0% found this document useful (0 votes)
77 views7 pages

Unique Weapon Effects Overview

1. The document lists 71 magical weapon properties with short descriptions. Properties include effects like dealing additional damage types, changing weapon properties, conferring bonuses or penalties, and having additional combat or utility abilities. 2. Examples of properties include making the weapon feathered to potentially knock targets prone, making it thirsty to deal extra damage if not targeting the previous foe, allowing it to launch snowballs, or turning slain creatures into wood. 3. Some properties have longer-term effects, like one that causes corruption to spread from where the weapon is pointed or another that causes the wielder to take on draconic attributes over time. The properties cover a wide variety of combat and roleplaying effects.

Uploaded by

Logan Wilhoit
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
77 views7 pages

Unique Weapon Effects Overview

1. The document lists 71 magical weapon properties with short descriptions. Properties include effects like dealing additional damage types, changing weapon properties, conferring bonuses or penalties, and having additional combat or utility abilities. 2. Examples of properties include making the weapon feathered to potentially knock targets prone, making it thirsty to deal extra damage if not targeting the previous foe, allowing it to launch snowballs, or turning slain creatures into wood. 3. Some properties have longer-term effects, like one that causes corruption to spread from where the weapon is pointed or another that causes the wielder to take on draconic attributes over time. The properties cover a wide variety of combat and roleplaying effects.

Uploaded by

Logan Wilhoit
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Elements d10: 1 Acid – 2 Cold – 3 Fire – 4 Force – 5 Lightning – 6 Necrotic – 7 Poison – 8

Psychic - 9 Radiant - 10 Thunder.

properties:
1. Feathered: Weapon deals half damage. DC 15 wisdom save or fall prone, becoming
incapacitated and unable to stand up for one round.

2. Possessive: over the course of a week an evil deity will try to persuade you to do their
bidding. Action on this will give you advantage on your next roll and +1. Not complying
gives a minor curse and lose the +1.

3. Clownish: When talking to you for the first time they must succeed on a DC 10 wisdom
or laugh uncontrollably for 1 minute.

4. Thirst: Wielder gets 1d6 damage when not attacking previous target.

5. Tiny: Weapon becomes one size smaller ( tiny<-light<-normal<-heavy) yet it has no


effect on your ability to would it. damage decreases by 1 step
(1,d4,d6,d8,d10,d12/2d6,2d8).

6. False prophet: When inspected this weapon seems to have an extremely powerful but
unclear power.

7. Disintegration: Disintegrate any creature slain by this weapon.

8. Alcohol-intolerant: Every time you drink more than one mug of alcohol you begin
sweating. More than 1 will fall unconscious and need to roll a CON save ( dc 15 ). On a
fail you are poisoned for 1 day.

9. Cat person: All cats within 100 feet feel attracted to you.

10. Corruption: for every minute this weapon is pointed into the ground corruption spreads
5ft, slows down after 100 ft. Plant life will die within a day. Water becomes tainted within
an hour. Corpses Reanimate within the area as zombies. +2 while within the corruption.
The corruption retreats at 1/10th the speed of the spread.

11. Let live: Humanoids slain by this weapon are instantly reincarnated as a child ( look at
reincarnate spell for races ).

12. Snowball: When swinging this weapon in the air the user can launch a snowball up to 60
ft ( ranged attack, 1 damage)

13. Romantic: Once per short rest you can conjure a beautiful red rose.

14. Fabulous: roll (1d6), all fabric touched becomes: 1 white, 2 black, 3 green, 4 gold
colored, 5 brown, 6 pink.

15. Shadow less: no shadow/reflection.


16. Undying: Weakness to radiant damage, necrotic damage is converted to healing. Cannot
be healed by healing which doesn't work on undead.

17. Stonecutter: This weapon seems to slice through stone like it's butter. It cannot slice
through butter though.

18. Wood alchemy: When a creature dies by this weapon it is turned into wood.

19. Inked: Leaves a 2 millimeter spot on parts hit. Can be removed on will.

20. Magnetic: Attract all small metal object within 2 ft.

21. Alcoholic: Hilt/other part of the weapon becomes a container. when opening it it is
always filled with a highly alcoholic substance. any substance put in the container
quickly becomes alcoholic. THe containers fills up over a period of 3 hours.

22. Choice Weapon: Weapon mentally tells you which target it want to attack. Advantage on
attack rolls against that target. Otherwise disadvantage.

23. Entitlement: You feel like you deserve more luxury. Your expertise with wealth had
taught you how to punish the common folk. Throwing money/gems deals 1d4+finesse
damage (coins), 1d8+finesse (gems)

24. Trickster: When attuned this weapon allows you to pull up to three bunnies from your
sleeve. You also gain advantage on any rolls concerning a deck of cards.

25. Blood Thirst: Drinking a mug or more blood will give you 1d6 temp HP. When not
drinking blood for more than 6 hours you gain disadvantage on attacks with this weapon
and lose 1 max HP every hour. Restore 1d8 lost max HP on long rest.

