YokoAhava's Magic Weapons

by YokoAhava

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Wondrous Items

This is a running list of magic weapons and items I've created. Non-magical weapons and items are featured in a different document.

Item Name
Name Item Type Rarity Attunement
Charfrost Weapon (greatsword) Uncommon No
Deliverance Weapon (any slashing) Very rare Yes
Flash Rod Wondrous Item Uncommon No
Spell Boot Wondrous item Rare Yes

Magic Items A-Z

Magic items described below in alphabetical order.

Charfrost

Weapon (greatsword), uncommon

When you hit with an attack using this magic sword, the target takes additional fire or cold damage. Roll 1d6 to represent fire and 1d6 to represent cold. The target suffers additional damage equal to the difference between these two rolls, with the damage type being whichever of them rolled higher. If the representative d6 roll the same number, both the fire and the cold damage are dealt to the target equal to the amounts rolled.

Deliverance

Weapon (any slashing), very rare (requires attunement)

This weapon's serrated blade is made from magically reinforced steel, and has a small hollow vein within that releases into the tips of the serration. You gain a +1 bonus to attack rolls and damage while wielding this magic weapon, and you deal an additional 2d6 poison damage when you hit a target.

Within the hilt of the blade lies a secret compartment. You can speak the command word to release a metal vial from the hilt, which can be filled with a poison and placed back into the hilt. If the vial is ever five feet or more from the weapon, it vanishes and reappears within the hilt of the weapon.

When you deal damage to an enemy, the poison loaded into the blade flows through the blade and into the targets wounds. The enemy has disadvantage on their save against the poison. Poisons loaded into deliverance last for five stikes before they run out.

Flash Rod

Wondrous item, Uncommon

This glass rod is approximately 6 inches long and 1 inch wide. As an action you can throw the rod up to 60 feet, which shatters on impact. When it shatters, it emits extremely bright light in a 20 foot radius. Each creature within this radius must succeed on a DC 13 Constitution saving throw or become blinded until the end of your next turn.

Spell Boot

Wondrous item, rare (requires attunement by a spellcaster)

This simple leather-bound tome features the words "spell boot" pressed lightly into the cover. Once attuned, a spellcaster can use this tome as a spellcasting focus.

Drawing from a font of power within the tome, the attuned can attempt to cast any spell from their class' spell list, even if it is not known or prepared, expending a spell slot as normal.

Once the power of the spell boot is called upon, the attuned rolls a single d20. If the number rolled is equal to or greater than 10 + the level of the spell cast, the spell is cast normally. If the roll is lower than that value, the spell is modified as it is cast, with a single letter (or syllable) is exchanged for another by your DM, modifying the effects of the spell. (For example, hex may become tex, and the target must make a wisdom saving throw or speak in an incomprehensible accent for a minute, repeating the throw at the end of each of its turn to end the effect early.)

Once the power of the spell boot has been called upon, it can no longer be used in this manner until the following dawn.

 

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