Homebrew Weapons

Great Scythe

 * Type: Exotic Melee Weapon


 * Cost: 60gp


 * Damage: 2d6 Slashing


 * Weight: 10 lbs


 * Properties: Heavy, Two-Handed, Special


 * Special Trait: If you successfully attack a target that is prone, restrained, incapacitated, or unconscious, add an additional 1d6 to your damage roll.

A large, heavy scythe that stands around 5-6ft tall with a 3ft thick double-edged blade. Both the pole and the blade are reinforced for heavy use.

War Scythe

 * Type: Exotic Melee Weapon


 * Cost: 60gp


 * Damage: 1d10 Slashing


 * Weight: 6 lbs


 * Properties: Heavy, Reach, Two-Handed, Special
 * Special Trait: If you successfully attack a target that has other creatures to their sides within 5ft, this weapon instead deals 1d8 to the target and all adjacent creatures.

A large, light scythe that stands around 6-7ft tall with a 2ft thin double-edged blade. Both the pole and the blade are made of lighter material for quicker attacks.



Chained Dagger

 * Type: Exotic Melee Weapon
 * Cost: 13gp / 20gp
 * Damage: 1d4 Piercing
 * Range: 15ft / 30ft
 * Weight: 17lbs / 32 lbs
 * Properties: Finesse, Light, Thrown, Special
 * Special Trait: If a creature is successfully hit with the weapon, the creature is bound to you and cannot move out of your weapon's range if they are of your size or smaller: a creature bound in this manner can take a bonus action to make a Strength saving throw (DC 15) to remove the dagger and take 1d4 Slashing damage. If you miss the attack throw, you may pull the dagger into your hands if the attack was made within 15ft of you at the end of your turn, otherwise it requires a bonus action to retrieve the dagger.
 * As a bonus action, if the creature is of your size or smaller, you can contest strength with the chained creature to pull them within 5ft of you on an unoccupied space on a success, and on a failure the dagger is pulled out and the creature takes 1d4 Slashing damage.

A jagged dagger that has been treated to weight slightly more and modified to accept a length of chain. The dagger, with enough strength behind it, can be thrown and lead the chain.

Solemn Endeavor

 * Type: Any Longsword or Greatsword, Requires Attunement
 * Rarity: Very rare
 * Price: 50kgp
 * Magical: You gain a +3 bonus to attack and damage rolls made with this magic weapon.
 * Extremely Heavy: To pick up and use this weapon, you require a Strength score of 14 or greater.
 * Crushing: If the creature you are attacking is vulnerable to Bludgeoning damage, your attack's damage type instead becomes Bludgeoning if it is not already.
 * Awaken: Speaking the command word, the cracks of its body open up and float over a white magical core in the shape of the blade for 1 minute. For the duration, any successful attacks deal an extra 1d8 Force damage. You cannot do this again until you finish a short or long rest.

A sword from an empire that has been lost to time, and forgotten by history. Moss and vines decorate this decrepit weapon, its body cracked and chipped from what seems beyond repair, but surprisingly still holds out well in combat despite its shoddy appearance. The edges on the body look fairly dull, but the crescent tip of the blade remains exceptionally sharp.



Stargazer

 * Type: Any Glaive or Longsword. Requires Attunement.
 * Rarity: Rare
 * Price: 5kgp
 * Magical: You gain a +2 bonus to attack and damage rolls made with this magic weapon.
 * Transforming: Speaking the command word, the weapon can magically either extend or retract its hilt, shifting between a glaive or a longsword. The weapon's stats change based on the form the weapon currently is in.
 * Astral Glory: On a critical hit, the weapon strikes its target again with two starry, ethereal versions of itself, dealing an additional 2d8 Radiant damage while it is a glaive, and 2d6 Radiant damage while it is a longsword. This damage bypasses resistances and immunities.

A single-edge glaive that houses a window of the starry night within its blunt end, and the fiery heat of the sun within its center and pommel. When held, it feels both particularly warm and cold to the touch.

