Magic Items
Weapons
Blood Sword
Longsword, Very Rare (requires attunement)
This weapon was bathed in the blood of all creatures, friends and foes alike. The blood powered it's wielder and so the sword sought more, and more, and more.
This weapon grants a +1 bonus to attack and damage rolls you make with it.
Blood Drain. Whenever you damage a creature that is not undead or a construct with this sword, you regain an amount of HP as equal to your proficiency bonus + 1 + your Constitution modifier.
Thirst for More. When this blade is used to damage a creature and the wielder regain hit points via Blood Drain, the creature attuned to this weapon is affected by the Flesh Rot disease (See: DMG). The disease cannot be detected by usual means and has no effect and shows no signs of even existing until the user unattunes to this weapon.
Cerelcion
Greatsword, Very Rare (requires attunement)
This weapon was wielded by a great warrior who left nothing but corpses in his wake. His brutal and bloody legacy has left an impression in this blade.
This weapon grants a +2 bonus to attack and damage rolls made with it.
Bladed Savagery. Before you roll to attack with this weapon you may choose to use no hit bonuses but gain damage on this attack equal to 3 x your Strength modifier.
La Feu du Solei
Dagger, Rare (requires attunement)
This weapon was created by a child with the sun as the furnace that blew flame unto the unborn blade. But the child made it not into a grand sword, but a dagger because the baby, being small thought this was the right size.
This weapon grants a +1 bonus to attack and damage rolls made with it.
Blaze. When you land a critical hit with this dagger you may roll an extra 2d4 damage, half fire and half radiant.
Beremuil
Longsword, Very Rare (requires attunement)
This weapon is the sister to Cerelcion and was wielded by the brother of the berserker madman. The brother was never one for a fight but always seemed to get out of tricky situations with his head. This sword reverses the luck of it's wielder.
This weapon grants a +2 bonus to attack and damage roll made with it.
Flipped Chance. Whenever you roll a natural 1 on an attack roll with this weapon it counts as a critical success. When you roll a natural 20 on an attack roll with this weapon it does not land a critical hit but counts as a 1 on the die although this does not count as a critical fail.
Ether. When you land a hit with this weapon you may activate this effect. Roll 5d4 and consult the table below to see what happens. You must roll as many 4s on the d4 as you can. Each 4 you get earns you more effects and you get all effects up to the effect under the number of 4s you rolled.
How many 4s you roll | Effect |
---|---|
1 | You recover 1d6hp |
2 | Your damage increases by 1d6 force damage |
3 | Roll a d20, before the end of your next turn you may replace any d20 roll with that one |
4 | You provoke no attacks of opportunity until the start of your next turn |
5 | You count this attack as a critical hit (if the attack was already a critical hit then roll an additional damage die for this weapon) |
Void's Child
Halberd, Legendary (requires attunement)
The Void's Child was created to be the bane of all man-made things. It destroys anything that is not more than what it seems.
This weapon grants a +1 bonus to attack and damage rolls made with it.
Shatter. When you land a critical hit you destroy any non-magical/ non-living thing that you hit. This can be items being worn or carried by others.
Shred. Whenever you miss an attack on a creature wearing armor or using a shield that is non-magical, you reduce their total AC by 5 until the start of their next turn.
Demon's Protector
Longsword, Rare (requires attunement)
This sword has been forged to be the anger of demons against all of the other races.
When a fiend (demon) attunes to this weapon they become proficient in it if they are not already. It also grants a +1 bonus to attack and damage rolls made with it.
When a creature that is not a fiend (demon) attunes to this weapon they become a beacon for demons within 1 mile, all demons in that area immediately know of the attuned creature's location and believe the creature to be an easy target. Additionally each morning roll a d20, on a 1-15 roll a d4 +2 and that many Balguras appear at random locations within 30ft of you.
Sword of the Disnomian Emporor
Longsword, Legendary (requires attunement by a paladin)
The sword wielded by the disnomian emperor is one that turns the light to darkness, the fires that burn and light the way for others darken you path and cause other pain.
This sword grants a +3 bonus to attack and damage rolls made with it.
Dark Amusements. While attuned to this weapon when you cast smite the damage type changes to necrotic. Fire within 60ft of you also provides no light and actually casts darkness where its light would spread.
Hellfire Aftermath. After casting smite with this weapon your target takes an extra amount of damage equal to your Charisma modifier.
Illusory Flame Blade. As a bonus action while holding this sword you may use a level 1 spell slot to cause the blade to erupt with purple and black flame. When you land a weapon attack with the weapon while this is active you deal an extra 1d8 necrotic damage and heals you for the damage dealt.
Cartian's Scythe
Scythe, Legendary (requires attunement by a sorcerer or a warlock)
This scythe was wielded by the first sorcerer and was used to focus her magical powers into existence. As the years went by the scythe became magical through its constant usage.
The scythe grants a +1 bonus to attack and damage rolls made with it.
Cartian's Protection. This scythe acts as a spellcasting focus for its wielder and grants a +2 bonus to spell attack rolls and spell save DCs while wielding it.
Spells. When you cast a spell while using this scythe as the focus you do not expend a spell slot if the spell is cast at 2nd level or lower.
Blade of Darkness. You may use Charisma instead of Strength for calculation attack roll bonuses and damage bonuses.
Soul Harvest. You may place this scythe in a dead creature's corpse that is not an undead for 1 minute. After that minute you gain the benefits of a short rest once per long rest.
Cartian's Nightmare. When an attuned creature dies their soul is devoured by the scythe.
Spear of Stunning
Spear, Rare (requires attunement)
The end of this spear has two small iron prongs at the end of it that buzz with electricity. When you land an attack with this weapon the target must succeed on a DC 12 Constitution saving throw, on a fail the next attack roll against that creature has advantage OR the next attack roll that that creature makes has disadvantage (whichever happens first). A creature immune to lightning damage is immune to this effect and creatures that are resistant to lightning damage have advantage on the saving throw.
The Oni's Iron Club
Maul, Uncommon (requires attunement)
This club is a Kanabo that belonged once to a minor fiend and it has imbued itself with the fiendish energy of its master. When you land an attack with this weapon you may activate this effect to count that hit as a critical hit once per long rest.
Sah Chakram
Greatsword (technically), Legendary (requires attunement by a rogue)
This Chakram is huge, it would be cumbersome to an inexperienced weapons master. It has the Finesse property and the Thrown property 15/30ft.
The chakram grants a +2 bonus to attack and damage rolls made with it.
Flash Step. As a bonus action you may teleport up to 10ft, when you do this if you take the hide action afterwards the action has advantage.
Lunar Dash. When you take the dash action you may move an additional 10ft. If you make an attack after doing this on the same turn then the attack deals an additional 1d6 Slashing damage.
Chain Crash. As an action while wielding the chakram you may throw the chakram out in a 15ft cone. All creatures in that area must make a DC 15 Dexterity saving throw, taking 6d6 Slashing damage on a failed save or half as much on a successful one. Once you use this feature you cannot do so again until you finish a long rest.
