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#homebrew masterwork bonuses
tabletoptrinketsbyjj · 3 months
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Hotlinks to all Tables: A complete list of every trinket table for quicker access. This also functions as the easiest link to reblog or save for reference purposes as it’s updated with each new table. Now with 161 full d100 loot tables, resource tables and a working rollable Omni Loot Table.
---Note: The links sometimes don’t work on mobile devices or some apps. Try using a desktop or browser extensions if they aren’t working. 
-The Omni Loot Table: The loot mega-table that allows the user to roll randomly on the 161 tables this blog has collected. This grants a DM literally millions of unique trinkets, equipment and items that players can find to enrich their world and playing experience.
-Character Creation Loot Generator: This generator creates an sample of trinkets, curiosities and loot, pulled from a wide list of other tables that is meant to provide the player with items to encourage engaging roleplaying. Best used at character creation to help with ideas of where the character has traveled, what they’ve accomplished and what they’ve chosen to carry with them.
-All Trinkets: Interesting baubles or semi magical items that have little to no practical in game or mechanical use for an adventurer.
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-All Unique Armors: Splint mail, studded leather and sturdy shields of all shapes, sizes and mysterious backgrounds. Distinctive armors that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
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-Masterwork Armor Bonuses: Over a dozen homebrew armor improvements, enhancements and modifications created though superior craftsmanship. These masterpieces are more useful than standard armor but less powerful than a +1 armor.
-All Artifacts: Artist masterpieces, rare magics and opulent combinations of jewels and precious metals. These objects can be found in the throne rooms of kings, the demiplanes of archmages and the pinnacle of a dragon's hoard.
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-All Books: An eclectic library of dusty tomes, fictional textbooks, pocketbooks, paperbacks, hardcovers, booklets, leaflets and magical manuals.  
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-Book Descriptions: A short list of quirks, physical descriptions and eccentricities to add additional characteristics to the book trinket list. Rollable Book Descriptions table
-All Cloaks: A collection of unique descriptions of cloaks for DM’s to give to their players as magical or mundane loot and for players to use during character creation to help flesh out their personal style.
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- All Circlets, Crowns and Coronets: Resting on the noble head of the mighty king or regal queen are the physical manifestations of their wealth and power. The symbols of their right to rule, these various headdresses are often tailor made to serve as metaphor for the monarch’s personality or that of their kingdom.
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-All Minor Magical Items: Not-quite-wondrous objects, common magic items, utility and niche magical equipment, underpowered relics or depowered artifacts. These options are essentially cantrips and weak magic spells in physical form and are perfect for low level characters.
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-All Necklaces: Amulets, lockets and pendants that grant an immediate glance into the bearer’s personality, wealth, rank or social class and often serves as an iconic part of that character’s look. While a locked metal torque can instantly mark the bearer a penniless slave and a string of lustrous pearls mark their owner a flauntingly wealthy noble, so can an adventurer's necklace mark them as a creature to bestow quests upon.
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-All Rings: Enough bands, loops and rings to wear three on every finger and toe while still having dozens to spare. These tiny bejeweled circlets of bone, metal and wood always add more to the story than the sum of their parts.
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-All Sealed Glass Vials: Faulty potions, weak elixirs, alchemical supplies, spell components, ritual elements, enchanting materials, crafting ingredients and magically preserved biological samples.
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-All Unique Weapons: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Distinctive weapons that can serve as the basis for family heirlooms, legendary artifacts and magical or masterwork weapons.
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-Masterwork Weapon Bonuses: Over 20 homebrew weapon improvements, enhancements and modifications created though superior craftsmanship. These masterpieces though more powerful than ordinary weapons but weaker than a +1. Rollable Masterwork Bonus Table
-Running the Numbers: On Balancing Homebrew Masterwork Weapon Bonuses
-Random Weapon + Random Masterwork Weapon Bonus.
-Random Unique Weapon + Random Masterwork Weapon Bonus.
-Minor Weapon Enchantments: A collection of minor bonuses that are weaker than a standard +1 weapons, as they come with trade-offs, risks, prerequisites, limited uses or niche benefits. These enchantments provide feat-like bonuses, low level class abilities, modify damage types, provide short bursts of power or replicate the effects of low levels spells. Rollable Minor Weapon Enchantments Table.
-Random Weapon + Random Minor Weapon Enchantment.
-Random Unique Weapon + Random Minor Weapon Enchantment.
-All Unique Minor Magic Weapons: A collection of weapons of artifact level  flavorful but low level power. Much like the Minor Weapon Enchantments, these provide small bonuses and combat options that are restrained by limited uses, niche situations or come with risky drawbacks. 
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-All Valuables: More useful than simple baubles touched mystery, these items have either a clear purpose, a reliable ability or are made from a fairly costly material. The items could fetch fair prices to collectors of the strange, jewelers, antique or art dealers or simply to barter with if the owner is short on actual currency.
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-All Worthless Trinkets: Vaguely interesting garbage, vendor trash and junk loot. Not magical or mysterious like regular trinkets or worth anything more than a copper piece or two even if you could find someone to buy it in the first place.
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—Keep reading for all reference and resource tables.
-Random Artisan's Tools: A tool helps you to do something you couldn't otherwise do, such as craft or repair an item, forge a document, or pick a lock. This list is meant to be used as a reference for other tables on this blog and to serve as a resource for players and DM’s
-Battle Cries: Simplistic and bone chilling warcries, complex and inspiring calls to arms and primal wordless screams of rage that shakes the enemy down to their iron-shod boots. A collection of simple phrases, threats, insults and violent promises for creatures to yell before and during combat to add verbal spice to each attack.
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-Random Color Table: Pretty self explanatory and it’s basically only here because many of the trinkets reference it. Roll for colors or just use it as a reference while handing things out if you don’t have a color wheel handy. Rollable Random Colour Table.
-Random Creature Type Table: A quick guide to the various creature types for reference purposes. Rollable Random Creature Type Table.
Random Godly Domains Tables: Depending on your system and in-game universe, there may already be a pantheon, singular or lack of Gods. However, people are superstitious wherever your players go and these tables allow a DM to generate a domain, theme or patronage to quickly flesh out a trinket with a “Random Godly Domain”. Rollable Godly Domains Table.
Unique Metamagic Options: The practice of learning, preparing and casting spells is often considered Art rather than religious fervour, academic knowledge or inborn skill. Over a dozen homebrew options all of which provide a vivid description of exactly how the caster is deliberately warping the nature of the spell to achieve their goal. Rollable Unique Metamagic Options.
-All Mottos: Whether they're called adages, maxims or creeds, these simple statements are essentially promises made to oneself, family, or institution. A character's motto can be a goal in itself or a moral anchor that centers his life and guides his action. A mixed collection of real life and fictional mottos that can aid a DM to quickly expand the history of the campaign or to aid a PC in a richer character creation.
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Random Musical Instruments Table: There are a surprisingly large number of ways to pluck a string, blow through a tube or hit something with a stick. This collection of real life instruments are all capable of being created with pre-industrial techniques and can be easily be carried, maintained and played by a traveling adventurer. Rollable Musical Instruments Table.
Random Nightmares: A collection of unspeakable, nonsensical night terrors, worse than the strongest of bad trips on powerful hallucinogens. These exist to frighten adventurers who have seen more than their fair share of trauma. A cleric’s healing words can mend the flesh but nothing truly mends the mind from witnessing the aberrant horrors, monstrous beasts and undead abominations, whose defeat is an adventurer’s main source of income. Rollable Nightmares Table.
Random Weapon Tables: Sometimes you just need a weapon and literally anything mildly lethal will do the trick. These lists give a DM the ability to quickly look through different options when generating loot. Rollable Random Weapons Table.
-Random Sword Table
-Wild Magic Surges: A collection of Wild Surge options for DMs and PCs who find the published tables limiting, repetitive or boring, three things wild magic by definition, should never be. Rollable Wild Magic Surge Table.
Glossary and Common Terms: A collection of terms and lingo that are frequently used in D&D and other tabletop games, along with terms written by me specifically for use in this blog. Some words used in this blog are purposely written as “catch all” ideas or “Common Terms” that can easily be adapted to any game system.
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Unique Armors, 3: Splint mail, studded leather and sturdy shields of all shapes, sizes and mysterious backgrounds. Fictional characters wear their armor like a second skin, seemingly owning no clothes but their ever-present protective gear. Armor can define a character’s personality as well as their fighting style and fuel a growing character arc. From Darth Vader’s futuristic full plate, Sturm Brightblade in his father’s ancient suit of Solamnic armor, Batman’s pitch black suit and cloak (Or any superhero costume) designed to evoke fear in criminals, Warhammer 40k’s Space Marines and their enormous powered armor, Croaker’s baroque Widowmaker armor, Goblin Slayer’s grubby armor and concealing helmet, the frost covered armor of Prince Arthas and any complete armor set from any video game, a character’s protective gear is a full body first impression. These examples are not powerfully magical or even technologically more advanced than other armors in their various settings but the rich description, emotional attachment and narrative focus allows the protection to almost become a character in its own right. This table of Unique Armor can serve as the physical basis for family heirlooms, legendary artifacts and magical or masterwork weapons. Alternatively they can be found as loot and become part of a PC’s distinctive appearance, allowing the player to become fully immersed in their character’s look and feel. —Note: Some entries call for the DM to “Roll a Random armor” which simply means that the DM can roll from the pregenerated lists on this blog or choose whatever armor they feel would be appropriate for the situation.
A suit of Random Armor armor that exudes a faint aura of protective abjuration magic as if it once held a defensive enchantment that has since faded.
A suit of Random Armor armor with a gorget that rise up at the back of the collar, protecting the top of the spine. The symbol of a brain is stamped into the back of the neckpiece’s interior so that it touches the base of the wielder’s skull. The armor seems to possess the faintest trace of self-awareness and the wielder can occasionally feel a subtle touch of another mind drift across his own. Knowledgeable PC’s might conclude that the suit was once a truly sentient armor possessing true intelligence that it has somehow lost, died or gone into a state of hibernation.
A suit of well-crafted Random Armor armor fashioned from study components and arranged to better distribute the weight over the wielder’s frame to make long distance travel easier. Each individual part is rugged, showing signs of regular use but also of consistence maintenance, making it functional if not showy. Seemingly perfectly made for extended campaigning, rain cannot fall upon the wielder and instead diverts around the edges of an ethereal bubble of energy.
A suit of half plate enriched by decorations depicting floral and mythological motifs making the armor as beautiful as it is protective.
A set of Random Armor armor that is completely devoid of any coat of arms or identifying standard. When donned, the armor's front torso changes to display a beautifully rendered version of the bearer's personal insignia, coat of arms, family crest, personal design, clan, etc. If the bearer lacks all of these, the armor will present a mix of colors, emblems or designs that represents the wielder's personality and values.
A set of hide armor made from the pelts of several jaguars placed over layers of padding. The coif, which is actually made from the skull of a jaguar, frames the bearer's face in the great cat's jaws.
A battered wooden shield impaled with what looks to be an entire rack of dulled, rusty knives. They are all covered in fresh blood.
A fragile-looking suit of full plate that is actually quite stalwart. The armor is just ordinary (If heavily polished) steel covered in a thin layer of alchemically resilient glass. The silvery, transparent nature of the armor gives it a rather unusual look not unlike a mirror and some members of the nobility wear this armor simply as a fashion statement. The glass is incredibly durable and the armor is no stronger or weaker than a typical suit of full plate.
A set of Random Armor armor that is covered in strangely uniform blood splatters making it look like the bearer has been stabbed in the exact same way at least ten times.
A bulky, yet surprisingly lightweight suit of pearlescent half-plate with symbols of the sun and moon surrounded by a lightning wreath on the chestpiece.
-Click Here for homebrew Masterwork Armor Bonuses to give these objects even more personality and mechanical benefits.  
-Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
-Or keep reading for 90 more armors.
—Note: The previous 10 armor are repeated for easier rolling on a d100.
A suit of Random Armor armor that exudes a faint aura of protective abjuration magic as if it once held a defensive enchantment that has since faded.
A suit of Random Armor armor with a gorget that rise up at the back of the collar, protecting the top of the spine. The symbol of a brain is stamped into the back of the neckpiece’s interior so that it touches the base of the wielder’s skull. The armor seems to possess the faintest trace of self-awareness and the wielder can occasionally feel a subtle touch of another mind drift across his own. Knowledgeable PC’s might conclude that the suit was once a truly sentient armor possessing true intelligence that it has somehow lost, died or gone into a state of hibernation.
A suit of well-crafted Random Armor armor fashioned from study components and arranged to better distribute the weight over the wielder’s frame to make long distance travel easier. Each individual part is rugged, showing signs of regular use but also of consistence maintenance, making it functional if not showy. Seemingly perfectly made for extended campaigning, rain cannot fall upon the wielder and instead diverts around the edges of an ethereal bubble of energy.
A suit of half plate enriched by decorations depicting floral and mythological motifs making the armor as beautiful as it is protective.
A set of Random Armor armor that is completely devoid of any coat of arms or identifying standard. When donned, the armor's front torso changes to display a beautifully rendered version of the bearer's personal insignia, coat of arms, family crest, personal design, clan, etc. If the bearer lacks all of these, the armor will present a mix of colors, emblems or designs that represents the wielder's personality and values.
A set of hide armor made from the pelts of several jaguars placed over layers of padding. The coif, which is actually made from the skull of a jaguar, frames the bearer's face in the great cat's jaws.
A battered wooden shield impaled with what looks to be an entire rack of dulled, rusty knives. They are all covered in fresh blood.
A fragile-looking suit of full plate that is actually quite stalwart. The armor is just ordinary (If heavily polished) steel covered in a thin layer of alchemically resilient glass. The silvery, transparent nature of the armor gives it a rather unusual look not unlike a mirror and some members of the nobility wear this armor simply as a fashion statement. The glass is incredibly durable and the armor is no stronger or weaker than a typical suit of full plate.
A set of Random Armor armor that is covered in strangely uniform blood splatters making it look like the bearer has been stabbed in the exact same way at least ten times.
A bulky, yet surprisingly lightweight suit of pearlescent half-plate with symbols of the sun and moon surrounded by a lightning wreath on the chestpiece.
A baroque suit of plate mail fashioned from a strange, glittering black crystal as strong as steel and of the same weight.
A shimmering bright coat of chain mail made from fine links of silver that covers the wearer's upper arms, torso, and groin.
A cuirass (Scale mail statistics) of obviously high quality manufacture. The armor's scales have each been individually acid-etched with a simple image of an eight point sunburst.
A suit of dragonhide scale mail armor. Reflected light glints on the pebbled scales of this armor. The breastplate, gauntlets and greaves are stiff, their surfaces hard, but the heavy leathery material on the inside of each piece yields slightly when pressed.
A set of breastplate armor that appears unremarkable at first glance, but closer examination reveals a labyrinthine, watery twists of banding and mottling characteristic of high-quality steel.
A lightweight mithral breastplate cast to represent a muscular torso.
A heavily-built suit of full plate that looks as though it is made of iron rather than steel. It is battered as if from dozens of battles, yet it is solidly built.
A heavy shield made from the spiky shell of a young tojanida, and decorated with gold trim.
A magnificent suit of black and gold o-yoroi armor (Scale mail statistics), with a black kabuto topped with a bright green fish crest, and a gold hoate mask sporting a long white beard. Knowledgeable PC’s will know that black and gold are the colors of the Watashi clan, and the armor is decorated with gold seals bearing the clan mon, a carp.
A suit of steel plate mail engraved with the names of fallen members of a knightly order.
A strangely thin, yet durable armor made from the interwoven bark of oak and yew trees (Scale mail statistics).
A set of armor made of two layers of leather (Studded leather statistics). The inner side is softer, made from deer. The outer layer is tanned and strengthened, giving it greater durability.
A medium-sized masterwork full plate armor made from the hide of a green dragon and decorated with elaborate scrollwork.
A suit of knee-length padded armor of quilted red cloth, embroidered in gold thread with fiery symbols.
A suit of Random Armor armor decorated with unblemished white trim that appears to have black forms flitting across it when observed out of the corner of the wielder’s eye. The dark images are not present when the trim is examined nor do creatures other than the wielder observe this phenomenon. During combat, the wielder sees shadowy figures darting around in their peripheral vision, which reach for the armor but never quite touch it.
A shield made from the large skull of a horned lizard, with a blade attached. The skull is scrimshawed with battle scenes.
A suit of simple padded armor of light brown quilted cloth, trimmed with white and black ermine fur.
A set of silken ceremonial armor in the Keiwanese style (Leather armor statistics), consisting of padded cloth robes with a top layer of royal blue silk, decorated with gold brocade patterns, including the mon of the Subishi clan, and covered with metal disks.
A suit of black leather armor designed for a female knight. The pauldrons and breastplate are painted in gold leaf with roses and leaf patterns.
A round heavy bronze shield of decent craftsmanship, engraved with an intertwined serpent eating its own tail.
A finely wrought chain shirt with bronze trim, emblazoned with a bronze flame motif in the center of the chest.
A suit of leather armor decorated with a silver tree which fills the whole of the breastplate. An Elven inscription beneath reads, "For Queen Anmarlarien, Our Beloved Protector."
A suit of Random Armor armor trimmed in perpetually pure white linen from which a network of thin golden veins extend outward. When the armor is worn, the wielder’s mind is filled with thoughts of redemption, righteous vindication and protecting the innocent. Although the wielder is never forced to act on these feelings, the constant influx of altruistic intent may influence his behavior.
A tower shield painted dark green and decorated with a Randomly Colored dragon releasing a mawfull of its lethal breath.
A suit of mustard-colored quilted cloth armor (Padded armor statistics), lined with layers designed to stop missile weapons, and fastened with tin buttons bearing an oak leaf symbol.
A suit of dark brown studded leather armor. Its pauldrons are trimmed with crimson steel and it has a red dragon's head beneath the gorget.
A plain lightweight wooden round shield with a bronze boss.
A lamellar cuirass (Ring mail statistics), made from red lacquered leather plates bound together and fitted over a silk shirt; the cuirass is decorated with gold patterns.
A suit of iridescent padded armor (Studded leather statistics), fashioned from exotic metallic cloth to look like the scintillating scales of an ocean fish.
A suit of black studded leather armor with conical studs fashioned from silver, and a fine collar decorated with red garnets.
A suit of hag sewn armor made from the resilient hide of a yeth hound (Chain shirt statistics, contains no metal), decorated with electrum tooling depicting scenes from the Winter Court of the Fey on the front and back.
A heater shield, depicting a stag of gold above a chevron or on an azure field. The light steel shield is made to be drawn quickly in the heat of combat.
A light steel heater shield, with a unicorn rampant argent painted on a field vert.
A chain shirt made from delicately wrought blue-tinged links, with aquamarines inset into the collar and cuffs. Knowledgeable PC’s recognize the style as that crafted by the merfolk in their mysterious undersea forges. The metal moves gracefully when submerged and never impedes the wielder’s ability to swim.
A buckler divided into three segments, each painted a different color, around a highly polished bronze boss.
A chain shirt made from gold-plated links, topped with an ornately decorated gorget of gold plate which protects the neck and shoulders.
A dwarf-sized mithral chain shirt, bearing the Hammerschlag clan rune in platinum, and adorned with four sapphires. It is as resilient in combat as it is beautiful.
A set of kikko armor (Ring mail statistics), made of bronze hexagonal plates sewn on to black silk. Each plate is engraved with a Keiwanese character.
A set of rainbow-tinged, steel scale mail, fashioned from the highly polished scales of a river drake.
A set of lamellar armor made from horn plates (Chain shirt statistics), painted with gold leaf and stitched together with purple silk.
A set of blue hide armor, made from the skin of a behir and inlaid with silvered lightning symbols.
A long greenish-brown coat of basilisk hide (Scale mail statistics), complete with frills, reinforced with steel plates sewn inside.
A rectangular heavy bronze shield decorated with an eagle holding lightning bolts in its talons.
A fine bronze breastplate, with the emblem of an upraised sword held in a clenched fist inlaid in electrum in the center of the chest.
A suit of matt black chainmail, with a fine silk lining to minimize chinking when the wearer moves. Knowledgeable PC’s have heard that this style of protection is popular with the Gray Rooks, an order of spies and assassins out of Kjarran.
A suit of scale mail crafted from hard sea turtle shells, embellished with gold zigzag designs.
A suit of gold colored scale mail from the jungle kingdom of Gopura, made from the decorated scales of a dire pangolin.
An agile breastplate of finest steel, engraved with beautiful knotwork patterns and inset with three sardonyx gemstones.
A black iron breastplate covered in occult symbols of evil and chaos.
A finely crafted elven-made silvered scale mail, bearing the emblems of Queen Anmarlarien and her court.
A suit of gold scale mail made in the Ebon Realm centuries ago by a lost race of merfolk. The ornate helm and vambraces include unsettling tentacles and spiral designs.
A fine suit of chainmail made from pale green, shiny steel rings, with a breastplate and pauldrons decorated with wave-like patterns and studded with small pearls.
A light, rounded steel, parrying shield, with four bronze studs arranged in a square in the middle. A pair of sharply pointed antelope horns extend outward from opposite sides of the shield.
A dwarven steel breastplate, engraved with the holy symbols of the dwarven gods and inset with yellow‐green chrysoberyls and purple amethysts.
A small round darkwood buckler with a symbol of a silver tree emblazoned on it.
A set of mithral chainmail of exemplary dwarven workmanship, with pauldrons damascened with gold and a gold grinning troll’s face in the center of the cuirass.
A set of iron, lamellar armor (Ring mail statistics), lacquered dark green, with silver thread used to stitch the plates together. The armor bears the lotus shaped mon of the Fukigawa clan.
A suit of steel banded mail (Splint mail statistics) with a dragon rampant design etched into the plates making up the front of the cuirass.
A circular light steel shield painted with a red skinned sneering and drooling goblin face.
A suit of splint mail with the overlapping steel plates decorated with gold trim. Several are engraved with short words of prayer honoring the sun god Darlen.
A suit of ring mail crafted in the southern city of Sabtah, engraved with religious verses in swirling calligraphy, praising the God of the Desert Winds.
A fearsome suit of half plate with a winged, red plumed helm and a breastplate decorated with grinning goblin faces.
A suit of banded splint mail, damascened with fine silver scrollwork and topped with a plumed helmet set with red jasper gems.
A battered and scarred kite-shaped shield made of darkwood. A close inspection reveals the initials “K.S.L.” cut into the back of the shield.
A suit of agile half plate with a breastplate engraved with a gold inlaid skull and crossbones design, surrounded by a golden wreath pattern. Two small rubies serve as the skull’s eyes.
A suit of dwarven half plate inlaid with an orichalcum anvil and hammer emblem on the breastplate. The runes for “fire” and “ash” are engraved on the gauntlets.
A diabolic suit of half plate of red tinged steel made for a blackguard. The left pauldron is shaped to resemble the face of an alluring feminine devil, and a serpent is inlaid in greenstone on the breastplate.
A diamond shaped heavy steel shield, decorated with fleur-de-lys patterns in bas relief.
A suit of field plate armor with complex swirling patterns inlaid into the steel in brass.
A suit of stoneplate armor of dwarven workmanship, chiseled from basalt and treated with alchemical compounds. Heavy and unwieldy, the armor bears the holy symbols of the dwarven God of Stone. The suit is as effective as typical plate mail but weighs ten pounds more and may be worn by druids or those incapable of wearing metal armor without penalty.
An oval light wooden shield covered in zebra skin, crafted by a Kwali tribesman of the southern savannah.
An elegant suit of mithral and ironwood full plate of ancient high elven workmanship, built from elegant curved wing like pieces.
A suit of Random Armor armor whose chestpiece is decorated with a silver octopus on a blue background. The beast holds a different weapon in each tentacle.
A set of oaken breastplate carved with the bas relief image of the horned Forest God, surrounded by leaves of colored resin. The suit is as strong as steel and may be worn by druids or those incapable of wearing metal armor without penalty.
A copper buckler, decorated with swirling fiery patterns and arabesques.
An exquisitely crafted set of blue mithral full plate bearing the image of a setting sun enshrouded by angelic wings etched into the breastplate. The phrase "Protection from the unjust awaits the righteous" is etched around the base of the breastplate in archaic Celestial. A small pictogram of a wounded man being comforted by an angel decorates the inside of the left greave. Silver runes embossed onto the shoulder pads depict a scene from a crusading celestial god's holy book.
A black buckler with a brass dragon’s head boss surrounded by eight brass flowers.
A suit of hide armor crafted from the skin, fur and claws of cave bears and sewn together with their sinew.
A suit of scale mail armor made from the discarded skin of a giant serpent and treated with alchemical mixtures causing it to be as strong as steel. The armor contains no metal components.
A brilliantly polished darksteel breastplate, missing its straps and engraved with dedications to a now defunct religious order.
A close-fitting doublet-styled jacket (Studded leather statistics) that’s reinforced with expertly arranged internal plates of hard leather, giving it superior protection while retaining remarkable flexibility.
A suit of splint mail made of ironwood plates inserted into articulated overlapping strips of tanned and cured shark hide which are riffled in texture to suggest the play of wind on water. The suit may be worn by druids or those incapable of wearing metal armor without penalty.
A jet black lorica segmentata (Splint mail statistics) with a large blood-red sun enclosed within a lacquered black circle emblazoned on the chest and shoulders. The emblem marks this armor as belonging to the mercenary company known as the Caged Legion.
A suit of lorica hamata (Chain shirt statistics) consisting of a chain shirt fitted with thick brass shoulders that run from the mid-back to the front of the torso, where they are connected by iron loops.
A suit of Random Armor armor adorned with laws and rules in various languages, each of which details the exact standards and specifications of armor design, construction and ownership.
A suit of Random Armor armor whose bearer suffers from enhanced pangs of conscience whenever he contemplates or undertakes a malevolent act.
A light wooden shield whose planks are bound together by black iron bands and bear the scars of many strikes, but still appears strong and sturdy.
A suit of Random Armor armor that is neither tall nor short, neither brand new nor well worn, not weighty nor light, and neither sturdy nor delicate. Its design not complex or simple, neither familiar or unknown, not gruesome nor merciful and not distasteful or elegant. The object is not so much of one quality that it becomes its opposite, its form is not expressible nor ineffable, not arcane nor mundane and not a tool of heroes or villains. The armor not this nor that and is purely, simply and wholly itself.
A diamond shaped heavy wooden shield with a black crab painted on a red and blue checkered background.
A suit of Random Armor armor that causes the air around the wielder to become unnaturally cold. The bearer’s breath becomes a visible fog, and frost continually forms on the surface of their hair, skin, weapons, and armor. The wielder and his equipment never suffers any ill effects from the frost nor does he ever gain any sort of benefit.
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Unique Weapons, 17: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Heroes and villains across fiction can often be immediately recognized by their signature weapon, causing the weapon itself to be an iconic part of the character. From Perrin’s spiked half moon axe to Roland’s enormous sandalwood revolvers, the jedi’s lightsabers, Arya’s needle, Legolas’s bow, Wolfwood’s Punisher, Detritus’s Piecemaker, the bride’s katana, Bond’s Walther PPK, Robin Hood’s longbow, Jason’s machete or Indiana Jones’s whip, a weapon can even function as a physical manifestation of the character’s personality. None of these weapons are intensely magical in their own right but can serve as the physical basis for family heirlooms, legendary artifacts and magical or masterwork weapons. Alternatively they can be found as loot and become part of a PC’s distinctive appearance, allowing the player to become fully immersed in their character’s look and feel. —Note: Some entries call for the DM to “Roll a Random Weapon” which simply means that the DM can roll from the pregenerated lists on this blog or choose whatever weapon they feel would be appropriate for the situation.
A long glaive of gleaming steel with a short flag attached beneath the blade. When planted in the ground, the flag will always billow softly. Intricate swirling cloud patterns are painted along the shaft.
A Random Weapon with the image of a Random Musical Instrument painted on the grip. Whenever the wielder scores a critical hit with the weapon, it emits a resounding, triumphant fanfare as if the musical instrument on the grip was expertly played for dramatic effect. Similarly whenever the wielder rolls a natural 1 on an attack roll, the weapon emits a sorrowful musical flourish that lingers for a few moments.  
A longspear with a knapped flint blade. The words “The answer to the sphinx’s riddle is a castle” have been hastily scratched into the haft.
A huge greataxe with a crescent-moon shaped blade that’s specifically designed for hamstringing elephants, though it is capable of delivering devastating wounds against any sort of foe. The weapon is quite intimidating on its own and is decorated to make it look even more menacing. It’s adorned with tassels, the skulls of small animals, and horrific engravings.
A gruesome bone rod topped with a shrunken skull. The object has been imbued with occult sorceries and can be wielded as a heavy mace.
A gnomish throwing axe (Handaxe statistics) with engineering formulas regarding mass and acceleration incised on the blade.
A recurved composite longbow, its horn limbs painted black and decorated in bone inlay with depictions of life among the horselords of the steppes.
A teak boomerang (Light hammer statistics), colourfully painted with spiral patterns and images of wild animals.
A finely crafted heavy crossbow, accentuated with orichalcum inlays. Ancient runes of a long-forgotten language are carved in the inlays.
A Random Weapon whose form seems to shift and waver just out of the corner of one’s eye when in areas of darkness or shadow and anytime the sun no longer graces the sky. The whispering voices of those slain by the weapon can be heard at night by its bearer.
—Click Here for homebrew Masterwork Weapon Bonuses or Here for homebrew Minor Weapon Enchantments to give these objects even more personality and mechanical benefits.  
-Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Or keep reading for 90 more weapons.
—Note: The previous 10 weapons are repeated for easier rolling on a d100.
A long glaive of gleaming steel with a short flag attached beneath the blade. When planted in the ground, the flag will always billow softly. Intricate swirling cloud patterns are painted along the shaft.
A Random Weapon with the image of a Random Musical Instrument painted on the grip. Whenever the wielder scores a critical hit with the weapon, it emits a resounding, triumphant fanfare as if the musical instrument on the grip was expertly played for dramatic effect. Similarly whenever the wielder rolls a natural 1 on an attack roll, the weapon emits a sorrowful musical flourish that lingers for a few moments.  
A longspear with a knapped flint blade. The words “The answer to the sphinx’s riddle is a castle” have been hastily scratched into the haft.
A huge greataxe with a crescent-moon shaped blade that’s specifically designed for hamstringing elephants, though it is capable of delivering devastating wounds against any sort of foe. The weapon is quite intimidating on its own and is decorated to make it look even more menacing. It’s adorned with tassels, the skulls of small animals, and horrific engravings.
A gruesome bone rod topped with a shrunken skull. The object has been imbued with occult sorceries and can be wielded as a heavy mace.
A gnomish throwing axe (Handaxe statistics) with engineering formulas regarding mass and acceleration incised on the blade.
A recurved composite longbow, its horn limbs painted black and decorated in bone inlay with depictions of life among the horselords of the steppes.
A teak boomerang (Light hammer statistics), colourfully painted with spiral patterns and images of wild animals.
A finely crafted heavy crossbow, accentuated with orichalcum inlays. Ancient runes of a long-forgotten language are carved in the inlays.
A Random Weapon whose form seems to shift and waver just out of the corner of one’s eye when in areas of darkness or shadow and anytime the sun no longer graces the sky. The whispering voices of those slain by the weapon can be heard at night by its bearer.
A double-edged dagger with a nasty barb at its tip and a blood groove that runs the length of the blade. The hilt of the dagger is wrapped in mottled snakeskin, though none can say for certain what type of serpent it came from. The pommel bears a bright red garnet.
A Random Sword with a crossguard in the shape of a waning moon and a leaf-shaped blade. The blade appears translucent, refracting light that hits it. The hilt contains a large milky opal gem. The pattern on the gem changes over time, always showing the current phase of the moon.
A steel light pick, long and slim with a tapering point. A decorative white line curls around the handle and shifts over the course of the day
A small metal case containing 5d6 crossbow bolts with silver tips and shafts marked with the holy symbol of Darlen the Sun God.
A massive greataxe bearing etchings along the blade in orcish, promising death to the wielder’s enemies.
A jeweled military sabre with a gold and platinum hilt and translucent deep bright green emeralds on both the pommel and the crossguard. While obviously intended for show rather than regular combat, the sabre is resilient and performs just as well as any longsword.
A longbow which a certain contradiction at work in its construction. Its handle and limbs are fashioned from pristine white dragon bone and scales, banded in silver and ivory. The bowstring, however, is a thick, dark strand of sinew. It bears the blackness of an empty midnight. Dark burns mark the top and bottom of the bow’s nocks, as if some great conflagration had seared this foul string into place.
An inconspicuous quiver containing 5d6 blowgun darts whose bamboo shafts have been hollowed and waxed, allowing them to contain two doses of poison or suitable alchemical substances without ever drying out or becoming inert. Whenever one of the darts finds its mark, the shaft shatters and delivers both doses of poison or hostile materials. The darts cannot be recovered after use.
A slender, two-handed trident known as a dragon whisker fork. The tines on either side are wavy and extend horizontally from the weapon, while the central tine is wide and flat.
A crudely made kukri (Shortsword statistics) bearing a short, heavy, curved blade with a jagged interior cutting edge. The jagged cuts delivered by the weapon are difficult to clean and bandage, imposing an increased risk of infection.
A tiger hook sword (Bastard sword statistics) consisting of a three-foot-long blade, the first six inches of which is curved sharply forward like a fishhook. The wielder’s hands are protected by a crescent blade and the base of the hilt is sharpened to a spear point. Tiger hook sword fighting styles specialize in disarming and tripping techniques.
A curving longspear crafted from the antler of a dire elk.
A bastard sword whose hilt is shaped like a miniature red dragon with wings spread to form the cross piece and open mouth pointed along the blade.
A hand crossbow made from black lacquered wood, inlaid in adamantine with the insignia of a prominent drow noble house.
A tentacle of a fiend fashioned into a greasy, rubbery whip that inflicts lethal injuries. In the wielder’s hands it moves in a sinuous fashion, whipping and cracking as if it had a mind of its own.
A wicker quiver containing 5d6 wardarts with purple fletching made from vrock feathers.
An ornately sculpted bastard sword. The blade is enchanted with strong glamours, making it appear to be more devastating than it really is.
A masterwork composite, re-curved longbow. Layers of bone, horn and wood form cream and gold ripples down its length.
An ivory-hilted, pattern-welded shortsword with a keen blade.
A thick oak greatclub studded with bronze knobs. Its handle is wrapped in worg hide.
A sturdy quiver containing 5d6 charioteer’s javelins with bronze heads and darkwood shafts.
A short-bladed punching dagger with mahogany handle inlaid with mother-of-pearl.
A pair of spiked steel gauntlets inlaid in gold with fire and lightning designs.
An ebony sword cane that would not look out of place in an aristocrat’s hand. One end is shaped like the head of a black cat and can be pulled out to reveal a needle-like blade. The cane is not immediately recognizable as a concealed weapon and observers suffer disadvantage on identifying it as such, while the bearer gains advantage on all checks relating to concealing its true nature. Once the blade is drawn out of the cane, it can be wielded as a standard rapier, however whenevener the wielder rolls a natural 1 on an attack roll, there is a 25% chance that the thin blade snaps and becomes broken.
A morningstar with five symmetrical spikes and a wooden haft decorated with spiral patterns.
A horn case containing 5d6 crossbow bolts, painted in silver with the symbol of the wealthy Ko family.
A repeating light crossbow with tin plating on the stock engraved with images of cloud-topped mountains.
A razor-sharp, silver-bladed sickle, with an oak haft carved with symbols of the sun, moon and stars.
A five-foot spear with a wavy, curved blade of blue-tinged steel and a grip made of sharkskin.
A light mace topped with a demonic looking baboon-shaped head made of brass.
A steel-bladed Random Sword inlaid with gold spiral patterns and a silver pommel shaped like a bear’s head.
A morningstar with precisely 22 spikes. Its steel haft has a grip inlaid with gold panels depicting knights battling dragons.
A sinister-looking greatsword with a curvy blade and a pommel topped with a lurid green tourmaline.
A curved steel dagger, its blade inlaid with gold, with a horse-head shaped hilt carved from jade.
A pine case containing 5d6 crossbow bolts with fletching of reddish-brown harpy feathers.
A light crossbow made from yew with etched ivory plates on each side of the stock.
A wrapped leather bundle containing 5d6 wardarts with mahogany shafts and pegasus feather fletching.
A light crossbow, its yew stock inlaid with silver leaf and floral patterns.
A heavy crossbow with a pull lever mechanism and bulette sinew whipcord. The metal parts of the bow are engraved with detailed scenes of mounted knights of Kjarran battling monsters.
A five-inch switchblade (Dagger statistics), concealed inside a peryton horn handle, spring-loaded to appear when a small button is pressed.
A light pick with a finely ground, silvered head and an ornately carved wooden handle.
A bronze throwing axe (Handaxe statistics) with a whalebone handle covered in scrimshaw depicting dragonships.
A lead-filled sap made from purple worm hide with a lanyard of black spidersilk.
A shortsword with an undulating blade of green-tinged steel, with a grip of dark green snakeskin and a garnet pommel shaped like a serpent’s head.
A Terbutje club of polished mahogany, studded with shark’s teeth and obsidian shards. A feathered serpent is painted on the haft.
A shortsword with an ornate hilt inlaid with lapis lazuli and mother-of-pearl and a pommel set with a large aquamarine.
A bronze-headed trident, its cypress haft is carved with scenes of gladiatorial combat.
A handaxe with an ivory blade scrimshawed with scenes of brave hunters taking down a mammoth.
A shortsword with an ironwood crossguard and crocodileskin grip. Its pommel is topped with a pale blue topaz.
A battleaxe forged from bluish steel and marked with the symbol of the Stonefist dwarf clan.
A Random Sword with a hilt inlaid with ivory and set with four spinels, two blue and two red.
A heavy pick decorated in mithral with the stern likeness of the dwarf king Odvin Hammerschlag.
A flail with a cold iron ball, bearing over a dozen small spikes, attached by a chain to a darkwood haft inlaid with silver spiral patterns.
A fine silvered fullblade with a complex, sweeping hilt and a pommel set with a dark indigo schorl.
A mithral longsword with a gold hilt set with three cabochon-cut opals.
A grim-looking scythe, its haft made from petrified ebony and carved with gloomy depictions of the Underworld.
A guisarme (Halberd statistics) with an elaborately engraved, curved and hooked blade.
A pristine cloth shroud enwrapping 5d6 javelins with brass-plated heads inlaid with tin ships and wave designs, attached to maple shafts.
A ceremonial ranseur (Pike statistics) of the Royal Guard of Kjarran; seven-foot-long, its spear tip has a crescent-shaped cross hilt at its base and the royal crest is inlaid in silver in the haft.
A double-bladed greataxe, each face is engraved with scenes from the exploits of the legendary warrior-skald Ulthar Forkbeard.
A bardiche (Halberd statistics) with a two-foot crescent shaped axe blade forged from cold iron attached to a five-foot haft inlaid with silver runes of warding.
A mighty greataxe of orcish origin, the blade is incised with angular patterns and “Bringer of Death” in orcish is inlaid into the haft in gold.
A silver-tipped lance, its handle decorated with silver filigree and the tufted tail of a griffin.
A wicker quiver containing 5d6 arrows with green fletching and stamped with a silver tree symbol.
A greatsword with a magically strengthened obsidian blade, and a hilt that resembled a frost covered zombie. The phrase “Winter is Here” is inscribed along the blade.
A falchion (Longsword statistics) forged from red-tinged steel. Its blade is etched with scenes from an Abyssal city, and a large, warm, bloostone is set in its brass hilt.
A pair of brutal looking gauntlets whose knuckles are studded with hundreds of small needles and thorns.
A bamboo quiver containing 5d6 blunt arrows whose rounded wooden tips have smiling gnome faces painted on them.
A well-crafted elm shortbow bearing the mark of the halfling bowyer Rufus Scatterwits of Wolverton.
A composite shortbow with ivory side-plates on the grip, decorated with scrimshawed wolf designs.
A hickory shortbow with silver-tipped limbs inlaid with swirling watercolor patterns of elven design.
A whip made from the skin of a giant constrictor snake, with a wicker handle.
A kama (Light pick statistics) with a fine wooden handle inlaid in jade with images of dancing cranes.
A dwarven waraxe with a large foaming beer mug engraved on both faces of the blade and copper wire wrapped around the grip.
An orcish double axe. Both of its heads are engraved with orcish symbols including a single eye, skulls, severed heads and big axes.
A dire flail with copper bands around the shaft and handgrips wrapped in spotted hyena skin.
A Gnomish hooked hammer (Light hammer or light pick statistics, wielder choice per attack), its handle is set with uncut gemstones and engraved with depictions of kobolds running in terror from angry gnomish miners.
A dire flail with both balls studded with silvered spikes. The central grip is ivory, incised with scenes of gnoll packs at war.
A two-bladed sword with one bluetinged steel blade and one greentinged. The central grip is wyvernskin finished with gold.
A thick leather satchel containing 5d6 shuriken, shaped like five-pointed stars and inlaid in brass with elemental fire sigils.
A beautifully patterned woven wicker sling glove (Light crossbow statistics but shoots sling bullets), two-foot-long and scoop-shaped, with camelhide straps to fix it to the wielder’s forearm.
A dwarf-made repeating heavy crossbow of sturdy construction. Steel plating on the oaken stock is engraved with clan runes.
A shorbow inscribed with elvish writings that only appear in moonlight. They read “Blessed are the Lords and Ladies of the Courts of the Summer Kingdom.”
A Random Weapon with the name “Bringer of Doom” broadly painted along its length in the goblin language.
A Random Sword whose pommel can be unscrewed to reveal a hidden compartment which conceals a tightly-wrapped scroll. Written on the parchment is last will and testament of Amandhu Daeni, Earl of Renhaven in which he leaves everything to his concubine, Yasmina.
A round quilted case containing 5d6 hoop-shaped brass chakram, all inlaid with silver patterns and small greenstones.
A longspear consisting of a kris-style spearhead one foot in length, mounted on a six foot haft. The wavy design allows the blade to slip past bone to the target’s vulnerable organs more readily, but the weapon’s heavy forward balance makes it difficult to use.
A Random Weapon with an odd arcane presence and that seems to reverberate in the wielder’s hand when in the vicinity of hostile magical forces.
A staff-sword (Glaive statistics) with a large “T” guard before the blade. The leaf-shaped, crystal blade contains glowing Random Brightly Colored motes that drift within the translucent material and seem to become agitated in the presence of fresh blood.
A wide quiver with a thick cork bottom which contains 5d6 crossbow bolts each with a four-inch long, stiletto-like design, which allows the blade to pass through some types of armor far more easily than conventional broadheads. When used against padded, leather, studded leather, hide, chain shirt, chainmail or ringmail armor, these bolts add +1d4 to the result of the wielder’s attack roll. The piercing heads are delicate and are not recoverable after being fired.
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Unique Armors, 5: Splint mail, studded leather and sturdy shields of all shapes, sizes and mysterious backgrounds. Fictional characters wear their armor like a second skin, seemingly owning no clothes but their ever-present protective gear. Armor can define a character’s personality as well as their fighting style and fuel a growing character arc. From Darth Vader’s futuristic full plate, Sturm Brightblade in his father’s ancient suit of Solamnic armor, Batman’s pitch black suit and cloak (Or any superhero costume) designed to evoke fear in criminals, Warhammer 40k’s Space Marines and their enormous powered armor, Croaker’s baroque Widowmaker armor, Goblin Slayer’s grubby armor and concealing helmet, the frost covered armor of Prince Arthas and any complete armor set from any video game, a character’s protective gear is a full body first impression. These examples are not powerfully magical or even technologically more advanced than other armors in their various settings but the rich description, emotional attachment and narrative focus allows the protection to almost become a character in its own right. This table of Unique Armor can serve as the physical basis for family heirlooms, legendary artifacts and magical or masterwork weapons. Alternatively they can be found as loot and become part of a PC’s distinctive appearance, allowing the player to become fully immersed in their character’s look and feel. —Note: Some entries call for the DM to “Roll a Random armor” which simply means that the DM can roll from the pregenerated lists on this blog or choose whatever armor they feel would be appropriate for the situation.
A set of chainmail decorated with a row of small metal disks, each stamped with a tankard symbol.
A suit of Random Armor armor decorated with remarkable imagery associated with the divine concept of Random Domain. The bearer feels a weak sense of devotion to that sacred ideal and feels slightly motivated to perform acts in its name or support those who follow it. The wielder is not compelled to act in this way and is not forced to violate any strongly held morals or beliefs. Whenever the wielder actively exemplifies or supports that Godly domain, the armor noticeably glows and the wielder experiences a euphoric high.
A set of studded leather armor consisting of a black leather jerkin with silver steel pauldrons, black leather gauntlets with reinforced steel plates covering the knuckles and forearms.
A nearly indestructible kite shield fashioned from a single enormous scale of a sea serpent. The shield is a shimmering deep blue and catches the light like a cresting wave. A creature grasping the shield can feel and smell a calm ocean breeze and hear the faint cries of gulls in the distance.
A darkly hued suit of Random Armor armor. A particularly observant creature will notice that the shadows cast by the armor’s wielder are of the wrong size and shape. They always seem too big, too black, and sometimes shift of their own accord or in opposition to the wielder’s movements.
A stout wooden shield with an upraised iron horseshoe serving as the boss. Holding the shield causes the wielder to feel as if the odds are in their favour.
A set of armor consisting of cloth woven with and placed over multiple layers of padding (Leather armor statistics). The coif, which is decorated as an eagle's head, frames the bearer's face with a beaklike visor. The tightly woven leggings are fashioned with decorative talons.
A set of concealed armor that resembles a suit of regular clothes; a long sleeved shirt and trousers. Cunningly incorporated sections of padding and resistant cloth strips are woven into a protective shell around the wearer’s body, without betraying their existence to the casual observer. While the suit only offers the same protection as padded armor, it is better than nothing and can be further enchanted if the bearer possesses the funds to do so.
A suit of Random Armor armor that is dyed a deep black with stars and other cosmic phenomena worked into the dark design.
A halfling sized set of battered half-plate armor painted with brightly colored, many petaled flowers.
-Click Here for Homebrew Masterwork Armor Bonuses to give these objects even more personality and mechanical benefits.  
-Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
-Or keep reading for 90 more armors.
—Note: The previous 10 armor are repeated for easier rolling on a d100.
A set of chainmail decorated with a row of small metal disks, each stamped with a tankard symbol.
A suit of Random Armor armor decorated with remarkable imagery associated with the divine concept of Random Domain. The bearer feels a weak sense of devotion to that sacred ideal and feels slightly motivated to perform acts in its name or support those who follow it. The wielder is not compelled to act in this way and is not forced to violate any strongly held morals or beliefs. Whenever the wielder actively exemplifies or supports that Godly domain, the armor noticeably glows and the wielder experiences a euphoric high.
A set of studded leather armor consisting of a black leather jerkin with silver steel pauldrons, black leather gauntlets with reinforced steel plates covering the knuckles and forearms.
A nearly indestructible kite shield fashioned from a single enormous scale of a sea serpent. The shield is a shimmering deep blue and catches the light like a cresting wave. A creature grasping the shield can feel and smell a calm ocean breeze and hear the faint cries of gulls in the distance. 
A darkly hued suit of Random Armor armor. A particularly observant creature will notice that the shadows cast by the armor’s wielder are of the wrong size and shape. They always seem too big, too black, and sometimes shift of their own accord or in opposition to the wielder’s movements.
A stout wooden shield with an upraised iron horseshoe serving as the boss. Holding the shield causes the wielder to feel as if the odds are in their favour.
A set of armor consisting of cloth woven with and placed over multiple layers of padding (Leather armor statistics). The coif, which is decorated as an eagle's head, frames the bearer's face with a beaklike visor. The tightly woven leggings are fashioned with decorative talons.
A set of concealed armor that resembles a suit of regular clothes; a long sleeved shirt and trousers. Cunningly incorporated sections of padding and resistant cloth strips are woven into a protective shell around the wearer’s body, without betraying their existence to the casual observer. While the suit only offers the same protection as padded armor, it is better than nothing and can be further enchanted if the bearer possesses the funds to do so.
A suit of Random Armor armor that is dyed a deep black with stars and other cosmic phenomena worked into the dark design.
A halfling sized set of battered half-plate armor painted with brightly colored, many petaled flowers.
A chain shirt trimmed with silver that glistens in the sunlight. Pure white cloth trappings and an embroidered tabard cover most of the chain,
A ceremonial cuirass (Scale mail statistics) of thick leather scales, dyed green. Each scale is gilt along its edges and the lacing is shot through with thin gold wire.
A magnificent suit of scale mail armor crafted from solid gold, but it seems as solid as steel. The image of a peacock, its tail fanned prominently, is emblazoned on the breastplate.
A set of splint mail. The vertical bands of steel that make up the cuirass of this armor are painted the muddy-scarlet color of congealed blood.
A suit of scale mail armor consisting of offset rows of rectangular metal scales overlap atop a leather tunic, the silk ties tying it all together artfully concealed beneath the tiny steel plates.
A sturdy chain shirt, constructed mainly of steel with a third of the links being iron.
An elegant and lightweight suit of mithral elven chainmail, with platinum pauldrons, gauntlets and tassets shaped like overlapping leaves and a large platinum ironwood leaf, inlaid with gold, emblazoned in the centre of the chestpiece. It is treated as light armor.
A suit of ancient bronze half-plate. It is surprisingly well maintained and shows very little wear.
A finely crafted suit typically seen worn by court bards during high profile events. The composition is primarily hardened leather (Leather armor statistics), outfitted with fine, tooled etchings and adorned with several semiprecious gems.
A hide shirt with thin strips of bone lining the outside (Chain shirt statistics), making this armor both light and durable. Although it offers excellent protection compared to leather armor, it does not have the durability of comparable heavy metal armor. This armor may be worn by druids or those incapable of wearing metal armor without penalty.
A medium sized suit of chainmail painted red, with black sleeves. A faint preservative aura surrounds it but is too weak to provide any actual protection.
A suit of Random Armor armor that while not in any other way inferior to others of its ilk, simply looks weak, puny and generally unimposing.
A suit of padded armor of drab olive-green quilted cloth, trimmed with wolf fur.
A polished suit of black leather armor with a double-headed eagle engraved in the center of the breastplate.
A suit of blue-grey studded leather armor with silver trim, bearing the crest of the Locher noble family.
A suit of intricately carved leather armor, covered with abstract spirals and arabesques, and topped with a mail pixane.
A suit of skintight and supple midnight blue leather armor, with a dozen small pockets, some hidden, designed to hold lockpicks, small blades, small stolen trinkets and other thieves' tools.
A suit of fine armor made from leather covered in narrow strips of fire‐hardened mahogany. A black spider is painted in the center of the chest, and another on the back; each has tiny azurite eyes.
A suit of light brown elf-made leather armor, decorated with delicate leaf patterns inlaid in silver.
A suit of dyed green, leather armor designed for a Random Humanoid, with a high collar and black trim, fastened by four bronze buckles across the front.
A suit of slim-fitting leather armor made for an elf, studded with small brass rivets, and with silver pauldrons to give the bearer extra protection.
A solid rectangular shield that bears a large, round, cloudy blue gem at its centre.
A suit of ring mail armor with a white trimmed collar, pauldrons and vambraces. An ash colored skull and crossbones badge is embedded in the centre of the chest.
An elaborate suit of Randomly Colored leather armor beautifully designed in a draconic style, complete with dragon-shaped helm and "scaled" breastplate, pauldrons and gauntlets.
A suit of leather armor made from dark green and black mottled snakeskin and decorated with silver spiral patterns.
A suit of elf-made leather armor, dyed mottled greens and browns, decorated in relief with swirling leaf patterns.
A suit of hide armor made from crocodile skin and embellished with the reptile’s sharp teeth.
A lightweight kite shield of a shining, silvery metal, emblazoned with the image of a red lion in the middle.
A suit of ornamental armor comprised of a gold-plated chain shirt from the deserts of Khemet, adorned with a beautiful collar of turquoise and gold. It is technically functional in combat but the heavy gold adds five pounds to the typical weight of a chain shirt and any strikes against the gold would mar the finishing.
A suit of black and white hide armor made from the rubbery skin of a killer whale, and embellished with the orca’s teeth.
A suit of studded leather armor consisting of a long black leather coat, adorned with silver buttons and reinforced with iron plates sewn into the lining.
A suit of copper scale mail, with ornate pauldrons shaped like dragon’s heads.
A suit of scale mail, expertly crafted from yellowing bone scales, and topped with a bone helm made from a bull’s skull.
A suit of finely wrought, tightly woven chainmail links, bearing the maker’s mark of Torrdin Surelock, master armorer.
A short armored coat known as a Do-maru (Studded leather armor), made from lacquered horn lamellar in alternating horizontal rows of black, gold, green and white.
A sickly mauve-coloured and mottled armor, made from the thick hide of a purple worm. The suit is as effective as half plate and may be worn by druids or those incapable of wearing metal armor without penalty.
A wyvernskin hide armor with dozens of greenish-yellow reptilian eyes painted on the cuirass and pauldrons.
A silvered breastplate with a swan in profile lacquered into the centre of the cuirass; Its one eye is of onyx.
A heavy steel shield whose polished face is fashioned to appear to be a roaring lion’s head.
A suit of chainmail with green-tinged steel links, decorated with electrum trim and a silver unicorn symbol above the left breast.
A set of bronze chainmail of ancient Khemeti manufacture, completed by a gold neckpiece in the shape of a desert vulture.
A glistening black steel breastplate of hobgoblin workmanship, with a single yellow eye surrounded by red flames emblazoned in the middle of the chest.
A suit of drow chainmail, made for a female priestess from fine black steel, and embellished in mithral with the house insignia of the Sha’hezazi clan of the city of Dol Felezzan.
A set of hide armor made from the metallic, armored skin of a gorgon. The breastplate is decorated with a bull’s head design, set with two emerald eyes.
An ornately carved silver breastplate depicting a bare-breasted harpy above a pair of lions salient, and surrounded by vines and floral patterns.
A mithral breastplate of dark elf manufacture, made for a favoured male warrior of the Szorfein fighting college of Dol Felezzan. It depicts the divine symbol of the Queen of Spiders on the front of the cuirass with an intricate web design on the back.
A finely wrought splint mail of alternating bronze and steel strips, with five pale blue moonstones set in the cuirass in a vertical line.
A large round shield made of several layers of wood covered in a layer of bronze with a layer of leather in between, to absorb shock. The shield has a strap in its middle and a handle at the right edge. Its outward face is decorated with images of wild beasts, mythical animals and ferocious monsters.
A polished suit of splint mail with gold hawk emblems on the helm and each pauldron. Each individual piece of armor is stamped with a flaming dagger maker’s mark.
A suit of Kusari gosoku (Chainmail statistics) of finely wrought steel rings, adorned with gold chrysanthemums.
A dwarven stone coat, consisting of a full torso of lamellar plates crafted from polished blue stone and horn kikko leg protectors. The suit is as effective as breastplate and may be worn by druids or those incapable of wearing metal armor without penalty.
A suit of half plate with spiked pauldrons and an over-sized gold belt buckle, shaped like a medusa’s face with eyes of lapis lazuli.
A suit of splint mail, embellished with gold flower shaped roundels on the pauldrons and tassets. A large gold rose is emblazoned in the center of the cuirass.
A solid steel tower shield polished to a mirror finish even on the inside, enabling its bearer to watch foes ahead and behind.
A suit of iron banded mail (Ring mail statistics), engraved with intricate knotwork designs. The iron helm has small ram’s horns and is studded with yellow citrines over the eyeholes.
A suit of elaborate agile half plate, crafted from black steel, with flanged pauldrons, couters and poleyns.
A suit of gold-plated splint mail, worn as ceremonial armor by the Rajput of Chandarai. The gauntlets and greaves are engraved with images of leaping tigers.
A suit of full plate armor of shining steel, with a bronze crossed sword design damascened into the gauntlets and greaves.
An elaborately made red and black oyoroi (Ring mail statistics) of lacquered lamellar and iron, with a kabuto helmet decorated with two gold wakidate and a fearsome hoate mask depicting the visage of an oni.
A black and gold o-yoroi (Scale mail statistics), with a magnificent kabuto adorned with a small pair antlers inscribed in flowing calligraphy with the achievements of the Watashi clan.
A gold colored half plate crafted for an agile Random Humanoid warrior, with one pauldron covered in steel scales and much larger than the other.
