Weapons/Armor

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Magic Items –

  • The Hummingbird Blade
  • The Suncutter
  • The Blade of Nak’ar
    • The Blade of Nak’ar was recovered by party members after defeating a high ranking Drow Captain (Session 20). This causes more activity among the Drow in the Shadow Vale (Session 27). The blade is handed over to Nor’Orn to deconstruct to see if he’s able to help break the cursed Necklace Morsus has put on.
  • Cestus of Kyoaku-se
    • Light weight bladed gauntlets designed to augment the striking power of a punch yet keep the hand and forearm safe from the impact. When using a Bonus Action, pressure placed in the appropriate place on the Cestus of Kyoaku-sei allows the user to engage or disengage the blades. When engaged the blades do Slashing Damage.
    • Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
  • Cestus of Seikaku-sa
    • Light weight gauntlets designed to augment the striking power of a punch yet keep the hand and forearm safe from the impact. When the Cestus of Seikaku-sa is equipped, it allows for enhanced (+1) attacks and damage towards targets that are successfully hit. As a Bonus Action, the wearer can channel the Ki energy to deal (1d4) additional damage. However, this will cause the gloves to glow until an Action or Bonus Action is used to turn it off.
    • Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
  • Dagger of Drow Venom
    • This is a +1 Dagger with a Spider Symbol on the hilt; upon a successful strike, the attacker can choose to inject spider venom into the target for additional damage. The blade then requires a full night to replenish the venom.
  • Dagger, Lycan Biter
    • This is a +1 Dagger against all forms of Lycanthropy. It can also cure someone of Lycanthropy if a full moon since their infection hasn’t come to pass. It takes an entire night for the Dagger’s ability to cure Lycanthropy to be recharged.
  • Demonbane
    • Demonbane is a +1 Greatsword that deals an additional 1d8 Radiant Damage to all demons and devils. Forged by the Weapon Smith of Spire’s Edge during a demonic assault he had visions that was coming; the blade was given to Adrian for his bravery.
  • Dracoshard Spear
    • This is a +1 Spear, imbued with the crystals of a Crystal Dragon that enchant the spear (and have a sometimes talkative Dragon essence trapped in the spear)
  • Great Axe of Grumthak’s Blessing
    • This axe was recovered from Avacyn’s sister, after the party had been forced to kill her (Session 08). It’s specifically enchanted to hurt and maim all forms of elves; as a +1 weapon normally, but when striking elves, becomes +2 and deals and additional 1d4 Necrotic damage.
  • Grumthak’s Fang
    • Similar to The Great Axe of Grumthak’s Blessing, the Grumthak’s Fang was a +1 longsword normally, but then became a +2 longsword and dealt an additional 1d4 Necrotic damage to all elves.
  • Grumthak’s Rage
    • This is a +1 Battle Axe used by Orcs of the Broken Hand
  • Hammer of Return
    • A rare item that the Azer make for those whom they’ve allied with. It opens a one time portal to their plane to summon them if they’re needed.
  • Mask of Deception
    • When worn, the Mask of Deception effectively has the ability to polymorph the person wearing; as well as give them Advantage on all Persuasion and Deception checks
  • Moonstone Sphere
    • The Moonstone Sphere is a magical item made by Drow that allowed them to capture the living essence of Darklings (which naturally resulted in the death of the Darklings)
  • Rubber Ducky
    • The exact origins thus far remain unknown about this magical rubber ducky; all that is known is that if the person has it – and squeezes it as combat starts, they have Advantage on their Initiative rolls.
  • Scroll of Soul Displacement
    • A unique parchment that details an ancient, long forgotten ritual. The Scroll of Soul Displacement – uses an ancient form of Necromancy that allows the caster to pull the soul of a recently deceased person (within 24 hours of death) or their own soul (costing them their life) and place it into another (soulless/deceased) object/person. If the soul is transferred into an inanimate object, it keeps the memories of the soul who now animates it. However, if the soul is placed into a (recently, within 24 hours) deceased body – the soul sacrifices itself – and restores the former person’s soul. For example, placing the soul in a stone gargoyle, which would animate the gargoyle with that person’s memories; however, using it to (for example) sacrifice one’s soul to resurrect a fallen person – would expend their own soul and in the after life, exchange places – bringing back the original soul to the deceased body. This, however, can not be used on a non-willing target. For example, someone couldn’t take the soul of a living person and transfer it into a rock if the living person does not want their soul transferred.
  • Staff of the Serpent
    • This is a staff used by Druids, that allows them to expend an Action to throw the Staff onto the ground which turns it into a Serpent that is obedient to the Druid’s commands.
  • Sword and Shield of Valor
    • The shield has a lion’s head, with the lion’s mane making up the rest of the shield; and the hilt of the sword contains a similar Lion’s Mane.
    • You gain a +3 bonus to attack and damage rolls made with this magic weapon only if the shield is also equipped. If the shield is not equipped the sword is only considered a +1 weapon.
    • The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword and shield to gain a bonus to AC from it.
    • Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
  • The Starbow
    • The Starbow uses no arrows. When you use this weapon to make a ranged attack, you can, as a command phrase, say, “My wrath, my fury” and draw the bow string, an energy arrow appears – and the target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
    • When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 2d6 radiant damage.
    • While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons and your body glows, generating low light around you (any attempts to Stealth in shadows is also done with Disadvantage).
    • Proficiency with a longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.