Halo. You may, as a bonus action to deals an additional 1d10 Force damage to any targets you hit with the Sah Chakram that round.
Goyen's Great Sword
Greatsword, Legendary (requires attunement by a paladin or a fighter)
The great sword that once belonged to the warrior Goyen is bathed in blood that it can never forget.
The greatsword grants a +2 bonus to attack and damage rolls made with it.
Great Sword Defense. As an action you may use the Greatsword to guard your body gaining a +3 bonus to AC until the end of your next turn.
Executioner. When you land an attack with this sword you may use a bonus action to ignore resistances on your target creature for that attack. You may do this one time before you must finish a long rest until you may use this again.
Pulverize. If you cast Divine Smite through this weapon the damage becomes Bludgeoning damage.
Flow: Overwhelm. When you damage an undead with this sword the undead takes half damage but when you damage a living creature they cannot take reactions until the start of your next turn.
Kamasylven Smord
Shortsword, Legendary (requires attunement by an elven ranger)
This sword was crafted from the magic of the elven goddess. Its power flows through any who wield it and can overwhelm the weaker mind.
The shortsword grants a +2 bonus to attack and damage rolls made with it.
Spirit Shackles. When a creature attunes to this weapon if they are not of a good alignment, they must make a DC 18 Charisma saving throw. On a failed save taking 10f6 psychic damage and becoming unattuned, on a successful save taking half damage.
Natures Tremble. While wielding this weapon you may use an action to cast any of the following spells using your own spell slots:
- Hail of Thorns
- Plant Growth
- Haste
- Commune with Nature
- Grasping Vine
Regeneration. When you take a short rest you regain an extra 2d6 +2 hit points.
Tantu's Iron Buster
Legendary (requires attunement by a berserker with a strength score of 14 or higher)
This weapon is literally a small cannon on one of your arms. While on your arm (attuned) you cannot use that hand for anything other than this cannon.
Attacks with this weapon use Strength and on a hit they deal 4d10 Bludgeoning damage. This weapon has the loading property and after each shot you must use an action to reload the cannon. It has a range of 60/120ft.
Abilities that ignore loading properties do affect this.
Giant Leap. With one empty shot from this cannon you may launch yourself up to 120ft in any direction.
Flame Buster. You may attack with no ammunition in this weapon with a maximum range of 30ft and on a hit the attack deals 3d10 Fire damage.
Daru's Celestial Bo Staff
Quarterstaff, Legendary (requires attunement by a monk, cleric or bard)
This bo staff commands the respect of all beasts no matter their opinion of the wielder.
This quarterstaff grants a +3 bonus to attack and damage rolls made with it.
Rain Curtain. While holding the staff you may cast any of the following spells once per day. Once you use a spell you cannot use any others until you finish a long rest.
- Hold Monster
- Geas (only on a beast)
- Polymorph (not on yourself)
- Awaken
- Locate Creature
Hielang: Howling. When you speak a command to a beast as a bonus action, that creature must succeed on a Wisdom saving throw, on a failed save being forced to follow your command unless the command is self destructive. On a successful save that creature is immune to this command for the next 24 hours.
Haeam's Crescent Blade
Naginate, Legendary (requires attunement by a fighter)
The naginate of Haeam spins with the fire of the spirit of it's master and waxes and wanes with them.
This naginata grants a +2 bonus to attack and damage rolls made with it.
Musa's Soul. When you land an attack with this naginata you deal 1d4 damage instead of the usual weapon damage and you deals an extra 1d4 fire damage if you have a +1 charisma, 2d4 of your charisma is +2 and increasing up to 5d4 fire damage when you have a +5 charisma modifier.
Projection: As an action you cast Aganazzar's Scorcher (4th level).
Counter Assassination. When a creature within 5ft of you makes an attack roll against you, you may use your reaction to make an attack roll against that creature using this weapon.
Maehwa's Kerispear
Greatspear, Legendary (requires attunement by a fighter)
This greatspear is infused with the cold that brings countries to shivers and sets fires out across the land.
This greatspear grants a +2 bonus to attack and damage rolls made with it.
Genral Apricot. You may use a bonus action to infuse yourself with ice powers of war. You gain the following benefits while this is active:
- +1d6 Cold damage on all weapon attacks
- Immunity to Cold damage
- +10ft of movement
This lasts for 1d4 +1 rounds and afterwards you cannot use this again until you finish a long rest.
Petal Bloom. Once per long rest you may choose to attack all creatures within 5ft of you at once. This lasts until the end of your turn and applies to all attacks that you make during that time with this weapon.
Sleet Steps. When you take the dash action you may make one attack as a bonus action with advantage.
Holy Lancia
Spear, Legendary (requires attunement by a paladin)
This lance reflects the light of the sun and harnesses it to smite foes and protect allies.
This spear grants a +2 bonus to attack and damage rolls made with it.
Noble Spirit. You gain immunity to Radiant damage.
Sancitas de Enslar. You may use a 3rd level spell slot to, as a bonus action, teleport up to 120ft to a location you can see as long as you are in bright light.
Breath of Elion. As an action you restore 1d12 + your charisma modifier as hp to as many allies as you would like within 30ft. This uses a 3rd level spell slot.
Enlightened Garbrace
Iron Knuckles, Legendary (requires attunement by a Chaotic monk)
These gauntlets are inbued with the essence of fire and rage. They can be controlled only by the most disciplined of warriors.
These iron knuckles grants a +2 bonus to attack and damage rolls made with it.
Descent of Fury. As a bonus action you enter a state of rage. You gain the following feature while in this state:
- You unarmed strike deal 1d4 extra fire damage.
- You may use a KI point to increase your damage dealt by 1d4 fire damage on an unarmed strike
- When you use Flurry of Blows you gain 1 AC until the start of your next turn.
Hell Break. When you successfully grapple a creature they take 1d10 fire damage.
Rampaging Predator. When you move at least 20ft before making an unarmed strike you gain advantage on the first attack roll made and if it hits, all creatures within 5ft of your target take 1d4 fire damage.
Banha's Cestus
Iron Knuckles, Legendary (requires attunement by a Lawful monk)
These gautlets harness the raw might of a dragon combined with its wisdom.
These iron knuckles grants a +2 bonus to attack and damage rolls made with it.
Dragonize. You creature type changes from whatever it used to be to dragon. You also gain resistance to cold damage.
Tranquility. As an action you focus on your inner being and restore 1d4 Ki points. You must finish a long rest before doing this again.
Dragon's Rip. When you take the attack action on your turn you may use 3 KI points as a bonus action to inflict a Strength saving throw on all creatures within 10ft of yourself. On a fail they are knocked prone.
Infinite Fortitude. As an action you may brace yourself against pain, until the start of your next turn all damage you take is halved. You cannot take reaction during this time or focus on concentration effects.
