• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

1001 minor traits for magic swords

HalfordAskold

First Post
213) Sword of 9 Lives. Every time the wielder of this sword takes a hit that would bring him below 0 hp, a charge is expended and he is stable with 1 hit point. He can take 8 hits like this. On the 9th hit, when he drops below 0 hit points, he is immediately turned into a black cat. The sword is always found with 8 charges. The pommel and handle have etchings of all kind of cats on it. It loves to stay asleep in it’s scabbard and hates water.
 

log in or register to remove this ad

Allegro

First Post
214) Sword of mending: after slicing through armor or clothing on a hit, this sword mends the clothing or armor after exiting the wound.


215) Poniard of Balance: this dagger is supernaturally balanced to stand point down. Wielders of the poniard are conveyed a +1 competency bonus on acrobatic skill checks to balance.


216) Sword of Chivalry: this sword conveniently gets itself stuck in it's scabbard whenever the owner is fighting a woman. The sword eagerly leaps to hand, conveying a +2 initiative bonus, whenever the owner wishes to rescue or save a woman from danger. In the hands of a woman, the sword blushes bright red whenever drawn but conveys no positive of negative effect.


217) Club of clubbing: this club conveys a +2 situational bonus to any attempt to gain entrance to a party, private club, or dance.
 
Last edited:

HalfordAskold

First Post
218) A One And A Two And A Three. This longsword is a +1 to hit, +2 on initiative and weighs only 1 pound. And every time it successfully hits, soap bubbles spring out. They don’t do any damage and aren’t really distracting.
 

HalfordAskold

First Post
219) You Have One and I Have None. This sword is balanced weirdly. In fact some may think it’s cursed as it is a -1 to hit because of it when used in normal hand to hand combat. But if it is thrown by the handle, it is actually +2 to hit and add +d8 damage due to the force of the sword impacting them. Range is 15 feet.
 

220: Blade of the Dirty Little Secret; whenever the wielder of this scimitar is harboring a secret, the critical range of the weapon is doubled as though by the keen enchantment. However, every critical threat will fail, unless the wielder proclaims his harbored secret to his target as a free action, this effect is language dependent. If he does so, the critical threat automatically confirms. If the victim dies before sharing the truth, the secret may be used again in this manner.
 

HalfordAskold

First Post
218) A One And A Two And A Three. This longsword is a +1 to hit, +2 on initiative and weighs only 1 pound. And every time it successfully hits, soap bubbles spring out. They don’t do any damage and aren’t really distracting.

Nice catch! Except... a longsword is normally 4 pounds. Since this sword only weighs 1 pound, that means the magic subtracts 3 pounds... B-)
 

jonesy

A Wicked Kendragon
221) Night Light. The pommel of this elven curve blade glimmers like a tiny sapphire star, and provides enough light for someone to read by. The light can be covered by a simple cloth. The wielder can also cast Searing Light once per night, but the light will issue from the blade and not the wielders palm.
 

SnowleopardVK

First Post
222) The scalpel of death. This blade normally deals -1d6 (that's negative 1d6) slashing damage on each hit, effectively healing its target. The wielder keeps track of how many times it has been used to heal, and on a natural 20 this blade deals Xd6 damage instead of healing, where X is the number of heals that have been done since the last natural 20. The count then resets after damage has been dealt.

So for example if 10 people are healed and then a nat 20 is rolled the target takes 10d6 damage. Better hope you weren't trying to heal a teammate who was inches from death.
 

jonesy

A Wicked Kendragon
223) Blue Lark. The wielder of this sword will refuse to attack birds. Birds will find the wielder interesting. The sword can imitate bird sounds, and talk with birds. Whether the birds the wielder has it talk to know anything useful is up to the DM. ;)

224) The Aristocrat. A silver +1 rapier, which grants +5 to Knowledge (Nobility) for the wielder, and the Weapon Finesse feat (but only when wielding only this rapier). The wielder also gains the ability to cast the spell Veil once per day, but only on herself, and only to gain the appearance of a high-class lord or lady.

225) Obfuscator. This grimble dangleboot adds +4(5x6)-1 to everymary anglenarm which the userduser so everfondly bongledroops. No breviated olongated hellyrolly will moosegoose the yoideroids. And if you drop the sword you'll regain the ability to talk properly. But it is a +2 sword.
 

Herobizkit

Adventurer
226) Hickory Stick: This is a wooden sword (damage as club) that is used to deal out punishment to bad boys and girls. It grants a +2 to hit and damage to any creature that is not wearing armor, and automatically deal double damage to any humanoid that is at least partially nude (either the body or the legs 'slot').

The sword always deals non-lethal damage, and leaves nasty welts.
 

Remove ads

Top