Arsenal of the Barons

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Arsenal of the Barons

The nine powerful and useful weapons and items developed and used by the Barons of the small island nation of Atuul. Only by defeating them can a warrior be deemed worthy of wielding them. Warriors that wield these weapons are worthy enough to conquer their lands becoming the new Barons.

Sanguine Slicer

Wonderous item, Very Rare

A longsword with a plain grey hilt and a seemingly blood stained blade.

  • As a Bonus Action you can expend a charge to use one of three amplified Blood Curses by sacrificing an amount of hit points equal to one of your hit dice.
  • The DC being 8 + your Proficiency Bonus + your Constitution Modifier.
  • The longsword has 1d4 + 3 charges, regaining expended charges every dawn.
  • During a long rest you can change which Blood Curses is with in the sword.
  • A +1 weapon that deals 1d12 slashing damage when wielded with both hands.

Bracelet of Divinity

Wonderous item, Very Rare

A purple charm bracelet adorned with the symbols of several deities.

  • You can expend a charge to use one of the following Channel Divinity: Path to the Grave, Touch of Death, Invoke Duplicity, War God's Blessing, Destructive Wrath, Radiance of the Dawn.
  • The DC being 8 + your Proficiency Bonus + your Wisdom Modifier.
  • The bracelet has 1d4 + 3 charges, regaining expended charges every dawn.
  • The bracelet gives a +1 to Wisdom saving throws.

Hunter's Pistols

Wonderous item, Very Rare

A pair of oddly detailed forest green revolvers.

  • As Bonus action you draw both pistols firing a hail of bullets in 60ft cone, creatures inside have to make a Dexterity saving taking 3d8 piercing damage on a fail half as much on a success.
  • As a Bonus action you can expended a charge fusing the revolvers to make a sniper rifle with a range of (120/500)ft, as an Action you can make a single range weapon attack dealing 5d10 + your Dexterity Modifier in piercing damage.
  • The pistols has 1d4 + 3 charges, regaining expended charges every dawn.
  • The revolvers has a (50/130)ft range dealing 2d8 piercing damage and is a +1 weapon.
  • The DC being 8 + your Proficiency Bonus + your Dexterity Modifier.

Nephilim's Blade

Wonderous item, Very Rare

A greatsword with a black and white swirling blade and blue hilt.

  • As a Bonus action you can expended a charge to send out a wave of magical energy. Creatures in a 30ft cone have to make a Dexterity saving throw taking 2d8 necrotic or radiant and 1d8 slashing damage on a fail half as much on success.
  • As a Reaction your can expended a charge to summon a veil of psychic energy reducing incoming damage by 1d12 + your Intelligence Modifier.
  • The DC being 8 + your Proficiency Bonus + your Intelligence Modifier.
  • The greatsword has 1d4 + 3 charges, regaining expended charges every dawn.
  • The greatsword is a +1 weapon.

Assassin's Cloak

Wonderous item, Very Rare

A black cloak made of the finest cloth and leather.

  • As a Bonus action you can expend a charge to manifest a Psychic Blades, expend one Psionic Energy die (1d6) and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
  • As a Bonus action you can expend a charge to make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use Sneak Attack (3d6) against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target.
  • The cloak has 1d4 + 3 charges, regaining expended charges every dawn
  • The cloak give +1 to Dexterity saving throws.

Draconic Monk's Sash

Wonderous item, Very Rare

A immaculate and extremely durable white silk and scale sash.

  • You gain an amount of Ki points equal to your Dexterity Modifier + your Wisdom Modifier.
  • You gain the Patient Defense, Step of the Wind, and Flurry of Blows features the unarmed strikes dealing 1d8 bludgeoning damage.
  • You can expend a charge to use stunning strike.
  • As a Bonus action you can expend a charge releasing a blast of draconic energy in a 30ft cone, creatures inside have to make a Dexterity saving throw taking 3d8 force damage on a fail half as much on a success.
  • The DC being for both being 8 + your Proficiency Bonus + your Wisdom Modifier.
  • The sash has 1d4 +3 charges, regaining expended charges every dawn.
  • The sash gives +1 to Death saving throws and increases movement speed by 30ft.

Giant Mage's Ring

Wonderous item, Very Rare

A rose gold ring adorned with a pink opal.

  • As a Bonus action you can expended a charge to use the Manifest Echo and Unleash Incarnation features.
  • As a Bonus action you can expend a charge to use the Rune Carver feature, you gain the Hill, Fire, and Storm runes.
  • You gain an amount of Sorcery points equal to your Constitution Modifier + your Charisma Modifier.
  • You gain the Quicken Spell and Transmute Spell metamagic option.
  • The DC being 8 + your Proficiency Bonus + your Charisma Modifier.
  • The ring has 1d4 + 3 charges, regaining expended charges every dawn.
  • The ring gives a +1 to Charisma saving throws.

Mantle of the Raging Beast

Wonderous item, Very Rare

A blood stunk mantle of matte crimson fur.

  • You gain the Rage feature, expended a charge to activate it.
  • While raging creatures within 10ft of you taking 1d8 fire, cold, or lightning damage, you can change the damage type as a Bonus action.
  • When you activate your Rage you can expend a charge to become resistant to all damage types except psychic.
  • When you activate your Rage you can expended a charge to infuse your weapon with either acid, cold, fire, thunder, or lightning damage dealing an additional 1d6 of that type.
  • The mantle has 1d4 + 3 charges, regaining expended charges every dawn.
  • The mantle give +1 to Strength saving throws.

Scientist's Slaughterer

Wonderous item, Very Rare

A golden Thunder Cannon inscribed with a leopard and ammo pouch.

  • The Thunder Cannon has a (100/400)ft range, deals 1d12 piercing damage, has the two handed property, and uses Intelligence for attack and damage rolls.
  • As a Bonus action you can expend a charge releasing a blast of magical energy in 60 ft long 30ft wide cone. Creatures inside have to make a Dexteiry saving throw taking 2d10 thunder damage on a fail, half as much on a success.
  • As Action you can expend a charge firing a swath of bullets. Creatures in a 60ft cone have to make a Dexterity saving throw taking 1d10 piercing and 2d8 slashing damage on a fail half as much on a success.
  • As a Bonus action you can expend a charge to change the damage type to fire and force dealing 1d6 fire and 1d6 force.
  • As an Action you expend 3 charges to summon Knight Magnus.
  • The DC being 8 + your Proficiency Bonus + your Intelligence Modifier.
  • The thunder cannon has 1d4 + 3 charges, regaining expended charges every dawn.
  • The Thunder Cannon is a +1 weapon.
 

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