A suit of blue dragonhide full plate, decorated with gold trim and studded with green garnets. The open face helm is adorned with two ostentatious blue and gold wings. The armor may be worn by druids or those incapable of wearing metal armor without penalty.
A suit of bronze splint mail over top of a bullhide leather backing. Its vambraces are embellished with green and blue sapphires.
A large sized suit of adamantine lamellar armor forged in the City of Brass by azer slaves for an efreeti sultan, decorated with gold fire sigils and rubies.
A suit of Random Armor armor displaying a family crest over the heart consisting of five silver swallows on a sable field.
A suit of orichalcum splint mail, prominently engraved with a sunburst design and inlaid with topaz gemstones.
A suit of hide armor made from the skins and parts of many different types of animals and decorated with horns, teeth, and bones.
A dull steel chain shirt that displays a simple, but well-made design.
A heavy steel shield featuring a magical image of the trackless seas, complete with rolling waves and crashing whitecaps.
A sleeveless cuirass of black iron scales (Breastplate statistics) ornamented with violet glass and silver gilt.
A tight-fitting jerkin made of tough, but pliable leather (Leather armor statistics) and dyed a dark Random Color with embroidered white accent decorations.
A suit of studded leather armor fashioned from hardened bone that reinforces a cured leather jerkin lined with furs. The exterior of the armor is typically covered by a woven ‘tabard’ of grasses and tree foliage.
A suit of half plate whose arms and pauldrons are stylized to resemble the wing of a raptor. It is made of a light weight steel alloy and covered in decorative feathers. A small crossbar extends upward just behind the wielder’s shoulder and serves as a perch that a bird-of-prey might alight upon.
A round shield made of cherry wood rimmed by steel with a simple quartered pattern of ochre and white on its face.
A suit of brigandine (Splint mail statistics) consisting of a studded leather coat reinforced with metal plates riveted onto the torso and back of the jacket. The plates are covered with additional cloth and boiled leather for extra protection.
A poor man's suit of Random Armor armor whose appearance is dubious at best. Any metal components are scratched dented and rusting while its leather is ratty, stained and rotting away. The armor is unpleasantly fragrant, smelling of mildew, refuse and unwashed bodies. Despite its appalling condition a close inspection reveals that the armor is sturdy enough to get the job done if someone has low enough standards to don it.
A heavy steel shield with a distinct curve to its shape and bears the device of a valiant knight.
A chain shirt whose fine links form a pattern of roiling clouds. The steel is cold to the touch, always emanating a thin layer of mist that quickly dissipates.  
A suit of muddy brown hide armor that carries a fetid stench like raw sewage, and occasionally sprouts angry and uncomfortable-looking blisters. Knowledgeable PC's can determine that the armor was fashioned from the skin of an otyugh, a revolting aberration that living in and feeds on garbage. Most creatures are repulsed by the armor’s vile putridity but it never seems to bother the wielder in one way or another.
A breastplate made of a shining amber metal decorated with faint motifs of the waves and water.
A suit of shadow silk padded armor that’s as dark as night and stitched with thread the color of dried blood.
A suit of non-metallic splint mail made of strips of laminated greenwood that flex with the wielder's movement but stiffen when struck in battle.
A suit of breastplate armor crafted from the carapace of a giant scarab beetle, enchanted to be as hard and reflective as polished steel.
A cavalry shield made of magnificent iron and pine, with the image of an oak leaf, and a holly leaf within a hexagon on a white field.
An intimidating looking suit of Random Armor armor that always feels mildly itchy when worn, like the sensation of a freshly healing injury. Whenever the wielder’s flesh is cut open, the resulting wound always results in a vivid, blood red scar, regardless of the method used to heal it.
A suit of Random Armor armor that whenever its bearer is presented with an opportunity to act in a selfish or malevolent way, the object heightens the bearer’s urge to do so.
A heavy steel shield that has a highly polished concave reflective surface that contains a large golden gem at its center.
A suit of Random Armor armor heavily decorated with strips of pure white oak. Whenever the armor is worn in combat, the, wielder’s skin becomes pure black and the color of his eyes turn solid white. When the battle ends, the wielder’s eyes and skin slowly return to normal over the course of a few minutes. During this time the wielder is left feeling giddy and feverishly warm as if he’d just spent an extended time uproariously laughing rather than fighting for his life.
A wooden shield of elven design that's been carved and painted to perfectly resemble the sharp-lobed, arrow-shaped leaf of the bindweed vine.
A pristine suit of breastplate armor, completely plated in gold and meticulously sculpted to make the wearer appear as a bare-chested male. The armor was obviously intended for ostentatious show, rather than practical use as the gold is heavy (Weighing ten pounds more than typical breastplate) and easily marred in combat.
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Unique Armors, 6: Splint mail, studded leather and sturdy shields of all shapes, sizes and mysterious backgrounds. Fictional characters wear their armor like a second skin, seemingly owning no clothes but their ever-present protective gear. Armor can define a character’s personality as well as their fighting style and fuel a growing character arc. From Darth Vader’s futuristic full plate, Sturm Brightblade in his father’s ancient suit of Solamnic armor, Batman’s pitch black suit and cloak (Or any superhero costume) designed to evoke fear in criminals, Warhammer 40k’s Space Marines and their enormous powered armor, Croaker’s baroque Widowmaker armor, Goblin Slayer’s grubby armor and concealing helmet, the frost covered armor of Prince Arthas and any complete armor set from any video game, a character’s protective gear is a full body first impression. These examples are not powerfully magical or even technologically more advanced than other armors in their various settings but the rich description, emotional attachment and narrative focus allows the protection to almost become a character in its own right. This table of Unique Armor can serve as the physical basis for family heirlooms, legendary artifacts and magical or masterwork weapons. Alternatively they can be found as loot and become part of a PC’s distinctive appearance, allowing the player to become fully immersed in their character’s look and feel. —Note: Some entries call for the DM to “Roll a Random Armor” which simply means that the DM can roll from the pregenerated lists on this blog or choose whatever armor they feel would be appropriate for the situation.
A chain shirt made of shiny, bright rings on the left side and dull, dark rings on the right.
A suit of Random Armor armor heavily decorated with strips of pure black onyx. Whenever the armor is worn in combat, the, wielder’s skin becomes deathly pale and the color of his eyes turn solid black. When the battle ends, the wielder’s eyes and skin slowly return to normal over the course of a few minutes. During this time the wielder is left feeling cold and melancholy as if the fight took a much harder emotional toll than it actually did.
A suit of plate armor fashioned to make the wielder appear to be a demon. Glowing red energy emanates from sigils engraved on the armor’s key plates and joints, and the runes intermittently surge with fiendish power.
A suit of Random Armor armor with the sacred icon of the Random Humanoid patron saint of Random Domain displayed directly over top of the wielder’s heart.
A heavy steel shield polished to a mirror-like finish that still gleams brightly despite its age. On the back, an inscriptions reads “May my enemies break upon themselves”.
A resplendent suit of Random Armor armor that shimmers and shifts between all the colors of the rainbow like oil on water. A single color dominates the others at any given time, rotating through the spectrum on a regular basis.
A suit of glowing half-plate decorated with various images of the sun and depictions of nature.
A well-made suit of Random Armor armor that feels comforting and soothing to wear. It’s akin to the sensation of a silky moisturizing balm on one’s skin, alleviating the itches and minor pains of everyday life. Whenever the wielder’s flesh is cut open, the resulting wound always eventually heals into perfectly smooth unblemished skin and never develops into scar tissue, regardless of the time or skill used to heal it.  
A suit of studded leather armor decorated with large bird's feathers, giving the arms a wing-like appearance. The suit comes with a mask shaped like a bird of prey's head.
An unremarkable suit of Random Armor armor that instills in its wielder the distinct feeling of being watched from afar by an alien intelligence. Although the sensation lasts no more than a few minutes with hours or days passing between instances, it feels as though the armor has somehow attracted the attention of a scrying mage, extra-planar entity or minor God.
-Click Here for Homebrew Masterwork Armor Bonuses to give these objects even more personality and mechanical benefits.  
-Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
-Or keep reading for 90 more armors.
—Note: The previous 10 armor are repeated for easier rolling on a d100.
A chain shirt made of shiny, bright rings on the left side and dull, dark rings on the right.
A suit of Random Armor armor heavily decorated with strips of pure black onyx. Whenever the armor is worn in combat, the, wielder’s skin becomes deathly pale and the color of his eyes turn solid black. When the battle ends, the wielder’s eyes and skin slowly return to normal over the course of a few minutes. During this time the wielder is left feeling cold and melancholy as if the fight took a much harder emotional toll than it actually did.
A suit of plate armor fashioned to make the wielder appear to be a demon. Glowing red energy emanates from sigils engraved on the armor’s key plates and joints, and the runes intermittently surge with fiendish power.
A suit of Random Armor armor with the sacred icon of the Random Humanoid patron saint of Random Domain displayed directly over top of the wielder’s heart.
A heavy steel shield polished to a mirror-like finish that still gleams brightly despite its age. On the back, an inscriptions reads “May my enemies break upon themselves”.
A resplendent suit of Random Armor armor that shimmers and shifts between all the colors of the rainbow like oil on water. A single color dominates the others at any given time, rotating through the spectrum on a regular basis.
A suit of glowing half-plate decorated with various images of the sun and depictions of nature.
A well-made suit of Random Armor armor that feels comforting and soothing to wear. It’s akin to the sensation of a silky moisturizing balm on one’s skin, alleviating the itches and minor pains of everyday life. Whenever the wielder’s flesh is cut open, the resulting wound always eventually heals into perfectly smooth unblemished skin and never develops into scar tissue, regardless of the time or skill used to heal it.  
A suit of studded leather armor decorated with large bird's feathers, giving the arms a wing-like appearance. The suit comes with a mask shaped like a bird of prey's head.
An unremarkable suit of Random Armor armor that instills in its wielder the distinct feeling of being watched from afar by an alien intelligence. Although the sensation lasts no more than a few minutes with hours or days passing between instances, it feels as though the armor has somehow attracted the attention of a scrying mage, extra-planar entity or minor God.
An ugly set of chainmail that resists polishing and easily acquires bent links and other cosmetic damage from everyday use, though such blemishes never impair its function as armor.
A regal-looking set of half-plate decorated with red infernal symbols and an inverted pentagram.
A reflective breastplate decorated with a sword-and-starburst symbol. The armor is normally a golden color, but in battle it becomes silver-gray.
A tortoise-shell shield banded in iron and decorated with brass inlay.
A suit of blue-white chainmail made of an intricate pattern of light and dark links that form a spiral-shaped design on the armor’s chest.
A shield fashioned in the likeness of a bronze mirror that has been polished enough to last a lifetime. Though it has seen quite a lot of battle, it carries not a single scratch on its front.
A gold-painted breastplate bearing a large, ornate symbol of a vault key on one side of the chest.
A protective suit made of densely compacted jungle leaves by elves, this leaf armor (Chain shirt statistics) has been delicately inscribed with elven script. This armor may be worn by druids or those incapable of wearing metal armor without penalty.
A gilded suit of banded mail (Splint mail statistics) decorated with images of celestial beings holding their weapons high.
A set of studded leather armor that glows eerily in darkness. Tinted using rare dyes, this leather suit gives its wearer a ghostly appearance in areas of dim light or darker.
A circular bronze shield forged with strange jutting shapes made for an ancient warrior queen.
A set of black studded leather armor outfitted with dozens of intimidating barbs, wicked chains, and leather straps that look to have been soaked in blood.
A suit of chainmail whose links are a dull, sickly white color that resembles old bone. The suit’s gauntlets are tipped with silver-black finger spikes.
A targe-style shield is made from darkly stained walnut with steel studs and crossed metal bands.
A set of hide armor that appears to be made from a horrific amalgam of rotted beast pelts and animal bones, and is decorated with the skulls of tiny rodents trimmed with the fur of a black wolf.
This set of leather armor inscribed with an open-hand symbol at the neck, and with meditative mantras along the sleeves.
A brilliant suit of gold colored full plate decorated with an ornate feather motif curling across its surface and seems to radiate warmth.
A surprisingly heavy shield made out of the fossilized remains of a dead giant tortoise.
A polished suit of half-plate armor emblazoned with holy script and religious iconography.
A suit of dark red leather armor. Vented and airy, the armor is suitable for wearing in dense jungles, humid rainforests, and other formidable environments.
An intricate suit of metallic chain shirt armor woven with the petals, buds, and stalks of numerous kinds of beautiful flowers. The garment is so finely cut that it makes even unsightly wielders appear to have flattering proportions.
A buckler made of a single piece of oak bound in black leather inset with shining steel studs.
A suit of spiked half-plate armor crafted from the hide and carapace of a xill and includes a xill-skull helmet complete with insect-like mandibles, giving the wearer an otherworldly, bug-like appearance.
A suit of studded leather armor styled like a captain’s jacket with long, sturdy leather tails that cover the wearer’s thighs. It is festooned with steel studs crafted to look like gold coins.
A suit of leather armor consisting of a linen-like cloth made of a sea plant and resembles a snug light coat with a tattered lower fringe in the shape of trailing seaweed.
A midnight blue suit of chainmail armor sporting triangular badge in the shape of a butterfly, moth, and starknife.
A suit of slate grey plate mail that bears a horned gorgon’s head on each shoulder and the screaming face of a medusa on its breastplate.
A suit of chainmail armor that looks like something a talentless dwarven apprentice would make. It’s ugly, asymmetrical, and finished quickly rather than with care.
A suit of well-polished chainmail with narrow strips of brilliant silk cloth woven through the rings. They cause the armor’s colors to shift and shimmer as its wearer moves.
An aged stone shield covered in moss and cracks that feels nigh unbreakable. A face of agony is carved into the front of the shield.
An immaculate set of field plate mail that commonly used by military commanders. A sturdy metal bracket is built onto the back of the armor, located just under the shoulder blades. If the wielder has personal heraldry, this slot can hold a banner or flag bearing that heraldry.
A suit of Random Armor armor trimmed in dark purple leather from which a network of thin black veins extend outward, covering the bearer’s form like a root system. When the armor is worn, the wielder’s mind is filled with dark thoughts of cruelty, senseless violence and causing harm to innocents. Although the wielder is never forced to act on these feelings, the constant influx of malicious intent may influence his behavior.
A dark red leather buckler embossed with a nine-pointed star design in gold.
A suit of Random Armor armor that radiates goodness and radiance like a fresh breeze that surrounds any creature who keeps it on their person for any length of time. The constant influx of positive moral and compassionate influence can wear on the wielder’s mind and long-term owners are never quite sure if they’re wearing the armor, or if the armor is wearing them.
A gruesome light shield of boiled leather, decorated with interlocking human bones. A halfling skull acts as the boss.
A humble looking suit of Random Armor armor that was once passingly glanced at by a minor God of War. When donned, the wielder is filled with a thirst for violent conflict and armed battle for no other reason than to prove which side is stronger. Despite the extremely limited exposure to the God’s general presence, the armor still tingles with residual divine magic and can serve as a focus for offensive spells (Those that cause direct damage) cast by a true adherent of a God of War.
A heavy black steel kite shield, with a gold rim and three gold crown symbols embossed in the center.
A suit of Random Armor armor bearing a series of dark, twisted runes carved along its length. A creature who spends time attempting to read the markings is unable to decipher them. That night, the creature has horrific dreams and awakes with bloody tears in their eyes. For the rest of the day, every time the creature blinks or closes their eyes, they see the runes, burnt into their retinas.
A square heavy darkwood shield, painted with a dormant wild boar on an argent field.
A suit of Random Armor armor decorated with a prayer in a long dead language next to the holy symbol of an ancient, all but forgotten God.
A suit of gleaming Random Armor armor as white as snow and trimmed in blue silk. The armor grossly inflates the ego of anyone who wears it, exaggerating their sin of hubris.
A suit of marbled black Random Armor armor trimmed in red leather. The armor seems to make the people nearby more irritable than normal, which usually results an increasing number of violent incidents in the area the bearer has traveled. When wielded during combat the armor gleams a dull red.
A round light wooden shield, covered in red lacquer and decorated with gold fish‐scalepatterns. The center of the shield is painted with a representation of a smiling Gopuran maharajah.
A suit of Random Armor armor bearing the image of a skull within a drop of blood on the chestpiece. After combat, or any time blood has been spilled, perceptive creatures may notice that pools and drops of blood seem to be running the wrong way, towards the armor, as if it were calling to the blood the way a powerful magnet attracts metal. If blood reaches the armor, it begins to grown warm and emits an unsettling aura of…satisfaction. If the wielder is foolish enough to experiment by purposely dropping more blood on the skull symbol, the armor becomes heavier, warmer and the wielder feels as though something is moving around inside of it.
A heavy wooden shield shaped like an angel’s wing, with delicately carved feathers, painted in silver.
A lightly colored suit of Random Armor armor. A particularly observant creature will notice that the armor’s wielder never casts a shadow in natural or magical light regardless of how strong the illumination is or its direction.
A set of breastplate armor coated with a brassy sheen riddled with streaks of crimson. Arcane glyphs glow along the length of the armor, filling its wielder with self-assurance and confidence.
A suit of hide armor that appears to be made entirely of living throbbing flesh, with veins dancing just under its foul skin. Whenever it’s struck or damaged, the armor lets loose a horrific shriek and bleeds thick black blood. The armor is utterly repulsive to maintain and profoundly disturbing to repair.
An amateurly made suit of Random Armor armor covered in strange markings that shift and change under the viewer’s gaze. The chaotic forms appear wildly different from one creature to another varying from arcane runes, geometric designs, occult glyphs or ancient hieroglyphics. The inner lining consists of the thin hide of some unknown beast and feels warm on the wielder’s skin.
A grotesque suit of hide armor stitched together from the hides of gugs.
A plainly adorned suit of Random Armor armor set with a thin collar of bloodstained silver. The armor bears a weak enchantment that unconsciously encourages its bearer to pathologically lie and sow discord and distrust even when it’s not in the bearer’s best interest to do so. Although the bearer will never violate any strongly held moral values nor will he put himself in immediate jeopardy by lying, he will make attempts to obscure the truth whenever possible. The bearer remembers his lies and will create his own logical justifications for them. Should the wielder stop wearing the armor for more than 24 consecutive hours the compulsion immediately ends.
A suit of breastplate armor fashioned from black iron chased with brass and decorated in crimson runes. When worn, the wielder casts a deep crimson shadow.
A beautiful and lovingly crafted suit of Random Armor armor, designed by the true masters of a prior age. The trim is carefully inlaid with gold leaf but instead of appearing gaudy, the effect imparts a subtle and unmistakable radiance to the armor.
A small oval light wooden shield covered in gnu hide, and painted with tiny dinosaurs, made by the goblins of the Nwango Crater.
A suit of Random Armor armor trimmed with red leather and completely covered in painted charms and wards. Any blood that touches the armor immediately evaporates in spiraling trails of red smoke.
A suit of Random Armor with the symbol of an earthworm displayed over the heart. Whenever the bearer lingers on earthen soil, worms, beetles, ants and other vermin and insects squirm to the surface. They cause no trouble to the wielder but seem to swarm around the armor’s presence as if called from below to feast on the blood and carrion that the armor promises to leave in its wake.
A tall, light-weight tower shield divided into four quarters, two azure and two gold with a silver wolf’s head in the center of each.
An old and brittle suit of Random Armor armor that’s haunted by the spirits of its past wielders. A casual inspection makes it seem that there is no way that the armor should withstand even a single blow from a half-starved goblin without falling apart but whenever the armor is worn in combat a shimmering spectral force coalesces around the armor’s blackened form of tattered fabric, rotted leather and rusted metal, causing it to be just as strong as it remembers being.
A heavy black steel shield with a silver boss in the center from which six silver lightning bolts radiate out to the rim.
A damp suit of Random Armor armor covered in markings that knowledgeable PC’s will recognize as the abominable prayers of the worshipers of an Aboleth cult. The indecipherable inscriptions on the armor always seem to be in motion and a viewer who gazes too long hears quiet whispers warning of nearby threats.
A gleaming suit of Random Armor armor with the design of downward facing sword between a pair of spread angel wings set over the heat. The armor radiates a sense of unused potential.
A heavy bronze-plated kite shield, stamped with a knight’s coat of arms.
A round light steel throwing shield with a silver star painted in the centre on a midnight blue field.
A perfectly functional suit of Random Armor armor crafted entirely from black iron and gnarled horn inscribed with foul seals and leering faces. Any components normally made of cloth or leather are instead fashioned from demonhide. The armor is always warm to the touch and celestials find its presence repulsive.
A lightweight steeply-rounded shield made of interwoven lengths of lacquered rattan. Knowledgeable PC's know that woven shield forms concentrate on highly-mobile fighting techniques, utilizing low stances and evasive tumbling maneuver that allow the wielder to close quickly against spear and polearm-wielding opponents.
A darkly colored suit of Random Armor armor. Any blood that touches the armor is quickly absorbed into it, leaving no trace behind. Vein-like glowing red lines appear at the point of contact with the blood, streak towards the armor’s chest piece. The red lines appear to flow into the wielder’s heart causing it to glow dimly for a few moments before the light fades away.
A hefty rectangular shield, sized to cover a full-grown man from shoulder to knee. It is constructed of dense wooden planks bound by iron bands. It bears the scars of battle more shallowly than a seasoned warrior might expect.
A suit of Random Armor armor covered with intricate designs that have strange, shifting optical qualities and are never fully still.
A shield, polished mirror-bright and inlaid in concentric circles with scenes of wild beasts, the details worked in gold and silver on a blackened bronze ground.
A suit of Random Armor armor created during the heyday of a fallen Random Humanoid kingdom. Its markings tie it to a legendary hero of their people whose exploits border on myth. Careful inspection reveals writing on the armor in a forgotten tongue whose significance is lost to the ages.
A suit of Random Armor armor of Abyssal design that emits a faint sulfurous odor and emits a thrill of exhilaration within the wielder whenever he knowingly breaks a law.
A jousting shield so-called because it has a round cleft on its right upper edge, designed to fit a lance for better stability. The shield proudly displays the heraldry of a knight of middling prestige who resides in the general area.  
A suit of Random Armor armor whose maker’s mark indicates that the weapon is the work of a legendary Humanoid smith… when she was still an apprentice. While functional, the armor is not particularly special or exceptionally well crafted. It could still be valuable to historians or collectors, however.
A suit of matte black half-plate armor with a weapon loop on the left hip.
A rectangular heavy steel shield painted with four bronze scorpions on a crimson field, arranged around a bronze boss.
A suit of dark purple padded armor, finished with gold thread and bearing a copper bull's head on the left breast.
A suit of Random Armor armor that when worn, causes the wielder to hear discordant and wild music. While the chaotic rhythms pound in his ears he can see the true shape of the reality around him in all its harshness and dark truths.
A suit of green steel full plate armor with a rearing behir image inlaid in the cuirass in gold and lapis lazuli.
A ceremonial suit of full plate with every inch inlaid with intricate gold floral patterns. The two gardbraces depict hunting scenes.
A round shield made from dark brown wood with an almost charred appearance. Emblazoned on the front is a red wolf's head.
A suit of leather armor dyed silvery-grey with contrasting trim, it has two angel wings stamped into the backplate.
A suit of electrum full plate armor, with the symbol of Chaos, (Eight jagged arrows in a radial pattern), inlaid in the breastplate in red hematite.
A suit of Random Armor armor bearing the holy symbol of a minor deity of Random Godly Domain. If the wielder should die while wearing the armor, it sings a short prayer in Celestial or Infernal. This hymn describes the final resting place of the wielder’s soul.
A distinctive suit of Random Armor armor with the emblem of a crescent moon prominently displayed over the heart. The bearer’s dreams are always vivid and memorable and the armor is always featured in some prominent role in the dreams. Being worn by the bearer to great effect in pleasant dreams and being lost, stolen or used against the bearer during nightmares.
A masterfully designed suit of Random Armor armor adorned with unique decorative elements. Whenever the weapon is worn in combat, the words “Random Battle Cries” thunder in the bearer’s mind as if shouted by a raging berserker.
A suit of Random Armor armor inscribed with dark, twisted sigils of the Abyss. The marks are aesthetically unpleasant to look upon but seem to change over time. A bearer who has worn or observed the armor for an extended period of time will become enamored with the patterns and loath to part with the item.
A suit of Random Armor armor that covertly bears the symbol of a monstrous creature somewhere on its exterior. Knowledgeable PC’s can recognize the symbol as the mark of a strange religious cult that has recently sprung up in the nearby area.
A set of leather armor made from beads and woven leather cord. This makes the armor highly decorative, yet still provides some degree of protection to the wearer. It is most commonly worn by initiates of the priest militant. Unlike typical leather armor, beaded armor is quite comfortable in warm weather and high humidity.
A large oval shield with a slight raised fin running through its major axis, and two others three quarters to either side. It is steeply rounded on its outer edge. It appears to be made of a hoop of iron joined by ribbons of steel, with gold leaf on its combat surface. The gold leaf remains unmarked despite the fiercest of blows the shield blocks.
A suit of Random Armor armor with the image of Random Musical Instrument painted on the heart. Whenever a creature targeting the wielder rolls a natural 1 on an attack roll, the armor emits a triumphant fanfare as if the musical instrument on the grip was expertly played for dramatic effect intended to humiliate. Similarly, whenever an attacker scores a critical hit against the wielder, the armor emits a sorrowful musical flourish that lingers for a few moments.
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Unique Armors, 4: Splint mail, studded leather and sturdy shields of all shapes, sizes and mysterious backgrounds. Fictional characters wear their armor like a second skin, seemingly owning no clothes but their ever-present protective gear. Armor can define a character’s personality as well as their fighting style and fuel a growing character arc. From Darth Vader’s futuristic full plate, Sturm Brightblade in his father’s ancient suit of Solamnic armor, Batman’s pitch black suit and cloak (Or any superhero costume) designed to evoke fear in criminals, Warhammer 40k’s Space Marines and their enormous powered armor, Croaker’s baroque Widowmaker armor, Goblin Slayer’s grubby armor and concealing helmet, the frost covered armor of Prince Arthas and any complete armor set from any video game, a character’s protective gear is a full body first impression. These examples are not powerfully magical or even technologically more advanced than other armors in their various settings but the rich description, emotional attachment and narrative focus allows the protection to almost become a character in its own right. This table of Unique Armor can serve as the physical basis for family heirlooms, legendary artifacts and magical or masterwork weapons. Alternatively they can be found as loot and become part of a PC’s distinctive appearance, allowing the player to become fully immersed in their character’s look and feel. —Note: Some entries call for the DM to “Roll a Random Armor” which simply means that the DM can roll from the pregenerated lists on this blog or choose whatever armor they feel would be appropriate for the situation.
A suit of Random Armor armor with a huge red and white archery target emblazoned across the entirely of the back plate. Knowledgeable PC's can correctly assume that the order at one time was owned by a member of the order of freelance knights known as the Brooding Blades, who have a rather dim view of their members retreating in the course of their duties.
A small steel shield crafted by a gnomish smith, studded with pointless gears and damascened in copper with well rendered scenes of gnomes defeating their kobold enemies.
A suit of Random Armor armor with the ideological sigil of Random Domain emblazoned across the chest piece. Knowledgeable PC’s are aware that this specific design is most often used by Random Humanoid church militant.
A set of hide armor composed of reinforced buckskin. The armor is fortified in such a way that it does not hinder the movements of the wearer while offering better protection in the field.
A suit of Random Armor armor decorated with imagery associated with the divine concept of Random Domain that have been exhaustively desecrated. The bearer feels a weak sense of resentment to that religious ideal and feels slightly motivated to defy it and those who support it. The wielder is not compelled to act in this way and is not forced to violate any strongly held morals or beliefs. Whenever the wielder actively opposes or defies that Godly domain, the armor noticeably glows and the wielder experiences a euphoric high.
A breastplate with a pair of dragons etched and enameled in red over the heart. Each wyrm is rampant, clutching a vertical arrow taller than itself.
A set of exotic breastplate created from specially treated, giant tortoiseshell. The armor includes a breastplate, shoulder guards, and even gauntlets created from smaller and smaller turtle shells. The reptile’s bony exterior is heavily polished and the inner surfaces are fitted with padding, rendering it comfortable (If a little claustrophobic) to wear. The armor making process softened the shells, making them far more pliable and likely to bend instead of shatter when struck.
A suit of armor consisting of thin strips of alchemically treated resin that fully wraps around the body, similar to mummification bandages. The armor (Hide Armor statistics) features complex ridges and designs on the legs and arms. Humanoids who make direct skin contact with the resin develop minor rashes and hives which are unpleasant but never serious enough to be detrimental and fade a few hours after the skin stops touches the armor.
A set of finely-crafted leather armor, of a style often worn by traveling bards. The composition is primarily hardened leather, outfitted with fine, tooled etchings and adorned with several semiprecious-to-precious gems.
A suit of plate armor made of thick bronze, adorned with outlines of rippling muscles and glistens with golden-like sweat when struck by the sunlight.
-Click Here for homebrew Masterwork Armor Bonuses to give these objects even more personality and mechanical benefits.  
-Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
-Or keep reading for 90 more armors.
—Note: The previous 10 armor are repeated for easier rolling on a d100.
A suit of Random Armor armor with a huge red and white archery target emblazoned across the entirely of the back plate. Knowledgeable PC's can correctly assume that the order at one time was owned by a member of the order of freelance knights known as the Brooding Blades, who have a rather dim view of their members retreating in the course of their duties.
A small steel shield crafted by a gnomish smith, studded with pointless gears and damascened in copper with well rendered scenes of gnomes defeating their kobold enemies.
A suit of Random Armor armor with the ideological sigil of Random Domain emblazoned across the chest piece. Knowledgeable PC’s are aware that this specific design is most often used by Random Humanoid church militant.
A set of hide armor composed of reinforced buckskin. The armor is fortified in such a way that it does not hinder the movements of the wearer while offering better protection in the field.
A suit of Random Armor armor decorated with imagery associated with the divine concept of Random Domain that have been exhaustively desecrated. The bearer feels a weak sense of resentment to that religious ideal and feels slightly motivated to defy it and those who support it. The wielder is not compelled to act in this way and is not forced to violate any strongly held morals or beliefs. Whenever the wielder actively opposes or defies that Godly domain, the armor noticeably glows and the wielder experiences a euphoric high.
A breastplate with a pair of dragons etched and enameled in red over the heart. Each wyrm is rampant, clutching a vertical arrow taller than itself.
A set of exotic breastplate created from specially treated, giant tortoiseshell. The armor includes a breastplate, shoulder guards, and even gauntlets created from smaller and smaller turtle shells. The reptile’s bony exterior is heavily polished and the inner surfaces are fitted with padding, rendering it comfortable (If a little claustrophobic) to wear. The armor making process softened the shells, making them far more pliable and likely to bend instead of shatter when struck.
A suit of armor consisting of thin strips of alchemically treated resin that fully wraps around the body, similar to mummification bandages. The armor (Hide Armor statistics) features complex ridges and designs on the legs and arms. Humanoids who make direct skin contact with the resin develop minor rashes and hives which are unpleasant but never serious enough to be detrimental and fade a few hours after the skin stops touches the armor.
A set of finely-crafted leather armor, of a style often worn by traveling bards. The composition is primarily hardened leather, outfitted with fine, tooled etchings and adorned with several semiprecious-to-precious gems.
A suit of plate armor made of thick bronze, adorned with outlines of rippling muscles and glistens with golden-like sweat when struck by the sunlight.
A mail shirt of fine blued steel, every link of which has been etched with a mystic charm or phrase of protection.
A set of light tan studded armor, etched all over with small subtle lines of mystic emblems.
A highly polished breastplate with a coat of arms depicting a stag and an oak tree, quartered, is enameled over the heart.
A set of spiked leather barding made for large, muscular canines. The armor is covered in small, curved, iron spikes that stud the shoulders of the hardened red-dyed leather. The barding can be adjusted to fit any kind of animal that is roughly the size and shape of a dog or wolf. The barding increases the animal’s Armor Class as if it was properly wielding a shield. 
A suit of gleaming splint mail crafted from interlocking strips of metal. The larger ones are gold plated, gilding the chest, legs and arms, while the smaller pieces are of hard, dull steel.
A set of scale barding sized for a horse. The armor is styled to make the horse resemble a giant lizard-like creature, possibly a deformed dragon if observed by a person with particularly bad eyesight in poor lighting. The barding can be adjusted to fit any kind of animal that is roughly the size and shape of a horse or pony. The barding increases the animal’s Armor Class as if it was properly wielding a shield.
A light steel shield emblazoned with the image of a rampant unicorn.
An impressive suit of black full plate armor, embellished with spiked pauldrons and vambraces. The breastplate is damascened in gold with a skeletal bat design, wings spread wide, and the poleyns bear gold demonic faces.
A heavy white dragonhide shield, with a gold boss shaped like a dragon’s head.
A chain shirt worked from meteoric iron. The armor elicits unease in domestic animals and wild beasts.
A suit of steel splint mail painted black and decorated with crimson occult devices.
A full set of parade armor of the Royal Guard of Kjarran (Chain mail statistics), consisting of a dark red coat reinforced with chain mail, grey breeches, and polished black leather boots. The royal crest is embroidered in gold thread on the right side of the chest.
A set of ancient, gyphon-leather armor, consisting of a hard leather breastplate adorned with a bronze eagle, leather vambraces (Forearm guards) and a skirt made of leather strips reinforced with metal.
A suit of blood red studded leather armor covered in sharply pointed black steel spikes and fastened with toggles made from bear claws.
A leaf shaped elven darkwood shield, inlaid with vine patterns in mithral and gold.
A stylish black leather armor, covered in zigzag patterns and fastened with shark's teeth toggles.
A set of red and black studded leather armor of orcish manufacture, marked on the back with a single staring eye tooled in silver.
A short-sleeved chain shirt of black steel links, with a silver falcon badge in the center of the chest. The bird of prey has a single eye of deep black jet.
A suit of deep blue padded armor, with marine motifs, including waves and ships, embroidered on to it in silver thread, and with a leaping dolphin badge made from silver stitched on to the front. The suit remains warm and protective when wet and the threads do not absorb water thereby weighting down a swimming bearer.
A suit of Random Armor armor with pauldrons carved with grinning demonic faces, and a belt with a silver buckle in the shape of a leering fiend's face.
A light black wooden shield inlaid with a skull and crossbones design in mother of pearl.
A Halfling-sized suit of leather armor, its breastplate embellished with grapes, vines and hops in bright embroidery.
A suit of dove grey studded leather armor with polished steel buttons, finished off with a belt featuring a brass lion's head buckle.
A suit of strange-looking armor, created entirely of huge leathery ironwood leaves strengthened by druidic magic and alchemical compounds. The armor is painted with primal whorls and natural fractal patterns. The suit is as effective as scale mail and may be worn by druids or those incapable of wearing metal armor without penalty.
A suit of white studded leather armor, with a rearing white dragon with red garnet eyes engraved into the center of the chest.
A suit of leather armor made from the hide of a displacer beast. Its head had been fashioned into a hood that acts as the helm with two topazes replacing its eyes.
A suit of bearskin hide armor, with the head still attached and acting as a helm. Two moonstones replace its eyes.
A suit of four mirror armor (Half plate statistics), consisting of two round bronze plates, each decorated with a sun motif, to protect the front and back, and two rectangular plates at the sides, all extremely heavily polished and worn over chainmail, along with a spiked helmet.
A set of lacquered blue leather lamellar armor (Chain shirt statistics), with the individual plates stitched together with gold thread.
A suit of striped hide armor made from tigerskin, decorated with a claw necklace and a silver tiger’s head belt buckle.
A set of steel scale mail, adorned with bronze trim and lapis lazuli around the gorget, vambraces and gauntlets.
A sinister-looking breastplate of dark metal with a grinning skull engraved into the cuirass.
A purple tower shield, inlaid with a silver laurel wreath and edged in gold. The shield’s back bears a tally of the owner’s kills.
A suit of steel lamellar armor (Chainmail statistics), with red silk stitching and trim, and a steel helmet inset with carnelians and topped with a plume of three red macaw feathers.
A highly polished steel breastplate, bearing the engraved holy symbol of Conn the Lawgiver.
A Keiwanese mountain pattern scale armor consisting of a fine mail coat fashioned from hundreds of small, interlocking steel pieces shaped like the character for the word “mountain.”
A suit of elephant hide armor, fastened with scrimshawed ivory buttons depicting scenes of warfare.
A set of dire boar hide armor, with well rendered hunting scenes tooled into the cuirass’ front and back.
A suit of hide armor made in the frozen Northlands from a variety of animal skins and furs, and adorned with a profusion of horns, claws and fangs.
A bizarre-looking and intimidating suit of scale mail made from the scales and exoskeletons of various demons and devils. The red steel helm is shaped to resemble a leering fiend’s horned head.
A silvered breastplate designed for a Random Humanoid Race warrior, with a griffon rampant damascened in gold situated below the chest.
A light wooden shield covered in brass and inlaid in turquoise and obsidian with a coiled snake design.
A lightweight darkleaf cloth hide armor, made from the woven leaves and bark of the darkwood tree. The cuirass is inlaid with a silver oak leaf and set with four dark green alexandrites.
A suit of red dragonhide armor, designed with impressive-looking ridges, and topped with a dragon’s headshaped helm studded with red spinels. This set of half plate may be worn by druids or those incapable of wearing metal armor without penalty.
A high teardrop-shaped shield that completely protects a warrior's flank whilst still allowing a decent visions cone. It is particularly used by heavy calvary troops, although shield-walls can also benefit from this kind of shield.
An adamantine breastplate engraved with holy scriptures praising the War God, surrounded by a ring of dark indigo schorl gemstones.
A suit of splint mail made from steel bands, each stamped with a diamond shaped mark, fastened to a backing of giant lizardskin.
A light-weight black steel shield of drow manufacture, damascened in silver with a delicate spider web pattern.
A suit of splint mail of blue-tinged steel, with three dark blue iolite gemstones set in the gorget.
A tall, convex scutum shield, built from a wooden framework of thin oak, covered with a layer of steel, polished to a mirror-like shine.
A battered suit of small-sized splint mail, made for a captain of the gnomish Loam Warren Guard and embellished with a gold badger crest and yellow-green peridots.
A light steel shield, engraved with a battle scene depicting Kjarran knights and fierce orcish warriors and decorated with electrum inlay. It is polished to a high sheen.
A light wooden shield covered in krenshar fur and embellished with exotic macaw feathers and jade fetishes.
A heavy steel kite shield, plated in bronze and with the image of an owl image inlaid in lapis lazuli in the center.
A suit of dull grey steel half-plate of hobgoblin craftsmanship, with pauldrons shaped like human skulls, and a red dragon’s head inlaid in copper on the cuirass.
A shield as tall as the warrior's shoulders and as wide as he is, extremely effective in a shield wall as it can be used to block roads and corridors acting as a mobile bulwark.
A set of half plate with a breastplate engraved with a depiction of the beautiful yet terrifying Goddess of Magic.
A suit of black half plate, with silver zigzag patterns on the pauldrons and greaves, and a silver crescent moon in the center of the breastplate. A helm with a blue plume completes the armor.
A finely crafted heavy steel shield, engraved with the image of a brave paladin beating back the forces of Hell. The gilt border of the shield is studded with red garnets and spinels.
A bright red tatami-do samurai armor (Scale mail statistics), of metal lamellar plates and hexagonal kikko over chainmail. The red and black kabuto can be collapsed and folded.
A suit of field plate armor crafted for a paladin of Conn the Father and bearing the god’s symbol of two hands clasped in a handshake in gold on the breastplate.
A suit of full plate with two steel spikes on each pauldron, one on each cowter, and several small spikes on the visored helm. The armor is finished with gold trim.
An intricately engraved suit of full plate, decorated with an eagle motif, and topped with a splendid winged great helm.
A green light steel heater shield, with a beautifully realized pegasus in flight inlaid in silver. Its eyes are small pieces of jet.
A menacing black suit of spiked full plate with the image of an oversized skull on the breastplate, its mouth full of razor-sharp teeth.
A suit of full plate with gold fleurs-de-lys damascened on the pauldrons and a gold chalice surrounded by eight black onyx stones in the center of the cuirass.
A bizarre looking suit of rough halfplate made from pieces of pinkish-white coral and painted with scenes of battling aquatic elves, dolphins and sahuagin.
A suit of reindeer hide armor trimmed in winter wolf fur and adorned with polar bear’s teeth (Studded leather statistics).
Sturdy ceramic plate etched with tear drops adorns the center of this masterfully crafted suit of hide armor. Small humans with oversized weapons grace the edge of the ceramic plate. Silver embossed Auran lettering on the left shoulder read, "I serve the master.”
A suit of Random Armor decorated with sinister ornaments. A faint cackling can be heard whenever the armor is stuck.
A round remorhaz hide heavy shield, set with pieces of blue amber and embellished with silver.
A suit of padded armor that seems almost patchwork, consisting mostly of stitches and cloth scraps.
An exceptionally crafted suit of half plate that is covered with black enamel and inlaid with precious metals.
A deep red scalloped heavy steel shield, covered in stylized golden flames surrounding a central image of minarets and onion domed buildings, also rendered in gold. The towers are studded with precious stones.
A suit of Random Armor armor that feels heavier that it should, as if was being weighed down by something trapped within. During combat, dark apparitions bound to this armor haunt the edges of the wielder’s peripheral vision. They become hideously visible to only the wielder whenever he is close to death, as the twisted ghosts snatch part of the dying creature’s soulstuff, adding it to the collective misery of all creatures ever slain while wearing the armor.
A heavy mithral shield of dwarven manufacture, with the names of the kings of Khazdralhad inlaid in orichalcum, and set with a dozen aquamarines.
An elaborately engraved cuirass of polished steel (Breastplate statistics) affixed on the back with two hook-rods fashioned to look like feathers that project as high as three feet above the shoulders.
A dark-gray suit of splint mail decorated with images of skulls and spirits adorning its spiked surfaces.
An incredibly ornate (And not very practical) jewel‐studded and gold covered round light shield of superior Gopuran craftsmanship, with a diabolic face depicted in the center.
A set of armor that can be easily mistaken for normal clothing, it consists of a short leather jacket reinforced with hidden metal plates, (Studded leather statistics) the protective nature of this jacket can be easily overlooked. It is fitted with hidden pockets and wrist scabbards that can hold a dagger, wand or other small weapon.
A suit of military issue ring mail decorated in garishly bright stripes of cloth. A large cloth badge depicting a Random Musical Instrument has been sewn unto the chest piece. Knowledgeable PC’s will recognize this armor as that of an army musician and that the bearer of such markings (According to most codes of war) is to not to be purposely harmed and is not to be armed with anything other than a belt knife, a shovel and his instrument in a combat zone.
A heavy wooden shield made from ebony and inlaid with scenes of lost cities in the jungle in ivory. A huge uncut emerald sits in the middle of the shield.
An oval bronze shield decorated with circle and spiral patterns in relief and enamel.
A suit of mithral banded mail (Splint mail statistics), fastened to a red leather backing, with bejeweled gauntlets set with red garnets.
A resilient suit of adamantine splint mail made for a dwarven king by the renowned armorer Branulf Forgestoker. The suit is embellished with platinum badges showing scenes of life in the mountain kingdom of Khazdralhad.
A suit of elephant hide armor decorated with painted displacer beast claws. The material smells faintly of straw and dung that no amount of soap and washing can ever quite remove.
An extravagant shield made from blue dragon scales and edged with enamel.
A suit of Random Armor armor that radiates evil and profanity like a sour odor that permeates any creature who keeps it on their person for any length of time. The constant influx of immoral and selfish influence can wear on the wielder’s mind and long-term owners are never quite sure if they’re wearing the armor, or if the armor is wearing them.
A celestially crafted suit of Random Armor armor that is half the weight of a normal example of its kind. The object is inscribed with feathered wings, suns, and other symbols of good. Fiends find the weapon’s presence repulsive.
A diamond shaped heavy steel shield inlaid with geometric patterns in platinum, red coral and mother of pearl.
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Unique Weapons, 14: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Heroes and villains across fiction can often be immediately recognized by their signature weapon, causing the weapon itself to be an iconic part of the character. From Perrin’s spiked half moon axe to Roland’s enormous sandalwood revolvers, the jedi’s lightsabers, Arya’s needle, Legolas’s bow, Wolfwood’s Punisher, Detritus’s Piecemaker, the bride’s katana, Bond’s Walther PPK, Robin Hood’s longbow, Jason’s machete or Indiana Jones’s whip, a weapon can even function as a physical manifestation of the character’s personality. None of these weapons are intensely magical in their own right but can serve as the physical basis for family heirlooms, legendary artifacts and magical or masterwork weapons. Alternatively they can be found as loot and become part of a PC’s distinctive appearance, allowing the player to become fully immersed in their character’s look and feel. —Note: Some entries call for the DM to “Roll a Random Weapon” which simply means that the DM can roll from the pregenerated lists on this blog or choose whatever weapon they feel would be appropriate for the situation.
A bright, turquoise-blue trident with serrated edges, grown from the hardest coral of the ocean. The saw-like edges of the trident’s prongs account for the slashing injuries this weapon can deliver.
Snapdragon Bag: An unassuming-looking, brown leather sack, the inside of which is lined with four spring-loaded metal ribs. Known as a snapdragon bag, when it’s thrown at an enemy’s face with a successful attack (See Note), the sudden impact releases the spring-loaded ribs, which snap forward to enclose the target's head. A victim enclosed by the snapdragon bag is rendered blind until it is removed or destroyed. ---Note: The snapdragon bag has the same statistics as a weighted net (Including how to escape) except that rather than being physically restrained, the target is blinded.  If the snapdragon bag is removed rather than destroyed, it can be reset with an action equivalent to attacking.
An aged bronze gladius (Shortsword statistics). Moaning, weeping faces can be glimpsed in its verdigris.
A farmer’s sickle that has been strengthened for use as a weapon. These blades are favored by druids for utilitarian reasons and anyone who wants a weapon that might be overlooked by guards.
A greatclub, ornately crafted from fine maple wood. At the head of the club is an accurate carving of a wolf's head, snarling and baring its teeth. Along the handle, the phrase "The Gatherer of Beasts Shall Bring on the New Age" are carved out in Giant. This club may be used to deal piercing damage instead of bludgeoning, using the wolf’s carved teeth to puncture the enemy. Hostile beasts seem hesitant to attack the wielder, sometimes choosing to attack other enemies.
A composite shortbow. Its leather wrapped handgrip not only bears signs of extensive use, but also great care on the part of previous owner.
A marvellously crafted katana with a blade of bright, immaculate steel and a gold tsuba worked to resemble a pair of male lions circling the blade. The hilt is ivory inlaid with more gold, all wrapped in purple silk and capped with a golden lion’s head bearing amethyst eyes and ruby teeth. Whenever the blade is drawn, this lion’s head lets out a mighty roar that can be heard for approximately a quarter of a mile.
A masterfully designed Random Weapon adorned with unique decorative elements. Whenever the weapon is wielded in combat, the words “Random Battle Cry” thunder in the bearer's mind as if shouted by a raging berserker.
A whip consisting of a long metal chain that ends in a metallic, spiked sphere with a few aerodynamic holes.
An airtight waxed leather quiver containing 3d6+3 arrows whose heads are heavily coated in a sticky, foul-smelling substance. These aromatic ammunition pass on their fragrant material to a creature hit by them. A creature tracking a victim marked by one of the pungent arrows gains advantage on the survival roll they make to follow the target. A creature with a particularly keen nose (Like a dog or wolf) automatically succeeds at tracking the target by smell. The foul-smelling substance washes off a victim in five minutes of scrubbing with ample water or fades naturally after 2d4 hours pass.
—Click Here for homebrew Masterwork Weapon Bonuses or Here for homebrew Minor Weapon Enchantments to give these objects even more personality and mechanical benefits.  
-Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Or keep reading for 90 more weapons.
—Note: The previous 10 weapons are repeated for easier rolling on a d100.
A bright, turquoise-blue trident with serrated edges, grown from the hardest coral of the ocean. The saw-like edges of the trident’s prongs account for the slashing injuries this weapon can deliver.
Snapdragon Bag: An unassuming-looking, brown leather sack, the inside of which is lined with four spring-loaded metal ribs. Known as a snapdragon bag, when it’s thrown at an enemy’s face with a successful attack (See Note), the sudden impact releases the spring-loaded ribs, which snap forward to enclose the target's head. A victim enclosed by the snapdragon bag is rendered blind until it is removed or destroyed. ---Note: The snapdragon bag has the same statistics as a weighted net (Including how to escape) except that rather than being physically restrained, the target is blinded.  If the snapdragon bag is removed rather than destroyed, it can be reset with an action equivalent to attacking.
An aged bronze gladius (Shortsword statistics). Moaning, weeping faces can be glimpsed in its verdigris.
A farmer’s sickle that has been strengthened for use as a weapon. These blades are favored by druids for utilitarian reasons and anyone who wants a weapon that might be overlooked by guards.
A greatclub, ornately crafted from fine maple wood. At the head of the club is an accurate carving of a wolf's head, snarling and baring its teeth. Along the handle, the phrase "The Gatherer of Beasts Shall Bring on the New Age" are carved out in Giant. This club may be used to deal piercing damage instead of bludgeoning, using the wolf’s carved teeth to puncture the enemy. Hostile beasts seem hesitant to attack the wielder, sometimes choosing to attack other enemies.
A composite shortbow. Its leather wrapped handgrip not only bears signs of extensive use, but also great care on the part of previous owner.
A marvellously crafted katana with a blade of bright, immaculate steel and a gold tsuba worked to resemble a pair of male lions circling the blade. The hilt is ivory inlaid with more gold, all wrapped in purple silk and capped with a golden lion’s head bearing amethyst eyes and ruby teeth. Whenever the blade is drawn, this lion’s head lets out a mighty roar that can be heard for approximately a quarter of a mile.
A masterfully designed Random Weapon adorned with unique decorative elements. Whenever the weapon is wielded in combat, the words “Random Battle Cry” thunder in the bearer's mind as if shouted by a raging berserker.
A whip consisting of a long metal chain that ends in a metallic, spiked sphere with a few aerodynamic holes.
An airtight waxed leather quiver containing 3d6+3 arrows whose heads are heavily coated in a sticky, foul-smelling substance. These aromatic ammunition pass on their fragrant material to a creature hit by them. A creature tracking a victim marked by one of the pungent arrows gains advantage on the survival roll they make to follow the target. A creature with a particularly keen nose (Like a dog or wolf) automatically succeeds at tracking the target by smell. The foul-smelling substance washes off a victim in five minutes of scrubbing with ample water or fades naturally after 2d4 hours pass.
A brown dagger with feather motif on the hilt. There’s a hawk’s eye gem in the pommel.
A double axe of orcish design (Greataxe statistics), consisting of a pair of large double-sided axe heads mounted on both ends of a pole.
A flail whose handle is made of driftwood with a small anchor attached to it by a chain. The anchor and chain are perpetually coated in damp barnacles and pieces of seaweed.
A ceremonial, double-edged dagger used by high priests of Random Domain who would use it to direct and store the spiritual energy released by their congregations while ritual is being performed. This tool is never used to physically cut anything but the blade is kept honed and polished to a mirror-like finish. The hilt of the athame is not crafted of metal but rather of bones and gemstones, intricately carved and carefully smoothed to form an artistic hilt.
A double-bitted hefty greataxe. Each blade has a vicious edge that thirsts for the enemies of its wielder.
A cold iron dagger with a jade hilt featuring an image of a solar banishing a pit fiend back to the Nine Hells.
A double-bladed scimitar with a haft of fine wood that supports a long, curving blade on either end. Forged with techniques honed over centuries, the blades are strong, sharp, and remarkably light. The scimitar is a masterpiece, and even a casual inspection would reveal it to be an expensive weapon, though Knowledgeable PC's know that few ever have the opportunity to purchase one. Those PC's are aware that the double-bladed scimitar is the signature weapon of Valenar elves and a Valenar blade in the hands of a non-elf is generally assumed to have been stolen or looted from a fallen foe. A Valenar elf might feel entitled to demand its return or challenge the bearer to prove they’re worthy to wield it.
A curved, double-edged dagger, so extreme in its curvature that the point extends at a right angle away from the hilt. The angled-knife can be a vicious weapon in the right hands, dealing serious wounds to even a well-armored enemy.
A pristine quiver containing 3d6+3 finely made hardwood arrows. Each tipped with a point of sharpened red agate, cut with many intricate faces.
A dagger forged from steel with traces of adamantine flecked into the blade's edge. The weapon features a sophisticatedly designed handle.
A fullblade of immense size, made of a dense meteoric metal. The massive blade is designed to be wielded with unrestrained fury, with savage cleaving strikes rather than refined and precise swordplay.
A gnarled black oak staff topped by an iron crescent moon mounted to the wood by tentacle-esque roots that grasp the metal tightly, as if they had grown around it. The moon gives off an eerie chill and the staff’s wood is dry and cold, yet glistens as if wet, and feels heavy, as if waterlogged.
A dagger with a spiral hilt and a broad, serrated blade that tapers to a sharp point. Whenever the knife is set down, it immediately rights itself to balance on the tip of the blade, always at a 90-degree angle to any surface it touches, regardless of gravity.
A gnomish made, tin case containing 2d6+2 crossbow bolts that knowledgeable PC's will recognize as Splintering Bolts. Each of these bolts is actually a dozen smaller flechettes loosely bound together and designed to come apart from the force of being fired. When fired, a Splintering Bolt immediately separates, creating a 30-foot cone of metal-tipped splinters. The wielder makes one attack roll as normal for the crossbow and all creatures in a 15 foot cone from where the wielder is facing are pelted with the flechettes. The attack is compared to their Armor Class (Or Defense Value, Dodge or other relevant game statistic), then the wielder then rolls one damage roll as normal for a crossbow and each creature hit takes that damage. The bolts cannot be poisoned or coated in alchemical material and are destroyed after use and are not recoverable.
A greatsword with a deep black blade of much too heavy iron. Fine lines of basalt stone run lengthwise through the metal. The hilt is made of ebony and bound with silvery spider silk. Deep black gel drips from the blade when someone is cut by it. The substance is completely tasteless but if consumed, one experiences a random, vague memory of the person cut.
A warhammer with a massive square head plated with a well-worn, gold alloy. On each side of the head near the front there is a small hole that seems to be made to hold a prism or gemstone. The handle is forged from a blue steel and tightly wrapped in cloth.
A hand crossbow of black-stained wood, carved to present the face of a ram at the front. Its dull steel arms are fronted by the carved beast's curling horns.
A handaxe consisting of a shard of blue metal with coral hues, bound to a piece of driftwood by an old ship rope and seaweed.
A heavy crossbow covered in ancient dwarven runes that cover the tiller and lathe of the weapon.
A heavy crossbow modified to fire a special, grapple-headed metal bolt attached to 100 feet of thin, light rope. A successful shot at an appropriate target indicates that the grapple has hooked onto something, anchoring the rope firmly enough for a creature to ascend it. This device helps adventurer's scale walls, bridge chasms, escape down sheer cliffs, and the like. It cannot fire typical crossbow bolts.
A heavy eldritch rod (Mace statistics) that is warm to the touch and covered in living human skin. Along the length of the rod eyes of all colors stare endlessly. Between the eyes rest a number of mouths, silently closed.
A heavy, two-handed hammer, this maul has a set of hinged jaws mounted to the front of the head. A pivot inside them closes these jaws whenever the maul strikes a solid object. Originally designed for mining, when wielded in combat the weapon leaves deep ragged wounds that bleed profusely and the jaws latch on to the victim on a good solid hit. Whenever the wielder attacks with advantage and scores a hit against a target, the pivot is triggered and the jaws grab somewhere on the target's body. The wielder is then disarmed of the maul but the target is considered stuck in a hunting trap, as the maul weighs them down and restricts movement. After the piston has been triggered, the wielder suffers disadvantage on all attacks with the weapon until the jaws are reset with an action equivalent to attacking. Should the wielder ever roll a natural 1 on an attack roll with the jawed maul, there is a 25% chance that the trapping mechanism becomes damaged, rendering the trap uselessly. When this occurs the wielder suffers disadvantage on all attacks with the weapon until a character proficient with smiths or tinkers tools repairs it over the course of one hour and 1d10 gold pieces worth of material.
A huge fullblade with a six-foot blade and a two-foot hilt that is surprisingly easily wielded with two hands by any warrior. The blade is rippled, with a vein of gold running down the center. The hilt is wrapped in red leather flecked with gold. The guards are of unicorn horn and the basket is a leering, bearded face from pommel to guard.
