Tag: Weapon

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  • Weapon

    _Uncommon (+1)_ _Rare (+2)_ _Very Rare (+3)_ You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.

  • Weapon of Warning

    _Requires Attunement._ This magic weapon warns you of danger. While the weapon is on your person, you have Adv on initiative rolls. In addition, you and any of your companions within 30 ft of you can't be surprised, except when incapacitated by …

  • Trident of Fish Command

    _Requires Attunement._ This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast _*Dominate Beast*_ (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 …

  • Javelin of Lightning

    This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 ft wide that extends out from you to a target within 120 ft. Each creature in the line excluding you and the target must …

  • Berserker Axe

    _Requires Attunement._ You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your HP maximum increases by 1 for each level you have attained.

  • Dagger of Venom

    You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must …

  • Dragon Slayer

    _Weapon (Any Sword)_ You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to …

  • Flame Tongue

    _Requires Attunement._ _Weapon (Any Sword)._ you can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40 ft radius and dim light for an additional 40 ft. While the …

  • Giant Slayer

    _Weapon (Any Axe or Sword)_ You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 STR saving throw or fall prone …

  • Sun Blade

    _Requires Attunement._ This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword …

  • Sword of Life Stealing

    _Requires Attunement._ When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary HP.

  • Sword of Wounding

    _Requires Attunement._ HP lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can …

  • Vicious Weapon

    _Weapon (Any)._ When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon's type.

  • Mace of Disruption

    _Requires Attunement._ When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 HP or fewer after taking this damage, it must succeed on a DC 15 WIS saving throw or be destroyed. ON …

  • Mace of Smiting

    You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning …

  • Mace of Terror

    _Requires Attunement._ This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30 ft radius extending from you must succeed on a DC 15 WIS saving throw …

  • Arrow of Slaying

    An _*Arrow of Slaying*_ is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both _*Arrows of Dragon Slaying*_ and _*Arrows of Blue Dragon Slaying*_. If a creature belonging to the type, …

  • Dancing Sword

    _Requires Attunement._ You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 ft, and attacks 1 creature of your choice within 5 ft of it. The sword uses …

  • Dwarven Thrower

    _Requires Attunement by a Dwarf._ You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 ft and a long range of 60 ft. When you hit with a ranged attack using this weapon, it …

  • Frost Brand

    _Requires Attunement._ When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light …

  • Nine Lives Stealer

    _Requires Attunement._ You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 HP, it must succeed on a DC 15 CON saving throw …

  • Oathbow

    _Requires Attunement._ When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of …

  • Sword of Sharpness

    _Requires Attunement._ _Weapon - Any Sword that deals Slashing Damage._ When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the …

  • Vorpal Sword

    _Requires Attunement._ _Weapon - Any sword that deals slashing damage._ You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has …

  • Luck Blade

    _Requires Attunement._ You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. _*Luck.*_ If the sword is on your person, you can call on its luck (no …

  • Holy Avenger

    _Requires Attunement by a Paladin._ You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates …

  • Defender

    _Requires Attunement._ You gain a +3 bonus attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your AC, instead of using the bonus …

  • Hammer of Thunderbolts

    You gain a +1 bonus to attack and damage rolls made with this magic weapon. _*Giant's Bane (Requires Attunement).*_ You must be wearing a _*[[Belt of Giant Strength]]*_ (any variety) and _*[[Gauntlets of Ogre Power]]*_ to attune to this weapon. The …

  • Sword of Answering

    _Requires Attunement by a creature with the same alignment as the sword._ In the world of Greyhawk, only 9 of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of …

  • Seeker Dart

    This small dart is decorated with designs like windy spirals that span the length of its shaft. When you whisper the word "seek" and hurl this dart, it seeks out a target of your choice within 120 ft of you. You must have seen the target before, but …

  • Storm Boomerang

    This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 ft, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the …

  • Orcsplitter

    _Requires Attunement by a Good-Aligned [[Dwarf]], [[Fighter | Fighter]], or [[Paladin | Paladin]]._ A mighty axe wielded long ago by the Dwarf [[:king-torhild-flametongue | King Torhild Flametongue]], Orcsplitter is a battered weapon that appears …

  • Windvane

    A silver spear, _Windvane_ has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of [[Yan-C-Bin | Yan-C-Bin]], …

  • Duelist's Weapons

    _The favorite weapon of a rogue._ *Weapon:* Light Blade (+1) *Critical:* 1d8 damage if you have combat advantage. *Power (1/Day):* You have combat advantage against the next creature you attack with this weapon on this turn.

  • Sword of the Spellbreaker

    _Weapon (any sword), uncommon_ You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you damage a creature that is concentrating on a spell with this weapon, that creature has disadvantage on the saving throw it makes to …

  • Bardbarian Flail

    _Weapon (flail), uncommon (requires attunement by a Barbarian or Bard)_ This flail has an elegant handle made of strong wood, and the skull of a beast as it's head. Small whistles, strings and bells have been worked into the weapon, and it creates …

  • Returning Dagger

    _Weapon (dagger), uncommon_ This curved dagger is fashioned out of black iron, and feels warm to the touch. The handle appears to be wrapped in leathery fiend skin, tied together with a tail. At the base of the dagger is a horn, with the symbol of the …

  • Thunderstone Bolas

    _Weapon (bolas), rare (requires attunement)_ You gain a +1 bonus to attack and damage rolls made with this magic weapon. Whenever you hit a creature with this weapon, it creates a thunderous jolt. That creature must succeed on a DC 15 Constitution …

  • Bow of the Wind

    _Weapon (longbow), Uncommon (requires attunement)_ This longbow has intricate carved flourishes erupting from the ends and around the grip that curve and curl from its form like massive hooked spines. As a ceremonial weapon, passed down within an …

  • Grenade of Elemental Explosion

    _Wondrous Item, Uncommon or Rare_ Shaped like a wine bottle but with a round bottom, the opaque glass corresponds in color and texture to the type of elemental power within. The air grenade is a pale blue and vibrates slightly. The earth grenade …

  • Maul of Tremors

    _Weapon (maul), rare (requires attunement)_ You gain a +1 bonus to attack and damage rolls amde with this magic weapon. While this maul is on your person, you cannot be knocked prone. As an Action on your turn, you may strike the maul on the ground …

  • Weapon of First Blood

    _Weapon (any), uncommon_ This weapon is crafted with sigils of tongues licking blood through razor-sharp teeth. When you use this weapon to deal damage to a creature at its maximum amount of HP, you deal an additional 1d6 damage. If you are at your …

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