D&D 5E [DMsGuild] Treasures of Toril: 101 Weapons of the Realms

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http://www.dmsguild.com/product/245976/Treasures-of-Toril-101-Weapons-of-the-Realms

This product contains 12 uncommon, 42 rare, 35 very rare, and 12 legendary weapons, for a total of 101 new alphabetically arranged tools of destruction at your disposal. More than 40 have illustrations.


There is at least one example for EVERY weapon type in the game. Even if you wield a war pick, a net, or a blowgun, you WILL find yourself a magic version of your weapon of choice.

Many old favorites that have long been a part of Forgotten Realms canon for decades are back, sometimes reappearing for the first time in decades. The swords Ilbratha and Namarra, the longbow Taulmaril, the katana Celestial Fury and other familiar magic weapons are here again.

However, most of the weapons in Treasures of Toril: 101 Weapons of the Realms are brand new, inspired by Forgotten Realms storylines past and present, as well as the setting’s uniquely diverse cultures.

Bedevil your enemies with Nangnang's nasty surprise, pulverize them with your greathammer of the church militant, skewer them with your trident of the arena champion, and then celebrate in style, your chrysanthemum blade in hand!

Each weapon in this product comes with several lines of flavor text that grounds it in the history of the Realms and serves as inspiration for adventures featuring the item.

To illustrate, here are the items mentioned in the preview:

Chrysanthemum Blade

Weapon (scimitar or shortsword), very rare (requires attunement)


Short blades like these used to be in great vogue at the imperial court of Shou Lung, their magic helping up-and-coming courtiers navigate the labyrinths of courtly etiquette and protect them from dastardly palace intrigue.


You gain a +2 bonus to attack and damage rolls made with this magic weapon.

You also have advantage on saving throws against being charmed or frightened, as well as on all Charisma checks and Wisdom (Insight) checks.

While you are attuned to the weapon, you are accompanied by a faint scent of flowers.

Greathammer of the Church Militant

Weapon (maul), very rare (requires attunement by a cleric)


These enormous bludgeons are often found in the possession of clerics serving deities of war, such as Red Knight, Tempus, or Torm. To turn the tide of a battle, zealous wielders of such weapons unleash their hidden magic power, leading their foes to believe they’ve been struck by a god’s hand.

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

When you hit a creature with the weapon, you can briefly channel the crushing strength of your deity through it. The target takes an extra 6d6 bludgeoning damage and must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute. While frightened in this way, it also has disadvantage on all saving throws against all cleric spells you cast. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until the next dawn.

You are considered proficient with this weapon while you are attuned to it.

Nangnang’s Nasty Surprise

Weapon (blowgun), rare (requires attunement)


Named after a trickster god revered by grungs, loathsome froglike humanoids of Chult, this darkwood blowgun is always slippery to the touch and constantly secretes a dark gooey liquid. It can be a devastating weapon in the hands of an ambusher, provided the wielder’s smell doesn’t give them away.

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

If you have advantage on an attack roll made with this weapon and hit a creature with it, the target takes extra 3d6 poison damage. In addition, the target must succeed on a DC 15 Constitution saving throw or become poisoned until the end of your next turn.

While you are attuned to the weapon, any odor you exude becomes ten times stronger.

Trident of the Arena Champion

Weapon (trident), very rare (requires attunement)


In the corrupt and decadent city of Westgate, one of the ways to gain wealth and renown is distinguishing oneself at the gladiatorial arena. Arena fighters combine martial skill with showmanship, and the most successful of them use unusual armaments much like this trident.

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

When you hit with a melee attack using this weapon, you can use one of the following properties. A property can’t be used again until the next dawn.

Pin to the Ground. The target must succeed on a DC 15 Strength saving throw against this magic or be pinned to the ground, prone and restrained until the end of your next turn.
Grievous Wound. The target must succeed on a DC 15 Constitution saving throw against this magic or suffer a grievous and aching wound, taking an additional 3d6 piercing damage and gaining disadvantage on all attack rolls until the end of your next turn.
Confusing Flurry. The target must succeed on a DC 15 Wisdom saving throw against this magic or be thrown off balance by your evasive movements. Until the end of your next turn, it cannot use reactions, can use either an action or a bonus action, but not both, and can’t make more than one melee or ranged attack during its turn.
 

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