Unique and/or Magical Weapons (d100)

A collaborative effort by the r/d100 community. The original post is here.

d100 Result

1

Runic Blade: A curved blade with runic symbols along the face of the blade. Detect magic finds that it is magical, but the runes must read aloud to activate the powers of the blade.

2

Silver sickle: with a ruby laid in the pommel. Pressing the ruby causes it to transform into a silver scythe.

3

Wolf's fang: +1 short sword styled like a curved fang with a fur sheath. During the full moon the wearer can shape change into a dire wolf.

4

+1 Greatsword of air: reflex save or be knocked back by a gust of wind whether the attack hits or not

5

Bow of message: When fired without an arrow it casts message. Comes with 1d6 magical copper rods that cast sending when fired from the bow, disappearing into thin air.

6

A pommel launching sword: once per encounter, the pommel can be launched as a ranged weapon dealing 1d4 damage on a hit. If the pommel is still in the sword when an attack roll crit fails, the pommel deals 1d4 damage to the wielder. (based on Pommel Shooting Orc Sword by Joerg Sprave.)

7

The Black Widows Whip: a deep black metal handle with a red spider carved into the handle. From the handle comes two tails with the fangs of a poisonous spider attached at the end. Weapon does 6d4 damage on a hit (2 slashing, 2 piercing, 2 poison)

8

Infrared short sword: A shortsword with an agate in its pommel. When the gem is touched, the blade glows faintly red to creatures with normal vision. However, to creatures with darkvision, it is blinding.

9

Repeating axe: A plain axe with a strong tendency to strike the exact same spot.

10

Loudspeaker sword: An ornate longsword that, when raised overhead, causes the wielder's voice to be amplified over a large area without deafening anyone.

11

Metal Detectors: A set of daggers that vibrate depending on their proximity to metal that isn't touching a living creature. Precious metals have a stronger effect than common metals.

12

A rack: (found in an armory/barracks) holding several weapons. All the original weapons, if dropped, will return to the rack (but not be repaired if damaged). However, the rack itself is heavy and quite difficult to move.

13

Short swords of flight: This pair of shorswords cut the air in a satisfying fashion. If held out to either side when leaping or falling from a high place (acrobatics or Athletics DC 8) they enable their bearer to glide safely down, dropping 10 feet a round and moving 60ft a round. Turning or taking any other maneuvers or action requires more difficult rolls.

14

Stave of Stability/Unmoving: Players gain advantage against any attack that would cause them to fall or be moved against their will. (Stave must be in contact with ground at time of attack)

15

Airblade: A long sword with a glassy, transparent blade. As an action, the wielder may transform the blade into 'hardened air' and put it down their throat. In this state, you can breathe underwater/breathe poisonous air, but cannot speak clearly due to the hilt in your mouth.

16

Net of animal friendship: This net is crafted to be kindly to animals, and can never deal lethal damage. Any beast caught in the net has 'Charm Animal' cast on them.

17

Bog Staff: This +1 quarterstaff is made of knotted swamp wood, and is topped with a golden bog egg. The wielder can speak with swamp animals, such as frogs, insects, and alligators.

18

Kaboomerang: When rolling to hit with this boomerang, roll to hit twice. If both rolls hit, the boomerang explodes and deals fire damage. It then reforms and returns to your hand as usual.

19

Crab's Claw: This long sword is made of crab chitin. Over a period of days, the wielder begins growing patches of hardened shell, granting a bonus to AC. After a month of attunement, the wielder's offhand transforms into a pincer.

20

Staff of Hindering: +1 quarter staff can be used twice a day to either: make a 5' square difficult terrain or as a reaction shove a creature that enters a square within 5' of you

21

Long Shield: This shield may grant a +2 AC to a single adjacent creature that is not currently using a shield or gaining a bonus to ac for not having one (i.e. barbarians) +1 to one that is. The same creature cannot gain the benefit of multiple long shields.

22

Sword of Pathfinding: This sword makes unlit or extinguished torches, candles, lanterns, etc within 15' of the user glow as though they were lit. Only the user can see the light, the light emits no heat.

