Fantasy Weapons

Soul stealer +2
Weapon (rapier), rare

This magical rapier provides a +2 bonus to attack and damage rolls. In addition, the wielder is granted a +2 bonus to Charisma skill checks while the weapon is on their person.

Its handle features a discreet button that releases a fluid (typically a poison) which takes one round to flow out and cover the blade. The rapier can store a single use of poison.

The blade of this rapier is perfectly balanced and its ornate crossguard is flamboyant in design. The handle is longer than usually and wound in red dragon leather.


Moonshard +1
Weapon (sickle), uncommon

This weapon provides a +1 bonus on attack and damage rolls. During night or in dark condition, it glows pallid blue and provides dim light in a 10 feet radius. The sickle deals double damage against plant type monsters and gives the wielder doubles proficiency bonus on checks to craft poison and find herbs.

The blade of the sickle resembles a (somewhat evil-looking) half-moon surrounded by entangled decorations in dark steel. The handle is inlaid with bone which has been branded with the symbol of Malar, the god of the hunt.

The Moonshard sickle is often used by evil druids who harvest poisonous herbs at night for wicked rituals. Its origin is unknown, but according to some bards, the Moonshard sickle comes from Unseelie court in Feywild.


Wanderer’s Staff
Weapon (quarterstaff), uncommon

This elvish quarter staff provide several benefits to the wielder. The person holding the staff always know the direction of north and can move through difficult terrain at normal speed.

Once per day, the wielder can cast one of the following spells: light, alarm, or goodberry. During the day of the full moon, the spells can be cast three times per day. The wanderer’s staff is made out of a carved branch of oak that has been sanded smooth and oiled.

Engraved elvish runes follow the staff and read “Travel well”. The staff was made by wood elves and given to friends of the elves, or to wood elves who planned to embark on long journeys.


Hellfire weapons
Magical weapons (any), uncommon

Hellfire weapons have been forged in depth of The Nine Hells, some say by Asmodeus himself. Any living creature who touches a hellfire weapon has to make a Wisdom ability check DC 20. If you succeed, nothing happens and the weapon’s magical abilities remain dormant. However, if you fail, your character instantly changes alignment to lawful evil.

The weapon will provide a + 1 to attack and damage, as well as an extra 1d6 of fire damage, if the person wielding it is lawful evil. The wielder also has resistance to holy and radiant damage.

When the weapon is drawn it burns with a hellish flame and a faint smell of sulphur lingers in the air. The flames provide bright light in a 30-foot radius.

As a special feature, you can call forth a Hell Hound to fight for you once per day. It takes 1 minute to summon the canine fiend. The Hell Hound attacks on your initiative and obeys your mental commands (requiring no action on your part). The Hell Hound returns to its natural plane when it drops to 0 hit points, if your concentration is broken, or 1 hour after you summoned it.


Wilma’s Hammer +2
Magical weapon (light hammer), rare

This weapon provides a +2 bonus to attack and damage rolls. In addition, it deals an extra 1d4 damage to undead creatures and it trembles gently when within 30 feet of undead.

This hammer once belonged to Wilma Longstrider, captain of the town watch in Littlemoor. It was blessed by a visiting cleric when Wilma led the town’s defence against attacking zombies from a nearby cemetery.

The hammer head is decorated with the embossed symbol of the deity Torm (a right-hand gauntlet). The handle is made out of white ash and it’s engraved with Littlemoor’s coat of arms: a lamb and three maple leaves.


Wyrmtail javelins +1
Magical weapon (javelin), uncommon

The weapon provides a +1 bonus on attack and damage rolls. When thrown, the red Wyrmtail javelin catches fire and deals an additional 1d4 damage. Furthermore, the wielder of this weapon can understand and read draconic.

Other Wyrmtail javelins have different effects depending on their colour: green javelins deal 1d4 poison damage, blue javelins deal 1d4 lightning damage, and yellow javelins deal 1d4 radiant damage. Wyrmtail javelins are rare, but are often found in a bundle (roll a 1d6 to decide how many spears the players find).

The javelins are sleek and exceptional light. They are made of one single piece of matte steel and has a long red double-blade. The end of each weapon is shaped like a dragon’s tail. According to legend, Wyrmtail javelins once belonged to fierce dragon hunters in the north, several hundred years ago, but this has never been fully established by scholars at the Seven Keys Library or Winterhold Academy.


Clan-forged axe
Magical weapon (handaxe), uncommon

This weapon is well crafted and magically enhanced. The axe is warm to the touch and provides those who wield them with Advantage on Exhaustion checks due to cold conditions. In addition, the handaxe emits a soft, warm yellow glow that provides dim light within 10 feet, even in magical darkness.

The axe is made out of adamantine metal, hardwood, and the smithy’s symbol (an engraved snowflake) is found at the end of the shaft. Clan-forged axes are created by following a secret recipe, combining blacksmithing and magic, that is known only to the Flinthelm clan. The recipe has been handed down through generations of dwarven blacksmiths at Winterhold smithy.


The Concluder +1
Weapon (greatclub), uncommon

You gain a +1 bonus to attack and damage rolls made with this magic weapon. On a critical hit, your opponent must succeed on a DC 12 Constitution saving throw or be Stunned until the end of the round. In addition, the weapon deals double damage to any structure.

This massive oaken table leg was used by the legendary half-orc Tripp Grumch. Tripp worked as a bouncer at The Old Skunk, a tavern notorious for its wild guests. One night at closing time, a tipsy sorcerer improved Tripp’s club in exchange for a bottle of dwarven rum.


Izabel’s dirk +2
Magical weapon (dagger), rare

You gain a +2 bonus to attack and damage rolls made with this magic weapon. Its blade is magically blackened and reflects little light, which provides an additional +1 bonus to hit on surprise attacks. In addition, the dagger is perfectly soundless, it makes no sound if thrown or dropped.

This slim, elegant dirk is one of a pair that was commissioned by the Drow master assassin Izabel Nebexxar. The pommel is shaped like the body of a spider and the black leather sheath is inlaid with adamantine.


Sharpfang +1
Magical weapon (club), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon. Upon a hit, roll 1d10. On a result of 1 or 2, add 1d4 poison damage. The weapon also grants its wielder a +2 bonus on saving throws against poison.

Sharpfang is a wooden club with an attached fang from a giant spider. It is dark brown, oily, and gives off an acrid smell. Once upon a time, Sharpfang belonged to a mighty goblin boss who used it to control their unruly tribe. 

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