Magic Items - A d6 of Simple Weapons

by CaelReader

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A d6 of Simple Weapons

Six magic weapons of every simple weapon, 84 in all

By CaelReader
theicosahedron.blogspot.com
Simple Melee Weapons

Clubs

d6 Weapon Rarity
1 Thief's Sap Common
2 Saguaro Club Uncommon
3 Totem Club Uncommon
4 Gong Striker Rare
5 Tonfa of Speed Very Rare
6 Tonfa of Exceptional Grace Legendary
Daggers
d6 Weapon Rarity
1 Trick Dagger Common
2 Chef's Dagger Uncommon
3 Shadow Dagger Uncommon
4 Blink Dagger Very Rare
5 Last Gasp Very Rare
6 Devil Dagger Legendary
Greatclubs
d6 Weapon Rarity
1 Great Wallop Uncommon
2 Bandit's Kanabo Uncommon
3 Greater Totem Club Rare
4 Ogre Magi's Wand Rare
5 Iron Bar of Warding Very Rare
6 Pillar of the Earth Legendary
Handaxes
d6 Weapon Rarity
1 Pathfinder's Tomahawk Common
2 Woodsman's Hatchet Common
3 Hawk Axe Uncommon
4 Berserking Axe Rare
5 Booming Axe Very Rare
6 The First Axe Legendary
Javelins
d6 Weapon Rarity
1 Walloping Javelin Common
2 Whaler's Harpoon Uncommon
3 Throwing Torch Uncommon
4 Immovable Javelin Rare
5 Hero's Triumph Very Rare
6 Assegai of the Bull Legendary
Light Hammers
d6 Weapon Rarity
1 Hammer Light Common
2 Hammer of Equality Common
3 Demolition Hammer Uncommon
4 Glowforge Hammer Uncommon
5 Dwarven Arrow Rare
6 Gavel of Storms Legendary
Maces
d6 Weapon Rarity
1 Cleric's Cudgel Common
2 Windmace Uncommon
3 Mace of the War Mage Rare
4 Glassbreaker Rare
5 Prince's Virge Very Rare
6 Corona Legendary
Quarterstaffs
d6 Weapon Rarity
1 Knockstaff Common
2 Staff of the Otter Uncommon
3 Airglider Staff Uncommon
4 Protector's Staff Rare
5 Staff of the Swan Very Rare
6 Ruyi Jingu Bang Legendary
Sickles
d6 Weapon Rarity
1 Sickle of Equality Common
2 Reaping Sickle Uncommon
3 Scorpion's Sting Uncommon
4 Paper Kama Rare
5 Umber Mandible Very Rare
6 Harbinger Legendary
Spears
d6 Weapon Rarity
1 Long Spear Common
2 Polar Spear Uncommon
3 Exorcist's Stake Rare
4 Griffon Spear Rare
5 Hoplite's Doru Very Rare
6 Gungnir Legendary
Simple Ranged Weapons

Light Crossbows

d6 Weapon Rarity
1 Folding Crossbow Common
2 Muffled Crossbow Uncommon
3 Shotbow Rare
4 Ricocheting Crossbow Rare
5 Spinfusor Very Rare
6 Vampire's End Legendary

Darts

d6 Weapon Rarity
1 Smoke Dart Common
2 Tracking Dart Uncommon
3 Dart of Returning Uncommon
4 Bouncing Shuriken Rare
5 Ethereal Dart Very Rare
6 Throwing Star Legendary

Shortbows

d6 Weapon Rarity
1 Harp Bow Common
2 Windborne Bow Uncommon
3 Ambusher's Bow Rare
4 Ankheg Bow Rare
5 Spore Launcher Very Rare
6 Tengri's Call Legendary

Slings

d6 Weapon Rarity
1 Flail Sling Common
2 Accelerated Sling Uncommon
3 Stunning Sling Rare
4 Handheld Trebuchet Rare
5 Stranger Sling Very Rare
6 Goliath Slayer Legendary

A d6 of Clubs

d6 Weapon Rarity
1 Thief's Sap Common
2 Saguaro Club Uncommon
3 Totem Club Uncommon
4 Gong Striker Rare
5 Tonfa of Speed Very Rare
6 Tonfa of Exceptional Grace Legendary

Thief's Sap

weapon (club), common
This small, straight baton is wrapped in black linen for ease of handling. This weapon has the finesse property.

Saguaro Club

Weapon (club), uncommon
Covered in small spines, this club appears to have been fashioned from a cactus. The club acts as a druidic focus, and it deals an extra 1d4 piercing damage. Additionally, when you hit a creature with an opportunity attack using the club, the target’s speed is halved for the rest of the turn.

The club ambient collects moisture from its surroundings, and can act as a source of drinking water in an emergency. You can cut into the club as if it were a regular cactus, and it provides enough water to sustain a single creature for 2 days, or two creatures for 1 day. Once used for drinking water, the club is useless until it regrows in 7 days.

Totem Club

Weapon (club), uncommon
This club is carved into an intricate totem. The club acts as a druidic focus. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

While holding the club, you can cast the enhance ability spell, and can't do so again until the next day at dawn.

Gong Striker

Weapon (club), rare
This club appears to be the striker to some kind of huge gong. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d4 thunder damage.

When you hit a construct or a creature wearing metal armor with the club, you can cause the target to magically resonate with noise. The target must succeed on a DC 15 Constitution saving throw or be stunned and deafened until the end of its next turn. Once you strike a target this way, you can't do so again until the next day at dawn.

Tonfa of Speed

Weapon (club), very rare (requires attunement)
This tonfa is made of light metal and seems to accelerate itself as you strike with it. This weapon has the finesse property. You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

Tonfa of Exceptional Grace

Weapon (club), legendary (requires attunement)
The Tonfas of Exceptional Grace are a pair of masterwork weapons passed down through generations of monks. Wielding them bestows the user with unearthly poise and an awesome beauty. This weapon has the finesse property. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 2d4 bludgeoning damage. If you are attuned to one of these tonfas, you can attune to a second without counting towards your overall attunement limit.