23

Boomerang hand axe: on a missed throw where the roll was less than 5 off from meeting AC the attack is rerolled on the next turn to see if it hits whatever is standing in the square that was targeted. If nothing is standing in the square it returns to the square it was thrown from unhindered. When the ax returns it returns to the square it was thrown from, if the creature in that square has an open hand and is proficient with martial weapons then they can catch the ax.

24

Brass kidney punchers: 1d4 bludgeoning these brass knuckles grant a sneak attack 1d6 to the user. If the user has more than 4d6 sneak attack damage the critical range becomes 19-20.

25

Polished long sword: This highly-polished longsword has a leather grip wrapped in silver wire. When no one is looking, the engraving on the pommel changes between depictions of night and day, opposite of the current time of day. Once per day and once per night, when a command word is spoken aloud, the blade of the sword reflects a past event that took place in this location.

26

Nightbane: a silvered short-sword that can be summoned to the hand. It is very fragile, and breaks easily. It is also easily reforged, and gets stronger each time it does so.

27

A battered bronze dagger: ancient and scarred. Hilt is carved from bone that can be identified by an expert as human. While it appears dull and nicked, it cuts efficiently. +1 dagger. Once per week the bearer can use it to etch a door onto a solid solid surface with effects similar to that of a dimension door spell.

28

Death bane: a kris (ritual dagger) that has a black wave like blade, with a ruby on the pommel. It emits a strong aura of darkness. 1d6 piercing damage and deals an additional 1d6 damage vs undead.

29

Sword of Flashing Light: A short sword with a gold shimmering blade. The wielder can activate it by turning the pommel, it starts to glow and illuminates a 30 ft radius. Can be used once every day for 4 hours.

30

Flail of the Fire Demon: One-handed flail that deals 1d6 bludgeoning damage, the metal ball on the chain is constantly on fire. Add 1d4 fire damage on a hit.

31

Chaos sling: After striking a target with this sling, the bullet ricochets into a random nearby creature

32

Short sword of the (water/fire/earth/air) bender: A normal short sword with finesse that deals 1d6 slashing damage. The blade is coated with the element of choice and can launch the attack over 15 ft. And deals damage of the chosen element. Treat as a ranged touch attack.

33

Rat gut strung bow: non-magic bow -1. When used has turn rats effect (turn undead but on rats).

34

Breakers Club: is a very rare +1 club. Sheathed in adamantite and limestone with an oak base, this weapon scores a critical hit on an attack roll of 19 and 20. If a target is wearing medium or heavy armor ,the club fractures it, reducing the target's AC by 1 until serviced. A creature can only have it's AC reduced this way once.

35

My Little Friend: If the character using this weapon is shorter than four feet then the Dagger glows a bright purple, and the character feels the magical energy grow within them. This magical energy allows them to gain advantage on attacks against humanoids that are taller than them.

36

The Tracker: A magical dart that tracks enemies that are hit with it. The enemies can be seen from two-hundred feet away, even through rough terrain.

37

Flail's Hell: When the attacker rolls a 20 the attack automatically knocks the creature on the ground by wrapping around one of their legs. (Damage is done the same.)

38

Corrosive Spray: A scythe that deals an additional 1d6 acid damage.

39

Head Splitter: A hefty double headed battle axe with almost comically over-sized blades. Once per long rest, the wielder may use their action to release a wave of psychic turbulence from the head of the axe, giving painful headaches to all who are hit with it. Each creature in a 30-foot cone must make a Charisma saving throw. A creature takes 4d10 psychic damage and is knocked prone on a failed save, or half as much damage and is not knocked prone on a successful one.

40

Handwraps of the 36th Chamber: req attunement and monk class. +1 to unarmed attacks and +2 ki points

41

Sanguine Blade: Legendary Dagger/Shortsword/Longsword When activated as an action, it steals the blood of its wielder, dealing 1d4, 6, or 8 necrotic damage. This blood forms a blade. Depending on the die used to created it, it takes the form of a dagger, shortsword, or longsword. On a successful hit, the Sanguine Blade deals an additional 1d# necrotic damage(depending on the blade type). If the wielder fails to hit, it deals another 1d# necrotic to the wielder. Bonus action to deactivate. Blade of blood falls to the ground.