Sinixativus, the Mystical Hexblade
Hexblade Stats & Lore
 * Type: Longsword+1, Requires Attunement
 * Rarity: Legendary
 * Price: Priceless
 * Weapon Type: Hexblade Longsword (N1)
 * Stats: 10 Int, 10 Wis, 20 Cha
 * Communication: Communicates telepathically when held, also speaks/reads/writes several languages.
 * Alignment: Chaotic Good
 * Sentience: High
 * Senses: Hearing and darkvision out to 120 feet.
 * Purpose: To spread kindness to those unfortunate, and to rid of evil in the wielder's heart.
 * Conflict: The wielder goes against the weapon's wishes, or ignores the trials given.
 * Demands: Demands that its wielder dispose of anything the item finds repugnant; in extreme situations, the item demands to be given to someone else.
 * Refusal: Make it impossible for its wielder to attune to it & suppresses its activated properties.

A magical longsword that's covered in paper amulets, with unknown symbols adorning them. It glows with faint iridescence, speckled with white floating dots. Unlike most Shadowfell swords, the spirit bound to this weapon is not evil nor has foul motives; despite this, he does not know what he truly wants. Instead, in return for his services, he decides to make the warlock perform menial trials of varying degrees of challenge and lethality. (N2)

While the patron behind this mysterious blade remains anonymous, when pleased, he manifests himself in the form of a tiny ethereal dragon faerie familiar, granting advice to the warlock, whether the advice is needed or not. Upon certain hits, the sword will spark with mysterious and chaotic energy, applying one of the myriad of effects it possesses. (N3)

His chaotic nature can be difficult to interpret and sometimes impossible to please; when unappeased he lays dormant, returning the weapon to a normal longsword until he decides to task the warlock with a new trial. (N4)

Sinixativus' Blessing: If you crit when performing an attack with this weapon, roll a die; 1d2 at 1st level, 1d4 at 4th, 1d6 at 7th, and 1d8 at 10th. The weapon's damage type will magically change depending on the result of the roll, as well as apply the appropriate effect. Some effects require a saving throw with a DC equal 8 + Charisma Modifier + Proficiency Modifier.
 * N1: Sinixativus is a Longsword(+1). The patron bestows the feat called "Sinixativus' Blessing" upon making the pact.
 * Sinixativus' Blessing, Hexblade Version: You can bless one weapon as an action and gain this effect, lasting until you finish a long rest. If you crit when performing an attack with a weapon blessed by this effect, roll a die; 1d2 at 1st level, 1d4 at 4th, 1d6 at 7th, and 1d8 at 10th. The weapon's damage type will magically change depending on the result of the roll, as well as apply the appropriate effect. Some effects require a saving throw with a DC equal 8 + Charisma Modifier + Proficiency Modifier. (The effects and scaling remains the same as the base weapon.)
 * N2: Pretty much flavortext, the DM can give the warlock random little tasks, such as "do a good deed", or "offer me some wealth". Lethality of the tasks can range between harmless to suicidal; don't be mean to players with this by abusing it! Also remember the patron's alignment is chaotic good; something to remember for task-giving.)
 * N3: Intended to be paired with Pact of Chain; the familiar with appear see-through and tinted of any elemental color the warlock chooses; this is purely cosmetic, as the familiar will retain the stats of an appropriate choice.
 * N4: If the warlock is unable or willingly does not fulfill their trial, the sword will remain inert for 1d4-1 days; if the result is 0, then half a day. During this time the warlock is unable to use the Sinixativus' Blessing feat and the weapon will not gain benefits from being magical. Effectively, the patron throws a temper tantrum.


 * 1: Force damage. The wielder is surrounded by a protective ethereal barrier, gaining Lv*3 temporary hit points for 4 rounds.


 * 2: Fire damage. The affected target is magically set on fire, dealing 1d4+Lv Fire damage at the start of their turn for 4 rounds.


 * 3: Cold damage. The affected target is magically frozen from the waist-down; the target must make a Strength save or be restrained for 4 rounds. At the end of the affected target's turn, they can make a Strength save to break the ice around their body.


 * 4: Poison damage. The affected target magically feels sick and sluggish, causing all checks and saves to roll with disadvantage for 4 rounds.


 * 5: Lightning damage. The affected target is magically shocked, causing bodily spasms. The target must make a Constitution save, or be paralyzed for 2 rounds. At the end of the affected target's turn, they can make a Constitution save to regain control of their body.


 * 6: Acid damage. The affected target's armor is magically corroded, causing their AC to drop by 5 for 2 rounds.


 * 7: Radiant damage. The affected target is dazed with a brilliant light, stunning for 2 rounds and pushing the target back 10ft if the attack was single-handed, or 20ft if the attack was two-handed.


