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Non-magical weapon augments?

Chaoszero

First Post
I have a character in my game who found a magic forge and I told him that if he took extra time he could add little features to the blades he was making.

However, I only have a few ideas for non-magical and mostly non-mechanical add-ons:

Mirror Shine: The blade is as reflective as a mirror. You can use it to look around corners and if there is a light source within 30 feet, the blade becomes a light source by proxy.

Etchings: There are etchings in the blade. Either in a written language or in non-magical arcane runes.

Serrated: The blade is partly serrated. When a critical hit is struck, the target bleeds, taking an additional 1 damage per round.

Please help me think of more nifty features like these for my imagination is failing me. Please keep them non-magical and have the mechanical effects minimal.
 

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Dannyalcatraz

Schmoderator
Staff member
Supporter
Transmutation the forge transforms the armor or weapon's substance into another mundane or special material, once given a 1" cube of that substance (destroyed in the process). Each time the transmutation power is used, a new cube of material must be given to the forge. Only one weapon at a time may be in the forge for this process. This transformation lasts 24 hours.

This means that you could make a darkwood blade for a halberd for a local druid. Or a suit of scale mail could be made into dragonscale if given enough scales.
 
Last edited:

darjr

I crit!
Light and Strong: The forge allows for removing precise sections from it. So that it is light as a feather but ever as strong as it was.

The song of war: The blade sings in battle. A song that inspires your allies and whispers doom to your enemies. However with a small adjustment to style, you can keep the blade silent.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
Somehow, the internet ate an edit...

Blackout: this treatment renders the armor or weapon as black as a starless night. Treat it as being permanently covered in weaponblack.
 

Whisper72

Explorer
Well, some ideas more pertaining to the forge itself come to mind:

Automatic mastery: when using the forge, anyone can craft weapons and armor as though a master armorer. Someone who is already a master armorer gains additional benefits (depending upon system used, these can be craft bonusses etc.) making masterwork or similar attributes within easier reach
 

Noumenon

First Post
My feeling is you should just make the forge let the character use the Enchant Magic Arms feat, just because it's no fair only wizards can do it. Also, it has to do more than just create fluff -- gotta do something mechanical and potentially useful, or it won't be a real reward.

Fistguards: He can make swords that give a +1 shield bonus.
Magnetic: When balanced right in the center, sword spins to point north.
Glass or crystal see-through weapons (make sure he fights rust monsters)
 

Personalized Grip: The grip is tailored to perfectly match one persons hands. That person receives a +2 bonus against disarm attempts. Anyone else trying to use the weapon receives a -4 nonproficiency penalty.

Perfectly matched: Two weapons are made that are perfectly matched. The wielder receives a +1 shield bonus to AC and +4 bonus to Balance checks when wielding both weapons.

Tempered: A special heat treatment gives weapons a greater hardness (to help prevent being sundered).

Sharpened: A highly sharpened bladed weapon can be treated as if it were Keen. This bonus disappears after the weapon successfully attacks 20 times (due to dulling of the blade).

Poison channels: Allows multiple coatings of poisons or other liquids to coat the weapon at one time (normal: only one coating allowed at a time). Two variants can be made. In the first, the second poison is activated at the same time as the first (a two-for-one blow). In the second, the second poison can only be used after the first wears off (removing the need to apply a second coat mid-battle)

Poisoned Guard: Allows poison to be applied to the hand guards of a weapon. If an enemy attempts to disarm you and fails, they must save against the poison (poison must be reapplied after each use).

Hardened Arrows: Unlike regular arrows, which break on contact, these arrows can be reused once. A second treatment after they have been used once allows them to be recovered again.

Thin arrows / Small bullets: This special ammunition takes up half the storage space of regular ammo. Quivers, bandoliers, and ammo bags can hold twice the normal capacity when these are used.
 


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