42

Club of Intimidation: A big, oddly shaped spiked metal club that looks very intimidating but is too poorly balanced to be an effective weapon. Three times per day, it can be brandished in a specific way that magically frightens opponents.

43

Rainmaker: A log, sharpened to a point at one end. It is hollowed out and filled with vials of alchemists fire (say, 8d4). Then, it is attuned and magically shrunk to the size and weight of a standard arrow, at which point it is appropriately completed for use as such. When loosed, if the archer yells the attunement phrase "Make it rain!", the arrow enlarges to its full size and drops the vials of alchemists fire along its flight path (1d4 vials per each 5 feet travelled).

44

Shadowblade: a fine, silvered dagger. The wielder can attempt to slice off an opponent's shadow, by making an attack at disadvantage. On a hit, their shadow is severed, and a Shadow (CR 1/2) appears under the DM's control.

45

Screaming Bright Claws: +1 Twin Daggers. When the blades are clashed together they emit a terrible screech heard only by demons and other infernal beings. Those infernal creatures within a 50ft. radius must make a constitution saving throw or take 1d8 holy damage.

46

Staff of the squirrel nest: a wooden long staff (two-handed weapon) with some squirrels carved on its top, has the possibility to set a spell focus on it. The staff is able to summon three squirrels a day, they can be commanded with one word each. They disintegrate after 1 hour or when killed.(1hp)

47

The bards axe: a lute in the shape of an axe. 1d8 slashing damage when used as a two-handed weapon.

48

Gauntlet of health: a set of metal gauntlets that can heal 1d6 hp on touch, has to be recharged by using the d100 table for recharging magical items. They can be used as weapons to do 1d6 blunt damage on a hit each.(one attack with both of them)

49

Mirror dagger: a +1obsidian dagger. 1d6 piercing, with the ability to cast a mirror image of the user in a 30 ft radius from the caster. This illusion holds for up to 10 minutes or when concentration stops.

50

The fish dagger: a cursed +1 dagger with a hilt that looks like a fish and a newspaper sheath. When unsheathed the user must pass a Dex save. If failed they are slapped in the face by the tail and use up a standard action. If they pass, the user can squirt water out of the dagger.

51

Masterwork Ramping Short sword: The wielder seems more energized the more damage is dealt consecutively. For every concurrent successful hit, increase the size of the damage dice by 1, max d20. After missing an attack, the damage dice resets. Base damage: 1d4, S. +1 weapon

52

Singing Shortsword: Plays a random real-world song while it is drawn. Enemies within 25 ft that you are not attacking become fascinated.

53

Bramble Mace: When it strikes a creature, the head breaks off and tangles the target in painful thorns. Until the head regrows in 1 hour, the weapon is nothing more than a mundane wooden club.

54

Shatter Spear: A spear with jagged fractal carvings along its shaft. Functions as normal against living substances. If it strikes a nonliving surface, then the surface is damaged as if it were made of glass.

55

Kite Shield: A large, diamond shaped, fold-able wooden structure with thin canvas stretched between the struts of wood. It reflects all projectiles as long as the Kite Shield is unsupported in mid-air.

56

Morph Ax: A finely-made +2 axe. Whenever the head strikes a surface, the material of the axehead transmutes into whatever the surface is made of. If the axehead turns into something soft like meat or fabric, then it needs to be struck against something hard like iron before it can be effectively used as a weapon again.

57

Angel-hair whip: A pearl-white cord made from angel hair. In the hands of a good creature, it can transform between a simple girdle, a 50 foot rope which obeys simple commands (come, coil, uncoil, knot, let go, tie-on), and a magical whip that deals an extra 1d4 radiant damage. When evil beings are damaged by the whip, the whip heals the user by the same 1d4 radiant damage amount dealt.

58

Costumer's rapier: A flashy rapier that looks like a drama set piece. A full medium-size or smaller creature's outfit (clothes+armor, but not bags, weapons, or other items) can be stored inside the rapier. By flourishing the rapier in a specific manner, the outfit inside the rapier and the one the wielder is wearing are instantly swapped, allowing you to change your clothes in a flash. A word of caution: failing the flourish could instead leave you stark naked, your intended clothing left on the ground.

