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New weapon abilities here...

kreynolds

First Post
With all the weapon abilities I just posted, and with more still to come, I figured it would be cool if we had one thread to go to that had a comprehensive list of all of our new weapon abilities. I think it would be best to submit a new ability in its own thread first, and when you've decided that its development is done, then post it here. It's your ability, so you'll know when its done before anyone else. So, I'll go ahead and start posting the weapon abilities that I'm finished developing.

Again, if you have one that you feel is "finished", post it here and we'll get the ball rolling. But, if you want some help developing your weapon ability, or if you want to make sure its balanced, post it in another thread first. That way we can somewhat minimize the clutter.

I'll probably go ahead and build an index of all the abilities here in this first post as well.

Anyhow, here goes nothing... :)
 
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Blessed
A blessed weapon is good-aligned, meaning it can bypass the damage reduction of certain creatures. Up to 5 points of damage reduction can be bypassed with this weapon. In addition, all critical hit rolls against evil-aligned foes automatically succeed, so every threat is a critical hit. This last effect does not stack with any magical effects related to critical hits (such as flaming burst, keen, and vorpal). It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the blessed power upon their ammunition.
&nbsp&nbsp&nbspFaint transmutation [good]; CL 5th; Craft Magic Arms and Armor, align weapon; Price: +1 bonus.

Blessed v2
A blessed weapon is mildly good-aligned. Though this does not allow it to bypass the damage reduction of evil-aligned creatures, the weapon deals an extra 1d6 points of damage against all of evil alignment. In addition, all critical hit rolls against evil-aligned foes automatically succeed, so every threat is a critical hit. This last effect does not stack with any magical effects related to critical hits (such as flaming burst, keen, and vorpal). It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the blessed power upon their ammunition.
&nbsp&nbsp&nbspFaint transmutation [good]; CL 5th; Craft Magic Arms and Armor, align weapon; Price: +1 bonus.

Defiled
A defiled weapon is evil-aligned, meaning it can bypass the damage reduction of certain creatures. Up to 5 points of damage reduction can be bypassed with this weapon. In addition, all critical hit rolls against good-aligned foes automatically succeed, so every threat is a critical hit. This last effect does not stack with any magical effects related to critical hits (such as flaming burst, keen, and vorpal). It bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the defiled power upon their ammunition.
&nbsp&nbsp&nbspFaint transmutation [evil]; CL 5th; Craft Magic Arms and Armor, align weapon; Price: +1 bonus.

Defiled v2
A defiled weapon is mildly evil-aligned. Though this does not allow it to bypass the damage reduction of good-aligned creatures, the weapon deals an extra 1d6 points of damage against all of good alignment. In addition, all critical hit rolls against good-aligned foes automatically succeed, so every threat is a critical hit. This last effect does not stack with any magical effects related to critical hits (such as flaming burst, keen, and vorpal). It bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the defiled power upon their ammunition.
&nbsp&nbsp&nbspFaint transmutation [evil]; CL 5th; Craft Magic Arms and Armor, align weapon; Price: +1 bonus.

Ordered
An ordered weapon is law-aligned, meaning it can bypass the damage reduction of certain creatures. Up to 5 points of damage reduction can be bypassed with this weapon. In addition, all critical hit rolls against chaotic-aligned foes automatically succeed, so every threat is a critical hit. This last effect does not stack with any magical effects related to critical hits (such as flaming burst, keen, and vorpal). It bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the ordered power upon their ammunition.
&nbsp&nbsp&nbspFaint transmutation [lawful]; CL 5th; Craft Magic Arms and Armor, align weapon; Price: +1 bonus.

Ordered v2
An ordered weapon is mildly law-aligned. Though this does not allow it to bypass the damage reduction of chaotic-aligned creatures, the weapon deals an extra 1d6 points of damage against all of chaotic alignment. In addition, all critical hit rolls against chaotic-aligned foes automatically succeed, so every threat is a critical hit. This last effect does not stack with any magical effects related to critical hits (such as flaming burst, keen, and vorpal). It bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the ordered power upon their ammunition.
&nbsp&nbsp&nbspFaint transmutation [lawful]; CL 5th; Craft Magic Arms and Armor, align weapon; Price: +1 bonus.