A kama (Sickle statistics) with a vicious obsidian blade that does not glint in the presence of light. Darkness and shadows seem to almost bleed towards and seep into its keen edge.
A longbow wrought from the boughs of an old, resilient tree. Its wooden frame is exceptionally sturdy but difficult to draw.
A large greataxe with a head carved from slate sharpened to a honed multi-pointed edge. The stone of the blade is covered in old intertwined runes that connect three slots within its blade. The handle is simple and wooden in design, over the years it has had many wielders and has thus been carved and adorned with many different iconographies from each of its past wielders.
A large reinforced hide sack containing specialized caltrops known as horse nails. The spikes are large enough to be avoided by human sized and smaller creatures without issue and are designed to drive a long, thin spike up into the foot of any heavy being that steps on it with more than 400 pounds of force. A single bag of horse nails will adequately cover a 10-foot by 10-foot area. Horse nails function similarly to caltrops except that they deal twice as much damage and will affect creatures normally immune to caltrops due to size, such as horses and giants with thick-soled shoes.
A large round-headed hammer (Maul statistics) much like a common carpenter's mallet. Its only noteworthy feature is that it is made entirely from coal-black iron. Even the handle is cast in iron, patterned to imitate the grain of wood that would normally be used.  The hammer is quite heavy and seems over-balanced, but once held it is quickly apparent that it can be handled with ease and grace.
A lavish rapier with a golden hand guard cast in the shape of a large three sailed ship.
A leaf-bladed shortsword. It is perfectly balanced, and its edge glitters hungrily when it is wielded. Runic glyphs decorate the blade which shift and change subtly each time a new creature grasps the weapon. Knowledge PC’s can discern that the markings are actually an archaic language, which tell of the current bearer’s heritage, exploits and deeds.
A long leather whip with a bronze cap and guard to its handle.
A long scythe with a purple glowing blade and silver handle with decorated sculpted brass. The weapon emanates a strong aura of unease, visible as strangely moving smoke that falls from the blade.
A long wooden staff that resembles a young oak sapling. It seems to be still growing despite not having leaves or a root system.
A longbow made from a long, curving piece of exotic wood. The weapon is carved in the likeness of a serpent whose open maw and curved tail provide the hooks on which to string the bow.
A longsword whose first quarter of the blade is curved forward like a fishhook. The hilt comes to a sharp point, and an outward pointing crescent blade serves as a hand guard and striking surface.
A longbow made from the wood of a Luurden tree that grows in the Underdark. Insidious drow runes are inlaid up and down the limbs of the bow in dark silver, extracted from the mines of the Underdark.
A longspear known as a duom with a standard spearhead as well as two blades curved so that they point backward along the shaft.
A longsword set with a dark blue blade slightly glowing pinpricks as if seeing starlight far into the distance. The effect is similar to looking through a window into the night’s sky, showing changing stars and constellations through the blade. Its soft beauty brings clarity to even the darkest of places and blinding light to the unfaithful. This blade exists as a reminder to those who serve evil, the stars shine brightest on the darkest of nights.
A metal-bound hardwood quarterstaff, balanced and hardened for use in battle. Many acanists who find themselves in the thick of battle appreciate the heft of these not-terribly-subtle weapons.
A military style quiver containing 3d6+3 arrows of human make but elven design. Each arrow has a series of notches along it so that, when fired, it emits a distinctive series of notes. A unit of troops firing in sequence could create chords or even whole songs this way.
A padded club consisting of a stout, oaken cudgel wrapped with a thick, woolen covering. This is an ideal weapon for a wielder who needs to rough someone up or take them alive. The club never outright kills its target and whenever the wielder would normally kill a creature with the club, the creature is just knocked out instead and is rendered unconscious and stable.
A pair of daggers with wickedly curved blades, fashioned from a dark grey steel. They are identical save for the engraving on the pommel: one bears the silhouette of a cat, the other a stylized eye.
A Random Sword shined to a mirror polish, but only reflects images of its previous owners, in their moment of death.
A powerful spring-loaded telescoping sword-cane with two small rubies inset into either side of the ornate gold-leaf covered handle. The cane can function as both a cane and a thin sword and sheath. Additionally, firmly pressing both rubies releases a spring, firing a crossbow bolt (See Note) out of the bottom of the cane with enough lethal force to travel at least 20 feet. The launcher functions by means of a tightly compressed spring and reloading the bolt takes a significant amount of time (One minute) twisting the handle clockwise to compress the spring once more. ---Note: The attack roll is the same as if the wielder had fired a light crossbow.
A Random Sword whose metal shines like the sea itself, the white color reminds one of endless pearl necklaces. Instead of a hilt, a large piece of rope has been tied around the lower end. On the side of the blade there is an engraving: “Whoever sits in stillness may be able to break the silence”.
A purple mace whose head is made of two large clam shells with a strange black pearl holding the shells together and to the handle.
A Random Sword with a blackened, wickedly hooked and barbed monstrosity of a blade that appears to be made of leather and flesh, and drips blood, but has no edge.
A polearm known as a nagintav (Glaive statistics) with a long, curved blade set atop an eight-foot shaft. As it is an effective weapon against opponents at a distance but useless at close range, naginata practitioners are taught to keep their opponents at a distance by striking with quick, deliberate blows and then retreating.
A Random Sword with a simple blade without sheen or shine and a somewhat simple hilt, however the blade’s scabbard is quite elegant. A crest sits at the head of the scabbard, depicting a silver tree beyond a doorway or arch, with black leather wrapped in a spiraling braided silver cord from top to bottom.
A reinforced jute quiver containing 3d4+3 war darts made of hollow bone, all covered with dozens of tiny holes near their tips. On a hit, the darts lodge themselves deeply into the target and begin to draining blood from the target’s body out the tail end. When this occurs, at the start of the target’s subsequent turns, he suffers an amount of damage equivalent to a dagger (1d4) until a creature forcibly removes the dart with an action equivalent to attacking (Which causes the target 1d4 damage) or a creature proficient in medicine spends an action equivalent to attacking to carefully remove it without further harming the target. These war darts are delicate and not recoverable after being thrown.
A Random Sword with an ornate blade has a hilt of gold and finely etched scriptures all along its blade which promote chivalry and mercy.
A quiver that is short and wide, allowing its arrows to spread out like a fan. The quiver has highly decorative ross-straps on the front held by circular fittings, and a triangular bottom plate. One side of the quiver is colored an ice blue with the other side is a fiery orange. The two colors meet in the middle into a gradient of purple. The quiver contains 20 arrows and knowledgeable PC’s are aware that this distinctive style of quiver is only worn by the oathsworn archers that guard the imperial palace with their lives.
A Random Sword with grooves carved along the blade that create haunting sounds at the wielder fights. This weapon was no doubt commissioned by practitioners of the more esoteric fighting styles that mix physical and psychological warfare into a singular type of combat training.
A scimitar made of many silver crescent coins welded together.
A reinforced quiver containing 3d6+3 arrows with vicious, curved, back-hooks lining the head. These barbed arrows causes a great deal of pain and damage when removed as it digs into flesh.
A sharp, curved scimitar designed for use by halflings who can turn their small size into a tactical melee advantage. Carvings of creeping ivy adorn the blade, organically complementing the entire weapon design. When swung in battle, it emits a chirp like a cricket.
A shortspear designed for throwing, adorned with a needle-thin spike at its end that ensures it rarely gets trapped within an enemy’s flesh or amour. Unlike many other spears, this spear has a leather strap for easy recovery. When thrown at a creature within 15 feet, the wielder can snatch the leather strap and thereby recover the weapon as an action equivalent to drawing a weapon.
A shortsword of extraordinary quality, resembling a punching dagger in its design. The blade has a rusty color, but it otherwise appears newly forged. When swung in combat, tendrils of ectoplasmic energy trail behind the blade.
A silver dagger shaped like a curved claw. The hilt is wrapped with dark blue silk.
A silvery longsword with a razor thin yet broad blade that glints yellow in the sun. Its hand-and-a-half hilt is coated with gold and has an exorbitantly large, clear, cut quartz as the pommel.
A shortsword with a black blade with one edge, a black leather hilt, and a chain from which a sharpened purple crystal hangs.
A silvered dagger with a teal colored gem fitted into the base of the hilt that glimmers like the suns reflection in the water.
A six foot long quarterstaff cast to resemble rough-hewn wood, despite the fact it is composed entirely of rusted iron.
A slender, ivory-hilted stiletto.
A longspear with a shaft of bloodwood and the grips and mounts of electrum. The “blade” is a sharpened alicorn.
A solid stone greatclub of immense weight and heft. Intricate carvings spiral around its entire length, describing the dangers of the dreaming world beneath the sky.
A slim and elegant dagger that resembles a miniature rapier with its long needle-like apex. Emblazoned in gold on the hilt is the symbol of a kingfisher.
A staff of burnished white oak that's capped with silvered steel and engraved with runes and symbols of light.
A sturdy wooden case lined with several inches of thick woolen batting that serves to protect the 2d6+2 crossbow bolts in it from being jostled overmuch. These powerful and extremely dangerous alchemical bolts contain reactive agents that explode when they strike. On a hit, rather than the typical crossbow damage, these bolts deal three daggers worth of fire damage (3d4) to the struck target and all creatures within five feet of him. Because of their awkward shape and weight, the range increment of these exploding bolts are reduced by half.
A Random Sword of black iron as sharp as steel, in the shape of a stylized dragon's wing. The cutting edge of the sword being the leading edge of the wing.
A two foot long shortsword possessing a slightly curved blade, its handle is made of bone (The femur of an aquatic elf) and is covered with a scrimshaw like carving. The carvings depict creatures of water such as octopi, whales, even a walrus. Also a carving of a sinister looking reptile and human hybrid of some sorts. An Identify spell will reveal the name of the sword, which is the same as its creator; one Jonas Harkness a sailor who by the end of his life had a deep abiding hatred for the sea.
A greatsword of brightly polished steel, with gold wire-wrapped hilt and blade inlaid down the rib with panels of garnet set in a tongue of copper.
A vicious scrimshawed weapon known as a Kaua'koi (See Note), fashioned from a large length of bone harvested from an enormous creature. Several hand-notches are carved all over the bone, while the rest is sculpted into spurs, blades and polished nodules. Fighting with a kaua'koi is a high art, involving constantly switching grips to make the most of this versatile weapon. In many tribes, carving one's own kaua'koi is a rite of passage ---Note: Greatclub statistics but the wielder can choose to deal either piercing slashing or bludgeoning damage each time he attacks.
A warhammer that is much more solid than the majority of bludgeons the bearer has seen. The sides of its blocky head are adorned in silver inlays. When held by the handle the wielder feels a weight comes upon him as if he gained a great responsibility. Whenever the weapon is grasped, a warning flows into the bearer’s mind as if whispered in his ear. “Those who are not willing to bear the burden are not worthy to wield me”.
A well-crafted fan constructed of iron spines covered with silk, decorated with an elaborate landscape on one side and animal motifs on the reverse. Known as an iron fan (Dagger statistics), they are reasonably common in some noble courts serving as both accessory and subtle protection. Most attacks are thrusts to the vitals made when the fan is closed, though the universally intricate and graceful fan forms teach practitioners to open and close their fans with a quick flick of the wrist, the loud snap serving as a distraction to opponents. Onlookers are not immediately aware that the fan can be used as a weapon and anyone attempting to discern if the fan is lethal suffers disadvantage on their check to do so, though a physical inspection renders it immediately apparently. Once used in combat, the silk becomes too torn and bloody to pass as innocuous and requires costly replacing with either more silk or colored paper which will cost about 1d4+1 X 5 gold pieces.
A wickedly barbed longspear carved out of a solid piece of bone. It’s decorated with coral, pearls, and sapphires. Flowing Aquan script runs the length of the spear, detailing its history and wielders stretching back thousands of years. Anytime the bearer grips the weapon’s haft, he can hear the sound of the ocean. Knowledgeable PC’s can determine that the notched spear was crafted thousands of years ago from the rib of an enormous sea serpent.
A wickedly sharp and multi-bladed dagger. This weapon is well balanced for throwing in a horizontal fashion, where its multiple blades can cause serious wounds upon any target.
A wide-headed, flanged mace with an abnormally long handle, inlaid with ebony wood and silver.
An arcane quarterstaff made of wood that is either naturally black or was stained that way by someone who knew what they were doing. Its length is covered with gold inscriptions which might be in some variant dialect of illegible Draconic but is more likely to be impressive-looking nonsense. The narrow bottom end has an elaborate metallic spike on useful for traveling as well as fighting. The staff’s head displays a stylized depiction of a watchful dragon curled around a massive, rough crystal. Despite its ornate and delicate appearance, it can be wielded in combat as well as any mace without even damaging its lacquered finish.
An arrow case crafted from woven rattan that narrows to a hard tip at the bottom end. The case may be stabbed into the ground allowing the archer easier access to the arrows. The case contains 3d6+3 arrows with willow-leaf arrowheads designed to tear up flesh and create grisly wounds. Wide-bodied and razor-sharp, the arrows rarely penetrates deeply into the body but always create long, ugly lacerations when striking a target.
An elegant, lustrous longsword of slender make that has seen a hundred battles and carries the enmity of countless tortured souls.
An immense greatsword whose massive five-foot-long blade is capable of cutting foes to pieces with relative ease.  
A steel tipped heavy pick, its haft decorated with ebony calf figurines, overlaid with gold.
An elaborately-carved, thick, wooden baton (club statistics) that sheaths a pair of matching slender bladed daggers. Each handle has a slot near the blade that serves as a sheath for its twin and when the blades are sheathed the handles form the sturdy baton. These thin stiletto blades as commonly referred to as tamo daggers and are typically carried by spies, nobles and assassins who want to carry weapons without looking like they are doing so. The baton could easily pass as a rod of office or military officer’s baton and it would take an impressively perceptive creature to notice the break in the middle where the daggers sheath together.
A quarterstaff that still has its bark on it except for where a long serpentine dragon twists around it, carefully carved, sanded, and oiled to a sheen.
An unwieldy primitive weapon that takes the form of a huge and heavy cleaver mounted on the end of a two-foot shaft. The shortspear deals wide slashing strikes capable of causing horrific injuries on a well-placed blow.
A sickle sword (Bastard sword statistics) favored by those with no talent for witchcraft, this exotic blade curves multiple times along its three and a half feet. The sickle-sword’s hilt is long and curved, and its blade bears a small secondary grip partway up its length. These allow a wielder with a free hand to rapidly twist the sword in unpredictable ways.
A whip made out of thick but flexible rope meant to be used for taming reasons. Its business end sports tiny, sharp thorns, which inflict dozens of small painful wounds over a wide area.  
A set of nunchaku (Club statistics) fashioned from the right arm-bones of a human, bound with sinew at the elbow joint.
A watertight, gnomish made, waxed leather quiver containing 3d6+3 crossbow bolts that knowledgeable PC's will recognize as Dragonsbreath Bolts. Each piece of ammunition has a shaft soaked in resin or pitch and a slightly enlarged head filled with a dab of alchemist's fire. Slots in the head force air into the chamber when the bolts is fired, igniting the alchemist's fire and the shaft as well. The slots in the head emit a low screech as the projectile flies through the air. A Dragonsbreath Bolt deals an additional dagger's worth of fire damage (1d4) when it hits a target, and a flammable unattended target such as a thatched roof or a spilled vial of oil automatically catches fire. A Dragonsbreath Bolt cannot be reused on miss or hit. The dollop of alchemical explosive has a nasty habit of going off for no reason and whenever the wielder rolls a natural 1 on an attack roll while using them, the bolt lights up in the wielder’s hand dealing a dagger’s worth of fire damage (1d4) to him.
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Unique Weapons, 16: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Heroes and villains across fiction can often be immediately recognized by their signature weapon, causing the weapon itself to be an iconic part of the character. From Perrin’s spiked half moon axe to Roland’s enormous sandalwood revolvers, the jedi’s lightsabers, Arya’s needle, Legolas’s bow, Wolfwood’s Punisher, Detritus’s Piecemaker, the bride’s katana, Bond’s Walther PPK, Robin Hood’s longbow, Jason’s machete or Indiana Jones’s whip, a weapon can even function as a physical manifestation of the character’s personality. None of these weapons are intensely magical in their own right but can serve as the physical basis for family heirlooms, legendary artifacts and magical or masterwork weapons. Alternatively they can be found as loot and become part of a PC’s distinctive appearance, allowing the player to become fully immersed in their character’s look and feel. —Note: Some entries call for the DM to “Roll a Random Weapon” which simply means that the DM can roll from the pregenerated lists on this blog or choose whatever weapon they feel would be appropriate for the situation.
A Random Weapon that exudes a faint aura of volatile evocation magic as if it once held a lethal enchantment that has since faded.
A handaxe with a plain oak handle and a celestial design inlaid in silver on its black steel blade.
A sling fashioned from braided leather with a wyvernskin cradle.
A Random Weapon inscribed with dark, twisted sigils of the Abyss. The marks are aesthetically unpleasant to look upon but seem to change over time. A bearer who has used or carried the weapon for an extended time will become enamored with the patterns and loath to part with the item.
A nine-foot glaive with a convex blade fixed to the haft with copper nails. The blade is stamped with a star-shaped maker’s mark.
A handsome falchion (Longsword statistics) bearing heraldic devices on its bronze pommel, three leopards on one side and an eagle on the other.
A Random Weapon that covertly bears the symbol of an octopus-like tentacled creature. Knowledgeable PC’s can recognize the symbol as the mark of a strange religious cult that has recently sprung up in the nearby area.
A drow hand crossbow, built from the hard fleshy stalk of a giant subterranean mushroom, inlaid with spiderweb designs in mithral.
A burlap sack filled with caltrops, all made of serrated bones of monstrous aberrations.
A Random Weapon decorated with imagery associated with the divine concept of Random Domain that have been exhaustively desecrated. The bearer feels a weak sense of resentment to that religious ideal and feels slightly motivated to defy it and those who support it. The wielder is not compelled to act in this way and is not forced to violate any strongly held morals or beliefs. Whenever the wielder actively opposes or defies that Godly domain, the weapon noticeably glows and the wielder experiences a euphoric high.
—Click Here for homebrew Masterwork Weapon Bonuses or Here for homebrew Minor Weapon Enchantments to give these objects even more personality and mechanical benefits.  
-Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Or keep reading for 90 more weapons.
—Note: The previous 10 weapons are repeated for easier rolling on a d100.
A Random Weapon that exudes a faint aura of volatile evocation magic as if it once held a lethal enchantment that has since faded.
A handaxe with a plain oak handle and a celestial design inlaid in silver on its black steel blade.
A sling fashioned from braided leather with a wyvernskin cradle.
A Random Weapon inscribed with dark, twisted sigils of the Abyss. The marks are aesthetically unpleasant to look upon but seem to change over time. A bearer who has used or carried the weapon for an extended time will become enamored with the patterns and loath to part with the item.
A nine-foot glaive with a convex blade fixed to the haft with copper nails. The blade is stamped with a star-shaped maker’s mark.
A handsome falchion (Longsword statistics) bearing heraldic devices on its bronze pommel, three leopards on one side and an eagle on the other.
A Random Weapon that covertly bears the symbol of an octopus-like tentacled creature. Knowledgeable PC’s can recognize the symbol as the mark of a strange religious cult that has recently sprung up in the nearby area.
A drow hand crossbow, built from the hard fleshy stalk of a giant subterranean mushroom, inlaid with spiderweb designs in mithral.
A burlap sack filled with caltrops, all made of serrated bones of monstrous aberrations.
A Random Weapon decorated with imagery associated with the divine concept of Random Domain that have been exhaustively desecrated. The bearer feels a weak sense of resentment to that religious ideal and feels slightly motivated to defy it and those who support it. The wielder is not compelled to act in this way and is not forced to violate any strongly held morals or beliefs. Whenever the wielder actively opposes or defies that Godly domain, the weapon noticeably glows and the wielder experiences a euphoric high.
A curved, single-edged sword (Scimitar statistics) with a pommel in the shape of a falcon's head. The ends of its quillions resemble the talons of a bird of prey, each clutching an obsidian sphere.
A heavy chopping knife with a forward-angled blade that appears to have been ground from a single flat piece of metal and fitted with two pieces of heavy dowel split lengthwise as handle halves bracketing the blade's tang. The kukri’s handle, is held together by three brass pins and has been worn to a sheen by the hands of many owners.
A massive bearded greataxe whose curving is reminiscent of a beast’s claw, and a wolf’s head adorns either side of the edge. Eight notches have been carved into its haft, seven with a small blade and the last with a claw.
A scimitar with a wide hilt, plated in bronze. The sharply curving blade bears the image of a charging elephant at its base.
A two-pronged spear whose shaft is wrapped in behir leather; a monstrous blue creature known for its lighting breath. The name “Ak’Thuum” is engraved along the shaft and a knowledgeable PC will have heard stories that the spear was once wielded by the chieftain of a clan of storm worshipping orcs.
A vicious looking flail tarnished black in color, and bearing ominous spikes.
An elegant recurve bow, covered in black lacquer and decorated with a dozen gold bosses. The tips are both capped in gold and engraved with delicate patterns, while the grip is made from giant, red cobra skin.
A heavily padded quiver containing 5d6 arrows whose heads are fashioned of pointed vials made from thin glass designed to break upon impact. The arrowheads contain a caustic alchemical substance which covers the target in the dangerous liquid. All of the damage deal by the arrows are considered acid instead of piercing. The arrows cannot be recovered after use.
A monk’s cudgel (Club statistics) that features a long, sturdy shaft, topped with a large cagelike bludgeoning head made of metal bars.
A long, thin knife that’s balanced for throwing despite the slight curve in its blade. Knowledgeable PC’s are aware that elven hunters and assassins favor this design because of the versatility and small size it offers.
A double weapon known as a crushing axe, consisting of a strong shaft with a heavy battleaxe blade at one end and a heavy mace head at the other.
A tooled leather quiver containing 5d6 arrows with steel heads weighted to rotate tightly in flight.
A flanged, heavy mace with a steel hilt inlaid with platinum scrollwork.
A slender, all-metal sword with a heavily forward-hooked tip and a sharp, crescent-shaped handguard. Knowledgeable PC’s recognize the design as a Tiger Hook Sword (Shortsword statistics) which is designed in order to trip and disarm opponents. Instead of a pommel, a tiger hook has a sharp spike.
A shortpear tipped with an eagle’s beak and adorned with its feathers.
A beautifully stained composite bow stamped with the sigil of a leaping fish.
A masterwork dwarven waraxe (Battleaxe statistics) with a braided leather grip and worn traces of gold inlay on the axe head.
A finely made steel katana bearing a skeleton motif and funereal glyphs carved into its hilt.
A heavy lead rod (Mace statistics) emblazoned with chaotic glyphs, weighted so as to function as a powerful bludgeoning tool.
A yew-shafted halberd with a four-leaf clover design punched into the blade.
A burlap pouch containing 5d6 stone sling bullets, with a thunderbolt marked on one side and the legend “Take that!” written on the reverse in Halfling.
A six-foot-long maple quarterstaff. Each end is capped with a silver ferrule.
A punching dagger with a wooden hilt carved with snakes and grinning devils.
A lucerne hammer (halberd statistics, deals bludgeoning damage) with a three pronged-head mounted on a seven-foot darkwood pole which is decorated with geometric patterns.
A blue leather cestus fitted with nasty metal spikes, stamped with the symbol of the War God.
A light mace comprising a copper, lion-shaped head fixed to a stout wooden handle.
A cold iron sickle with a serrated blade. Its ash handle is decorated with cockatrice feathers.
A small bamboo case containing 5d6 blowgun darts with razor-sharp wooden tips and quetzal-feather fletching.
A shortspear with a head of knapped obsidian and brightly colored feathers tied to the top of the shaft.
A six flanged heavy mace known as a pernach, with a metal handle and a grip covered in blue lizardskin.
A morningstar with a rectangular head and two rows of four spikes each. The grip is wrapped in green basilisk hide.
A triangular-bladed dagger with a hilt fashioned from a dragon’s tooth.
An enormous boar spear (Pike statistics) with a serrated head etched with intricate scenes of monster-slaying.
A leather pouch containing 5d6 cold iron sling bullets, each one engraved with the dwarf rune for “strength.”
A stained wooden blowgun made by the goblin tribes of Nwango Crater and painted with tiny dinosaurs.
A wrapped linen bundle containing 5d5 javelins, their bronze heads decorated with knotwork patterns and the shafts ringed with gold.
A six-foot-long blowgun (light crossbow statistics) made from tigerwood and carved with detailed jungle hunting scenes.
A spiked, darkwood shield, with two gold lions rampant on a blue field.
A sling woven from silk and gold thread with a cradle made from black and red, spirit naga hide.
A light crossbow made from teak and inlaid with turquoise and greenstone designs.
A light pick with a bronze head inlaid with silver owl and hawk designs.
A pearl-handled long-bladed short sword with a gold clasp. The initials “Q.L.” are etched into the blade.
A short sword with a crescent-shaped copper pommel and sharkskin grip.
A four-pointed starknife, its handle inlaid in silver with symbols of good luck.
A wicked-looking kukri (Shortsword statistics) with a red-tinged steel blade and a black leather hilt wrapped in metallic wire.
A brass-plated handaxe with a lattice motif and a relief depicting a ram.
A horn quiver containing 5d6 arrows with multi-colored fletching made from couatl feathers.
A mithral-headed light hammer, its handle studded with a trio of amethysts.
A heavy spiked shield, bearing a coat of arms of a vert wyvern on a silver field.
A heavy pick with a handle grip fashioned from rust-red lizardskin.
A highly polished scimitar. Its blade is inscribed with prayers to the Djinn of the Desert Winds.
A steel rapier with a silver basket hilt of delicate filigree.
A battleaxe with images of raiding dragonships engraved onto the two flats of the blade, and a wooden haft decorated with fine knotwork.
A steel longsword surmounted with a gold pommel in the shape of the rising sun, set with a red spinel. The blade bears the inscription “The Strong Must Protect The Weak.”
A heavy pick with a reddish steel head, whose picks are shaped like a pair of dragon’s wings. Its blade is etched with fire runes.
A greatsword with undulating blade of black steel carved with arcane symbols. Its hilt is topped with a dark red ruby.
A silvered battleaxe with a sturdy oak handle and a troll’s face etched into the blade.
A wicker quiver containing 5d6 arrows with white fletching of rare hippogriff feathers.
A Random Weapon whose grip is stamped with the sacred icon of the Random Humanoid patron saint of Random Domain.
An eight-foot-long halberd, its richly decorated axe blade topped with a long spear point and backed with a spike.
A greatsword forged by Gerrent Firestoker and bearing his symbol. The grip is black snakeskin and the crossguard has a serpent’s head on each end.
A gopuran halberd, its axe head decorated with floral patterns and grinning demons.
A bronze-bladed greataxe decorated with incised spiral patterns. The oaken haft is inlaid with copper lettering praising the God of War.
A silvered greataxe with a flame drakeskin handle studded with amethysts.
A makeshift quiver containing 5d6 arrows with yew shafts and reddish-brown hawk feather fletching.
A maple shortbow with a handgrip of camel hide, dyed red. The limbs are embellished in gold leaf with desert scenes.
A longbow built from mulberry, with a handgrip made from dark green hydra hide.
A large woollen blanket enwrapping 5d6 chakram all with a copper S-shape fixed inside the outer ring of silvered steel.
A painted shortbow decorated with green, red and gold gargoyles on one side, and leaves scrolling around a branch on the other. Its grip wrapped in red silk and brass wire.
A beautifully decorated lacquered longbow from Gopura, bearing bright designs of birds, trees and stars in black, green, yellow and orange.
A nunchaku (Club statistics) made from two lengths of mahogany joined together by a short chain. Each handle is painted in red with Keiwanese characters.
A steel, spiked chain, each spike has a human skull symbol stamped into its side.
A gnomish hooked hammer (Light pick statistics) with a silvered hammer head and a steel pick head. The handle is decorated in silver with mining scenes.
A Random Weapon whose grip is inscribed with the words “The wise man always seeks the truth” in mirror script.
An elven curve blade (Longsword statistics) inlaid with gold and mithral scenes of life in the elven kingdoms. The hilt of the sword is adorned with four green chrysoberyls.
A dwarven waraxe with the blade damascened in mithral with underground battle scenes and the bronze end of the haft shaped like a dwarven warrior’s head.
A bastard sword with a vicious looking serrated blade and a devil-shaped electrum hilt.
A finely crafted katana with a delicately curving steel blade. The hilt is ivory inlaid with gold and is topped with a gold foo lion.
A mithral bastard sword with a gold hilt and a large sapphire in the centre of the crossguard.
A linen bandolier holding 5d6 shuriken, shaped like six-pointed stars, made from bluish steel.
A thick leather belt with numerous discrete pockets containing 5d6 silvered cross-shaped shuriken, etched with lung dragon designs on both sides.
A Random Sword that upon close inspection by a perceptive PC will reveal a secret message hidden amongst the decorative patterns adorning the weapon. It reads: “Embed this blade in the Standing Stone of Marloch to open the portal.”
A bola with two painted wooden balls, carved to resembled leering demonic faces.
A Halfling sling staff (Shortbow statistics, the wielder needs to be a halfling and proficient with slings) the staff is cut from oak and carved with rustic scenes, and the cradle is made from fine soft leather.
A bulky double crossbow, made from chestnut and decorated with swirling patterns in gold inlay. One bow is mounted above the stock and the other below.
A Random Weapon with a tiny crow symbol carved on it in a discrete area. Knowledgeable PC’s are aware that this is the sign of the Gray Rooks, a secretive group of covert operatives in the service of the kingdom of Kjarran.
An expertly crafted glaive with a shaft of black oak decorated with Random Humanoid bone inlay. Engravings of gruesome scenes of murder and torture decorate the glaive’s black blade.
A Random Weapon with the battlecry “Death to the House of Vinekh!” inscribed on its blade or haft.
A heavy pick with the word “Hadramkath” carved into the blade. Knowledgeable PC’s will recognize the name as that of a long-lost dwarven hold.
A greatsword made entirely of platinum with blue etchings and engravings going along the handle and blade of the sword. The pommel is fashioned from an impeccably cut sapphire with the crest of Bahamut engraved within the gem. The cross-guard resembles dragon wings, curling at the edges to protect the wielder’s hand, with a dragons head in profile in the middle, bearing the image of the blade spewing forth from the mouth of the dragon.
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Unique Weapons, 15: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Heroes and villains across fiction can often be immediately recognized by their signature weapon, causing the weapon itself to be an iconic part of the character. From Perrin’s spiked half moon axe to Roland’s enormous sandalwood revolvers, the jedi’s lightsabers, Arya’s needle, Legolas’s bow, Wolfwood’s Punisher, Detritus’s Piecemaker, the bride’s katana, Bond’s Walther PPK, Robin Hood’s longbow, Jason’s machete or Indiana Jones’s whip, a weapon can even function as a physical manifestation of the character’s personality. None of these weapons are intensely magical in their own right but can serve as the physical basis for family heirlooms, legendary artifacts and magical or masterwork weapons. Alternatively they can be found as loot and become part of a PC’s distinctive appearance, allowing the player to become fully immersed in their character’s look and feel. —Note: Some entries call for the DM to “Roll a Random Weapon” which simply means that the DM can roll from the pregenerated lists on this blog or choose whatever weapon they feel would be appropriate for the situation.
An eight-foot long pike with a broad “ox tongue” blade engraved with knotwork patterns.
A Random Weapon with the symbol of a brain etched on the grip. The weapon seems to possess the faintest trace of self-awareness and the wielder can occasionally feel a subtle touch of another mind drift across his own. Knowledgeable PC’s might conclude that the object was once a sentient weapon possessing true intelligence that it somehow lost, was seriously injured in some way or has gone into a state of hibernation.
A single crossbow bolt with a single name roughly carved into it. Knowledgeable PC’s will recognize it as the name of a wanted criminal charged with heinous crimes.
A sturdy iron-shod quarterstaff meant for use as a walking stick, tentpole and weapon of a travelling adventurer. While holding the staff, rain cannot fall upon the bearer, it diverts around the edges of an ethereal bubble of energy instead.
A black leather sap (Club statistics) with the words “Sweet Dreams!” stitched along its length in silver thread.
A repeating heavy crossbow made from mulberry and fine steel, with ivory plating on the stock scrimshawed with tranquil lake and temple scenes.
A heavy steel shield with a single huge nail protruding from its center. The durable spiked shield is excellently suited for bashing in combat.
A heavy mace fashioned of cold iron with the inscription “Bringer of Blessings” written on the head in Celestial.
A light pick of gnomish design with a large pink garnet in the pommel.
A wicker quiver containing 5d6 arrows crafted entirely of hollowed bamboo, each with an extremely narrow point designed to slip between the ribs. Any archer can tell that these arrows are short-ranged, prone to breakage and that few warriors would choose to use them. These arrows have half the range of a typical arrow and can never be re-used after being shot. In the hands of a skilled bowman however, they are quite deadly and capable of penetrating straight through armor and into the lungs and creating sucking chest wound. The air quite literally escapes from the organ out through the hollow weapon. Whenever the wielder attacks a living, breathing creature with advantage and both rolls would hit, the target begins to feel their breath literally slip away and begins suffocating or drowning (As normal per your games rules). The target continues to not be able to breathe until a creature removes the arrow (Using an action equivalent to drawing a weapon) and a successful Medicine skill check is performed on the target (Equivalent to stabilizing a dying creature) or the target regains at least one hit point from any source.
—Click Here for homebrew Masterwork Weapon Bonuses or Here for homebrew Minor Weapon Enchantments to give these objects even more personality and mechanical benefits.  
-Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Or keep reading for 90 more weapons.
—Note: The previous 10 weapons are repeated for easier rolling on a d100.
An eight-foot long pike with a broad “ox tongue” blade engraved with knotwork patterns.
A Random Weapon with the symbol of a brain etched on the grip. The weapon seems to possess the faintest trace of self-awareness and the wielder can occasionally feel a subtle touch of another mind drift across his own. Knowledgeable PC’s might conclude that the object was once a sentient weapon possessing true intelligence that it somehow lost, was seriously injured in some way or has gone into a state of hibernation.
A single crossbow bolt with a single name roughly carved into it. Knowledgeable PC’s will recognize it as the name of a wanted criminal charged with heinous crimes.
A sturdy iron-shod quarterstaff meant for use as a walking stick, tentpole and weapon of a travelling adventurer. While holding the staff, rain cannot fall upon the bearer, it diverts around the edges of an ethereal bubble of energy instead.
A black leather sap (Club statistics) with the words “Sweet Dreams!” stitched along its length in silver thread.
A repeating heavy crossbow made from mulberry and fine steel, with ivory plating on the stock scrimshawed with tranquil lake and temple scenes.
A heavy steel shield with a single huge nail protruding from its center. The durable spiked shield is excellently suited for bashing in combat.
A heavy mace fashioned of cold iron with the inscription “Bringer of Blessings” written on the head in Celestial.
A light pick of gnomish design with a large pink garnet in the pommel.
A wicker quiver containing 5d6 arrows crafted entirely of hollowed bamboo, each with an extremely narrow point designed to slip between the ribs. Any archer can tell that these arrows are short-ranged, prone to breakage and that few warriors would choose to use them. These arrows have half the range of a typical arrow and can never be re-used after being shot. In the hands of a skilled bowman however, they are quite deadly and capable of penetrating straight through armor and into the lungs and creating sucking chest wound. The air quite literally escapes from the organ out through the hollow weapon. Whenever the wielder attacks a living, breathing creature with advantage and both rolls would hit, the target begins to feel their breath literally slip away and begins suffocating or drowning (As normal per your games rules). The target continues to not be able to breathe until a creature removes the arrow (Using an action equivalent to drawing a weapon) and a successful Medicine skill check is performed on the target (Equivalent to stabilizing a dying creature) or the target regains at least one hit point from any source.
A bullet pouch containing 5d6 cold iron, sling bullets. Each one rattles like a bell and is painted with a prayer (Written in Halfling) in minuscule letters.
A foot-long dagger with a jeweled hilt. The blade is of shining silver, and the symbol of a bear's claw is engraved on the guard.
A longsword whose hilt is carved in a stylized stag's head shape with spreading antlers forming the crosspiece and guard.
A Random Sword with a wavy, blade shaped like a golden flame. Its guard and hilt has several rays emanating out from semi-regular bases. The guard houses a large bright yellow-orange gem and the sword is always pleasantly warm to the touch.
A strange sword bearing two blades one silver, the other iron, emerging from a single hilt wrapped in crimson-stained leather. Along the silver blade, in lavish flowing text, “I dethrone tyrants” has been etched. In rougher letters, “I hold the destroyers at bay” has been chiseled into the iron blade.
A large leather quiver containing 5d6 javelins with birch shafts and striking serpent designs etched into the head.
A huge bastard sword, the pommel of which is stylized to resemble a dragon’s eye. The crossguard is styled to make it seem that the blade extends out of a dragon’s maw.
An exotic weapon known as a chained axe (Flail statistics but deals slashing damage) which is a double-bladed axe-head attached to a haft by a length of chain. Similar to the flail, this weapon requires more precision to strike with the edges of the axe.
A long Randomly Brightly Colored silk scarf with a thin weighted chain sewn into the lining. The easily concealable weapon can be used a whip or garrote while also serving as an inconspicuous article clothing.
A heavy broadsword (Longsword statistics) with a curved, tapered, single-edged blade with saw teeth on its back edge. It can be wielded with one or two hands and is used to deal powerful, gaping wounds to its targets.
A spiked club crafted from the skull and claws of a bear.
A murky gray dagger with an uneasy presence about it. The tormented faces of the dead seem to be etched onto the blade itself.
A beaten wooden case containing 5d6 silver-tipped wardarts. Their shafts are branded with eagle symbols and fletched with giant eagle feathers.
A greataxe whose red split-leather grip has ten uneven dents along its length as if a previous owner held it in a two handed grip with incredible strength.
A crude mace constructed of a femur with a skull lashed to the top with sinew, all of it originating from a single Random Humanoid.
A rod made of a delicate shaft consisting of a thin, unbreakable crystal tube filled with shimmering mercury. The end is pointed, and the rod is sharpened along one side, allowing it to be used as a rapier.
A Random Weapon whose grip is marked with a symbol of a human skull surrounded by a double ring of fire.
An unusually large rod crafted from hundreds of individually woven strands of sinew. It functions quite effectively as a greatclub.
A light crossbow with the image of an auroch bull carved into the stock. The moving parts are oiled and cared for but the wood is rough, stained and heavily scratched.
A club made from a sturdy, knotty stick of polished black oak, with a large knob on the end.
A shortspear with a vicious-looking serrated head and a shaft painted with geometric designs.
A finely crafted recurved composite longbow with floral patterns and animal designs highlighted in gold paint on the grip and limbs.
A greatsword with an undulating blade and four silver spikes fixed just above the gold crossguard.
A Random Weapon marked with the clenched fist and sword icon of the Ever-Resilient Blades mercenary band.
A repeating light crossbow made from yew. Metal plates on the stock are damascened in copper with images of stags, boars and hounds.
A boar-spear with a leaf-shaped iron blade. Its shaft is inlaid with miniature hunting scenes in silver.
A heavy mace of Khemeti origin. Its round stone head is attached to a wooden handle and decorated with bulls and scorpions.
A silvered dagger with an eagle shaped, golden pommel.
A five-foot long birch quarterstaff. Its shaft is carved with delicate leaf patterns.
A wooden case containing 5d6 crossbow bolts with blue fletching, and three blue rings painted around each shaft.
A gnarled-looking wizard’s staff cut from oak, surmounted with a fist sized, carved stone, gargoyle head with two peridots for eyes.
A yew longbow carved with delicate leaf patterns, and copper caps on the end of each limb.
A silvered battle aspergillium (Mace statistics) engraved with the holy symbol of Conn the Lawgiver.
A darkwood quarterstaff carved with images of ravenous wolves.
A sling made from strong woollen cord, dyed purple, with a cradle fashioned from elephant hide.
A heavy crossbow made from ash with a stock inlaid with mother-of pearl.
A ten-foot length of hemp rope enwrapping 5d6 javelins barbed iron heads, mounted on elm shafts carved with angular patterns.
A heavy belt with five light throwing hammers of dwarven workmanship with a gold bands around the hafts.
A weighty iron handaxe with a wooden handle carved with drinking and feasting scenes.
A curved kukri (Shortsword Statistics) with several holes drilled through the back of the blade to reduce its weight. One hole has a large gold ring through it.
An ebony club carved with battle scenes featuring gnoll warriors fighting striped centaurs.
A shortsword of excellent hobgoblin workmanship. Its hilt is topped with a silver, skull-shaped pommel.
A light hammer with a grip of manticore fur bound in copper thread.
A bronze gladius (Shortsword statistics) with a black leather scabbard decorated in garishly bright dyes with gladiatorial scenes.
A heavy crossbow built from wood and horn with a rack-and-pinion mechanism to crank the bow. The bow and stock are decorated with gold tooling.
A throwing handaxe with a darkwood handle inscribed in iron with dwarven battle cries.
A silvered shortsword, its blade engraved with a halfling warrior battling a werewolf.
A brightsteel shortsword with a wolf’s head-shaped pommel set with two pale green tourmaline eyes.
A flail with a heavy, spiked, iron ball attached to a thick hickory haft branded with the sign of the Brutal Scourge gnoll tribe.
A foul-smelling cloth bundle enwrapping 5d6 javelins whose shafts are carved with depictions of stags running through a forest.
A warhammer with a leering demonic face carved into the business end of its head.
A cross-hilted longsword, the image of a snake inlaid in silver, coils around the grip.
An iron trident attached to a wooden haft painted with lines of poetry in the exotic script of the kingdom of Gopura.
A scimitar with a hilt damascened with mithral patterns and set with two pale blue moonstones.
A longsword with a serrated blade and bronze hilt topped with a dragon’s skull shaped pommel.
A warhammer with the holy symbols of the modern dwarven pantheon inlaid in gold on both ends of its head.
An ostentatious longsword, its blade inlaid with ornate gold scrollwork bearing the words “For Kjarran and her Queen!”
A scimitar with a green leather grip, gold pommel and an emerald in the crossguard. Its blade is engraved with vine leaf patterns.
A Random Weapon whose grip is stamped with a maker’s mark relating to a specific philosophical concept of Random Domain, which most commonly associated with the learned sages of the Random Humanoid race.
A fourteen-foot-long wooden lance, painted with blue and white bands, tipped with a leaf-shaped spear point.
A three-chained heavy flail. Each chain has a ball with nine spikes and the handle is adorned with three electrum bands.
A naginata (Glaive statistics) with a haft of black lacquered wood decorated with a gold leaf phoenix and scorpion.
A greatsword with the top part of its burnished copper hilt shaped like a man with outstretched arms.
A recurved composite shortbow made from birch, horn and sinew, decorated with fine ivory inlay.
A pair of sai (Dagger statistics) with bronze hilts, their pommels set with polished sardonyx.
A siangham (shortspear statistics) with a shaft decorated with patterns in gold leaf and a grooved wooden handle.
A black iron greatsword with a pommel shaped like a hydra skull. The eye sockets are filled with red spinels the size of thumbnails.
A studded heavy flail of Khemeti origin, its handle is inlaid with lapis lazuli.
A mithral greatsword with a pommel shaped like a crescent moon. The sword’s blade is incised with arcane symbols.
A leather quiver containing 5d6 arrows with black and white fletching made from the feathers of the steppe roc and painted in red with a charging horse symbol.
A darkwood longbow adorned with ornate silver demonic skulls on either side of the grip.
A bastard sword with a red leather grip and a golden, rose-shaped pommel.
An elven curve blade (Longsword statistics) etched with leaf like patterns. The sword has an ornate hand guard covered with multiple layers of colored lacquer.
A Khemeti khopesh sword (Scimitar statistics) with a bronze blade bearing decorative an electrum inlay and a gold hilt with a snakeskin grip.
A whip made from an ixitxachitl tail studded with barbed sea urchin spikes, attached to a white coral handle carved with undersea scenes.
A finely crafted wakizashi with an ivory hilt inlaid with gold and topped with a gold foo dog.
A cold iron bastard sword with the holy symbol of Darlen the sun god engraved into the blade. The hilt is platinum, surmounted with a single deep blue spinel.
A bamboo case containing 5d6 shuriken, made with four curved dagger-like blades, stamped with the Keiwanese character for “Blood.”
A triple-weighted bola loaded down with three leather balls filled with stones and painted with scenes of striped centaurs hunting antelope, all attached to strong, braided sinew cords.
A weighted net fashioned from giant spider silk with a trailing silk rope and dozens of tiny ivory barbed hooks in its weave.
A Random Weapon stamped with a single eye in the Khemeti style.
A battleaxe with three animal symbols incorporated into its design (A bear, a wolf and a stag) one above the other. These provide the correct sequence for the puzzle lock on the sealed doors into the crypt of Erik Kragsgeld an infamous costal warlord.
A Random Weapon that the iconography of the Old Gods hidden among the multitude of designs and patterns decorating the weapon.
A military officer's saber (Rapier statistics) with an eagle-shaped gold hilt.
A long, slender quarterstaff, which bends around in a curving hook at the top. The staff is rather nondescript, crafted from the wood of an ash tree, sanded to a silk-smooth finish but otherwise unadorned in any way.
A skirmishing sword which knowledgeable PC’s will recognize as the trademark weapon of elite elven foot-warriors. The longsword consists of a long handle topped on one end by a curved blade the size of a short sword with a single edge and by a sharp spear point on the other.
A mighty warpick fashioned with a dragon tooth as the piercing end, locked to the handle with metal chains. The wooden shaft is engraved with draconic symbols that briefly glow Random Bright Color whenever the weapon kills a creature.
A military style halberd that feels sharp to touch, even from several feet away.
A katana with a black blade with a green cutting edge. Gold accents run up and down the handle and guard.
A warhammer that bears the hammer and anvil maker’s mark of the legendary dwarven weaponsmith, Yorrim Flintheart, potentially increasing its value to dwarven patriots or collectors of antiquities.
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Unique Armors, 2: Splint mail, studded leather and sturdy shields of all shapes, sizes and mysterious backgrounds. Fictional characters wear their armor like a second skin, seemingly owning no clothes but their ever-present protective gear. Armor can define a character’s personality as well as their fighting style and fuel a growing character arc. From Darth Vader’s futuristic full plate, Sturm Brightblade in his father’s ancient suit of Solamnic armor, Batman’s pitch black suit and cloak (Or any superhero costume) designed to evoke fear in criminals, Warhammer 40k’s Space Marines and their enormous powered armor, Croaker’s baroque Widowmaker armor, Goblin Slayer’s grubby armor and concealing helmet, the frost covered armor of Prince Arthas and any complete armor set from any video game, a character’s protective gear is a full body first impression. These examples are not powerfully magical or even technologically more advanced than other armors in their various settings but the rich description, emotional attachment and narrative focus allows the protection to almost become a character in its own right. This table of Unique Armor can serve as the physical basis for family heirlooms, legendary artifacts and magical or masterwork weapons. Alternatively they can be found as loot and become part of a PC’s distinctive appearance, allowing the player to become fully immersed in their character’s look and feel. —Note: Some entries call for the DM to “Roll a Random armor” which simply means that the DM can roll from the pregenerated lists on this blog or choose whatever armor they feel would be appropriate for the situation.
A breastplate comprised of swamp dragon bones bound with its hide. The armor leaves the arms bare and a skirt of leather strips go down to the wielder’s knees.
A kite shield with a pattern of a great serpent painted onto it, that will writhe and attempt to dodge any blows blocked by the shield. If the serpent is struck, it will drip red oil down the shield's surface.
A suit of padded armor consisting of a billowing assemblage of earth-coloured cloth that seems to flow with the wind as if made of sand itself.
A suit of Random Armor with the emblem of a crescent moon prominently displayed on the chest piece. A creature who suffered injury while wearing the armor experiences no dreams of any sort the next time they sleep. They wake undisturbed by the traumatic memories of pain and combat subconscious might have tried to dredge up.
A tower shield whose entire outer face is taken up by the Brightly Coloured holy symbol of a God of a Random Good Domain. The interior of the shield bears a large inscription that reads “The Wall Against Which Darkness Breaks” that can be easily read by the wielder no matter how the shield is held.
A conspicuous suit of pearly white scale mail edged with glinting gold.
A steel breastplate emblazoned with a coat-of-arms; A stylized golden windmill on a red field.
A rare set of Dwarven plate armor, created from thin sheets of a specially treated stone that resemble marble. This specific suit of Dwarven stone armor is cumbersome and more ornamental than practical, the whorls in its marbled texture area pleasing to the eye. Knowledgeable PC’s are aware that this design of stone armor serves as the dress uniform for the legendary dwarven defenders. Nevertheless, the armor provides impressive protection, as long as the person wearing it does not plan on moving very fast. Dwarven stone armor includes greaves and helmet, but not gauntlets.
A tower shield made of strangely glowing obsidian and fir with a single diagonal grey stripe on an ebony field.
A hulking suit of plate mail with overall grim physical traits. The upper arms and legs are comprised out of several long, silver-colored iron plates, while the lower arms are made out of a pair of two plates tied together. The hands are a pair of iron gauntlets, each having a pair of four spikes instead of knuckles and fingers made of cloth. The middle, ring and little fingers are fused together, leaving the index and thumb separate. The feet are a pair of leather boots with iron guards. The chest piece is formed out of two large metal plates held together by an iron ring, in turn, held in place by five leather belts. Around the waist and left shoulder, the armor sports a brown tunic with fur trims, which is tied together by a black leather belt with two dangling rings of iron. The neck is an extension of the torso plates, in turn, covered by an iron guard formed from a single, long iron plate that forms a circle around the sides and the back of the head. The helmet is a composite of iron, facial bones and fur. The nape and the scalp are two distinct metal plates, with a pair of small horns just above the eye sockets, the number "66" written on the left side, just above the cheekbone, and the white long hair protruding from the back. The face is formed out of white facial bones of some unknown humanoid animal, having large eye sockets, a large mandible with two spiky bone going downwards and eight distinct razor-sharp fangs, four on the upper jaw and another four for the lower jaw. A small alchemical circle drawn in blood is located inside the armor, written on the neck plate.
-Click Here for homebrew Masterwork Armor Bonuses to give these objects even more personality and mechanical benefits.  
-Or keep reading for 90 more armors.
—Note: The previous 10 armor are repeated for easier rolling on a d100.
A breastplate comprised of swamp dragon bones bound with its hide. The armor leaves the arms bare and a skirt of leather strips go down to the wielder’s knees.
A kite shield with a pattern of a great serpent painted onto it, that will writhe and attempt to dodge any blows blocked by the shield. If the serpent is struck, it will drip red oil down the shield's surface.
A suit of padded armor consisting of a billowing assemblage of earth-coloured cloth that seems to flow with the wind as if made of sand itself.
A suit of Random Armor with the emblem of a crescent moon prominently displayed on the chest piece. A creature who suffered injury while wearing the armor experiences no dreams of any sort the next time they sleep. They wake undisturbed by the traumatic memories of pain and combat subconscious might have tried to dredge up.
A tower shield whose entire outer face is taken up by the Brightly Coloured holy symbol of a God of a Random Good Domain. The interior of the shield bears a large inscription that reads “The Wall Against Which Darkness Breaks” that can be easily read by the wielder no matter how the shield is held.
A conspicuous suit of pearly white scale mail edged with glinting gold.
A steel breastplate emblazoned with a coat-of-arms; A stylized golden windmill on a red field.
A rare set of Dwarven plate armor, created from thin sheets of a specially treated stone that resemble marble. This specific suit of Dwarven stone armor is cumbersome and more ornamental than practical, the whorls in its marbled texture area pleasing to the eye. Knowledgeable PC’s are aware that this design of stone armor serves as the dress uniform for the legendary dwarven defenders. Nevertheless, the armor provides impressive protection, as long as the person wearing it does not plan on moving very fast. Dwarven stone armor includes greaves and helmet, but not gauntlets.
A tower shield made of strangely glowing obsidian and fir with a single diagonal grey stripe on an ebony field.
A hulking suit of plate mail with overall grim physical traits. The upper arms and legs are comprised out of several long, silver-colored iron plates, while the lower arms are made out of a pair of two plates tied together. The hands are a pair of iron gauntlets, each having a pair of four spikes instead of knuckles and fingers made of cloth. The middle, ring and little fingers are fused together, leaving the index and thumb separate. The feet are a pair of leather boots with iron guards. The chest piece is formed out of two large metal plates held together by an iron ring, in turn, held in place by five leather belts. Around the waist and left shoulder, the armor sports a brown tunic with fur trims, which is tied together by a black leather belt with two dangling rings of iron. The neck is an extension of the torso plates, in turn, covered by an iron guard formed from a single, long iron plate that forms a circle around the sides and the back of the head. The helmet is a composite of iron, facial bones and fur. The nape and the scalp are two distinct metal plates, with a pair of small horns just above the eye sockets, the number "66" written on the left side, just above the cheekbone, and the white long hair protruding from the back. The face is formed out of white facial bones of some unknown humanoid animal, having large eye sockets, a large mandible with two spiky bone going downwards and eight distinct razor-sharp fangs, four on the upper jaw and another four for the lower jaw. A small alchemical circle drawn in blood is located inside the armor, written on the neck plate.
A set of half-plate armor assembled from a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than a suit of full plate. It includes matching gauntlets.
A large leather shield made of glossy blue lizard skin stretched on fir, bearing a flaming hand of white on a dark green field. Knowledgeable PC’s will the emblem as that of The Hellfire Stewards, an order of mercenary paladins whose goal is to incite, then profit from, armed conflicts between nations.
An iron breastplate covered in a white tabard bearing a triangular, pale blue, shield symbol.
A tower shield of steel and ash, with five diagonal olive green stripes on a black field.
An exquisite armor of fire blackened chainmail, adorned with the blue-black feathers of ravens.
A close close-fitting bodysuit resembling sharkskin. Multitudes of overlapping tooth-like, artificial scales cover the body from the neck down. The outfit provides as much protection as a chain shirt with being as light as leather armor and imposes no penalties to checks that involve swimming. However the bearer must spend as much time donning the bodysuit as he would donning a set of plate mail.
A tower shield of brass and mahogany displaying the image of a lute within a square in grey on a black field.
A set of druid tooled, studded leather armor fitted with pieces of amber, bone, wood, shell and jade rather than metal.
A chain mail hauberk, split for riding, with a leather undercoat, polished from wear.
A silver plated shield depicting an intense battle between a zombie mounted on a dire wolf, a snarling owl bear, and a banshee in flight ripping a priest in half.
A suit of leather armor comprised of a mixture of soft flexible leather for mobility and hard leather made rigid by being boiled in oil. The suit includes a leather skullcap that offers some protection to the scalp and ears.
A shield with two metal sticks that can be taken out of the back. When hit, the shield either sound like a steel drum, a gong, or an odd snare drum, depending on where on the shield it is struck. When not in combat, the armor serves as an odd but perfectly functional drum.
A set of studded leather that not only offers solid core protection but also a bit of extra defense in the form of two defensive shoulder pieces allowing the wielder to shrug off blows with ease. The breastplate is crafted entirely from rigid buffalo leather, configured in a lamellar style. A series of lames, or leather straps, are successively layered, from the shoulders down, to create an armor that is not only protective, but also durable.
A kite shield bearing a strange device; A small white hand in the centre of a black field.
A full suit of plate constructed from the shells of giant scorpions. The predatory arachnid’s chitin is heavily polished and the inner surfaces are fitted with padding, rendering it flexible and rather comfortable to wear. The armor making process softens the bony plates, making them far more pliable and likely to bend instead of shatter when struck. The armor includes a pair of lobstered gauntlets fashioned from a pair of the hulking scorpion’s claw’s making the wielder truly terrifying to behold.
A full set of plate armor that encases the bearer in a suit of interlocking steel plates, designed for maximum protection. The set includes a helmet, breastplate, plate bracers and plate leggings worn over mail and leather padding. The armor features intricate carvings and is embossed to strike fear into the hearts of enemies.
A wicker shield adorned with a pattern of a coatl curled in upon itself and trimmed with emerald-green quetzal feathers.