59

Shield of surfing: An otherwise ordinary towershield, but when stood on and the command word spoken, it hovers very slightly above the ground. It can be used for land-surfing if the terrain is favorable and downhill. It won't hover if more than medium weight is placed on it.

60

Squidstrike Glaive: Has a core of kraken heartstring running down the pole's length. If the wielder desires it, the glaive can snake around one intervening medium-sized or smaller creature or comparable obstacle to strike something behind it that is within the natural reach of the glaive.

61

Sheath of Marbles: The sheath can accommodate most standard long and great swords. Placing a sword in the sheath for a full day attunes the sheath to the sword and changes the sheath's shape for best fit. When the attuned sword is drawn, the sheath is primed. If the sheath is then dumped over, marbles equivalent to a standard bag of ball bearings spill out. The attuned sword must be sheathed and redrawn to reprime the sheath, the marbles only exist for a day, and marbles can only be dumped 5 times a day. Take caution when performing complex acrobatics with a drawn sword to avoid dumping marbles at your own feet.

62

Bowstring of trueshot: A bowstring imbued with wind magic. This bowstring can be strung to any bow. Any arrows shot from this bowstring use the wind to correct their flight towards their intended target. Add 1d4 to your d20.

63

Skeleton staff: A quarterstaff made of human bones, with a socket on top to put in an arcane focus. This staff reeks of evil and will only obey a spellcaster with alignment evil. Once a day its wielder can summon a skeleton warrior (difficulty rating 1/2) for 1d4 hours. Casting cost is one short prayer to the god of death (v) and one standard action.

64

Pickaxe of the stone shaper: A pickaxe (2handed 1d8 piercing damage one handed 1d6 piercing damage) with the spell stone shape imbued in it. Once a day the wielder can cast stone shape as a level one spell as an action.

65

Gauntlets of the wolverine: a set of metal gauntlets with each having a set of three retractable blades. Requires dex 15, 1d6 slashing damage. Monks have proficiency with this weapon.

66

Soul snare: a cursed obsidian dagger with an elongated ruby inlaid in the fuller. 1d6 piercing damage. A dagger that drinks its victims life. On a hit, it drains its victims stamina by dealing one necrotic damage more.(each milestone lets the dagger deal one damage more in necrotic damage).

When the killing blow is dealt with this weapon, it sucks all blood from the corpse, the ruby flickers and starts to glow during that process.

After the 3rd kill, the blade starts to whisper to the wielder(in common and through telepathy), promising immense power when the user collects further souls.

After 5 souls the wielder can see an ethereal demonic shadow(1 ft big) sitting on his shoulder that loves causing mischief(like extinguishing flames or binding shoelaces together, stealing money) and can be commanded by the user as a bonus action.

After 10 souls, the demonic entity grows to 3ft and has the possibility to materialize itself, treat it as a familiar with difficulty level 1/2 that can fight with its fangs and claws.

After 20 souls stolen it is a fully grown devil 4.5 ft (difficulty level 1 that can use eldrich blast three times a day). It can now only evolve by sacrificing souls of the pure and innocent.

Once 25 souls have been absorbed, the demon will try to free himself with each new soul. On soul 25, he needs a 20, on 26 a 19, 27 a 18 and so on. He will now get stronger each level and the dagger as well. Once he frees himself he teleports the party to a room under an old ruin where he will try and devour their souls. He spawns demonic beasts as minions at DMs discretion. When subdued, he will swear allegiance to his master. (Don't trust him, hes a demon)

67

Butcher's Hook: A sharp hook attached to an iron girdle via a heavy iron chain. Designed to be worn by someone very large and strong, this weapon enables them to spear an opponent within range, drag them closer, and then may God's have mercy on what happens next. Must be size category large or higher to wield. Target an opponent with a ranged attack, if it hits, resolve damage then the target makes a dexterity saving throw or is pulled to a square 5ft adjacent to the wielder.

68

Summer's Warmth: A long sword made of a blend of gold and mithril, this yellow blade has two effects. First it will project light as per the Light Spell and can not be dispelled or cancelled by darkness effects unless the caster is significantly stronger. The Second effect is that it generates warmth and heat in a 20' radius equal to a warm summer's day(8hrs/day). This is enough to melt snow and ice, given time, and and keep adventurers alive and well even in the deepest of winter storms although the snow will often be turned to rain. The Sword also deals extra damage against creatures vulnerable to either sunlight or heat (though not specifically fire).