While attuned to the tonfa, you can't be charmed, knocked prone, paralyzed, or stunned, and you have advantage on Charisma checks and saving throws. You can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.

While wielding the tonfa, any creature who targets you with an attack or a harmful spell must first make a DC 17 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell.

Once per turn when you hit a creature with an attack using the weapon, you can attempt to daze it. The target must succeed on a DC 17 Constitution saving throw or be incapacitated until the end of their next turn. Constructs, oozes, and undead are immune to this effect.

A d6 of Daggers

d6 Weapon Rarity
1 Trick Dagger Common
2 Chef's Dagger Uncommon
3 Shadow Dagger Rare
4 Blink Dagger Very Rare
5 Last Gasp Very Rare
6 Devil Dagger Legendary

Trick Dagger

Weapon (dagger), common
After you throw this dagger and it hits or misses, it disappears and reappears on your person at the end of your turn. You can choose for it to appear in your hand or in a sheathe or bandolier.

Chef's Dagger

Weapon (dagger), uncommon
This dagger is forged in the shape of a chopping knife, cutting equally well against food and foe. While holding the dagger, you can cast the detect poison and disease spell at will, and you have advantage on Intelligence checks to determine whether a plant or creature is edible, and how good it tastes. Any food, including the flesh of slain creatures, you cut with the knife is purified and rendered free of poison and disease.

When you hit a creature that with the dagger, you can choose to deal slashing damage instead of piercing. If you do so, the target takes an additional 1d4 slashing damage if you have determined it to be both edible and tasty, and the target isn’t a construct or an undead.

Shadow Dagger

Weapon (dagger), rare
This dagger is made of black metal which seems to meld into shadows around it. While you are in darkness, you gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d4 necrotic damage. If you miss an attack with the dagger while hidden from a target, making the attack doesn't reveal your position.

Last Gasp

Weapon (dagger), very rare
The final weapon held by many a desperate criminal, refugee, and soldier, this worn, scratched dagger grows in power as its wielder becomes more exhausted. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you have any levels of exhaustion, the dagger gains additional effects while you are holding it, based on your level of exhaustion. The dagger gains the effect of your current level of exhaustion as well as all lower levels:

Exhaustion Level Effect
1 You have advantage on saving throws to avoid being charmed or frightened.
2 When you make a attack with the dagger against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
3 The dagger's bonus to attack and damage rolls increases to +2.
4 When you take the Attack action and attack with the dagger, you can make one additional attack with it as part of the action.
5 If you drop to 0 hitpoints and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hitpoint instead.
6 You are dead. You drop the dagger.

You only gain benefit from the dagger while holding it. If you stow it, are disarmed of it, or otherwise drop the dagger, you immediately lose all effects of the dagger.

Cursed. The dagger's handle is permanently stained with the mortal blood of its past wielders. To use Last Gasp is to be without hope and without future. If you are reduced to 0 hitpoints while holding the dagger, you die.

Devil Dagger

Weapon (dagger), legendary (requires attunement)
A blade forged in the fires of hell to serve as a reward for the most loyal servants of a pit fiend. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 4d4 fire damage. While holding the dagger, you are immune to fire damage and resistant to damage from celestials and demons, and your movement speed is doubled.

You can cast the infernal calling spell at-will, and the devil becomes friendly to you upon its arrival. Any hit you score against a celestial or demon using the dagger is a critical hit.

Cursed. The devil dagger confers great power upon its wielder, but hell always exacts its price. If you are reduced to 0 hitpoints while attuned to the dagger, you die, and your soul is immediately siphoned into the clutches of a powerful devil of the DM's choice. You cannot be restored to life until the devil is slain, except by the power of a wish spell.

A d6 of Greatclubs

d6 Weapon Rarity
1 Great Wallop Uncommon
2 Bandit's Kanabo Uncommon
3 Greater Totem Club Rare
4 Ogre Magi's Wand Rare
5 Iron Bar of Warding Very Rare
6 Pillar of the Earth Legendary

Great Wallop

Weapon (greatclub), uncommon
This greatclub packs a punch. When you hit a creature with it, they must succeed on a DC 13 Strength saving throw or be knocked prone.

Bandit's Kanabo

Weapon (greatclub), uncommon
This two-handed club is studded with crude iron pegs. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you hit a prone creature with the club, it takes an additional 1d8 bludgeoning damage.

Greater Totem Club

Weapon (greatclub), rare
The entire length of this greatclub is carved into elaborate totems of animals. The club acts as a druidic focus. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The club has 3 charges, and regains 1d4-1 charges each day at dawn.

While holding the club, you can spend 1 charge to cast one of the following spells: earth tremor, enhance ability, speak with animals, or thunderwave. (DC 15)

Ogre Magi's Wand

Weapon (greatclub), rare (requires attunement by a spellcaster)
Crafted from two intertwined tree branches, this greatclub seems to have been fashioned into a crude wand, fit for a larger creature. The club acts as an arcane focus. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you cast a spell while holding the club, you can make one attack with it as a bonus action.

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its saving throw, as long as the target is smaller than you. Once you use this property, you can't do so again until the next day at dawn.

Iron Bar of Warding

Weapon (greatclub), very rare
This long club is made of black iron inscribed with runes. The club acts as an arcane focus. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d8 force damage. The club has 3 charges, and regains 1d4-1 charges each day at dawn. While holding the club you can spend 1 charge to cast the shield spell.

Pillar of the Earth

Weapon (greatclub), legendary (requires attunement by a creature with Strength 23 or higher)
Hewn from primordial granite, this immense pillar is imbued with the power of earth. Ancient brass handholds allow it to be wielded only by the strongest of creatures. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 2d8 bludgeoning damage.

Once per turn when you hit a creature with the club, they must succeed on a DC 18 Strength saving throw or be knocked prone and stunned until the end of their next turn.

