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My Random List of Homebrew Magic Weapons!!

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I’m aware these are all pretty OP. I’m open to any criticisms and concerns regarding them. Add these to your game at your own risk. I personally would recommend not giving them out until higher levels though. And obviously all of these require attunement and are of Legendary rarity. And please, comment your favorite one. Without further ado…

• The Crusader’s War Hammer

An angelic looking war hammer that deals 1d12 Bludgeoning damage plus 1d8 Radiant damage.

If this weapon hits a creature of any evil alignment then that creature will feel the literal weight of their sins and have their movement speed halved and Disadvantage on any attacks or Dexterity Saving Throws.

The creature must succeed a DC 17 Strength Saving Throw in order to undo the affect. The affect cannot be reapplied on that target.

If this weapon scores a Critical Hit then the creature is knocked prone automatically and takes an additional 1d8 Bludgeoning damage from hitting the ground (plus any fall damage if the creature was flying). The creature remains prone until the end of its next turn and once standing will still take the first affect until it succeeds the previously mentioned DC 17 Strength Saving Throw.

•The Vampire’s Shiv

A small, steel dagger with a serrated edge and a bat shaped cross guard that deals 1d4 Piercing damage.

However, if a creature with conventional blood is cut by this weapon then the dagger collect the blood onto its blade and shapes into a longsword that has the light properly and deals an additional 1d8 Necrotic damage. If that creature takes another hit from this weapon then the blood blade becomes a greatsword with the light property and deals 2d8 Necrotic damage.

If the creature dies the blood becomes inert and the dagger returns to normal until it cuts another creature and the process resets.

The of this weapon can also chose to cut themselves, taking 2d4 Piercing damage in exchange for five floating javelins that deal 2d8 Piercing damage plus 1d8 necrotic damage and have 250 feet of range. If the cuts themself again to get more blood javelins they take double the 2d4 self damage, this self damage affect doubles for each time the cuts themself until they finish a Short or Long Rest and the affect resets.

•The Phantasmal Blade

This weapon takes on the appearance of a bladeless sword hilt with a one and a half hand style grip.

However, the sword will create a ghostly blade on the s command that can take on the shape of any sword style weapon. The ghostly blade deals the usual damage of the sword selected with an additional 2d4 Frost damage added. In addition the chosen sword blade can fire a wave projectile with a swing that deals 2d6 Frost damage with a range of 30 feet.

The sword blade cannot be changed until combat ends or if sword kills a creature, in which case the can choose a different blade type.

•The Shattered Glass Sword

This sword looks like a normal shortsword with a shattered blade. However, once attuned the shards float along of where the blade would be in a vaguely sword shaped pattern.

The sword, once swung deals 1d8 Slashing damage plus 1d4 Piercing damage.

The sword can also spread the shards along into a whip that deals 1d6 Slashing damage.

The shards can also scatter around the and grant them +1 AC and deal 2d4 Slashing damage to any creature that gets within five feet of the .

Lastly the shards can be used to cast Cloud of Daggers onto a targeted creature up to four times before requiring a Short or Long Rest.

•The Welcoming Shield

A shield that provides +2 AC.

Any projectiles that miss the , including non AoE spells, automatically go into a portal inside the shield. At any point on the s turn the portal can be reopened and send all collected projectiles back at their respective s. This can only be done three times before requiring a Short or Long Rest.

•The Stringless Bow

An old looking wooden longbow with a broken string. This weapon creates a magic string in place of the broken one, this magic string can use any item of ten pounds or less as ammunition and will fire it as if it had the same weight and range of a normal longbow arrow with an additional 1d4 Force damage added to whatever item was fired from the bow.

If the item fired is a melee weapon, it does it’s usual damage plus the aforementioned 1d4 Force damage.

If the item is an improvised projectile then it’s damage and damage type are up to the DM’s discretion. If the item is an arrow then it functions normally along with the 1d4 Force damage.

•The Many Fists of Asura

(cheeky little reference here)

Appears as a stone back-mounted device. Once activated the device creates four stone arms with clenched fists (two on either side).

Whenever the makes a melee attack the fists follow up with four more unarmed strikes that deal 1d8 Bludgeoning damage plus the s Strength modifier and Proficiency Bonus as if they were the s fists.

These fists do also work in conjunction with Extra Attack and the Monk’s Flurry of Blows though cannot stun with Stunning Strike.

If these fists are used in two more attacks within the same turn they overheat and deal and additional 1d4 Fire damage with each punch until the end of that turn. They cool down before the beginning of the s qnext turn.

The fists, when overheated, can also fire projectiles that deal 1d4 Force damage.

In addition, they have utility uses such as granting a 50 foot climb speed and can carry additional items though the fists cannot use weapons.

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Comments (2)

Likes (5)

Like 5

Comments (2)

I like your jib, let's open a workshop and sell these bad boys

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1 Reply 04/10/23

I like the vampire shiv it's quite versatile as it has both melee and ranged options also it's not too overpowered for a higher leveled player it'd be good for a 10th level party

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1 Reply 04/10/23
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