 * 8: Necrotic damage. The affected target is magically hexed with hovering ethereal daggers. For each of the target's successful attacks, they must make a Wisdom save or take Necrotic damage equal to half of the damage dealt, for 2 rounds.

At 15th level, you can re-roll an effect roll once when this effect activates, and choose which to keep. At 20th level, on a crit, you choose which effect to apply without rolling dice.

If the target is resistant to the new damage type, the effect's effectiveness is also cut in half, halving timers and saves. If immune, the effect is ignored.

Konue, the Demonic Hexblade

 * Type: Greatsword+∞ (Greatscythe+∞), Requires Attunement
 * Rarity: Legendary
 * Price: Priceless

Hexblade Stats & Lore
 * Weapon Type: Hexblade Greatsword/Greatscythe
 * Stats: 16 Int, 16 Wis, 16 Cha
 * Communication: Communicates telepathically when held and through common writing on its body, also speaks/reads/writes many languages.
 * Alignment: Chaotic Evil
 * Sentience: High
 * Senses: Hearing and darkvision out to 120 feet.
 * Purpose: The total annihilation of the Red Wizards of Thay, and learn all their knowledge and secrets.
 * Conflict: The wielder refuses to deal with a designated target, or pursue the Red Wizards of Thay.
 * Demands: The weapon demands that the target be dealt with in spite of any other goals.
 * Refusal: Either mentally coax the wielder to abide, or forcibly attempt to take control of its wielder.

Forbidden knowledge made metal, Konue is an omniscient sentient greatsword (or greatscythe) forged in Thay by the Red Wizards, permanently bound to its metallic prison. Much like other Shadowfell blades, the pact made with Konue will grant the warlock power; although the most alluring qualities of the pact is the promise of forbidden knowledge. (N1)

Konue will only reward warlocks who are steadfast and have the stomach to allow it to drink deep of blood (either of your own or others). Once the blade has deemed the sacrifice sufficient, it will gift the warlock knowledge from it's infinite library of spells and curses, allowing its wielder to grow powerful; and by extension, itself as well. (N2)

While the pact is forged and further deepened with blood, the bond between warlock and blade may prove too much for warlocks with weak wills; when unappeased, the blade will often attempt to push bloodlust notions onto the warlock in order to satisfy the blade's needs. (N3)

Ever-Scaling: Konue starts as a Greatsword+0 (Greatscythe+0), and has an internal "Slaying" counter. Whenever you slay or assist in slaying a creature whose Challenge Rating is equal or higher to your level, this weapon gains +1 to its counter. Every time the counter exceeds the current weapon's bonus number, this weapon gains +1 to damage rolls: at this time, the counter is reset back to 0. For every day you do not slay a creature that satisfies the previous conditions, this weapon loses a point to its "Slaying" counter; if it reaches zero, the weapon loses all bonuses.
 * N1: Intended to be paired up with Pact of Tome, the weapon itself grants the tome's purpose. If the weapon is lost it would require the 1-hour ritual to re-obtain.
 * N2: Entirely flavor text, reasons as to why the wielder would learn Hexblade spells/abilities.
 * N3: As long as you possess this weapon, you must roll a Constitution Save every long rest to resist the bloodlust. Failed saves cause disadvantage on proficient skill checks/saves until your next successful Constitution Save from this effect.

Impulsive, Curse: As long as you possess this weapon, you must roll a Constitution Save every long rest to resist the bloodlust raging within the weapon. A failed save causes disadvantage on proficient skill checks/saves until your next successful Constitution Save from this effect.

Ceremonium

 * Type: Any Dagger, Requires Attunement
 * Rarity: Rare
 * Price: 50kgp
 * Magical: You gain a +2 bonus to attack and damage rolls made with this magic weapon.
 * Splitting Headache: On a successful attack, add 1d6 psychic damage to the damage roll if the target is not an undead.
 * Warping: On a successful attack, roll a 1d4 if the target is not an undead. On a 4, the target suffers from one of the effects from the Short-term Warping table. You can only do this to a creature once every 24 hours.
 * Warped: When you make an attack with this weapon, whether hit or miss, roll a d20. On a 1, you suffer from one of the effects from the Short-term Warping table.

A small dagger with several jagged edges around it. While most daggers would normally leave large gashes and deep wounds, this half-etheric dagger pierces through the target's soul, causing them to slowly go mad as the Far Realm's energy permeates through their essence.

