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### Cataclysm's Trigger *requires attunement* A strange weapon, similar to a crossbow but with a unique ammunition and blasting mechanism. You can use your action to plant a Wyvernblast, a small mine that detonates if a creature steps on it, dealing 2d6 fire damage. Properties: Ammunition (300/500), two-handed Damage: 1d8 piercing
### Catastrophe's Light *requires attunement* A strange glaive accompanied by a giant insect. You can use your bonus action to mark a creature, which is then attacked by the insect at the end of your turn. The insect deals 1d8 slashing damage. This weapon has a +1 bonus to attack and damage rolls. Properties: Finesse, reach, two-handed Damage: 2d6 slashing
\columnbreak ### Decimation Claws *requires attunement* Bladed gauntlets that give off a dangerous energy. When you take the Attack action, you can attack with both gauntlets. You can also use your bonus action to enter a demonic frenzy. For one minute, when you attack a creature, you can also attack a second creature within 5 feet. Once you enter the frenzy, doing so again before taking a long rest inflicts two levels of exhaustion. Properties: Finesse, light Damage: 1d6 slashing
### Desolation's Overture *requires attunement* A spiked hammer that resembles a drum, this weapon can produce a powerful magical music. You can use your action to play the Overture, allowing one ally within 30 feet to roll 1d12 and add the number rolled to their next attack roll. Properties: Heavy, two-handed Damage: 1d12 bludgeoning
\pagebreakNum ### Destruction's Fusillade *requires attunement* A weapon visually similar to a crossbow, but with explosive ammunition. As an action, you can load a special ammunition known as Wyvernheart into the Fusillade. When you make a weapon attack with the Fusillade while the Wyvernheart ammunition is loaded, it automatically succeeds. The target and any creature within 5 feet must make a Dexterity saving throw with a DC of 14. On a successful save, the target takes half damage, and any other creature takes no damage. On a failed save, the target takes full damage, and nearby creatures take half damage. Properties: Ammunition (400/500), heavy, loading, two-handed Damage: 1d12 piercing
### Devastation's Thorns *requires attunement* A blade that resembles a brush, and a shield with sharpened edges, these items cannot be separated. The sword locks into the shield, and if one is more than 5 feet from the other, the sword will teleport into place in the shield. You can use a bonus action to lock the sword into the shield and extend it, transforming it into a greataxe. You can use another bonus action to separate it. The shield has a +1 bonus to AC in addition to its normal bonus to AC. Properties (Sword and Shield): None Damage (Sword and Shield): 1d8 slashing Properties (Axe): Heavy, two-handed Damage (Axe): 1d12 slashing
\columnbreak ### Doom's Shaft *requires attunement* A bow with massive thorns resembling teeth, through which the arrows are fired. When making an attack roll with this bow, you can choose to hold the arrow instead of firing it. On your next turn, if your target has not moved more than 5 feet in any direction, your attack roll automatically hits and is considered a critical hit. Once you do this, you cannot do so again until you finish a long rest. Properties: Ammunition (250/400), heavy, two-handed Damage: 1d10 piercing
### Dying Light *requires attunement* This powerful weapon resembles a greataxe in its normal mode, but can transform into a powerful greatsword with a bonus action. While it is in axe form, the weapon has +3 to attack rolls. While it is in sword form, the weapon has +3 to damage rolls. Properties: Heavy, two-handed Damage (Axe): 1d12 slashing Damage (Sword): 2d6 slashing
\pagebreakNum ### Eradication Flame *requires attunement* A unique lance accompanied by a powerful shield, the Eradication Flame has two options when you take the Attack action. You can strike with the lance, or unleash a powerful shelling blast. You can shell three times before requiring an action to reload the lance. The shield has a +2 bonus to AC in addition to its normal bonus to AC. Properties: Heavy Damage (Lance): 1d10 piercing Damage (Shell): 2d8 fire
### Eradication Vanguard *requires attunement* An axe and shield decorated with spikes, the Eradication Vanguard allows you to take the Use an Object action without stowing or dropping the axe or shield. Properties: None Damage: 1d6 slashing
\columnbreak ### Extermination's Edge *requires attunement* This extremely long blade has jagged spikes along its edge and radiates power. When you deal damage with this blade, it bolsters your spirit. If you deal damage five times within one minute, it gains +1 to attack and damage rolls. Properties: Finesse, two-handed Damage: 1d10 slashing
### Obliteration's Footfall *requires attunement* This oversized hammer is difficult for any but the strongest to wield. It requires 18 Strength to wield. When wielding, you can choose to use your bonus action to charge the hammer. For one minute, the hammer has +1 to damage rolls. Properties: Heavy, two-handed Damage: 2d8 bludgeoning
\pagebreakNum ### Perdition's Hand *requires attunement* A fearsome lance accompanied by an exceptional shield. The shield has a +2 bonus to its AC, in addition to the normal bonus to AC. When you attack with the lance, you can choose to charge, moving in a straight line up to your total speed and making a weapon attack against any creature in your path with disadvantage. Additionally, these attacks only deal half the normal damage. Properties: Heavy Damage: 1d12 piercing
\columnbreak ### Purgation's Atrocity *requires attunement* This monstrous axe requires great strength to wield. It requires 16 Strength to use. While it can be used to attack normally, its wielder can also store strength inside the blade, investing their time and power into a much more powerful strike. When you take the Attack action, you can use your bonus action to withhold your attack, and instead charge the blade. You can charge the blade twice. Each level of charge increases the damage of the blade. You cannot move without swinging the sword, and therefore releasing the charge. Properties: Heavy, two-handed Damage (Normal): 1d10 slashing Damage (Charged 1): 2d8 slashing Damage (Charged 2): 3d6 slashing