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101 magic weapons and armor without numbers

Wiseblood

Adventurer
48) Helm of Hostility: This iron helmet is simple and unadorned nevertheless it appears to have a sullen look that fills people with unease. The wearer of this helmet gains advantage on initiative and intimidation checks wearer also gains disadvantage on bluff and diplomacy.

49) Figurine of wonderous power; Hourglass of Death: This hourglass is of the finest craftsmanship wrought from silver and crystal. It is not filled with sand but instead pulverised bone. Once per week it allows its owner to summon an avatar of death. (Stats in DMG under deck of many things)
 

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50. Seeds of entrapment - ordinary looking seeds that when sprinkled over a 5' area lie dormant until the next living thing to step on them. Then they sprout up and seek to entangle the victim, who must pass a dc 15 str or dex save or be restrained for a number of rounds until they can make their save
 

51. Blessed lantern - this sacred lantern gives off a warming and comforting light to all within 30' who are living. Undead feel dread at the device and must pass a dc 16 wis save to stand within its light.

52. Robes of the soulkeeper - once belonging to a powerful lich, the robes emit a strong necromantic energy. A wearer of these robes register as undead to any spells that would detect them so, and unintelligent undead will not attack them as they believe the wearer to be one of their own
 

Ganders

Explorer
Longsword of Self-Measurement
When drawn from its scabbard, this ordinary shortsword appears to be an impressive longsword, but only to its wielder.

Club of Enlightenment: This unusual weapon functions like a fast-acting Tome of Clear Thought. Used about the head during an argument, this club will raise a person's intelligence until they 'see the light'. The effects stack, and it can be used as many times as desired, but it ceases to function once the person agrees with you.

Scimitar of Lightness: When not in use, this queer weapon appears to be a loaf of french bread, and weighs just one pound. Once drawn, it is shown to be a scimitar with pansy-shaped crossguard and a fairy carved into the hilt. Its wielder can stand up from prone at a cost of only one square of movement.

Longsword of Lightness: This longsword has the Light weapon property.

Shordsword of Lightness: This shortsword weighs half as much as most shortswords.

Dagger of Lightness: The wielder of this dagger can cast the Light cantrip at will.

Sickle of Lightness: This sickle will emit a spark on command, capable of lighting a torch. The command is somatic, not verbal.

Club of Lightness: This simple weapon contains one charge of Produce Flame. When the effect fades, this item becomes a normal, nonmagical club.
 

Eltab

Lord of the Hidden Layer
61 Boomerang of Returning: usually a cursed object (because if it misses everything else in the room, it will hit YOU) it does have a redeeming feature - it always flies back to your hand, even if it does hit something else along the way.

62 Basket of Everlasting Provisions: As the 4e version. Also affects IRL because you never have to do the paperwork involved in keeping the party supplied with rations.

63 Light Sword of Sound: This longsword emits light as a lantern. It also emits an audible hum.* The hum gets louder if you swing it vigorously. Not recommended for Stealth assignments.
* find something suitable and similar from the Monster Manual and copy it.

64 Armor of the Stereotype-Refuter: If some joker gets you the classic chainmail bikini and expects you to wade into a fight wearing THAT, this enchantment places a permanent Mage Armor and Shield on you (they stack), as long as you wear the chainmail bikini. You also can summon up a specific Minor Illusion: you are wearing normal Studded Leather Armor.
 

Eltab

Lord of the Hidden Layer
Longsword of Lightness

Shordsword of Lightness

Dagger of Lightness

Sickle of Lightness

Club of Lightness

65 Quarterstaff of Lightness: 1/day, if you successfully hit a target with a melee weapon attack using this staff, you also can apply a Levitate-like effect to the target. The target rises 5 feet off the ground, and (unless it has a Fly speed) cannot move out of its current square. Due to the unfamiliar environment (zero-gravity), it has Disadvantage on all rolls it makes.
 

Wiseblood

Adventurer
66)Broadsword of Hegemony: is a sword with a long tapered blade with a dark purple hue. When the hilt is grasped it's wielder can manipulate nearby swords. Using a bonus action you can add to or subtract from any nonmagical property to a sword within 30'. For example you could remove the two-handed property from a greatsword allowing it to be wielded with one hand. Or you could cause a shortsword to be heavy or posses reach the only requirements are the property must be available to non-magical melee weapons.

It can have more than one active (or deactivated) property at a time equal to your proficiency modifier. The sword has the statistics for a normal longsword but and its properties can be changed. Once activated changes persist until dismissed or dispelled as the Fabricate spell.
 

67. Boots of lightness (since were doing a theme). 1/day allows the user to cast the jump spell. Also this halves the weight of the wearer and allows them to walk across liqiid surfaces provided they do not stop.

68. Cloak of lightness. This cloak which feels like a fine lace catches in the wind and protects the wearer should they fall. 1/day it the wearer falls more than 10', the cloak forms a parachute and creates an effect similar to feather fall
 

69. Dragonspear of Elderach - crafted in the first of mount draghkar, this dragon slaying spear caused hatred to all dragons who will attack the wearer on sight and attempt to destroy the weapon. When a dragon flies within 10' of this spear, the wielder may use their reaction to make an opportunity attack against the dragon. Also, when used against dragons or dragonkind, the spear dampens the innate magic of their bloodline, preventing them from casting any spells unless they succeed on a dc20 cha save
 


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