Crimson Glaives of Antiquity
Nunchuka, Legendary (requires attunement by a spellcaster)
These Glaives hold in them the power of blood and the ferocity of a demon. They deal Slashing damage instead of Bludgeoning.
This nunchaku grants a +2 bonus to attack and damage rolls made with it.
Soul Raid. As a bonus action you reduce your own hit points by 1d10 + your spellcasting ability score. You then gain advantage on one D20 roll of your choice that you make within the next minute.
Anihalation. When you land an attack with these glaives you may active this using a 2nd level spell slot to restore 1d10 + your spellcasting ability score as hp.
Taunting Death. You may, as an action, reduce your own maximum hit points by 3d10 + your spellcasting ability score (reverts to normal when you finish a long rest) and in return for this, restore 1 spell slot of your choice that you have expended. Instead of restoring a spell slot you may instead choose to have Death Ward cast on yourself until you finish a long rest or it is activated.
Greatbow of Light
Longbow, Legendary (requires attunement by a Good ranger)
This greatbow launches arrows made of the light of the sun, the light that gives life to everything you see in front of you.
This longbow grants a +2 bonus to attack and damage rolls made with it.
Righteous Fire. This bow requires no ammunition and if you use no ammunition, the damage it deals is radiant.
Light's Mark. When loose an arrow with this bow you may choose to, on a hit, restore health instead of dealing damage. You roll the damage die but restore that amount of HP instead of damaging with it. Once a creature has received healing in this way, they cannot do so again until they finish a long rest.
Light's Path. As a bouns action you stand completely still effectively causing yourself to become restrained (no attack roll penalties). Your range with this weapon then doubles until you leave this stance as a bonus action.
Godr / Aad Shpera
Legendary (requires attunement by a wizard that is at least 10th level)
These spheres can be summon to an attuned creature's hand at any time and when not summoned sit in a pocket in space. The hold the power of elements in them.
Commune: Calling. The Sphera can be used as a spellcasting focus. When it is it grants a +3 bonus to attack rolls and spell save DCs made with it.
Commune: Attack. When you cast a spell through the Sphera that deals Fire, Cold, Lightning, Poison, or Acid damage then the damage is increased by your spellcastinig ability modifier if it is not already.
Psyche of the Aad Sphera. When you cast a spell while using this scythe as the focus you do not expend a spell slot if the spell is cast at 3rd level or lower.
Controlled Madness. As an action you may cast the Conjure Elemental spell using the appropriate spell slot.
Narusawa's Sura Katana
Longsword (x6), Legendary (requires attunement by a rogue or a fighter)
This group of six katanas hold no power when not in a group but when together, they strike with the finesse of a thousand needles.
These longswords grant a +2 bouns to attack and damage rolls made with them and they all have the Finesse property.
Asura. As an action you may restore 4d4 hp to yourself and you gain advantage on the next attack roll you make.
Serpent Ascension. You may draw or sheath any one of these 6 katanas as a free action on your turn.
Seamless. Each blade has a technique that is infused in into it.
- Corrupt Swords Dance This blade lands a critical hit on a 19 or 20
- Murderous Intent. This blade deals 1d12 Slashing damage when wielded with two hands
- Execution. These two blades deal 1d10 Slashing damage when wielded in one hand
- Bloodthirst: Katana Shower. With this blade you may cast Cloud of Daggers (4th level).
- Sura ChaosSpree. This blade grants a +2 bonus to AC when wielded with two hands
Imperious Vediant
Greatsword, Legendary (requires attunement by an Evil aligned ranger, sorcerer or warlock)
This Greatsword harnesses the powers of the light and darkness in a deadly ferocity. It can also turn into two longswords.
This greatsword grants a +2 bonus to attack and damage rolls made with it.
Hallucination Gap. As a bonus action you may change the greatsword into two longswords.
Cluster of Despair. While in longsword form the longswords gain the Thrown property 30/60ft. When thrown they immediately return to your side.
Seed of Catastrophe. While wielding the Greatsword you may use an action to cast Call Lightning (Necrotic damage)(6th level) using one 3rd level spell slot. When you do this you cannot do so again until you finish a long rest.
Flow: Spirit Blaze. As a bonus action when you land an attack within 5ft of you with this weapon, you may increase the damage by 1d8 Radiant and 1d8 Necrotic.
Artifacts
Heartcleaver (Baphomet's Weapon)
Glaive, artifact (requires attunement)
Heartcleaver is the weapon of Baphomet and enbraces the same fierce, primal views that it's master does. It rails against the chains of law and order as it urges those around it embrace their beastial sides and thrive as savage beats that view strength as the one and only true power.
Sculpted with a four pronged crown on it's backside this glaive has three bolts inlaid into it's blade and never shines no matter how well it is cleaned for it needs not beauty except for decorations of it's enemy's heads.
When a creature that is not a Chaotic Evil minotaur attempts to attune to this weapon they must make a DC 17 wisdom saving throw. If the creature fails the saving throw then they become a Chaotic Evil being under the DM's control and they grow two large horn like that of a minotaur giving them a gore attack that deals 1d6 + strength modifier piecing damage on a hit. While controlled in this way, if the creature loses the glaive (even if they are no longer attuned to it) they retain their new allignment and do anything in their power to find it again. Only a Remove Curse Spell cast at 9th level or a Wish spell can stop this effect. If the creature succeeds on the saving throw they take 10d6 psychic damage. Either way they gain a madness from the Madness of Baphomet table (see: Mordenkainens or Out of the Abyss).
Heartcleaver is a magic, sentient glaive that grants a +1 bonus to attack and damage rolls made with it. It also grants a +3 bonus to attack and damage rolls made with natural weapon attacks while attuned to it.
Random Properties. Heartcleaver has the following random properties:
- 2 minor beneficial properties
- 1 major beneficial property
- 2 minor detrimental properties
- 1 minor detrimental property
The detrimental properties of Heartcleaver are suppressed while attuned to Baphomet himself.
Labyrinthine Recall. While holding the glaive you can perfectly recall any path that you have traveled and are immune to the Maze spell.
Predatory Presence. While attuned to this weapon you emanate the aura of a wild predator. Beasts and creatures with 3 or less intelligence see you as a predator and either run from you or attack on sight. Additionally you gain advantage on Charisma (intimidation) checks and are immune to the frightened condition.
Savagery is Strength. While holding this weapon your strength score is a 24. If your strength score is already 24 or higher then instead your strength becomes a 27.
Reckless. At the start of your turn and while holding this weapon you may choose to grant yourself advantage on all attacks you make with this weapon that round but all attacks made against you have advantage as well.
Primal Ferocity. When you land a critical hit with a natural weapon you have while attuned to this weapon then you may roll an additional two die of damage of your natural weapon's type.
Sentience. Hearcleaver is a semi-sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 18, and a Charisma of 16. The weapon can communicate empathetically with it's whoever is holding it (no attunement required).