Entropic
An entropic weapon is chaos-aligned, meaning it can bypass the damage reduction of certain creatures. Up to 5 points of damage reduction can be bypassed with this weapon. In addition, all critical hit rolls against lawful-aligned foes automatically succeed, so every threat is a critical hit. This last effect does not stack with any magical effects related to critical hits (such as flaming burst, keen, and vorpal). It bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the entropic power upon their ammunition.
&nbsp&nbsp&nbspFaint transmutation [chaotic]; CL 5th; Craft Magic Arms and Armor, align weapon; Price: +1 bonus.

Entropic v2
An entropic weapon is mildly chaos-aligned. Though this does not allow it to bypass the damage reduction of lawful-aligned creatures, the weapon deals an extra 1d6 points of damage against all of chaotic alignment. In addition, all critical hit rolls against lawful-aligned foes automatically succeed, so every threat is a critical hit. This last effect does not stack with any magical effects related to critical hits (such as flaming burst, keen, and vorpal). It bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the entropic power upon their ammunition.
&nbsp&nbsp&nbspFaint transmutation [chaotic]; CL 5th; Craft Magic Arms and Armor, align weapon; Price: +1 bonus.
 

Bane, Greater
As bane, plus it bypasses the damage reduction of the designated creature and it deals an extra 4d6 points of damage (instead of 2d6) to the designated creature on a critical hit. In addition, all critical hit rolls against the weapon’s designated foe automatically succeed, so every threat is a critical hit (if the creature is susceptible), thus a confirmation roll is not required. This last effect does not stack with any magical effects related to critical hits (such as flaming burst, keen, and vorpal). Such effects must be confirmed normally.
&nbsp&nbsp&nbspStrong conjuration; CL 12th; Craft Magic Arms and Armor, summon monster VI; Price: +4 bonus.
 

Oldies, but three of my favorites. :D

Annihilating
These frighteningly powerful weapons are similar to vorpal weapons, but they are always bludgeoning. The striking portion of these weapons is always immaculate, showing not a single scratch, dent, or imperfection on its surfaces. Upon a successful critical hit, the weapon pulses with immense power and strikes with a horrendous crack. The annihilating enhancement deals an additional x10 force damage. For example, a warhammer deals 1d8 points of damage per hit and has a x3 critical multiplier. So an annihilating warhammer will deal 3d8 points of bludgeoning damage plus 10d8 points of force damage. Annihilating weapons do not require a confirmation roll to make a critical hit when a natural 20 is rolled.
&nbsp&nbsp&nbspAn annihilating weapon must be a bludgeoning weapon. Because the extra damage dealt by an annihilating weapon is force damage it can even harm creatures that are immune to critical hits.
&nbsp&nbsp&nbspStrong transmutation and necromancy; CL 18th; Craft Magic Arms and Armor, finger of death, weapon of impact; Price: +5 bonus.

Sharpness
This potent and feared ability bears an extraordinarily sharp blade. Upon a successful critical hit, a planar rift, allowing the weapon to cut through even the hardest materials, replaces the blade of the weapon. Weapons crafted with the sharpness ability deal an extra amount of force damage equal to the weapon’s normal damage x4, similar to a critical hit. For example, a longsword deals 1d8 points of damage per hit. Thus on a critical hit, a sharpness longsword will deal 2d8 points of slashing damage plus 4d8 points of force damage. Also, upon a critical hit, sharpness weapons completely bypass the hardness of all objects they strike.
&nbsp&nbsp&nbspA sharpness weapon must be a slashing weapon. The damage dealt by a sharpness weapon is force damage and can even harm creatures that are immune to critical hits.
&nbsp&nbsp&nbspStrong transmutation and necromancy; CL 18th; Craft Magic Arms and Armor, circle of death, keen edge; Price: +4 bonus.