The club has 12 charges, and regains 1d6 charges each day at dawn. While holding the club you can cast the following spells: earth tremor (1 charge), earthen grasp (2 charges), erupting earth (3 charges), stone shape (4 charges), wall of stone (5 charges), bones of the earth (6 charges), earthquake (8 charges).

As an action you can spend 8 charges and slam the club into the ground causing an echoing quake through the ground in a 30-foot radius around you. Each hostile creature touching the ground in the radius takes 4d8 thunder damage. For each other hostile creature within 5 feet of a target, it takes an additional 1d8 thunder damage.

As an action you can spend 6 charges and raise a wall of stone in a line 5 feet wide and 40 feet long. The wall is 10 feet high and immune to all damage, crumbling into dust after 1 minute. Each creature within 5 feet of the wall when it appears must succeed on a DC 18 Constitution saving throw or be stunned until the end of their next turn.

A d6 of Handaxes

d6 Weapon Rarity
1 Pathfinder's Tomahawk Common
2 Woodsman's Hatchet Common
3 Hawk Axe Uncommon
4 Berserking Axe Rare
5 Booming Axe Very Rare
6 The First Axe Legendary

Pathfinder's Tomahawk

Weapon (handaxe), common (requires attunement)
This slender axe is light in the hand, and ornamented with a set of colorful feathers. This weapon has the finesse property. If the axe is within 30 feet of you, you can recall it to your hand as a bonus action.

Woodsman's Hatchet

Weapon (handaxe), common
This wedge-shaped axe is ideal for clearing brush and wood, as well as any pesky plant creatures that may impede you. Any hit you score against a plant using the axe is a critical hit. The axe also acts as a druidic focus.

Hawk Axe

Weapon (handaxe), uncommon
Painted with the imagery of a screaming hawk, this light axe seems to soar through the air unto its targets. This weapon has the finesse property. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with the axe.

You can cast the hunter's mark spell while holding the axe. Once this property is used, it can't be cast again until the next day at dawn.

Berserking Axe

Weapon (handaxe), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with a ranged attack using this weapon, it must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, the target must use its action each round to attack the creature nearest to it. If it can make extra attacks as part of the Attack or Multiattack action, it uses those extra attacks, moving to attack the next nearest creature after it fells its current target. If it has multiple possible targets, it attacks one at random. The target is berserk until it starts its turn with no creatures within 60 feet of it that it can see or hear.

Booming Axe

Weapon (handaxe), very rare
This handaxe is crafted in a sharp, aerodynamic shape, and resonates with sound when swung. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d6 thunder damage. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with the axe.

When you throw the axe and speak its command word, it accelerates into the target with a sonic boom, forming a line 5 feet wide that extends out from you to a target within range. Each creature in the line excluding you and the target must make a DC 16 Constitution saving throw, taking 5d6 thunder damage on a failed save, and half as much damage on a successful one. If the axe hits the target, it also takes an additional 5d6 thunder damage. This property can't be used again until the next day at dawn.

The First Axe

Weapon (handaxe), legendary
Said to be the first axe ever shaped by humanoid hands, the blade of this handaxe is carved from black obsidian. Passed down through the aeons, it has become a conduit of primal magic, a relic of the dawn of time. The axe acts as a druidic focus. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 2d6 slashing damage.

The axe has 7 charges, regaining 1d6 charges each day at dawn. When you hit a beast or monstrosity with the axe, you can spend 1 charge to turn that hit into a critical hit. If the creature is a dinosaur, it also takes maximum damage from the attack.

While holding the axe, you can cast the druidcraft and speak with animals spells at-will.

When you are hit with a metal weapon while holding the axe, you can spend 1 charge as a reaction to strike the offending weapon with the axe. If the metal weapon is nonmagical, it is shattered and destroyed. If you hit a creature wearing nonmagical metal armor with the axe, you can spend 3 charges to sunder the target's armor, destroying it and scattering it into pieces.

Cursed. The First Axe predates and abhors the use of metal tools. If you hold the axe while wearing metal armor or while holding another object or weapon made of metal, the axe turns against you. You must make a DC 20 Dexterity saving throw. On a failed save, the axe leaps from your hand and destroys the object, weapon, or armor, unless it is magical. On a successful save, you drop the axe.

A d6 of Javelins

d6 Weapon Rarity
1 Walloping Javelin Common
2 Whaler's Harpoon Uncommon
3 Throwing Torch Uncommon
4 Immovable Javelin Rare
5 Hero's Triumph Very Rare
6 Assegai of the Bull Legendary

Walloping Javelin

Weapon (javelin), common
The head of this javelin is made of dense lead. When you hit a creature with a ranged attack using the javelin, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Whaler's Harpoon

Weapon (javelin), uncommon
This barbed javelin is connected to a length of chain. When you hit a creature with a ranged attack using it, you can choose for the javelin to stick into the target. While stuck in a target, you can use a bonus action to retract the chain and try to pull the target towards yourself. The target must succeed on a DC 14 Strength saving throw or be pulled to you, landing in an unoccupied space within 5 feet of you. The target has advantage on its saving throw if it is larger than you. On a successful save, the javelin merely returns to your hand.

Throwing Torch

Weapon (javelin), uncommon
The head of this javelin glows and burns like a torch. While holding the javelin, you can ignite or extinguish it by speaking its command word. While ignited, the javelin emits bright light in a 20-foot radius and dim light for an additional 20 feet, and it deals an extra 1d4 fire damage.

Immovable Javelin

Weapon (javelin), rare
The haft of this javelin is a modified Immovable Rod. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with a ranged attack using it, you can cause the javelin to become magically stuck into the target and fixed in place. Until the javelin is removed or the creature is reduced to 0 hitpoints, the javelin doesn't move even if it is defying gravity, reducing the target's speed to 0. A creature can use an action to make a DC 25 Strength check, removing the javelin from a creature on a success.

Hero's Triumph

Weapon (javelin), very rare
Affixed with fluttering banners, the sight of this javelin overhead is a sure sign of victory for its thrower. You gain a +2 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d6 piercing damage. Attacks with the javelin score a critical hit on a roll of 19 or 20.