Personality. The galive's purpose is to destroy all of civilization in the name of it's master and can think of nothing else. It relishes as it's wielders descend into primal fits of savage rage and anger and will attempt to corrupt any who do not already experience these fits.
Destroying the Glaive. The only way for the glaive to be destroyed is for it to be destroyed by Butcher, the flail of Yeenoghu. A creature attuned to both Butcher and Heartcleaver can use their action to will the Beast of Butchery into the flail to exact it's twisted anger on the glaive. Both Butcher and Heartcleaver must make opposing Charisma (intimidation) checks against one another with the higher of the two rolls allowing the weapon to destroy the other. If the checks are equal to or less than 5 numbers (on the roll) apart then the weapons turn to ichor and return to their masters in the abyss.
For the purposes of this check the flail has a wisdom score of 18 (+4). Both weapons are proficient in intimidation and use their attuned creature's proficiency bonus for the check.
The creature who wills this to happen must also make a Charisma saving throw against the highest roll from Butcher and Heartcleaver's standoff. If the creature fails it takes 30d6 phychic damage and gains two random madnesses from the Madness Table of Baphomet and two more from the Madness Table of Yeenoghu. These madnesses can only be removed by a Wish spell.
Angdrelve (Graz'zt's Greatsword)
Greatsword, artifact (requires attunement)
The Wave of Sorrow mirrors the beauty of it's master and through that conveys it's deadly nature. The blade reflects the slightest light and causes shadows to dance like puppets in it's presence.
The wavy, hooked, jagged blade Angdrelve seems almost peaceful to a simple onlooker. But touch this beauty, but brush by it's razor or look too deep and you will find only evil. For this sword, through all it's beauty, is as deadly as the sin that crafted it.
Whenever a creature attempts to attune to this weapon they must make a DC 17 charisma saving throw. If the creature fails the saving throw they immediately become consumed by their desires and indulge immediately no matter the consequences. They cannot be reasoned with by any means and will become violent if provoked. When they have indulged themselves they then die and their soul goes to Graz'zt in the abyss. If the creature succeeds in the saving throw they take 10d6 psychic damage and until their attunement to the greatsword ends, every creature that sees, hears or feels them must succeed on a DC 18 Charisma saving throw or become sexually attracted to them. This attraction can be lifted only by a Wish spell.
Angdrelve is a magic greatsword that grants +3 to any attack or damage rolls made with it.
Random Properties. Angdrelve has the following random properties:
- 3 minor beneficial properties
- 1 major beneficial property
- 2 major detrimental property
The detrimental properties of Angdrelve are suppressed while attuned to Graz'zt himself.
Spells. The greatsword has 7 charges. While holding it you may use your action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: Charm Person (1 charge), Suggestion (1 charge), Crown of Madness (1 charge), Dominate Person (2 charges), Invisibility (2 charges), Mass Suggestion (3 charges), or Shapechange (4 charges). The greatsword regain 1d4 +3 charges at dusk.
While attuned to the greatsword, Graz'zt or a follower blessed by him can cast each of the greatsword's spells using 2 fewer charges.
Compelling Beauty. When a creature touches Angdrelve they must succeed on a DC 17 wisdom saving throw or immediately attune to the greatsword. If the creature fails treat it as if the creature had succeeded on the save for attuning to this weapon described earlier in this description. This does not activate if the weapon is attuned to another creature already or if it being wielded.
Poisonous Beauty. While holding the greatsword a creature may activate this ability as a bonus action. Once they do purple poison seeps through the blade and drips from it's edges. When a creature other than it's weilder (if they are attuned) touches it in this state they must succeed on a DC 18 Constitution saving throw or take and additional 4d8 poison damage, on a success a creature takes half as much poison damage. This lasts for 1 minute once activated.
Lustful Beauty. When a creature within 30ft of the sword (other than it's wielder, assuming they are attuned) falls prey to the charmed or frightened conditions, instead of the caster or the cause of this effect being the target for the creature's fear or love, the sword is, unless Graz'zt is wielding it.
Deceitful Beauty. The creature attuned to this weapon is immune to the charmed condition. Additionally when attuned to this weapon if you roll below a 14 on a Charisma (deception or persuasion) check the roll counts as a 14.
Destroying the Sword. The only way for Angdrelve to be destroyed is for the sword to be denied blood for 1 year while attuned to a creature. The attuned creature must also find no joy or pleasure in anything at all for that year or else the destruction fails.
If this blade kills a creature and it's wielder feels regret then roll a d20. On a 1-19 the sword melts into ichor and returns to Graz'zt in the abyss.
Butcher (Yeenoghu's Weapon)
Flail, artifact (requires attunement)
The chosen weapon of the Gnoll Lord is nothing short of brutal. It's three spiked tips are imbued with the madness that resides in the demon himself. The flail can cause it's foes to be subjected to many ailments by simply touching it.
Butcher, unlike it's "brothers" has no sentience but it's mere presence is enough to drive even the most sane of men wild with rage and the mosts sturdy of warriors to falter and give way.
Whenever a creature attempts to attune to Butcher they must make a DC 17 constitution saving throw. If the creature fails then they mutate and and subjected to immense pain as over the course of 1d4 rounds they turn into a Flind (see: Monster Manual). They become an NPC under the DM's control as their mind is lost to the rage and overwhelming desire to kill that Yeenoghu has passed to them. Only a Wish spell can restore the creature to it's right mind. If the creature succeeds on the saving throw then their teeth become like fangs and their mouth widens like that of a hyena, they now have a 1d6 + strenght modifier bite attack. They also gain a madnesse from the Madness of Yeenoghu table (see: Mordenkainen's Tome of Foes or Out of the Abyss).
Butcher is a magic flail that grants a +3 bonus to attack and damage rolls made with it.
Random Properties. Butcher has the following random properties:
- 1 minor beneficial property
- 1 major beneficial property
- 2 minor detrimental properties
The detrimental properties of Butcher are suppressed while attuned to Yeenoghu himself.
Chaos. When an attack is landed with this flail the target is affected by one of the following effects. If you are not proficient with flails then the effect is chosen at random.
- The target must succeed on a DC 17 Constitution saving throw or become paralyzed until the start of the wielder's next turn.
- The target must succeed on a DC 17 Wisdom saving throw or be affected by the Confusion spell until the start of the wielder's next turn.
- The attack deals an extra 2d12 bludgeoning damage.
Unstoppable Destruction. While attuned to this weapon you may use a bonus action to cause it to appear in your hand (it can even cross planes and is unaffected by anti-magic fields). When you do this on your turn you must then use your action to attack with it if there is a creature within range.
Ceaseless Massacre. A creature attuned to this weapon may use a bonus action to speak the command word ("Butcher Them" in abyssal) and toss the flail into the air. When you do so the flail begins to hover and flies up to 30ft and attacks a creature of your choice within range. The flail still adds you attack and damage modifiers to it's rolls.
While it is hovering you can cause it to fly another 30ft and attack a creature within range.