26. Ghastly: deal necrotic damage and target incorporeal. Do not use ability modifiers for
damage.

27. Solar powered: when in sunlight this weapon functions as a +1 weapon. Otherwise it is a
-1 weapon.

28. Flint: Weapon becomes grey/brown-ish. Striking a solid stone/metal surface will light this
tip with a small flame ( see torch ). 8 charges, regenerate d4 charges per long rest. At 0
charges the weapon will break.

29. Elastic: Gives weapon reach, Weapon deals -2 damage within 5 ft range. Ranged
weapons attacks gain 20 ft to their range.

30. Exploding: Attacks made with this weapon have a 1/6 chance of causing an explosion
dealing 1d6 force damage to all creatures within 10 ft en blowing them back 10 ft.

31. Returning: When further than 15 feet away from it's attuned owner it will warp back to the
attuned hands.
32. Aerodynamic: Can throw weapon for +3d8 damage (literally throw ranged weapons as
well)

33. Draconic: Gain draconic scales over a week. Roll an element Gain resistance to that
element and gain breath as a dragonborn.

34. Seductive: Advantage on persuasion checks based on seduction ( voice inclusive )

35. sponge: Absorbs up to 50 gallons of liquid.

36. Dancing: Advantage on performance checks made with these weapons

37. Elemental: roll elements, all damage becomes of said element, attack/damage modifier
becomes int/wis.

38. Force lock: Throwing this item at a door will force is to open, roll a d6, on a 1 the item is
destroyed.

39. Triumphant failure: Upon rolling a 1 with an attack, you will stumble and luckily landing
on your opponent, the attack will hit but your weapon will be stuck in the target. The
string of ranged weapons breaks instead.

40. Vicious: +2d6 damage, 1d6 damage to self

41. Cryogenic: When reaching 0HP all within 5ft enter a cryogenic state. All those affected
will be encased in a block of ice lasting 2d4 turns. During this state no death saves
occur.

42. Ignition: Using the command word scribed on the weapon. It deals 1d6 extra fire damage
but will damage the user for 1 damage cumulative each turn due to the heat. When
turned off the damage drops by 2 per turn. (first turn 1 damage, second turn 2 damage,
third turn 3 damage (turn off) fourth turn 1 damage )

43. Sight-shift: Pointing this weapon at the forehead of a creature within 100 ft allows you to
see what it sees. this last up to an hour

44. Dueling: Once per long rest you can declare a duel. The target is forced to fight you until
death. Or until you surrender/allow him to surrender.

45. Forceful: A successful attack with this weapon will blow the target 10 ft away.

46. Huge: Weapon becomes one size larger ( light->normal->heavy->HEAVY+REACH) yet it


has no effect on your ability to would it, damage increases by 2 step
(1,d4,d6,d8,d10,d12/2d6,2d8, 2d10).

47. Precision: -4 to hit, +10 to damage.

48. Weapon glows within 1000ft of enemy type (1d8):1 Beast, 2 Celestial, 3 Construct, 4
Dragon, 5 Elemental, 6 Fey, 7 Fiends, 8 Undead
49. Shovel: Striking the ground will remove 20x20x20 ft of soft material ( non-solid, so no
metal/stone ) like dirt sand or liquids.

50. Woolly: In a day, you will develop a woolly fur which gives you resistance to cold
damage and immunity to cold effects.

51. Deviant: +2 when action against the law/authority.

52. Lightbane: absorb all light within 20 ft and gain darkvision for 3 rounds.

53. Gifting: When you give this item to someone he/she is forced to answer next question
asked truthfully and intently

54. Heat-blade: when It's above 30C this weapon glows dim light in 30ft and the blade
becomes hot and deals +1d6 fire damage.

55. Lawful: +2 when acting directly in the name of the law.

56. Scraping: When wielder casts a spell gain spell-level temp HP until next long rest. This
effect stacks with itself and can stack up to caster level*2.

57. BioWeapon: Attacking plants or plantlike creatures will rejuvenate them. Other creatures
struck must succeed on a recurring DC 12 con save or be poisoned and take 1d5 poison
damage.

58. Invisible item: +3 to attack rolls, -1 vs melee attack AC

59. Spell Storing: Pale clear gem, can contain the magical energy of one spell up to spell
slot lvl 4 cast at the user. User can use it's action to release the contained spell. A
second spell will cause the energy to unleash dealing 4d6 damage to the user.

60. Sweet: This weapon tastes sweet. When tasting it before/during a short rest all hitdice
rolls are increased by 1. Stores 6 "tastes" Weapon breaks with 0 tastes. 25% to recover
a stack on long rest. Color changes after tasting it ( jawbreakers effect )

61. Opportunist: attacks of opportunity and attacks with advantage deal +1d8 damage.

62. Battle Charge: Charger feat (PHB 154), if you already have charger you gain advantage
and +10 dmg instead of +5.

63. Cataclysm: As an action you can leap 20 ft and attack after that. Magical cats join you in
your leap and deal 1d4 cat damage to all enemies within 5 ft of the landing point.

