Mythical Magical Weapons
Honeycomb Sledgehammer
Weapon (any hammer), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Once per day as a bonus action, the you can summon 1d4 swarms of bees (Xp. in Monster Manual). The summoned swarms will be friendly towards the wielder. They will attack any target who has been hit by this weapon or who is covered in honey. If there is no target that has been attacked by the hammer or is covered in honey the swarms will obey the wielder. The swarms will disappear after 1 hour, losing all of their hit points, or if they are dismissed as a bonus action.
Cloud Gauntlets
Wonderous item, legendary
As an action you can summon lightning from your hand in a 30-foot cone. Anyone caught in the blast must make a Dexterity saving throw, and on a failed save the target takes 10d8 lightning damage, and half as much on a success.
Your unarmed strike now cause 1d4 bludgeoning damage and 1d6 cold damage. In addition to this, any creature grappled by the wearer takes 1d6 cold damage at the start of their
Cactus Club
Weapon (any club), uncommon
When a target is hit with this weapon, it does an additional 1d6 piercing damage to the target.
Once per day you can launch the thorns at a target with a range of 20/60 using a ranged attack roll. Add your proficiency modifier to the roll. On a hit, the target takes 1d6 piercing damage. Once this feature is used, the cactus club loses its additional piercing damage on melee attacks until it is given water and a day has passed.
Tidepool Sickle
Weapon (sickle), uncommon
The blade of this sickle is a giant crab claw which can grapple a target on a hit. The sickle has a DC of 15 against a grappled target. Large targets have advantage on this check, and huge or larger monsters cannot be grappled by it. Small and smaller monsters have disadvantage on this check.
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