If you move more than 60ft away from it while it is hovering it immediately teleports to your hand. If you do not have a free hand you drop whatever you are holding and the flail appears in your hand anyways. It also ceases to hover if you grasp it.
Eternal Bloodshed. Whenever you are attuned to this weapon you have disadvantage on saving throws made against madness, you are also immune to the frightened condition. Lastly you gain no nourishment from food apart from the flesh of other intelligent creatures.
No Prey Escapes. While wielding this weapon you may cast hunter's mark as a bonus action. When you do this roll a d6. On a 1-5 you cannot use this feature again until the next dawn.
Destroying the Flail. The only way for the flail to be destroyed is for it to be destroyed by Heartcleaver, the glaive of Baphomet. A creature attuned to both Butcher and Heartcleaver can use their action to will the King of Savagery into the glaive to exact it's primal fury on the flail. Both Butcher and Heartcleaver must make opposing Charisma (intimidation) checks against one another with the higher of the two rolls allowing the weapon to destroy the other. If the checks are equal to or less than 5 numbers (on the roll) apart then the weapons turn to ichor and return to their masters in the abyss.
For the purposes of this check the flail has a wisdom score of 18 (+4). Both weapons are proficient in intimidation and use their attuned creature's proficiency bonus for the check.
The creature who wills this to happen must also make a Charisma saving throw against the highest roll from Butcher and Heartcleaver's standoff. If the creature fails it takes 30d6 phychic damage and gains two random madnesses from the Madness Table of Baphomet and two more from the Madness Table of Yeenoghu. These madnesses can only be removed by a Wish spell.
Tome of the Black Heart
Tome, artifact
This book contains secrets of a ritual binding Kerzit - A lesser demon lord - to the pages. When opened it's pages reek of age and rot but show no signs of weathering. Not much is known about it except that supposedly, whoever can master these texts can summon Kerzit, and control the servant of the demon lords.
The book itself is a small tome that appears to be bound in the skins or many creatures. The texts inside cannot be read by any creature that is not of a Chaotic Evil alignment.
If a creature can read it they can take 30 days to read through the texts (requires a 18 intelligence). Once this happens they know Kerzit's true name and the ritual to summon him. They also learn that if the book is destroyed then Kerzit is goes insane as he is free once again.
The ritual requires the following:
- 1 Gallon of Deva blood
- 1 claw or other specimen from another demon lord that is fresh and has been taken within 1 week.
- 20 humanoid sacrifices
- 10 demonic sacrifices
- A tuning fork attuned to the abyss
Once these materials are gathered the caster must complete a 12 hour ritual without being interrupted or losing concentration expending a 9th level spell slot or 4 5th level spell slots if you do not have a 9th level one. A creature that finished the ritual takes 4 levels of exhaustion and must succeed on a DC 18 charisma saving throw or gain a madness from the Madness of the Abyss table.
If a creature that is not of an Evil alignment finishes the ritual they must make a DC 25 charisma saving throw. On a fail they are killed and their soul goes to a random layer on the abyss. If they succeed they take 10d6 psychic damage.
If the summoning is interrupted then all creatures within 300ft must make a DC 20 strength saving throw, on a fail being sucked into a portal to the abyss (a random layer and random location) and bound there for 24 hours. If a creature succeeds they are pulled 30ft closer to the portal and suffer a fail if they touch it. The portal's dimensions are 20ft by 20ft by 20ft. The portal lasts for 1d10 rounds and inflicts the save each round. All objects not being worn or carried are pulled 30ft towards the portal each round.
If the summoning succeeds then Kerzit appears from this portal. He will not attack whoever is holding the Tome of the Black Heart.
Undead or fiends suffer from an interrupted ritual even if they finish the whole thing uninterrupted.
Destorying the Tome. To destroy the tome it must be impaled by the arrow of a celestial.
Akyihsigal's Cloak
Cloak, artifact (requires attunement)
The Demon lord of Cockroaches is kept alive by his knack for escaping death and the power over insects. The cloak that sits on his hunched shoulders smells like rot and dirt and is tattered like the rags of an old man, but non the less it carries magical properties like no other of its kind.
It is a dull green color that is faded by time. In some places where it has been ripped it hangs open and in others it is sewn shut sloppily.
When a creature attunes to this robe that is not undead, they must make a DC 18 constitution saving throw, on a failed save the creature is cursed, this causes them to, when they die, return at 1hp but each time they do, their maximum hit points decrease by their hit points at level 1 (as shown under Class > Class Details). This curse can be removes by a Greater Restoration or a Wish spell but niether of these restore the lost hit points. A Wish spell can restore the lost hit points. On a successful save the creature takes 10d6 psychic damage.
This is a magical cloack that grants a +2 bonus to armor class while the wearer is not wearing armor.
Random Properties Akyishigal's Cloak has the following random properties:
- 1 Minor Beneficial
- 1 Major Beneficial
- 1 Minor Detrimental
- 1 Major Detrimental
The detrimental properties of Akyishigal's Cloak are suppressed while attuned to Akyishigal himself.
Cloak of Swarms. As an action while wearing this cloak you may cause insects of all kinds to pour out of its folds and cover your body. All attack rolls against you have disadvantage until you take a total of 50 damage. Once you use this feature you may not do so again until you finish a long rest.
Spellcasting. This cloak has 5 charges. As an action you may expend one or more charges to cast one of the following spells (save DC 17) from it: Shapechange (Vermin only) (2 charges), Insect Plague (6th level) (3 charges), Summon Lesser Demons (3 charges), or Contagion (always filth fever) (3 charges). The Cloak regains 1d4 +1 charges at dawm.
While attuned to the artifact Akyishigal or a follower blessed by him may cast these spells for 1 fewer charges.
Speak with Roaches. While attuned to this cloak vermin will not actively attack you unless it the smartest course of action for their survival or goals. Additionally you can understand vermin and they can comprehend you when you speak. You have advantage on all Charisma (persuasion, deception, and insight) checks against them.
Destroying the Cloak. In order to destroy this cloak it and the creature attuned to it must be thrown into the center of the elemental plane of fire and burned away for all eternity.
The creature it is attuned to must throw themselves into the blaze willingly.
When a creature attuned to the cloak dies because their maximum hp has reached 0 then the cloak turns into thousands of roaches and disappears back to its master.
Necklace of Camazotz
Necklace, artifact (requires attunement by a humanoid or a vampire)
The Demon Lord of bats and fire wears around his neck a pendant in an Egyptian style. When worn by those less worthy than himself it drives men to stoop below their morals and ways of life in search of their new, true god.
This necklace is made from gold with two connecting chains holding the frontal, half circle decoration in place. It has multiple trails of golden circles handing from it in lines.
When a creature first attunes to this necklace they must make a DC 18 Wisdom saving throw. On a failed save a creature falls to the ground unconscious (stable) and in 1d4 +2 minutes they raise as a vampire with a new mission, find Camazotz so they may serve him for all of their days and return his necklace, all other tasks will wait because this matter is of the highest importance. On a successful save a creature takes 10d6 fire damage, if this damage kills them they suffer the effects of a failed save. Vampires have disadvantage on the saving throw.