If you hit a creature with the javelin, your next attack against that creature on this turn has advantage and scores a critical hit on a roll of 17, 18, 19, or 20.

When you roll initiative while holding the javelin, you can gain a +10 bonus to your initiative roll.

Assegai of the Bull

Weapon (javelin), legendary (requires attunement)
The personal throwing weapon of a great warlord, this long javelin has bathed in the blood of hundreds of men. All but the most stalwart break before the might of its wielder. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d6 piercing damage. While attuned to the javelin, your speed increases by 10 feet.

When you hit a creature with a ranged attack using the javelin, you can use your reaction to move up to your speed towards the target and take the Attack action. If you reduce the target to 0 hitpoints on the same turn, you gain temporary hitpoints equal to your level.

If you hit a creature with less than 20 hitpoints with the javelin, it drops to 0 hitpoints and dies. When you score a critical hit against a creature, the target becomes frightened of you until the end of your next turn. When you reduce a creature you 0 hitpoints with the javelin or score a critical hit with it, each creature within 15 feet of the target must succeed on a DC 18 Wisdom saving throw or become frightened of you until the end of your next turn.

A d6 of Light Hammers

d6 Weapon Rarity
1 Hammer Light Common
2 Hammer of Equality Common
3 Demolition Hammer Uncommon
4 Glowforge Hammer Uncommon
5 Dwarven Arrow Rare
6 Gavel of Storms Legendary

Hammer Light

Weapon (light hammer), common
The head of this hammer is made of translucent crystal, and has a small button embedded in the handle. Pressing the button allows you to switch the hammer between three modes: off, dim, and bright. While dimmed, the hammer sheds dim light in a 20-foot radius. While brightened, the hammer sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Hammer of Equality

Weapon (light hammer), common
When you make an attack roll using this hammer, you forgo rolling the d20, and instead get a 10 on the die. The hammer's weapon damage is doubled when hitting a Noble.

Demolition Hammer

Weapon (light hammer), uncommon
While holding this hammer you can speak its command word to prime it for detonation. If you hit a creature or object on the same turn, the head of the hammer explodes in a 5-foot radius from where it hit. Each creature in the radius must make a DC 14 Dexterity saving throw, falling prone and taking 2d8 thunder damage and 2d8 fire damage on a failed save, or taking half as much damage on a successful one. Objects in the radius take 24 thunder damage. Once detonated, the hammer is destroyed and scattered into nonmagical shards of molten metal.

Glowforge Hammer

Weapon (light hammer), uncommon
The head of this forging hammer is persistently red hot. The hammer deals an extra 1d4 fire damage.

When you hit a creature with the hammer, you can immediately cast the heat metal spell (DC 13) targeting an object it's holding or wearing. For the spell's duration, the hammer's head goes cold and does not deal extra fire damage. Once the spell has been cast, this property can't be used again until the next dawn.

Dwarven Arrow

Weapon (light hammer), rare
This hammer is inscribed with wings, and is able to fly through the air of its own accord. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with the hammer.

Once per turn when you miss a ranged attack using the hammer, you can reroll the attack roll against a different target within 30 feet of the original target.

As a bonus action while wielding the hammer, you can fly up to 10 feet without provoking attacks of opportunity. You fall at the end of this movement.

Gavel of Storms

Weapon (light hammer), legendary (requires attunement)
This small hammer was expertly crafted by storm giants, and imbued with their magic. It was once used by a goliath lawbringer to exact judgement on evildoers. You gain a +2 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 2d4 thunder damage. While attuned to the hammer, you have resistance to lightning and thunder damage.

If the hammer is within 120 feet of you, you can recall it to your hand as a bonus action. When it returns to your hand, you can immediately make one melee attack using it.

The hammer has 6 charges, regaining 1d4 charges each day at dawn. If you take lightning damage while holding the hammer, it regains 2 charges.

When you throw the hammer, you can spend 1 charge to cause it to transform into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 17 Dexterity saving throw, taking 4d8 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a hammer when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the hammer plus 4d8 lightning damage.

When you hit a creature using the hammer, you can spend 1 charge to attempt to stun the target. The creature must succeed on a DC 17 Constitution saving throw or take 2d8 thunder damage and be stunned until the end of your next turn.

As an action you can spend 2 charges and send the hammer flying through the air between creatures of your choice within 30 feet of you, making a ranged weapon attack with the hammer against each target. On a hit, the target takes the hammer's normal damage and must succeed on a DC 17 Strength saving throw or be knocked prone. The hammer returns to your hand at the end of this flight.

A d6 of Maces

d6 Weapon Rarity
1 Cleric's Cudgel Common
2 Windmace Uncommon
3 Mace of the War Mage Rare
4 Glassbreaker Rare
5 Prince's Virge Very Rare
6 Corona Legendary

Cleric's Cudgel

Weapon (mace), common
This worn mace is carved with religious scripture. The mace acts as a holy symbol. If there is an undead within 30 feet, the scripture on the mace begins to glow.

Windmace

Weapon (mace), uncommon
The twisted head of the mace channels strong gusts of air through its flanges. This weapon has the finesse property, and while holding it, you can cast the gust cantrip (DC 14). Once per turn when you hit a creature with the mace, you can attempt to push them with a blast of air. The target must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet away from you.

Mace of the War Mage

Weapon (mace), rare (requires attunement by a spellcaster)
Half wand, half mace, this weapon acts as an arcane focus. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and while holding it, you gain a +1 bonus to spell attack rolls. When you cast a spell that requires a melee spell attack while wielding the mace, you can make one attack with it as a bonus action.

Glassbreaker

Weapon (mace), rare
Created by a cunning theive's guild to aid in smash and grab jobs, this mace makes very little sound when used. This weapon has the finesse property. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you miss an attack with the mace while hidden from a target, making the attack doesn't reveal your position.

While holding the mace you can speak its command word and cause it to silence all sounds created within 20 feet of it for 1 minute. Any creature or object entirely inside the radius is immune to thunder damage, but can still hear sounds originating from outside the radius. Once used, this property can't be used again until the next dawn.

