of the gaping, fanged mouths of the beasts protrude the two massive heads of the hammer, cast from iron as strong and polished as fine steel. Knowledgeable PC’s will have heard of the legendary Gryphbane; an ancient weapon belonging to Therex of the Nightwolf House, famous in song and legend as wielded by that chieftain in his battles against the arcane Neu and their artificial servants. Many of the inhuman spell-wielders had the life crushed from them by the hammer’s pitiless blows. The warhammer is treated as a +1 against creatures capable of casting magical spells, as well as animated constructs and all beings summoned or animated by magic. None of the creatures that Gryphbane would be considered a +1 against can wield the hammer properly and are never considered proficient with it.—Note: A DM may rule that innate or racially gained spells and magical abilities do not count towards being a spellcaster for the weapon’s purpose.
  39. Helshezag: An evil bastard sword with a blade unlike any that has been seen before. It is wholly black, a black so dense that it appears entirely separate from the hilt, like a tear through which the wielder can glimpse the nightmarish depths of space. Use of this evil sword magnifies the warrior’s combat prowess but also drains the wielder’s life force. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.
  40. Holy Moonlight Sword: An arcane claymore (Greatsword statistics) that attracts the faint light of the nighttime. When blue moonlight dances around the sword, it channels the abyssal cosmos and its great blade swings with a shadowy lightwave. The weapon is treated as a +1 in direct moonlight or starlight and the wielder can see twice as far as normal in moonlight or starlight.
  41. Horn of the Storm Dragon: A spiralling horn originating from a storm dragon and long enough to be held in both hands and wielded as a pike. The horn flickers with jolts of power and discharges small static shocks on a regular basis and when held, the wielder’s hair stands on end and small arcs of electricity to jump between fingers and strands of hair. When actively being used in combat, the electricity charges and discharges faster as the weapon audible crackles and violently sparks. The weapon’s conductive nature directs lethal jolts of power directly into the target’s body, shocking the delicate nervous system and leaving smoking, flash burned skin. Half of the damage dealt by the pike is considered lighting damage while the rest is normal for its type. Whenever the wielder brings a creature to 0 hit points or kills a creature with a blow from the spiked chain, any damage in excess of that needed to kill or down the creature surges in the corpse and can be redirected. The wielder can immediately choose another creature he can see within 30 feet of the dead creature and launch a bolt of electricity at them which automatically hits, dealing lighting damage equal to the amount of damage left over after bringing the original target to 0 hit points. If this lighting bolt kills the second target, the wielder may repeat the process on a third target (Then forth, fifth, etc) until there is no more excess damage. —Note: A combat example: The wielder hits a near death creature who has 5 hit points, and deals 20 damage. The creature dies at 0 hp and the wilder directs a lighting bolt dealing 15 damage at another wounded creature who has 10 hp remaining. The second creature also dies and the wielder directs another lighting bolt at a third creature which deals 5 damage, leaving the third target injured but alive.
  42. Ironfoe: A battleaxe crafted from a single, massive block of dark iron, sculpted into a perfectly symmetrical shape. Dwarven runes are carved in relief on its surface, suggesting that this is a weapon of great power. The weapon feels perfectly comfortable in its wielder’s hand, despite its obvious heft and weight. The wielder is able to repeatedly guide the weapon to strike the exact same location, causing increasing amounts of damage. Whenever the wielder attacks, each hit against a singular target deals additional damage equal to the number of successful hits made against the target during this turn. The first hit against the target deals 1 extra damage, the second 2 points, the third 3 hit points, etc. This is added to the attack’s damage and is considered the same damage type.
  43. Ironheart: A mace made of cold iron, set with heavy, wicked flanges but no core in its striking head, only a small hook. Certain talismans made of fine jewels are designed to attach to such a hook. The simple movement of a single pure gem within the cage of the flanges creates a heavy tolling, like the bells of doom. If a certain type of gem with a value of at least 100 gold pieces is set within Ironheart, half of the damage dealt by the mace is considered the corresponding damage type (See Note) while the rest is normal for its type. The mace’s magic draws upon the different classes of precious stones in unique ways, allowing the wielder to switch between talismans for different effects. Changing out one of the gems within Ironheart for another requires a free hand and an action equivalent to making an attack or casting a spell. When the mace is set with a precious enough stone and is used to land a killing blow on a living creature, the weapon emits a deep loud reverberation and heavy tones remind all those who hear it of the fleeting nature of life and their own mortality. The wielder can then lock eyes with any living creature within 60 feet and cause them to become frightened of the wielder until the end of that creature’s next turn. —Note: The gemstones and corresponding damage types are as follows: Ruby = Fire, Sapphire = Cold, Diamond = Force, Emerald = Acid, Amber = Poison, Topaz = Lighting, Amethyst = Psychic.
  44. Midnight’s Claw: A greatsword whose blade and hilt forged of one solid length of pitch-black steel, Midnight’s Claw is a massive and yet surprisingly maneuverable weapon. Simply ornamented, the sword’s hilt is wrapped in white wolfskin, the pommel a heavy ring and down the blade runs a series of etchings that resemble a lacework of frost. The wielder experiences a strange unnatural calm while holding the blackened talon, as if all of their empathy, hatred, compassion, rage and all their strongest emotions were locked away behind a frozen wall of objective reason. The wielder acts with brutal rationalism and callous logical reasoning which makes them a nightmarish opponent on the battlefield but an unfeeling sociopath in casual conversation. The wielder is able to use the abominable looking weapon in ways a person with even a drop of compassion never would, manipulating the blade to great effect, landing cruel, maiming strikes. Twice per day when the wielder successfully attacks, the player may select any single rolled damage die of his choosing (See Note) and that die will be considered to have rolled the maximum possible result for that type of die instead of the current result. This must be done after damage is rolled but before it is dealt to the target. Handling Midnight’s Claw leaves the wielder emotionally crippled and while the greatsword is being wielded and for one hour afterwards, the bearer suffers disadvantage on all skill checks involving animal handling, insight, sense motive and all charisma based skill checks. —Note: This affects the weapon’s damage itself AND other sources of additional damage such as sneak attack, divine smite or spell effects.
  45. Dreadforge Retaliator: A fearsome greataxe with a huge serrated blade, with cruel-looking spikes jutting out from the top and back of the blade. The weapon appears to be orcish made and blessed by shamans attuned to the natural rhythms of the world. The weapon is infused with the spirit of a wild boar that lends its primal rage against any foe that dares harm its bearer. Whenever the wielder is struck by a critical hit in melee, the spirit pours its natural aggression into the wielder who is able to immediately attack any creature within his reach as an attack of opportunity.  
  46. One Foot In The Grave: A heavy pickaxe once owned by the gravedigger of a large cemetery. Its dull grey cast and half rotted leather grip make it look like a poor choice of weapon, despite its serviceable construction. When in possession of the weapon, the bearer’s nose only pick up the scent of freshly turned earth and mildew. At exactly midnight each night, creatures within earshot of the pickaxe will hear the sound of the blade being dragged across a whetstone emanating from this weapon as it sharpens itself to a well-honed point. The digging tool does this without the need for an actual oil stone or lubricant and afterwards an observer will notice that the weapon penetrates tough rocky soil or plate mail armor as easily as a stabbing a hot knife through butter. The supernatural maintenance wears down quickly and it only takes a couple of successful hits before the pickaxe reverts to a respectably sharpened head. After the weapon prepares itself at midnight, the next two successful attacks made with it are treated as if the weapon damage dice rolled the maximum amount possible. Afterwards the damage is rolled normally until the pickaxe can sharpen itself again. If the blow is a critical hit, that damage is also maximized, however other sources of extra damage such as a paladin’s divine smite, a rogue’s sneak attack or spell effects are not affected.
  47. Orcsplitter: A battered battleaxe that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for “orc,” but the runes are depicted with a gap or slash through the markings; the word “orc” is literally split in two. When in the presence of orcs the bearer will feel uncomfortable and suspicious of their words, actions and goals. If the bearer himself has orcish heritage, he feels a great sense of animosity and unreasonable anger directed towards him from the implement. The weapon is treated as a +1 against orcs and such wielders are never considered proficient with the weapon.