A suit of military grade lorica segmentata (Splint mail statistics) made up of four sections: two for shoulders and two for torso. The infantryman’s armor consists of broad ferrous (Steel) strips fastened to internal leather straps. The strips are arranged horizontally on the body, overlapping downwards, and they surrounded the torso in two halves, being fastened at the front and back. The upper body and shoulders are protected by additional strips (shoulder guards) and breast and back plates. This design allows it to be stored compactly since it can be separated into four sections, allowing for easy travel when not being worn, which is perfect for long distance military campaigns.
A buckler of walrus leather stretcher over whalebone backing and grip. The wielder’s side of the shield and the grip is covered with elaborate scrimshawed patterns.
A breastplate made out of reddish steel which looks as smooth as glass, but feels rough like sandpaper.
An enormous shield made of hardwood, sheathed in tin and rimmed in bronze. When not being wielded, the shield is best carried strapped over the bearer's back.
A suit of Dwarven plate armor that seems built for the up-close slaughtering of one’s enemies. The helm consists of a large spike, like a rhinoceros, with many jagged edges along the side and the back. The torso and shoulders are covered with a spiked chestplate and pauldrons, that connect with interlocking pieces. The arms are completely spiked, and end in fiercely spiked gauntlets. The same for the thighs and legs, and even boots which are also heavily spiked.
A well-waxed shield fashioned from the shell of a violent species of ferocious snapping turtle.
An impressive suit of splint mail consisting of blade-covered metal plaques on the shoulders, forearms, hands and shins. The breastplate is lightweight and coloured a greyish purple and a rich purple robe is attached at the back of the armor's neck. Along with the blade-bound suit it a steel helmet with a trident-shaped ornament on top. The helmet covers the face and leaves only the eyes visible.
A heavy bronze shield whose front is embossed with a copper dragon’s head. The word “Elvalynte” is inscribed on the interior in a flowing script which knowledgeable PC's will recognize as the name of a famous dragon.
A full sleeved hauberk (Chainmail statistics) of interlocked rings of metal to creating a protective yet flexible coat for warriors headed into battle. Each link of steep loops into four other separate rings tremendously reinforcing each one's ability to stop a weapon's blow. The chainmail is designed in an alternating method makes use of both riveted and solid flat rings to create an armor that is truly impressive, both in style and in terms of the protection it offers.
A small steel shield, triangular, emblazoned with a griffon device in red on a field of grey. The battered shield is inscribed on the interior with the words: “May this shield be your protection in battle, Jallak. Honor the Galbrand name.”
A suit of steel scale mail enriched by colourful decorations that have been acid etched into the metal. Each individual enameled scale of the armor has been adorned with the image of part of a continuous flowing story, allowing a viewer to follow the scales around and down the wielder's body like a patchwork quilt telling a tale.
A large, round, slate grey shield. It has a completely matte texture and light seems to slide right off of it around the rim.
A suit of half plate armor beaten in designs of highly stylized faces inlaid with gold to highlight their expressions. Each half of the breastplate is a glowering, howling demonic face while the plate the protects the guts is a bas relief of a beatific, androgynous human face. The shoulders, helmet, and other pieces of armor are likewise decorated. When a creature puts on the armor, they feel and hear barely audible whispers, as if the faces on the armor speaks to them. The words are encouraging and uplifting.
A tower shield fashioned from the top plate of the shell of a Tortle (Or whatever intelligent, giant turtle-man species fits your setting) fitted with brass handles on the interior. Although on first glance the use of the shell of an intelligent creature would be in incredibly poor taste as a piece of armor, a perceptive PC can find that inside the shield’s rim the following words engraved: "In loving memory of an unsung hero. May he continue his dream of protecting the innocent.”
A heavy, leather vest (Studded leather statistics) run through with tiny slivers of iron, which give the armor a dull sparkle.
A well-made but unremarkable looking wooden shield. Structurally it is comprised of six pieces of wood in total, cut circularly and bound with iron along its circumference. It sports an iron boss in the centre of the face.
A set of brilliantly polished scale mail armor in a style you have never seen before. Every surface shines as though freshly oiled.
A set of Random Armor that is battered to the point of being near useless. It is somehow still serviceable but appears as though it could fall apart at any moment.
A tremendously solid and heavy greatshield (Tower shield statistics), cut straight from a great slab of primordial stone.
A set of ring mail with faded filigree work depicting cavorting salmon.
A round shield displaying an eagle's head, worked in red copper, fire-bronze, and silver.
A patchwork set of half-plate cobbled together from over a dozen other types of armor. The pieces all fit together enough to protect he bearer but not a single piece of leather or metal matches the aesthetic of any of part.
A set of flamboyant leather armor meant to be work by a fencer or duelist. The armor has over a dozen small, carefully placed notches on the armor, reflecting the number of opponents killed in a formal duel.
A round metal shield with bands of red and white surrounding a blue circle containing a white star in the centre. Holding it causes the wielder to develop a deep desire for freedom and justice.
A chain shirt of eleven design, made of incredibly small steel rings that cling to the body like wool knitwear.
A nice set of plate armor, acid etched with a silver inlay and burnished so it shines even in the dreariest of light.
A wooden shield wrapped in suspicious leather with a band of bronze around the edge. There is an impression of a human face contorted in pain in the leather.
A set of banded mail (Splint mail statistics) that emits a dull, pulsating blood-red glow. The strange joints make it uncomfortable for most bearers.
A large reddish grey shield etched with a depiction of a gaping maw filled with teeth.
A mantle of thick leather and thin metal plates riveted together, (Studded leather statistics) protecting the neck, shoulders, upper chest, and upper back. This armor is light enough to be worn for prolonged periods, and doesn’t significantly impede mobility, making it ideal for use by those who rely on their natural reflexes in combat. It does nothing to protect the limbs or abdomen, however, and while it resembles a heavy trench coat it is still quite obviously armor.
An ornate golden shield with intricate ancient arcane runes written in a long forgotten language along its border.
A beautifully detailed set of ring mail armor. The sigil of a gold hammer on the outline of a shield, dominates the chest piece. The armor looks in good repair.
A wooden shield, round in shape, its surface ornately carved with patterns of flowers and trees. When walking through woodlands, forests or jungles, the images change and move, almost matching the surroundings. Glancing in the direction of the shield, one might not see it at all, let alone the person carrying it.
An ornate suit of plate, decorated with beautiful silver scrollwork and priceless cut rubies adorning the brass-and-gold armor
A round elven shield, adorned with the feathers of cuckoos, ravens and other trickster birds.
A dazzling set of field plate armor with silver inlaid into acid-etched scrollwork across the breastplate.
A magnificent set of plate mail, the iron worked over with fire-bronze. An emblazoned crest of twin dragons coil on the breastplate in a crimson inferno.
A shield fashioned of polished mica from the slopes of Blackrock Mountain. The shield is a perfect mirror with a completely reflective surface.
A set of burnished steel plate mail. Enameled across the breastplate is a family crest of a sunburst behind a black ship, the detail exquisite.
A heavy shield, pointed at the base with a crown of spikes at the top. The shield is several feet tall and has a frame of wrought iron. The back of the shield is a smooth piece of metal marred only by the handles.
A leather jerkin that is covered in plates of poor quality steel (Ring mail statistics). Carefully sewn into the armored coat’s lining are 100 electrum pieces. The jangling of the plates perfectly masks the sounds of the coins as they occasionally shift inside the jerkin.
A tower shield made mostly from stone and greatly resembles a castle wall. It seems bigger from behind than it appears from the front.
A set of lamellar armor (Splint mail statistics) with each individual tile made of polished jade inscribed with a unique ideograph. When exposed to moonlight, the ideographs glow like polished silver.
A round steel shield that despite looking worn, is sturdy and free of rust. A mithril sprocket embedded in the shield's face rotates slowly clockwise, making one full rotation every hour.
A unassuming set of Random Armor, the inside of which is inscribed with a warrior's prayer, intended to be recited as each individual piece is put on.
A heavy steel shield with a prominent wedge shape like that of a farmer’s plow.
A suit of beautiful, black leather armor covered in intricate scrollwork, the mantle bearing black raven feathers.
A heavy black tower shield depicting a stylized face with a large, square-toothed open maw and blankly staring white eyes.
An angled heavy-looking breastplate designed to deflect oncoming blows. The armor is topped with a reinforced, folded steel helm.
A set of quilted armor (Padded armor statistics) salt-stained and mud-spattered with iron plates sewn on shoulders and forearms brown with rust.
A set of gleaming splint mail made of polished steel plates overlapping from neck to elbow. The cuffs are heavy pieces of metal, hinged, locked, smooth except for where sigils have been engraved in deep, swirling lines.
A black breastplate, etched front and back with golden scrollwork. It has seen better days, the enamel is chipped, the rivets are stained with rust but it must once have been quite the masterpiece.
A suit of armor composed of great plates of black metal. The various pieces are studded and bolted, beaten and pointed, spiked and hammered together in a mass or twisted metal. It is a wonder of modern blacksmithing that the straps, belts and buckles are able to keep the suit together while still allowing the wielder to move freely. The plate armor is topped with a protective mask of scarred black iron.
An ornate tower shield which has a small compartment near the handle. An empty flask is found within, engraved on the bottom with the letters H and D. The shield is flawless, either being made recently or just never having been used.
A large ornate wooden shield that according to the inscription on the front, was once the front door of a halfing mayor's estate. It has fine leather straps and silken backside that was probably made from some of the halfling's nicest clothing.
A suit of pitch black, studded leather armor fitted with big shoulder plates, numerous belts, bandoleers and straps and additional protection created by overlapping hardened leather panels. The armor is inset with dozens of silver studs and spikes, so brightly polished, they gleam on the dark leather like shining stars in a moonless night.
A breastplate that is constantly reflecting every conceivable colour, creating an intense, rapidly oscillating rainbow effect.
A set of Random Light Armor that when not worn appears completely inconspicuous. When donned, the armor is covered in a weak but constant illusion that causes it to appear as a suit of sturdy plate mail to any creature who has not yet touched it or come within five feet of it. Close proximity or physical contact renders a creature permanently immune to the illusion. The bearer can activate of suppress the illusion with a command word.
A coat of iron (Splint mail statistics), made of small plates shaped like leaves, each individually stitched into the leather beneath it. Eerie blue flames flicker on the dull iron, the horsehair-plumed helmet and the greaved boots, both found alongside the coat.
A breastplate designed for a military officer. Its entire surface is etched with beautifully symmetric patterns and runes. Minor damage sustained by the armor as a result of a battle automatically repairs itself, ensuring the armor always looks unblemished.
A steel kite shield completely devoid of any coat of arms or identifying standard. The surface of the shield is pristine and seamless. The shield’s outer surface displays a beautifully rendered image that shifts to match the coat of arms of whomever else wields it. If the bearer has no coat of arms, the shield remains blank.
A suit of mottled blue hide armor with a monster's cracked carapace serving as a breastplate.
An angular shield that is pure white with blue fractals emblazoned along its edges. It is said to be forged from the scales of a white dragon to defend an ancient dwarven city.
A set of half plate whose steel is always bright and shiny. Dirt and grime seem to simply fall off its surfaces and any dings or dents received in battle disappear overnight. The white angel wings emblazoned on its front are always shining and Elvish runes are engraved in gold and diamond around the armor's edges.
A black hide shield. Green stripes radiating out from a blue flower in the centre that has a shimmering light swirling within the petals. Rimmed with bone, it can be worn as a wide brimmed hat.
A set of green and brown hide armor that is actually constructed of heavily treated tortoise shells. The wielder feels slightly more secure and safe when it is donned.
A set of scorched studded leather armor that smells of ash and burnt hide.
A round shield fashioned to resemble the religious symbol of the divine being.
A glamorous buckler lavishly decorated with gilding and inset gemstones that glitter in the light.
A beautifully constructed breastplate that consists of seven separate segments riveted together, while the back piece is rigid. The lower two segments are hinged, allowing the wielder a suitable range of mobility, while attachments at the shoulders are intended to help connect a set of spaulders to the cuirass.
An overly large shield that weighs 15 pounds and is covered in dozens of overlapping sheets of metal across its face.
A set of silvered scale mail made up of triangular pieces of insect carapace, with three of the pieces down the front being a dark sea green. The top and bottom of the front have purple trim, while the back is a dull pink, and has purple shoulder straps attached to the inside with matching silver scale shoulder guards attached to the top of the straps.
Shield of False Sorcery: A rune etched shield that has enchanted with an overwhelming magical aura of abjuration and protection. Apart from this, the shield is entirely plain in every way and can be damaged as though it were a non-magical shield. When closely examined by a creature skilled in arcane matters it can be determined that the protective aura is nothing more than a convincing illusion which offers no protection whatsoever. It is not readily apparent why someone would go through a fair bit of trouble to create a counterfeit magic shield.   
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tabletoptrinketsbyjj · 3 months
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Minor Weapon Enchantments, 1d186: A +1 magic weapon (Or some system specific version or it) is a staple piece of equipment in nearly every role playing game world. Low levels characters hoard gold and listen for rumors of where an enchanted sword may be found or sold, embarking on epic quests in search of one. Mechanically speaking, there lies a tricky issue for DM’s on when to allow the party to begin acquiring magic weapons. To early and it can throw off challenge rating balance and prevent the collecting of a magic weapon to be a significant milestone for the character. If enchanted weapons are scarce, martial characters (And the players who control them) can become discontent and feel slighted or that they are unable to keep up against enemies that are resistant or wholly immune to mundane weapons. To combat this issue I have developed and collected an extensive amount of Minor Weapon Enchantments. While +1 weapon is the gold standard of enchanting, constantly providing its bonuses to any wielder and never demanding anything in return for its service, these minor bonuses are weaker as they come with trade-offs, risks, prerequisites, limited uses or niche benefits. I personally consider them +0.5 enchantments as although they are better than nothing, they aren’t as good as their +1 kin. Weapons with these benefits can be given to PC’s much lower level than would be appropriate than a +1 and provide experienced players new ways to interact with their weapons. These enchantments provide feat-like bonuses, low level class abilities, modify damage types, provide short bursts of power or replicate the effects of low levels spells. The flavorful descriptions allow even a simple dagger to appear unique and special, creating a richer and more immersive world.
Accursed: The fiendish visage of a demon has been branded into the grip of the weapon. The weapon bears small infernal runes along its length that provide the wielder power at the cost of his personal well being. Knowledgeable PCs are able to determine that the symbols are not a demonic contract, nor does the source of the power stem from hellish origin. Rather the abyssal glyphs forcibly draw energy from the wielder’s mental and physical defenses, worsening his ability to protect himself from harm. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.
Shiftsword: The symbol of a different Random Melee Weapon (See Note) is etched into the grip of this Random Melee Weapon. This enchantment was tailor made for adventurers who wish to travel light while still retaining access to an assortment of armaments. The weapon is imbued with transmutation magic and once per round on his turn, the wielder can concentrate for a fraction of a moment (Taking an action equivalent to drawing a weapon), to cause the weapon to instantaneously change from its current form to the type of weapon etched onto the grip or back again. Any observer can clearly tell that both of the weapon’s forms are of exceptional workmanship and that a great deal of time and skill went into their creation. Both weapons gain a single Random Masterwork Bonus (Either the same for each or two different benefits, DM’s discretion). —Note: I recommend choosing two melee weapons that serve different purposes or deal different types of damage or a one handed weapon and a two handed weapon to increase the wielder’s variety of attack options. A mace that turns into a halberd is far more useful than a mace that turns into a club.
Peaceful Rest: The image of a corpse with its arms peacefully crossed over its chest, coins covering its eyes and a serene smile on its face is etched on the grip of the weapon. The bearer feels a sense of serenity and calmness over the prospect of their mortality and is able to accept the grim inevitable with stoicism and grace. The bearer will still fight to the bitter end against hopeless odds to save their own life or that of an ally but the wielder knows that with his last breath he will great death as an old friend and go gladly into the light. If a creature is dealt a killing blow from this weapon, their body does not rot or decay in any way for seven days and during this time the body cannot be made into an undead. The effect also extends the time limit on raising the target from the dead and days spent under the influence of the weapon’s effect don’t count against the time limit of spells such as raise dead. Should a creature be killed while actively wielding the weapon, their body is also affected in the same manner. —Note: Not recommended for thrown weapons or ammunition.
Wild Magic: A large glyph of raw magic is emblazoned on the business end of the weapon. With each successful strike in combat, the mark pulses and flickers with barely contained power always threatening to burst free from the weapon’s confines and alter the very fabric of reality. On truly remarkable attacks, a small portion of the untamed sorcery surges free and causes unpredictable effects. Whenever the wielder lands a critical hit on an attack roll with the weapon, the player must roll on the Wild Magic Surge Table and that effect occurs in addition to the critical hit. While rolling on the table, the wielder is considered the “caster” and the critical hit is considered “spell” for the purposes of the surge. —Note: The DM could also rule that the magic surges on a natural 1, however many of the table’s results are based on a successful attack / spell. For D&D 5e players the DM can choose to have the player roll on my homebrew tables of effects on this blog, the published Sorcerer’s Wild Magic Surge table or any other random effect table you can find. Should the player roll on a result that would be grossly detrimental for the campaign (Such as casting Fireball at their own feet resulting in a TPK) the DM should feel free to have the player reroll. Not recommended for thrown weapons or ammunition.
Cinders: The weapon is fashioned from smoldering materials and the symbol of a tongue of flame is branded into the grip. Embers still crackle and burn in the charred wooden components and metallic parts have cherry red business ends with tiny rivulets of liquid metal trailing along the weapon’s length. The entire object is surrounded by a wavy heat mirage and although the weapon feels warm to the touch, it is never hot enough to damage a creature who simply holds it, nor will the weapon ignite objects on contact. The weapon’s fiery power deal burning injuries that scorch the skin and leave charred, smoldering corpses in the wielder’s wake. When used in combat, the wielder’s hands become coated in a fine layer of ashes and on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered fire damage rather than the weapon's normal damage type. Projectile ranged weapons will ignite their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Nightmares: The handle of the weapon is pitch black and seems to soak in the ambient light around it. Whenever a creature makes contact with the weapon, (Be they the wielder or target) that creature relives a fleeting instant of a long forgotten childhood nightmare before the memory quickly submerges back into their subconscious. Twice per day, when the wielder lands a successful attack against an enemy he can choose to cause that creature to suffer from severe night terrors during their next eight hours (Consecutive or non-consecutive) of sleep as they experience a vivid and specific Random Nightmare. The victim’s sleep is plagued with thrashing and screaming as they frequently bolt awake terrified, drenched in cold sweat, their heart pounding heavily in their chest. The creature’s sleep is so disturbed by the nightmares that they gain no benefits from the rest whatsoever. —Note: Projectile weapons with this enchantment bestow the magic upon their ammunition for the turn that it’s fired.
Patience: The length of the weapon is covered in a complicated pattern of swirling silver whorls that calm and soothe a creature who observes it. At the first moment of combat, the bearer senses that the battle may go better for them if they take a moment to observe the situation and ready themselves before joining the fray. When initiative is rolled,  if the bearer chooses (Before rolling) to go last in the initiative order, the silver patterning begins to glow a dull red and the weapon is treated as a +1 weapon for that wielder until the end of combat.
Wolfbrother: A weapon simple in its design, lacking any sort of flair or decoration save for the imprint of a leaping wolf stamped into the leather grip. A bearer feels a sense of animalistic cunning from the weapon and that despite its simple appearance, it is much more than it seems. After three days in the possession of a bearer who has never deliberately harmed or killed a wolf, the bearer’s eyes become a bright yellow even golden color, glow faintly in the dark and catch the light, granting a wolfish appearance. This effect fades 24 hours after the weapon has left the wielder’s possession. A wolf eyed wielder takes on some of the heightened senses of the untamed wolf and can see in low or dim light as if it was bright light and gains advantage to any perception checks made regarding their sense of smell. Wolves are pack hunters and a golden eyed bearer instinctually benefits from a nearby ally while in combat, using the minor distraction to go for the enemy’s throat. The wielder gains a +1 on damage rolls with the weapon if an allied creature is within five feet of the target. Bearers who have ever harmed or killed wolves feel a strong sense of betrayal and revulsion when touching the weapon and they cannot benefit from its magic nor are they considered proficient with the weapon. —Note: Recommended for melee weapons.
Bloodied: The symbol of a ferocious, wild eyed badger is etched on the grip of the weapon. A healthy bearer can feel the faintest hint of dormant, primal rage at the back of their mind waiting patiently for its power to be called upon. The knowledge of this emergency, animalistic violence hibernating within himself can leave the bearer comforted or uneasy, depending on how civilized or evolved he views himself. When the wielder is heavily injured the wielder flies into a bestial frenzy and channels that power into the weapon, which is treated as a +1 if the wielder has less than half of his total hit points remaining. This adrenaline fueled rage immediately departs a wielder whose life is not in immediate danger (Above half of his total hit points) as the primal urges retreat back into dormancy rather than further taxing the wielder’s energy.
Tithing: The holy symbol of a God of a Random Domain is etched on the grip of the weapon. The object functions as a direct spiritual connection to that deity and a creature can make offerings directly to the God in return for a minor blessing. The bearer may lay ten gold coins (See Note) along the surface of the weapon and pray to the God for ten minutes. At the end of this ritual, the gold coins vanish and the weapon is treated as a +1 weapon for the next eight hours but only for the creature who prayed. The bearer feels a strong sense of religious devotion during the eight hour span and feels motivated to carry out the basic tenets of the domain the God represents. The wielder is not compelled to act in this way and is not forced to violate any strongly held morals or beliefs. —Note: Rather than a flat ten gold, the DM can rule of another flat value, X gold per character level or other reasonable amount. Not recommended for ammunition or thrown weapons.
—Most of these enchantments have not been playtested whatsoever, so feel free to make any modifications that you feel like to use them in your campaigns.
—Follow the links for the Unique Weapons or Random Weapon tables to find examples of base weapons that these enchantments can be applied to.  
—Keep reading for 176 more minor weapon enchantments.
—Note: The previous 10 minor weapon enchantments are repeated here.
Accursed: The fiendish visage of a demon has been branded into the grip of the weapon. The weapon bears small infernal runes along its length that provide the wielder power at the cost of his personal well being. Knowledgeable PCs are able to determine that the symbols are not a demonic contract, nor does the source of the power stem from hellish origin. Rather the abyssal glyphs forcibly draw energy from the wielder’s mental and physical defenses, worsening his ability to protect himself from harm. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 on all of his saving throws.
Shiftsword: The symbol of a different Random Melee Weapon (See Note) is etched into the grip of this Random Melee Weapon. This enchantment was tailor made for adventurers who wish to travel light while still retaining access to an assortment of armaments. The weapon is imbued with transmutation magic and once per round on his turn, the wielder can concentrate for a fraction of a moment (Taking an action equivalent to drawing a weapon), to cause the weapon to instantaneously change from its current form to the type of weapon etched onto the grip or back again. Any observer can clearly tell that both of the weapon’s forms are of exceptional workmanship and that a great deal of time and skill went into their creation. Both weapons gain a single Random Masterwork Bonus (Either the same for each or two different benefits, DM’s discretion). —Note: I recommend choosing two melee weapons that serve different purposes or deal different types of damage or a one handed weapon and a two handed weapon to increase the wielder’s variety of attack options. A mace that turns into a halberd is far more useful than a mace that turns into a club.
Peaceful Rest: The image of a corpse with its arms peacefully crossed over its chest, coins covering its eyes and a serene smile on its face is etched on the grip of the weapon. The bearer feels a sense of serenity and calmness over the prospect of their mortality and is able to accept the grim inevitable with stoicism and grace. The bearer will still fight to the bitter end against hopeless odds to save their own life or that of an ally but the wielder knows that with his last breath he will great death as an old friend and go gladly into the light. If a creature is dealt a killing blow from this weapon, their body does not rot or decay in any way for seven days and during this time the body cannot be made into an undead. The effect also extends the time limit on raising the target from the dead and days spent under the influence of the weapon’s effect don’t count against the time limit of spells such as raise dead. Should a creature be killed while actively wielding the weapon, their body is also affected in the same manner. —Note: Not recommended for thrown weapons or ammunition.
Wild Magic: A large glyph of raw magic is emblazoned on the business end of the weapon. With each successful strike in combat, the mark pulses and flickers with barely contained power always threatening to burst free from the weapon’s confines and alter the very fabric of reality. On truly remarkable attacks, a small portion of the untamed sorcery surges free and causes unpredictable effects. Whenever the wielder lands a critical hit on an attack roll with the weapon, the player must roll on the Wild Magic Surge Table and that effect occurs in addition to the critical hit. While rolling on the table, the wielder is considered the “caster” and the critical hit is considered “spell” for the purposes of the surge. —Note: The DM could also rule that the magic surges on a natural 1, however many of the table’s results are based on a successful attack / spell. For D&D 5e players the DM can choose to have the player roll on my homebrew tables of effects on this blog, the published Sorcerer’s Wild Magic Surge table or any other random effect table you can find. Should the player roll on a result that would be grossly detrimental for the campaign (Such as casting Fireball at their own feet resulting in a TPK) the DM should feel free to have the player reroll. Not recommended for thrown weapons or ammunition.
Cinders: The weapon is fashioned from smoldering materials and the symbol of a tongue of flame is branded into the grip. Embers still crackle and burn in the charred wooden components and metallic parts have cherry red business ends with tiny rivulets of liquid metal trailing along the weapon’s length. The entire object is surrounded by a wavy heat mirage and although the weapon feels warm to the touch, it is never hot enough to damage a creature who simply holds it, nor will the weapon ignite objects on contact. The weapon’s fiery power deal burning injuries that scorch the skin and leave charred, smoldering corpses in the wielder’s wake. When used in combat, the wielder’s hands become coated in a fine layer of ashes and on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered fire damage rather than the weapon's normal damage type. Projectile ranged weapons will ignite their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Nightmares: The handle of the weapon is pitch black and seems to soak in the ambient light around it. Whenever a creature makes contact with the weapon, (Be they the wielder or target) that creature relives a fleeting instant of a long forgotten childhood nightmare before the memory quickly submerges back into their subconscious. Twice per day, when the wielder lands a successful attack against an enemy he can choose to cause that creature to suffer from severe night terrors during their next eight hours (Consecutive or non-consecutive) of sleep as they experience a vivid and specific Random Nightmare. The victim’s sleep is plagued with thrashing and screaming as they frequently bolt awake terrified, drenched in cold sweat, their heart pounding heavily in their chest. The creature’s sleep is so disturbed by the nightmares that they gain no benefits from the rest whatsoever. —Note: Projectile weapons with this enchantment bestow the magic upon their ammunition for the turn that it’s fired.
Patience: The length of the weapon is covered in a complicated pattern of swirling silver whorls that calm and soothe a creature who observes it. At the first moment of combat, the bearer senses that the battle may go better for them if they take a moment to observe the situation and ready themselves before joining the fray. When initiative is rolled,  if the bearer chooses (Before rolling) to go last in the initiative order, the silver patterning begins to glow a dull red and the weapon is treated as a +1 weapon for that wielder until the end of combat.
Wolfbrother: A weapon simple in its design, lacking any sort of flair or decoration save for the imprint of a leaping wolf stamped into the leather grip. A bearer feels a sense of animalistic cunning from the weapon and that despite its simple appearance, it is much more than it seems. After three days in the possession of a bearer who has never deliberately harmed or killed a wolf, the bearer’s eyes become a bright yellow even golden color, glow faintly in the dark and catch the light, granting a wolfish appearance. This effect fades 24 hours after the weapon has left the wielder’s possession. A wolf eyed wielder takes on some of the heightened senses of the untamed wolf and can see in low or dim light as if it was bright light and gains advantage to any perception checks made regarding their sense of smell. Wolves are pack hunters and a golden eyed bearer instinctually benefits from a nearby ally while in combat, using the minor distraction to go for the enemy’s throat. The wielder gains a +1 on damage rolls with the weapon if an allied creature is within five feet of the target. Bearers who have ever harmed or killed wolves feel a strong sense of betrayal and revulsion when touching the weapon and they cannot benefit from its magic nor are they considered proficient with the weapon. —Note: Recommended for melee weapons.
Bloodied: The symbol of a ferocious, wild eyed badger is etched on the grip of the weapon. A healthy bearer can feel the faintest hint of dormant, primal rage at the back of their mind waiting patiently for its power to be called upon. The knowledge of this emergency, animalistic violence hibernating within himself can leave the bearer comforted or uneasy, depending on how civilized or evolved he views himself. When the wielder is heavily injured the wielder flies into a bestial frenzy and channels that power into the weapon, which is treated as a +1 if the wielder has less than half of his total hit points remaining. This adrenaline fueled rage immediately departs a wielder whose life is not in immediate danger (Above half of his total hit points) as the primal urges retreat back into dormancy rather than further taxing the wielder’s energy.
Tithing: The holy symbol of a God of a Random Domain is etched on the grip of the weapon. The object functions as a direct spiritual connection to that deity and a creature can make offerings directly to the God in return for a minor blessing. The bearer may lay ten gold coins (See Note) along the surface of the weapon and pray to the God for ten minutes. At the end of this ritual, the gold coins vanish and the weapon is treated as a +1 weapon for the next eight hours but only for the creature who prayed. The bearer feels a strong sense of religious devotion during the eight hour span and feels motivated to carry out the basic tenets of the domain the God represents. The wielder is not compelled to act in this way and is not forced to violate any strongly held morals or beliefs. —Note: Rather than a flat ten gold, the DM can rule of another flat value, X gold per character level or other reasonable amount. Not recommended for ammunition or thrown weapons.
Bonded Power: The symbol of a hand holding this weapon is etched into the weapon’s grip. The lines of the symbol where the hand and the weapon meet are blurred, making it hard to distinguish them as separate entities. The bearer understands that although the weapon is lethal in it’s own right, it’s true power can only be obtained by physically bonding with it. On the wielder’s turn he may activate the weapon’s magic, causing the grip to animate and wrap itself around the wielder’s fist and burrowing into the skin of his hand, creating an unnatural union of weapon and flesh. This process takes an action equivalent to making an attack or casting a spell. The wielder feels an unpleasant amount of pressure but no actual pain and takes no damage as the material penetrates the skin, forcing it to remain grasped to the handle. The weapon becomes more powerful and deadly as it fused with its wielder and is treated as a +1 while bonded. While attached to the wielder’s hand, the weapon cannot be released or disarmed and the wielder cannot use that hand for tasks requiring any sort of manual dexterity as the hand is considered actively wielding the weapon at all times. To sever the bond to the weapon the wielder can spend one minute cutting and prying away the fused areas, suffering one hit point of damage per character level (Or 10% of his maximum health or other equivalent amount), or he can take an action equivalent to attacking or casting a spell and use a free hand to rip it off by force, dealing twice that amount of damage to himself due to the sheer amount of lost skin and tissue. —Note: For two handed weapons, the weapon only bonds to a single hand (Wielder’s choice) leaving the other one free to interact with other objects, however the wielder must still use both hands to make attacks with it as normal. This allows the wielder to hold a bonded crossbow in one hand while the other retrieves a potion, makes a rude gestures or loads said crossbow. Not recommended for ammunition or thrown weapons.  
Flamboyant: A fine looking weapon with a pictorial representation of the last magical sound the weapon made outlined in the last color it was ordered to shine in, emblazoned on the grip. When the weapon is drawn, the wielder may mentally command the weapon to shine up to or as bright as a torch in any color they choose and can choose to cause the weapon to create any noise they can imagine, which can be up to as loud as one grown man yelling. The wielder cannot alter the ongoing effect but may suppress it at any time. Both effects are illusionary and last until the weapon no longer held, the wielder dismisses it or until one minute passes. The weapon requires one hour of recharging before the magic can be activated again. Knowledgeable PC’s will know that these weapons are often used by highwayman, charlatans and bards to fake an actual magic weapon or bluff an enemy into believing they have a specific type of weapon enchantment. For example, a “Holy” weapon can be faked with a pure high pitched tone and a bright white light, while an “Evil” enchantment would be the sound of a deep horn, dirge or pained wail accompanied by dark reds, purples, or sickly green colors. Occasionally lesser nobles or knights will use these and display their main house colors and cause the cry of their house animal. This weapon enchantment is rarely used by those with the money to afford better as the magic is illusory and not long lasting.
Conquest: The weapon is tinted white and the symbol of a horse and crown are etched into the grip. The weapon is lavishly decorated with images of triumphant battles and the bearer is filled with the urge to conquer and be victorious over all others. The weapon rewards those who spread the message of their dominion over others and if the weapon is used to land a killing blow on an intelligent creature while being witnessed by at least three other non-allied, intelligent creatures, the weapon glows slightly and functions as a +1 for the next eight hours for that wielder only. The eight hour timer is reset each time the wielder meets the enchantment’s requirements. —Note: Not recommended for thrown weapons or ammunition.
Depths: A flowing motif of tidal waves decorates the weapon’s grip. The weapon is constantly damp and drips saltwater intermittently and when grasped, the wielder’s ears pop as if subjected to a drastic change in pressure. If the weapon is completely submerged in saltwater it is treated as +1 for the next hour.
Morning Glow: The symbol of a newly rising sun is etched on the weapon’s grip. When wielded, a dull yellow glow similar to a sunrise emanates from the business end of the weapon. The weapon’s light flares on contact with an enemy and a creature struck by the weapon suffers disadvantage on visual perception checks until the end of its next turn. The weapon is considered a +1 against creatures who are harmed or sensitive to natural sunlight and such creatures are never considered proficient with the weapon due to its flaring light.
Risen: The hieroglyphic symbol of an ankh is etched on the weapon’s grip. Whenever the wielder quickly regains health, he feels an overwhelming rush of strength and vigor as the weapon harmonies with the sudden rush of vitality and becomes empowered in its own right. If the wielder has regained more than 1 hit point per character level (Or 10% of his maximum hit points or other equivalent amount) through any source or means since the start of his last turn, the weapon is treated as a +1 until the end of the wielder’s next turn.
Legacy: An antique handed down from generation to generation, within a well-established organization (See Note), this ancient weapon was masterfully crafted and has been lovingly cared for by each passing member. The weapon sports decorations and coloring based on the institution and is an unmistakable physical symbol of their long lasting existence. The group’s crest, sigil or emblem is emblazoned on the weapon’s grip and their motto, adage or creed (Roll a Random Motto or DM’s discretion) is expertly carved into its blade or shaft. The object is a true masterpiece from a time when that meant something and the weapon gains a Random Masterwork Bonus (DM’s choice or roll randomly, rerolling Impervious). Despite its age, the heirloom is in remarkable shape and is extraordinarily durable, and any wielder can plainly feel the solid construction under its unyielding form. The weapon is five times harder to damage than a typical one of its kind and never breaks, chips or dulls as a result of casual use and is all but impossible to break or damage as a result of combat, even when targeted by enemies who attempt sundering or weapon breaking techniques. —Note: Not recommended for thrown weapons or ammunition. Depending on your game system the weapon may either have five times as many hitpoints or have a greatly increased hardness or damage reducing quality. If there is no existing system in place and weapons simply break or do not break as a result of damage, consider giving the weapon five “charges” or “lives”. Each time it would be broken as a result of damage, it instead remains fully intact but looses a life or charge and it is destroyed when all five have been used up. This weapon requires a little more setup than others on this table but allows a DM to drop in a physical piece of lore and tradition. A DM can either have the weapon originate from an in-game organization relevant to the plot and give it a masterwork quality and motto that fit in well their ideals or generate one at random to provide a richer world. Examples of organizations can include: 1, Assassin’s guild 2, Mercenary company 3, Paladin order 4, A national or royal military 5, Order of werewolf, vampire, witch or monster hunters 6, A long standing family, clan or tribe 7, An adventurers or explores league 8, A forbidden cult 9, The followers of the God of Random Domain 10, An order of warmages. 11, A secret society that subtly influences political events 12, A circle of druids or nature wardens
Rampaging: The symbol of a charging bull is etched onto the grip of this weapon. Simply holding the weapon fills the wielder with barely controlled rage and the desire to run down their enemies and stomp them into the dirt. These feelings are magnified in combat and the wielder is flooded with vitality and power whenever they vanquish an enemy. Upon killing a creature, the bearer can immediately move up to half his base move speed towards any enemy they can see. This movement still provokes any attacks of opportunities as normal but does not count against their total move speed for the turn. —Note: Not recommended for ranged weapons of ammunition.
Magewright Made: This masterpiece of a weapon was created entirely by magical means by the arcane order of the magewrights. The ancient order was comprised of hardworking mages who were all gifted craftsmen in one trade or another and who used magic as their main tool in all steps of their creative process. This weapon in particular was made entirely from summoned or conjured materials that were then forged, carved and sculpted by eldritch power, adorned with  quenched in the magewright’s own blood before spending weeks undergoing polishing, buffing and cleansing spells to ensure that it be without physical flaw, inside and out. The resulting tool of violence is a testament to the magewright guild and to the power of harnessed magic wielded with a driven purpose by a true eclectic master of magic and weaponcraft. It gains a Random Masterwork Bonus (DM’s choice or roll randomly, rerolling Spellbound) as the weapon spent such a great deal of time exposed to mana in its rawest form, it tingles with power imbued by the countless overlapping magical fields it spent so much time in. It has retained enough mystical essence for it to be considered a magical weapon for the purposes of overcoming resistances, damage reduction and other defenses. —Note: Not recommended for thrown weapons or ammunition.
Visionary: Etched into the grip of this weapon are nearly a dozen different simple pictographic symbols including the four primal elements (Water, earth, fire and air), a symbol of magic, a human brain, a lightning bolt, a musical note and a holy and unholy symbol, that are all clustered around the image of an open eye. The weapon looks standard for its type until it is picked up, at which point it takes on a specific elemental or metaphysical quality in response to a specific physical trait of the wielder, instantly changing to match each new wielder. Once held, the weapon begins to glow the same colour as the wielder’s eyes and on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered X damage rather than the weapon's normal damage type based on the wielder’s eye colour (See Note). The weapon displays no special function for creatures without a natural eye colour or who lack eyes entirely and creatures with multiple eyes colours can will the weapon to glow and deal damage in either of their natural eye colours. —Note: The X for damage is based on the wielder’s eye colour and associated damage types are as follows: Amber / yellow = Lighting. Black = Necrotic Blue = Cold. Brown = Acid. Green = Force. Gray = Thunder. Hazel = Poison. Purple = Psychic. Red = Fire. White = Radiant.
Quickness: The grip of the weapon is covered with a motif of small blue lighting bolts. When held, the weapon begins to vibrate so quickly that its edges shimmer and blur as if hidden behind a heat mirage. At the same time a faint sound, similar to the buzzing of insect wings, can be heard and the wielder is flooded with torrents of physical energy and the desire to go fast. The wielder’s base movement speed is increased by five feet for as long as the weapon is held. After releasing the weapon, the magical stimulation immediately departs leaving the creature with sore muscles and a sense of lethargy that lasts about a minute.  
Death’s Toll: The symbol of a heavy bell inscribed with a human skull, is etched into the grip of the weapon. When the weapon is used to land a killing blow on a living creature, the weapon emits a deep loud reverberation just like a large gong or heavy bell. The heavy tones remind all those who hear it of the fleeting nature of life and their own mortality. The wielder can then lock eyes with any living creature within 60 feet and cause them to become frightened of the wielder until the end of that creature’s next turn.
Youthful: The symbol of an hourglass with most of the sand in the top half is etched into the weapon’s grip. A creature holding the weapon feels youthful, as if the weight of all the responsibilities, regrets and consequences in the wielder’s life has been lifted away. The weapon is treated as a +1 if the wielder is the youngest intelligent creature within 100 feet.
Heartbreaking: A simple, unembellished weapon save for a large gem the color of blood on snow, seamlessly embedded into its grip. The large gem glows bright and warm when the wielder is within the presence of someone they truly love. If the weapon is used to purposely kill someone that the wielder truly loves (DM’s discretion), the weapon is permanently treated as a +1 for that wielder alone. This process can be repeated with any number of wielders who are willing to make the sacrifice.
Seeming: A large weapon with arcane runes carved along its length, with a pommel consisting of the shrunken head of an illusionist wizard. When in the bearer’s possession, it creates an illusion of normalcy that completely conceals any mutations, amputations, horrifying scars, disfiguring marks, curse brands, burns, tattoos or other strange, immediately identifying or unnatural features, causing its bearer to seem completely and perfectly ordinary for his race and gender. Essentially this causes the bearer to be disguised in an illusion that is a generic unremarkable version of themselves. While the illusion is active, the bearer gains advantage on checks made to pass themselves off as another person and other creatures gain disadvantage on checks made to recognize the bearer.  This is an illusionary effect and although perceptive creatures could spot inconsistencies with the illusion, most creatures would never notice. The bearer can choose to activate or suppress this ability at will. —Note: Not recommended for ammunition or throwing weapons.
Black Ice: The business end of the weapon is covered in a thick layer of what appears to be highly polished silver that’s constantly shedding small clouds of fog. Closer inspection reveals the material to be frozen quicksilver that never melts or loses its icy nature. Knowledgeable PC’s will actually recognize the material as mercury mined by ice demons from the lowest circle of the nine hells, a place of perpetual frost where traitors betrayers and oathbreakers are tortured within the unyielding ice for eternity. The treacheries of these souls are punished by denying them the love of the Gods and of all human warmth. When the weapon strikes a target, small particles of the fiendish metal works into the victim’s skin freezing the tissues before melting, causing the toxic liquid mercury to course through the creature’s bloodstream. Half of the damage dealt by the weapon is considered cold damage, while the other half is poison, no mundane damage is dealt. The demonic material retains the wretched properties of the Abyss and can actually corrupt and become empowered by mundane quicksilver. If two ounces of ordinary mercury is poured over its hellspawned counterpart (Using up the regular mercury in the process), the weapon is treated as a +1 for the next hour. The weapon is not without its flaws however and is tainted with the sin of treachery and will turn on the mortal who trusts it most. A wielder who rolls a natural 1 on an attack roll must roll damage as normal for the attack and deals half of that damage to themselves, as the weapon seems to twist in their hands and nicks them. —Note: Not recommended for ranged weapons. Two ounces of mercury can provide the +1 for up to 15 pieces of ammunition or thrown weapons at a time.
Elemental Attunement: The unified symbol of the four natural elements (Fire, earth, air and water) is etched into the grip of the weapon. The weapon is always attuned to one of the four elements at all times, which provides the wielder power at a cost. When carried, the bearer gains a physical link to the particular element the weapon is attuned to and feels warm, solid, light or damp and causes their eyes glow faintly in a color matching the element’s energy. This allows the bearer to channel the weapon’s power in combat so that whenever the wielder successfully strikes a target, he inflicts fire, acid, electrical or cold damage equivalent to a dagger (1d4, Based on which element the weapon is attuned to) in addition to the attack's damage. However, due to the deeper connection the bearer has to that element, whenever the bearer would take the elemental damage of the same type that he is attuned to, that damage is rolled twice and the bearer takes the higher result. This occurs whenever the weapon is on the bearer’s person, even when not actively wielded. The bearer can change the weapon’s attunement through a ten minute ritual by directly exposing the weapon to the new element such as holding it over a candle’s flame, covering it in soil, holding it up to a light breeze or submerging it in water. This ritual never damages the weapon and the bearer wills the weapon to change its attunement, making it impossible to do accidentally. —Note: Since the weapon is always attuned, the DM can roll a d4 or choose which element the weapon is linked to when it is found. Not recommended for thrown weapons or ammunition.
Icy: The weapon is fashioned from frigid materials and the symbol of a snowflake is carved into the frost on the grip. The frozen implement never melts or cracks, even in the fiercest of heat but will mist and emit water vapor in warm temperatures. Although the object feels cold to the touch, the ice never freezes material it touches or cause frostbite in its wielder. The weapon’s icy magics create rime rimmed wounds that leak slushy, half frozen blood from blackened, frostbitten flesh. When used in combat, the wielder’s hands become coated in a fine layer of frost (Which deals no damage and melts normally) on a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered cold damage rather than the weapon's normal damage type. Projectile ranged weapons will freeze their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Unquiet Dead: The symbol of a skeletal hand bursting up from the earth of a fresh grave is etched on the grip of the weapon. When the bearer sees a fresh corpse their mind is distracted with faint whispers of forbidden utterances, visions of unholy symbols and quasi-memories of black rituals. The ensorcelled weapon contains the profane wisdom of experienced necromancers and is imbued with a small portion of their knowledge and raw magical power. When the weapon is used to kill, it leaves a seed of necromantic energy in the resulting corpse. This spark of unholy flame can be fanned by conventional necromantic spells if they are cast before the black fire burns itself out. A living creature dealt a killing blow by this weapon, only needs half of the costly material components (Such as onyx gems, rare incense or diamonds) that the spell requires need in order to raise it as an undead creature. This benefit lasts for one hour after the creature is killed after which it requires the normal amount of materials. —Note: For example, if Animate Dead is cast on a corpse and it would normally need an onyx gem worth 50 gp, the weapon’s enchantment reduces that cost to a gem worth only 25 gp for one hour after the creature is killed by the weapon.
Ki Focusing: The airy symbol of three wavy lines is painted onto the grip of the weapon in beautiful flowing calligraphy. When held, the weapon hums in a deep, centering tone that is barely audible, yet strangely compelling to concentrate on and use as a meditative focus. A wielder feels connected to his inner self and at any time, can assume a relaxed position and enter a meditative trance. In this state the wielder turns his inner eye to his spiritual self and becomes unaware of his surroundings. The wielder is aware of how long he’s been meditating for and can instantly rouse himself from the trance becoming fully awake at any time. He is automatically roused from the trance if he takes any sort of damage, is physically moved, his name is spoken within earshot or if he is no longer touching the weapon. Time spent in this meditative state fulfills the same purpose as sleeping for an equivalent amount of time (Making eight hours of broken up meditation over the course of a 24 hour period equivalent to a full night’s sleep) but they must meditate in at least 30 minute increments. A weapon must match itself to its bearer’s unique energy flows and the first time it is used, the bearer must meditate using the weapon for a period of four consecutive hours before they can benefit from the meditative sleep. The weapon can only be attuned to one creature at a time.
Ruthless: The image of a mercenary dealing the final deathblow to a heavily wounded enemy is etched on the grip of the weapon. The bearer’s perception’s seem to speed up in combat and he can all but smell out a wounded enemy, feeling the urge to pounce on the weak, like a wolf taking down the most injured member of a herd. The bearer understands that there’s no fairness in love or war and that allowing a battered foe to recover for a fair fight only means that you value your enemy’s life more than your own. The weapon is treated as a +1 if the target has less than half of their total hit points remaining.
Indomitable: The symbol of a bear rearing up on its hind legs as a show of force is etched on the grip of the weapon. The wielder feels strong and physically powerful, as if they could wrestle bears with nothing but their hands and win. The bearer gains advantage on checks made to initiate or break grapples, holds, clinches, wrestle other creatures or break out of restraints such as weighted nets. If the bearer is being grappled or restrained by multiple sources and is trying to break loose, he may choose to break the strongest hold on him (The check with the highest DC or creature with the highest modifier) and if successful, the bearer breaks free from all grapples and restraints with the same action. In order to benefit from these effects, the bearer must be actively wielding the weapon or have been wielding it at some point within the last 30 seconds. —Note: Recommended for melee weapons.
Alarm: The symbol of a Random Creature Type is etched into the grip of the weapon. The enchantment serves as a warning beacon to its bearer that enemies are nearby and that the wielder should prepare themselves for battle. The weapon begins to glow with the intensity of a candle when a creature of the symbol’s type is within 200 feet of the weapon. If a creature of that type is within 100 feet of the weapon it shines as bright as a torch. When that creature type is within 50 feet of the weapon, it emits a shrill whistling noise in additional to the bright light. The bearer is able to suppress or resume any of these effects with a thought. —Note: The DM can assign one colour for both lights or two different colours to better differentiate between them such as yellow within 200 feet and red within 100 feet.
Dryad’s Blessing: A simple weapon made almost entirely out of wood with accents of stone or animals products (See Note), the lethal tool has a rugged and wild appearance. The weapon lacks a single tool mark and seems as though it was grown into shape rather than carved. The wielder feels a deep and strong connection to the natural world and develops an emotional attachment to the supernatural creatures who guard the earth from those who would abuse and corrupt it. Knowledgeable PC’s will be able to determine that the object’s wood was willingly sacrificed by a dryad who grew it of herself into a weapon to strike back against the intruders of her sacred forest. The wielder is filled with a sense of reverence and utmost respect for the wilderness and the weapon functions as a +1 if the wielder has never personally cut down (Or directly aided in cutting down) a healthy living tree in his life. —Note: The DM can decide exactly how some weapons are crafted without any metal components. A rapier for example could have a wooden hilt with the blade made of a single giant porcupine quill, while a garrote could be fashioned from two wooden handles with a cord of braided vines or sinew.
Greed: The symbol of an open hand is stamped in gold leaf on the grip of this weapon. The bearer develops a nagging feeling of unfulfillment and that whatever he has is not enough. He begins to feel that collecting more material possessions and amassing an increasing amount of wealth of any variety will satisfy his soul and bring him peace. The bearer is aware that using the weapon against others may grant him more gold to add to his horde and that causing pain and injury to others is worth it if the end result is more gold in his pocket. The bearer is never forced to act on these feelings but so long as he carries the weapon he may be swayed by its avarice. When the wielder lands a critical hit, instead of producing blood, ichor or sloughs of undead flesh, the target sheds droplets of pure gold. The equivalent of one gold coin per point of hit point damage dealt by the critical hit (In total, to a maximum limit of the amount of hit points the target has remaining), tumbles out of the target’s body and falls to the ground in small nuggets to be collected after the fight. —Note: DM’s can change the effect to function on the first time per day the wielder lands a critical hit if they feel their players will get distracted trying to abuse the effect to get rich rather than treating it as a fun, novel weapon.
Light Launcher: The symbol of a shooting star is etched on the grip of the weapon. When a projectile is fired from this weapon the wielder is able to cause it to emit light that’s as dim as a dull glow to as bright as a fresh torch, with nothing more than a mental command. The wielder chooses the colour of the light and can choose to have the projectile emit light the moment the ammunition is launched, halfway to the target or immediately upon impact (Hit or miss). The ammunition emits light for up to one minute, until the wielder mentally dismisses it or until a second projectile is enchanted with light. The wielder can choose to fire ammunition without enchanting them and can enchant up to two pieces of ammunition per hour. —Note: Recommended for Projectile Ranged Weapons.  Can be applied to Ammunition and Thrown Weapons in which they can only be set alight once, but the wielder can have multiple units of ammunition illuminated at a time.
Sanguin: The symbol of a drop of blood is etched into the grip of the weapon. The weapon is pristine and any blood that touches the weapon is immediately absorbed into itself, leaving no trace. The weapon possesses a monstrous thirst for blood and gore that can never be fully sated but can be temporarily quenched. The weapon passes along this bloodlust to the wielder who never craves blood for himself but is given the understanding that providing the weapon with what it desires will increase its power. If the weapon is plunged into a freshly deceased creature (See Note) and remains there for at least one uninterrupted hour, it is treated as a +1 for eight hours after being withdrawn from the body. During this time the weapon draws all the blood and general moisture from the corpse leaving it a desiccated husk when it is withdrawn. —Note: The creature should be no more than 12 hours dead, be the size of a wolf or larger and have possessed a blood based circulatory system while alive. The DM’s has discretion on what corpses qualify to feed the weapon’s hunger as some that have died due to fire or bleeding damage or who have been caught in explosions of power, may be too charred, mangled or lack enough blood for the weapon’s liking.
Panache: A flamboyant weapon with a long sleek form and an ornate hilt. The weapon has been empowered to augment the bearer’s natural grace and allows even a clumsy oaf to wield the weapon with a certain panache that resembles a gymnastic performance. In combat, a naturally captivating wielder’s movement’s become outright distracting and the wielder is able to strike and step away from the fascinated enemy before the creature can even consider repaying the favor. On the wielder’s turn if he successfully attacks a target with a lower charisma score than himself, that specific creature can’t make opportunity attacks against the wielder for the rest of the turn. —Note: Recommended for melee weapons only.
Mindstrike: The grip of the weapon is formed not of wood, leather or metal but rather of corded brain tissue that has been wrapped around the handle. The grip feels damp and squishy beneath the wielders grip as if the grey matter was still fresh. A knowledgeable PC will be able to determine that the brain tissues come from a number of different creatures who all had psionic, telepathic, telekinetic or other powerful mental abilities. Bearers who hold the weapon for long periods of time or attack with it, experience fleeting mental flashbacks of lives they never lived, as the memories locked away in the preserved brains leak into the wielder. The weapon’s psionic power attacks its victim’s very psyche, mutilating their mind, exterminating their ego and brutalizing their brain. On a successful attack with the weapon, the wielder can choose to have all of the damage dealt be considered psychic damage rather than the weapon's normal damage type. Projectile ranged weapons will enhance their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Drunkard: The symbol of a mostly finished bottle of whiskey is etched on the grip of the weapon. A creature who grasps the weapon experiences blurred vision, feels slightly dizzy has slurred speech and is filled with unearned courage. This pseudo alcoholic buzz is mild and actually seems to sober up a creature who is unreasonably drunk. An intoxicated bearer who is experiencing disadvantage on attack rolls, saving throws or ability checks, suffers no penalties from being intoxicated as long as they are actively wielding the weapon. Furthermore if the wielder would be suffering disadvantage on rolls due to his intoxicated state (But is not because he is benefiting from the enchantment), the weapon functions as a +1.
Earthbreaking: The symbol of a mountain that’s been cracked in half is etched into the grip of the weapon. The weapon is infused with earth shattering power and the wielder can feel the destructive potential flowing through his body. As an action equivalent to making an attack, the wielder can swing the weapon with all their might at a patch of ground within their reach. The weapon’s reverberations shake the dirty, stone or wood floor creating cracks, small fissures and uneven patches of ground an area of five square feet. The area becomes difficult terrain and creatures must use twice as much movement in order to move in or out of the five foot square. Abnormally powerful attacks also trigger this effect and whenever the wielder scores a critical hit with the weapon, a five foot square of ground under the struck creature becomes difficult terrain. —Note: Recommended for melee weapons.
Runic: The weapon is covered in arcane runes that glow and pulse slightly when held by a creature capable of casting spells. A bearer can choose to siphon magical energy into the weapon which fuels the runes latent potential, causing it to hum with violent power. The bearer can take an action equivalent to making an attack to channel a finite magical resource (Such as a level 1 spell slot, mana points or an encounter power) into the weapon. While empowered in this way, the runes flare with eldritch light and the weapon is treated as a +1 for the next ten minutes regardless of who holds it.
Warmage: The weapon is adorned with arcane runes, druidic glyphs, eldritch marks, sorcerous emblems and holy symbols to various Gods of magic. The combination of the various patterns and designs allow the weapon to be used as a material focus for casting magical spells of any sort. In addition, as long as the caster is wielding the weapon in one or both hands, he can wave it around to replicate the physical movements of casting, allowing him to perform the somatic components of the spell as if his hands were free.
Hidden Light: The weapon looks absolutely mundane for its type and has no markings, identification or hint as to its true power. The object contains a divine spark that subtly guides its bearer towards a path of righteousness, bravery and self-sacrifice. The holy weapon doesn’t wish to be sought after for its power for those who simply wish to use it for battle and it is not detectable as a magical weapon when carried by a noble creature. The divine essence provides the bearer the courage to stand firm in the face of adversity and the first time per day the wielder attempts to resist a fear type spell or effect, he gains advantage on the roll. In combat a wielder may flare the holy spark to harm the foe and after confirming a hit but before rolling damage, the wielder may choose to convert all of the damage dealt by this weapon to radiant damage. When this occurs, there is no outward flash of magic, divine light or sense of holy power, which makes it a favored enchantment of traveling priests wishing to lay low, humble paladins and inconspicuous clerics in the fight against evil. To benefit from these magical effects, the bearer must be a good aligned creature and have used the weapon as a focus of prayer, meditation or self-reflection on how they can help others, for at least one uninterrupted hour in the past day. —Note: Not recommended for thrown weapons or ammunition.
Bowblade: The symbol of a Random Melee Weapon (See Note) is etched into the grip of this Random Projectile Ranged Weapon. This enchantment was tailor made for adventurers who wish to travel light while still retaining access to an assortment of armaments. The weapon is imbued with transmutation magic and once per round on his turn, the wielder can concentrate for a fraction of a moment (Taking an action equivalent to drawing a weapon), he may cause the weapon to instantaneously change from its current form to the type of weapon etched onto the grip or back again. Any observer can clearly tell that both of the weapon’s forms are of exceptional workmanship and that a great deal of time and skill went into their creation. Both weapons gain a single Random Masterwork Bonus (Either the same for each or two different benefits, DM’s discretion). —Note: I recommend choosing two weapons that deal different types of damage to increase the wielder’s variety of attack options.