69

Trident of Dagon: This weapon is a +3 Trident and confers the following abilities upon the wielder.

Once per day the wielder may Breathe Water and may swim unhindered in full Armor. The wearer also gains 5% Magic Resistance. The wielder becomes immune to all diseases and will not age. However, this item is cursed. It is sentient and Chaotic Evil.

Over time, the wielder must make progressively difficult saves vs. magic (-1 per year). On each fail, the bearer will become more and more ichthyoidal. The bearer's eyes will cease to blink. Gills will begin to develop. The bearer will appear to become wrong and repellent (each such change gives the bearer -1 Charisma to all but Sauhaugin and other evil seafolk.

These monsters will never harm the bearer in any way, but will depart from his presence in fear). Eventually the bearer will cast away the trident and take to the sea, forever a Deep One in the service of Dagon, Mother Hydra and Cthulhu.Iä! Iä! Cthulhu fhtagn! Ph’nglui mglw’nafh Cthulhu R’lyeh wgah-nagl fhtagn!

70

Flail of flying foes: When hit with this flail a target must make a dexterity saving throw (DC 12+user's strength) or be knocked back (5*user's strength mod) feet, be knocked prone and take 1d6 additional bludgeoning damage

71

The Dryad's Scepter: This magical scepter grants a +1 bonus to casters spell DC/spells in the Nature domain, and can magically turn into a +1 whip with a 10ft reach attack.

72

Fiendstooth: an entirely black rapier, both blade and hilt. The blade, thin and sharp on both sides, is inlaid with a scales-and-wings motif. The pommeled hilt is vaguely octopoid in design, as the handguard can, in the right light, appear to be tentacles reaching back to protect its wielder’s hand. It is sentient, containing the spirit of a lesser fiend who guides the wielder to do its patron's bidding.

73

The Oedipal/Electral Bow: This magic bow is made from a single piece of springy bone, and near the grip there are carvings that depict scenes from classical mythology including, prominently, muscular people engaged in indescribable acts. Once per day, the user may designate an arrow as a Charm Arrow which becomes insubstantial and deals no damage, and instead affects the target as a Charm Person spell. The target does not get the usual bonus to their save from being engaged in combat. The drawback is that the target finds the wielder of the bow strongly reminiscent of their father/mother, whether for good or ill.

74

Dagger of Returning: This dagger is made like any other dagger except the hilt of the dagger has a dull red ruby encrusted into the bottom of the hilt. The dagger has a special sheath that was made from a sphinx. If a person infuses their blood into the ruby, the ruby brightens and beings to shine. The dagger becomes attached to the person the blood belongs to. When the dagger is throw after a person infuses their blood the dagger will return to the person hand after the dagger loses its momentum. If the person forgets to catch the dagger, it will fall to the ground and continue to return to the users hand until caught. If the dagger is returned to it's special sheath the dagger will stop returning to the persons hand. The ruby on the hilt seems to be almost indestructible and the only way to rid of the dagger is to destroy the whole thing by throwing it into a volcano or by using powerful magic.

75

Shark-Scythe: A sharp, light scythe which's blade is easily shattered but regrows every day.

76

Slingshot of Neverending Shots: this slingshot functions as a +1 sling whos range is doubled; if used without any ammunition the slingshot will manifest a pebble made of pure force that deals force damage and uses a 1d6 die.

77

Vorpal Scythes: A pair of purple, vicious looking scythes requiring attunement. Gain the "Void Step" ability once per day while wielding. Void Step: After you make a melee attack using your standard action, disappear in a flash of purple energy (as the "Invisibility" spell) and gain a 10 foot movement as a free action. Move to a target(if necessary) and make a a second attack using a bonus action with normal modifiers. Invisibility ends when the target is attacked, or when the one or both scythes leave the users hands.

78

Playwright's Dagger: The blade of the dagger is only an Illusion. The dagger leaves illusory cuts or stab marks as though it were a real wound. If used on any living thing, it leaves illusory cut & stab marks complete with illusory blood. Illusions created in this manner last for 1 hour or until the wielder of the dagger says "the play is done" or "end scene".