  48. Oth’noarithvim: A longsword made from iron rendered from the blood of a great red dragon, tempered in magical flames from the charcoaled bones of said dragon and cooled in the fluids drawn from its massive eyes, forging a blade of devout and selfish purpose. The crossguard is set with black horn, the hilt in ivory and the pommel tipped with a smooth conical tooth. Wrapped around the hilt is an oddly pebbled hide cured from the wyrm’s tongue. The scabbard appears to have been shaped, split, hollowed and re-bound from a single great horn. Knowledgeable PC’s will know that the namesake of this longsword is one who seeks treasure hordes that will and must be found. In Draconic runes Oth’noarithvim is etched down the blade and on the other side the phrases “Dragon Born” and “Dragon Bane”. In the language of wyrms there is a difference between seeking something that may be found and seeking something that will or must be found. The longsword is vengeful towards its own kind and is treated as a +1 weapon against dragons and draconic creatures. The covetous nature of dragons still rests within the blade and once per day, the bearer may meditate over the weapon for one hour in order to gain the senses of a hoarding dragon for a moment. At the end of the hour, the bearer is imparted with the direction of the largest collection of precious metals or gemstones that is more than 50 feet away but within a 500 foot radius of himself. The draconic blade imparts the bearer with the direction to the hoard of wealth but not the specific path to take and the heightened senses lasts for only a moment before returning to normal.  
  49. Pale Soul: A scepter (Mace statistics) the size of (And eerily bearing a faint stylized resemblance to) a human femur, carved of a solid length of translucent, white jade. The scepter’s shaft is delicately carved in low relief with curls and arabesques that make up an artistic rendering of a soul. One end is tipped with a sculpted demisphere, the other with a vaguely scroll-shaped finial. In total darkness the weapon glows faintly with a soft pearly light. Pale Soul grants an individual the ability to contend with restless spirits. The wielder can attack incorporeal undead (And similar disembodied spirits) as if they were material creatures capable of being harmed with nonmagical weapons. Pale Soul’s bearer may also use the scepter to perceive incorporeal undead and intangible entities within a 100 foot radius who aren’t behind total cover. This ability takes an action equivalent to drawing a weapon and such creatures glow a faint pearly white to the eyes of the scepter’s bearer.
  50. Plague Splinter: A longbow made of gnarled and rotten wood covered in irregular patches of sickly moss and beads of dried dark green sap. Any arrow fired from the bow takes on a similar mossy rotten appearance and burns with sickly green glowing light for the round it’s fired. Upon impact the arrowhead shatters into a number of diseased fragments that taint the wound and strain the target’s body. Whenever a living creature damaged by the weapon would be healed (By any source, power or ability whatsoever), roll the amount healed twice and use the lower result. Should the creature instead be healed for a non-rolled amount of hit points, reduce the amount healed by one to a minimum of zero. The target’s body is able to overcome the necrotic splinters fairly quickly and the effect only last until the start of the wielder’s next turn.
  51. Prismatic Greataxe: A greataxe with a haft of bronze and copper metal, on which five multicolored runes are inscribed in an ancient language. Cogs and gears turn and spin, clicking and whirring noises rise from its center. At the top of the haft is a large gear with five colourful gems. A spectral blade appears whenever the weapon is drawn, in a colour that matches the wielder’s eyes. The glowing, translucent blade takes on a specific elemental or metaphysical quality in to the bearer, instantly changing to match each new wielder. Whenever the wielder successfully strikes a target, the wielder inflicts X damage equivalent to a dagger (1d4) in addition to the attack’s damage. This additional damage is not multiplied on a critical hit. The weapon displays no special function for creatures without a natural eye colour or who lack eyes entirely and creatures with multiple eyes colours can will the weapon to glow and deal damage in either of their natural eye colours. —Note: The X for damage is based on the wielder’s eye colour and associated damage types are as follows: Amber / yellow = Lighting. Black = Necrotic. Blue = Cold. Brown = Acid. Green = Force. Gray = Thunder. Hazel = Poison. Purple = Psychic. Red = Fire. White = Radiant.
  52. Quiver of Dark Wings: A quiver made of stiffened leather, bound with iron and decorated with fine silver trim. Inlaid into the leather are several runic symbols that appear to show a raven in flight. Inside the quiver are 5d6 crossbow bolts, each of which has a tiny sigil engraved on the head. A bearer can concentrate for a minute while speaking a message of up to 25 words and fire one of the bolts into the air. This process transforms the projectile into a magical raven which is capable of travelling up 50 miles in any direction over the next 24 hours. While concentrating the bearer must specify a location, which he must have visited and a recipient who matches a general description, such as a man or woman dressed in the uniform of the town guard or a red-haired dwarf wearing a pointed hat. When the raven arrives, it delivers the message to the creature that the bearer described, replicating the sound of the bearer’s voice. The bird speaks only to a creature matching the description the bearer gave. After delivering the message, running out of time or dying en route, the raven crumbles to dust.
  53. Razor, the Warrior’s Weapon: A glass-like blade formed of magical force, appearing as a near-transparent sheet of impossibly thin material. When lifted, the wielder can feel a slight mental presence from the sword, urging them to fight, to kill and to win. Shaped like a machete (Shortsword statistics) the enchanted blade is sharpened to the molecular level and it slices through the wielder’s enemies as if they were warm butter under a hot knife. All of the damage dealt by the weapon is considered force damage rather than piercing or slashing damage. Attempting to block or parry the paper thin blade is a hopeless effort and whenever the wielder attacks he ignores any and all defensive benefits that an opponent’s shield would normally provide. Razor has a tendency to open arteries, and sever spines in its victims and it can  never be used to inflict non lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, they must choose to kill the enemy.
  54. Reaper: A slim harvester’s scythe (Warscythe or bastard sword statistics) with a severely angled blade like that of a serpent’s fang. The curving cutting edge is honed to a point fine enough to draw blood with the slightest touch and wisps of dark smoke drift from the pitch black blade. When the wielder scores a critical hit while wielding the scythe with two hands, he can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. Furthermore, on a two handed critical hit, whenever the player roll a 1 on a die to calculate the scythe’s damage, they can reroll the die until they receive a result that is not a 1. —Note: This only affects the weapon’s damage die itself and not other sources of additional damage such as sneak attack, divine smite or spell effects.
  55. Salt of the Sea: A trident made of a green tinted steel that has green algae growing from the prongs, the tips of which have large, reinforcing shark teeth attached. The weapon is constantly damp, drips saltwater intermittently and when grasped, the wielder’s ears pop as if subjected to a drastic change in pressure. If the weapon is completely submerged in saltwater it is treated as +1 for the next hour. When the wielder successfully lands an attack against a kraken or other giant sea creature at least one size category larger than himself, the player can roll the trident’s damage dice twice and choose either result to use. —Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. If your system doesn’t use size categories, the enchantment can function as long as the aquatic creature is at least twice as large as the wielder.
  56. Serum Katar: A brass punch-dagger (Dagger statistics) with a web-patterned engraved into the metal. The deep grooves connect to a hidden chamber in the handle, where the arcanely preserved venom glands of a number of different mundane and magical creatures await to produce various toxins to suit the wielder’s specific needs. Apart from the standard weakening, numbing or sickening venoms, the dagger contains more exotic natural toxins can render a victim mentally unbalanced, with confused thoughts, paranoid delusions or even leave the poor soul in severe dissociative state. With a successful strike, the wielder can mentally direct one of the glands to release some of its venom which travels along the blade’s grooves and into the unwitting foe. Twice per day when the wielder successfully attacks a creature, he may choose to impose disadvantage on saving throws of one of the target’s ability scores (Such as Strength, Dexterity, Intelligence or Charisma) until the start of the wielder’s next turn. These venoms spoil quickly once outside of their preserving enchantment and does not last long enough to apply to a secondary weapon or to store in a vial.
  57. Shining Blade of Keljaia: A finger ring of translucent crystal that when closely inspected appears to hold a tiny rippling ribbon of golden flames within its core. When so willed by the band’s bearer (An action equivalent to drawing a weapon), the ring produces a thin blade-like ray of golden fire a foot or so in length. The wielder may attack with this blade as if it was a rapier that deals entirely magical fire damage. On a successful hit, the wielder can choose to do nothing more than superficial damage (Dealing zero hit points), such as to leave no more than a fine slice down the target’s cheek as a warning. The wielder can smother the flame with a thought and the fire gutters out if the ring is removed.