64. Conduit: May use magic modifier instead of str/dex for attacks. Weapon attacks count as
magical.

65. Superior Critical: Roll max damage on the critical hit on 2 damage dice ( not the normal
weapon dice or other bonuses)
66. Charging: Focusing on your weapon for one round will guarantee your next hit is a
critical hit.

67. Dashing: This weapon allows you to dash as a bonus action and look great doing so.

68. Focusing: Weapon becomes a focus for all casting and is able to speak somatic
components of spells.

69. Poet: After casting your spell with a rhyme, your spell save DC/attack roll is increase by
2.

70. Superposition: Two weapons appear. The second one becomes invisible to everyone
but the first person attuning to it. If the visible one gets stolen or is otherwise out of
possession it becomes invisible and the Invisible one becomes visible for everyone.
When the weapon is invisible under this effect it cannot inflict harm. You can use your
action when holding one of the weapons to know the location of the other.

71. Corrosive: this weapon will infer a -1 AC to armored target for every hit. Armor is
destroyed with the base value reached 10.

72. Draining: Roll d6, on hit and after a DC 15 con safe weapon drains 1 of said stat (1:str,
2:dex, 3:con, 4:int, 5:wis, 6:cha). If the stat becomes 0 the target dies. The stats return
on a long rest.

73. Enthralling: You can force all creatures within hearing range to listen to you while you
speak uninterrupted (requires concentration). Wis save DC 18. Auto safe if can't
hear/charm immune. Advantage on save if you are fighting with the speaker. It stops if
you end speaking.

74. Forceful: On attack, str save DC 12, 5ft knockback and knocked prone.

75. Ice Traveler: +2 ice damage. Can freeze an area up to 50x50ft with strength to hold up
to 2000lb. Lasts 1 hour or until canceled.

76. Stonebinding: Weapon gains an gem-eye somewhere on it (bottom of hit or something


similar). Point eye of blade to target. Con save DC 15, on fail petrified for 1 hour. Once
per long rest.

77. Creator: Striking the ground will raise a 20x20x20 of struck material. Lasts 15 minutes. 6
charges, d4 charges on LR

78. Dragon Image: Once per day. You can use your action to force a DC18 wisdom save on
everyone of your choice within 60 ft. On a fail you look like a dragon and target is
frightened for one turn.

79. Revengence: Next Attack after being hit deals +1d8 damage.

80. Riposte: Once per turn you may use your reaction to counterattack a melee attack
against you.
81. Swift: A slight gust it always behind you, + 5 speed and advantage on initiative.

82. Hunter: Sense creatures within 1000ft of type (1d8):1 Beast, 2 Celestial, 3 Construct, 4
Dragon, 5 Elemental, 6 Fey, 7 Fiends, 8 Undead

83. Tremor: Can stab/bash the ground, all units within 20 ft must make a DC 16 Dex save or
fall prone.

84. Animated: Can use action to make weapon float. Can use bonus action to move or
attack with this weapon.

85. Exposed weakness: 1/short res. Roll advantage ( or disadvantage on save ) and max
damage caused by an action. +1 exhaustion

86. Lethal: Deal triple damage on critical hit.

87. Martyr: Can use your action reduce current and maximal hp self to heal someone for
twice that amount. This reduction is nullified on long rest.

88. Poisoned: Poison infused in the metal, con DC 14 deal 2d6 poison damage.

89. Warping: Once per long rest: As a reaction when getting hit you can change position
with someone (not the attacking person). It takes the blow instead.

90. Targeting: You can feel the presence of a creature struck by this weapon within 5 mile.

91. Thorny: Once per long rest: As an action you can cast entangle in a 40 ft line.

92. Disabling: spell save DC +2.

93. Gating: Once per day: open a small portal between you and a point within 30 ft. The
portal is big enough to stab/grab through or a tiny creature. It lasts 12 sec/2 rounds.
Portal cannot be created within solid matter. ( int save roll for creature to understand that
he can stab back.)

94. Lavablood: When taking damage there is a 25% chance little blobs of lava spew from
your wound dealing 1d8 fire damage to the attacker if it is within 5 ft. You also feel warm
all the time.

95. Overlord: As an action summon an imp for 5 minutes. Up to 3 per long rest.

96. Sentience: +2 weapon and speak telepathically with wielder (see DMG on sentient
weapons)

97. Spirit caller: Call out a deceased persons name. The spirit of that person will enter the
weapon if willing or DC 18 wisdom save. Lasts one week, the same spirit cannot be
bound again.

98. Warping: Once per long rest: As a reaction when getting hit you can change position
with someone within 100 ft (not the attacking person). It takes the blow instead.
99. Sacred: Choose a deity. While not opposing this deity this weapon is a +2 weapon. On
crit fail roll d10. On a 10 the deity intervenes.

100. Wishing blade: Grant one wish of the user.

You might also like