Ghost Touched: A weapon with this quality seems insubstantial and mists slightly as if it was incredibly cold. The weapon can be wielded by a missing limb and when used in this fashion, the wielder is always considered proficient with it. The weapon appears to float and swing in midair, however perceptive characters might notice spectral wisps of the missing limb. The weapon is treated as a +1 when wielded by a missing limb. —Note: Not recommended for ammunition or thrown weapons.
Lucky: The symbol of a horseshoe encircling a four-leaf clover is etched on the grip and a small rabbit’s foot charm hangs from a short silver chain, unobtrusively attached to the base of the grip. A creature who handles the weapon for more than a few moments gets a hunch that it is somehow lucky and would bring them good fortune to use in combat. It is common for long term bearer’s to become quite superstitious and develop or practice small rituals (Such as throwing spilled salt over your left shoulder, saying “Bless you.” when someone sneezes or never washing your socks.) to attract good luck or ward off bad luck. The bearer is not compelled to do this but does receive small gut instincts originating from the weapon if the ritual was done satisfactory or not. The first time per day that the wielder critically fails an attack roll with the weapon (See Note) they must roll again and take the new result. This effect cannot be suppressed, delayed or saved for later. The weapon must have been in the bearer’s possession for at least 24 hours before the wielder can benefit from the effect. —Note: The DM can expand this to also include other combat rolls that are not attacks such as attempting to shove, trip or disarm a target as long as the weapon was used at least in part to do so. Not recommended for thrown weapons or ammunition.
Blood Called: This weapon is covered in bloodstains that can never be washed clean with water, solvent or magic. Once attuned, the weapon always has a few drops of fresh blood somewhere on its surface which reappear if wiped away. A creature can attune this weapon to themselves during a one hour ritual that bathes the weapon in the creature’s own blood causing three hit points of damage per character level (Or 30% of maximum health or other equivalent amount). Afterwards, they are able to instantly summon the weapon to their hand with a thought, by sacrificing one hit point per character level (Or 10% of maximum health or other equivalent amount. This sacrifice is simply hit point damage not a permanent loss but cannot be prevented by any means), as long as the creature and the weapon are one the same plane of existence. The magic involved in the ritual binds the creature together with the weapon and the fresh blood that beads on the object’s surface is actually that of the attuned creature. This arcane ritual allows the weapon to bypass certain magical barriers that oppose teleportation as the enchantment tricks the barrier into thinking that the weapon and the attuned creature are physically attached. The anti-teleportation field therefore believes that the weapon is simply moving incredibly fast over long distances but not actually “teleporting” and therefore will allow the weapon to be called in or out of it. Attuning the weapon to a new user breaks the previous owner’s connection. Due to the nature of these weapons they are not often stolen and typically the previous owner is already died. Note: For ammunition it is suggested that the one hour ritual can effect up to ten units of the same type of ammunition and that the user can sacrifice a single hit point in order to summon a single unit. If a DM finds the anti-teleport bypassing power too powerful, consider having it cost twice as much hit points (2 per level or 20% of max health) to call the weapon in or out of such a field.
Deceptive: A weapon decorated with bright colors and bold patterns defined by thick black lines. The conspicuous weapon becomes invisible whenever it’s actively being wielded or held in at least one hand. The bearer does not gain the ability to see the weapon but as they are physically grasping it they suffer no penalty to using it in combat. The wielder gains advantage to checks made to feint with the weapon (Or the target gains disadvantage whichever benefits the wielder more) and on any checks made to disguise the fact that they are wielding or holding the weapon. The first time the weapon is used in a combat encounter, the wielder gains advantage on the attack roll as the target has trouble avoiding or blocking an unknown, invisible weapon. The invisibility does not extend to anything other than the weapon itself and shed blood will appear to float and move in midair as the wielder fights. —Note: Not recommended for ammunition or throwing weapons.
Daywalker: The symbol of a blazing sun is etched on the grip of the weapon. The bearer can feel the power and heat of the sun tingle over their entire body like a warm embrace. The weapon is treated as a +1 in direct sunlight and the wielder can see look directly into the brightness of the sun without suffering any sort of discomfort or damage whatsoever. —Note: Direct sunlight can include shady areas such as under a forest canopy but not areas primarily lit but non sunlight such as most indoor settings.
Venerable: The symbol of an hourglass with most of the sand in the bottom half is etched into the weapon’s grip. A creature holding the weapon feels old, and the burdens of all the responsibilities, regrets and consequences in the bearer’s life weighs heavy on their mind. The weapon is treated as a +1 if the wielder is the oldest intelligent creature within 100 feet.
Bonded Skill: The symbol of a hand holding this weapon is etched into the weapon’s grip. The lines of the symbol where the hand and the weapon meet are blurred, making it hard to distinguish them as separate entities. The bearer understands that although the weapon is lethal in it’s own right, it’s true power can only be obtained by physically bonding with it. On the wielder’s turn he may activate the weapon’s magic, causing the grip to animate and wrap itself around the wielder’s fist and burrowing into the skin of his hand, creating an unnatural union of weapon and flesh. This process takes an action equivalent to making an attack or casting a spell. The wielder feels an unpleasant amount of pressure but no actual pain and takes no damage as the material penetrates the skin, forcing it to remain grasped to the handle. Afterwards, the weapon feels as if it was a natural extension of the wielder’s arm than a held object and he becomes proficient with it’s use if he was not already. While attached to the wielder’s hand, the weapon cannot be released or disarmed and the wielder cannot use that hand for tasks requiring any sort of manual dexterity as the hand is considered actively wielding the weapon at all times. To sever the bond to the weapon the wielder can spend one minute cutting and prying away the fused areas, suffering one hit point of damage per character level (Or 10% of maximum his health or other equivalent amount), or he can take an action equivalent to attacking or casting a spell and use a free hand to rip it off by force, dealing twice that amount of damage to himself due to the sheer amount of lost skin and tissue. —Note: For two handed weapons, the weapon only bonds to a single hand (Wielder’s choice) leaving the other one free to interact with other objects, however the wielder must still use both hands to make attacks with it as normal. This allows the wielder to hold a bonded crossbow in one hand while the other retrieves a potion, makes a rude gesture or loads said crossbow. Not recommended for ammunition or thrown weapons.
Skybane: The symbol of an arrow impaling a bird in flight is etched into the weapon’s grip. The bearer feels a deep seeded jealously directed at those who are able to slip the bonds of earth and take to the skies. The weapon is treated as a +1 against targets that are not currently making contact with the ground (Such as flying, hovering or floating) or standing on a solid substance (See Note). The wielder must be making contact with the ground themselves to activate this ability and a creature capable of natural flight is never considered proficient with the weapon. —Note: Recommended for ranged weapons and ammunition. Targets who are swimming, climbing or suspended from webs, strings or wires are not considered flying and DM’s should enforce common sense based on the spirit of the enchantment.
Pestilence: The weapon is tinted a sickly white and has the symbol of a horse and a pair of balancing scales etched into the grip. The weapon contains a myriad of magically preserved plagues, bacteria and viruses that remain in a state of near perfect magical stasis. Targets struck by the weapon are exposed to these short lived but fast acting phages that run rampant through their person. Due to minor flaws with the stasis enchantment, the bearer feels mildly ill the majority of the time, experiencing (Or believe they are experiencing) a wide a variety of symptoms including but not limited to; fever, chills, nausea, heartburn, headache, frequent urination, diarrhea, sore throat, coughing, sneezing, dry mouth and skin rashes, all with the frequency of a paranoid hypochondriac. None of these medical complications actually impair the bearer’s ability to carry on with their activities or ever impose disadvantage on their tasks. A living creature struck by the weapon is stricken with a short-lived, fast acting plague that throws the target’s immune system into chaos and disorder, making it impossible for the victim to be healed properly. Whenever the wielder successfully attacks a living creature, that target cannot regain hit points until the start of the wielder's next turn.
Corrosion: The weapon is fashioned from significantly damaged materials and the symbol of a partially dissolved hand is acid etched into the grip. Any metallic parts of the weapon are pitted, corroded and covered in rust and wooden components are stained, acid burned and generally discolored. The object is rough and sharp to the touch, leaving the wielder’s hands rust stained and blemished as if exposed to a weak acid. Sizable pieces of rust occasionally flake off of the weapon, disintegrating when they hit the ground but the object never seems to reduce in size or weight no matter how much is lost. The weapon’s acidic properties dissolve the target’s flesh, leaving caustic, chemically burned corpses that reek of acerbic solvents. On a successful attack, the wielder can choose to have all of the damage dealt be considered acid damage rather than the weapon's normal damage type. Projectile ranged weapons will contaminate their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Barely Intelligent: The symbol of a brain is etched on the grip of this weapon. The weapon has been instilled with a small amount of intelligence, perception and memory, but no emotional qualities, wants, desires, loyalties or personality. The wielder faintly perceives the weapon’s simple mind at the edge of their consciousness as if through the means of a psionic ability and is able to communicate telepathically with it. The weapon is able to perceive its environment in the same way a human can (Sight, smell, sound etc.) to a maximum of a five foot radius around itself. The weapon can answer simple fact based, or yes/no questions about its origin, history, past wielders, targets it struck, etc. The weapon does not lie but is not able to answer complex questions or those that depend on feelings, extensive logical deductions or situations it has never witnessed. The weapon could example say that its last wielder killed 114 unarmed children, but could not say whether that wielder was a good or evil person. It could however describe its last wielder in extensive physical detail and confirm or deny things that it observed while being carried by that creature.
Agility: The image of a king cobra and a mongoose fighting to the death is etched on the grip of the weapon. A creature fells nimble and graceful the moment they pick the weapon and the bearer’s normal walking gait becomes smooth catlike strides. The wielder seems to glide and sweep airily through any situation with even savage weapons strikes becoming as elegant as a ballerina’s steps. In combat, a deft wielder is able to dodge and weave as part of an attack in order to better position himself. Whenever the wielder successfully attacks a target with a lower dexterity score than himself, he may choose to move five feet in any direction as long as he remains within the target’s reach. This movement does not count against his total moment for the turn nor does it provoke attacks of opportunity. Should the target be knocked unconscious or die as a result of the attack, the wielder can move five feet in any direction he chooses. —Note: Recommended only for melee weapons, especially those that use dexterity to determine accuracy and damage.  
Probability: The symbol of a pair of dice is etched on the grip of this weapon. A creature wielding the weapon experiences an odd sensation as if a set of dice were tumbling around in his head. The dice roll constantly, as if waiting for the right moment and only stop for a moment when the wielder attacks with the weapon. An insightful wielder understands that gambling and combat are one and the same and that every time battle commences it is time to toss the dice. The weapon’s magic rewards a wielder who gambles with his coin as much as his life and provides a bit of consistency in battle. Whenever the wielder attacks, he rolls 2d10’s to hit with the weapon rather than the typical 1d20. The roll is considered a natural 1 or a critical fumble if both dice roll 1’s, and a natural 20 or a critical hit when both dice roll 10’s.  If the wielder is proficient in any type of gaming or gambling set (Such as dice, cards or a game of skill), the weapon is treated as a +1.  
Covert: An unassuming weapon decorated with pale colors and faint patterns that is normally invisible, only becoming visible when it is actively being wielded or held in at least one hand. The wielder gains advantage on any checks made to disguise the fact that they are carrying the weapon as long as they aren’t holding it in hand. The invisibility does not extend to anything other than the weapon itself and will not render a sheath invisible. Owners will sometimes tie a brightly colored ribbon around the grip of the weapon in order to easily retrieve it if disarmed or if it’s not kept in a sheath but a floating ribbon can draw attention to its invisibility. The weapon is protected by minor shielding wards and when carried by a living creature it does not give off a magical aura and is not detectable as a magical object.
Life Draining: The weapon has a single vampire tooth mostly embedded into its grip, with the tip sticking out. To attune to the weapon, the wielder must have pricked a finger with the tip of the fang and consumed the resulting drop of blood in the past 24 hours. This causes vampiric energy to pulse through the wielder’s bloodstream, allowing him the ability to steal life from others but poisoning his body’s ability to heal on its own. During this time the wielder’s skin becomes pale and bloodless like that of a corpse. When an attuned wielder attacks and damages a living creature, the wielder is healed two hit points per character level to a maximum of the total damage dealt by the attack (See Note), as the attack leeches the vitality straight from the victim’s blood. When this occurs, a burst of bright crimson mist appears from the wound and quickly travels up the weapon and into the wielder leaving a red wispy trail that fades after a moment. On ranged weapons, the mist bursts form the target and follows the ammunition’s path back to the wielder. This unnatural boon is not without cost though as the entire time a bearer is attuned, whenever he would regain hit points from any source other than the weapon, he is only healed for half (Rounded down, minimum zero) of the actual amount. Attunement to the weapon can be renewed at any time (And can be attuned to multiple creatures at once) and wears off naturally after 24 hours when the bearer’s system clears itself of the vampire venom. The attunement can also be broken with any spell or ability that is able to break or dispel curses. —Note: Not recommended for ammunition or thrown weapons. A combat example: A 10th level wielder who attacks a peasant who has 5 remaining hit points and deals 12 damage. The wielder is healed 5 hit points but could have regained as much as 24 hit points if the target had 24 hit points remaining.
Giant Slaying: The image of a young boy wielding a sling in single combat against a goliath of a man wielding a javelin is etched into the grip of the weapon. The bearer’s natural fears of fighting enemies larger than himself is dampened while the weapon is in hand and the wielder feels as though the fight has been made fair. Rather than bravado, this feeling shows itself more as a calm acceptance or faith in himself and his abilities. The weapon is treated as a +1 if the wielder is attacking a creature at least one size category larger than himself. —Note: If your system doesn’t use size categories, treat the weapon as a +1 if the target is at least twice as tall as the wielder.
One Power: A circle made up of black and white swirls, each containing a spot of the other is emblazoned on the grip of the weapon. Only creatures capable of casting magical spells are able to feel the power that this weapon contains, which seems to resonate with an inner spark at the core of their being. Strangely enough this resonance feels drastically different to men and women. Female spellcasters experience a gentle, but infinitely powerful river of force that can be directed to do as they wish but requires patience and confidence to embrace it so that is can be channeled. Male spellcasters encounter a raging torrent of dangerous power that must be subdued and dominated by a strong-willled wielder, before being able to channel the magic of the weapon themselves. In either case, the weapon functions as a +1 while wielded by a creature capable of casting magical spells.
Pridebane: The image of the sharp tip of a quill pen cutting a sword in half, is etched on the grip of the weapon. After a few hours on his person, the bearer seems to find that his mental acuities such as memory recollection, critical thinking and deductive reasoning skills have all become better and that his mind is clearer and more focused. The bearer feels smarter than he was before as if influenced on some kind of mental stimulant and gains a feeling of intellectual superiority over his allies, peers and especially enemies against whom he has a greater urge to challenge himself. In reality the weapon is only imparting the artificial feeling of mental clarity and a keen mind and provides no actual boost to intelligence. The weapon is treated as a +1 when wielded by an intelligent creature. Whenever the wielder makes a successful attack against a target with a higher intelligence score than himself, the weapon deals one hit point of psychic damage per character level (Or 10% of maximum health or other equivalent amount) to the wielder. Knowledgeable PC’s will determine that this enchantment seems to be some sort of strange moral lesson about how the true victor of combat is measured by wits rather than brawn. —Note: Not recommended for ranged weapons or ammunition.
Paranoia: The suspicious looking symbols of dozens of various pairs of eyes are etched into the grip of this weapon. The wielder feels a mild, but constant irrational sensation that someone is out to get them and that they must remain vigilant and untrusting at all times. While discomforting, this delusion is easily dismissed by the wielder. Twice per day, when the wielder lands a successful attack against an enemy he can choose to cause that creature to experiences a greatly magnified form of the unreasonable fear in the form of full blown paranoia in regards to everything that’s not themselves until the start of the wielder’s next turn. The creature will instinctively defend themselves from all potential sources of danger, especially magical ones. A creature struck by the weapon will not willingly allow themselves to be the target of any spells (See Note) and must attempt to resist all spells cast upon them. During this time all creatures suffer disadvantage on all checks made to pacify or calm the target and the target refuses any and all benefits, inspiration, flanking bonuses or other similar help from its allies. —Note: A victim will resist harmless or even beneficial spells made by their allies. For beneficial spells that do not have a built in save, the DM should decide if a DC should be created, if the spell cannot be resisted or if the spell simply fails. The target will not willingly be the target of a touch ranged spell and the caster must treat the target as an enemy for the purposes of landing a successful touch ranged spell.
Sparks: The weapon is heavily accented with electrically conductive materials and the symbol of a lightning bolt is prominently displayed on the copper wire grip. The weapon flickers with jolts of power (Never harmful or distracting to the bearer) and discharges small static shocks on a regular basis and when held this property extends to the bearer as well, causing their hair to stand on end and small arcs of electricity to jump between fingers and strands of hair. When actively being used in combat, the electricity charges and discharges faster as the weapon audible crackles and violently sparks. The weapon’s conductive nature directs lethal jolts of power directly into the target’s body, shocking the delicate nervous system and leaving smoking, flash burned skin. On a successful attack, the wielder can choose to have all of the damage dealt be considered lighting damage rather than the weapon's normal damage type. Projectile ranged weapons will charge their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
War: The weapon is tinted red and the symbol of a horse and a greatsword is etched onto its grip. The bearer feels the faint but constant urge to slay living creatures and take peace from the earth. The weapon rewards those who prove their worth over others in battle and if the weapon is used to land the killing blow on an intelligent creature in armed combat (See Note) the weapon glows slightly and functions as a +1 for the next eight hours for that wielder only. The eight hour timer is reset each time the wielder meets the enchantment’s requirements. —Note: The DM has some discretion on this but typically armed combat means that the fight is reasonable fair and that the target is conscious, able to fight, armed with a weapon and aware that they are fighting the wielder. Not recommended for thrown weapons or ammunition.
Time: The weapon is aged and weathered, bearing the symbol of an hourglass etched into its grip. The bearer feels older than his years and is particularly affected by the passage of time, aging twice as quickly when the weapon is on his person. A creature injured by the weapon instantly ages by a week for each point of damage dealt by the weapon. Both the bearer’s and target’s hair grow at normal rates for the increased time, which can cause fights lasting a minute to cause the target to appear as though they haven’t groomed in months. Knowledgeable PC’s will know that some creatures such as young reckless dragons purposely injure themselves with weapons like these in order to quickly grow into their prime and defeat their enemies. Desperate enough humans sometimes even attack themselves to grow out hair quickly for reasons of vanity or a quick disguise, as it also grows out facial hair. —Note: Although this enchantment should not have an impact on the duration of beneficial spells on the target or how long it’s been since they’ve last eaten, an intelligent PC or a lenient DM can find uses for it. Such as attacking summoned undead that only “live” for a day, aging them to a time where they crumble to dust or attacking monstrous insects, swarms, biologically unstable mutants, aberrations or other creatures that have lifespans in the weeks to months range.
Teamwork, Reacting: The symbol of the complementing paired weapon (See Note) is etched on the grip of both weapons. Each weapon comes with a paired other half that allows the wielders of both weapons to instantly react as a team against common enemies. Both weapons have impressive, ergonomic designs that allows them to be effortlessly drawn forth by their wielders. Even the sheaths, straps or carry clips have undergone modifications so that the wielders can easily make adjustments to stow it in wherever is most comfortable for them while still being instantly accessible by either hand. The bearers are able to draw their weapons as free actions whenever they roll initiative as long as they physically capable of doing so. The weapons are so naturally drawn forth that the wielders are even able to impulsively (If crudely) defend themselves in the heat of the moment and in the first round of combat if a hostile creature comes within the wielder’s reach (Or 20 feet for a ranged weapon) he is able to make an attack of opportunity against that creature but suffers disadvantage on the attack roll. The true power of the weapons however lies in the mental link between the wielders that allow them to react as a team. When initiative is rolled if the bearers are within 30 feet of each other and both draw the enchanted weapons, the wielder who rolled lower on the initiative check is able to act on the turn immediately after the wielder with the higher check. On subsequent rounds, as long as the two bearers continue to wield the enchanted weapons and remain within 30 feet of each other the wielder with the lower initiative roll may act immediately after his partner, otherwise he must use his original roll. To benefit from the weapons bonuses, both bearers must have spent at least one hour within ten feet of each other at the same time, fitting their sheaths and carry straps and mentally attuning to one another. Once comfortable and mentally connected, the bearers only have to repeat the process if the weapons are to be worn by someone else. —Note: Roll a pair of identical weapons or choose a pair that complement each other. If more than two Teamwork, Reacting weapons are within 30 ft of each other all wielders may work together so long as they all meet the requirements. The DM may choose to have these weapons found together or on enemies who are working together or in another area of the building or dungeon. It’s not uncommon to find enchantments like this on weapons belonging to city guards, military units, or other teams who are trained to fight together with specific strategies. Not recommended for thrown weapons or ammunition.
Invisible: A weapon with this enchantment is completely invisible at all times. To creatures capable of seeing invisible objects, the weapon is boringly simple (Bordering on crude) looking, without a single unnecessary ornamentation. The wielder does not gain the ability to see the weapon but as they are physically grasping it they suffer no penalty to using it in combat. The wielder gains advantage to checks made to feint with the weapon (Or the target gains disadvantage whichever benefits the wielder more) and on any checks made to disguise the fact that they are carrying or wielding the weapon. The first time the weapon is used in a combat encounter, the wielder gains advantage on the attack roll as the target has trouble avoiding or blocking an unknown, invisible weapon. The invisibility does not extend to anything other than the weapon itself and will not render a sheath invisible and shed blood will appear to float and move in midair as the wielder fights. Owners will typically tie a brightly colored ribbon around the grip of the weapon in order to easily retrieve it if disarmed or if it’s not kept in a sheath but a floating ribbon can draw attention to its invisibility.
Secret Darkness: The weapon looks absolutely mundane for its type and has no markings, identification or hint as to its true power. The object contains a demonic spark that subtly guides its bearer towards a path of ruthlessness, selfishness and self-interest. The unholy weapon doesn’t wish to be openly fought over for its power, as it wishes to remain an invisible hand aiding the wicked and it is not detectable as a magical weapon when carried by a nefarious creature. The malevolent essence provides the bearer the arrogance to maintain a strong mind and think of his own self-interests at every opportunity and the first time per day the wielder attempts to resist a charm or mind control type effect or spell, he gains advantage on the roll. In combat a wielder may flare the profane spark to harm the foe and after confirming a hit but before rolling damage, the wielder may choose to convert all of the damage dealt by this weapon to necrotic damage. When this occurs, there is no outward flash of magic, demonic light or sense of unholy power, which makes it a favored enchantment of secretive cultists, covert practitioners of the dark arts and clandestine worshipers of evil. To benefit from these magical effects, the bearer must be an evil aligned creature and have used the weapon as a focus of dark worship, meditation or the planning of acts of self-serving greed, for at least one uninterrupted hour in the past day. —Note: Not recommended for thrown weapons or ammunition.
Maiden: No matter its circumstances, the weapon remains free of scratches, nicks, sweat, blood and gore, remaining untouched as if saving itself. The weapon instills feelings of purity, patience and self-control when held. The weapon glows slightly and is treated as +1 when wielded by a virgin creature. Knowledgeable PC’s are aware that this simpler charm requires comparatively little time, skill and material components and is sometimes used by orders of vestal virgins or celibate priestly orders who find it more efficient to create multiple weapons with this enchantment than a single +1 weapon. —Note: Themes regarding sexuality may not be appropriate for all groups and DM’s should use their discretion on if this enchantment is worth adding into their campaign or if it would be too distracting, immersion breaking or uncomfortable.
Solid Shadow: The weapon appears to be made of wispy strands of shadow, woven together into a solid form. The wielder of the weapon can choose to sheath it in their own shadow, magically sequestering it. While sheathed in this fashion, the weapon effectively ceases to exist, although the bearer still feels its weight evenly distributed about their entire body. The bearer can retrieve the weapon by reaching into their own shadow and pulling it out, taking the same action as normally drawing a weapon. Unfortunately if their shadow is not visible (Such as in complete darkness) the weapon is irretrievable. If the bearer dies while the weapon is sheathed, it will reform in the nearest shadow to the bearer. —Note: Not recommended for thrown weapons or ammunition.
Wings: The symbol of a raven in flight is etched into the weapon’s grip. The bearer feels lighter than normal and may feel a restless urge to take to the skies and be free. Once per week, the bearer may hold the weapon in one hand and speak the command word while concentrating on a specific location (No more than 50 miles away), which he must have visited, and a recipient who matches a general description, such as “a man or woman dressed in the uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” The bearer can then think of a message of up to 25 words in length and the weapon transmutes into a lifelike raven. The magical bird will then fly for up to 24 hours towards the specified location, covering about 50 miles during that time. When the raven arrives, it delivers the message to the creature that the bearer described, replicating the sound of the bearer’s voice. The bird speaks only to a creature matching the description the bearer gave. After delivering the message, running out of time or destroyed en route, the raven will revert back to its weapon form. Furthermore, the weapon gains one Random Masterwork Bonus. —Note: Not recommended for thrown weapons or ammunition.
Bumbling: The emblem of a fairy circle is gilded in silver on the weapon’s grip. The entire weapon is a masterpiece of flowing graceful design, delicately ornate scrollwork and is a tribute to those who made it. Running along its length is a poem written in iambic pentameter, penned in Sylvan, the language of the fey. Those who are able to read it, discover it is not much more than a limerick disparaging the mortal humans and extolling the virtues of the fair folk. The verses have particularly harsh words to say about the incompetence and clumsiness of humanoids and how that in contrast, the fairy peoples are naturally adept in all ways. Any non-fey creature who wields the weapon finds that they are slightly less proficient than usual at completing their normal everyday task, as if the poem was a warning rather than boast. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, a non-fey bearer suffers a penalty of -1 on all of his skill checks.
Knots: The material of the weapon is twisted and patterned making it look like a braided rope. On the bearer’s turn he may use an action equivalent to making an attack or casting a spell to cause the weapon to become a 50 foot length of silk rope or to turn the rope back into the weapon. The rope is not magically strengthened and any damage or wear to it will carry over to the weapon when it’s shifted back. Furthermore, the weapon gains one Random Masterwork Bonus. —Note: Not recommended for thrown weapons or ammunition.
Skystrike: The symbol of a diving falcon about to strike its prey is etched on the weapon’s grip. The wielder feels lighter than normal and the wielder is filled with a lofty sense of power and scorn for the pitiful creatures that are forced to walk along the filthy ground like ants in the dirt. As long as the wielder is flying, hovering or floating the weapon is treated as a +1 against targets who are making contact with the ground or standing on a solid substance (See Note). —Note: Recommended for reach weapons, ranged weapons and ammunition. Targets who are swimming, climbing or suspended from webs, strings or wires are not considered flying and DM’s should enforce common sense based on the spirit of the enchantment.
Famine: The weapon is tinted black and has the symbol of a horse and a pair of balancing scales etched into the grip. The weapon is half as light as it should be and thinner that it has any right to be although this doesn’t compromise its integrity at all. A creature grasping the object has feel a desperate, unending, hunger from within the weapon. A pain that can be fed but can never be truly sated. After 24 hours in the bearer’s possession, his face becomes drawn and emaciated and he must consume twice the normal amount of food and water in order to not suffer exhaustion penalties. When a creature is hit by this weapon it siphons off their energy and physical reserves and the target’s body reacts as if they had gone and additional 1d4+1 hours without food or water. This effect is cumulative with itself and can cause fights lasting under a minute to end in the enemy starving to death rather than dying of his injuries. —Note: It is up to the DM to determine how exactly an enemy is effected by this. Personally I suggest keeping track of the 1d4+1 hours of delayed food and drink on individual targets and considering the target “exhausted” when he has accumulated 8+ hours and perhaps have the target passing out from hunger and dehydration around the 12+ hours mark. This obviously won’t have much of an effect on many types of creatures as undead, constructs, demons dragons and elementals don’t eat and drink enough to be bothered by the enchantment but can provide a fun and powerful debuff to some large monster and powerful villains. Not recommended for thrown weapons or ammunition.
Blighting: The weapon’s grip is wrapped in dark purple leather from which a network of thin black veins extend outward. If the weapon is ever stained, nicked, dented or covered in blood or gore, a number of the dark veins slowly shift to that area. They seem to absorb the imperfections, damages and filth into the weapon’s form, like the roots of a plants soaking up water, causing the object to feel the slightest bit heavier and more lethal. When held, the bearer’s mind is filled with dark thoughts of cruelty, senseless violence and causing harm to innocents. The wielder is instilled with the certainty that everything in life or death is theirs to command if they can shrug off their ethical and moral compunctions and reach out and take what they want by force. The weapon’s perverse energies deal unnatural injuries that foul the flesh and stain the soul. On a successful attack, the wielder can choose to have all of the damage dealt be considered necrotic damage rather than the weapon's normal damage type. Projectile ranged weapons will taint their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Moonwalker: The symbol of a crescent moon is etched on the grip of the weapon. The bearer can feel the power within the object and perceptive PC’s will notice the strength of the power fluctuates. It seems to be stronger while the moon is waxing and nearly hums with power during a full moon. It feel weaker during a waning moon as if it was gradually losing strength until it’s power is barely perceivable at all during an empty moon. Regardless of the actual state of the moon, the weapon is treated as a +1 in direct moonlight or starlight and the wielder can see twice as far as normal in moonlight or starlight.
Winged Death: The ornate pieces of ammunition or thrown weapons have a pair of folded feathered wings etched on them. Once launched, the projectile spreads its wings and appears to fly to its victim like a diving bird of prey. The target does not gain any benefit from physical cover as long as the wielder is able to see the target and there is a reasonably straight line of flight that the projectile can follow. A projectile ranged weapon with this enchantment has the symbol of a pair of folded wings etched on the grip and can launch two projectiles per day augmented with this enchantment. —Note: Not recommended for melee weapons.
Dawn: The weapon weighs half as much as normal, shines with the brightness of a candle in the reddish orange light of a new dawn and generally seems to be made of solidified sunlight. A creature struck by the weapon is treated as if they had been exposed to direct sunlight for one round. This can result in temporary blindness or sunlight sensitivity in some creatures and considerable damage to some types of undead. Outside of combat, the weapon can be hung horizontally above a barely dressed creature and be used as a tanning light or to grow small amounts of plants in otherwise dark environments. To retain its enchantment, the weapon must spent at least one non-consecutive hour per week in direct natural sunlight, absorbing the solar energy and storing it within itself. If this requirement is not met, the weapon’s magic begins to fade and it enters a state of hibernation for up to 30 days during which time it does not glow or provide its combat bonus. To be brought out of hibernation the weapon must spent a total of eight consecutive hours in direct natural sunlight at which point it returns to normal functioning. If not brought out of hibernation within the 30 days the magic binding the sunlight into solid matter fades and the weapon evaporates into nothingness.
Sharpening: The weapon’s grip consists of rough rock that martial bearer’s will recognize as a shaped whetstone. At exactly midnight each night, creatures within earshot of this object will hear the sound of the blade being dragged across a whetstone emanating from this weapon as it sharpens itself to a razor’s edge. The blade does this without the need for an actual oilstone or lubricant and afterwards an observer will notice that the weapon slices through flesh easier than a surgeon’s scalpel. The supernatural sharpness wears down quickly however and it only takes a couple of successful hits before the blade’s returns to a respectably but not incredibly honed edge. After the weapon sharpens itself, the first two successful hits it lands are treated as if the damage rolled the maximum amount possible, after which the damage is rolled normally until the blade can sharpen itself again. If the blow is a critical hit, that damage is also maximized, however other sources of extra damage such as a paladin’s smite or a rogue’s sneak attack are not affected. —Note: Recommended solely for melee bladed weapons but a projectile ranged weapon could instantly sharpen the first two arrows it fired per day. A quiver or bracer could sharpen two throwing weapons or ammunition per day. The weapon’s power can be easily adjusted by the number of maximized blows and a DM can increase or decrease the number of said hits as they see fit.
Toxic: The business end of the weapon sports a number of pinprick sized holes and a single inland taipan fang is embedded into the grip. The hypodermic snake fang’s point aims along the length of the weapon and a perceptive PC can actually see bloated drops of neurotoxins resting at the pinprick sized venom channels at the business end. The wielder feels an unpleasant warm tingling sensation in their weapon hand, as if a fraction of the venomous power somehow penetrated their skin. The weapon’s toxins are injected directly into its victim’s flesh, coagulating the blood, paralyzing muscle and necrotizing the once healthy tissue. On a successful attack, the wielder can choose to have all of the damage dealt be considered poison damage rather than the weapon's normal damage type. Projectile ranged weapons will envenom their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Magebane: The symbol of a broken mage’s staff is etched into the grip of the weapon. A mundane bearer feels a great sense of approval and validation flowing into them from the weapon, as if it was silently judging them worthy of their life choices. Along with the feelings of goodwill comes undertones of prejudice and intolerance of certain unnatural beings that defy the natural order of things and who openly cast foul sorceries as if to openly flaunt that they are superior to the common people. When in the presence of mages the bearer will feel mildly uncomfortable and somewhat suspicious of their enchanted words and eldritch goals. If the bearer can cast magical spells, he feels a great sense of animosity and deep seeded resentment directed towards him. The weapon is treated as a +1 against creatures capable of casting magical spells and such spellcasters are never considered proficient with the weapon.  —Note: A DM may rule that innate or racially gained spells or magical abilities do not count towards being a spellcaster for this enchantment’s purpose.
Unlucky: The symbol of a horseshoe encircling a four-leaf clover is etched on the grip and a small rabbit’s foot charm hangs from a short silver chain, unobtrusively attached to the base of the grip. A creature who handles the weapon for more than a few moments wish to wield it for themselves and never parting with it, believing it to be lucky and valuable. This impulse is easily overcome and will not cause creature to act against their nature. The first time per day that the wielder rolls a natural 20 on an attack roll with the weapon (See Note) they must immediately roll again and take the new result. The wielder is not automatically aware that this effect is caused by the weapon and in fact believes that the weapon actually saved him from an even worse fate or run of bad luck. —Note: The DM can expand this to also include other combat rolls that are not attacks such as attempting to shove, trip or disarm a target as long as the weapon was used at least in part to do so. This is considered a cursed item for the purposes of any detection magic or curse breaking powers. Not recommended for thrown weapons or ammunition.
Panic: The symbol of a wide eyed deer stood attentive but still is etched on the grip of the weapon. A bearer gains a sense of increased awareness from the weapon as if it was enhancing the bearer’s natural perception. Should a bearer attune to the weapon (By concentrating over it for one hour) he gains a greatly improved fight or flight response and is usually able to react to threats the moment they appear. This benefit is not without cost however as due to a design flaw or lack of foresight on the enchanter’s part, the weapon delivers this benefit to the bearer by means of artificially stimulating his natural physiological responses to stress. Thus when combat is first joined, the bearer’s body is flooded with adrenaline, typically shocking him into action but can in some cases completely overwhelming his mind. Once attuned the bearer gains advantage on initiative checks but if the bearer has the lowest (Or tied for lowest) initiative result out of all creatures who rolled, he is overcome with stimulation and freezes in place. At this time the bearer resembles a deer in lamplights and is unable to attack, move, react, provide flanking or even defend himself and spends the entire first round effectively paralyzed in shock. All enemies gain advantage on attacks rolls against the panicking bearer who suffers disadvantage on all saving rolls and ability checks, as his body and mind are too inundated with sensory input to function properly. These effect wears off at the end of the bearer’s first turn after which he is able to act normally. The bearer remains attuned to the weapon until another creature attunes to it or until it has not been in his possession for more than 72 consecutive hours.
Xenophobic: A wildly insulting caricature depicting a Random Creature Type (See Note) is prominently etched on the business end of the weapon. When first carried, a bearer experiences faint ideas of prejudice and intolerance towards certain (The rolled creature type) beings. Over time these emotions will fester and grow into feelings of bitterness, resentment and perceived imaginary slights against the bearer. When in the presence of those creatures the bearer will feel uncomfortable and suspicious of their words, actions and goals. If the bearer is himself a member of that species, he feels a great sense of animosity and unreasonable anger directed towards him from the implement. The weapon is treated as a +1 against the creature type and that species is never considered proficient with the weapon. —Note: A DM can either roll randomly on the Random Creature Type table or chose a specific type or Humanoid Race that would make sense for the campaign. A weapon specifically enchanted to fight a creature type that the DM knows that the PC’s will never encounter is a false hope and useless weapon. On the other hand, like many other “+1 if X” enchantments, the weapon can be sold, traded or donated to NPC’s who will actually use it as part of a side quest or chain of deals scenario.
Frenzy: The image of a charging feral boar with wild eyes and a foaming mouth is etched into the grip of the weapon. In combat the wielder feels the primal energy of unmitigated rage flood through their mind and can choose to throw aside all concern for defense to attack with fierce desperation. When the wielder makes their first attack on his turn he may choose to attack recklessly which gives him advantage on all attacks made with the weapon during this turn but all attack rolls made against him have advantage until the start of the his next turn. —Note: Recommended only for melee weapons, especially two handed ones.
Squashing: The symbol of booted foot crushing a beetle is etched onto the grip of the weapon. The bearer’s instinctual fears of the creeping crawling vermin and small, vicious beasts are dampened while the weapon is in hand and the wielder feels as though he is orders of magnitude stronger than those smaller than himself. While in combat, the wielder tends to puff himself up making himself look larger and more intimidating as he swings the weapon in overhead chops, bringing it down hard on him enemies as if trying to pummel them into the ground. The weapon is treated as a +1 if the wielder is attacking a creature at least one size category smaller than himself. —Note: If your system doesn’t use size categories, treat the weapon as a +1 if the target is half the wielder’s height or smaller.
Tyrant: The symbol of a large closed fist crushing the helpless is etched into the grip of this weapon. The weapon fans the bearer’s ego and sense of personal importance making them feel stronger, smarter and more deserving of power than others. The bearer may seek to prove his overinflated pride through combat, especially when the wielder is already in a strong position of health and readiness. The weapon rewards the strong who use their power as a club over others and the weapon is treated as a +1 if the wielder has more than half of his total hit points remaining. These feelings of personal strength and confidence immediately departs a wielder who is below half of his total hit points as the weapon stops approving of the wielder’s situation.
Resonating: An unassuming weapon that vibrates and emits audible tones at the slightest disturbance. A steel tuning fork is seamlessly incorporated into the weapon’s form typically with the handle and two prongs serving as the weapon’s grip and pommel. When actively being used in combat, the reverberations of the weapon’s swings, successful blows and the wielder’s own pounding heartbeats are magnified and stored by the tuning fork, building up small shock waves of violent thunderous power that are discharged directly into the wielder’s foes. The weapon’s sonic vibrations change match the resonance frequency of its target, causing blows that splinter bone, rupture eardrums and explode hearts. On a successful attack, the wielder can choose to have all of the damage dealt be considered thunder damage rather than the weapon's normal damage type. Projectile ranged weapons will vibrate their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Pious: The image of a straight razor resting over a bowl of steaming water and a towel are etched into the grip of the weapon. A creature holding the weapon experiences the feeling that they are being secretly watched and silently judged. A perceptive or spiritual creature can ascertain that the object is home to a number of spirits that govern the weapon’s use. A bearer may spend ten minutes paying honor to the spirits by humbling themselves and completely shaving their head and face in tribute. Once the ceremony is finished the spirits grant their blessing and the weapon is treated as a +1 for the next eight hours for that bearer only. The bearer must wait ten days until they have long enough hair to re-enact the ritual to the spirits satisfaction. —Note: Not recommended for ammunition or thrown weapons.  
Nourishing: The image of a rustic kitchen with strong themes of hearth and home are etched into the grip of the weapon. The bearer is deeply comforted by the weapon despite the violence associated with its murderous use. When grasped and concentrated on in calm situations, the object shows the wielder his own childhood memories that are always of good times, fond events, or joyful occasions. Once per day, the bearer may lay this weapon beside a bowl of water. After a moment, the bowl of water will begin to boil and after a minute it will transform into a hot meal of special significance to the bearer, such as their mother’s noodle soup or father’s elk stew. Eating this delicious meal over the course of at least one minute is so satisfying that it counts as nourishment for a full meal and restores hit points equal to a dagger’s damage plus one (1d4+1). To everyone other than the bearer, the bowl and its contents appears unchanged. The special qualities of the enchanted water dissipate if it is not consumed within one hour.
Saving Grace: The symbol of a musical note is etched into the grip of the weapon. The bearer can occasionally hear faint tinkling noises, musical notes and melodic tones originating from the weapon. The barely audible noises are never familiar, seemingly always a fragment of some wholly unique song. It is only when the veil between life and death is thin that the symphony can truly be heard. When the wielder is at zero hit points or less, he begins to hear the most beautiful music he has ever heard. The wielder has advantage on death saving throws and cannot recall any details about the music if they wake. —Note: A creature is considered a wielder for five rounds after they let go of the weapon just in case they release it upon losing consciousness. Not recommended for thrown weapons or ammunition.
Sacrificing: The image of a creature gripping a sword by the blade in order to kill its enemy is etched on the grip of the weapon. The weapon imparts the importance of the bottom line to its bearer. That no matter how honorable he is in combat or how noble his intentions are, the true goal is to kill the enemy before he kills you. To that end, the implement allows the wielder a way to channel a fraction of his life essence through the weapon which magnifies it to damage the target. A dead enemy is no longer a threat and the health sacrificed is often less than being struck by a simple dagger, making it a good trade. After successfully attacking the target but before rolling damage, the wielder may choose to sacrifice up to one hit point per character level (Or 10% of maximum health or other equivalent amount) in order to deal additional damage to the target, equal to twice the amount sacrificed. This damage is considered the same type as the weapon’s attack and is added together with the rolled damage. The sacrificed hit points cannot be reduced in any way but the health can be regained as normal.
Last Words: The image of a mortally wounded soldier whispering into a medic’s ear is etched into the grip of the weapon. While held, the bearer is reminded of their own mortality and that he could die at any time but is strangely comforted that even in the event of the worst, they will still be able to make his final goodbyes to any remaining allies. The weapon can contain up to one charge of necromantic spell allowing the bearer to speak with the dead. If the weapon has a charge, the wielder can expend it to speak with one corpse with ten feet of himself, granting the semblance of life and intelligence to it and allowing it to speak and answer questions. The corpse knows only what it knew in life, including the languages it knew and is under no compulsion to offer truthful answers to creatures who it recognizes as an enemy.  The spell animates the body for ten minutes allowing the being to pass on any last words to loved ones, a will and testament or give final instructions about how to care for his corpse. The only way for the weapon to be recharged is if it is carried by a living humanoid bearer at the moment of his death. —Note: In game systems where there is a Speak With Dead spell, just use that instead of the way the spell is described here. Not recommended for ammunition or thrown weapons.
Raider: The symbol of a mounted knight is etched on the grip of the weapon. The bearer feels mildly uncomfortable and far too slow when walking on their own two feet and would far prefer to be riding a beast of any variety. While riding, the bearer feels as though his beast is an extension of his own body and that the bond between them makes them stronger than the sum of their parts. While riding a mount the weapon is treated as a +1 and the wielder does not suffer any penalties for wielding the weapon specifically while mounted.
Peasant: The crossed symbol of a hammer and sickle is etched on the grip of the weapon. The weapon imparts the bearer with feelings of humility, modesty and solidarity for those simple folk who spend their entire lives performing hard labor for simple rewards. The bearer understands that this weapon was made to be taken up in times of great desperation by the brave salt of the earth people who will put their lives on the line to protect what little they have. The weapon is treated as a +1 if the bearer has not held or carried a different magical item (That is not this weapon) for longer than ten minutes in the past 48 hours and has not used, activated or wielded a different magical item in the past 48 hours.
Babel: The symbol of a high tower is etched into the grip of this weapon. A creature holding this weapon feels the ancient power flowing within it, but seems to understand that the power it possesses comes at a cost. A knowledgeable PC will be able to determine that the specific enchantment used to power this weapon is that of a long forgotten civilization that grew too proud and attempted to build a tower high enough to reach the heavens. The Gods became wrathful at the audacity of the nation and cursed them never to understand one another and scattered them among the plane never to unify properly again. The weapon’s enchantment is similarly cursed, although the effect is only temporary. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, he suffers from severe aphasia. During this time, the wielder is not able to understand any spoken or written language (Including hand signs and picographic ones) nor is he able to speak, write or communicate in any meaningful way. The wielder hears words and sees letters as gibberish and speaks in nonsensical noises that only convey tone of voice at best. During this time, the creature cannot cast spells that require verbal components as the curse of the Gods force him to garble his words. The creature cannot be affected from spells or abilities that require him to specifically hear a set of commands or orders that are language dependent, including those originating from allies. —Note: For ammunition and throwing weapons, the curse begins the round the projectile is fired.
Investiture: The grip of the weapon is polished to a mirror finish and should the bearer look upon his own reflection, he feels himself drawn into his own gaze. The feeling is unsettling and the longer the bearer maintains eye contact with himself, the more he feels as though he is falling into the weapon. After a few minutes a heavy sense of vertigo washes over the creature as if gravity shifted and the weapon is physically pulling him into the echoed image of the windows to his soul. The bearer can easily break this eye contact at any time but if the creature looks into the unnatural mirror for ten full minutes, the weapon draws a fraction of the observer’s life force into itself empowering it to fight with the wielder’s spirit. Afterwards the weapon is treated as a +1 for that wielder only but the creature’s maximum hit points are reduced by one hit point per character level (Or 10% of maximum health or other equivalent amount) and during this time the wielder always knows where the weapon is in relation to himself. All of these effects last for 24 hours, after which the weapon releases the portion of stored life energy. A creature who has imbued part of his spirit into the weapon can reset the 24 hour timer at any time by spending one minute gazing into the grip. —Note: Not recommended for ammunition or throwing weapons.
Branding Flame: The image of a military officer outlined in flames is etched on the grip of the weapon. Small tongues of rainbow coloured, fire will occasionally spontaneously form along the weapon and travel down its length before snuffing themselves out. These flames are illusionary and never harm the weapon, the wielder or his equipment. Whenever the wielder successfully hits an enemy, the wielder may choose to engulf the target in a colorful conflagration of harmless fire. The target becomes outlined in pale, prismatic fire that shine as brightly as a candle. The illuminated creature cannot benefit from the concealment normally provided by darkness, invisibility (See Note), camouflage, or mundane stealth but the light is too dim to have any special effect on creatures vulnerable to bright light. These harmless flames last until the start of the wielder’s next turn. Knowledgeable PC’s will know that weapons such as they are sometimes found in military strike teams as a way of marking high profile targets (Such as mages, officers or healers) so that melee units can surround them and ranged allies can focus them down. —Note: Invisible creature are outlined in fire but still invisible, the flames show what square the creature is in but provides no further benefit and the creature is still considered “invisible” for other mechanical benefits or disadvantages.
Rebellious: The symbol of a single raised fist is etched on the grip of the weapon. The bearer is imparted with feelings of resistance and defiance aimed towards those those in authority. While not required to act on these emotions, the bearer may notice subtle changes to their political leanings, finding themselves taking actions of solidarity and support for the overlooked and downtrodden of society. The wielder is flooded with ideals of unity through strength and that even the most powerful of tyrants, monsters and political systems can be racially altered by those who bravely choose to fight against the odds. The weapon is treated as a +1 if the target has more than half of their total hit points remaining.
Merciless: The image of an executioner with a heavy axe decapitating a convict on the chopping block is etched on the grip of the weapon. The bearer is imparted with cold, cruel ideas of the nature of battle and how no combat advantage can be ignored or unused, no matter how unfair or dishonorable it may seem. Seeing an impaired target fills the wielder with the purpose to execute them without hesitation or remorse. The weapon is treated as a +1 whenever the target is suffering a negative condition, including but not limited to; grappled, restrained, frightened, paralyzed, poisoned, blinded, prone, incapacitated, stunned or fatigued. The weapon can never be used to inflict non lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, they must choose to kill the enemy.
Ancestral: A masterfully made weapon that is as much a physical embodiment of the ancestral heritage of the Random Creature Type (See Note) as much as it is a tool of battle. The weapon is inscribed with the names of the creator’s family line stretching back dozens if not hundreds of generation, some with notable titles, honorifics or heroic accomplishments listed next to the names. Where the bearer’s hands would naturally hold the weapon are strangely blank of names or engraving but when a wielder of the ancestral bloodline (IE. Correct creature type, or race) grasps the weapon tightly he can feel the names of his parents rise up from the material and press against the flesh of his hands. When released, the names slowly sink back into the grip. The bearer always feels a touch homesick for the lands of his ancestors and the advice, traditions and wisdom of relatives long since past away. Despite the longings of the past, the bearer is comforted by the knowledge that his forebearers are watching over him and that regardless of where he wanders, he never truly walks alone. The weapon is considered a +1 when wielded by a creature of the correct creature type or race. —Note: There are two main ways to use this weapon. The first is to choose a PC playable race so that your players might actually be able to use it with some restrictions. The second is to have them plentiful on enemies that you want to show are wielding magic weapons but you don’t want to have your PC’s lugging around a dozen +1 longswords. So the PC’s now have a dozen +1 when-wielded-by-gnolls longswords that are magical and semi-valuable without being immediately useful.
Chaos: A weapon wrought with chaotic power and saturated with wild magic that even the air around it seems to be in flux. At one moment the weapon is surrounded by a heat mirage, only to be replaced with leaping sparks, swirling snowflakes or toxic spores. Every physical and metaphysical sense capable of examining the weapon is overwhelmed with constant stimulus as the weapon changes its scent, texture and the sound it produces. Even the extrasensory perceptions of mind altering psionic power and the soul tingling energies of sacred and profane might, are randomly produced from the weapon. The magical implement has the power to burn, freeze, electrocute, melt, cleanse, taint or even damage the very mind of those whose flesh it pierces. The weapon’s method of lethality shifts with every strike and on a successful attack the PC rolls 1d10 and all of the damage dealt by the weapon is considered the matching damage type on the following list: 1 = Fire, 2 = Cold, 3 = Acid, 4 = Lighting, 5 =  Psychic, 6 = Thunder, 7 = Force, 8 = Poison, 9 = Necrotic, 10 = Radiant. Ranged Weapons with this enchantment pass on the effect to ammunition for the turn its fired.
Magnum Opus: The symbol of a woodcarver’s knife and blacksmith’s hammer crossing over each other is etched into the grip of the weapon. The weapon is unbelievably well made, extensively detailed and absolutely covered with intricate workmanship. Design elements that would be considered superfluous minutiae and completely overlooked on other masterworks are represented here with complex patterns in seemingly impossible and rather inexplicable quality. The only thing the weapon lacks is a specific maker’s mark as (Depending on an observer’s opinion) it either sports no such mark due to the overall pattern or it bears dozens of them all blending seamlessly  together to create one motif, representing every famous master weapon-crafter of the weapon’s type. A bearer who is proficient with the weapon must still invest time and energy into learning the many intricacies of the masterpiece of battle and the wielder must have practiced with it for at least one hour in the past week in order to reveal its true potential. Such a bearer becomes familiar with the weapon can spend ten minutes practicing with it at any time while focusing on a specific combat need in mind in order to unlock a new technique. When this occurs a very perceptive PC will notice that one of the maker’s mark within the pattern seems to darken and a different one begins to gleam brighter than the others. The weapon is found with one Random Masterwork Bonus and when the wielder practices for the ten minutes, he may change that bonus to any Masterwork Bonus of his choice on the list. —Note: A DM who is using the Masterwork Bonus list on this blog should make sure to go through it first and make the PC aware ahead of time of any choices that he would not be allowed to choose for balance reasons. This weapon functions as a swiss army knife of weapons, allowing combat focused characters to easily juggle around combat strategies and martial bonuses the way mages can juggle around spells.
Clout: The image of a bighorn ram slamming its bony head into a wolf is etched into the grip of the weapon. Shortly after having the weapon in their possession, the bearer develops territorial instincts and his need for a bubble of personal space increases dramatically. The bearer is not compelled to enforce his newfound feelings and is not forced to violate any strongly held morals or beliefs. In a combat setting however, the wielder’s primal desires to drive away his foes becomes extremely potent and grants him the ability to shove away enemies that are weaker than he is. Whenever the wielder successfully attacks a target with a lower strength score than himself, he can move that creature five feet to an unoccupied space. —Note: Recommended only for melee weapons that primarily use strength to determine accuracy and damage.
Adaptive: The triangular motif of a trio of piercing, slashing and bludgeoning weapons is etched on the grip of the weapon. Embedded into the grip of the weapon is a thick band of pure silver and one of cold iron which prevents some of the wielder’s supernatural enemies from handling the weapon and using it against him. The length of the implement bears sigils of divination magic and when new enemies come within the wielder’s reach, the weapon’s business end shifts and wavers. Knowledgeable PC’s will be able to determine that the divining runes constantly detect resistances, immunities and weaknesses in the physical forms of nearby creatures and automatically adjusts itself to best injure its targets. When the wielder makes an attack, the weapon will instantly change its business end to become sharper, pointier or blunted in order to bypass any resistances the target has or to capitalize on any vulnerabilities. Furthermore if the foe is susceptible to silver or cold iron, the specific ring of that metal will immediately flow from the grip of the weapon to cover the businesses end, causing the weapon to be considered silvered or made of cold ion. Other than the damage types, the weapon’s statistics, required proficiencies and use does not change. After each strike, the weapon reverts to its standard shape and the silver and cold iron retreat back into their proper places, showing no indication that it ever changed.  —Note: Recommended only for melee weapons. A combat example; If the wielder has an Adaptive Greatsword (Which normally deals slashing damage) and attacks demon that’s immune to slashing and piercing damage and is resistant to all non silvered weapons, the Adaptive Greatsword would change to be considered a silvered weapon that deals bludgeoning damage when attacking that demon.
Mercy: The entirely of the object is coated with a thin layer of solidified rubbery magic and the symbol of a sheathed sword is etched on the weapon’s grip. The implement spreads the weapon’s strike throughout the target, making it technically more effective but less than lethal. The distribution of the force of the blow over the target’s body increases its accuracy, causing even glancing blows to strike true. On the other hand the division of the impact over the target’s being means that there is no singular killing blow. The weapon leaves no visible marks of injury or damage, nor will it ever directly kill any of the targets affected by it. The weapon is treated as a +1 but if a living target would take enough damage from an attack with it to render them unconscious or dead, the target instead drops to 1 hit point, remain conscious. The weapon will still “kill” non-living targets such as constructs or undead.
Goading: The image of a bullfighter mid-wave of his red flag at a charging bull is etched into the grip of the weapon. The bearer is filled with bravado, bluster and unearned bravery and see’s no reason why he shouldn’t let his each and every enemy know that he is better than them in every conceivable way. This false courage emboldens the wielder to taunt his foe as part of his attacks, challenging them to fight him and only him no matter the state of the rest of the battlefield. When the wielder lands a successful attack against an intelligent creature or beast within ten feet, he can choose to bellow out a Random Battle Cry, goading insult, deriding comment or other taunting phrase to gain the target’s sole attention. After being provoked in this fashion, the target’s concentration becomes focused on annihilating the wielder and suffers disadvantage on rolls made to attack any creature that is not the wielder but while goaded, the target gains advantage on all attacks made against the wielder. Both effects last until the end of the target’s next turn. The target must understand the wielder in order to be insulted by a verbal phrase but should the wielder have a free hand, he can combine loud yelling with hand waving or a rude gesture to achieve the same effect, on a foe that speaks a different language or an animal. —Note: The ten foot range fluff-wise is so that the wielder can be heard and understood in the din of combat. Mechanically speaking it prevents long range weapons from applying a risk free debuff. Not particularly recommended to ranged weapons or ammunition due to the short range of effect but works well on throwing weapons as an combat opener or distraction tool.
Resurgence: The image of a phoenix rising from a pile of its own ashes is etched into the grip of the weapon. A typical bearer feels nothing out of the ordinary when handling the weapon, other than a vague feeling of the potential for something great. This changes drastically in the hands of a wielder who’s recently been on the very brink of death but fought to remain in the land of the living. Such a wielder is infused with an overwhelming rush of euphoria and vigor as the becomes intoxicated with life itself and filled with a zealous passion to fight for his own life. The weapon is treated as a +1 if the wielder has been at zero hit points or less in the past eight hours.