  58. Snowfall: A two-handed greatsword that feels uncomfortably cold to the touch. The blade and hilt are a si
  1. Accursed: The fiendish visage of a demon has been branded into the grip of the weapon. The weapon bears small infernal runes along its length that provide the wielder power at the cost of his personal well being. Knowledgeable PCs are able to determine that the symbols are not a demonic contract, nor does the source of the power stem from hellish origin. Rather the abyssal glyphs forcibly draw energy from the wielder’s mental and physical defenses, worsening his ability to protect himself from harm. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.
  2. Shiftsword: The symbol of a different Random Melee Weapon (See Note) is etched into the grip of this Random Melee Weapon. This enchantment was tailor made for adventurers who wish to travel light while still retaining access to an assortment of armaments. The weapon is imbued with transmutation magic and once per round on his turn, the wielder can concentrate for a fraction of a moment (Taking an action equivalent to drawing a weapon), to cause the weapon to instantaneously change from its current form to the type of weapon etched onto the grip or back again. Any observer can clearly tell that both of the weapon’s forms are of exceptional workmanship and that a great deal of time and skill went into their creation. Both weapons gain a single Random Masterwork Bonus (Either the same for each or two different benefits, DM’s discretion). —Note: I recommend choosing two melee weapons that serve different purposes or deal different types of damage or a one handed weapon and a two handed weapon to increase the wielder’s variety of attack options. A mace that turns into a halberd is far more useful than a mace that turns into a club.
  3. Peaceful Rest: The image of a corpse with its arms peacefully crossed over its chest, coins covering its eyes and a serene smile on its face is etched on the grip of the weapon. The bearer feels a sense of serenity and calmness over the prospect of their mortality and is able to accept the grim inevitable with stoicism and grace. The bearer will still fight to the bitter end against hopeless odds to save their own life or that of an ally but the wielder knows that with his last breath he will great death as an old friend and go gladly into the light. If a creature is dealt a killing blow from this weapon, their body does not rot or decay in any way for seven days and during this time the body cannot be made into an undead. The effect also extends the time limit on raising the target from the dead and days spent under the influence of the weapon’s effect don’t count against the time limit of spells such as raise dead. Should a creature be killed while actively wielding the weapon, their body is also affected in the same manner. —Note: Not recommended for thrown weapons or ammunition.
  4. Wild Magic: A large glyph of raw magic is emblazoned on the business end of the weapon. With each successful strike in combat, the mark pulses and flickers with barely contained power always threatening to burst free from the weapon’s confines and alter the very fabric of reality. On truly remarkable attacks, a small portion of the untamed sorcery surges free and causes unpredictable effects. Whenever the wielder lands a critical hit on an attack roll with the weapon, the player must roll on the Wild Magic Surge Table and that effect occurs in addition to the critical hit. While rolling on the table, the wielder is considered the “caster” and the critical hit is considered “spell” for the purposes of the surge. —Note: The DM could also rule that the magic surges on a natural 1, however many of the table’s results are based on a successful attack / spell. For D&D 5e players the DM can choose to have the player roll on my homebrew tables of effects on this blog, the published Sorcerer’s Wild Magic Surge table or any other random effect table you can find. Should the player roll on a result that would be grossly detrimental for the campaign (Such as casting Fireball at their own feet resulting in a TPK) the DM should feel free to have the player reroll. Not recommended for thrown weapons or ammunition.
  5. Cinders: The weapon is fashioned from smoldering materials and the symbol of a tongue of flame is branded into the grip. Embers still crackle and burn in the charred wooden components and metallic parts have cherry red business ends with tiny rivulets of liquid metal trailing along the weapon’s length. The entire object is surrounded by a wavy heat mirage and although the weapon feels warm to the touch, it is never hot enough to damage a creature who simply holds it, nor will the weapon ignite objects on contact. The weapon’s fiery power deal burning injuries that scorch the skin and leave charred, smoldering corpses in the wielder’s wake. When used in combat, the wielder’s hands become coated in a fine layer of ashes and on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered fire damage rather than the weapon’s normal damage type. Projectile ranged weapons will ignite their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
  6. Nightmares: The handle of the weapon is pitch black and seems to soak in the ambient light around it. Whenever a creature makes contact with the weapon, (Be they the wielder or target) that creature relives a fleeting instant of a long forgotten childhood nightmare before the memory quickly submerges back into their subconscious. Twice per day, when the wielder lands a successful attack against an enemy he can choose to cause that creature to suffer from severe night terrors during their next eight hours (Consecutive or non-consecutive) of sleep as they experience a vivid and specific Random Nightmare. The victim’s sleep is plagued with thrashing and screaming as they frequently bolt awake terrified, drenched in cold sweat, their heart pounding heavily in their chest. The creature’s sleep is so disturbed by the nightmares that they gain no benefits from the rest whatsoever. —Note: Projectile weapons with this enchantment bestow the magic upon their ammunition for the turn that it’s fired.
  7. Patience: The length of the weapon is covered in a complicated pattern of swirling silver whorls that calm and soothe a creature who observes it. At the first moment of combat, the bearer senses that the battle may go better for them if they take a moment to observe the situation and ready themselves before joining the fray. When initiative is rolled,  if the bearer chooses (Before rolling) to go last in the initiative order, the silver patterning begins to glow a dull red and the weapon is treated as a +1 weapon for that wielder until the end of combat.
  8. Wolfbrother: A weapon simple in its design, lacking any sort of flair or decoration save for the imprint of a leaping wolf stamped into the leather grip. A bearer feels a sense of animalistic cunning from the weapon and that despite its simple appearance, it is much more than it seems. After three days in the possession of a bearer who has never deliberately harmed or killed a wolf, the bearer’s eyes become a bright yellow even golden color, glow faintly in the dark and catch the light, granting a wolfish appearance. This effect fades 24 hours after the weapon has left the wielder’s possession. A wolf eyed wielder takes on some of the heightened senses of the untamed wolf and can see in low or dim light as if it was bright light and gains advantage to any perception checks made regarding their sense of smell. Wolves are pack hunters and a golden eyed bearer instinctually benefits from a nearby ally while in combat, using the minor distraction to go for the enemy’s throat. The wielder gains a +1 on damage rolls with the weapon if an allied creature is within five feet of the target. Bearers who have ever harmed or killed wolves feel a strong sense of betrayal and revulsion when touching the weapon and they cannot benefit from its magic nor are they considered proficient with the weapon. —Note: Recommended for melee weapons.
  9. Bloodied: The symbol of a ferocious, wild eyed badger is etched on the grip of the weapon. A healthy bearer can feel the faintest hint of dormant, primal rage at the back of their mind waiting patiently for its power to be called upon. The knowledge of this emergency, animalistic violence hibernating within himself can leave the bearer comforted or uneasy, depending on how civilized or evolved he views himself. When the wielder is heavily injured the wielder flies into a bestial frenzy and channels that power into the weapon, which is treated as a +1 if the wielder has less than half of his total hit points remaining. This adrenaline fueled rage immediately departs a wielder whose life is not in immediate danger (Above half of his total hit points) as the primal urges retreat back into dormancy rather than further taxing the wielder’s energy.
  10. Tithing: The holy symbol of a God of a Random Domain is etched on the grip of the weapon. The object functions as a direct spiritual connection to that deity and a creature can make offerings directly to the God in return for a minor blessing. The bearer may lay ten gold coins (See Note) along the surface of the weapon and pray to the God for ten minutes. At the end of this ritual, the gold coins vanish and the weapon is treated as a +1 weapon for the next eight hours but only for the creature who prayed. The bearer feels a strong sense of religious devotion during the eight hour span and feels motivated to carry out the basic tenets of the domain the God represents. The wielder is not compelled to act in this way and is not forced to violate any strongly held morals or beliefs. —Note: Rather than a flat ten gold, the DM can rule of another flat value, X gold per character level or other reasonable amount. Not recommended for ammunition or thrown weapons.

—Most of these enchantments have not been playtested whatsoever, so feel free to make any modifications that you feel like to use them in your campaigns.