Prince's Virge

Weapon (mace), very rare (requires attunement)
This gem-encrusted silver mace was gifted to a wealthy prince, who never used it himself. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The mace has 5 charges, and regains 1d4 charges each day at dawn. While holding the mace you have advantage on saving throws to avoid being charmed or frightened.

Once per turn when you hit a creature using the mace you gain temporary hitpoints equal to half the damage dealt.

When you are targeted with an attack or a harmful spell, you can spend 1 charge as a reaction to force the attacker to make a DC 16 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell.

While holding the mace you can spend 1 charge to cast the command spell (DC 16) as a bonus action.

Corona

Weapon (mace), legendary (requires attunement by a Cleric or Paladin)
The head of this mace is a smooth golden sphere that pulses with barely constrained sunlight. The fabled weapon of the Champion of the Sun, Corona can bathe even the deepest darkness in heavenly light.

You gain a +2 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 3d6 radiant damage. While attuned to the mace, you are immune to radiant damage and can't be blinded, and you can cast the light and dancing lights cantrips.

While attuned to the mace, when you cast a spell that creates light, the radius of the dim and bright light are each doubled.

Any hit you score using the mace against a creature sensitive to light or sunlight, such as a drow or vampire, is a critical hit.

The mace glows with brilliant sunlight, shedding bright light in a 120-foot radius and dim light for an additional 120 feet. If this bright light overlaps with an area of darkness created by a spell, the spell that created the darkness is dispelled.

The mace has 7 charges, and regains all expended charges each day at dawn. While holding the mace you can cast the following spells (DC 20): daylight (1 charge), dawn (3 charges), sunbeam (3 charges), sunburst (4 charges).

As an action you can spend 1 charge and lift Corona into the air, as it bursts forth with a blinding light. Each hostile creature within the bright light emitted by the mace must succeed on a DC 20 Constitution saving throw or take 2d12 radiant damage and be blinded for 1 minute. A creature blinded by the mace makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

A d6 of Quarterstaffs

d6 Weapon Rarity
1 Knockstaff Common
2 Staff of the Otter Uncommon
3 Airglider Staff Uncommon
4 Protector's Staff Rare
5 Staff of the Swan Very Rare
6 Ruyi Jingu Bang Legendary

Knockstaff

Weapon (quarterstaff), common
Once per turn when you hit a creature with an attack while wielding this quarterstaff in two hands, the target must succeed on a DC 11 Strength saving throw or be pushed up to 5 feet away from you.

Staff of the Otter

Weapon (quarterstaff), uncommon (requires attunement)
Made of driftwood, this quarterstaff is carved with an intricate pattern of flowing water down its length. While attuned to the staff, you gain a swimming speed of 30 feet, and can cast the shape water cantrip.

When you make an attack using the quarterstaff, you can increase the reach of the attack by 5 feet, as you conjure a surge of water from the end of the staff.

Airglider Staff

Weapon (quarterstaff), uncommon
This staff has a set of folded orange paper wings that can quickly form into a small glider. You can unfold or fold the wings as a bonus action while holding the staff.

While unfolded, you can use half your movement to get on the glider and push off into the air, flying 10 feet without provoking attacks of opportunity. If you have a running start of 15 feet or more, you can fly twice as far. You fall at the end of this movement.

When you fall while holding the staff, you can use your reaction to quickly unfold and get on the glider. While falling in the glider, your rate of descent slows to 60 feet per round, and you can glide 5 feet horizontally for every 5 feet you fall. When you land, you take no falling damage and land on your feet.

Protector's Staff

Weapon (quarterstaff), rare
This staff was once used to guard the door of a prince's chambers during a coup. While holding the quarterstaff, you have advantage on ability checks and saving throws made to resist being moved against your will.

While holding the weapon, you can use a bonus action to magically designate the space within 5 feet of you as under your protection. Hostile creatures must use their entire movement to enter the space, and the area is difficult terrain to them. When a hostile creature enters the area, you can make a single attack against them with the quarterstaff, without using your reaction. If this attack hits, you can push the creature 5 feet away from you. If you move or are forced to move, the effect ends. Once you put an area under your protection using the quarterstaff, you can't do so again until the next dawn.

Staff of the Swan

Weapon (quarterstaff), very rare (requires attunement by a Monk)
The length of this quarterstaff is painted with swans. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you use your Flurry of Blows feature, you can make two attacks with this quarterstaff instead of unarmed strikes.

When you score a critical hit with the staff, a swirl of feathers envelopes you, and you immediately take the Dash, Disengage, and Dodge actions.

The staff has 6 charges, and regains 1d4 charges each day at dawn. As a bonus action you can spend 1 charge and gain a flying speed of 60 feet until the end of your turn. If you end your turn in the air, you fall.

When you are hit with a melee attack while wielding the staff, you can spend 1 charge as a reaction to make an attack against the attacker. If this attack hits, it deals an extra 1d8 piercing damage.

Ruyi Jingu Bang

Weapon (quarterstaff), legendary (requires attunement)
The legendary staff of Sun Wukong, this staff is an iron rod banded with a gold ring on each end. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you take the Attack action and attack with the quarterstaff, you can make two additional attacks with it as a bonus action.

While holding the staff, you can change its size to your desire as an action, able to shrink it down to the size of a needle or to extend it to up to 120 feet long, or anywhere in between. Your reach with the quarterstaff is increased by 15 feet, and other creatures provoke an opportunity attack from you when they move while within the reach you have with the weapon. As an action, you can make a single attack with the weapon with a reach of 120 feet, extending the staff to hit your target, and retracting the staff back to you after making the attack.

The staff weighs 17,550 lbs, but feels weightless to its wielder. Whenever you hits an object with the staff, the hit is a critical hit. When you hit a creature with the staff, the target must succeed on a DC 23 Strength saving throw or be pushed 10 feet away from you and fall prone.