Random Properties. The Necklace of Camazotz has the following random properties:
- 2 Minor Beneficial
- 1 Major Beneficial
- 2 Minor Detrimental
- 1 Major Detrimental
The detrimental properties of the Necklace of Camazotz are suppressed while attuned to Camazotz himself.
Blood and Fire While wearing the necklace you gain the fiend (demon) and vampire creature types if you do not have them already. You become immune to fire damage and vampires cannot regain health from biting you.
Cold Aversion. You have disadvantage on saving throws made against cold damage or extreme cold.
Breath of Ash. You may use an action to breathe out unholy flames in a 30ft cone. All creatures in that area must make a DC 18 dexterity saving throw, on a fail taking 4d6 fire damage and 4d6 necrotic damage.
Plane Flight. As an action you may cast one of the following spells: Plane Shift, Banishment, or Teleport. Once you use one of these, you cannot use any of them again until the next dawn.
Destroying the Necklace. The only way for this necklace to be permanently destroyed is quite the difficult process. The necklace must first be placed atop a 50ft altar made of gold with at least 50,000gp. Then the blood of 10 vampires must be poured onto the necklace and finally the blood must be touched by the flames of Mechuiti. This must all be preformed by a vampire and it must happen in the desert at midnight. Then, and only then will it be burned to ash.
Edited Existing Items
These below items already exist and listed are the changes made to them, not the original effects.
Drown (Princes of the Apocalypse)
Spells. While wielding this weapon you may cast one of the following spells, regaining your spent use each dawn:
- Conjure Elementals (Water)
- Chromatic Orb (4th level) (cold damage)
- Control Water
Underwater Life. You can breathe water like air and gain a 30ft swimming speed. While underwater the trident's throwing range is doubled.
Ironfang (Princes of the Apocalypse)
Spells. While wielding this weapon you may cast one of the following spells, regaining your spent use each dawn:
- Conjure Elementals (Earth)
- Chromatic Orb (4th level) (acid damage)
- Passwall
Stone Hide. You gain resistance to Bludgeoning, Piercing and Slashing damage from non-magical and non-adamantine weapons.
Tinderstrike (Princes of the Apocalypse)
Spells. While wielding this weapon you may cast one of the following spells, regaining your spent use each dawn:
- Conjure Elementals (Fire)
- Chromatic Orb (4th level) (fire damage)
- Fireball (4th level)
Blood of Flame. You gain resistance to fire damage and immunity to the effects of extreme heat.
Windvane (Princes of the Apocalypse)
Spells. While wielding this weapon you may cast one of the following spells, regaining your spent use each dawn:
- Conjure Elementals (Air)
- Chromatic Orb (4th level) (lightning damage)
- Wind Wall
Command the Winds. Your high and long jump distances double and you may reduce any fall damage you take by 3 times your player level.
Items
Scroll of Soul Swapping
Wonderous, Very Rare
The ink on this scroll has a slightly glossy look. It reads:
Hello dear reader to you I must warn of a tragic event, it will happen when you seek help to stop it. Do not seek help from those like yourself, seek it from those who do not appear as you do. Do not seek help, or seek it and lose all you gained.
The words are in one language of the DM's choice and when a creature reads and understands it they are cursed. The next creature of the same creature type that they see is also cursed and the two creatures swap bodies and in turn swap any class abilities but do not necessarily know how to use them. The only to remove this is through a Wish or a Greater Restoration spell cast on both creatures at once.
Once read, the scroll regains it's magic in 5d20 years.
Iron Jaw Shield
Wonderous, Rare
This shield looks like a normal shield from the front but from the back it has a carved tiger's jaw. When you pick up the shield a creature must make a DC 14 Dexterity saving throw or be grappled by the shield and take 2d10 + 6 piercing damage.
To get the shield off your hand you must succeed on a DC 14 Strength check. If you fail the check you take 2d4 + 6 piercing damage.
Three Faced Sculpture
Wonderous, Very Rare
This item is a small stone sculpture of three men sitting back to back in meditation, the men have no faces. When a creature dies within 60ft of the statue their soul is trapped inside the statue and a face appears on one of the men.
When there are three faces on the sculpture then if a creature falls unconscious within 60ft of the statue then a face disappears and the creature is stabilized, then when there are no more faces the former process begins again.
A creature inside the statue cannot be contacted by any means short of a Wish spell but has darkvision out to a range of 10ft. The only way to excape the statue is when there are three souls in the statue, a Wish spell is used to release all three of them. When this happens the sculpture is destroyed.
Magic Magnets
Wonderous, Uncommon (requires attunement)
This items is two small oval shaped magnets. While attuned and holding at least one magnet you can activate the magnet to cause the two of them to move to each other. If one is being held then the other magnet comes to that one.
It can only be activated while the magnets are within 60ft of each other and they can move up to 600lbs. If they are used to move a creature, the creature must succeed on a DC 16 Strength or Dexterity saving throw to resist it.
Sheath of Magic Enhancement
Wonderous, Uncommon
When you place a non-magical sword into this sheath (the sheath is designed for a weapon decided by your DM) roll a d10 and consult the table below. When you draw the weapon this effect activates.
D10 Roll | Effect |
---|---|
1 | The weapon crumbles to dust |
2-6 | Nothing Happens |
7-8 | The weapon counts as a +1 weapon until you sheath it again |
9 | For the next minute the weapon emits bright light for 20ft and dim light for another 20ft |
10 | The weapon ignites in flame and deals an extra 2d6 fire damage on a hit until you sheath it again |
11 | The weapon casts Armor of Agathys at 3rd level on it's wielder |
12 | The weapon activates all effects from 7-11 |
Horn of Screaming
Wonderous, Common
This horn has a human mouth at the end of it and when you blow into it as an action it screams profanity that can be heard by anything within 6 miles.
Not a Genie Bottle
Wonderous, Legendary
This item appears exactly like a genie's lamp or a similar object. When rubbed, a genie made of black smoke errupts from the bottle causing all creature to be subjected to a DC 18 Constitution saving throw taking 5d10 necrotic damage on a failed save or half as much on a success. The smoke causes a 120ft area to become heavily obscured and each minute a creature spends in it they become infected with Grackle - Lung.
Potion of Object Repulsion
Potion, Uncommon
When you drink this potion, which looks like a sizzling blue liquid, you cannot touch any object that you are not currently wearing. All object on your person are thrown out to a space within 5ft of you. Anything that tries to touch you never reaches as you drift out of reach. If there is no-where to go when you would touch an object you teleport to the nearest unoccupied space.
While under theses effects your speed becomes 0 and you cannot benefit from bonuses to your speed. You float a few inches off the ground.