—Follow the links for the Unique WeaponsorRandom Weapon tables to find examples of base weapons that these enchantments can be applied to.  


—Keep reading for 172 more minor weapon enchantments.

—Note: The previous 10 minor weapon enchantments are repeated here.


  1. Accursed: The fiendish visage of a demon has been branded into the grip of the weapon. The weapon bears small infernal runes along its length that provide the wielder power at the cost of his personal well being. Knowledgeable PCs are able to determine that the symbols are not a demonic contract, nor does the source of the power stem from hellish origin. Rather the abyssal glyphs forcibly draw energy from the wielder’s mental and physical defenses, worsening his ability to protect himself from harm. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.
  2. Shiftsword: The symbol of a different Random Melee Weapon (See Note) is etched into the grip of this Random Melee Weapon. This enchantment was tailor made for adventurers who wish to travel light while still retaining access to an assortment of armaments. The weapon is imbued with transmutation magic and once per round on his turn, the wielder can concentrate for a fraction of a moment (Taking an action equivalent to drawing a weapon), to cause the weapon to instantaneously change from its current form to the type of weapon etched onto the grip or back again. Any observer can clearly tell that both of the weapon’s forms are of exceptional workmanship and that a great deal of time and skill went into their creation. Both weapons gain a single Random Masterwork Bonus (Either the same for each or two different benefits, DM’s discretion). —Note: I recommend choosing two melee weapons that serve different purposes or deal different types of damage or a one handed weapon and a two handed weapon to increase the wielder’s variety of attack options. A mace that turns into a halberd is far more useful than a mace that turns into a club.
  3. Peaceful Rest: The image of a corpse with its arms peacefully crossed over its chest, coins covering its eyes and a serene smile on its face is etched on the grip of the weapon. The bearer feels a sense of serenity and calmness over the prospect of their mortality and is able to accept the grim inevitable with stoicism and grace. The bearer will still fight to the bitter end against hopeless odds to save their own life or that of an ally but the wielder knows that with his last breath he will great death as an old friend and go gladly into the light. If a creature is dealt a killing blow from this weapon, their body does not rot or decay in any way for seven days and during this time the body cannot be made into an undead. The effect also extends the time limit on raising the target from the dead and days spent under the influence of the weapon’s effect don’t count against the time limit of spells such as raise dead. Should a creature be killed while actively wielding the weapon, their body is also affected in the same manner. —Note: Not recommended for thrown weapons or ammunition.
  4. Wild Magic: A large glyph of raw magic is emblazoned on the business end of the weapon. With each successful strike in combat, the mark pulses and flickers with barely contained power always threatening to burst free from the weapon’s confines and alter the very fabric of reality. On truly remarkable attacks, a small portion of the untamed sorcery surges free and causes unpredictable effects. Whenever the wielder lands a critical hit on an attack roll with the weapon, the player must roll on the Wild Magic Surge Table and that effect occurs in addition to the critical hit. While rolling on the table, the wielder is considered the “caster” and the critical hit is considered “spell” for the purposes of the surge. —Note: The DM could also rule that the magic surges on a natural 1, however many of the table’s results are based on a successful attack / spell. For D&D 5e players the DM can choose to have the player roll on my homebrew tables of effects on this blog, the published Sorcerer’s Wild Magic Surge table or any other random effect table you can find. Should the player roll on a result that would be grossly detrimental for the campaign (Such as casting Fireball at their own feet resulting in a TPK) the DM should feel free to have the player reroll. Not recommended for thrown weapons or ammunition.
  5. Cinders: The weapon is fashioned from smoldering materials and the symbol of a tongue of flame is branded into the grip. Embers still crackle and burn in the charred wooden components and metallic parts have cherry red business ends with tiny rivulets of liquid metal trailing along the weapon’s length. The entire object is surrounded by a wavy heat mirage and although the weapon feels warm to the touch, it is never hot enough to damage a creature who simply holds it, nor will the weapon ignite objects on contact. The weapon’s fiery power deal burning injuries that scorch the skin and leave charred, smoldering corpses in the wielder’s wake. When used in combat, the wielder’s hands become coated in a fine layer of ashes and on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered fire damage rather than the weapon’s normal damage type. Projectile ranged weapons will ignite their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
  6. Nightmares: The handle of the weapon is pitch black and seems to soak in the ambient light around it. Whenever a creature makes contact with the weapon, (Be they the wielder or target) that creature relives a fleeting instant of a long forgotten childhood nightmare before the memory quickly submerges back into their subconscious. Twice per day, when the wielder lands a successful attack against an enemy he can choose to cause that creature to suffer from severe night terrors during their next eight hours (Consecutive or non-consecutive) of sleep as they experience a vivid and specific Random Nightmare. The victim’s sleep is plagued with thrashing and screaming as they frequently bolt awake terrified, drenched in cold sweat, their heart pounding heavily in their chest. The creature’s sleep is so disturbed by the nightmares that they gain no benefits from the rest whatsoever. —Note: Projectile weapons with this enchantment bestow the magic upon their ammunition for the turn that it’s fired.
  7. Patience: The length of the weapon is covered in a complicated pattern of swirling silver whorls that calm and soothe a creature who observes it. At the first moment of combat, the bearer senses that the battle may go better for them if they take a moment to observe the situation and ready themselves before joining the fray. When initiative is rolled,  if the bearer chooses (Before rolling) to go last in the initiative order, the silver patterning begins to glow a dull red and the weapon is treated as a +1 weapon for that wielder until the end of combat.
  8. Wolfbrother: A weapon simple in its design, lacking any sort of flair or decoration save for the imprint of a leaping wolf stamped into the leather grip. A bearer feels a sense of animalistic cunning from the weapon and that despite its simple appearance, it is much more than it seems. After three days in the possession of a bearer who has never deliberately harmed or killed a wolf, the bearer’s eyes become a bright yellow even golden color, glow faintly in the dark and catch the light, granting a wolfish appearance. This effect fades 24 hours after the weapon has left the wielder’s possession. A wolf eyed wielder takes on some of the heightened senses of the untamed wolf and can see in low or dim light as if it was bright light and gains advantage to any perception checks made regarding their sense of smell. Wolves are pack hunters and a golden eyed bearer instinctually benefits from a nearby ally while in combat, using the minor distraction to go for the enemy’s throat. The wielder gains a +1 on damage rolls with the weapon if an allied creature is within five feet of the target. Bearers who have ever harmed or killed wolves feel a strong sense of betrayal and revulsion when touching the weapon and they cannot benefit from its magic nor are they considered proficient with the weapon. —Note: Recommended for melee weapons.
  9. Bloodied: The symbol of a ferocious, wild eyed badger is etched on the grip of the weapon. A healthy bearer can feel the faintest hint of dormant, primal rage at the back of their mind waiting patiently for its power to be called upon. The knowledge of this emergency, animalistic violence hibernating within himself can leave the bearer comforted or uneasy, depending on how civilized or evolved he views himself. When the wielder is heavily injured the wielder flies into a bestial frenzy and channels that power into the weapon, which is treated as a +1 if the wielder has less than half of his total hit points remaining. This adrenaline fueled rage immediately departs a wielder whose life is not in immediate danger (Above half of his total hit points) as the primal urges retreat back into dormancy rather than further taxing the wielder’s energy.
  10. Tithing: The holy symbol of a God of a Random Domain is etched on the grip of the weapon. The object functions as a direct spiritual connection to that deity and a creature can make offerings directly to the God in return for a minor blessing. The bearer may lay ten gold coins (See Note) along the surface of the weapon and pray to the God for ten minutes. At the end of this ritual, the gold coins vanish and the weapon is treated as a +1 weapon for the next eight hours but only for the creature who prayed. The bearer feels a strong sense of religious devotion during the eight hour span and feels motivated to carry out the basic tenets of the domain the God represents. The wielder is not compelled to act in this way and is not forced to violate any strongly held morals or beliefs. —Note: Rather than a flat ten gold, the DM can rule of another flat value, X gold per character level or other reasonable amount. Not recommended for ammunition or thrown weapons.