  • If the dagger is released while "stabbed" into a creature or surface, it will remain in place as a real dagger would. If the wielder speaks the command word, "feign death" is cast on the target. Effect lasts for 1 hour or until the target breaks the condition of the spell or says "the play is done" or "end scene".
  • The dagger can also appear in one of three ways. As a "common dagger", a "royal blade", or a "demonic blade". The wielder must simply state aloud that they are holding whichever appearance they require. The common dagger is plain in appearance. The royal blade is jeweled with a gold hilt. The demonic blade is black metal with glowing red runes and a demon skull on the pommel.

79

Whispering Dagger: A curved dagger with an bronze eye carved on it, which moves to stare around it. If the wielder is attuned to it the dagger whispers to them, warning them of dangers and granting +1 AC while in their hand.

80

Sword of the Fallen: An old, silver rapier which deals 1d4 extra force damage on a hit and gives the wielder resistance to force damage.

81

Claw Shard of the Primordial Dragon: A sliver of a dragon claw from outside of the multiverse. The dragon is so large that a single claw is bigger than a mountain range. It was summoned to smash the Tarrasque back to sleep and made its way to the hands of a single individual to do so. The sliver was carved by master smiths into a sword with strange properties.-Long sword (1d6) plus 1d4 force damage. It behaves like cold steel, absorbing magical energy. I can also be used to disrupt spells: for a very specific example, when stabbed into a summoning circle calling a very large, very old, very evil demon - destroying the magic of the circle and collapsing the portal.Bonus: an encounter to get the item, whether by testing morals or fighting a thing.

82

Flail of Time: This weapon has 5 charges that renew daily. You can spend charges as bonus action to slow time around you and activate one of the following effects:

  • 1 charge: You increase your speed by 10 ft this turn
  • 2 charges: You use the Dash Action.
  • 3 charges: You cast the Misty Step Spell on yourself.

83

Petal Bridge: A ornamental dagger decorated in the petals lilies.As an action you can throw this dagger at a point on the ground, a bridge of flowers immediately springs in-between you and the dagger. The bridge can hold up to 600 pounds at once. The bridge has AC 10 and 50 hit points. If the bridge is reduced to zero hit points or the dagger is removed from the ground, the entire bridge collapses and immediately withers away. This ability can be used once per day.

84

Sovereign of Rodents: A walking stick with a the shape of rat's head carved into the handle. Deals 1d8 bludgeoning damage. Hitting the rat's head on a target will cause a swarm of rats to come out of various cracks and hiding places in the area to attack the target, dealing 1d4 damage per round. Anyone within melee range of the target (except the user) will also be attacked by the rats. The rats return to their hiding places after 2d4 rounds. Recharges once per day if a body is offered to the rats (Either the rats consume something they kill, or tap the discharged rod on a dead body)

85

Shadow Lantern: A rusted lantern that glows with purple light. Can be used as a regular mace. When lit, causes the user's shadow to detach and turn into a being with the user's stats and skills, but no equipment. The shadow can be given commands as a bonus action, and will follow the commands without hesitation. The shadow has advantage on all Dex skill checks. The shadow instantly returns to the user (and becomes a normal shadow again) when the lantern is extinguished. The lantern must be equipped continuously for the duration. Roll a d20 each round it is lit to see if the lantern runs out of its magical fuel (depletes on a roll of 1).

86

Jealous Staff: A staff with a large crack that has multicolored light seeping from it. Hitting an enemy with the staff deals normal damage and rolls for wild magic. The staff can be used to cast any spell up to fifth level from the Wizard's spell list. On each use, roll a d20. The staff shatters if the roll is equal to or lower than the level of the spell cast. If the user casts a spell through other means while in possession of the staff, the spell instantly fails as the staff jealously absorbs it.

87

Cursed Effigy: A doll made of straw holding a tiny knife. The user can take an action to send the doll to attack a target. The doll moves 40 feet per round to the target, stabs the target for 2d8 necrotic damage, then returns to its owner and heals them for half the damage dealt. If thrown, the doll will become angry and turn against its owner, continuously stabbing for 2d8 necrotic damage per round. The doll has 24 health and has advantage on all defensive rolls.