Vorpal
This potent and feared ability bears an extraordinarily sharp blade. Upon a successful critical hit, a planar rift, allowing the weapon to cut through even the hardest materials, replaces the blade of the weapon. Weapons crafted with the vorpal ability deal an extra amount of force damage equal to the weapon’s normal damage x10, similar to a critical hit. For example, a longsword deals 1d8 points of damage per hit. Thus on a critical hit, a vorpal longsword will deal 2d8 points of slashing damage plus 10d8 points of force damage. Vorpal weapons do not require a confirmation roll to make a critical hit on a natural roll of a 20.
&nbsp&nbsp&nbspA vorpal weapon must be a slashing weapon. The damage dealt by a vorpal weapon is force damage and can even harm creatures that are immune to critical hits.
&nbsp&nbsp&nbspStrong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, finger of death, keen edge; Price: +5 bonus.
 
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A weird one I whipped up after reading the BoVD and the AaEG.

Vigorous
These weapons inflict 1 point of Strength damage on a successful hit, granting the weapon one vigor point (maximum of 5). Once per day, after the weapon has collected five vigor points, the wielder can command the weapon to bestow them a +4 enhancement bonus to Strength (as the bull’s strength spell), which lasts for five minutes. Commanding the weapon to bestow the bonus is a standard action. This ability can only be placed upon melee weapons and does not function if the weapon is thrown.
&nbsp&nbsp&nbspFaint necromancy and transmutation; CL 5th; Craft Magic Arms and Armor, bull’s strength, ray of enfeeblement; Price: +2 bonus.
 

Here's a couple of minor one's I whipped up for fun recently. The first one uses a new approach for pricing minor weapon abilities. Personally, I just prefer to use flat gp modifiers, like +500 gp or some such (like the blurred ability below), but others on the WotC boards expressed in something like this, so...

Bleeding
This unusual property causes the weapon to steadily drip with blood while drawn. The quasi-real falling droplets produce sound, but have no smell, and vanish after one round. The wielder of a bleeding weapon gains a +1 circumstance bonus on Intimidate checks.
&nbsp&nbsp&nbspFaint illusion; CL 5th; Craft Magic Arms and Armor, minor image; Price: + (Market Price Modifier squared x 250) gp.

Blurred
A weapon with this ability becomes blurred and distorted when used in combat, though this does not adversely affect the wielder in any way. A blurred weapon grants its wielder a +2 circumstance bonus on Bluff checks used to feint in combat. This bonus does not apply to any other use of the Bluff skill.
&nbsp&nbsp&nbspFaint illusion; CL 5th; Craft Magic Arms and Armor, blur; Price: +600 gp.
 

A friend of mine designed a weapon he called a "Sword of Echo." It caused the wielder to leave a trail behind them, like mouse trails, when they moved, and when striking with the weapon, deal 1.5 times damage, because of an echo strike after their first hit. It would even multiply sneak attack and crit damage, and the shadowy trail left by someone moving in combat could give a small displacement effect, when uesd properly. Just thought it was a neat idea for a weapon, no idea what spells you'd use to make it, though.

- Kemrain the Echo.. echo.. echo...
 

Cool idea! Here's what I whipped up so far...

EDIT: Crap! I should have put this in another thread. OK. Here goes...

OK. You can find the draft of your weapon ability here. Let me know what you think! :cool:
 
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Hi all! :)

What about a piercing variant on the vorpal weapon?

How would we get that to work?

Perhaps it would act like a Great Cleave but strike targets adjacent to your opponent rather than adjacent to you...as with Cleave.

What do you think...?
 

So are talking a piercing cleave missile or a vorpal piercer? If the former, then great cleave is a good Idea, but it should be not done unlimited but a strength check verses AC etc Perhps that mechanic is better in a feat?

For the latter, slap the piercing label on a vorpal weapon.
 

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