  11. Bonded Power: The symbol of a hand holding this weapon is etched into the weapon’s grip. The lines of the symbol where the hand and the weapon meet are blurred, making it hard to distinguish them as separate entities. The bearer understands that although the weapon is lethal in it’s own right, it’s true power can only be obtained by physically bonding with it. On the wielder’s turn he may activate the weapon’s magic, causing the grip to animate and wrap itself around the wielder’s fist and burrowing into the skin of his hand, creating an unnatural union of weapon and flesh. This process takes an action equivalent to making an attack or casting a spell. The wielder feels an unpleasant amount of pressure but no actual pain and takes no damage as the material penetrates the skin, forcing it to remain grasped to the handle. The weapon becomes more powerful and deadly as it fused with its wielder and is treated as a +1 while bonded. While attached to the wielder’s hand, the weapon cannot be released or disarmed and the wielder cannot use that hand for tasks requiring any sort of manual dexterity as the hand is considered actively wielding the weapon at all times. To sever the bond to the weapon the wielder can spend one minute cutting and prying away the fused areas, suffering one hit point of damage per character level (Or 10% of his maximum health or other equivalent amount), or he can take an action equivalent to attacking or casting a spell and use a free hand to rip it off by force, dealing twice that amount of damage to himself due to the sheer amount of lost skin and tissue. —Note: For two handed weapons, the weapon only bonds to a single hand (Wielder’s choice) leaving the other one free to interact with other objects, however the wielder must still use both hands to make attacks with it as normal. This allows the wielder to hold a bonded crossbow in one hand while the other retrieves a potion, makes a rude gestures or loads said crossbow. Not recommended for ammunition or thrown weapons.  
  12. Flamboyant: A fine looking weapon with a pictorial representation of the last magical sound the weapon made outlined in the last color it was ordered to shine in, emblazoned on the grip. When the weapon is drawn, the wielder may mentally command the weapon to shine up to or as bright as a torch in any color they choose and can choose to cause the weapon to create any noise they can imagine, which can be up to as loud as one grown man yelling. The wielder cannot alter the ongoing effect but may suppress it at any time. Both effects are illusionary and last until the weapon no longer held, the wielder dismisses it or until one minute passes. The weapon requires one hour of recharging before the magic can be activated again. Knowledgeable PC’s will know that these weapons are often used by highwayman, charlatans and bards to fake an actual magic weapon or bluff an enemy into believing they have a specific type of weapon enchantment. For example, a “Holy” weapon can be faked with a pure high pitched tone and a bright white light, while an “Evil” enchantment would be the sound of a deep horn, dirge or pained wail accompanied by dark reds, purples, or sickly green colors. Occasionally lesser nobles or knights will use these and display their main house colors and cause the cry of their house animal. This weapon enchantment is rarely used by those with the money to afford better as the magic is illusory and not long lasting.
  13. Conquest: The weapon is tinted white and the symbol of a horse and crown are etched into the grip. The weapon is lavishly decorated with images of triumphant battles and the bearer is filled with the urge to conquer and be victorious over all others. The weapon rewards those who spread the message of their dominion over others and if the weapon is used to land a killing blow on an intelligent creature while being witnessed by at least three other non-allied, intelligent creatures, the weapon glows slightly and functions as a +1 for the next eight hours for that wielder only. The eight hour timer is reset each time the wielder meets the enchantment’s requirements. —Note: Not recommended for thrown weapons or ammunition.
  14. Depths: A flowing motif of tidal waves decorates the weapon’s grip. The weapon is constantly damp and drips saltwater intermittently and when grasped, the wielder’s ears pop as if subjected to a drastic change in pressure. If the weapon is completely submerged in saltwater it is treated as +1 for the next hour.
  15. Morning Glow: The symbol of a newly rising sun is etched on the weapon’s grip. When wielded, a dull yellow glow similar to a sunrise emanates from the business end of the weapon. The weapon’s light flares on contact with an enemy and a creature struck by the weapon suffers disadvantage on visual perception checks until the end of its next turn. The weapon is considered a +1 against creatures who are harmed or sensitive to natural sunlight and such creatures are never considered proficient with the weapon due to its flaring light.
  16. Risen: The hieroglyphic symbol of an ankh is etched on the weapon’s grip. Whenever the wielder quickly regains health, he feels an overwhelming rush of strength and vigor as the weapon harmonies with the sudden rush of vitality and becomes empowered in its own right. If the wielder has regained more than 1 hit point per character level (Or 10% of his maximum hit points or other equivalent amount) through any source or means since the start of his last turn, the weapon is treated as a +1 until the end of the wielder’s next turn.
  17. Legacy: An antique handed down from generation to generation, within a well-established organization (See Note), this ancient weapon was masterfully crafted and has been lovingly cared for by each passing member. The weapon sports decorations and coloring based on the institution and is an unmistakable physical symbol of their long lasting existence. The group’s crest, sigil or emblem is emblazoned on the weapon’s grip and their motto, adage or creed (Roll a Random Motto or DM’s discretion) is expertly carved into its blade or shaft. The object is a true masterpiece from a time when that meant something and the weapon gains a Random Masterwork Bonus (DM’s choice or roll randomly, rerolling Impervious). Despite its age, the heirloom is in remarkable shape and is extraordinarily durable, and any wielder can plainly feel the solid construction under its unyielding form. The weapon is five times harder to damage than a typical one of its kind and never breaks, chips or dulls as a result of casual use and is all but impossible to break or damage as a result of combat, even when targeted by enemies who attempt sundering or weapon breaking techniques. —Note: Not recommended for thrown weapons or ammunition. Depending on your game system the weapon may either have five times as many hitpoints or have a greatly increased hardness or damage reducing quality. If there is no existing system in place and weapons simply break or do not break as a result of damage, consider giving the weapon five “charges” or “lives”. Each time it would be broken as a result of damage, it instead remains fully intact but looses a life or charge and it is destroyed when all five have been used up. This weapon requires a little more setup than others on this table but allows a DM to drop in a physical piece of lore and tradition. A DM can either have the weapon originate from an in-game organization relevant to the plot and give it a masterwork quality and motto that fit in well their ideals or generate one at random to provide a richer world. Examples of organizations can include: 1, Assassin’s guild 2, Mercenary company 3, Paladin order 4, A national or royal military 5, Order of werewolf, vampire, witch or monster hunters 6, A long standing family, clan or tribe 7, An adventurers or explores league 8, A forbidden cult 9, The followers of the God of Random Domain 10, An order of warmages. 11, A secret society that subtly influences political events 12, A circle of druids or nature wardens
  18. Rampaging: The symbol of a charging bull is etched onto the grip of this weapon. Simply holding the weapon fills the wielder with barely controlled rage and the desire to run down their enemies and stomp them into the dirt. These feelings are magnified in combat and the wielder is flooded with vitality and power whenever they vanquish an enemy. Upon killing a creature, the bearer can immediately move up to half his base move speed towards any enemy they can see. This movement still provokes any attacks of opportunities as normal but does not count against their total move speed for the turn. —Note: Not recommended for ranged weapons of ammunition.
  19. Magewright Made: This masterpiece of a weapon was created entirely by magical means by the arcane order of the magewrights. The ancient order was comprised of hardworking mages who were all gifted craftsmen in one trade or another and who used magic as their main tool in all steps of their creative process. This weapon in particular was made entirely from summoned or conjured materials that were then forged, carved and sculpted by eldritch power, adorned with  quenched in the magewright’s own blood before spending weeks undergoing polishing, buffing and cleansing spells to ensure that it be without physical flaw, inside and out. The resulting tool of violence is a testament to the magewright guild and to the power of harnessed magic wielded with a driven purpose by a true eclectic master of magic and weaponcraft. It gains a Random Masterwork Bonus (DM’s choice or roll randomly, rerolling Spellbound) as the weapon spent such a great deal of time exposed to mana in its rawest form, it tingles with power imbued by the countless overlapping magical fields it spent so much time in. It has retained enough mystical essence for it to be considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses. —Note: Not recommended for thrown weapons or ammunition.