You can create duplicates of the staff that fight alongside you. As an action or bonus action, you can create a floating, magical copy of the staff within 10 feet of you that lasts for 1 minute. When you summon a copy of the staff, you can immediately command that copy to make a melee weapon attack against a creature within 5 feet of it, using your Dexterity modifier for the attack. On a hit, the target takes bludgeoning damage equal to 1d8 + your Dexterity modifier. As a bonus action, you can command any number of copies of the staff to make this attack.

A d6 of Sickles

d6 Weapon Rarity
1 Sickle of Equality Common
2 Reaping Sickle Uncommon
3 Scorpion's Sting Uncommon
4 Paper Kama Rare
5 Umber Mandible Very Rare
6 Harbinger Legendary

Sickle of Equality

Weapon (sickle), common
When you make an attack roll using this sickle, you forgo rolling the d20, and instead get a 10 on the die. The sickle's weapon damage is doubled when hitting a Noble.

Reaping Sickle

Weapon (sickle), uncommon
This sickle is elongated and able to cut through swathes of plants and foes alike. This sickle's damage die is a d6.

As an action while holding the sickle, you can sweep it around you, cleaving through all creatures within 5 feet of you. Each target must make a DC 13 Dexterity saving throw, taking 1d8 slashing damage on a failed save, or half as much damage on a successful one. Plants take the maximum amount of damage on a failed saving throw. Also, any nonmagical difficult terrain caused by plants, such as brambles or tall grass, is cleared within the radius.

Scorpion's Sting

Weapon (sickle), uncommon
This kama is stylized into the stinger of a scorpion. This weapon has the finesse property, and deals an extra 1d4 poison damage. Once per turn when you hit a creature using the kama, it must succeed on a DC 13 Constitution saving throw or become poisoned until the end of their next turn.

Paper Kama

Weapon (sickle), rare
This kama is made of paper written with poetry, magically made as strong and sharp as steel. This weapon has the finesse property. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

As a bonus action while holding the kama, you can fold it as if it were made of regular paper, causing it to transform into one of the following shapes of your choice:

Kama. The weapon deals an extra 1d4 slashing damage.

Whip. The weapon has the reach property.

Fan. You gain a +1 bonus to AC while wielding the weapon.

Scroll. The weapon folds into a simple paper scroll of poetry, useless as a weapon. While in this form, the weapon appears nonmagical, even to spells such as detect magic.

Umber Mandible

Weapon (sickle), very rare
Fashioned from the mandible of an umber hulk, this jagged sickle retains some of its source's power. You gain a +2 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 2d4 slashing damage.

The sickle has 2 charges, regaining 1 charge each day at dawn. While holding the sickle, you can spend 1 charge to cast the confusion spell (DC 16).

Harbinger

Weapon (sickle), legendary (requires attunement)
Forged by a Scion of Orcus to reap the living, this one-handed scythe is made of black metal that smolders with necrotic energy. You gain a +2 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 2d8 necrotic damage. While attuned to the scythe, you are immune to necrotic and poison damage.

When you hit a living creature with the scythe, you regain hitpoints equal to the necrotic damage dealt. When you reduce a humanoid to 0 hitpoints using the scythe, it dies, and reanimates as zombie under your control at the start of your next turn.

While holding the scythe, friendly undead within 30 feet of you have advantage on saving throws against any effect that turns undead, and are immune to radiant damage.

The scythe has 5 charges, regaining all expended charges each night at midnight. While holding the scythe you can cast the following spells (DC 22): animate dead (1 charge), blight (2 charges), create undead (3 charges), horrid wilting (4 charges)

When you cast a spell that creates undead, you can spend 2 charges to unleash the angry spirits of the scythe's victims. For each undead created using the spell, a specter also appears under your control. These specters persist for 10 minutes until reduced to 0 hitpoints.

As a bonus action you can spend 1 charge and cast the dominate person spell (DC 22). For the spell's duration, the targeted creature has resistance to all damage and deals an extra 2d8 necrotic damage with its weapon attacks.

A d6 of Spears

d6 Weapon Rarity
1 Long Spear Common
2 Polar Spear Uncommon
3 Exorcist's Stake Rare
4 Griffon Spear Rare
5 Hoplite's Doru Very Rare
6 Gungnir Legendary

Long Spear

Weapon (spear), common
This spear is longer than others, and magically balanced to still be usable in one hand. This weapon has the reach property.

Polar Spear

Weapon (spear), uncommon
The head of this spear is a large tooth, and the haft is wrapped in white hide. This weapon deals an extra 1d4 cold damage.

When you hit a creature with the spear, you can cause ice to spread across the target's body. The creature takes an additional 1d8 cold damage, and its speed is reduced to 0 until the end of its next turn. Once used, this property can't be used again until the next dawn.

Exorcist's Stake

Weapon (spear), rare
This silver spear is a simple yet effective tool for combating supernatural threats. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The spear acts as a holy symbol, and glows blue when within 30 feet of a shapechanger or undead.

When you hit a shapechanger or undead with the spear, it must succeed on a DC 15 Charisma saving throw or have its speed reduced to 0. If the target fails this save by 5 or more, it suffers an additional effect. A shapechanger is reverts to its original form and can’t assume a different form for 1 minute. An undead can't use its Incorporeal Movement or enter the Ethereal Plane for 1 minute.

Griffon Spear

Weapon (spear), rare
This spear is decorated with a number of griffon feathers, each indicating a successful hunt. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with the spear.

If you hit a creature that has a flying speed with the spear, it must succeed on a DC 16 Strength saving throw or fall prone and have its flying speed reduced to 0 until the end of its next turn. Griffons have disadvantage on the saving throw.

Hoplite's Doru

Weapon (spear), very rare
This ancient bronze spear has seen countless battles, bringing victory to many wielders. This weapon has the reach property. You gain a +2 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d6 piercing damage when wielded in one hand. Attacks with the spear score a critical hit on a roll of 19 or 20.

When you score a critical hit using the spear, you gain temporary hitpoints equal to your level.

