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1001 minor traits for magic swords

346) Audible sharpness. Every time this blade is swung it makes a deadly sharp shwing sound.

347) Ominous breeze. When this blade is drawn a cold wind rises from nowhere in particular and makes an ominous whisper.

348) Glimmering steel. This blade is so well smithied it has a permanent mirror finish. You can use it to see behind corners, etc.
 

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349) Self-aggrandizing. Whenever you draw a self-aggrandizing weapon in the presence of a smaller version of a similar weapon, it says, "You call that a <insert weapon type>? THIS is a <insert same weapon type>!"
 

350) Ranged strike. This blade when swung generates a shockwave that travels through the air and hits anything directly in its path (not automatically, you still roll to hit normally). You roll for damage before rolling whether you hit. Range is the damage rolled times five feet (for example: if the potential damage is 1d6 and you roll 4, the range is 20 feet). Actual ranged damage is -1 per five feet (in the previous example damage to a target 15 feet away is 1 and damage to a target 20 feet away is 0). The shockwave has a chance of dazing anyone it hits (whether damage was done or not) as per the spell Daze.
 

351) Sand-thrower. Pommel can store quantity of sand or other irritating, granular substance. It is unleashed on enemy on the first strike.

352) Ageless. Immune to all rust and corrosion, mundane or magical.
 


354: Deathstroke: This weapon can never hit unless an attack is insure to hit (Such as a coup de grace or natural 20 roll crit conformation normally). When it hits increase the damage multiplier by two.
 

356) Deatheater: This weapon gains a +1 sacred bonus to damage against undead creatures, and reinforces the wielder in the form of 1 temporary hit point that lasts for 1 minute. These temporary hit points stack with each other in the event of multiple hits. If used to strike a living creature, the weapon instead takes a -1 penalty to damage, and removes 1 temporary hit point the wielder has, if any.
 

357) Multiple personality sword - Each day a new personality controls the blade.
358) Floating blade - floats in water.
359) Fearful Blade - quivers in fear during combat, -1 to hit, +1 damage.
360) Melodic blade - When struck against a hard surface, vibrations sound in 'C', allowing the tuning of musical instruments.
361) Tall blade - Wielder looks 2" taller while in combat.
362) Bloated - Wielder must feed the blade equal to a normal person or the blade loses its powers until fed.
 

363) Insult to injury - insults target after successful hit ("Your momma buy you that armor?")
364) Spicy - Hilt of sword can deliver small quantities of salt, pepper, cumin, cinnamon, or Tabasco for food seasoning.
365) Chalky - Blade can be used as normal white chalk to mark on walls or the like.
366) Torch - Will be wreathed fire on command, giving light equal to a torch; grants heat as a small cook fire, and ignites flammables. Flames extinguish during combat.
367) Prejudiced - Magical powers only available to specific races/classes/sex.
368) Tourette's - Wielder randomly swears and shouts insults.
 

369) The sword casts no shadow.
370) Sated - The blade takes on a reddish hue after striking a living opponent (for 1 minute per point of damage).
371) Night - Sword is an additional +1 at night, but -1 during the daytime.
372) Thirst - The wielder is always thirsty (for water or alcohol), and can drink twice as much alcohol as normal without being affected.
373) Forms - With power words, the wielder can turn the sword into other weapons (usually 1d4 weapons besides the 'base' blade).
374) Fast Blade - +1 on initiative when not flat-footed.
 

Into the Woods

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