  20. Visionary: Etched into the grip of this weapon are nearly a dozen different simple pictographic symbols including the four primal elements (Water, earth, fire and air), a symbol of magic, a human brain, a lightning bolt, a musical note and a holy and unholy symbol, that are all clustered around the image of an open eye. The weapon looks standard for its type until it is picked up, at which point it takes on a specific elemental or metaphysical quality in response to a specific physical trait of the wielder, instantly changing to match each new wielder. Once held, the weapon begins to glow the same colour as the wielder’s eyes and on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered X damage rather than the weapon’s normal damage type based on the wielder’s eye colour (See Note). The weapon displays no special function for creatures without a natural eye colour or who lack eyes entirely and creatures with multiple eyes colours can will the weapon to glow and deal damage in either of their natural eye colours. —Note: The X for damage is based on the wielder’s eye colour and associated damage types are as follows: Amber / yellow = Lighting. Black = Necrotic Blue = Cold. Brown = Acid. Green = Force. Gray = Thunder. Hazel = Poison. Purple = Psychic. Red = Fire. White = Radiant.
  21. Quickness: The grip of the weapon is covered with a motif of small blue lighting bolts. When held, the weapon begins to vibrate so quickly that its edges shimmer and blur as if hidden behind a heat mirage. At the same time a faint sound, similar to the buzzing of insect wings, can be heard and the wielder is flooded with torrents of physical energy and the desire to go fast. The wielder’s base movement speed is increased by five feet for as long as the weapon is held. After releasing the weapon, the magical stimulation immediately departs leaving the creature with sore muscles and a sense of lethargy that lasts about a minute.  
  22. Death’s Toll: The symbol of a heavy bell inscribed with a human skull, is etched into the grip of the weapon. When the weapon is used to land a killing blow on a living creature, the weapon emits a deep loud reverberation just like a large gong or heavy bell. The heavy tones remind all those who hear it of the fleeting nature of life and their own mortality. The wielder can then lock eyes with any living creature within 60 feet and cause them to become frightened of the wielder until the end of that creature’s next turn.
  23. Youthful: The symbol of an hourglass with most of the sand in the top half is etched into the weapon’s grip. A creature holding the weapon feels youthful, as if the weight of all the responsibilities, regrets and consequences in the wielder’s life has been lifted away. The weapon is treated as a +1 if the wielder is the youngest intelligent creature within 100 feet.
  24. Heartbreaking: A simple, unembellished weapon save for a large gem the color of blood on snow, seamlessly embedded into its grip. The large gem glows bright and warm when the wielder is within the presence of someone they truly love. If the weapon is used to purposely kill someone that the wielder truly loves (DM’s discretion), the weapon is permanently treated as a +1 for that wielder alone. This process can be repeated with any number of wielders who are willing to make the sacrifice.
  25. Seeming: A large weapon with arcane runes carved along its length, with a pommel consisting of the shrunken head of an illusionist wizard. When in the bearer’s possession, it creates an illusion of normalcy that completely conceals any mutations, amputations, horrifying scars, disfiguring marks, curse brands, burns, tattoos or other strange, immediately identifying or unnatural features, causing its bearer to seem completely and perfectly ordinary for his race and gender. Essentially this causes the bearer to be disguised in an illusion that is a generic unremarkable version of themselves. While the illusion is active, the bearer gains advantage on checks made to pass themselves off as another person and other creatures gain disadvantage on checks made to recognize the bearer.  This is an illusionary effect and although perceptive creatures could spot inconsistencies with the illusion, most creatures would never notice. The bearer can choose to activate or suppress this ability at will. —Note: Not recommended for ammunition or throwing weapons.
  26. Black Ice: The business end of the weapon is covered in a thick layer of what appears to be highly polished silver that’s constantly shedding small clouds of fog. Closer inspection reveals the material to be frozen quicksilver that never melts or loses its icy nature. Knowledgeable PC’s will actually recognize the material as mercury mined by ice demons from the lowest circle of the nine hells, a place of perpetual frost where traitors betrayers and oathbreakers are tortured within the unyielding ice for eternity. The treacheries of these souls are punished by denying them the love of the Gods and of all human warmth. When the weapon strikes a target, small particles of the fiendish metal works into the victim’s skin freezing the tissues before melting, causing the toxic liquid mercury to course through the creature’s bloodstream. Half of the damage dealt by the weapon is considered cold damage, while the other half is poison, no mundane damage is dealt. The demonic material retains the wretched properties of the Abyss and can actually corrupt and become empowered by mundane quicksilver. If two ounces of ordinary mercury is poured over its hellspawned counterpart (Using up the regular mercury in the process), the weapon is treated as a +1 for the next hour. The weapon is not without its flaws however and is tainted with the sin of treachery and will turn on the mortal who trusts it most. A wielder who rolls a natural 1 on an attack roll must roll damage as normal for the attack and deals half of that damage to themselves, as the weapon seems to twist in their hands and nicks them. —Note: Not recommended for ranged weapons. Two ounces of mercury can provide the +1 for up to 15 pieces of ammunition or thrown weapons at a time.
  27. Elemental Attunement: The unified symbol of the four natural elements (Fire, earth, air and water) is etched into the grip of the weapon. The weapon is always attuned to one of the four elements at all times, which provides the wielder power at a cost. When carried, the bearer gains a physical link to the particular element the weapon is attuned to and feels warm, solid, light or damp and causes their eyes glow faintly in a color matching the element’s energy. This allows the bearer to channel the weapon’s power in combat so that whenever the wielder successfully strikes a target, he inflicts fire, acid, electrical or cold damage equivalent to a dagger (1d4, Based on which element the weapon is attuned to) in addition to the attack’s damage. However, due to the deeper connection the bearer has to that element, whenever the bearer would take the elemental damage of the same type that he is attuned to, that damage is rolled twice and the bearer takes the higher result. This occurs whenever the weapon is on the bearer’s person, even when not actively wielded. The bearer can change the weapon’s attunement through a ten minute ritual by directly exposing the weapon to the new element such as holding it over a candle’s flame, covering it in soil, holding it up to a light breeze or submerging it in water. This ritual never damages the weapon and the bearer wills the weapon to change its attunement, making it impossible to do accidentally. —Note: Since the weapon is always attuned, the DM can roll a d4 or choose which element the weapon is linked to when it is found. Not recommended for thrown weapons or ammunition.
  28. Icy: The weapon is fashioned from frigid materials and the symbol of a snowflake is carved into the frost on the grip. The frozen implement never melts or cracks, even in the fiercest of heat but will mist and emit water vapor in warm temperatures. Although the object feels cold to the touch, the ice never freezes material it touches or cause frostbite in its wielder. The weapon’s icy magics create rime rimmed wounds that leak slushy, half frozen blood from blackened, frostbitten flesh. When used in combat, the wielder’s hands become coated in a fine layer of frost (Which deals no damage and melts normally) on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered cold damage rather than the weapon’s normal damage type. Projectile ranged weapons will freeze their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
  29. Unquiet Dead: The symbol of a skeletal hand bursting up from the earth of a fresh grave is etched on the grip of the weapon. When the bearer sees a fresh corpse their mind is distracted with faint whispers of forbidden utterances, visions of unholy symbols and quasi-memories of black rituals. The ensorcelled weapon contains the profane wisdom of experienced necromancers and is imbued with a small portion of their knowledge and raw magical power. When the weapon is used to kill, it leaves a seed of necromantic energy in the resulting corpse. This spark of unholy flame can be fanned by conventional necromantic spells if they are cast before the black fire burns itself out. A living creature dealt a killing blow by this weapon, only needs half of the costly material components (Such as onyx gems, rare incense or diamonds) that the spell requires need in order to raise it as an undead creature. This benefit lasts for one hour after the creature is killed after which it requires the normal amount of materials. —Note: For example, if Animate Dead is cast on a corpse and it would normally need an onyx gem worth 50 gp, the weapon’s enchantment reduces that cost to a gem worth only 25 gp for one hour after the creature is killed by the weapon.