This lasts for 2d10 minutes
Higher Weed
Wonderous, Common
When you smoke this blunt you gain insight that is not possible to the brain without the perfect combination of ingredients and the perfect growth of this weed. You gain the following "benefits" for as long as you are baked:
- You believe you succeed on insight, deception and persuasion checks even if you fail them
- You have advantage on insight, deception and persuasion checks
- You gain 10ft blindsight
- You gain 120ft truesight
- You cannot form full sentences or think completely straight
- You automatically succeed on Wisdom or Intelligence saving throws
- You have advantage on Strength and Charisma saving throws
Lich's Wish Bone
Wonderous, Legendary
A bone from a Lich sometimes holds great power. When one does, snapping it in half will grant the creature who did this the ability to cast Wish one time.
Portable Wall
Wonderous, Uncommon
This item appears as a small 5cm cube that is made of stone. When you speak the command word (Hide Me [in Dwarven]) the cube expands to either side up to 30ft (creating a 30ft high, 30ft wide and 5cm deep surface). The surface look exactly like whatever surface you want it to.
It takes a successful DC 14 perception check to discern that this surface is not what it seems.
Imaginary Door
Wonderous, Rare
This item is a quill that has the pattern of wood in it's feather. When you use this item to draw a rectangle up to 15ft by 10ft on a surface one of the following occurs:
If the surface is more than 15ft deep then a 15ft closet appears where you drew the rectangle. You may slip in here and close the door behind you effectively rendering the surface back to normal except with the opening inside. There is enough air in here for one creature to breathe safely for 3 hours (for more creatures divide the time alloted by the amount of creatures).
If the surface is less than 15ft deep then the door leads to the other side of the object and when you close the door on the other side, the passage closes and any creatures in the passage are pushed to the closer side of the passage.
You may do this up to 10 times after which the quill loses it's magic.
Monocle of Sight
Wonderous, Very Rare
This monocle grants 30ft truesight to anyone looking through it from one side.
Ragnarok's Flame
Wonderous, Legendary
This is a clear bottle and inside is a small flaming, bursting and leaping ember of blue flame. When the bottle is opened the flame leaps to the nearest creature within 30ft. That creature must make a DC 20 Constitution saving throw, taking 4d6 fire damage and becoming vulnerable to all damage for 1 round on a failed save or taking half as much damage on a successful save. Repeat the save each round.
When the creature the fire is on dies, it jumps to the next creature. If the creature is huge or larger then the flame multiplies when that creature is killed by it (there are now two flames that never target the same creature).
If two creatures are equally close they must make a Charisma saving throw and the creature with the lower roll is targeted by the flame.
The flame goes out when no creatures or flammable objects are within 30ft of it.
Moonstone Flower
Wonderous, Common
This pendant is shaped like a crescent moon and emits moonlight in a 30ft radius at all times. This light does have an effect on Lycanthropes and is effectively dim light.
Compass Path
Wonderous, Legendary (requires attunement)
When a creature attunes to this compass it reads their fate and past. The compass then points towards the attuned creature no matter what plane of existence they are on. The attunement is only broken when a new creature attunes to the compass or the currently attuned creature dies.
Potion of Demon's Ichor
Wonderous, Uncommon
When you drink this potion if you are not a demon, all forms of scrying or magic that senses your creature type or items that would deal extra damage to your creature type now see you are a fiend (demon). This lasts for 1d10 +2 minutes.
Book of Secrets
Wonderous, Very Rare
While holding this book, if you read celestial, then you can take 1 minute to read the book when you make a History, Arcana, Nature, or Religion check you automatically succeed on the check.
Titanoboa Battering Ram
Wonderous, Legendary (Requires attunement)
This battering ram is a long, 80ft long, 15ft wide wooden pole that can is also a Titanoboa (weighs 6,500lb). The battering ram has the following properties:
- Immunity to Poison and Psychic damage
- 15 AC
- 232 Hit points (regenerates 30 hit points on a long rest)
- Ram: This is the only attack the Boa knows how to make, it has +12 to hit and deals 3d10 +8 Bludgeoning damage
- It has a 40ft move speed, 40ft climb and 40ft swim
- It can benefit from healing
- It has Strength 26 (+8), Dexterity 10 (+0), Constitution 20 (+5), Intelligence 3 (-4), Wisdom 10 (+0), Charisma 3 (-4).
- It will obey the commands of whichever creature attunes ti it and while you are unattuned it appears as just a massive battering ram.
- It has 30ft blindsight but is blind beyond this radius
- It can understand whoever is attuned to it but cannot speak
Spoils of War
When you defeat a particularly powerful creature they will sometimes leave behind a fragment of themselves that you can snach.
Demon Lord Spoils
Demogorgon
Prince's Eye
Deogorgon leaves behind one of his eyes when he is killed and dissolves in ichor. When you pick up this eye you know it's properties:
- It is a one time use magical item
- Speak the command word: 'Prince of Demons' as an action and you will be able to use one of the following effects:
- You cast Darkness four times
- A creature you can see must make a DC 23 Wisdom saving throw or be stunned until the end of their next turn
- You cast Feeblemind (DC 17)
- You cast Teleport
Farz-Urb'Luu
Face of Lies The creature that kills Fraz-Urb'Luu can cast Plane Shift, Teleport, and Glibness one time each for free and until these are used, that creature cannot be scryed upon or detected by any form of magic.
Jubilex
Goop in a Jar Jubilex leaves behind a piece of himself that when ingested, gives you a madness from his madness table. These madnesses can be erased by a Greater Restoration spell. Additionally the creature that eats it gains immunity to Acid damage and may cast Acid Splash at will (DC 17 OR your current spellcating modifier if you have one) until the madnesses are cured.
Zuggtmoy
Gown of Rot Zuggtmoy leaves behind a dress of rotten fungi that grows to fit it's first wearer. That creature can cast Tree Stride at will and can cast Blight once each day using no components or resources. The gown is destroyed when a creature takes a critical hit from an attack that deals fire damage or you take more than 60 fire damage in one round.
Non-Magical Items
Weapons
Gunblade
This weapon is integrated into another already existing weapon, typically it is found in a shortsword or longsword but it can appear in other weapons such as halberds or greataxes. It is not found in weapons with the light ot heavy properties.
It adds this property:
Gunblade: The weapon gain 6 bullets in a chamber inside it. When you make an attack with the weapon you may make it a gunblade attack. This attack is made using dexterity and has a range of 15ft dealing the weapon's damage as fire damage on a hit, still using dexterity for calculating damage.
Scythe
This weapon is a long staff with a curved almost claw like blade on the end. This weapon uses Strength for calculating damage and hit bonuses. It deals 1d12 slashing damage on a hit and has the Heavy, Two - Handed and Reach properties.
Kusarigma
This weapon is a small sickle with a long chain attaching it to a metal weight on the other end. It uses Dexterity to calculate hit bonuses and damage. It has the reach and two-handed properties. On a hit it deals 1d8 Slashing damage (sickle) OR 1d6 Bludgeoning (weight).