If you wield the spear while wearing a shield, the two magically harmonize and improve your fighting stance. Other creatures provoke an opportunity attack when they enter your reach, and when you hit a creature with an opportunity attack, the target's speed becomes 0 for the rest of the turn.

Gungnir

Weapon (spear), legendary
The mythical spear of Odin, forged in Niðavellir at the dawn of time. Its haft was crafted from the world-tree Yggdrasil, and inscribed with ancient runes of power. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with the spear, and its range is doubled.

You gain a +5 bonus to attack and damage rolls made with this magic weapon. When you would miss an attack using the spear, you hit instead.

As a bonus action while holding the spear, you can shroud it in an illusion that makes it appear as a simple reed to all but the bearer. This illusion persists until you let go of the spear or make an attack with it.

A d6 of Light Crossbows

d6 Weapon Rarity
1 Folding Crossbow Common
2 Muffled Crossbow Uncommon
3 Shotbow Rare
4 Ricocheting Crossbow Rare
5 Spinfusor Very Rare
6 Vampire's End Legendary

Folding Crossbow

Weapon (light crossbow), common
This gnomish crossbow can be folded or unfolded as an action. When folded, the arms hinge down into the body, and the whole assembly becomes small enough to fit into a scroll case.

Muffled Crossbow

Weapon (light crossbow), uncommon
This black crossbow has a comfortable grip lined with felt. The crossbow makes no noise in its operation, and if you miss an attack with the crossbow while hidden from a target, making the attack doesn't reveal your position.

When you hit a creature with the crossbow, you can choose for the bolt to instantly vanish into smoke and cast the silence spell centered on the target, which lasts for 1 minute (no concentration required). Once used, this property can't be used again until the next dawn.

Shotbow

Weapon (light crossbow), rare
This crossbow can turn a single bolt into a volley. The crossbow has 3 charges, regaining all expended charges each day at dawn. As an action you can spend 1 charge to unleash a spray of bolts in a 20-foot cone emanating from you. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 3d8 piercing damage on a failed save, or half as much damage on a successful one.

Ricocheting Crossbow

Weapon (light crossbow), rare
Bolts loosed from this crossbow are able to ricochet off walls and around corners into their intended targets. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

As an action, you can loose a bolt from the crossbow at a surface or object within 60 feet of you. The bolt ricochets and careens into a target of your choice within 30 feet of the impact point. The target must succeed on a DC 15 Dexterity saving throw or take 1d8+1 piercing damage.

Spinfusor

Weapon (light crossbow), very rare
This crossbow is of an unorthodox design, with two sets of vertical limbs joined by strings made of magical blue energy. Bolts fired from it spin through the air with high speed and accuracy. You gain a +2 bonus to attack and damage rolls made with this magic weapon. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with the crossbow.

If you hit a flying creature with the crossbow, it deals an extra 3d8 force damage. While flying, you have disadvantage on attack rolls with the crossbow, and hits against other creatures who are flying are critical hits.

If you miss an attack with the crossbow against a target touching the ground, the bolt explodes with blue energy. The target takes 1d4 force damage.

Vampire's End

Weapon (light crossbow), legendary
This silver crossbow is marked with holy scripture made to banish foul creatures from the world. Many vampires have met their final fate at the end of its bolts. The crossbow acts as a holy symbol, and all bolts loosed from it count as silvered. You gain a +3 bonus to attack and damage rolls made with this magic weapon.

When within 120 feet of a fiend, shapechanger, or undead, the crossbow glows with sunlight, shedding bright light in a 20-foot radius and dim light for an additional 20 feet.

When you hit a fiend, shapechanger, or undead with an attack using the crossbow, it takes an additional 3d8 radiant damage and must succeed on a DC 20 Charisma saving throw or be stunned until the end of its next turn.

As an action you can loose a bolt from the crossbow at a surface or object within 120 feet of you. The bolt sticks into the point, and sheds bright light in a 60-foot radius and dim light for an additional 60 feet. This light is sunlight, and it persists until the end of your next turn.

A d6 of Darts

d6 Weapon Rarity
1 Smoke Dart Common
2 Tracking Dart Uncommon
3 Dart of Returning Uncommon
4 Bouncing Shuriken Rare
5 Ethereal Dart Very Rare
6 Throwing Star Legendary

Smoke Dart

Weapon (dart), common
When this dart hits a creature or object, it immediately vanishes into smoke. If you miss an attack with the dart while hidden from a target, making the attack doesn't reveal your position.

Tracking Dart

Weapon (dart), uncommon (requires attunement)
This dart has bright red fletchings. When you hit a creature with it, you can choose to immediately cast the hunter's mark spell at 3rd level targeting the creature. Once used, this property can't be used again until the next dawn.

Dart of Returning

Weapon (dart), uncommon (requires attunement)
This dart binds itself to the user, allowing you to have it ready at all times. As a bonus action you can recall the dart to you if it is on the same plane of existence, and it teleports into your hand. After the dart returns to your hand, you can immediately make one attack with the dart.

Bouncing Shuriken

Weapon (dart), rare
Made of flexible metal, this shuriken can bounce between multiple targets. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Once per turn when you hit a creature with the shuriken, you can choose for it to bounce into another creature within 15 feet of the first. Make another ranged attack with the shuriken against the new target.

Ethereal Dart

Weapon (dart), very rare
This dart is semi-translucent and able to pass through solid objects. You gain a +2 bonus to attack and damage rolls made with this magic weapon. If you can see into the Ethereal Plane when you make an attack using the dart, you can target creatures on that plane with it.

As an action, you can throw the dart forward in a line 1 foot wide and 30 feet long. The dart becomes incorporeal, passing harmlessly through objects and ignoring cover. Each creature in the line must make a DC 17 Dexterity saving throw. On a failed save, a target takes damage as if it were hit by the dart, plus an extra 2d4 force damage. The dart becomes physical again at the end of the line.