Mind Probing: The tentacled face of a mind flayer is etched into the weapon’s illithid-skin grip. The wielder can feel the enchanted leather make contact with their mind granting it a small fraction of the mental abilities the aberration had in life. In the brief moment of pain and weakness when the weapon strikes a target, the wielder gains the opportunity to penetrate the victim’s mind and learn snippets of information vital to the fight at hand. Only those of strong mental acuity are able to resist the attempt. Strangely enough, by some odd quirk or purposeful design, the enchantment still function on mindless and unintelligent creatures who are technically immune. In these cases the wielder’s probe rebounds off of the target and he delves into the recesses of his own mind to find tidbits of long forgotten information. Whenever the wielder successfully attacks a target with a lower intelligence score than himself, he learns whether that creature has any damage immunities or condition immunities, damage resistances or damage vulnerabilities, and if the victim has any, the wielder knows what they are.
Face Stealing: The emblem of a simple mask is etched into the weapon’s grip. The bearer can sense maniacal Fey magic flowing through the weapon, subtly encouraging the wielder to wear a visage that is not his own. A longtime bearer who has used the weapon’s magic often, may feel strange dressed in his own face and may start to disassociate with who he actually is. Twice per day, when using the weapon to reduce a creature of his same general size and shape to zero hit points or less, the wielder may choose to trade appearances with the enemy. When this occurs, the wielder’s person is instantly draped in an substantial illusion disguising himself as a perfect double of the foe he just defeated. The wielder’s clothing, armor, weapons, and other belongings are also affected and he can seem up to one foot shorter or taller and can appear thin, fat, or in between but cannot change his body type and must adopt a form that has the same basic arrangement of limbs. The changes wrought by this surge fail to hold up to physical inspection and are purely illusionary. At the same time, the downed enemy is also sheathed in an illusion, causing him to appear as a perfect double of the wielder, including weapons, armor, equipment and other similar details. These illusions last until the bearer dismisses the effect, the weapon leaves the wielder’s possession or until one hour passes.
Acumen: A weapon that although well made, displays no outward signs of magical potential or symbols of enchantment. A canny bearer can feel that the object is more than the sum of its parts and a creature inspecting the weapon experiences the unnerving sensation that it’s doing the same to them. An astute wielder with a discerning mind, experiences sudden flashes of insight after attacking, gaining moments of battle intuition allowing them to defend against the enemy’s next move with the reflexes of a seasoned veteran. Whenever the wielder successfully attacks a target with a lower wisdom score than himself, the wielder’s armor class or physical defensiveness increases as if he was properly wielding a shield against the next attack made by the target until the end of its next turn. The wielder may benefit from this armor class bonus (Typically a +2) even if he is already wielding a shield. —Note: Recommended only for melee weapons.
Baleful Transportation: A design consisting of two stick figures both with lines ending in arrows coming from each other and pointing at the other, is etched on the grip of the weapon. The bearer always feels as though they should be somewhere else no matter where they actually are and feels a slight touch of envy at others who appear comfortable where they are. The wielder can act on these feeling by taking someone else’s place by force, causing the feelings of discomfort and envy to abate for a few hours. Twice per day day after successfully attacking a creature, the wielder can immediately switch places with the target by means of magical teleportation. Both the wielder and the target must be the same size, standing on a solid surface, both must be able to exist in the spaces they are switching and they must be within 20 feet of each other when using ranged attacks.  
Doom: The malevolent symbol of the evil eye is prominently etched on the business end of the weapon. A bearer can feel malicious energy stirring within the weapon’s confine’s longing to be released to wreak havoc on the righteous and the wicked alike. Twice per day after successfully attacking a creature, the wielder can choose to loose evil upon the world and curse the struck foe. Until the start of the wielder’s next turn, sinister forces plague the target with woe and whenever the target makes an attack roll, skill check or a saving throw he must roll 1d4 and subtract the number rolled from the attack roll, skill check or saving throw
Arcane Force: The once whole weapon has been shattered into dozens if not hundreds of pieces and about half of them are missing completely. The object still serves as a perfectly serviceable weapon, as the remaining pieces are being held together in a transparent field of solid magic, not unlike pieces of fruit in a clear, jelly cake. The weapon’s arcane binding reinforces the weapon’s lethal potential, causing injury caused not by blade or bludgeon but of pure magical force. Foes are blasted by eldritch power that bypasses most physical and supernatural defenses to kill in the most direct way possible. On a successful attack, the wielder can choose to have all of the damage dealt be considered force damage rather than the weapon's normal damage type. Projectile ranged weapons will sheath their ammunition in magic when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Furious: The weapon’s worn surfaces are covered in nicks, notches, and bloodstains that serves as memorials to the countless battles it has been used in. Those who wield this tool of murder find their senses overlaid with rage and that their appetite for death and destruction surges with the weapon’s every blow. The weapon sparks a fiery bloodlust in the wielder but a creature who is already capable of inciting a primal frenzy in themselves, finds their battle prowess greatly magnified. A wielder who is raging, frenzied, rampaging or under a similar status effect, treats the weapon as a +1.
Hobbling: The motif of a trio of wolfs hamstringing a moose is carved into the grip of the weapon. The weapon has been modified to better injure that target, taking the form of large barbs, hooks, serrated blades or an improved weight distribution that allows the wielder to better hinder, harass, and hobble his opponent. The wielder is imparted with the knowledge and ability to injure and enemy in such a way that escape is no longer an option. These debilitating strikes allow the wielder’s allies to surround and subdue the enemy not unlike a pack of wolfs cripple a herd animal far larger and stronger than any one of them and downing it as a group. Once per round when the wielder successfully attacks an enemy, he can choose to reduce the target’s maximum movement speed by ten feet until the start of the wielder’s next turn.  
Bewitched: The simple, circular design of the evil eye is emblazoned on the grip of the weapon. The ancient curse mark barely distinguishes between friend and foe, jinxing its wielder as much as its target. The hex symbol draws in violence to itself like a strong magnet, making it noticeable easier for the wielder’s foe’s to kill him. Knowledge PCs will likely determine that the weapon was likely ensorcelled by a witch, fey or genie on the commission of an unwise adventurer who did not choose their words carefully. Such an adventurer no doubt requested a weapon that “Does great harm” or that “Is capable of great violence” and so it is… For all parties involved. The weapon is treated as a +1 but while the weapon is being wielded and for one hour afterwards, the bearer suffers a penalty of -1 to his armor class or other similar physical defenses.
Critical Threat: The image of a large snowball rolling downhill building in size, velocity and danger is etched into the weapon’s grip. A bearer can feel the object’s potential for greatness and that a single lucky blow can start a chain reaction of death to the wielder’s foes. This sensation of potential is ignited when the wielder scores a crippling blow against an enemy and the wielder feels compelled to attack again while his luck runs hot. After landing a critical hit with the weapon, the wielder’s next attack made with it before the end of his next turn is made with advantage.
Reliable: The simply sketched design of an ordinary belt knife is etched into the grip of the weapon. Unlike the majority of magic weapons, this enchantment is almost laughably simple, not in its design (Which is actually standard for its benefits) but in its execution. Typical magic weapons subtly guide their bearer’s attacks, causing them to strike truer and hit harder and the most of the time the wielder is not actively aware of the arcane help. This sorcery however, forcefully directs the wielder’s attacks towards centers of the target’s mass, exposed limbs or other dependable striking locations that are statistically more likely to be hit. The wielder can actively feel the weapon attempting to go its own way into order to strike a foe in a “safe” area that can be reliable hit. While this imposes no penalty on actually wielding the weapon, it makes it impossible to purposely or even accidentally land a lucky blow in a vital area. The weapon is treated as a +1 but whenever the weapon would score a critical hit against an enemy, the critical hit is negated and the attack is considered a successful but non-critical attack instead for all purposes.
Combat Training: A military style coat of arms displaying a pair of spears crossed over a shield is stamped into the grip of the weapon. The combat tool has been enchanted with the finely honed skills of a trained solider, which is magically passed onto the wielder regardless of their actual martial abilities. The bearer is considered to be proficient with that type of weapon as long as he is holding or wielding it in at least one hand. —Note: The wielder must still be able to physically wield the weapon and must still conform to other prerequisite’s such as being a size or strength. Recommended for more complex or martial weapons such as greatswords, heavy crossbows or halberds rather than clubs, slings or daggers. Not recommended for ammunition.  
Cleaving: The image of a warrior cleanly slicing through two goblins at once with one swing of his greataxe is etched into the grip of the weapon. The object feels slightly heavier than normal as if its weight was slightly unbalanced to favor its business end. This quirk of the design allows the wielder’s blow to potentially carve through multiple foes at a time on particularly lethal blows. Once per turn, on the wielder’s turn, when he scores a critical hit with the weapon or reduces a creature to 0 hit points with it, the wielder can immediately make an additional attack with the weapon against a creature within reach.  
Attraction: The image of an outstretched hand with a sword flying toward it hilt first is etched on the grip of the weapon. The object tingles slightly when held and a bearer is able to focus on the sensation of the weapon in their grasp to establish a deep connection with it. While the weapon is bound like this, the creature instinctively knows the direction of the weapon in regards to himself as long as he is within 100 feet of it. Should the bearer concentrate on the weapon over a period of an hour he is able to attune to its magic and is able to call the weapon to hand. An attuned bearer can summon the weapon into a free hand as long as he is within 15 feet of it, by using an action equivalent to drawing a weapon. The object instantly teleports into his grip and the wielder does not require line of sight or effect for this power to function. The weapon can only be bound to one creature at a time and should a new bearer attune to it, the old connection is broken. —Note: Not recommended for ammunition but can be useful on short ranged, thrown weapons.
Smiting: The weapon’s grip is wrapped in perpetually pure white linen from which a network of thin golden veins extend outward. No matter its circumstances, the weapon remains absolutely pristine, free of nicks, dents, stains, blood, gore and dirt, remaining perfect and pure. When held, the bearer’s mind is filled with thoughts of redemption, righteous vindication and protecting the innocent. The wielder is imparted with a strong sense of good and evil and the desire to see justice done and the corruption of the world washed away. The weapon’s divine power purges impurities by searing the skin and scorching the soul. On a successful attack, the wielder can choose to have all of the damage dealt be considered radiant damage rather than the weapon's normal damage type. Projectile ranged weapons will bless their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Death: The weapon is pale and ashen, with the symbol of a horse and a human skull etched into the grip. The bearer feels the morbid urge to witness the deaths of as many creatures as he can manage, especially those of his own race. This urge is more macabre curiosity rather than homicidal in nature and does not necessarily encourage the wielder to kill but will encourage the bearer to do nothing but watch rather than staunch the wound of a creature bleeding out. If the bearer personally witnesses the death of a creature of their own species (As in human, elf or dwarf, not just another humanoid), the weapon glows slightly and is treated as a +1 weapon for the next eight hours for that wielder only. The eight hour timer is reset each time the wielder meets the enchantment’s requirements. —Note: Not recommended for thrown weapons or ammunition.
Victory: The image of a fallen creature’s last breath wrapping around the victor and becoming a ghostly protector is emblazoned on the grip of the weapon. The wielder can sense with each blow that the weapon seems to be trying to leech off a portion of the target’s life force but is only successful when the foe is no longer capable of fighting back. When the weapon is used to land the killing blow on a creature, the weapon steals a fraction of the victim’s dying energy forming a protective shield around the wielder. This shield completely absorbs the wielder’s injuries, keeping him safe and secure before eventually failing. Whenever the wielder lands a killing blow against a creature, the wielder gains a number of temporary hit points equal to two hit points per character (Or 20% of maximum health or other equivalent amount), represented by a shimmering layer of force. Whenever the wielder would take damage, the shield absorbs it instead, protecting the wielder from harm. If this damage reduces the temporary hit points to zero, the wielder takes any remaining damage. The shield dissolves when the amount temporary hit points reaches zero or until one minute passes. If the wielder kills a creature while the shield is still activated, the amount of temporary hit points and timer is reset, it does not stack with itself. For this ability to function, the dying creature’s maximum hit points must be at least as much as the shield it would create, otherwise the shield cannot draw enough energy to function and does not form.
Onslaught: The image of a pair of rage filled eyes decorates the weapon’s grip. The implement draws upon its wielder’s desire for death and destruction, distilling the energy to a palpable force and releasing it towards the target. Each time the weapon swings in their direction, the target’s mind is flooded with white hot needles of pain and suffering. Should the attack not find its mark, the pure emotional force of the wielder's indignation is enough to cause the target actual pain even if the weapon never actually made contact. Whenever the wielder attacks a creature within range but fails to hit for any reason, the target still suffers psychic damage equivalent to a dagger (1d4).
Berserker: The symbol of an enraged wolverine is etched on the grip of the weapon. When held, the wielder becomes awake of a sleeping seed of rage buried within themselves that they can choose to awaken in times of need. When stirred, his inner beast bursts forth and he becomes an engine or destruction. The wielder’s blows rain down harder and his skin hardens shrugging off minor wounds. On his turn the wielder can enter a frenzied state. During this time his melee attacks are treated as a +1’s and and all incoming sources of nonmagical slashing bludgeoning and piercing damage are reduced by 1 hit point. At the end of one minute the rage ends and the wielder is left exhausted as if they had gone a night without sleeping. Creatures who are immune from becoming exhausted are not able to activate the berserker state as the frenzy specifically requires the wielder to push past their body’s normal limits severely overworking their muscles and adrenal system. —Note: Recommended only for melee weapons, especially two handed ones.
Thief’s Light: The design of a cloaked figure holding out a hooded lantern is etched into the grip of the weapon. The weapon feels lighter than normal and casual noises that it makes such as being drawn from a sheath or the twang of a bowstring being fired, sound heavily muffled as if the object was wrapped in layers of wool. The enchantment seems custom made for infiltration, assassination and roguish work, allowing the bearer to observe their surrounding in detail without drawing attention to themselves. Twice per day, the wielder can activate the weapon, causing it to emit bright light equivalent to a torch in a colour the bearer chooses. Only the wielder is able to perceive the light, all other creatures see no additional illumination. The light lasts until the wielder chooses to dismiss it, the wielder is no longer holding the weapon or until five minutes passes.
Infiltration: A subtly weapon covered in a dark mottled pattern that slowly changes to better blend in to its current environment. Empowered with arcane magics that dampen sound, the wielder can force his victims to suffer in silence. The weapon makes no noise of any sort when it strikes a target and negates any sound the target would make as a result of being hit. Even if the wielder took the weapon into both hands and struck a gong as hard as they could, the result would only be silence. A creature struck by the weapon cannot utter any sounds louder than a barely audible whisper until the start of the wielder’s next turn. While the weapon is being wielded and for five minutes afterwards, the bearer cannot speak louder than a barely audible whisper. This does not hinder spellcasting (Unless the spell requires the target to hear the bearer) as the bearer is still able to speak but he cannot provide rallying cries to allies, give instructions, shout for help, or yell warnings. The forced whispering hinders the bearer’s ability to properly project their personality and they suffer disadvantage on all charisma based checks that rely on them speaking. —Note: In game terms only creatures within five feet of the bearer or victim can hear him whispering in optimal conditions. During loud situations such as combat, thunderstorms or in a loud taverns, whispers cannot be heard at all.
Horror: The image of a human face set in a wide eyed, open mouthed aspect of pure terror, drawn in a talented but shaking hand decorates the weapon’s grip. The weapon’s form seems to shift and waver just out of the corner of one’s eye when in areas of darkness or shadow and anytime the sun no longer graces the sky. Grasping the weapon initiates a creeping dread within the wielder, a primal, instinctual fear that pushes them to fight for for their life like a cornered rat. A bearer who chooses to face their fear can allow it to pass over them and through them during their weakest moments. The weapon is treated as a +1 but those that wield it find that their fears are patient and will wait until the rush of adrenaline and danger has worn off and the terror will return when the wielder is weak and vulnerable. When wielded in combat the weapon leaves traces of dread on the wielder’s psyche and the next time the wielder attempts to get a full night’s rest his sleep is disturbed by a Random Nightmare and there is a 10% chance that he is so tormented by the dream that he gains no benefit from the rest whatsoever.
Heartless: The image of a humanoid figure with a ragged hole where its heart should be has been branded into the grip of the weapon. The weapon is grisly tool of battle, all piercing spikes, cutting edges and hard blunt faces. The wielder experiences a strange unnatural calm while holding the weapon, as if all of their empathy, hatred, compassion, rage and all their strongest emotions were locked away behind a frozen wall of objective reason. The wielder acts with brutal rationalism and callous logical reasoning which makes them a nightmarish opponent on the battlefield but an unfeeling sociopath in casual conversation. The wielder is able to use the abominable looking weapon in ways a person with even a drop of compassion never would, manipulating it to great effect, landing cruel, maiming strikes. Twice per day when the wielder successfully attacks, the player may select any single rolled damage die of his choosing (See Note) and that die will be considered to have rolled the maximum possible result for that type of die instead of the current result. This must be done after damage is rolled but before it is dealt to the target. Handling the weapon leaves the wielder emotionally crippled and while it is being wielded and for one hour afterwards, the bearer suffers disadvantage on all skill checks involving animal handling, insight, sense motive and all charisma based skill checks. —Note: This affects the weapon’s damage itself AND other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this enchantment bestow the power upon their ammunition for the turn that it’s fired.
Portent: The symbol of a wide open eye is etched into the grip of the weapon. After spending some time with the weapon in his possession, the bearer begins to receive strange new sensations of things yet to come and glimpses of the future begin to press in on his awareness. Many of the visions are incomprehensibly strange showing delusions of events that are not fated to occur. A chosen few of the premonitions are flashes of second sight into the bearer’s own destiny. These harbingers of the future can be exploited to spin the threads of fate into a pattern of the bearer’s favor. After finishing a long rest during which the weapon has been in the bearer’s possession, the player rolls two d20’s and records the numbers rolled. While the weapon is wielded by that specific bearer, he can choose to replace any attack roll made by the wielder or a creature that he can see with one of these foretelling rolls. The wielder must choose to do so before the roll, and he can replace a roll in this way only once per turn. Each foretelling roll can be used only once and when the bearer finishes another long rest, he loses any unused foretelling rolls.
Aiming: The symbol of a red and white archery target marks the weapon’s grip. A bearer feels mildly calmer with the weapon on their person as if they know of a secret technique that will protect them even in dire straits. The wielder is able to take a moment and center themselves, focusing all of their attention on their target, banishing all other distractions from their mind. With nothing but the target in mind, the wielder is able to strike true even in the midst of a chaotic battle. Once on the wielder’s turn, he can choose to make his next attack with the weapon gain advantage to hit. The wielder can only do this if he has not moved yet during this turn, and after making the attack the wielder’s movement speed drops to 0 until the end of the current turn. —Note: Recommended for ranged weapons.
Smoking: A grey weapon that seems to be made entirely of solidified swirls of thick, black fog, its surface roiling with constant motion. The weapon provides a ready cover for those needing a quick escape and is perfect for rogues, infiltrators and assassins in case such situations arise. Twice per hour, when the wielder successfully attacks a target, he can activate the weapon thereby creating a deafening crack and releasing a billowing cloud of smoke that fills a five foot square with dense black mist, both of which originate at the target’s location. If the target is a creature, the victim’s space becomes engulfed in the opaque smoke and he is effectively blinded but also gains full cover from outside attacks. All creatures within 30 feet of the target are momentarily distracted by the noise and smoke, suffering disadvantage on perception checks until the start of the wielder’s next turn. The dark fog is harmless, causing no injury and dissipating completely at the start of the wielder’s next turn. If the enchantment is on a thrown or projectile weapon or ammunition, the wielder can easily “attack” an empty space or unattended object within the weapon’s range that they can clearly see to create the noise and smoke in a specific five foot square. —Note: Recommended for projectile weapons, throwing weapons and ammunition.
Hunter: The faded design of a set of footprints runs the length of the weapon’s grip. The weapon has a simple rustic appeal as if it was designed for rough outdoor use and has spent more than a few nights lying under a makeshift lean-to next to its owner. The weapon spurs the bearer’s primal hunting instincts spurring him to track, search and chase his prey wherever they run. Upon successfully striking a creature, the wielder can use the weapon to form a metaphysical link between himself and the target. This connection allows the wielder to track down his prey and finish the hunt in the event that the creature flees from the fight. Twice per day when the wielder successfully attacks a creature he may choose to mark the target with the primal energy. For the next hour, as long as the weapon is in the wielder’s possession he is aware of the direction of the marked creature and gains advantage to any checks made to track, follow or find his target.
Temporal Flux: The symbol of a sundial carved into the weapon’s grip. The weapon is of a strangely intermediate age, changing constantly from appearing brand new, in mint condition and barely a day old, to looking ancient, battered and weathered, seeming centuries old and fluctuating along every age in between. A slight haze surrounds the weapon glittering with chronomantic magic that bends time around itself in inconsequential ways. An autumn leaf falling near the weapon might turn from fall orange to the bright fresh green of spring or shrivel to the black of winter and disintegrate into dust, before leaving the weapon’s aura of influence and return to normal. In combat the wielder is engulfed in the chaotic time-field and will sometimes see enemies attacking impossibly quickly, only for their attack to slow to a crawl just before landing, allowing the wielding to react in time. The arbitrary hasting and slowing of the wielder’s environment balances out equally, neither hindering nor boosting his combat prowess. The wielder does gain a fleeting moment of control over the shifting aeonic energies on truly powerful blows and can use the temporal magic to accelerate his reactions or delay his target’s responses. Whenever the wielder lands a critical hit, he can harness the resulting temporal flux and choose one of two options to take effect; 1, The wielder can hasten himself, gaining the highest initiative result and placing himself first in the initiative order out all creatures involved. 2, The wielder can slow the target, causing the victim to acquire the lowest initiative result, placing the target last in the initiative order out all creatures involved. Both effects begin on the next round of initiative and last until the end of the current combat. If the wielder sends multiple creatures to the bottom of the initiative, the most recent one to be sent to the bottom is considered the last one to have a turn in the round. If there is no current initiative order, the wielder can instead choose to grant himself advantage, or grant the target disadvantage on initiative checks made for the next hour.
Inexorable: The twinned symbol of the Goddess of Fate and Death is stained into the weapon’s grip with dried blood that refuses to be wiped away. Although not magical in itself, the weapon seems to have somehow been “blessed” by Fate and Death. The weapon may have been graced in this way by slaying a heretic or serious foe who opposed the Goddess, been tempered or forged by sacrificing a life, been instrumental in fulfilling a minor prophecy, was held by a warrior slain in battle whose spirit imprinted on the weapon and refuses to pass on until certain conditions are met or simply perhaps the weapon was used to send so many souls to Her domain in the afterlife. The wielder could swear that with each swing of the weapon they experience two different simultaneous strikes against the target, in a sort of violent deja-vu. In the briefest fraction of time during the swing, the wielder can see the result of both strikes and can choose their own fate and that of their victim. Whenever the player rolls to determine the weapon’s damage, he may roll the weapon’s damage die twice and choose either result to use. —Note: This only affects the weapon’s damage itself and not other sources of additional damage such as sneak attack, divine smite or spell effects. Projectile weapons with this improvement bestow the bonus upon their ammunition for the turn that it’s fired.
Glass: A weapon inexplicably made solely of a crystal clear, glass prism. The entire weapon is made from one single piece of the glass that seems to neither have been poured, nor blown into its current shape. The transparent material refracts even the weakest light into a rainbow of colors that shine in all directions. The glass has been magically enchanted to be stronger than steel and the weapon is as flexible and functional as a typical one of its kind. Regardless of the material components of its frame, the weapon is brutally, supernaturally effective. The weapon is always considered a +1 weapon but unfortunately for the bearer, the enchantments that provide the weapon its lethal potential function by sapping the wielder of his vitality and resilience. While the weapon is being wielded and for one hour afterwards, anytime the bearer takes at least 1 hit point worth of damage from any source, the amount of damage the bearer receives is increased by 1 hit point, due to the weapon’s drain on his constitution. —Note: A combat example: The wielder is stabbed with a dagger dealing 4 points of damage but because he is wielding the glass weapon (Or has actively wielded it in the past hour) he takes 5 points of damage instead.
Retaliation: A fearsome weapon with cruel-looking adornments of spikes, blades and hooks jutting out at vicious angles over the weapon’s entire length. The material was infused with shamanistic energies, taking the savage power of the natural world and pressurizing it within the weapon. The spirit of a ferocious wild animal permanently (Like a bear, badger or boar) resides within the weapon’s form, flooding the wielder with its primal rage and the instinct to retaliate without a moment’s hesitation after being grievously injured. Whenever the wielder is struck by a critical hit in melee, the spirit pours its natural aggression into the wielder who is able to immediately attack any creature within his reach as an attack of opportunity.  
Invigorating: The symbol of a humanoid form outlined in a corona of energy waves is etched into the weapon’s grip. Simply possessing the weapon makes the bearer feel strong, healthy and powerful. Wielding the weapon is physically and mentally rejuvenating, washing away pain and fatigue. Activating the weapon unlocks the wielder’s hidden potential allowing him to become the best version of himself for a brief moment in time. Twice per day an attuned wielder can (As an action equivalent to drawing a weapon) grant himself advantage on ability and skill checks of a single ability score (Such as Strength, Dexterity, Intelligence or Charisma) for five minutes. Only one creature can be attuned to the weapon at a time and the bearer must spend an hour in quiet contemplation with the sword to attune to it.
Decisive Victory: The maker’s mark of a master craftsman has been flawlessly etched into the weapon’s grip. The implement was professional crafted and is truly a pleasure to look at as much as it is to wield in combat. The weapon seems to be more of a work of art than a tool of destruction and violence. It sports gold or silver filigree, gemstone studs, platinum banding, expert carvings, detailed etchings and decorative illusions that serve to draw attention to itself. Despite all the lack of subtlety (Or perhaps because of it) the wielder experiences elegant, almost grandiose sensations when they use the weapon in combat, as if they were performing combat rather than fighting. The weapon is as deadly as it is beautiful, as the craftsman strove for singularity powerful blows as much as they did physical perfection. The weapon’s magic ensures critical strikes to vital areas and is able to sap the wielder’s physical reserves in order to facilitate that goal. Whenever the wielder successfully attacks a creature, he can choose to have that attack be considered a critical hit at the cost of immediately becoming exhausted as if he had gone a night without sleeping. —Note: Creatures who are immune to becoming exhausted are unable to channel their energy through the weapon and cannot activate it. While this enchantment has its own steep cost to use, a DM may wish to institute a 2 or 3 use per day limit on the weapon’s power if it is too powerful. Alternatively, rule that a creature who is already exhausted cannot activate the weapon’s power.  
Echoing Strike: The symbol of a blacksmith hammering a piece of iron is etched into the grip of the weapon. The enchantment laced throughout the weapon guides its wielder to hit the enemy in the same spot over and over. The wielder is able to repeatedly hammer the exact same location on the target’s body, weakening armor, aggravating wounds, crunching bones and greatly escalating the chance of inflicting grievous injuries. Whenever the wielder successfully attacks a target, the wielder’s next attack against the same target has its critical hit range expanded by one. Multiple successful hits against the same target continues to increase the critical hit range until the end of the wielder’s turn, meaning the wielder’s first attack against a single target will score a critical hit on a 20, then a 19 or 20 then on an 18, 19 or 20, etc.
Shadow Kill: On the weapon’s grip resides an otherworldly, black mark made of three interlocking forms consisting outward pointing spikes and curved lines all surrounding a single dot in the center. When the weapon is used to kill, the mark glows with a deep golden light and emits a puff of similarly colored smoke. Knowledgeable PC’s will be able to recognize the mark as that of the eldritch, inhuman representative of the Void, known only as The Outsider and that the symbol’s design represents the wielder’s killer instincts and ability to remain unseen. Whenever a creature is slain by the weapon, The Outsider takes the still-warm corpse as an offering and the flesh and bones are consumed by heatless, black fire. After a few seconds only a pile of cold ashes and equipment are left behind. The wielder can never use the weapon to inflict non-lethal / stun damage and if the wielder deals enough damage to be given the choice to render a target unconscious or kill them, he must choose to kill the enemy. The Outsider accepts all sacrifices and should the bearer be killed while wielding the weapon or having wielded it in the last minute, his body is likewise turned to carbonized dust, consumed by the weapon’s power.
Clockwork: Embedded into the grip of the weapon is a small, copper, watch face, containing tiny interlocking gears powered by horomancy, an arcane discipline that uses clockwork to manipulate magic. A bearer that puts his ear to the grip can hear faint ticking and whirring noises coming from within. When the wielder makes an attack roll with the magewrought weapon, he can forgo rolling the d20 to get an 11 on the die. This property can be used twice per day.
Hexing: The symbol of a small voodoo doll with six different pins sticking into different parts of its body is painted onto the weapon’s grip in blood. The bearer can feel the weapon’s supernatural curse dwelling within, ready to be released into an unwilling victim. With a successful strike, the weapon can taint the victim’s body or mind with a foul corruption, weakening their muscles or clouding their thoughts. Twice per day when the wielder successfully attacks a creature, he may choose to impose disadvantage on saving throws of one of the target’s ability scores (Such as Strength, Dexterity, Intelligence or Charisma) until the start of the wielder’s next turn.
Accumulation: The grip of the weapon is covered in a number of mystical sigils, glyphs and emblems all designed to absorb and contain various types of energy so that is can be called upon in a moment of need. Whenever the weapon moves it feels slightly heavier than its size suggests, due to one of the sigils absorbing a minuscule percentage of the object’s kinetic force, storing it for later use. A necromantic seal produces an aura that saps away the life of dying creatures too small to be seen with the naked eye (Viruses, bacteria and cells), drawing the sparks of their being into the weapon, while causing no harm to bearer. An arcane glyph pulls in and accumulates the residual magical by-products that are created as part of casting a spell that would dissipate normally, like the metaphysical equivalent of the smoke of a fire. Transmutation icons absorb electrical, thermodynamic and magnetic potential causing the area immediately around the weapon to be a touch colder, free from static shocks and less magnetic, all constant effects but unnoticeable unless one is specifically looking for them. Fey pictographs draw wisps of raw natural vitality from nearby ley lines and bind the organic essence to the weapon’s artificial form. Another handful of different insignia similarly absorb tiny amounts of power each from their own unique sources. The wildly different energies are aggregated into an internal reservoir of power that can be burned as supernatural fuel to enhance the weapon for a brief moment before the esoteric well runs dry. Once per day as an action equivalent to drawing a weapon, the wielder can activate the weapon with a command word causing it to be treated as a +1 for one minute.
Seeking: The image of a human with a target on its chest where its heart lies has been branded into the weapon’s grip. The implement has been ensorcelled with patient opportunist magic that conserves its power, waiting for the perfect time to react. On particularly effective blows, the weapon activates filling its wielder with a burst of speed, allowing him to try stabbing or swinging again at the same spot, aggravating the severe injury even further. Projectile weapons with this enchantment place a noticeable spin on their ammunition causing them to corkscrew into the wound creating a hideously maiming injury if the wielder lands the shot just right. In thrown weapons and ammunition, the objects are enchanted to shatter on impact, hopefully leaving debris in the target’s body or potentially spraying shrapnel over the victim creating a wide area of serious lacerations. Following up with a secondary attack or landing a projectile in optimal area is a combination of luck and skill and not always possible. Whenever the wielder scores a critical hit he can attempt to confirm the followup strike. The player immediately makes another attack roll (See Note) with all the same modifiers as the initial attack except that the wielder gains advantage on the attack roll. If the wielder already had advantage on the roll he gains an additional +1 to the roll’s result. If the wielder’s confirmation attack roll also results in a hit against the target’s armor class, the followup attack is successful and the wielder deals additional damage on the critical hit equal to the maximum result of one of the weapon’s damage dice (Like an 8 on a d8) the player rolled for the attack’s damage. The confirmation roll just needs to be enough to hit the target normally, it doesn’t need to be a critical hit again. If the secondary attack roll would be considered a miss, then the initial attack is still considered a critical hit.  —Note: This secondary attack role is not another true attack and does not take an action or use any resources. A combat example: A PC wielding a Rebounding Mace rolls a natural 20 against the target and attempts a secondary attack roll. The PC then rolls another attack to confirm the critical and gets a result of 18, which is less than the target’s armor class of 15. Since the confirmation rolls is a hit, the PC will add +8 (Assuming that the mace uses 1d8 for damage) damage to the normal damage resulting from the critical hit. Not recommended for thrown weapons or ammunition.
Kinetic Redirection: The grip of the weapon is stamped with an esoteric evocation sigil that manipulates dynamic potential. Whenever the weapon moves it feels slightly heavier than its size suggests, as the symbol absorbs a minuscule percentage of the object’s kinetic pressure and transforms it into arcane force. Furthermore the weapon is able to recycle excess physical energy and launch it at a nearby enemy so that no part of the attack is wasted. Whenever the wielder brings a creature to 0 hit points, any damage in excess of that is harnessed by the sigil and can be redirected. The wielder can immediately choose another creature he can see within 30 feet of the downed creature and launch a bolt of pure magical energy at the second target which automatically hits, dealing force damage equal to the amount of damage left over after bringing the original target to 0 hit points. If this arcane bolt kills the second target, the wielder may repeat the process on a third target (Then forth, fifth, etc) until there is no more excess damage. —Note: A combat example: The wielder hits a near death creature who has 5 hit points, and deals 20 damage. The creature dies at 0 hp and the wilder directs a force bolt dealing 15 damage at another wounded creature who has 10 hp remaining. The second creature also dies and the wielder directs another arcane bolt at a third creature which deals 5 damage, leaving the third target injured but alive. Not recommended for thrown weapons or ammunition.
Endling: Inlaid in bone on the weapon’s grip a grim tableau of a standing humanoid figure flanked on both sides by a humanoid skeleton. Touching the weapon instills a terrible feeling of loss, loneliness and isolation regardless of the number of people around the bearer. The wielder becomes a solitary figure in their own mind, as though they were always on the edge of conversations and companionship but never included. These feelings dissipate when the weapon is released or whenever a member of the bearer’s own species is nearby. The emotional turmoil of the oppressive solitude provides the wielder an inner drive to stay alive and fight back against all odds. The weapon is treated as a +1 if there are no other living creatures of the wielders same species within 100 feet.
Manaburn: The weapon’s length is emblazoned with a myriad of supernatural marks spanning a dozen different magical traditions from the traditionally arcane, religiously divine and the unearthly occult. Observer’s knowledgeable in the transmundane arts will be able to determine that each and every one of the esoteric symbols that run the length of the weapon have been defaced in some way. While some religious seals have desecrating line breaks and other glyphs sport additional contours that would cause serious spell misfires, most of the runes have simply been reversed as if they were being seen in a mirror’s reflection. The weapon contains an unstable collection of defective energy, designed to seek out functioning magic and violently cancel it out in a manner not unlike how a fireball can make a pool of explosive oil disappear. Whenever the wielder successfully attacks a creature, the target loses the lowest spell slot or spells per day they have available (As if they had cast the spell) and suffers 1d4 necrotic damage per level of the spell slot lost. Whenever the wielder rolls a natural 1 on an attack roll, he suffers the same effect, losing his lowest spell and being injured as it's violently dispelled. This power has no effect on at-will spells such as cantrips that can be cast without limit and if the target has no spells left there is no effect. Projectile weapons with this enchantment bestow the bonus upon their ammunition for the turn that it’s fired.
Deadeye: The graceful weapon has been shaped and formed with accuracy and precision in mind. The grip bears the raised design of an archery target with two arrows in the center, one splitting the other in half. The weapon subtly guides its wielder’s attacks, causing them to strike truer and hit harder, magnifying skill blows into truly vicious attacks. Whenever the wielder attacks with advantage and hits the target, if the lower of the two d20 results would have also hit the target, the attack is considered a critical hit instead of a regular one. —Note: This works best in the D&D 5e Advantage / Disadvantage system. In other systems the enchantment’s effect might kick in if the PC would have hit the target with its straight d20 roll without bonuses or if the attack roll exceeded the target’s AC by 5 or more. Projectile weapons with this enchantment bestow the bonus upon their ammunition for the turn that it’s fired.
Flaming: The weapon is fashioned from smoldering materials and the symbol of a tongue of flame is branded into the grip. Embers still crackle and burn in the charred wooden components and metallic parts have cherry red business ends with tiny rivulets of liquid metal trailing along the weapon’s length. The entire object is surrounded by a wavy heat mirage and although the weapon feels warm to the touch, it is never hot enough to damage a creature who simply holds it, nor will the weapon ignite objects on contact. The weapon’s fiery power deal burning injuries that scorch the skin and leave charred, smoldering corpses in the wielder’s wake. When used in combat, the wielder’s hands become coated in a fine layer of ashes and whenever the wielder successfully strikes a target, he inflicts fire damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will ignite their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Frost: The weapon is fashioned from frigid materials and the symbol of a snowflake is carved into the frost on the grip. The frozen implement never melts or cracks, even in the fiercest of heat but will mist and emit water vapor in warm temperatures. Although the object feels cold to the touch, the ice never freezes material it touches or cause frostbite in its wielder. The weapon’s icy magics create rime rimmed wounds that leak slushy, half frozen blood from blackened, frostbitten flesh. When used in combat, the wielder’s hands become coated in a fine layer of frost (Which deals no damage and melts normally) and whenever the wielder successfully strikes a target, he inflicts cold damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will freeze their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Bleaching: The weapon is fashioned from significantly damaged materials and the symbol of a partially dissolved hand is acid etched into the grip. Any metallic parts of the weapon are pitted, corroded and covered in rust and wooden components are stained, acid burned and generally discolored. The object is rough and sharp to the touch, leaving the wielder’s hands rust stained and blemished as if exposed to a weak acid. Sizable pieces of rust occasionally flake off of the weapon, disintegrating when they hit the ground but the object never seems to reduce in size or weight no matter how much is lost. The weapon’s acidic properties dissolve the target’s flesh, leaving caustic, chemically burned corpses that reek of acerbic solvents. Whenever the wielder successfully strikes a target, he inflicts acid damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will contaminate their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Shocking: The weapon is heavily accented with electrically conductive materials and the symbol of a lightning bolt is prominently displayed on the copper wire grip. The weapon flickers with jolts of power (Never harmful or distracting to the bearer) and discharges small static shocks on a regular basis and when held this property extends to the bearer as well, causing their hair to stand on end and small arcs of electricity to jump between fingers and strands of hair. When actively being used in combat, the electricity charges and discharges faster as the weapon audible crackles and violently sparks. The weapon’s conductive nature directs lethal jolts of power directly into the target’s body, shocking the delicate nervous system and leaving smoking, flash burned skin. Whenever the wielder successfully strikes a target, he inflicts lighting damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will charge their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Psionic: The grip of the weapon is formed not of wood, leather or metal but rather of corded brain tissue that has been wrapped around the handle. The grip feels damp and squishy beneath the wielders grip as if the grey matter was still fresh. A knowledgeable PC will be able to determine that the brain tissues come from a number of different creatures who all had psionic, telepathic, telekinetic or other powerful mental abilities. Bearers who hold the weapon for long periods of time or attack with it, experience fleeting mental flashbacks of lives they never lived, as the memories locked away in the preserved brains leak into the wielder. The weapon’s psionic power attacks its victim’s very psyche, mutilating their mind, exterminating their ego and brutalizing their brain. Whenever the wielder successfully strikes a target, he inflicts psychic damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will enhance their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Echoing: An unassuming weapon that vibrates and emits audible tones at the slightest disturbance. A steel tuning fork is seamlessly incorporated into the weapon’s form typically with the handle and two prongs serving as the weapon’s grip and pommel. When actively being used in combat, the reverberations of the weapon’s swings, successful blows and the wielder’s own pounding heartbeats are magnified and stored by the tuning fork, building up small shock waves of violent thunderous power that are discharged directly into the wielder’s foes. The weapon’s sonic vibrations change match the resonance frequency of its target, causing blows that splinter bone, rupture eardrums and explode hearts. Whenever the wielder successfully strikes a target, he inflicts thunder damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will vibrate their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Dynamic: The once whole weapon has been shattered into dozens if not hundreds of pieces and about half of them are missing completely. The object still serves as a perfectly serviceable weapon, as the remaining pieces are being held together in a transparent field of solid magic, not unlike pieces of fruit in a clear, jelly cake. The weapon’s arcane binding reinforces the weapon’s lethal potential, causing injury caused not by blade or bludgeon but of pure magical force. Foes are blasted by eldritch power that bypasses most physical and supernatural defenses to kill in the most direct way possible. Whenever the wielder successfully strikes a target, he inflicts force damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will sheath their ammunition in magic when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Envenomed: The business end of the weapon sports a number of pinprick sized holes and a single inland taipan fang is embedded into the grip. The hypodermic snake fang’s point aims along the length of the weapon and a perceptive PC can actually see bloated drops of neurotoxins resting at the pinprick sized venom channels at the business end. The wielder feels an unpleasant warm tingling sensation in their weapon hand, as if a fraction of the venomous power somehow penetrated their skin. The weapon’s toxins are injected directly into its victim’s flesh, coagulating the blood, paralyzing muscle and necrotizing the once healthy tissue. Whenever the wielder successfully strikes a target, he inflicts poison damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will envenom their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Scourging: The weapon’s grip is wrapped in dark purple leather from which a network of thin black veins extend outward. If the weapon is ever stained, nicked, dented or covered in blood or gore, a number of the dark veins slowly shift to that area. They seem to absorb the imperfections, damages and filth into the weapon’s form, like the roots of a plants soaking up water, causing the object to feel the slightest bit heavier and more lethal. When held, the bearer’s mind is filled with dark thoughts of cruelty, senseless violence and causing harm to innocents. The wielder is instilled with the certainty that everything in life or death is theirs to command if they can shrug off their ethical and moral compunctions and reach out and take what they want by force. The weapon’s perverse energies deal unnatural injuries that foul the flesh and stain the soul. Whenever the wielder successfully strikes a target, he inflicts necrotic damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will taint their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Hallowed: The weapon’s grip is wrapped in perpetually pure white linen from which a network of thin golden veins extend outward. No matter its circumstances, the weapon remains absolutely pristine, free of nicks, dents, stains, blood, gore and dirt, remaining perfect and pure. When held, the bearer’s mind is filled with thoughts of redemption, righteous vindication and protecting the innocent. The wielder is imparted with a strong sense of good and evil and the desire to see justice done and the corruption of the world washed away. The weapon’s divine power purges impurities by searing the skin and scorching the soul. Whenever the wielder successfully strikes a target, he inflicts radiant damage equivalent to a dagger (1d4) in addition to the attack's damage. Projectile ranged weapons will bless their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Surgical: The image of a hair being split with a blade has been incised into the grip of the weapon with a razor sharp scalpel. While the enchantment grants no inherent benefit to the accuracy of its wielder’s attacks, it greatly rewards those who are able to land precise strikes. The bearer is imparted with a vague sense of assorted medical information related to nerve clusters, animal musculature, joint manipulation and and how to best mutilate said anatomical systems if accurately struck. After a successful attack, the wielder deals additional damage equal to the attack’s result that exceeded the target’s armor class. —Note: A combat example; The wielder got a 20 on the attack roll and the target’s AC is 18. The attack exceeds the target’s AC by 2 and deals 2 additional points of damage.  
Polarity: A paradoxical weapon split equally into two halves that could not be more differing in their physical appearance. One side is stained and heavy, covered in raised patterns of hard angles with a grip made of a rough black leather. The other is smooth and pristine, mostly featureless with the occasional delicate whorl ornamentation and a grip of soft white leather. The weapon is unbalanced and unwieldy resulting in attacks that are either pitifully weak or devastatingly strong with no middle ground. The weapon represent a magical balance of extremes and whenever the wielder makes a weapon damage roll, treat any die roll result of half or less as a “1” and any result higher than half of the maximum as having rolled the maximum result. Any magical or supernatural effects that allows the wielder to reroll damage rolls, disrupts the delicate magic and prevents the weapon from functioning, however mundane abilities gained from training or physical skill can still be used in conjunction with the weapon.—Note: For example, if the damage dice is 1d8, a result of 1-4 will be changed to a 1 and a 5-8 will be treated as an 8.
Inevitable: A weapon with a perpetually spinning gyroscope embedded into the grip. The device is completely encased in transparent crystal but a bearer that puts his ear to the grip can hear faint whirring noise and feel the vibrations coming from within. A combination of magical artifice and mundane engineering, the magewrought gyroscope imposes a perfect stabilization on the weapon’s balance and form, immediately and accurately compensating for everything that its subjected to. This causes the weapon to function perfectly as intended. No more, no less. The nature of perfection allows no room for deviation of any variety. Regardless of any contributing factors, whether they originate from the wielder, ally, enemy or the general environment, whenever the wielder makes an attack roll with the Invevitable weapon he can never roll with advantage or disadvantage, it is always a single d20 roll.
Pragmatic: An anatomical drawing of a humanoid highlighting a few key of pressure points and vulnerable areas, is etched into the weapon’s grip. Hundreds of hours worth of practical combat experience from pit fighters, tavern bouncers and mercenary veterans has been distilled and infused within the weapon’s form. The weapon itself is a model of combat utility making it perfect for harrying and debilitating opponents rather than directly injuring. The wielder becomes accurately, instinctively aware that fair fights are a chivalrous fantasy and that the best way to win is to fight quick and dirty. The weapon greatly improves the wielder’s ability to trip, feint, grapple, pin, disarm, sunder, push and shove his opponents. Whenever the wielder successfully attacks a target, instead of rolling damage he can choose to deal the minimum result possible on his weapon damage roll (Like a 1 on a d8) and immediately attempt to make one of the previously mentioned combat maneuvers checks against the target and gain advantage on the roll. These follow the standard rules within the game system for resolving combat maneuvers and if none exist see Note. —Note: This also affects additional damage dice from critical hits but not die from other sources such as divine smite, sneak attack or spell effects. If your system doesn’t have rules for a contesting combat maneuvers, use this: The wielder declares the maneuver and chooses to make either a Strength or Dexterity check (With advantage because of the enchantment) which is contested against the target’s Strength or Dexterity check (Target chooses the ability to use). If the wielder has the higher result, the target falls prone, disarmed of one object they’re holding, knocked back five feet, grappled, etc. If the target wins the contest, there is no effect and the action is consumed without effect. Recommended for melee weapons only, although certain throwing weapons or ammunition such as bolas or arrows designed to disarming or tripping could certainty be beneficial to a PC.
Bloodlust: The mindless rage of a rabid beast is infused into the weapon’s battered and dented form. Layers upon layers of old bloodstains cover the weapon’s length and cant come off with soap or magic.  In combat the wielder feels the primal energy of unmitigated rage flood through their mind and throws aside all pretense of accuracy to strike with as much force as physically possible. The wielder always suffers disadvantage on attack rolls made with the weapon. Whenever the wielder successfully attacks a target, instead of rolling damage he automatically deals the maximum result possible for the weapon damage die (Like a 8 on a d8).  —Note: This also affects additional damage dice from critical hits but not die from other sources such as divine smite, sneak attack or spell effects. Not recommended for ammunition.
Diligent: The weapon was painstakingly made with no expense or effort spared in any part of its construction. Its esoteric counterparts match its mundane exceptionalism and the enchantments are layered over top of each other creating multiple redundant arcane systems of charms that tap into the wielder’s mind guiding the weapon to pinpoint accuracy. While powerful in theory, the sheer amount of sorcery bound within the item requires it to sap the wielder’s strength as fuel, causing the blows to be precise but weak. The weapon is better suited to sport fencing, than life or death combat but its better to land a pitiful blow than none at all. The wielder always gains advantage on attack rolls made with the weapon. Whenever the wielder successfully attacks a target, instead of rolling damage he automatically deals the minimum result possible for the weapon damage die (Like a 1 on a d8).  —Note: This also affects additional damage dice from critical hits but not die from other sources such as divine smite, sneak attack or spell effects.
Carnage: A detailed scene of a pitched battle with dozens of dead Random Creature Types on both sides was painstakingly etched along the business end of the weapon’s business end. Whenever the weapon is held, the bearer’s mouth is filled with a coppery, iron taste of fresh blood and he breathes in the heady scent of the same. The wielder’s yearns to slaughter the species displayed on the weapon’s length and whenever he kills a creature of that type he experiences potent euphoric sensations. The weapon functions as a +1 against the creature type etched into the weapon. Whenever the wielder scores a critical hit, the etched battle scene changes so that all of the dead and dying figures are changed to match target’s creature type.
Extermination: The symbol of a Random Creature Type skull over a pair of crossed bones is deeply carved into the weapon’s grip. The wielder experiences a strange unnatural calm while holding the weapon, as if all of their empathy, understanding and compassion was burned away by the cold genocidal rage that fills their heart. A creature actively holding the weapon acts with brutal rationalism with a personal goal to take the life of every being of the species that match’s the skull symbol on the weapon’s grip. All of these emotional changes fade the moment the weapon is not being actively held and while the feelings are powerful, they never force the wielder to violate any of his strongly held moral standards. The weapon functions as a +1 against the creature type carved into the weapon. Whenever the wielder lands the killing blow on a creature, the skull on the weapon’s grip changed to match the target’s creature type.
Flaming Burst: The weapon is fashioned from smoldering materials and the symbol of a tongue of flame is branded into the grip. Embers still crackle and burn in the charred wooden components and metallic parts have cherry red business ends with tiny rivulets of liquid metal trailing along the weapon’s length. The entire object is surrounded by a wavy heat mirage and although the weapon feels warm to the touch, it is never hot enough to damage a creature who simply holds it, nor will the weapon ignite objects on contact. The weapon’s fiery power deal burning injuries that scorch the skin and leave charred, smoldering corpses in the wielder’s wake. When used in combat, the wielder’s hands become coated in a fine layer of ashes and the constrained elemental power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases a fiery burst dealing additional fire damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will ignite their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Freezing Burst: The weapon is fashioned from frigid materials and the symbol of a snowflake is carved into the frost on the grip. The frozen implement never melts or cracks, even in the fiercest of heat but will mist and emit water vapor in warm temperatures. Although the object feels cold to the touch, the ice never freezes material it touches or cause frostbite in its wielder. The weapon’s icy magics create rime rimmed wounds that leak slushy, half frozen blood from blackened, frostbitten flesh. When used in combat, the wielder’s hands become coated in a fine layer of frost (Which deals no damage and melts normally) and the constrained elemental power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases a freezing burst dealing additional cold damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will freeze their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Caustic Burst: The weapon is fashioned from significantly damaged materials and the symbol of a partially dissolved hand is acid etched into the grip. Any metallic parts of the weapon are pitted, corroded and covered in rust and wooden components are stained, acid burned and generally discolored. The object is rough and sharp to the touch, leaving the wielder’s hands rust stained and blemished as if exposed to a weak acid. Sizable pieces of rust occasionally flake off of the weapon, disintegrating when they hit the ground but the object never seems to reduce in size or weight no matter how much is lost. The weapon’s acidic properties dissolve the target’s flesh, leaving caustic, chemically burned corpses that reek of acerbic solvents. The constrained elemental power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases a caustic burst dealing additional acid damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will contaminate their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Shocking Burst: The weapon is heavily accented with electrically conductive materials and the symbol of a lightning bolt is prominently displayed on the copper wire grip. The weapon flickers with jolts of power (Never harmful or distracting to the bearer) and discharges small static shocks on a regular basis and when held this property extends to the bearer as well, causing their hair to stand on end and small arcs of electricity to jump between fingers and strands of hair. When actively being used in combat, the electricity charges and discharges faster as the weapon audible crackles and violently sparks. The weapon’s conductive nature directs lethal jolts of power directly into the target’s body, shocking the delicate nervous system and leaving smoking, flash burned skin. The constrained elemental power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases an electrical storm dealing additional lighting damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will charge their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Psychokinetic Burst: The grip of the weapon is formed not of wood, leather or metal but rather of corded brain tissue that has been wrapped around the handle. The grip feels damp and squishy beneath the wielders grip as if the grey matter was still fresh. A knowledgeable PC will be able to determine that the brain tissues come from a number of different creatures who all had psionic, telepathic, telekinetic or other powerful mental abilities. Bearers who hold the weapon for long periods of time or attack with it, experience fleeting mental flashbacks of lives they never lived, as the memories locked away in the preserved brains leak into the wielder. The weapon’s psionic power attacks its victim’s very psyche, mutilating their mind, exterminating their ego and brutalizing their brain. The constrained mental power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases a psychokinetic burst dealing additional psychic damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will enhance their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Thunderous Burst: An unassuming weapon that vibrates and emits audible tones at the slightest disturbance. A steel tuning fork is seamlessly incorporated into the weapon’s form typically with the handle and two prongs serving as the weapon’s grip and pommel. When actively being used in combat, the reverberations of the weapon’s swings, successful blows and the wielder’s own pounding heartbeats are magnified and stored by the tuning fork, building up small shock waves of violent thunderous power that are discharged directly into the wielder’s foes. The weapon’s sonic vibrations change match the resonance frequency of its target, causing blows that splinter bone, rupture eardrums and explode hearts. The reverberating power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases a thunderous burst dealing additional thunder damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will vibrate their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Arcane Blast: The once whole weapon has been shattered into dozens if not hundreds of pieces and about half of them are missing completely. The object still serves as a perfectly serviceable weapon, as the remaining pieces are being held together in a transparent field of solid magic, not unlike pieces of fruit in a clear, jelly cake. The weapon’s arcane binding reinforces the weapon’s lethal potential, causing injury caused not by blade or bludgeon but of pure magical force. Foes are blasted by eldritch power that bypasses most physical and supernatural defenses to kill in the most direct way possible. The constrained esoteric power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases an explosive blast dealing additional force damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will sheath their ammunition in magic when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Toxic Spray: The business end of the weapon sports a number of pinprick sized holes and a single inland taipan fang is embedded into the grip. The hypodermic snake fang’s point aims along the length of the weapon and a perceptive PC can actually see bloated drops of neurotoxins resting at the pinprick sized venom channels at the business end. The wielder feels an unpleasant warm tingling sensation in their weapon hand, as if a fraction of the venomous power somehow penetrated their skin. The weapon’s toxins are injected directly into its victim’s flesh, coagulating the blood, paralyzing muscle and necrotizing the once healthy tissue. The constrained virulent power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases a toxic burst dealing additional poison damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will envenom their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Desecrating Burst: The weapon’s grip is wrapped in dark purple leather from which a network of thin black veins extend outward. If the weapon is ever stained, nicked, dented or covered in blood or gore, a number of the dark veins slowly shift to that area. They seem to absorb the imperfections, damages and filth into the weapon’s form, like the roots of a plants soaking up water, causing the object to feel the slightest bit heavier and more lethal. When held, the bearer’s mind is filled with dark thoughts of cruelty, senseless violence and causing harm to innocents. The wielder is instilled with the certainty that everything in life or death is theirs to command if they can shrug off their ethical and moral compunctions and reach out and take what they want by force. The weapon’s perverse energies deal unnatural injuries that foul the flesh and stain the soul. The constrained blighting power trapped within the weapon threatens to burst outward with every attack, only finally exploding outward in a show of devastating power on truly lethal strikes. Whenever the wielder scores a critical hit, the weapon releases a desecrating burst dealing additional necrotic damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will taint their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Holy Burst: The weapon’s grip is wrapped in perpetually pure white linen from which a network of thin golden veins extend outward. No matter its circumstances, the weapon remains absolutely pristine, free of nicks, dents, stains, blood, gore and dirt, remaining perfect and pure. When held, the bearer’s mind is filled with thoughts of redemption, righteous vindication and protecting the innocent. The wielder is imparted with a strong sense of good and evil and the desire to see justice done and the corruption of the world washed away. The weapon’s divine power purges impurities by searing the skin and scorching the soul. Whenever the wielder scores a critical hit, the weapon releases a holy burst dealing additional radiant damage equivalent to a shortsword (1d6) to the target and all enemies within five feet of to the target. Projectile ranged weapons will bless their ammunition when shot, bestowing the enchantment upon their ammunition for the turn that it’s fired.