When you make an attack with this weapon as an action you may use your bonus action to make another attack with it but you must deal 1d6 Bludgeoning damage on a hit.
You may, as an action, throw out the weighted end up to 30ft in a line. When you do this make the attack roll as normal but you cannot use extra attack or make an attack as a bonus action.
Greatspear
This spear is larger and heavier than most others. It has the additional property of Heavy and deals 1d8/1d10 Piercing damage on a hit. It cannot be thrown.
Naginata: This variation of the Greatspear deals Slashing damage.
Man Catcher
This long 10ft pole has a bizarre end on it, almost like an open collar with spikes pointing inwards, and it is just that. This weapon is treated as a quarterstaff for attacking.
When you land an attack rolls against a medium sized creature you may, instead of dealing damage, choose to grapple them. It takes a successful DC 13 Dexterity (acrobatics) check to get out from it. On a failed save a creature takes 1d6 Piercing damage (no damage bonus).
Hook Sword
This pair of customized shortswords is best used when wielded with one in each hand.
With one is each hand you gain a +1 bonus to armor class and you may take a bonus action after you use your action to attack with one of the swords to make one attack with Reach.
Scissor
This weapon is made of a long iron sleeve that cover your arm up to your elbow. At the end of it is a half moon shaped blade. While wielding this you cannot benefit from heavy armor unless it is modified to fit it, in which case you receive a -1 penalty to AC without the Scissor.
You gain a +1 bonus to AC using the scissor and it counts as a shortsword. You cannot use the hand that the scissor is on for anything while you have the weapon equipped.
It takes 5 minutes to take the scissor off alone or half as long with help.
Gunsen, Tessen, and Gunbai
These fans (japanese folding fans) were used not only to stave off heat but as weapons too. They have the Finesse and Light properties and deal 1d4 Bludgeoning damage on a hit.
As a bonus action you open the fans (you can open up to two fans at once) and until you close it, it deals 1d6 Slashing damage but cannot use strength to calculate hit bonuses or damage bonuses.
This counts as a monk weapon.
Manriki-Kusari
This long chain has two weighted ends and is a very versatile tool and weapon. It has the Finesse and Reach properties and deals 1d6 Bludgeoning damage on a hit.
It can also be wrapped around your arm to increase your AC by 1 as if it was a shield.
Yawara / Iron Knuckles
This small metal handle fit into your hand and you allow for more devastating fist attacks. You gain a +1 bonus to damage with unarmed strikes.
Tekko-Kagi. These iron claws change your unarmed strike damage to Slashing.
This counts as a monk weapon.
Nunchaku / Tonfa
These two small handles were connected by a short chain. This weapon has the Finesse and Two-Handed properties. On a hit this weapon deals 1d8 Bludgeoning damage. If you have extra attack and use it to attack again on that turn the damage increases to 1d10. The damage increases to 1d12 if the previous attack missed.
This counts as a monk weapon.
Items
Devil's Venom
This poison can be crafted by distilling Ichor from a fiend that was CR 6 or higher. When distilled for 1 week it becomes this. A poison that is deadly and almost undetectable. Do note that this has no effect on fiends.
When someone takes this in they must make a DC 22 constitution saving throw. On a failed save the creature takes 10d6 poison damage and becomes poisoned in a number of hours equal to X. X being 24 - the saving throw roll (minimum of 2). When a creature is poisoned in this way they are paralyzed. They may repeat the saving throw each hour, removing the poison on a successful save.
Heartcleaver (Baphomet's Weapon)
Glaive, artifact (requires attunement)
Heartcleaver is the weapon of Baphomet and enbraces the same fierce, primal views that it's master does. It rails against the chains of law and order as it urges those around it embrace their beastial sides and thrive as savage beats that view strength as the one and only true power.
Sculpted with a four pronged crown on it's backside this glaive has three bolts inlaid into it's blade and never shines no matter how well it is cleaned for it needs not beauty except for decorations of it's enemy's heads.
When a creature that is not a Chaotic Evil minotaur attempts to attune to this weapon they must make a DC 17 wisdom saving throw. If the creature fails the saving throw then they become a Chaotic Evil being under the DM's control and they grow two large horn like that of a minotaur giving them a gore attack that deals 1d6 + strength modifier piecing damage on a hit. While controlled in this way, if the creature loses the glaive (even if they are no longer attuned to it) they retain their new allignment and do anything in their power to find it again. Only a Remove Curse Spell cast at 9th level or a Wish spell can stop this effect. If the creature succeeds on the saving throw they take 10d6 psychic damage. Either way they gain a madness from the Madness of Baphomet table (see: Mordenkainens or Out of the Abyss).
Heartcleaver is a magic, sentient glaive that grants a +1 bonus to attack and damage rolls made with it. It also grants a +3 bonus to attack and damage rolls made with natural weapon attacks while attuned to it.
Random Properties. Heartcleaver has the following random properties:
- 2 minor beneficial properties
- 1 major beneficial property
- 2 minor detrimental properties
- 1 minor detrimental property
The detrimental properties of Heartcleaver are suppressed while attuned to Baphomet himself.
Labyrinthine Recall. While holding the glaive you can perfectly recall any path that you have traveled and are immune to the Maze spell.
Predatory Presence. While attuned to this weapon you emanate the aura of a wild predator. Beasts and creatures with 3 or less intelligence see you as a predator and either run from you or attack on sight. Additionally you gain advantage on Charisma (intimidation) checks.
Savagery is Strength. While holding this weapon your strength score is a 24. If your strength score is already 24 or higher then instead your strength becomes a 27.
Reckless. At the start of your turn and while holding this weapon you may choose to grant yourself advantage on all attacks you make with this weapon that round but all attacks made against you have advantage as well.
Primal Ferocity. When you land a critical hit with a natural weapon you have while attuned to this weapon then you may roll an additional two die of damage of your natural weapon's type.
Sentience. Hearcleaver is a semi-sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 18, and a Charisma of 16. The weapon can communicate empathetically with it's whoever is holding it (no attunement required).
Personality. The galive's purpose is to destroy all of civilization in the name of it's master and can think of nothing else. It relishes as it's wielders descend into primal fits of savage rage and anger and will attempt to corrupt any who do not already experience these fits.
Properties Chosen:
- Minor beneficial: You cannot be charmed or frightened
- Minor beneficial: You may cast Detect Magic. When you do this roll a d6, on a 1-5 you cannot use this property again until the next dawn.
- Major beneficial: You may cast Maze. When you do this roll a d6, on a 1-5 you cannot use this property again until the next dawn.
- Minor detrimental: Your flaw is amplified in a way decided by your DM
- Minor Detrimental: Non - magical flames within 30ft of you are extinguished
- Major Detrimental: You gain a quest and are bound to do it as if affected by the Geas Spell. This quest is as follows:
Embrace your beastial side and accept it for what it is by
looking inside yourself and understanding who you are.