Throwing Star

Weapon (dart), legendary
The entire surface of this shuriken is made of flat white light, uncomfortable to look at. You gain a +2 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 3d4 fire damage and 3d4 radiant damage. The shuriken glows with sunlight, shedding bright light in a 60-foot radius and dim light for an additional 60 feet.

The shuriken has 12 charges, regaining 1d12 charges each day at dawn. As an action, you can throw the shuriken at a point within 60 feet of you and cast one of the following spells centered on the shuriken (DC 19): daylight (2 charges), fireball (4th-level, 4 charges), sunburst (8 charges).

A d6 of Shortbows

d6 Weapon Rarity
1 Harp Bow Common
2 Windborne Bow Uncommon
3 Ambusher's Bow Rare
4 Ankheg Bow Rare
5 Spore Launcher Very Rare
6 Tengri's Call Legendary

Harp Bow

Weapon (shortbow), common
This shortbow has many strings, allowing it to also be used as a harp. Arrows loosed from it whistle musically through the air.

Windborne Bow

Weapon (shortbow), uncommon
This bow is made of light wood carved with spiraling patterns, and channels gusts of wind to propel its shots. Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls with the bow.

As an action, you can nock three arrows into the bow and loose them into three different targets of your choice within 60 feet of you, making an attack roll with the bow against each. Once used, this property can't be used again until the next dawn.

Ambusher's Bow

Weapon (shortbow), rare
This bow is painted dark green and brown, and adorned with leaves. If you miss an attack with the bow while hidden from a target, making the attack doesn't reveal your position.

The bow has 4 charges, and regains all expended charges each day at dawn. While holding the bow, you can spend 1 charge to cast the cordon of arrows spell (DC 15). When a creature fails its saving throw against the spell, the first attack roll against it before the start of its next turn has advantage.

Ankheg Bow

Weapon (shortbow), rare
The limbs of this bow are carved from ankheg chitin, and the string drips with mucus. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

While holding the bow you can cast the melf's acid arrow spell (+7 to hit). The spell can be cast twice, regaining all expended uses each day at dawn.

Spore Launcher

Weapon (shortbow), very rare
Crafted by myconids, this fungal bow attaches pods of fungal spores to its ammunition. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d4 poison damage.

The bow has 8 charges, and regains 1d6 charges each day at dawn. When you hit a target with the bow, you can spend 1 charge to cause the arrow to explode with poisonous spores in a 5-foot radius from the target. The cloud of spores persists for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature enters the cloud’s area for the first time on a turn or starts its turn there, that creature must make a DC 17 Constitution saving throw. The creature takes 2d8 poison damage on a failed save, or half as much damage on a successful one.

As an action you can spend 2 charges and loose a pacifying spore from the bow at a point within 30 feet of you. The spore explodes in a 10-foot radius from the point. Each creature in the area must succeed on a DC 17 Constitution saving throw or be stunned until the end of their next turn.

Tengri's Call

Weapon (shortbow), legendary
Said to have fallen from the sky, this bow is fabled to be the fastest and most accurate in the world. Its wielder is empowered by the wind and sky itself, and many warlords have built their realms on the back of its power. You gain a +3 bonus to attack and damage rolls made with this magic weapon. While mounted, you have advantage on attack rolls with the bow.

When you take the Attack action using the bow, you can make two additional attacks with it as a bonus action.

As an action you can make eight attacks with the bow. Each target hit by one of these attacks must succeed on a DC 22 Wisdom saving throw or be frightened of you until the end of your next turn. Once used, this property can't be used again until the next dawn.

A d6 of Slings

d6 Weapon Rarity
1 Flail Sling Common
2 Accelerated Sling Uncommon
3 Stunning Sling Rare
4 Handheld Trebuchet Rare
5 Stranger Sling Very Rare
6 Goliath Slayer Legendary

Flail Sling

Weapon (sling), common
In dire circumstances, this sling can magically grasp hold of a loaded bullet. You can make melee attacks using the sling as if it were a flail.

Accelerated Sling

Weapon (sling), uncommon
This sling accelerates itself quickly when swung, enhancing the range and impact of its shots. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and its range is doubled (60/240).

Stunning Sling

Weapon (sling), rare
Bullets slung by this sling have a knack for striking foes on the head and dazing them. You gain a +1 bonus to attack and damage rolls made with this magic weapon.

The sling has 4 charges, and regains 1 charge each day at dawn. When you hit a creature with a ranged attack using the sling, you can spend 1 charge to force them to make a DC 15 Constitution saving throw. On a failed save, the target take an extra 1d4 bludgeoning damage and is stunned until the end of your next turn.

Handheld Trebuchet

Weapon (sling), rare
This enormous sling acts as a portable siege engine, sending shots crashing through stone and wood. This weapon has the finesse property. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sling deals double damage to objects and structures.

Once per turn when you hit a creature with the sling, it must succeed on a DC 14 Strength saving throw or take an extra 1d4 bludgeoning damage and be knocked prone.

Stranger Sling

Weapon (sling), very rare (requires attunement)
This sling is made of yellow linen, and marked with runes warding away aberrations. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to the sling, you have resistance to psychic damage, and you can cast the message cantrip.

While attuned to the sling, you can cast the sending spell. Once you cast the spell using the sling, you can't do so again until the next dawn.

Once per turn when you hit an aberration with the sling, it must make a DC 16 Constitution saving throw. On a failed save, the target is stunned until the end of its next turn. If the target fails this save by 5 or more, it is also paralyzed until the end of its next turn, or until it takes damage.

When you score a critical hit against an aberration using the sling, it takes an extra 3d8 force damage.

Goliath Slayer

Weapon (sling), legendary
This sling was once wielded by a divine champion, and is said to be able to fell giants in a single shot. You gain a +3 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d4 bludgeoning damage.

You have advantage on attack rolls against creatures larger than you using the sling. When a creature larger than you misses you with an attack, you can make an attack against it using the sling as a reaction.

When you hit a giant or goliath using the sling, it must make a DC 21 Strength saving throw. The target takes an extra 4d8 bludgeoning damage and is knocked prone on a failed save.

 

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