88

Scurrying Caltrops: Comes in a set of a 20 caltrops. When thrown down, they cover 5 square foot area. Any creature traveling through the square (on the ground) will cause the caltrops to scurry underneath their feet. The creature will auto-fail the DEX save to avoid stepping on them, take the 1 hp of piercing damage, and lose 10ft movement speed until the wound has been healed (Naturally or magically). This auto-fail applies regardless of how fast the creature is traveling. The caltrops can be retrieved by uttering the command word.

89

Flail of Tempus: Imbued with energy from the god of war. Once per week, as an action, you can cast fireball from the flail as a level 3 spell. You regain HP equal to half the total damage done by the fireball against creatures other than you

90

Nightnight stick: +8 light hammer. All damage dealt by this weapon is dealt in the manner of a "Sleep" spell instead of direct damage. Additional damage done by additional attacks is combined until the end of your turn. Treat the sleep damage similarly to nonlethal damage. If the target is brought below 0HP with this weapon, they fall asleep)

91

Orb of Sacrifice: This orb has a button on the back to activate it, and a round door on the front. Once activated the door on the front opens to show a needle, it requires a sacrifice of 1 permanent Hp from the owner each level. In return it will sacrifice itself to give 1d4 more chances during a death saving throw when being attacked. Once the player sacrifices their Hp the door closes and opens again to reveal a bright red gem, their blood, and the orb will now float around the owner.

92

Sword of the Puppetmaster: The pommel of this rapier has four strings that are wrapped around the hilt all the way up to the guard, forming a nice padding for the hand. Once per long rest, the wielder of this sword may summon the illusion of the last living thing the sword killed, following the rules of Major Illusion.

93

Death's Door: A double-door shaped tower shield that provides half cover, grants immunity to necrotic damage, and as an action can be split into 2 shields which can be used to bash enemies, dealing 3d4 per hit. No more than 2 attacks made be made in a singe turn with this weapon(s).

94

The Danger Zone: A bardiche with the magical ability to extend itself to massive and comic lengths. Two times per day, the wielder of The Danger Zone's extension ability, granting the bardiche an attack range of 15ft and increasing the user's threatened area to 15ft.

95

Withering Gaze: A helmet with full face shield. The wearer can shoot two beams of dark necrotic energy from their eyes. As a bonus action, make two ranged spell attacks against the same target. Each beam the hits inflicts 2d8 necrotic damage. The maximum range of this “weapon” is 120 ft. Uses CHA as its ability score modifier.

96

Arrow of Throwing: This arrow can be throw by hand for damage equal to that of a longbow. As soon as it leaves the users hand it speeds up as though it were shot from a bow. The range is 100ft and it deals 1d6 plus strength damage.

97

Protector’s Shortsword: This shortsword has three charges, which recharge at dawn. When an ally within 60’ of you is targeted by a melee attack, you may use your reaction to expend a charge to teleport to the ally and perform one of the following: 1) Increase your ally’s armor class by 2 until the beginning of your next turn; 2) Make one weapon attack against the attacking creature; or 3) become the target of that melee attack.

98

Bolas: Simple ranged weapon, 1d4 bludgeoning damage, range 20/60. Upon hitting a large or smaller sized creature they are grappled. At the beginning of their turn they may make a DC10 Athletics check to break free from the grapple. This cannot grapple creatures which do not require legs for movement, or are immune to the grappled condition.

99

Tonfa: Simple melee weapon, finesse, 1d4 bludgeoning damage. While wielding two tonfa, you receive a +1 bonus to AC and count as having a shield equipped.

100

The Staff of Completion: A sentient magic item that desires all things to be whole. It has its own spell slots (3 6th level) and cantrips that it will use to try to make that which is broken or incomplete finished again. This includes missing limbs, broken boats, and puzzles. It also includes contracts. IE, if the party takes an assassination contract, but decides not to complete it, it may cast charm person on its owner, or cast fireball if the target is in range.

This also acts as a normal quarterstaff.

If the staff cannot complete a menial task, it may try to create the illusion that the task is completed to satisfy itself. This includes casting minor illusion or any other illusory spells.

Staff has 15 int, 12 Wis, 7 Cha