  30. Ki Focusing: The airy symbol of three wavy lines is painted onto the grip of the weapon in beautiful flowing calligraphy. When held, the weapon hums in a deep, centering tone that is barely audible, yet strangely compelling to concentrate on and use as a meditative focus. A wielder feels connected to his inner self and at any time, can assume a relaxed position and enter a meditative trance. In this state the wielder turns his inner eye to his spiritual self and becomes unaware of his surroundings. The wielder is aware of how long he’s been meditating for and can instantly rouse himself from the trance becoming fully awake at any time. He is automatically roused from the trance if he takes any sort of damage, is physically moved, his name is spoken within earshot or if he is no longer touching the weapon. Time spent in this meditative state fulfills the same purpose as sleeping for an equivalent amount of time (Making eight hours of broken up meditation over the course of a 24 hour period equivalent to a full night’s sleep) but they must meditate in at least 30 minute increments. A weapon must match itself to its bearer’s unique energy flows and the first time it is used, the bearer must meditate using the weapon for a period of four consecutive hours before they can benefit from the meditative sleep. The weapon can only be attuned to one creature at a time.
  31. Ruthless: The image of a mercenary dealing the final deathblow to a heavily wounded enemy is etched on the grip of the weapon. The bearer’s perception’s seem to speed up in combat and he can all but smell out a wounded enemy, feeling the urge to pounce on the weak, like a wolf taking down the most injured member of a herd. The bearer understands that there’s no fairness in love or war and that allowing a battered foe to recover for a fair fight only means that you value your enemy’s life more than your own. The weapon is treated as a +1 if the target has less than half of their total hit points remaining.
  32. Indomitable: The symbol of a bear rearing up on its hind legs as a show of force is etched on the grip of the weapon. The wielder feels strong and physically powerful, as if they could wrestle bears with nothing but their hands and win. The bearer gains advantage on checks made to initiate or break grapples, holds, clinches, wrestle other creatures or break out of restraints such as weighted nets. If the bearer is being grappled or restrained by multiple sources and is trying to break loose, he may choose to break the strongest hold on him (The check with the highest DC or creature with the highest modifier) and if successful, the bearer breaks free from all grapples and restraints with the same action. In order to benefit from these effects, the bearer must be actively wielding the weapon or have been wielding it at some point within the last 30 seconds. —Note: Recommended for melee weapons.
  33. Alarm: The symbol of a Random Creature Type is etched into the grip of the weapon. The enchantment serves as a warning beacon to its bearer that enemies are nearby and that the wielder should prepare themselves for battle. The weapon begins to glow with the intensity of a candle when a creature of the symbol’s type is within 200 feet of the weapon. If a creature of that type is within 100 feet of the weapon it shines as bright as a torch. When that creature type is within 50 feet of the weapon, it emits a shrill whistling noise in additional to the bright light. The bearer is able to suppress or resume any of these effects with a thought. —Note: The DM can assign one colour for both lights or two different colours to better differentiate between them such as yellow within 200 feet and red within 100 feet.
  34. Dryad’s Blessing: A simple weapon made almost entirely out of wood with accents of stone or animals products (See Note), the lethal tool has a rugged and wild appearance. The weapon lacks a single tool mark and seems as though it was grown into shape rather than carved. The wielder feels a deep and strong connection to the natural world and develops an emotional attachment to the supernatural creatures who guard the earth from those who would abuse and corrupt it. Knowledgeable PC’s will be able to determine that the object’s wood was willingly sacrificed by a dryad who grew it of herself into a weapon to strike back against the intruders of her sacred forest. The wielder is filled with a sense of reverence and utmost respect for the wilderness and the weapon functions as a +1 if the wielder has never personally cut down (Or directly aided in cutting down) a healthy living tree in his life. —Note: The DM can decide exactly how some weapons are crafted without any metal components. A rapier for example could have a wooden hilt with the blade made of a single giant porcupine quill, while a garrote could be fashioned from two wooden handles with a cord of braided vines or sinew.
  35. Greed: The symbol of an open hand is stamped in gold leaf on the grip of this weapon. The bearer develops a nagging feeling that he never has enough and that he is not happy. The bearer begins to feel that collecting more material possessions and amassing an increasing amount of wealth of any variety will satisfy his soul and bring him peace. The bearer is aware that using the weapon against others may grant him more gold to add to his horde and that causing pain and injury to others is worth it if the end result is more gold in his pocket. The bearer is never forced to act on these feelings but so long as he carries the weapon he may be swayed by its avarice. When the wielder lands a critical hit, instead of producing blood, ichor, tree sap, sloughs of undead flesh or other similar substance, the target sheds pure gold droplets. The equivalent of one gold coin per point of hit point damage dealt by the critical hit (In total, to a maximum limit of the amount of hit points the target has remaining), tumbles out of the target’s body and falls to the ground. —Note: DM’s can change the effect to function on the first time per day the wielder lands a critical hit if they feel their players will get distracted trying to abuse the effect to get rich rather than treating it as a fun, novel weapon.
  36. Light Launcher: The symbol of a shooting star is etched on the grip of the weapon. When a projectile is fired from this weapon the wielder is able to cause it to emit light that’s as dim as a dull glow to as bright as a fresh torch, with nothing more than a mental command. The wielder chooses the colour of the light and can choose to have the projectile emit light the moment the ammunition is launched, halfway to the target or immediately upon impact (Hit or miss). The ammunition emits light for up to one minute, until the wielder mentally dismisses it or until a second projectile is enchanted with light. The wielder can choose to fire ammunition without enchanting them and can enchant up to two pieces of ammunition per hour. —Note: Recommended for Projectile Ranged Weapons.  Can be applied to Ammunition and Thrown Weapons in which they can only be set alight once, but the wielder can have multiple units of ammunition illuminated at a time.
  37. Sanguin: The symbol of a drop of blood is etched into the grip of the weapon. The weapon is pristine and any blood that touches the weapon is immediately absorbed into itself, leaving no trace. The weapon possesses a monstrous thirst for blood and gore that can never be fully sated but can be temporarily quenched. The weapon passes along this bloodlust to the wielder who never craves blood for himself but is given the understanding that providing the weapon with what it desires will increase its power. If the weapon is plunged into a freshly deceased creature (See Note) and remains there for at least one uninterrupted hour, it is treated as a +1 for eight hours after being withdrawn from the body. During this time the weapon draws all the blood and general moisture from the corpse leaving it a desiccated husk when it is withdrawn. —Note: The creature should be no more than 12 hours dead, be the size of a wolf or larger and have possessed a blood based circulatory system while alive. The DM’s has discretion on what corpses qualify to feed the weapon’s hunger as some that have died due to fire or bleeding damage or who have been caught in explosions of power, may be too charred, mangled or lack enough blood for the weapon’s liking.
  38. Panache: A flamboyant weapon with a long sleek form and an ornate hilt. The weapon has been empowered to augment the bearer’s natural grace and allows even a clumsy oaf to wield the weapon with a certain panache that resembles a gymnastic performance. In combat, a naturally captivating wielder’s movement’s become outright distracting and the wielder is able to strike and step away from the fascinated enemy before the creature can even consider repaying the favor. On the wielder’s turn if he successfully attacks a target with a lower charisma score than himself, that specific creature can’t make opportunity attacks against the wielder for the rest of the turn. —Note: Recommended for melee weapons only.
  39. Mindstrike: The grip of the weapon is formed not of wood, leather or metal but rather of corded brain tissue that has been wrapped around the handle. The grip feels damp and squishy beneath the wielders grip as if the grey matter was still fresh. A knowledgeable PC will be able to determine that the brain tissues come from a number of different creatures who all had psionic, telepathic, telekinetic or other powerful mental abilities. Bearers who hold the weapon for long periods of time or attack with it, experience fleeting mental flashbacks of lives they never lived, as the memories locked away in the preserved brains leak into the wielder. The weapon’s psionic power attacks its victim’s very psyche, mutilating their mind, exterminating their ego and brutalizing their brain. On a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered psychic damage rather than the weapon’s normal damage type. Projectile ranged weapons will enhance their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
  40. Drunkard: The symbol of a mostly finished bottle of whiskey is etched on the grip of the weapon. A creature who grasps the weapon experiences blurred vision, feels slightly dizzy has slurred speech and is filled with unearned courage. This pseudo alcoholic buzz is mild and actually seems to sober up a creature who is unreasonably drunk. An intoxicated bearer who is experiencing disadvantage on attack rolls, saving throws or ability checks, suffers no penalties from being intoxicated as long as they are actively wielding the weapon. Furthermore if the wielder would be suffering disadvantage on rolls due to his intoxicated state (But is not because he is benefiting from the enchantment), the weapon functions as a +1.