Zephyr: The symbol of a whirlwind has been marked into the grip of the weapon. The weapon is far lighter than it should be and currents of wind constantly swirl around it as if waiting to be directed to battle. The bearer can wield the weapon as normal in battle or they can choose to channel the wind, sending powerful gusts of air squalling across the field of battle. While these zephyrs are impressive, they’re not nearly as lethal as the weapon's actual business end. As part of an attack, the wielder can active the weapon's areomancy to extend the reach of the melee weapon by 30 feet in order to attack a creature they can see. Whenever the wielder attacks in this way and hits, instead of rolling damage he automatically deals the minimum result possible for the weapon damage die (Like a 1 on a d8). Otherwise the wielder can still makes regular attacks within weapon's standard reach and roll damage as normal. —Note: Extending the reach of the weapon through this enchantment uses the same rules as if using a reach weapon such as a halberd or whip. This enchantment also affects additional damage dice from critical hits but not dice from other sources such as divine smite, sneak attack or spell effects. Recommended for melee weapons
Riven: A once fine, powerful weapon that has suffered heavy damage in countless battles. The pristine arcane rune of power that resides in the weapon’s grip once burned with supernatural intensity, but has been marred by combat, dulled by time and weakened by dispelling effects, reducing it fitfully glowing like a candle in a breeze. The rune is performing an admirable attempt of keeping the weapon supernaturally lethal and precise, but the task is too strenuous and the enchantment will fail regularly and without warning. Whenever the wielder makes an attack or damage roll with the weapon and the result is an odd number, the wielder adds +1 to the result and that attack is considered magical for the purposes of overcoming resistances, damage reduction and other defenses.
Inspiring: A distinctive weapon with the words of a particularly heartening adage (Random Motto) displayed in delicate calligraphy along its length, the text changing of its own volition to best encourage its wielder. Whenever the weapon is grasped, the words flow like poetry into the bearer’s mind as if long forgotten but suddenly remembered. Wielding it is combat makes one feel not unlike a flagbearer leading the charge into battle and the wielders actions and shouts rally allies around him like a hero out of song and story, inspiring them to greatness. Whenever the wielder successfully attacks with the weapon, he can choose one ally who can see or hear him within 30 feet and that creature adds 1d4 to the result of the next attack roll or saving throw it makes before the start of the wielder’s next turn.
Rallying: A distinctive weapon with the words of a particularly heartening adage (Random Motto) displayed in delicate calligraphy along its length, the text changing of its own volition to best encourage its wielder. Whenever the weapon is grasped, the words flow like poetry into the bearer’s mind as if long forgotten but suddenly remembered. Wielding it is combat makes one feel not unlike a flagbearer leading the charge into battle and the wielders actions and shouts rally allies around him like a hero out of song and story, inspiring them to greatness. Rallying: Whenever the wielder scores a critical hit, an ally of the wielder's choice within 30 feet who can see or hear him gains temporary hit points equal to a longsword's worth of damage (1d8) plus the wielder's character level. These temporary hit points are lost after one minute.
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Unique Weapons, 9: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Heroes and villains across fiction can often be immediately recognized by their signature weapon, causing the weapon itself to be an iconic part of the character. From Perrin’s spiked half moon axe to Roland’s enormous sandalwood revolvers, the jedi’s lightsabers, Arya’s needle, Legolas’s bow, Wolfwood’s Punisher, Detritus’s Piecemaker, the bride’s katana, Bond’s Walther PPK, Robin Hood’s longbow, Jason’s machete or Indiana Jones’s whip, a weapon can even function as a physical manifestation of the character’s personality. None of these weapons are intensely magical in their own right but can serve as the physical basis for family heirlooms, legendary artifacts and magical or masterwork weapons. Alternatively they can be found as loot and become part of a PC’s distinctive appearance, allowing the player to become fully immersed in their character’s look and feel. —Note: Some entries call for the DM to “Roll a Random Weapon” which simply means that the DM can roll from the pregenerated lists on this blog or choose whatever weapon they feel would be appropriate for the situation.
An antique but serviceable battleaxe, well-rusted and probably taken from a barrow.
An enormous knife with a fixed blade that is 32 inches from the slightly hooked, double-bladed tip to the end of the worn, ironwood handle. It has a steel crosspiece, with a dried bit of something (Probably blood) still caught in the joint. Carved into the bottom of the handle was a craftsman’s mark with the name “Fles.” The dagger rests in an old leather sheath and if removed, the wielder will find the blade freshly sharpened and oiled.
A sinister, scorpion-tail whip made of white ape skin with a hilt wrapped in lead wire.
A dagger made from the tooth of a dead sandworm, a fearsome desert monstrosity. It bears a curved, double edged blade that is milky white in colour and iridescent. It is set on a black handle with deep finger ridges separated from the blade by a slim round ring instead of a shearing-guard.
A club fashioned from a donkey's jawbone, still studded with teeth. It is said to have been wielded by a great warrior who slayed a thousand men.
A knight's straight sword with plated with silver along its fuller. The wielder can take great advancing steps with this beautifully slender greatsword while making use of his bodyweight to inflict deadly strikes.
A bamboo quarterstaff with a skeletal jackal head.
A longsword with a hilt covered in lizard leather. At an inch above the guard is stamp in the shape of a sun with sixteen rays alternately straight and wavy, symbolizing the heraldry of sunlight and warmth from the sun. Two inches above the sun begins a beautifully engraved stylized inscription which reads "Draw me not without reason; sheath me not without honour.”
A black leather bandolier containing two dozen throwing stars, pointed for penetration rather than bladed for blood, each set about a central ring weighted with lead.
Liquid Blade: An inconspicuous palm sized metal tube that weighs two pounds. The bearer can empty the contents of the tube with a quick flick of the wrist (An action equivalent to drawing a weapon), causing the bubbling transparent liquid within to instantly solidify into a jagged crystalline blade. By holding the tube, the wielder can then use the weapon as if it were a fragile shortsword that has a 25% chance to shatter should the wielder get a natural 1 on an attack roll. The blade lasts for ten minutes, after which it evaporates, leaving nothing behind but the empty tube. The bearer can add one dose of poison to the liquid in the bottle at any time before the blade is unleashed, which acts like applying a dose of poison to a weapon but the toxin remains wet and viable until the blade crystalizes. When the liquid turns into a solid blade, the weapon includes one application of that poison. When the blade evaporates, any unused poison does so as well. The tube and its liquid contents are an alchemical creation, containing no magical enchantments.
—Click Here for homebrew Masterwork Weapon Bonuses or Here for homebrew Minor Weapon Enchantments to give these objects even more personality and mechanical benefits.  
-Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Or keep reading for 90 more weapons.
—Note: The previous 10 weapons are repeated for easier rolling on a d100.
An antique but serviceable battleaxe, well-rusted and probably taken from a barrow.
An enormous knife with a fixed blade that is 32 inches from the slightly hooked, double-bladed tip to the end of the worn, ironwood handle. It has a steel crosspiece, with a dried bit of something (Probably blood) still caught in the joint. Carved into the bottom of the handle was a craftsman’s mark with the name “Fles.” The dagger rests in an old leather sheath and if removed, the wielder will find the blade freshly sharpened and oiled.
A sinister, scorpion-tail whip made of white ape skin with a hilt wrapped in lead wire.
A dagger made from the tooth of a dead sandworm, a fearsome desert monstrosity. It bears a curved, double edged blade that is milky white in colour and iridescent. It is set on a black handle with deep finger ridges separated from the blade by a slim round ring instead of a shearing-guard.
A club fashioned from a donkey's jawbone, still studded with teeth. It is said to have been wielded by a great warrior who slayed a thousand men.
A knight's straight sword with plated with silver along its fuller. The wielder can take great advancing steps with this beautifully slender greatsword while making use of his bodyweight to inflict deadly strikes.
A bamboo quarterstaff with a skeletal jackal head.
A longsword with a hilt covered in lizard leather. At an inch above the guard is stamp in the shape of a sun with sixteen rays alternately straight and wavy, symbolizing the heraldry of sunlight and warmth from the sun. Two inches above the sun begins a beautifully engraved stylized inscription which reads "Draw me not without reason; sheath me not without honour.”
A black leather bandolier containing two dozen throwing stars, pointed for penetration rather than bladed for blood, each set about a central ring weighted with lead.
Liquid Blade: An inconspicuous palm sized metal tube that weighs two pounds. The bearer can empty the contents of the tube with a quick flick of the wrist (An action equivalent to drawing a weapon), causing the bubbling transparent liquid within to instantly solidify into a jagged crystalline blade. By holding the tube, the wielder can then use the weapon as if it were a fragile shortsword that has a 25% chance to shatter should the wielder get a natural 1 on an attack roll. The blade lasts for ten minutes, after which it evaporates, leaving nothing behind but the empty tube. The bearer can add one dose of poison to the liquid in the bottle at any time before the blade is unleashed, which acts like applying a dose of poison to a weapon but the toxin remains wet and viable until the blade crystalizes. When the liquid turns into a solid blade, the weapon includes one application of that poison. When the blade evaporates, any unused poison does so as well. The tube and its liquid contents are an alchemical creation, containing no magical enchantments.
A blowpipe consisting of an ornate copper viper wrapping around a deep brown oaken pipe.
A broad axe (Battleaxe statistics) consisting of a stout pole four feet in length ending in a single-edged, trumpet-shaped blade mounted on one end. This axe is a footman’s weapon, giving the soldiers a longer reach and a fighting chance against mounted opponents. Its long handle allows the wielder to put considerable force into his swing. Despite the shaft length, the broad axe is a one-handed weapon.
A ceremonial Random Sword with magical ornamentation and significance beyond its use as a mere weapon. Interestingly enough judging by its wear and tear, it has seem much combat.
A double-edged broadsword (Longsword statistics) with a blade of an unknown black metal. The hilt is wrapped in dark pebbled leather, and its pommel is a flat disk in which small glyphs are inscribed around a large onyx gemstone.
A durable light crossbow with dwarven runes worked into its design. Knowledgeable PC's can discover that the runes are associated with a mountain clan that would probably enjoy seeing the weapon returned to their ancestral halls.  
A finely-crafted lightweight lance made of maple and tipped with steel.
A flail that appears neglected and ill-used, despite being in peak condition. The weapon's grip is wrapped in tattered grey cloth.
A formerly fancy dagger. The hilt was fine ivory carved in the shape of a maiden, but someone gouged out the eyes and stained the dress with what appears to be blood.
A fullblade with a blue tinge on one half of the blade and a polished bronze appearance on the other side. The blue half bears a single, inexplicably sharp edge while the bronze side duller but jagged and serrated, appearing the most dangerous of the two. The grip is wrapped with studded leather, and the pommel it set with a luscious sapphire.
A gleaming greatsword with black crystal decorating the otherwise simple guard. The image of a raven in flight and a trail of its feathers is etched into the flats of the blade. As the blade moves, the raven seems to flap its wings, never quite still, but never leaving the blade.
A goblin made sickle with a rusted, dirty blade covered in old blood and bits of gore.
A greataxe fashioned from the tooth of a kraken and is steeped in the magic essence of the ancient leviathan.
A greatclub of bent mahogany, shod in steel. The metal is in etched in a spiraling, serpentine design that confuses the eye.
A greatsword with a dark, shiny blade like polished wet flint, with a curious and vaguely cruciform groove in the pommel that runs up and onto the blade.
A greatsword with a rune-inscribed blade of adamantine, a leather wrapped oak handle, and a steel ring pommel.
A huge warhammer comprised of a thick length of wood a stride long with a scarred lump of iron the size of a brick for a head.
A jagged shard of obsidian embedded in the bone of an unknown creature, bound with simple leather. The primeval handaxe sends a shiver down the wielder’s spine when touched.
A longspear made of intricately carved wood, with an impossible array of weaving vines that twist chaotically, often doubling back on one another with no discernable pattern.
A longsword with a narrow length of bright steel chased with swirly silver patterns that glow white. When swung, lines of glowing tracery appear in its wake, leaving patterns hypnotic neon tracks in the air.
A mace consisting of a stout wooden haft topped by a metal striking head shaped like a clenched fist.
A mage's quarterstaff made of burnt maple, shod with copper that’s stained an ominous dark crimson. At the staff’s apex rests a marble sized, floating sphere made of glowing ruby.
A maul made of an unsmelted meteor and a finely worked, hardwood handle. The maul is heavy but very well balanced.
A metallic spiked shield whose glittering outer surface is covered in gleaming specks of blue, purple, and red. The sparkling colors lie just below the weapon's surface, reflecting oddly in the light.
A monstrous dagger made from the fang of some ungodly cross a shark's serrated tooth and the long canine of a great cat. The metallic edge, nicked and worn, appears, on some inspection, to be an extension of the tooth's root, as is the grip. There are holes and dents, thereupon, suggestion the iron itself was once fed by nerves and veins.
A nearly incorporeal Random Sword. The translucent blade is shrouded in a black mist and extends outwards like a thin stream of smoke from the black leather hilt. Due to the nearly weightless blade, the weapon weighs only a single pound but the semi-tangible sword can never be coated in oils, poisons or alchemical materials of any sort.
A newly made hand crossbow with a stock made of fir and a walnut bow. The stock has a depiction of the image of a lion within a circle.
A pair of arctic hunting bolas made of leather straps with weights fastened to the end. Each bola has eight different weights made of egg-shaped, walrus ivory etched with the likenesses of birds in flight.
A pair of finely tooled daggers with handles shaped like human women dancing. When sheathed together the handles interlock in an embrace that is not suitable for minors.
A scimitar with a horned grip made of yellowed, human bone and a razor-sharp blade spattered with blood.
A perfectly functional Random Weapon crafted entirely from rock. Any cloth or leather elements are made instead of flexible mineral and studded with finely polished semi-precious stones.
A perfectly functional Random Weapon that's always warm to the touch. Any metal parts are crafted from black iron and sigils of flames cover its surface. The weapon is primarily coloured various shades of red and orange.  
A pike made of a treant’s arm that has a bark covered grip that has allegedly never slipped out of a wielder's hands.
A pitch black halberd imbued with the captured terror of its victims. When wielded, the chillingly cold blade releases a baleful aura that makes weaker foes tremble in fear.
A quarterstaff that appears to be a living redwood sapling. The staff is roughly two inches in diameter, and is six feet, two inches in height. It has several branches sprouting from the top eighteen inches, and each branch has several still living leaves. The bark is fairly smooth, but just below the branches there is four almost identical faces circumnavigating the staff. Each is the face of Chislev, Goddess of Nature. Each face represents a different aspect of her essence: The Creator, The Healer, The Defender, and The Destroyer. These faces, although clearly visible, appear to have grown naturally in the bark. The staff has no root system, but instead is capped with bog iron.
A Random Sword with a beautifully carved blade made of a greenish-blue crystal with an unfortunate fracture through the blade’s length. The wielder is instilled with the feeling that the sword is the bane of wicked sorcerers everywhere.
A Random Sword with gleaming blade and a crossguard design in the style of a pair of spread angel wings. The weapon radiates a sense of unused potential.
A Random Weapon adorned with laws and rules in various languages, each of which details the exact standards and specifications of weapon design, construction and ownership.
A rapier with a blade composed of narwhal tusk and a driftwood hilt displaying a scintillating fish scale grip. The basket is made of a large scallop shell, lashed to the driftwood with dried kelp. The weapon rests in a sheath made of a giant lobster’s tail and shark leather, accented by a pair of eel skulls.
A razor-sharp katana (Longsword statistics) with a blade of folded steel and a hilt wrapped in silver wire. The blade is decorated with elven runes that convey the meaning “Phantom of Wealth”. The pommel is in the shape of a perched falcon.
A round, lightweight shield consisting of two antelope horns pointing in opposite directions connected by two crossbars which also acts as a handle. A wielder can tip the spiked shield forward and stab outward with the sharpened horns to wound the enemy. The crossbars are covered with a plate of steel and leather which allows the object to function as a means of protection.
A scimitar finely engraved with strange words and glyphs that are barely visible in any light.
A scythe with a handle of white ash, a blade of painted bone and bars carved into the centre of the blade to resemble the wall of a cage.
A sheaf of five javelins that have throwing cords made of finely braided silver elven hair so reflective that they almost glow.
A shortsword bearing runes acid burned into the blade that glow a dull blue when wielded. The hilt is ornate with two clear gems at the base of the blade on either side.
A slim metal case containing a dozen beautiful, pearl-handled darts with sharpened emerald tips wrapped in a soft cloth.
A simple and elegant sidesword (Shortsword statistics), with a silver guard and gold rivets on the pommel.
A straight silver dagger of plain appearance until it is taken into hand by a good creature. Then, rainbow lights courses through the blade, and the weapon begins to toll gently, yet neither noise nor light betray the blade when stealth is required.
A weathered battle pick that has seen more than its fair share of combat. Age hides the versatility and strength of its sharp point. Warriors of old used this weapon to destroy their foes, preying on the smallest weaknesses with cruel ease.
A single edged longsword made of bleached and polished wood. Its hilt is decorated with alternating garnet and topaz stones. The blade is not perfectly straight, but follows a natural grain. Despite these irregularities, the sword has a razor-sharp leading edge.
A sleek shortsword with a curving blade of a foreign and exotic design. Single-edged, the steel of the blade reflects light like the ripples of a pond. Down the blade's length on either side is etched a coil of twisting rose briars picked out in a deep jade green. The sword's hand-guard is a virtually nonexistent oval of unornamented gold, and the hilt is wrapped in braids of black silk shot through with golden thread. There is no appreciable pommel nut, the hilt ending in a plain frosted steel finial.
A small, eerie dagger, made of bronze and flawless obsidian in the shape of a feather.
A weighty rod (Heavy mace statistics) three feet in length and decorated across the surface with carved skulls and leering faces. These faces seem to subtly shift almost as if writhing in agony. Grey smokes exude from the top end constantly trailing down to the ground before vanishing. Anyone holding the rod feels a strange heat from it.
A white silk bracer containing a half dozen crescent-shaped, silvered throwing knives, all with black leather handles fitted in the weapon’s midsection.
A wooden crate containing 32 crossbow bolts with shafts of oak wood in its natural color and fletching of blue-gray feathers.
A wooden pike approximately seven feet in length, with one end sharp enough to impale an enemy. The other end has a slight crook in it, with a semi-transparent, colorless, and diamond-like stone embedded within the polearm. The weapon notably has several cracks in it, as if it was once shattered into many pieces and then made whole again.
An ancient dagger whose blade and undulating hilt are fashioned from jet black obsidian stone, such that it reflects not a speck of light. The blade is strengthened and honed by rituals long forgotten, never losing its edge.
An ancient stone warhammer carved with runes and weighs twice as much as it should.
An elegant silver sword that when held by a magician, causes pale, almost transparent fire to burst harmlessly into life and play along the length of the blade. The light is surprisingly bright in eerie half-darkness, as if the sword had been dipped in brandy and touched with a match.
An elegantly polished wooden greatclub, with mysterious, ever-changing glyphs swirling over its surface.
An engraved light oaken shield studded with ironwood spikes. Ornamental vines are wound around the spikes, creating the appearance of a lethal briar patch.
An entirely steel-wrought heavy crossbow, so large it’s more like a small ballista. It uses a set of steel gears, cams and cranks to draw the firing string back. The firing beams are long and the weapon generally shaped like a large metal crucifix, symbolizing the torturous punishment for creatures who attempt to escape their mortality. Being hit by a bolt launched from this weapon feels like a strong man hit you full force with a heavy mace.
An extremely corroded, rusty-looking greathammer with ‘Crusty Jim’ carved into the head.
An intimidating longsword with multiple hooks, barbs, and serrations along the blade, excellent for catching and sundering a foe’s weapon.
An unusual looking shortsword, whose handle is longer than the actual blade. It sports a carved ivory skull on its pommel and a small gemstone on its guard that resembles an eye. Half of the blade is serrated on one edge.
A venerable greatsword whose blade is fashioned from the shaved finger bone of a titan, with sharp bits of steel inlaid around the edge.
A well-kept rapier with an insignia of a rose on the pommel with the knuckle guard, inner guard and loop being designed to look like a vine covered by thorns.
A well-used, spiked chain made of high-carbon steel with grips of pebbled black crocodile skin.
A whip created from braided local vines draped over an extraordinarily large chunk of rose quartz.
A yellowed club made out of a ogre’s twisted thigh bone.
An abyssal forged dagger with a hilt of sculpted bone encrusted with a small green jewel. The blade is crude and worn, with the faint smell of sulfur, blood and ash emanating from it.
An ancient knife with a simple leaf-blade design ending in a wooden handle wrapped in cord and leather. Its double edge blade is made of bronze and wickedly sharp, with a needle point. The point seems hungry...
An apprentice blacksmith's first sword made of shoddy pig iron. Although the Random Sword is better than nothing, the weapon is uneven, heavy, poor quality and damn near as cheaply made as can be found.
An elaborate knife carved with special barbs and grooves, meant to channel toxins into the victim’s bloodstream.
An elaborately styled bronze dagger with a handle uncomfortably inlaid with dozens of teeth. The blunt edge is nonetheless coated in sticky blood.
A war pick adorned with blackened metal, inscribed with passages doubting and decrying the gods.
A whip that appears to be made from braided feather down with a bird of prey’s claw at the tip.
A white composite bow of elven make that whispers in the wielder's ear “Swift death to my enemies” in elven whenever nocked.
A wicked looking battleaxe in rough condition, though it was clearly once of fine quality. The weapon's short grip, geometric inlay, and wide-but-balanced head clearly mark it as dwarf made. The weapon's scarred handle, gruesome skull trophies, and notched and pitted blade, however, clearly marked it as goblin owned.
A wicked, barbed trident of black iron and driftwood.
A wooden quarterstaff nearly identical to a length of driftwood. Its dark color and cracked surface suggests that it is several hundred years old, at least. Druidic runes cover its surface, with the rune for “Purity” etched near the bottom. When the staff is near water, the runes begin to glow a pale yellow.
An ancient dagger with a simple leaf-blade design with a wooden handle wrapped with cord and leather. Its double edge blade is made of bronze and wickedly sharp, shiny, with a needle point. The wielder occasionally gets the odd sensation that the weapon seems hungry…
An ebony halberd forged in the Nine Hells. It bears a fearsome aesthetic true to its inhuman origins, featuring a jagged, saw-like blade, glowing red filigree, and an overall design that blends rough organic curves with smooth, artificial edges.
An imposing war fan (Greatsword statistics) that's really more of a steel rod with a large, flared blade at the end. The result is a somewhat difficult to use, but wickedly effective blade that hits with the full momentum of the swing, frequently decapitating opponents.
An elegant shortsword in a wooden scabbard with silver fittings sculpted in floral shapes; on closer examination, many of the flowers contain small bees. The sword's handle is waxy to the touch, and fits comfortably in the hand.
An elven greatsword whose blade is single-edged, slightly curved, with a polished finish and uniformly sharp. The hilt is long and the hand-guard is a circular plate.
An impressive glaive, made of living ironwood, giving the blade a bright green appearance, while the bark covered shaft remains almost pitch black. Despite its wooden origin, its handle feels metallic
An irregular club that has always has a living leaf or three growing out of it. The wooden weapon somehow retains the resiliency and scent of a freshly cut branch.
An octopus leather quiver containing a dozen harpoons (Javelin Statistics), each made of a gleaming, shining steel covered with a blue-white sheen like mother of pearl. Knowledgeable PC’s will recognize the material as pearlsteel, a strange metal crafted by secretive merfolk metallurgists working near volcanic vents in the ocean floor. It is created from fine steel and rare silvery pearls found only in the ocean depths where the pressures alone would kill a land walker. Pearlsteel is highly prized by all undersea races as it slices more smoothly through the resistance that water presents.
An ornate gold and mithril bastard sword. The hilt is wide and has a circular emblem in the center depicting a strange rune. The pommel of the sword has a large curved fire opal put into it. The blade is completely bare of ornamentation but appears to vary in color between gold and silver.
A longsword with a slender, razor-edged, gleaming red blade, its length inscribed with designs of cloaked figures and tall scythes, accentuated by a black blood trough running along its center. The hilt appears whitened like bleached vertebrae and the pommel has a skull-bobbed design. Running from it toward the crosspiece, the hilt was carved to resemble a backbone and rib-cage, and the crosspiece itself resembles a pelvic skeleton, with legs spread out wide and bent back toward the head, so that the wielder's hand fits neatly within the bony boundaries. All of the pommel, hilt and crosspiece is white, like bleached bones, except for the eye sockets of the skull pommel, which seems like black pits at one moment and flares with red fires the next.
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Unique Weapons, 10: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Heroes and villains across fiction can often be immediately recognized by their signature weapon, causing the weapon itself to be an iconic part of the character. From Perrin’s spiked half moon axe to Roland’s enormous sandalwood revolvers, the jedi’s lightsabers, Arya’s needle, Legolas’s bow, Wolfwood’s Punisher, Detritus’s Piecemaker, the bride’s katana, Bond’s Walther PPK, Robin Hood’s longbow, Jason’s machete or Indiana Jones’s whip, a weapon can even function as a physical manifestation of the character’s personality. None of these weapons are intensely magical in their own right but can serve as the physical basis for family heirlooms, legendary artifacts and magical or masterwork weapons. Alternatively they can be found as loot and become part of a PC’s distinctive appearance, allowing the player to become fully immersed in their character’s look and feel. —Note: Some entries call for the DM to “Roll a Random Weapon” which simply means that the DM can roll from the pregenerated lists on this blog or choose whatever weapon they feel would be appropriate for the situation.
A Random Weapon whose bearer suffers from enhanced pangs of conscience whenever he contemplates or undertakes a malevolent act.
A bludgeoning implement (Mace statistics) made of dense black iron wrought in the shape of the holy symbol of the forgotten deity. Both symbol and weapon, the seal is rusted and filthy. A symbol of infinity, the seal is a faint shadow of its former self, but the etchings pulse when blood slicks its face. It is theorized by scholars that should a creature be drained of blood by use of this tarnished seal, the chosen individual could slip more easily from their ephemeral form into the next world.
Two dozen polished throwing stars that catch the light as they spin. Each one is an almost unbroken blade: a small heavy center, five broad, bright blades, gaps behind and between them where the wielder would hold it.
A polished bone knife, curved and wicked like a ceremonial dagger. The weapon was created through a masterful combination of workmanship, with blood sorcery woven into the blade. Knowledgeable PC’s can determine that the bone comes from the back leg of a swamp dragon.
A hunting bow (Shortbow statistics) made of cherry wood with a grip wrapped in bat leather.
A Random Weapon that is neither tall nor short, neither brand new nor well worn, not weighty nor light, and neither sturdy nor delicate. Its design not complex or simple, neither familiar or unknown, not gruesome nor merciful and not distasteful or elegant. The object is not so much of one quality that it becomes its opposite, Its form is not expressible nor ineffable, not arcane nor mundane and not a tool of heroes or villains. The weapon not this nor that and is purely, simply and wholly itself.
An antique bronze heavy pickaxe whose head that smells like deep, wet earth.
A rapier three feet in length with a blade that shines like a mirror. The weapon is slender in much the same way that the hope of a one-armed man hanging from a tuft of grass on the edge of a cliff is slender. The sword has a twisted, gold-decorated basket hilt wrapped around a crystal the colour of a cloudless sky. Four purple glass eyes encircled the pommel, each facing in a different direction. Sometimes, in the flickering light of a dying candle or summer rain, it almost seemed as if they are watching the bearer.
A rapier with a long, thin blade describing a slight curve, its edge cruel enough to bite through steel. When drawn, the whispers from the scabbard is loud enough to cut through a moment’s silence. Etched into the handguard is a warning; “The Blade Itself Incites To Violence”.
An antique longsword with a windmill cameo worked into the hilt. The blade constantly emanates a thick white mist that instills fleeting feelings of bleakness, sorrow and hopelessness if inhaled.
—Click Here for homebrew Masterwork Weapon Bonuses or Here for homebrew Minor Weapon Enchantments to give these objects even more personality and mechanical benefits.  
-Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Or keep reading for 90 more weapons.
—Note: The previous 10 weapons are repeated for easier rolling on a d100.
A Random Weapon whose bearer suffers from enhanced pangs of conscience whenever he contemplates or undertakes a malevolent act.
A bludgeoning implement (Mace statistics) made of dense black iron wrought in the shape of the holy symbol of the forgotten deity. Both symbol and weapon, the seal is rusted and filthy. A symbol of infinity, the seal is a faint shadow of its former self, but the etchings pulse when blood slicks its face. It is theorized by scholars that should a creature be drained of blood by use of this tarnished seal, the chosen individual could slip more easily from their ephemeral form into the next world.
Two dozen polished throwing stars that catch the light as they spin. Each one is an almost unbroken blade: a small heavy center, five broad, bright blades, gaps behind and between them where the wielder would hold it.
A polished bone knife, curved and wicked like a ceremonial dagger. The weapon was created through a masterful combination of workmanship, with blood sorcery woven into the blade. Knowledgeable PC’s can determine that the bone comes from the back leg of a swamp dragon.
A hunting bow (Shortbow statistics) made of cherry wood with a grip wrapped in bat leather.
A Random Weapon that is neither tall nor short, neither brand new nor well worn, not weighty nor light, and neither sturdy nor delicate. Its design not complex or simple, neither familiar or unknown, not gruesome nor merciful and not distasteful or elegant. The object is not so much of one quality that it becomes its opposite, Its form is not expressible nor ineffable, not arcane nor mundane and not a tool of heroes or villains. The weapon not this nor that and is purely, simply and wholly itself.
An antique bronze heavy pickaxe whose head that smells like deep, wet earth.
A rapier three feet in length with a blade that shines like a mirror. The weapon is slender in much the same way that the hope of a one-armed man hanging from a tuft of grass on the edge of a cliff is slender. The sword has a twisted, gold-decorated basket hilt wrapped around a crystal the colour of a cloudless sky. Four purple glass eyes encircled the pommel, each facing in a different direction. Sometimes, in the flickering light of a dying candle or summer rain, it almost seemed as if they are watching the bearer.
A rapier with a long, thin blade describing a slight curve, its edge cruel enough to bite through steel. When drawn, the whispers from the scabbard is loud enough to cut through a moment’s silence. Etched into the handguard is a warning; “The Blade Itself Incites To Violence”.
An antique longsword with a windmill cameo worked into the hilt. The blade constantly emanates a thick white mist that instills fleeting feelings of bleakness, sorrow and hopelessness if inhaled.
A bastard sword that rests within a black leather sheath. When drawn, it sheds a soft green glow from the green steel of the blade. Matching black leather winds around the handle and the pommel creating a beautiful angelic face.
A battleaxe made of solid darksteel that is heavier than it looks and tricky to wield but guaranteed to last.
A beautiful elven scimitar made with a flowing design. The smooth, wooden grip curves slightly outward away from the wielder and is covered in light green patterns. The pommel is somewhat bell-shaped and made of steel. No guard separates the grip from the blade, only a thin, slanted piece of steel. Below the grip, the first eight inches of the blade is not edged at all, the back of the blade just above the grip having a slight thorn of steel, the same design being found on the edged side of the blade, roughly seven inches from the grip. These steel ‘thorns' protruding from the blade add to the general naturistic "branch-like" look of the sword. The rest of the blade is gracefully curved and is often decorated with Elvish scrollwork.
A beautiful, jewel-handled stiletto (Dagger statistics). The blade shimmers with an ugly green tint.
A bone handled dagger with a keen blade honed to a razor sharpness.
A brace containing a dozen identical throwing knives, each with a straight blade of dark iron with just faint traceries of rust. The pommels are iron balls, with narrow strips of leather wound around the hilts.
A compact, easy to hide kukri (Dagger or shortsword statistics) with an oily looking, blackened steely blade that flashes indigo rainbows. The inner edge is wickedly serrated. The pommel is made of ebonwood, and carved to resemble a snake with amethyst eyes.
A composite longbow decorated with fluted ivory panels.
A Random Melee Weapon with small leaf on the grip, which briefly flashes with white light when anyone touches the handle.
A dagger fashioned from a harpy’s talon. A single prick from the blade’s edge seems to suck the breath from the victim’s lungs.
A dagger of pristine quality and sharpness. The blade is a slightly tarnished silver that leads into golden cross-guard. The handle is made of a deep, black onyx ending in a golden pommel shaped to look like a crown.
A dark ebony longbow inlaid with silver filigree and strung with a silver cord.
A deceptively swift saber (Shortsword, longsword or scimitar statistics, DM's choice) imbued with aural magic. The blade resonates with every swordstrike, the clangs of its steel blade echoing a moment after their origin causing the sounds to harmonize with themselves.
A fine battleaxe with silver-chased scrollwork on the blade behind the cutting edge.
A fine red steel battleaxe engraved with a screaming skull on both sides of the blade.
A finely balanced and weighted rapier with a hilt wrapped in electrum wire. In the pommel is set a leaf-green cabochon of jade, and a five-petalled flower picked out in rosy quartz ornaments the blade on either flat.
A flail made of black steel engraved with depictions of human sacrifice. It has an abnormally long chain, and spikes are set into the pommel and handle as well as the striking head.
A fullblade with a total length of six feet from pommel to tip and seemingly is made out of steel, featuring intricate carvings of fire and flames along the entire length of the blade. The hilt's guards are in the shape of dragon's claws and the pommel resembles a finely crafted roaring dragon's head with two small rubies as its eyes. The handle is wrapped in two layers of interwoven dark-brown and light-brown leather strips, contrasting with the sword's otherwise shiny, almost polished platinum-like look.
A gorgeous lance made from a stout bough from the blessed Great Tree. Divine sigils are inscribed all along its length making it a weapon fit for the holiest of knights, allowing them to bring righteous fury to the wicked no matter where they might hide.
A gorgeous longbow made of everbark from the Feywild, that flexes and shifts like a living entity.
A green-copper shortspear tipped with flint knapped obsidian.
A heavy mace whose head is made from a single piece of roughly spherical, polished granite.
A hefty greatclub made from a single piece of weathered gray stone, engraved with bands of earth symbols around the base. Up near the head of the club, a carving depicts stone giants tearing the ground asunder.
A hollow quarterstaff, drilled through with numerous tiny holes that whistle when swung and spun.
A huge, unwieldy two handed fullblade, engraved with a pithy maxim about the inevitability of death and encrusted the decorative silverwork depicting skulls, scales and law scrolls.
A Random Melee Weapon adorned with red spikes and engraved with images of chains and violent battles.
A hybrid staff-shovel (Halberd statistics) of vague origin, the blade is ornately inlaid with a strange glowing blue material creating a sort of winged crest in the center, seems to be forged of a mysterious alloy steel, pale green in color. The haft appears to be inlaid with yet more of the blue material, and is of hickory wood, judging by the color and rigidness. At the opposite end of the haft, a trio of bleached songbird skulls hang, each with a small red orb in its beak.
A lethal bullwhip made of leather with plaited nuggets of copper woven into the braids. The weapon glows with yellow light whenever it comes into contact with undead beings, giving the appearance of a lightning strike when the whip’s tip connects with an undead target.
A Random Melee Weapon encrusted with bear teeth within the handle and sporting blood stains that cannot be removed.
A quarterstaff of smooth white wood, capped at each end with a golden cross adorned with a multitude of ruby cabochons.
A light crossbow made from a deep red-hued wood, strengthened by bands of wrought iron and carved with shallow markings that resemble flickering flames.
A long thin greatclub that gets progressively wider towards the end. The octagonal weapon (Known as a kanabo or tetsubo) is made of a laminated oak slab embedded with dozens of steel rivets. Its handle is nearly a foot long and is obviously meant to be wielded with two hands.
A longbow made from two antelope horns that have been seamlessly bound together at their bases. The bow is strung with golden hair from a lion's mane that is said to bring courage in battle.
A longspear consisting of a single piece of polished hardwood, covered in gruesome carvings that glow faint green when brandished at an enemy.
A longsword with a dual-edged and two-toned blade. The flats of the blade are a shiny copper while the edges appear to have a golden sheen. The blade is slightly curved, ending in a reversed, barb-like hook design typically seen on skinning knives for gutting and field dressing game.
A longsword with a hilt made of a bright wood bound tightly with a white cloth. The guard and pommel are made of gold, simple and sleek in design. The blade is long and thin, metallic with a golden hue. When sunlight directly hits the blade it shimmers and looks to be completely made of gold.
A longsword, plated in silver, bearing a blessing written in celestial by an angel. The weapon's beauty inspires hope in men, and evokes fear in the foul creatures of the night.
A quarterstaff made completely of pink hued coral, on one end there is a large pearl.
A pair of knuckledusters (Brass knuckle statistics) made of human jaws, but with the teeth all still attached at unnatural angles.
A perfectly functional Random Weapon crafted entirely from black iron and gnarled horn inscribed with foul seals and leering faces. Any cloth or leather components are crafted from demonhide. The weapon is always warm to the touch and celestials find its presence repulsive.
A quarterstaff fashioned from twisted iron ending in a large claw at the top. It holds a geode, which is cut in half to expose the iridescent violet crystals within.
A Random Melee Weapon with the symbol of a screaming face stamped on the grip. When whirled vigorously above the wielder’s head for a few seconds, the weapon emits a high-pitched keening sound not dissimilar to a scream.
A masterfully made greatsword with a straight crossguard and spherical pommel. The blade has a wide fuller to lighten the overall weight and the center of the guard is adorned with the symbol of a Kingfisher, wings engraved to be outspread along the crossguard. The pommel bears the engraving of a rose.
A Random Sword heavily ornamented with heavily feathered wings. Its crossguard is a pair of them, its hilt is an overlapping procession of them, and its blade appears to be two of them pressed together. Wounds struck by it gush a strange red gas instead of blood.
A one-handed woodsman’s hatchet (Handaxe statistics) with a broad blade, a smooth wooden handle for a good grip, and its own leather scabbard for the head, which can be strapped to the bearer’s belt. The hatchet is useful for chopping wood and serves as an excellent melee weapon.
A Random Sword with a mithril blade with a carved jade hilt and a white pearl pommel.
A Random Sword with a pommel made of a large round ruby. The well cut gemstone’s interior is filled with a swirling black haze. When the weapon is used to kill an intelligent creature, the swirling intensifies as does a near-silent sound of muffled screaming.
A Random Sword with a shining, ornate guard and black corrugated hilt. The weapon rests in a lizard skin sheath meant to be worn over the shoulder.
A Random Weapon obviously patched together from other items that are not at all related, but somehow seems to form a functional whole.
A razor sharp dagger with a deep fuller running the entirety of the blade. It is designed to be able to painlessly cut its target and catch some of their blood for scrying purposes.
A scimitar whose leather cup guard is made of some strange, squamous hide, and emblazoned with a copper disk sporting a monstrous, tentacled head. A similar head is attached to one side of the dark-stained wooden scabbard, while the other side is set with a monstrous, yellow glass eye. Both blade and scabbard have a dank, briny smell about them.
A set of seven crystalline javelins tied with a rope of braided black horse hair, resting inside of a sheath made of rough green leather. The javelins are inscribed with fragments of folktales from different cultures, written in Sylvan and Infernal.
A set of six ceramic throwing daggers with ragged edges. They seem to have been made out of a dinner plate.
A shortsword with an usual appearance, the hilt being longer than the actual blade. It has a skull for a pommel and an eye on the guard. Half of the blade is serrated on one edge.
A silver dagger wrapped in a tight washcloth with a note tucked inside that reads; “I love you always. Stay safe. ~Nana”
A simple shortsword set with a blade of bleached bone. The handle is wrapped with a leathery material of questionable origin.
A sling whose finely braided pattern depicts a stylized moon while in moonlight, and a sun seen in sunlight. The weapon looks completely plain in any other lighting.
A small pouch of blacks and dark blues made of fine silk. Within it rest a dozen finely tipped black darts, each with a slight curve that clang about the pouch.
A stiletto dagger with a strong, triangular blade that tapers to a sharp point at the tip. The weapon is designed for thrusting, in particular to pierce armor such as leather or mail. Most cities, except those involved in a war, prohibit the carrying of a stiletto since it is an easily concealed weapon. Stilettos are narrow enough to be concealed in sword canes, belt pouches or up a sleeve.
A stylish shortsword bearing a satin polished blade with multiple fullers and a wicked edge. The intricately carved handle is made from rosewood and ornamented with nickel-silver pins. The scabbard's style harmonizes engagingly with the sword's design. It's made from heavy, black leather and capped at each end with an embossed nickel-silver throat and chape.
A tasteful and elegant longsword with a handle of lizard skin, a gold-plated crossguard and in the pommel a jasper the size of a pigeon's egg. On the blade just above the crossguard lies the craftsman's sign in shape of a sun and just above that an inscription "Don't draw without a reason, don't sheath without honor".
A weathered naginata (Glaive statistics) with a haft of pecan and a head made of steel. The entire weapon is covered in abnormally colored bloodstains that a knowledgeable PC can identity as originating from an Oni.
A well-oiled katana resting in an ornate bronze and copper sheath highlighting ten black pearls, each of which glow softly.
A wicker quiver containing 24 broadhead arrows with shafts of ironwood painted brick red and fletching of two indigo feathers and one gray feather.
An ancient Drow dagger is composed of an extremely sharp, slightly curved, double-edged Adamantite blade, set into a gold-plated hilt. The guards are decorated by a series of small green gemstones, the handle is wrapped by a thin piece of fine black leather.
An angular recurve bow comprised of a single willow branch. The bow appears well used, but is still in excellent condition. Archaic elven characters are inscribed on the inner side of the grip, characters which are so distantly related to modern elven that an average speaker can only tell that they are related, not what they mean. The string of the bow is as fine as spider silk, but incredibly strong; it seems to be unbreakable while attached to the bow, and removing it causes a new string to magically reform over the course of a minute in place on the bow.
An archery case painted with brutal scenes of elephant hunting that contains 20 arrows.
An eight foot long trident made almost entirely out of metal, except for the hand grips, which are straps of dark cured leather with white fur lining. The metal length of the trident is adorned by an elaborate motif of water and waves, seemingly made out of gold and silver. The three spikes are barren of any decoration, but each tip has a fishhook point at its end. The outer ones with one side facing outward, the inner one with two sides facing the other two spikes.
An oaken quarterstaff that can be divided in the middle and used as two clubs.
An oddly constructed warhammer with a striking head made of large book with the words “Legislation and Rules of the Grand Library” written on it, mounted onto a brass candlestick.
An oiled leather quiver containing 20 arrows whose fletching is made of tiger pheasant feathers, dyed yellow with a concoction made of bark. Knowledgeable PC's are aware that this brand of fletching is used by a group of militant dryads who shoot intruders of their forest on sight.
An ornate longspear nearly eight feet in length. The last two feet of the weapon ends in steel, a slender leaf-shaped spearhead that narrows into a wicked spike. The edges are sharp enough to shave with.
Fangmask: A pair of simple metal plates held together by leather straps. It is designed to be worn around the face, obscuring the mouth and nose. Subtle hinges cause the mask to unfold when the bearer fully opens their mouth. This reveals twin fangs that are punctuated with extremely fine barbs. Even a feeble wearer is capable of punching through flesh, bone, and lesser armors when their bite strength is amplified by the mask’s inner workings. The bearer is able to make a bite attack with the mask that deals damage equivalent to a dagger. Using the Fangmask is uses the same statistics and techniques as fighting with two weapons.  
Stiletto Shield: A small wooden shield with a special switch located on the inside grip. When triggered, four blades pop out from the edges of the shield, and one larger blade springs out from the middle. Triggering and retracting the blades is an action equivalent to drawing a weapon. When the blades are activated, the stiletto shield counts as a spiked shield in all respects.
A steel-bladed shortsword with a hilt wrapped in black bat leather with silver wire. The blade is decorated with delicate scrollwork that seems to flow of its own volition. The blade tapers, widens, and tapers again in a “leaf” shape. The pommel is in the shape of a spike and screws off to reveal a hollow hilt large enough to fit a vial, small scroll, a handful of coins or other similar sized object.
A straight-edge razor (Dagger statistics) with a handle inlaid with mother-of-pearl and set at one end with a small gem. The blade is engraved with the phrase “Fear the Edge of Pain”, the motto of a notorious serial killer who haunted the harbour and docks of Gallimstaal. Rumour has it that the razor is but one of his tools of torture and death and before he was hanged, drawn and quartered, he pledged to return from beyond the grave to recover and begin his killing again.
A sturdy club that appears to be made from the taproot of a large plant.  
A two-handed mace of blackened steel with small silver inlays decorating the head and a copper band at the center of the shaft.
A thick iron cleaver (Longsword statistics) that slices through the toughest of beast hides. This crude weapon relies on brute force and is regrettably inelegant, suggesting that its battles were for horrific affairs, painted in sanguine black and reds.
A two-handed sword with a cross hilt of forward sloping quillons known as a claymore (Greatsword statistics) commonly used among some mountain tribe clansmen. The blade is engraved with dwarvish runes reading; "This end toward enemy"".
A wakizashi (Swordshort statistics) whose blade is mottled black-on-red, with glowing yellow particles running between the onyx blotches. Its sheath is decorated in contrasting patterns and collars.
An impressive maul forged from a single piece of cobalt. It is unadorned, except for a shallow-relief sculpture of an elephant's face on each side of the hammer's head. Its long haft is wrapped with a single strip of dragon leather that if unwrapped, reveals pictographs that tell the story of the weapon's forging.
An occult rapier whose thin blade is covered in rivulets of raw eldritch power that ripple up and down its length.
An odd scimitar that curves slightly and then recurves, in the form of an elongated letter S. The result is pretty but a pain to carry around, as it cannot rest in a regular scabbard.  
An old broadsword (Greatsword statistics) that looks like something out of a museum, with two red gemstones fitted into a silver-etched hilt. The weapon is almost as long as a full grown man.
An ornate warpick decorated with carvings depicting a gnome knocking a goliath prone.
An overly ornate (Bordering on gaudy) Random Weapon, combining motifs from different cultures and groups into its own style.
An unassuming cavalry sabre (Longsword statistics) with a hilt covered in leather the colour of a tropical sunset. When held and swivelled, the thin blade gently shimmers like a rainbow over tropical beach.
An undecorated, army issued smallsword (Shortsword statistics) with an oval shell of a guard over the hilt. It is nothing special but has been kept in good condition.
A delicately fashioned garrote made for small hands, fashioned from two ash wood handles with a cord made of braided vines. This weapon of murder was likely crafted and used by the graceful faire folk that live in the deep forests. Knowledgeable PC’s will know that despite their small stature the fey and deceptively strong and vicious when angered in it is likely that this tool was used by a creature who hid in the tops of trees and simply jumped onto the backs of its victims and strangled them to death for doing nothing more than entering to deeply into the forest.
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Unique Weapons, 11: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Heroes and villains across fiction can often be immediately recognized by their signature weapon, causing the weapon itself to be an iconic part of the character. From Perrin’s spiked half moon axe to Roland’s enormous sandalwood revolvers, the jedi’s lightsabers, Arya’s needle, Legolas’s bow, Wolfwood’s Punisher, Detritus’s Piecemaker, the bride’s katana, Bond’s Walther PPK, Robin Hood’s longbow, Jason’s machete or Indiana Jones’s whip, a weapon can even function as a physical manifestation of the character’s personality. None of these weapons are intensely magical in their own right but can serve as the physical basis for family heirlooms, legendary artifacts and magical or masterwork weapons. Alternatively they can be found as loot and become part of a PC’s distinctive appearance, allowing the player to become fully immersed in their character’s look and feel. —Note: Some entries call for the DM to “Roll a Random Weapon” which simply means that the DM can roll from the pregenerated lists on this blog or choose whatever weapon they feel would be appropriate for the situation.
A dagger whose blade shines an iridescent purple hue. There is a piece of parchment wrapped around the handle that reads: “This is the blade that will kill you.” Once any PC reads the note, the dagger teleports away.
A crescent moon-shaped, frontward curving blade (Bastard sword statistics) about two and a half feet long. Its thick handle is nearly as long as the blade, making it half-sword, half-scythe. The weapon (Known as an arakh) grants the wielder tremendous manoeuvrability of the wrists and the ability to hook the tip of the blade behind armor and limbs during battle.
A large mechanical contraption known as a rivebow, designed for someone with murder and mayhem in mind. Functionally equivalent to a heavy crossbow this weapon fire spinning chakram rather than bolts. The sharpened (Often serrated) disks are launched with such force that they can sever an arm clean in half or neatly decapitate a human. Some pirates and ocean reavers have taken to using them during hostile boarding as the spinning blades cut through rope and sails crippling the enemy ship.
A quiver containing a dozen long arrows, fletched in black and yellow like a hornet. The tips have two angry curly steel barbs welded to it producing vicious wounds.
A long sword of workmanlike grey steel. It doesn’t have much in the way of ornamental flourishes, but there is a fearsome beauty about it still, to the eye. The beauty of a thing fitted perfectly to its purpose. Knowledgeable PC’s can recognize the maker’s mark as a Calvez, forged by the best swordsmith of the far-flung land of Styria.
A brass handled spiked shield made from a huge conch shell, that's as durable as steel.
A matching pair of hatchets (Handaxe statistics), each a foot and a half in length, with leather-wrapped handles and straight black blades that narrow like scalpels. They are balanced with balls of blackened steel, each as wide around as a silver coin.
A shortsword with a triangular blade sharpened on one side like an oversized chef's knife. The metal blade is lodged into a long piece of whalebone and reinforced by tree roots. The weapon produces a faint but distinctive humming ‘song’ that the spiritually perceptive can hear.
A city guard’s shortbow made of hickory wood. The grip is unwrapped, but smooth and comfortable from regular use. The bowstring is made of dull brown leather. Accompanying the bow is a two-fingered archer’s glove, made of pebbled brown calfskin.
A sealed ceramic jar filled with a few dozen envenomed caltrops. Each one is a small, razored piece of hardened glass, tough enough to pierce any boot sole and small enough to be overlooked. A typical caltrop point that’s driven through leather is apt to have any venom wiped from it but the weapon-smiths who wrought these particular works of devilry included shallow wells along each spike, reservoirs where toxins were smeared, waiting to be washed out with blood. In addition to the normal injuries inflicted by caltrops, these weapons deal poison damage equivalent to a dagger (1d4). The caltrops are reasonably fragile making them difficult to gather back up and their poison dries to uselessness an hour after the jar's seal is broken.
—Click Here for homebrew Masterwork Weapon Bonuses or Here for homebrew Minor Weapon Enchantments to give these objects even more personality and mechanical benefits.  
-Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Or keep reading for 90 more weapons.
—Note: The previous 10 weapons are repeated for easier rolling on a d100.
A dagger whose blade shines an iridescent purple hue. There is a piece of parchment wrapped around the handle that reads: “This is the blade that will kill you.” Once any PC reads the note, the dagger teleports away.
A crescent moon-shaped, frontward curving blade (Bastard sword statistics) about two and a half feet long. Its thick handle is nearly as long as the blade, making it half-sword, half-scythe. The weapon (Known as an arakh) grants the wielder tremendous manoeuvrability of the wrists and the ability to hook the tip of the blade behind armor and limbs during battle.
A large mechanical contraption known as a rivebow, designed for someone with murder and mayhem in mind. Functionally equivalent to a heavy crossbow this weapon fire spinning chakram rather than bolts. The sharpened (Often serrated) disks are launched with such force that they can sever an arm clean in half or neatly decapitate a human. Some pirates and ocean reavers have taken to using them during hostile boarding as the spinning blades cut through rope and sails crippling the enemy ship.
A quiver containing a dozen long arrows, fletched in black and yellow like a hornet. The tips have two angry curly steel barbs welded to it producing vicious wounds.
A long sword of workmanlike grey steel. It doesn’t have much in the way of ornamental flourishes, but there is a fearsome beauty about it still, to the eye. The beauty of a thing fitted perfectly to its purpose. Knowledgeable PC’s can recognize the maker’s mark as a Calvez, forged by the best swordsmith of the far-flung land of Styria.
A brass handled spiked shield made from a huge conch shell, that's as durable as steel.
A matching pair of hatchets (Handaxe statistics), each a foot and a half in length, with leather-wrapped handles and straight black blades that narrow like scalpels. They are balanced with balls of blackened steel, each as wide around as a silver coin.
A shortsword with a triangular blade sharpened on one side like an oversized chef's knife. The metal blade is lodged into a long piece of whalebone and reinforced by tree roots. The weapon produces a faint but distinctive humming ‘song’ that the spiritually perceptive can hear.
A city guard’s shortbow made of hickory wood. The grip is unwrapped, but smooth and comfortable from regular use. The bowstring is made of dull brown leather. Accompanying the bow is a two-fingered archer’s glove, made of pebbled brown calfskin.
A sealed ceramic jar filled with a few dozen envenomed caltrops. Each one is a small, razored piece of hardened glass, tough enough to pierce any boot sole and small enough to be overlooked. A typical caltrop point that’s driven through leather is apt to have any venom wiped from it but the weapon-smiths who wrought these particular works of devilry included shallow wells along each spike, reservoirs where toxins were smeared, waiting to be washed out with blood. In addition to the normal injuries inflicted by caltrops, these weapons deal poison damage equivalent to a dagger (1d4). The caltrops are reasonably fragile making them difficult to gather back up and their poison dries to uselessness an hour after the jar's seal is broken.
A balanced yet oddly heavy rapier with a hilt wrapped in copper wire. In the pommel is set a high-domed cabochon of garnet, and a ragged leaf picked out in carnelian ornaments the blade on either flat.
A battleaxe whose obsidian blades are shaped like spread wings of a bird of prey. The haft is made of pale bone with purple sigils carved along its length, ending in a large black talon.
A beautifully crafted crossbow of gnomish make, decorated with engravings of dice, cards and prayers unto Gond.
A black eyepatch that can be used as a sling as a last resort. Disturbingly enough, the weapon can fire glass eyes as ammunition as easily as firing typical sling bullets.
A bloodied dagger wrapped in a piece of parchment. The parchment details the death of a righteous woman, who volunteered to die in place of an innocent.
A Random Melee Weapon that is quasi-sentient and has a semblance of feelings. Occasionally, in situations of high stress, these feelings “leak” from the weapon and spill over everyone within ten feet. Only a detailed magical examination reveals the source of these feelings.
A bloodstained ritualist’s dagger set with a blade of steel and a hilt wrapped in pewter wire. A small rounded copper pommel provides balance and a decorative element.
A brown halberd bearing a long animal tail wrapped around its top half, with two yellow lines around the end before being topped by a white fluff. Two more yellow strips wrap around the center of the shaft, and the pommel is a three-pronged metal spike. The yellow strips will shine iridescently when they catch the light.
A butcher’s cleaver (Handaxe statistics) with jagged notches and scrapes all along its blade from heavy use. When it hasn’t spilt blood for over a day, the cleaver begins to rapidly deteriorate, its blade becoming dull and lined with rust. When the weapon deals damage to a creature that has blood, the cleaver sucks up some of the blood it spills, returning to pristine condition.
A dagger weighted for throwing and crafted out of a metal not seen often in the materiel realms. When viewed in shadows or very low light it glows with nothingness and the pure emptiness of the void.
A clear longsword made from a strange, emblem inscribed gemlike material with a cut gem as the pommel.
A club decorated with large teeth and carved with stylized images of wild animals.
A comically long recorder that’s long and sturdy enough to be wielded as a functioning quarterstaff.
A Random Melee Weapon whose handle is made out of bone and teeth and wrapped in crudely stitched, badly cured leather. When the wielder kills a living creature droplets of their blood crawls up the length of the weapon and onto the wielder's hands, like small warm leeches, where they are quickly absorbed into the wielder's skin.
A composite bow fashioned from horn, sinew and glues. Its power comes from a series of pulleys, cams, and levers. They do not warp and can be adjusted for a variety of conditions.
A dagger housed inside a sheath made of scuffed and scratched leather. The weapon itself has a slightly curved blade inlaid with gold in a savage and spiky pattern. The hilt is in the shape, albeit distorted, of the shoulders (crossguard), neck (hilt) and head (pommel) of a fearsome looking humanoid who, if the design is investigated, will be revealed as a fire giant. The pommel is inset with two rubies, about a quarter of an inch across, which glow vividly if illuminated. Its name, in the pattern of sigils on its blade is Gwaltashar.
A dark halberd adorned with serpentine designs. Taking the blood-soaked shaft of the weapon in hand sends a sudden chill along the wielder’s spine.
A dark leather quiver containing two dozen black-shafted arrows. Each one possesses a wedge-shaped ivory tip and dark red sinew binds the arrowhead to the shaft.
A dagger with copper wire wound around hilt and cabochon malachite pommel.
A darkwood greatclub decorated with elongated screaming faces, skulls, thorny briars and chains.
A dented, chipped, and dirty greatsword. Its hilt is black with some worn leather grip-straps and a red gemstone in the pommel.