  41. Earthbreaking: The symbol of a mountain that’s been cracked in half is etched into the grip of the weapon. The weapon is infused with earth shattering power and the wielder can feel the destructive potential flowing through his body. As an action equivalent to making an attack, the wielder can swing the weapon with all their might at a patch of ground within their reach. The weapon’s reverberations shake the dirty, stone or wood floor creating cracks, small fissures and uneven patches of ground an area of five square feet. The area becomes difficult terrain and creatures must use twice as much movement in order to move in or out of the five foot square. Abnormally powerful attacks also trigger this effect and whenever the wielder scores a critical hit with the weapon, a five foot square of ground under the struck creature becomes difficult terrain. —Note: Recommended for melee weapons.
  42. Runic: The weapon is covered in arcane runes that glow and pulse slightly when held by a creature capable of casting spells. A bearer can choose to siphon magical energy into the weapon which fuels the runes latent potential, causing it to hum with violent power. The bearer can take an action equivalent to making an attack to channel a finite magical resource (Such as a level 1 spell slot, mana points or an encounter power) into the weapon. While empowered in this way, the runes flare with eldritch light and the weapon is treated as a +1 for the next ten minutes regardless of who holds it.
  43. Warmage: The weapon is adorned with arcane runes, druidic glyphs, eldritch marks, sorcerous emblems and holy symbols to various Gods of magic. The combination of the various patterns and designs allow the weapon to be used as a material focus for casting magical spells of any sort. In addition, as long as the caster is wielding the weapon in one or both hands, he can wave it around to replicate the physical movements of casting, allowing him to perform the somatic components of the spell as if his hands were free.
  44. Hidden Light: The weapon looks absolutely mundane for its type and has no markings, identification or hint as to its true power. The object contains a divine spark that subtly guides its bearer towards a path of righteousness, bravery and self-sacrifice. The holy weapon doesn’t wish to be sought after for its power for those who simply wish to use it for battle and it is not detectable as a magical weapon when carried by a noble creature. The divine essence provides the bearer the courage to stand firm in the face of adversity and the first time per day the wielder attempts to resist a fear type spell or effect, he gains advantage on the roll. In combat a wielder may flare the holy spark to harm the foe and after confirming a hit but before rolling damage, the wielder may choose to convert all of the damage dealt by this weapon to radiant damage. When this occurs, there is no outward flash of magic, divine light or sense of holy power, which makes it a favored enchantment of traveling priests wishing to lay low, humble paladins and inconspicuous clerics in the fight against evil. To benefit from these magical effects, the bearer must be a good aligned creature and have used the weapon as a focus of prayer, meditation or self-reflection on how they can help others, for at least one uninterrupted hour in the past day. —Note: Not recommended for thrown weapons or ammunition.
  45. Bowblade: The symbol of a Random Melee Weapon (See Note) is etched into the grip of this Random Projectile Ranged Weapon. This enchantment was tailor made for adventurers who wish to travel light while still retaining access to an assortment of armaments. The weapon is imbued with transmutation magic and once per round on his turn, the wielder can concentrate for a fraction of a moment (Taking an action equivalent to drawing a weapon), he may cause the weapon to instantaneously change from its current form to the type of weapon etched onto the grip or back again. Any observer can clearly tell that both of the weapon’s forms are of exceptional workmanship and that a great deal of time and skill went into their creation. Both weapons gain a single Random Masterwork Bonus (Either the same for each or two different benefits, DM’s discretion). —Note: I recommend choosing two weapons that deal different types of damage to increase the wielder’s variety of attack options.
  46. Ghost Touched: A weapon with this quality seems insubstantial and mists slightly as if it was incredibly cold. The weapon can be wielded by a missing limb and when used in this fashion, the wielder is always considered proficient with it. The weapon appears to float and swing in midair, however perceptive characters might notice spectral wisps of the missing limb. The weapon is treated as a +1 when wielded by a missing limb. —Note: Not recommended for ammunition or thrown weapons.
  47. Lucky: The symbol of a horseshoe encircling a four-leaf clover is etched on the grip and a small rabbit’s foot charm hangs from a short silver chain, unobtrusively attached to the base of the grip. A creature who handles the weapon for more than a few moments gets a hunch that it is somehow lucky and would bring them good fortune to use in combat. It is common for long term bearer’s to become quite superstitious and develop or practice small rituals (Such as throwing spilled salt over your left shoulder, saying “Bless you.” when someone sneezes or never washing your socks.) to attract good luck or ward off bad luck. The bearer is not compelled to do this but does receive small gut instincts originating from the weapon if the ritual was done satisfactory or not. The first time per day that the wielder critically fails an attack roll with the weapon (See Note) they must roll again and take the new result. This effect cannot be suppressed, delayed or saved for later. The weapon must have been in the bearer’s possession for at least 24 hours before the wielder can benefit from the effect. —Note: The DM can expand this to also include other combat rolls that are not attacks such as attempting to shove, trip or disarm a target as long as the weapon was used at least in part to do so. Not recommended for thrown weapons or ammunition.
  48. Blood Called: This weapon is covered in bloodstains that can never be washed clean with water, solvent or magic. Once attuned, the weapon always has a few drops of fresh blood somewhere on its surface which reappear if wiped away. A creature can attune this weapon to themselves during a one hour ritual that bathes the weapon in the creature’s own blood causing three hit points of damage per character level (Or 30% of maximum health or other equivalent amount). Afterwards, they are able to instantly summon the weapon to their hand with a thought, by sacrificing one hit point per character level (Or 10% of maximum health or other equivalent amount. This sacrifice is simply hit point damage not a permanent loss but cannot be prevented by any means), as long as the creature and the weapon are one the same plane of existence. The magic involved in the ritual binds the creature together with the weapon and the fresh blood that beads on the object’s surface is actually that of the attuned creature. This arcane ritual allows the weapon to bypass certain magical barriers that oppose teleportation as the enchantment tricks the barrier into thinking that the weapon and the attuned creature are physically attached. The anti-teleportation field therefore believes that the weapon is simply moving incredibly fast over long distances but not actually “teleporting” and therefore will allow the weapon to be called in or out of it. Attuning the weapon to a new user breaks the previous owner’s connection. Due to the nature of these weapons they are not often stolen and typically the previous owner is already died. Note: For ammunition it is suggested that the one hour ritual can effect up to ten units of the same type of ammunition and that the user can sacrifice a single hit point in order to summon a single unit. If a DM finds the anti-teleport bypassing power too powerful, consider having it cost twice as much hit points (2 per level or 20% of max health) to call the weapon in or out of such a field.
  49. Deceptive: A weapon decorated with bright colors and bold patterns defined by thick black lines. The conspicuous weapon becomes invisible whenever it’s actively being wielded or held in at least one hand. The bearer does not gain the ability to see the weapon but as they are physically grasping it they suffer no penalty to using it in combat. The wielder gains advantage to checks made to feint with the weapon (Or the target gains disadvantage whichever benefits the wielder more) and on any checks made to disguise the fact that they are wielding or holding the weapon. The first time the weapon is used in a combat encounter, the wielder gains advantage on the attack roll as the target has trouble avoiding or blocking an unknown, invisible weapon. The invisibility does not extend to anything other than the weapon itself and shed blood will appear to float and move in midair as the wielder fights. —Note: Not recommended for ammunition or throwing weapons.
  50. Daywalker: The symbol of a blazing sun is etched on the grip of the weapon. The bearer can feel the power and heat of the sun tingle over their entire body like a warm embrace. The weapon is treated as a +1 in direct sunlight and the wielder can see look directly into the brightness of the sun without suffering any sort of discomfort or damage whatsoever. —Note: Direct sunlight can include shady areas such as under a forest canopy but not areas primarily lit but non sunlight such as most indoor settings.
  51. Venerable: The symbol of an hourglass with most of the sand in the bottom half is etched into the weapon’s grip. A creature holding the weapon feels old, and the burdens of all the responsibilities, regrets and consequences in the bearer’s life weighs heavy on their mind. The weapon is treated as a +1 if the wielder is the oldest intelligent creature within 100 feet.
  52. Bonded Skill: The symbol of a hand holding this weapon is etche
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