A distinctive double-edged cavalry spear with a wide blade, intricately inscribed with the family history of a noble knight.
A Random Melee Weapon whose handle was made from an iron horseshoe. Holding it causes the wielder to feel as if the odds are in their favour
A five foot long oaken staff, masterfully carved at the top into four faces: One is the face of an old, strong, bearded man, made of leaves. The others are the head of a wolf, an eagle, and a shark.
A glaive whose blade is made out of an opaque, glass-like material, which glows in a teal hue. The polearm's grip is made of white wood, with snake-like leviathans etched into it. On the bottom of the grip are multiple red bands, and a golden necklace with small, golden pearls and a symbol of the world tree Yggdrasil hanging on it.
A gnomish made shortsword that is exceptionally-well balanced, with that perfectly fits its wielder’s hands. The razor-sharp blade curves right at the tip, allowing for a smoother cut so that the wielder can reposition themselves quickly to land another blow.
A greatbow (Longbow statistics) made of yew wood sporting a grip wrapped in navy cotton. The bowstring is made of pebbled black deer leather.
A halberd bearing a long axe blade in front with a long, looping back hook designed to unhorse riders.
A hand crossbow with grips made of human bone,. All the metal in its construction is black, pitted, and marked with dull red flecks.
A heavy crossbow covered with dwarven inscriptions. The elegant stock has been carved to resemble the head of a hammer.
A heavy pickaxe with a steel haft and a head made of dark iron. The petrified tooth of a black dragon is embedded directly through the head, serving as the weapon’s nearly indestructible point.
A heavy, two-handed flail consisting of a roughly hewn wooden haft lashed with gut and rope to a hefty boulder.
A katana with a hilt wrapped in red cloth and a golden tsuba with indentions at the four corners and crescent markings on the sides of the blade. The scabbard is charcoal-black.
A longsword measuring 40 inches and weighing no more than 35 ounces. The blade is sharp as a razor and covered in mysterious runic signs that gives it a bluish colour. With a little practice, the wielder could shave with it. The 12 inch long handle is wrapped in strips of salamander skin, has a cylindrical copper cap which serves as a pommel. The hilt, although quite small, is quite ornate. The weapon is beautiful in every respects and whistles as it flashes through the air with the lightest touch.
A longsword whose blade has red and black ripples through the steel and its scabbard is garishly decorated with gold, cherrywood and red leather with golden lions' heads set with ruby eyes. The two colors of the blade lap over one another without ever touching, each ripple distinct, like waves of night and blood upon some steely shore.
A magnificent longbow made from the wood of a silver oak tree. When fired, it leaves painless splinters in the wielder’s hands. The silver coloured wooden fragments work themselves deeper and deeper into the bearer’s flesh if not removed until they finally disappear under the skin never to be seen again.
A longsword whose blade shines like polished silver, remaining perfectly reflective no matter what punishments it endures. Blue and silver flames lick incessantly along the blade, quillons, and pommel, and they harmlessly surround the wielder's hands whenever the blade is drawn. At the seat of the blade is an Elven rune meaning “Weapon”.
A longsword whose hilt is wrought in the shape of a bow and arrow, with the pommel fashioned as arrow fletching, and the crossguard forming the limbs of the bow. The scabbard has been carved from wood with a large gnarl in the center. The wood itself is largely left uncovered and undecorated, leaving a unique pattern that evokes a forest theme.
A longsword with a hilt made of carved black wood with a crossguard in the shape of a human leg bone. It rests in a scabbard of black leather, decorated with silver fittings and studded with small carved pieces of jet.
A Random Sword whose blade is a deep, opaque black, with ribbons and ripples of incandescent green fire pulsing within the surface of the blade. While the blade itself seems centuries old, the hilt appears as though it has been replaced several times over the years.
A long-handled greataxe, bristling with half a dozen sharp spikes and a flaring blade big enough to split a tree.
A longspear carved from the fire blackened bone of a dire bear. It is shod with adamantine and capped with the polished and gleaming stinger of a manticore.
A longsword with a steel core clad with silver, the edges also of steel, pure silver is too soft to sharpen it enough. On the cross guard and down the full length of the blade are runic signs, that are nearly impossible to decipher, but surely magical. If translated, the arcane glyphs read; “My brilliance cuts the gloom, my light dispels the darkness.”
A massive greatclub that appears to be made of a series of stones welded together, with spiked chunks of rock scattered liberally across the surface. Although crude in appearance, the weapon is flexible, and does not suffer from the fragility of most stone weapons.
A massive greatsword that is essentially two longswords forged into one. The blades cross over each other twice, once in the middle, then once again at the end of the blade. The pattern resembles a zigzag rather than a gentle curve. One half the blade is a bluish tint, while the other half is greenish.
A Random Sword whose blade is dented, chipped, and dirty. Its hilt is black with some worn leather grip-straps and a red gemstone in the pommel.
A massive two-handed mace made entirely of thorium, obviously intended only for the strongest of wielders. The weapon is extremely large and heavy bordering on being unusable. The mace is entirely black in color, save for silver metal spikes jutting out from the thick, malicious head.
A massively oversized sewing needle created by some race of unimaginable large giants. The objects functions as a knight's lance without issue.
A quarterstaff made of oak, inlaid with masterful knotwork. One end of the staff is inlaid with cold iron, and the other end silver, both set flush with the wood.  This makes it an effective weapon against fey who are harmed by iron, werewolves who are harmed by silver.  
A masterfully crafted fencing rapier of exquisite beauty that is perfectly shaped and balanced for a right handed wielder who has six fingers on said appendage.
A menacing greatsword with large serrations along both cutting edges. Dried blood is caked into the serrations. The wielder feels a hunger for battle while holding this weapon.
A mithril throwing hammer with ornate dwarven runes and ornamental blue gem inlays. The head is topped with a cabochon-cut blue jasper and hilt inlaid with lapis lazuli bands. The runes name the hammer “Truesilver's Kiss”.
A moldy burlap quiver containing a dozen shoddy arrows, each one forged from rusted scrap. They seem designed to break off inside of the body, leaving flakes of the fouled iron behind to cause tetanus and infection.
A mundane looking Random Melee Weapon with dark coloring. Any blood that touches the weapon is quickly absorbed into it, leaving no trace behind. Vein-like glowing red lines appear at the point of contact with the blood, streak towards the grip. The red lines appear to flow into the wielder’s hand causing them to glow dimly for a few moments before the light fades away.  
A neglected, steel-bladed rapier, with a hilt wrapped in brown calfskin. The pommel consists only of a lanyard ring and the basket has the appearance of spiderwebs. The weapon rests in a scabbard of pecan wood inlaid with narwhal horn.
A pair of bone scimitars carved from the tusks of a dire boar. The weapons rests in a pair of lizard-skin sheaths meant to be worn across the back and drawn over the shoulder.
A quarterstaff made of black wood, adorned with carvings of runes representing stars, darkness, and night. The ends are capped with black onyx.
A pair of handaxes with a strange design. They have long, thin handles that bulge like bulbs at the end and the axe heads are narrow and thin, almost like picks. The hafts of the weapons have a flowing, organic design and not of a uniform width, made of some dark red wood, painted with colorful dots down the sides.
A plain and unassuming Random Sword of dark, almost black, steel. Its leather grip is darkened from sweat and age. It has no magical properties whatsoever, nor can it ever be enchanted by magic.
A quarterstaff made of spongy, dark wood that leaves visible red stains on everything it touches. Holding the staff causes a light stinging sensation wherever it touches the skin. It's obviously, unnatural evil and makes beasts visibly uncomfortable and wild animal will not willingly approach the wielder unless starving or threatened. If the staff is broken or burned, it releases a terrible, inhuman scream, causing all plants that can hear it to wither.
A quiver of barghest fur with pebbled brown snakeskin trim. It contains 21 crossbow bolts with shafts of hickory wood painted gray and fletching of two blue feathers and one rose feather.
A Random Melee Weapon bearing the symbol of a gladiator’s arena etched into the grip. The bearer always feels as though they are being watched by a crowd of people interested in witnessing the bloodsport of combat. The weapon emits a burst of applause and cheering noises equivalent to a large crowd of people whenever the weapon is drawn, successfully critically hits a target or is used to kill or incapacitate an enemy. The weapon emits a burst of jeers, hisses and boos that are just as loud whenever the wielder critically misses, is disarmed or becomes incapacitated by an enemy.
A flat sword known a tular set with a blade of all straight lines that flares outward and is more than twice as wide at the end than at the hilt. It rests in a scabbard that's open all along its length and has to be drawn sideways to accommodate the oddly shaped blade.
A Random Sword with a shining crystal blade with small approximations of the planets orbiting it. Knowledgeable PC’s will notice an extra unknown planet floating parallel to the PC’s planet, perpetually out of sight behind the sun, which the blade likely represents. The mystery planet is about the same distance away from the blade as the PC’s planet, suggesting that it could support similar types of life.
A reliable sideword (Shortsword statistics) made of a steady, well tested pattern, mass produced by sand casting, minimally sanded down, quickly sharpened, wrapped in inexpensive materials and shipped to the buyer. Knowledgeable, well-traveled or veteran PC's will have seen dozens of these identical swords over their lifetime and know them to be infamous for being as cheaply made as humanly possible without compromising its basic integrity and function. The weapon and its thousands of identical siblings are popular amongst militias, guardsman and the basic footsoldier and is sometimes known as the "Unsalted mashed potatoes," of melee weaponry.
A Random Sword with a slightly curving blade of exceptional craftsmanship, that bears a light blue tint. The sword’s pommel is wrapped with smooth leather straps that wind themselves about the wielder’s hands in combat, allowing him to keep a tight and even grip on his weapon.
A rattlesnake-skin whip is tipped with the filed-down fangs of several snakes.
A scimitar with an obsidian blade and a gold hilt embedded with purple gems. Harmless black flames lick against the inward curve to form the shape of feathers, mimicking a bird's wing.
A Random Weapon covered with intricate designs that have strange, shifting optical qualities and are never fully still.
A shining, beautiful bastard sword with a cruciform and slender, well-weighted hilt, ending in a spherical pommel made of white metal. The blade is coated in a layer of alchemical silver and the weapon rests in a black enameled sheath made to be worn over the shoulder.
A sickly curved sickle cast in the form of a segmented spider’s leg. The leather wrapped handle contains a hollow recess that can hold a single dose of poison. Filling the reservoir requires an action equivalent to attacking that carries the usual risks of poisoning yourself. Once filled, the reservoir keeps the blade saturated and viable for up to one hour. The first successful attack made with the spider-leg sickle during this time administers and expends the dose of poison.
A Random Weapon created during the heyday of a fallen human kingdom. Its markings tie it to a heroic human of legend whose exploits border on myth. Careful inspection reveals writing on the weapon in a forgotten tongue whose significance is lost to the ages.
A sigil-branded longbow carved from a yew branch, and strung with twisted rawhide.
A single, razor-edged longsword with a slender, gleaming red blade, its length inscribed with designs of cloaked figures and tall scythes, accentuated by a black blood trough running along its center. Its hilt resembles whitened vertebrae that end in a skull-bobbed pommel. Running from it toward the crosspiece, the hilt is carved to resemble a backbone and rib-cage, and the crosspiece itself resembled a pelvic skeleton, with legs spread out wide and bent back toward the head, so that the wielder's hand fits neatly within the 'bony' boundaries. All of the pommel, hilt and crosspiece is white, like bleached bones—perfectly white, except for the eye sockets of the skull pommel, which are like black pits at one moment and flare with red fires the next.
A Random Weapon of Abyssal design that emits a faint sulphurous odour and emits a thrill of exhilaration within the wielder whenever he knowingly breaks a law.
A slender shortsword with a blade of mirror-bright steel. Its hilt, of a darker and frosted steel, mounts a grip of ivory wrapped in braided crimson silk and a knuckle-guard of coiling, thorned arcs of magically-hardened gold. Set in the pommel is a garnet cabochon etched with petals and thorns.
A slightly oversized sickle whose blade is hooked to a vicious curved point resembling the beak of a hawk.
A Random Weapon that is covered in crystalline gems each cut into the shape of a striking blue eye. Whenever the weapon is used to kill, the eyes weep tears of pure water.
A slim and elegant dagger that resembles a miniature rapier with a long needle-like apex. It weighs half as much as a normal dagger. Emblazoned in gold on the hilt is the symbol of a kingfisher.
A small curved handaxe made of solid silver, covered in abstract arabesques.
A Random Weapon that is half the weight of a normal example of its kind. The object is inscribed with feathered wings, suns, and other symbols of good. Fiends find the weapon's presence repulsive.
Needler: A druid-crafted bow that appears to be only a slightly curved, gnarled branch at first glance. Further inspection reveals it to be a magically crafted longbow of living wood with a string of braided vines. The bow sprouts pale pink flowers throughout the day. The flowers begin to bud by morning, fully sprouting by afternoon, and the petals begin to wither and fall by nighttime, even while underground or indoors. When a fresh pine needle is held while the string is pulled, the needle extends in length to accommodate the draw of the bow and when fired, deals as much damage as a regular arrow.
A heavy mace whose masterfully crafted, lacquered head is fashioned to resemble the face of a woman. The soft, graceful curves of her lips and her deep understanding eyes, sooth any who look upon her beatific. Her angelic features change drastically in combat, her face twisting into an enraged snarl. Her opened mouth revealing a forked tongue and fangs that sink into her wielder’s enemies on each strike.
A spiked chain with seal-laden blades of steel connected by chain links, tethered to a handle made of solid, polished oak.
A steel maul with a hollow haft with tribal inscriptions and designs. The hollow hafted part can be used as a didgeridoo that produces a low baritone sound.
A Random Weapon that sparkles brightly and looks incredibly ornate. When the weapon was forged, magic was used to infuse it with diamond dust. Consequently, it glimmers in the light and appears far more valuable than a normal weapon of its type. Extracting the diamond dust without powerful magic is (Sadly) impossible.
A Random Weapon that whenever its bearer is presented with an opportunity to act in a selfish or malevolent way, the object heightens the bearer's urge to do so.
A Random Sword whose maker's mark indicates that the weapon is the work of a legendary smith... when she was an apprentice. While functional, the weapon is not particularly special or exceptionally well crafted. It could still be valuable to historians or collectors, however.
A sinewy hand crossbow made from the twisted bones of an ancient subterranean aberration.
A pair of handaxes carved from the jawbones of a swamp dragon, one from the top, one from the bottom. The organically curving, supernaturally sharp blades were created through an expert combination of workmanship with blood sorcery woven into the weapons. Knowledgeable PC’s will have heard of an group of warriors known as the Dragonmen who wield axes such as these, each weapon sanctified by a bone-eye (A blood sorcerer) and bathed in the blood of an innocent.
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Unique Weapons, 12: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Heroes and villains across fiction can often be immediately recognized by their signature weapon, causing the weapon itself to be an iconic part of the character. From Perrin’s spiked half moon axe to Roland’s enormous sandalwood revolvers, the jedi’s lightsabers, Arya’s needle, Legolas’s bow, Wolfwood’s Punisher, Detritus’s Piecemaker, the bride’s katana, Bond’s Walther PPK, Robin Hood’s longbow, Jason’s machete or Indiana Jones’s whip, a weapon can even function as a physical manifestation of the character’s personality. None of these weapons are intensely magical in their own right but can serve as the physical basis for family heirlooms, legendary artifacts and magical or masterwork weapons. Alternatively they can be found as loot and become part of a PC’s distinctive appearance, allowing the player to become fully immersed in their character’s look and feel. —Note: Some entries call for the DM to “Roll a Random Weapon” which simply means that the DM can roll from the pregenerated lists on this blog or choose whatever weapon they feel would be appropriate for the situation.
A bronze dagger with twin straight blades each a foot in length. Despite its apparent great age it is still a masterwork of blacksmithing and is capable of slicing through flesh and bone with ease. Knowledgeable PC’s will recognize the construction of the knife is identical to that used by a void cult who performed human sacrifice in an attempt to create an otherworldly entity known as the Outsider.
A beautifully crafted compound bow with a fitted handle and a curved staff that tightens smoothly.
A simple, solid-looking longsword with a plain hilt of cold metal scored with faint grooves for a good grip. The blade itself is rather dull but its edge has a cold and frosty glint and a single silver letter shines near the hilt. Despite its unsharpened edges the blade cuts through flesh and metal as if charmed to do so. The weapon never needs sharpening or maintenance and rests in a scabbard of weathered brown leather.
A large heavy crossbow built by ancient dwarven combat engineers. The weapon is powered by a system of clockwork gears and torsion springs. When not in use, it hums almost inaudibly and ticks reassuringly like a steady grandfather clock.
A longsword made of durable steel with a distinctive rippled pattern that never requires sharpening. The weapon feels heavier than it should be, as though it carries the weight of responsibility, duty and honour. The name of the sword is spelled out in raised letters along the grip, causing the wielder's palm to read “Oathkeeper” when held tightly.
A spiky and particularly cruel whip that can collapse into a small disk making it easy to conceal. Knowledgeable PC's will recognize it as a Lamia or Mayhenian Scourge and is the favourite weapon of the empire's secret service agents as a tool of covertness, intimidation and information extraction.
A longsword with a long thin, blade carrying a slight curve, its edge cruel enough to cut silence and make it scream.
A Random Weapon that when held, causes the wielder to hear discordant and wild music. While the chaotic rhythms pound in his ears he can see the true shape of the reality around him in all its harshness and dark truths.  
A spiked shield made from the horned skull of a great desert dinosaur.
A rapier with a thin, flexible, whiplike blade and a complicated basket hilt. Branded into the leather grip is the motto of a master swordsman; “I Am Fate's Sword. She Wields Me Cruelly.”
—Click Here for homebrew Masterwork Weapon Bonuses or Here for homebrew Minor Weapon Enchantments to give these objects even more personality and mechanical benefits.  
-Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has.
—Or keep reading for 90 more weapons.
—Note: The previous 10 weapons are repeated for easier rolling on a d100.
A bronze dagger with twin straight blades each a foot in length. Despite its apparent great age it is still a masterwork of blacksmithing and is capable of slicing through flesh and bone with ease. Knowledgeable PC’s will recognize the construction of the knife is identical to that used by a void cult who performed human sacrifice in an attempt to create an otherworldly entity known as the Outsider.
A beautifully crafted compound bow with a fitted handle and a curved staff that tightens smoothly.
A simple, solid-looking longsword with a plain hilt of cold metal scored with faint grooves for a good grip. The blade itself is rather dull but its edge has a cold and frosty glint and a single silver letter shines near the hilt. Despite its unsharpened edges the blade cuts through flesh and metal as if charmed to do so. The weapon never needs sharpening or maintenance and rests in a scabbard of weathered brown leather.
A large heavy crossbow built by ancient dwarven combat engineers. The weapon is powered by a system of clockwork gears and torsion springs. When not in use, it hums almost inaudibly and ticks reassuringly like a steady grandfather clock.
A longsword made of durable steel with a distinctive rippled pattern that never requires sharpening. The weapon feels heavier than it should be, as though it carries the weight of responsibility, duty and honour. The name of the sword is spelled out in raised letters along the grip, causing the wielder's palm to read “Oathkeeper” when held tightly.
A spiky and particularly cruel whip that can collapse into a small disk making it easy to conceal. Knowledgeable PC's will recognize it as a Lamia or Mayhenian Scourge and is the favourite weapon of the empire's secret service agents as a tool of covertness, intimidation and information extraction.
A longsword with a long thin, blade carrying a slight curve, its edge cruel enough to cut silence and make it scream.
A Random Weapon that when held, causes the wielder to hear discordant and wild music. While the chaotic rhythms pound in his ears he can see the true shape of the reality around him in all its harshness and dark truths.  
A spiked shield made from the horned skull of a great desert dinosaur.
A rapier with a thin, flexible, whiplike blade and a complicated basket hilt. Branded into the leather grip is the motto of a master swordsman; “I Am Fate's Sword. She Wields Me Cruelly.”
A barbaric axe adorned with a crude markings and a skull. When in the presence of magic, a dark aura expands from the blade, trying to pull the arcane essence into it.
A bastard sword of unearthly beauty with patterns of silver inlay on a black blade. A spindle of green light emanates from an emerald set in the hilt.
A bastard sword with a slight curve, its handle is silvery and woven with very fine wire. The blade is made from a metal which was only found once, in a meteorite. It has a pearl in its pommel, which seems clear except for a small cloud that moves through it. When swung it always moves faster than the wielder intended, making it difficult to control.
A bastard sword with an elaborate hilt, that rests in a matte black, scabbard covered with rows of runic signs and symbols. The blade is pure silver and polished to a pure shine of mirror-like brightness. The sword and sheath are first found in an oblong packet of thickly wrapped sheep's skins fastened with a leather strap.
A battleaxe with a heavy blade that is notched and stained, with sharp, wicked curves. Small holes dot the blade near the handle and when the wielder swings the axe, air whistles through these spaces.
A beautifully decorated scimitar adorned with long red ribbons of silk that seem to move in accordance with the wielder's intentions. This impressive and distracting display makes it easier to strike enemies.
A black lacquered quiver containing two dozen crossbow bolts, all made from a fibrous mineral that shimmers like strands of polished silver. The unidentifiable material gleams and shimmers in the light, radiating all the colours of the rainbow.
A bloodstained longsword set with a blade composed of iron layered with bronze and is inscribed with the name Orckeeper. The hilt is wrapped in dull brown deer leather and ends in a sharp blade where a pommel would normally be.
A blowpipe with an ornate copper viper wrapping around the deep brown oaken pipe.
A braided rope quiver containing 5d8 arrows constructed from palm tree wood, gull feathers and tipped with shark teeth.
A broadsword with a thick, wide blade. The grip has a dark, swirly look to it, giving the aspect of a cosmic void. The crossguard has a hollow centre and a sharp diamond shape with pointed edges that matches its pommel. The rain guard is adorned with jewels that emanate with regality.
A bundle of carefully wrapped silk cloth that contains three skinny darts and a blowgun cleverly disguised as finely carved pipe.
A cestus (Gauntlet statistics) of blackened leather reinforced with strips of dark iron over the fingers and cruel spikes along the back of the hand and forearm.
A curved dagger with a hilt carved in the shape of a three-headed lion. Knowledgeable PC's will know that the lion hilt is the symbol of a wood elf family of high nobility.
A double edged longsword with a jewel encrusted hilt, crafted from a golden alloy.
A dagger made of volcanic glass with an ornate silver embossed ebony handle. It is wicked sharp but fragile if bludgeoned.
A cavalry sword (Scimitar statistics) that's simple, heavy and murderously well-sharpened.
A dagger set with a wavy blade with an ever so slight chromatic sheen to it.
A curved bastard sword with a slight red tint to it. The blade is serrated with cruel barbs. The black-red iron seems to pulse with an unnatural hunger.
A dagger that appears to be made entirely of ice, although it is not cold to the touch and does not melt in hot conditions. Snowflakes appear and disappear in a swirling cloud about the blade. When it is used in combat, the wielder’s skin takes on a bluish hue, as if he were suffering from frostbite, he suffers no ill effects from this condition and the colour fades a few minutes after releasing the weapon.
A burlap bundle enwrapping 11 javelins made of elm wood tipped with steel.
A longsword that appears to be carved from stone from afar but upon close inspection is simply raw iron that is pitted and craggy. An ancient Elven crown rune is stamped in gold at the seat of the blade, just above the quillons. Two black rainbow tourmalines are bound at each end of the quillons, while a red one is set into the pommel. When the longsword is used in combat, golden light crackles like lighting up and down the blade.
A decorative leather forearm guard with flowing scrollwork and golden lacing. A paired stiletto (Dagger statistics) that matches the armor’s aesthetics is sheathed on the underside of the armguard and is easily concealable.
A driftwood stick with a heavy seaweed rope suspending a heavy block of coral at the end. The object can be wielded as a crude but perfectly serviceable flail.
A fine greatsword bearing a blade of steel with a hilt wrapped in brown leather. The blade has been carbonized with a flat pine green paint to keep it from reflecting light except along the edges. The pommel contains a puny, well cut chrysoberyl. The tapered flat quillons are unremarkable, but the crossbar is stamped with the image of a ring, and a window. The sword rests in a scabbard of beaten silver.
A finely crafted longsword, set with a matte white blade and a hilt of polished silver and gold wire.
A finely ornamented hunting saber (Longsword statistics), perfectly suited for being on some noble's hip as they make a big show of bringing in a deer.
A gnomish contraption that’s half defence, half offence. The weapon is a large turtle shell that can be strapped to the wielder’s wrist, with a dagger like blade that juts out just longer and wider than the wielder’s open hand. The oddly designed spiked shield is particularly useful in cramped tunnels or warrens where swinging a weapon is difficult or outright impossible.
A greatsword that appears to be made of darkness, its shape is a tangible black void, outlined in a crimson streak which is the source of the blade's faint light. It crackles like lightning when drawn, and creates a sharp buzzing sound when swung, like that of an angry bee. Oddly, when the blade strikes a foe, there is no sound from the hit, despite the strength behind it. Visible on the weapon’s pommel of the blade is an elven glyph meaning "Magic".
A greatsword with a long but relatively thing blade. Along both flats of the blade, etched in elven are the words; "My mark is before me, I shall not waver"
A heavy crossbow with an inlay of polished and engraved staghorn featuring trophies of arms bearing designs similar to the coat of arms of the local nobility.
A greatsword, heavy and broad of blade, sharpened on both edges and coming to a blunt point. The blade is forged of one piece with the hilt from a mottled, tawny-bronze alloy and is shot through with silky black marbling along the length of the blade itself. The weapon possesses a simple grip of brown jasper plaques carved with indentations for curled fingers; its quillons are simple, heavy and swept back slightly, its pommel a heavy bronze ring bearing a tassel of tawny leather braids.
A heavy and hardened olive wood staff engrained with beautiful swirling, natural patterns.
A heavy mace that bears obvious hammer strikes, around which are floral designs.
A lacquered case containing a matching set of dueling rapiers that refuse to deal a killing blow. The individual swords are marked "His" and "Hers" in High Elven.
A lacquered wooden case containing 15 crossbow bolts made from ceramics with a unique spiral design. These partially hollow bolts, fragment upon impact, showering their targets in razor sharp shrapnel and blinding ceramic dust.
A lacquered wooden quiver containing two dozen slender, needle-like arrows designed to pierce cloth and leather armor, leaving deep, puncture wounds.
A large battleaxe of a dark grey metal. Its handle is wrapped with a grimy strip of leather which is stained by the blood of countless creatures.
A large scythe with a fleshy, dark red handle, and a blade made of a large jaw, lined with incisors.
A leather bundle containing 17 crossbow bolts with shafts of ash wood engraved with knotwork and fletching of gray feathers.
A light crossbow carved from lustrous ebony. The main body of the weapon shows a golden engraving of vine tendrils and leaves
A longsword forged from a single, solid piece of burnished steel, its craftsmanship is clearly elven in nature. The hilt is longer than normal and gently twisted, creating a good gripping surface. The sword is lacking in quillons or crossguard but does sport a distinctive large spherical "eye" placed at the top of the hilt between the blade and the hilt. The carved eye's pupil always faces outward, as if looking at its target, creating an eerie effect for its foes.
A light pick whose head is shaped like an ibis head with glassy black eyes. Painted along the haft are complex hieroglyphs that may speak to the history of the weapon's crafter.
A long handled, dwarven made warhammer with a striking head artfully designed to look like a ram-headed criosphinx.
A long-handled halberd with a narrow, razor- sharp blade and wickedly barbed tip that bears a faintly glowing, sickly green aura. The shaft is wrapped in dried skin peeled from the corpses of zombies. The faint odour of rotting eggs surrounds the wielder in combat.
A long, green steel spiked chain, with every third link bearing a small pair of red, razor sharp blades about a half inch long. A third of the length from either end is a leather-wrapped handle approximately a foot in length. Half foot long blades adorn the ends, themselves attached by six inch handles.
A longsword made of siderite steel, forged by dwarven machine forges, workmanship simple, but elegant. Its full length forty and a half inches, the blade, twenty seven and a quarter. Exquisitely balanced, the weight of the blade is exactly equal to weight of handle. The weight of the whole sword surely below forty ounces.
A longbow crafted from thick wood with carved stone at the tips and handle. The stonework is made of simple but elegant geometric pattern.
A longbow crafted of mahogany with a wingspan of 62 inches. The weapon has a perfectly poised grip, a smooth neck with laminated layers of woven wood, whale bones and tendons. The arch has an incredible lightness and is accurate to perfection. Although not too long, hiding in the composite is entwined a considerable distance of wire. Equipped with a silk-hemp string and velvet accurately stretched over the protruding handles 22 inches, gives the tension precisely 55 pounds of power.
A longspear made of dead wood, tipped with a cruel iron tip. A pair of long ribbons are tied near the top, seemingly made of orange leaves.
A longbow made of dark yew wood with a string obtained from the sinew of a wild bull.
A longsword with a hilt wrapped in ebony with steel rivets. The pommel is of “skullcrusher” shape, allowing its use as a bludgeon in a pinch. There are straight, square quillons at the crossbar, with a large ring protruding from one of the blade sides. Its scabbard is of coyote fur with oiled brown pigskin accents and steel trim.
A massive greataxe with a dark, obsidian blade and a handle of ivory that is six feet long. The axe head is held to the shaft by golden cord. The haft is covered with intricately carved images of the gods. Among the images displayed are Stronmaus smashing moons with his hammer, Hiatea slaying a 50-headed hydra with her flaming spear, and Iallanis joining the hands of Memnor and Karontor together.
A longsword with a simple grip made of olive wood and a brilliant bronze blade inlaid with electrum. Its curved guard resembles an ancient harp.
A particularly large and obtuse maul with a slightly curved spike on one end.
A perfectly functional Random Weapon that's slightly damp to the touch. Any cloth or leather parts of the weapon are replaced by lustrous fish scales and metal portions are instead crafted from seashells and worked as hard as any metal.
A pitch-black shortsword that is invisible in firelight.
A polished quarterstaff made from petrified redwood. The glossy sheen of the fossils displays its beautiful colouration of patches of blues, yellows and oranges with deep red veins running throughout the staff.    
A primitive dagger made by taking a human jawbone and inserting shards of obsidian in place of the teeth.
A primitively decorated blowgun made of fire blackened wood, with a wide mouthpiece made of hammered copper that never oxidizes due to a special coating that seems beyond the skills of the people who made the barrel.
A Random Melee Weapon that made from scales, talons and teeth shed by a dragon. Spaced out along the weapon's length are precious metals and gems from a dragon's hoard. The weapon grows slightly warm when within 50 feet of a dragon.
A Random Sword that is unusually long and thin, yet surprisingly strong. The handle is made of a yellowed ivory, in which an observer will notice small glyphs and sigils constantly fading in and out of sight.
A quarterstaff carved in the style of a totem pole with four wooden human figures in the fetal position stacked on top of each other, from top to bottom the human figures start large and get smaller.
A Random Sword whose surface is constantly melting and reforming into patterns filled with silently screaming faces, as if one for each person slain by the blade.
A rapier with a blade composed of steel alloyed with brass. The weapon’s hilt is wrapped in pebbled indigo deer leather. Its scabbard is of goat fur with brown suede accents and steel trim.
A Random Weapon of exquisite workmanship, decorated with abstract patterns and inlays.
A longsword of fine blue steel, hilted with a single cross-quillon and a plain, spherical polished knob pommel. Set in the heart of the tang, where the quillons meet just above the fine chain-wrapping of the grip, is a large cabochon-cut black sapphire.
A redwood lance whose tip is shaped like an elongated heart.
A Random Weapon that is half the weight of a normal example of its kind. The object is black and inscribed with spiders, webs and references of a spider queen.
A round shield about three feet across with a foot-long iron spike in the middle. The shield is made from two layers of wood with the grain of each layer at a right angle to the other layer increasing the strength of the shield. The wood is covered in a layer of decorated cowhide. The iron spike screws into a “puddle" of lead in the middle of the shield and can be unscrewed and placed in a sheath on the back of the shield when not in use.
A Random Weapon with pieces of bone and solidified ash seamlessly integrated into its form. The weapon vibrates slightly when a creature within 30 feet is dead or dying.
A rusty shortsword with a thin, unblemished section along the centre of the blade. Inscribing the surname of an extinct gnomish noble family on that section attunes the sword to its family, causing it to act as a bane weapon against that family line.
A sabre-like longsword with a narrow, slightly curved blade and almost nonexistent hand-guard. Its dark steel is inlaid with a mosaic of unpolished jet chips and raw rock crystal that date from a time before the written word.
A sacrificial dagger with a serrated blade set into a hilt made of human bone carved in the shape of a scorpion’s tail. After the weapon kills a living creature, a dark mist seeps from the dagger until the blood dries.
A scimitar of rather poor steel, honed to a keen edge with a guard of iron curved into rearing serpents. Its grip is of leather, dyed red that looks as though it was recently replaced.
A set of a dozen seemingly too heavy shuriken, strung on a twisted wire with an elaborate clasp in order to carry them.
A shortsword gilded with interesting metalwork and discrete patterning. The blade is coloured a dull silver and the hilt is a matte gold-bronze.
A shortbow made from the horn of a unicorn delicately split and fashioned by the fey.
A shortsword of the gladius style that is about as average as it gets. The leather grip is slightly worn but comfortable, the metal of the blade is neither dull nor shining, and the edge is adequately sharp. The weapon would look perfectly at home at the side of any rank and file soldier.
A sickle with a glowing white blade shaped like the moon, and an embellished navy blue hilt adorned with marble stars.
A simple pugio (Dagger statistics) which comes in a heavy scabbard made of bone, wood, and thin strips of metal. The blade is immaculately sharp and bright, but the scabbard looks as though an ox stomped on it.
A simply designed, light brown katar-style dagger, with a basic cross guard and an H shaped grip with a little bit of flair at the ends.
A six foot long trident with a handle of dark wood and three prongs of red iron.
A skillfully carved quarterstaff, each end carved in the likeness of a horned viper with hardened fangs. One half of the staff has been stained is a pale green, while the other has been stained is a deep black.
A slashing shortsword with a black, fire opal grip with an onyx gemstone abutting the back of the heft. Engraved in the heft are the maker's marks; the image of a lion and a tiger, one on each of the sides. The wide blade extends from a small guard and is made of the highest quality steel that doesn't rust or stain. The weapon tingles the hand while held, in a sensation neither pleasant nor painful. Its sheath is made of lapis lazuli, inlaid with specks of precious metals, depicting a starry sky, the natural lines of the material having been used in the imagery of a landscape under night sky.
A small steel boot-knife with a scrimshawed bone handle.
A steel greatclub wrapped in scaly yellow shocker skin, its wrought iron head is covered with engraved lightning.
A strange dwarven battleaxe that has one axe head, but the back of that is a large claw. The battleaxe has a chain and switch on the handle that allows the claw to close. The user can crash the claw into the ground and use it to pick up tightly packed or loose dirt or solid rock. The wielder can then swing the axe to throw the rock using the same statistics of a standard sling. If the wielder is proficient with the battleaxe they will also be considered proficient with its sling. The act of scooping up the dirt and launching can be done in a single smooth attack motion.
A strange, mystical longspear that is difficult to look directly as if some restless force lies within it, just beneath the surface. The wood of the shaft is bone white and smooth, while the steel spearhead is textured like a stag's horn.
A sizable claymore (Greatsword statistics) favored by the militant highland tribes. Apparently the weapon's crafter had a sense of humour, as etched into the flats of the blade are the words “FRONT TOWARDS ENEMY”.
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Unique Weapons, 8: Blades, bludgeons and bows of all shapes, sizes and mysterious backgrounds. Heroes and villains across fiction can often be immediately recognized by their signature weapon, causing the weapon itself to be an iconic part of the character. From Perrin’s spiked half moon axe to Roland’s enormous sandalwood revolvers, the jedi’s lightsabers, Arya’s needle, Legolas’s bow, Wolfwood’s Punisher, Detritus’s Piecemaker, the bride’s katana, Bond’s Walther PPK, Robin Hood’s longbow, Jason’s machete or Indiana Jones’s whip, a weapon can even function as a physical manifestation of the character’s personality. None of these weapons are intensely magical in their own right but can serve as the physical basis for family heirlooms, legendary artifacts and magical or masterwork weapons. Alternatively they can be found as loot and become part of a PC’s distinctive appearance, allowing the player to become fully immersed in their character’s look and feel. —Note: Some entries call for the DM to “Roll a Random Weapon” which simply means that the DM can roll from the pregenerated lists on this blog or choose whatever weapon they feel would be appropriate for the situation.
A maul with a long dark wood handle, at the end of it a large slab of granite, shot through with obsidian, and banded with platinum. On the head of the hammer is a motif of a face, smooth and expressionless, set against a burning anvil.
A cup-hilted rapier crafted by the fey and decorated with a fantastic depiction of the Wild Hunt. A bearer grasping the handle is flooded with the energy of a predator on the hunt: excitement, hunger and bloodlust. When wielded in combat, the wielder can hear the bellowing sounds of a hunting horn blasting in the distance, rousing him into a murderous frenzy.  
A venerable looking longbow that sounds out a musical note each time it fires an arrow. The deep resonating sound is part of an ancient, secret song that when played in full, unlocks secret doorways to places long forgotten.
A sinister battle standard attached to the end of a gruesomely bladed lance. The banner's leering emblem is not a sign or victory but a herald of the carnage to come.
A well-woven, wicker quiver containing 20 arrows tipped with magically strengthened leaves rather than metal broadheads.
A dark bladed battleaxe with rippling patterns in the metal and a handle fashioned to look like four figures each shackled to the haft with their faces wracked with anguish. An insightful bearer experiences the unsettling feeling that the weapon can be used to steal souls. Whenever an intelligent being is killed by the battleaxe, one of the four figures on the handle changes shape to create a perfect replica of the victim appearance but shackled to the weapon and writhing in agony.
A longspear of black stained wood tipped with a wickedly sharp, white bone blade. Being struck with the weapon causes a sudden feeling of intense grief that is quickly overcome by the pain of the wound.
A wedge-shaped club with an oval cross-section that widens near the end and iron bands around the tip to increase its lethality. The weapon weighs about six pounds, two feet long, constructed from ash which was then fire-hardened and sealed in beeswax. The weapon sports a distinct pommel, expertly carved to resemble a human face contorted with rage.
An all-steel mace with a rapier-like hilt and hand guard. The business end sports a flanged design and bears small openings in the head that produces an array of whistling noises when swung.
A scimitar forged from a single piece of alchemically strengthened silver, whose pommel prominently displays a distinctive heraldry of a were-lion creature. The weapon is old and it seems as though it was seen countless battles and has been expertly repaired on many different occasions. Its matching scabbard bears the following inscription tooled into the worked leather, "Every scratch tells a story, and every notch has a name. Generations have held this blade. You shall not disappoint them."
—Click Here for homebrew Masterwork Weapon Bonuses or Here for homebrew Minor Weapon Enchantments to give these objects even more personality and mechanical benefits.  
-Click Here to be directed to the Hotlinks To All Tables post, which provides (As you might have guessed) convenient links to all of the loot and resource tables this blog has. 
—Or keep reading for 90 more weapons.
—Note: The previous 10 weapons are repeated for easier rolling on a d100.
A maul with a long dark wood handle, at the end of it a large slab of granite, shot through with obsidian, and banded with platinum. On the head of the hammer is a motif of a face, smooth and expressionless, set against a burning anvil.
A cup-hilted rapier crafted by the fey and decorated with a fantastic depiction of the Wild Hunt. A bearer grasping the handle is flooded with the energy of a predator on the hunt: excitement, hunger and bloodlust. When wielded in combat, the wielder can hear the bellowing sounds of a hunting horn blasting in the distance, rousing him into a murderous frenzy.  
A venerable looking longbow that sounds out a musical note each time it fires an arrow. The deep resonating sound is part of an ancient, secret song that when played in full, unlocks secret doorways to places long forgotten.
A sinister battle standard attached to the end of a gruesomely bladed lance. The banner's leering emblem is not a sign or victory but a herald of the carnage to come.
A well-woven, wicker quiver containing 20 arrows tipped with magically strengthened leaves rather than metal broadheads.
A dark bladed battleaxe with rippling patterns in the metal and a handle fashioned to look like four figures each shackled to the haft with their faces wracked with anguish. An insightful bearer experiences the unsettling feeling that the weapon can be used to steal souls. Whenever an intelligent being is killed by the battleaxe, one of the four figures on the handle changes shape to create a perfect replica of the victim appearance but shackled to the weapon and writhing in agony.
A longspear of black stained wood tipped with a wickedly sharp, white bone blade. Being struck with the weapon causes a sudden feeling of intense grief that is quickly overcome by the pain of the wound.
A wedge-shaped club with an oval cross-section that widens near the end and iron bands around the tip to increase its lethality. The weapon weighs about six pounds, two feet long, constructed from ash which was then fire-hardened and sealed in beeswax. The weapon sports a distinct pommel, expertly carved to resemble a human face contorted with rage.
An all-steel mace with a rapier-like hilt and hand guard. The business end sports a flanged design and bears small openings in the head that produces an array of whistling noises when swung.
A scimitar forged from a single piece of alchemically strengthened silver, whose pommel prominently displays a distinctive heraldry of a were-lion creature. The weapon is old and it seems as though it was seen countless battles and has been expertly repaired on many different occasions. Its matching scabbard bears the following inscription tooled into the worked leather, "Every scratch tells a story, and every notch has a name. Generations have held this blade. You shall not disappoint them."
A sinister-looking black longbow with weblike patterns carved into the wood. The thin, yet strong, silken bowstring is almost invisible to anyone but the wielder.
A magically fabricated shortsword with a hilt covered in brass carvings, depicting a library full of books, scrolls, and arcane apparatus.
A Random Sword with a hilt of tarnished brass and a red and sinuous blade bearing ten glyphs of diabolic power along its length. The weapon sparks violently when it makes contact with celestial creatures.
A gilded dagger resting in an ornate emerald-and-silver sheath. The elegant weapon is slender, making it closely akin to a stiletto. The scales of justice have been engraved in silver on either side of the guard. The handle is a spiral of exotic ebony wood ending with an emerald disc on the pommel.
A menacing shortsword with a blood groove that travels down the full length of the well-oiled blade, which turns into cruel saw-like ridges near the guard. The handle is wrapped tightly in simple leather which has been splattered with the blood of countless victims. Etched into the blade in a gothic style is the word “Veritas”.
A wooden case containing 26 crossbow bolts with shafts of hickory wood painted cream-colored and fletching of two crimson feathers and one brown feather.
A battleaxe with a solid steel handle etched with tiny runes, wrapped in blue dragon hide and a star sapphire set into the pommel. The axe head is forged from silver, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence.
A bastard sword with a hilt of polished bone, ending with a monkey's paw, gripping an onyx sphere. The honed blade is polished steel with a distinctive squared point. The ebony scabbard is wide, rectangular and hung with small gold chains.
An ostentatious rapier with intricate, organic sweepings of polished steel shield that protect the wielder's hand. A round, pink tourmaline is set into the front of the crossbar.  The scabbard is soft, pale leather decorated with a pattern of leaves. Examination reveals naked, dancing women among the leaves, along with vaguely phallic clusters of grapes.
A short, hafted, sharpened goad with a heavy, rounded tip and a large pointed hook. Knowledgeable PC's will recognize it as an ankus, a tool commonly used for managing elephants. In addition to serving as a pachyderm prod, the solid steel implement serves as a perfectly functional mace.  
A short thick knife known as a seax with a broad spine and rounded edge. Used with either a hacking or stabbing movement and favored amongst barbarian tribes as a sidearm if an axe or sword is lost. The dagger's thick blade make wounds more severe than knives of a similar length.
A hunting bow (Shortbow statistics) made of yew wood whose grip is wrapped in bison hide. The bowstring is actually a fine chain made of dull silver.
A Random Sword with the symbol of three triangles arranged to form a larger triangle etched into the base of the blade. Each small triangle bears a different emblem, which represents courage, wisdom and power. The weapon’s hilt is made of a shiny blue metal, and the crossguard is in the shape of a pair of angelic wings spread open.
A longspear with a robust leaf shaped head mounted on a bone shaft. A large red shroud is tightly wrapped around the grip and is winds upwards to just under the spearhead where the loose ends constantly flap as if blown by a strong breeze.  
A simple mace with a wooden haft and a star shaped, stone head designed to put as much pressure and force on as small a point as possible.
A glaive whose blade's flats are dark blue with spots of white that slowly drift along the surface, while the edge is partially opaque and a lighter color. The shaft is made of a diamond-like crystal etched with the images of gears.
A longsword made of a deep blue metal, with a floral motif etched into its blade and filled in with gold leaf. A well-polished square-cut obsidian gemstone rests at the center of the guard.
A heavy mace with a shaft carved from shadow-wood, engraved with necromantic runes formed by deep red silkstone and tiger eye agate. The head of the scepter is comprised of a human skull covered with alchemically hardened, gold plating. Two onyx gems are set into the golden eye sockets, glittering with what any observer would swear was malicious intelligence.  
A silvered short-sword forged in a style of a faraway city. Time has not been kind to it, but it refuses to retire. If only it could talk...
A slick shortsword with a red guard. There is a small knot made out of red linen on the pommel.
A twisted Random Sword seemingly made of non-melting ice. A tortured humanoid shape made of stone (Arms outstretched) makes the handle and pommel.
A scimitar whose blade is made of a dragon's tooth. The long curve of treacherous enamel was pulled from the head of some long dead wyrm some time ago. A grip has been worked into the root of the wicked tooth, curved into the opposing direction. It allows for biting sweeps of the blade, that cut deep and with great force.
A battleaxe covered in elaborate and well maintained designs. The weapon is fully functional yet bears hints of ceremonial, official or noble importance and would look at home strapped to a warlord's hip. To split wood with this weapon would be sacrilege, the tool has but one purpose, and that is war.
A longbow, black as night and built of a material unlike any the bearer has ever encountered. The bow gently writhes in the bearer’s hands, and the wielder could swear he occasionally hear whispers in the back of his mind while using it.
A bloodstained whip made of dull brown hydraskin with shards of glass embedded into its business end. After dealing damage to a living creature, the clear glass fragments glow with a lovely lavender light for a few minutes before dulling.
A Random Sword that features a long, plain blade made of a dark metal and a large avian skull embedded into the hilt. The sword cuts through flesh like butter, and the eyes on the skull glow with an eerie intensity as it kills... and kills... and kills...
A simple dagger whose blade has a crude carving of a rat etched into one side, and on the reverse it says "We may be small but we are legion". Knowledgeable PC's have heard of legends that describe weapons similar to this being used by a band of misfits, lost children and forgotten souls led by one known as “The Rat King”.
A rustic quiver containing a dozen arrows made from roughhewn chunks of bone with strange runes carved into them.
A massive, intricately crafted composite bow of dwarven make. Mostly carved from bone, from some unidentifiable creature’s ribs or tusks of some kind, with a thick metal chain acting as a bowstring. It is plain just by looking at the contraption that it requires a strong arm to fire.
An iron quarterstaff belonging to an evil cult that worships an archfiend of a Random Evil Domain. The head of the staff doubles as a brand to anoint the newly inducted.
A handaxe carved from an enormous pearl bound with a simple leather wrapping. The weapon glimmers slightly, even in pitch darkness.
A flail with a simple leather grip but whose spiked head is carved from solid, unbreaking malachite. The green banded, precious stone seems to become the faintest bit heavier each time it is swung.
A woven linen bandolier which holds a dozen artfully carved throwing knives. Each one is made from a single large shard of translucent jade with simple leather wrappings. The daggers whistle like the wind when thrown.
A longsword of celestial origin with an otherworldly, silver colored blade. The edges glow a light blue when swung. The cross guard is relatively wide with colorless, blue, red and yellow diamonds decorating it.
A six foot tall longbow made of elm rather than yew or ash, making it astonishingly stiff, large and strong and equally capable of use for long and short shooting.
An oak bokken (longsword statistics, deals bludgeoning damage) that bears relief carvings of a brave warrior in battle with monsters along its blade. It is unnaturally strong and cannot be dented, cracked, burnt, or warped.
A single shard of topaz carved into a two-foot shortsword. The guard is simple, and the handle is delicately carved for grip. The entire weapon is as durable as a steel bar and glows with a faint, bluish tinge.
A leather quiver containing 28 razorhead arrows with shafts of untreated cypress wood and fletching of green feathers.
A polished quarterstaff made of birch wood. The staff is capped on one end with a small steel carving of a wide scalloped seashell.
A long shaft of wood with a massive, jagged ruby set in the end. The longspear looks more practical than beautiful, but the deadly tip is bathed in a ferocious and elegant crimson light.
A simple-looking dao (Longsword statistics) with a paper-thin blade and a long line of silk tied to the hilt, depicting a bubbling stream with flowering lilies floating on the water.
A pair of identical sais (Dagger statistics), both beautifully crafted so the center prong resembles a serpent. Green leather covers the handle and the tines are fashioned to look like recoiling vipers, fangs bared.
A sickle that always looks well-polished and new, its blade is covered with light etchings of satyrs dancing.
A longsword forged from one solid piece of burnished steel that glows a deep purple when drawn. The craftsmanship of this blade is distinctly elven.
An elegantly designed hand crossbow, decorated with ancient symbols of wind and energy along its handle.
A heavy pick that is exquisitely wrought and decorated with abstract patterns and ivory inlays.
A light crossbow covered in hooks, small sliding compartments and tiny nooks perfect for potion vials, the contraption can hold several small objects. When first found the weapon contains a set of lockpicks, a magnifying glass, a small silver mirror and a Random Sealed Glass Vial.
A weighed net fabricated from heavy, rubbery strands of some tightly woven organic material that gives off a tangy, acidic scent. Although the gray snare lacks the hooks of other combat nets, its perpetually sticky strands are just as hard to escape.
A heavy flail whose perpetually filthy head always appears dingy and ill cared for. Even the chain of the flail appears rusted and caked with small bits of long-rotten matter
A discrete belt pouch containing 15 blowgun darts tipped with steel pins and fletched with gray feathers.
An ornately designed knight's lance, decorated with ribbons, tokens and favors of affection.
A punching dagger with a blade engraved with images of spider webs. Upon close inspection, the images seem to come alive as if spiders were swarming across the webs on the blade.
A fullblade with a wavy blade that is almost transparently thin and glows with ethereal energy upon being grasped.
A bastard sword whose blade always appears lustrous and polished, with a hilt wrapped in alternating colors of deep black and royal purple.
A halberd whose axe-like blade is shaped like a snarling dragon, its maw stretched wide as it closes for the killing blow. The haft is engraved with the circling image of a dragon in flight.
A greatsword with a double-sided blade of folded blue steel, intricately engraved with ancient runes that glow with eldritch flame while in combat. The hilt is inlaid with ebony and wrapped with silver wire; the pommel features two silvered dragon heads.
A lightweight shortspear that appears eternally fresh, appearing to be newly cut wood. The head is tipped with a bone point rather than metal but is no less effective than a typical spear.
A fine katana made of exceptionally fine steel, durable and flexible, and is able to easily withstand the passage time. The masterfully forged weapon is distinguished by its light weight and flexibility, and by the fine lines of bluish damask running down the cutting edge, causing the entire blade to shine with a slight tint.
A bronze shortsword with a row of six matched bloodstones set into the helve of the blade on its left face.
A slim longsword of fine make, crafted of good oil-slaked steel, devoid of adornment or inscription. It does not glow of itself or even reflect light, so that it does not appear to be metal from afar.
A large iron anchor (Maul statistics) that is beginning to rust from constant expose to seawater. The weapon sports barnacles creeping along its top and coiled around the ring rests a long spectral chain that wraps around the wielder's hand when the weapon is gripped.
A wicked bronze dagger, with a crosswork pattern of roses along its length and thorns sticking out near the top of the crossguard.
A silvery longsword, engraved with intricate webs and spiders, and shines with a golden light, as if it was a part of the twilight web.
A longbow made of supple willow that forever looks freshly carved.
An opalescent quarterstaff made of alder wood. The weapon has numerous small studs made of brass protruding from it.
A traveling bard’s light crossbow that is dotted with holes and can actually be played as a simple wooden flute.
A spiked chain forged of thick metal bands interspersed with long, sharp dagger points. Knowledgeable PC's are aware that the followers of the minor God of Random Evil Domain prize these grisly weapons for keeping their prisoners subdued.
A mace bearing a long straight shaft with four sharp flanges, each depicting a different phase of the moon.
A slim, hollow dagger made of a spider fang fastened to an ivory handle without any crossguard.
A longbow made of red cedar wood with a grip wrapped in shiny brown hydraskin. The bowstring is made of pebbled brown leather.
A Random Sword with a macabre blade that ends in a hilt made from an occasionally twitching, perpetually decomposing, severed hand. The eternally rotting hand attracts vermin, blowflies and other scavengers and a keen observer can usually spot a maggot wriggling around under the pale skin.
A quiver containing 33 flight arrows with shafts of ash wood painted black and fletching of two carmine feathers and one sky blue feather.
A cutlass (Shortsword, longsword or scimitar statistics DM's choice) once owned by reavers, pirates and vicious mercenaries. Its hilt is wrapped in tanned humanoid skin, and it seems to sing for blood as it is swung. When held, the wielder can feel their heartbeat pound in their chest with a purposeful beat, like the tempo of the drums on a slaveship galley.
A child sized shortbow and quiver holding 31 blunted training arrows with shafts of beech wood engraved with knotwork and fletching of ebony feathers.
A Random Sword set with a somehow functional blade, carved out of white marble and set with a meteorite pommel.
A custom made flail whose business end is shaped like a ram’s head. The haft is made of chestnut and displays a knight’s crest carved into its apex.
A well-used multi-stranded scourge (whip statistics) made of basilisk hide and embedded with barbed lead hooks.
A razor-sharp glaive with a haft of mahogany and a carbonized steel head. The haft is inlaid with eight white marbles.
A sinister maul with a haft of ebony and a spherical head made of iron. Good quality knotwork has been engraved into the haft.
A tarnished battleaxe composed completely of steel. The axe haft is capped with a sharpened spike and the head is decorated with scrollwork. The end of the haft is decorated with seven pine green feathers.
A gruesome morningstar with a head shaped like a screaming face being impaled with spikes that form the weapon’s business end. The haft is smooth and well-weathered from use.
A well-used light crossbow with a poplar stock and a cherry wood bow. Accompanying the crossbow is a quiver of bison hide containing 18 crossbow bolts with shafts of ironwood wood in its natural color and fletching of sand-colored feathers
A soldier’s arbalest made of ash, with the bow made of specially treated apple. The stock has a depiction of the symbol of crossed spears overtop of a kite shield.
A razor-sharp light lance made of cypress. The weapon is painted solid maroon, probably to make bloodstains less apparent.
A rust-flecked saber (Longsword statistics) bearing a blade composed of iron layered with steel, with a hilt wrapped in pebbled drab leather. The blade is inscribed with the name Nimlos. A blood groove runs the length of the blade on each side and the basket is composed of thick wires stretching from the crossbar to the pommel. There is no scabbard present.
A utilitarian hatchet (handaxe statistics) with a fine steel head bearing no decoration or design of any sort.
A polished gray hiking stick made of hickory wood. The staff while not sturdy enough for use as a bludgeoning weapon itself, has a leather thong at one end, suitable for use as a sling. A bearer proficient in slings can wield the sling-staff as a two handed weapon which increases the sling’s damage die by one step to the next largest die. The sling-staff cannot be wielded one handed. The weapon is slightly harder to fire rapidly compared to a standard sling and reloading the sling-staff takes an action equivalent to reloading a crossbow. —Note: If a normal sling deals 1d4 damage, the two handed sling-staff would deal 1d6 damage.
A greatclub made of ash wood wrapped in bands of steel.
A wicked-looking fullblade that has a blade of steel and a hilt wrapped in adamantium wire. The blade is inscribed with the name The Fate of Arrogance. A large rounded pommel of polished agate provides balance for the substantial blade. The round quillons are unremarkable, but the crossbar is stamped with the symbol of a lightning bolt. The weapon rests in a scabbard of hickory wood, inlaid with whale tooth.
A longsword set with a pointed blade which is black at its center and purple around the edges. The guard resembles the branches of a tree with purple leaves on the end of the dark branches. In the center of the guard rests an amber gem that sparkles in the sunshine. In the pommel lies a large seed that if planted slowly grows into a small bush with black stems and purple leaves. The sword's pommel seed eventually regenerates over the course of a month.
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