Gilded Peacemaker

 * Type: Any Pistol, Requires Attunement.
 * Rarity: Uncommon
 * Price: 500gp
 * Magical: You gain a +1 bonus to attack and damage rolls made with this magic weapon.
 * Revolving: This gun contains a revolving chamber that houses 6 bullets, ignoring the Loaded property as long as it has more than one bullet in its chamber.
 * Water-proof: The gun's chamber is water-proof, and is not affected by the inability to shoot underwater, nor does it impose any penalty when shooting under rain.
 * Usher: Each shot is magically infused with a trace of radiance. Fiends and Undead take an additional 1d6 Radiant damage from successful attacks made with this weapon.

A silvery revolver that's beautifully engraved with a complex golden trimming around the length of the barrel all the way to the grip. Holding it makes you feel like you have a mission to usher undeath back to its grave.

Shaded Phantom

 * Type: Any Pistol, Requires Attunement
 * Rarity: Uncommon
 * Price: 500gp
 * Magical: You gain a +1 bonus to attack and damage rolls made with this magic weapon.
 * Revolving: This gun contains a revolving chamber that houses 6 bullets, ignoring the Loaded property as long as it has more than one bullet in its chamber.
 * Phantom: If your successfully attack a target, roll a 1d20. On a 18 or higher, the gun does not consume ammo nor the smokepowder.
 * Creeping: If you make a successful attack against a target while under dim light or lower light levels, you deal an extra 1d6 necrotic damage.

A jet-black revolver that's as slick and plain and it is deadly. Due to the exceptional quality of craftsmanship this weapon is made with, it can be difficult to discern what the weapon is or even looks like under non-bright lighting.

Star Slayer

 * Type: Any Longbow, Requires Attunement
 * Rarity: Very Rare
 * Price: 50kgp
 * Magical: You gain a +3 bonus to attack and damage rolls made with this magic weapon.
 * Gleaming: Any arrows used with this weapon instead have any additional damaging properties changed to Force damage, and gain ethereal properties.
 * Piercing: If your successfully attack an organic target, the arrow pierces through the target in a straight line. The damage and speed remain unaffected regardless of how many creatures the arrow passes through, until coming in contact with a non-organic creature or surface.

An otherworldly-looking bow that appears to have an entire universe inside of its string, mounted upon an ethereal frame of a bow, that glows a faint color of the user's choice. Nocking an arrow will transform it into pure energy, releasing a piercing bolt of pure magic at any foes aimed at. Interestingly enough, it does not pierce through non-organic materials, but can still cause considerable damage from the impact.

Caustic Dragon Staff

 * Type: Any Staff
 * Rarity: Rare
 * Price: 5kgp
 * Spellcasting: This weapon can cast the following spells with a Spell Save of 13.
 * Command at 1st level, consuming 1 Charge.
 * Melf's Acid Arrow at 2nd Level, consuming 2 Charges.
 * Crown of Madness at 2nd Level, consuming 2 Charges.
 * Acid Breath: 5ft by 30ft line or 15ft cone, 6d8 Acid damage. Dex Save (DC13), half damage on success. Requires all 5 charges.
 * Blood Charged: This staff holds 5 Charges total, regaining 1d4 charges at dawn. If no charges remain, it must be doused in a vial of dragon blood and a vial of acid to recharge all expended charges.

A smoothened staff made from an ebony wood-like material, decorated with the skull of a young dragon on one end as its vertebrae and tail coil around the shaft of the staff all the way to the bottom. The eyes emit a sickeningly green glow whenever a spell is cast, and some say the young dragon's skeleton briefly comes alive when casting its breath weapon.

Hammer of Judgement

 * Type: Any Warhammer
 * Rarity: Rare
 * Price: 5kgp
 * Magical: You gain a +2 bonus to attack and damage rolls made with this magic weapon.
 * Chaotic: If your successfully attack a target, roll a 1d10-1. The following effect happens based on the result:
 * 0: *Bonk sfx*
 * 1: Deal 1 Bludgeoning damage.
 * 2: Deal 2 Bludgeoning damage. The creature is knocked back 5ft backwards.
 * 3: Deal 1d4 Force damage.
 * 4: Deal 1d4 Slashing damage.
 * 5: Deal 1d6 Lightning damage. The creature makes a Constitution Save (DC10, repeats). On fail, the creature is paralyzed.
 * 6: Deal 1d6 Fire damage. The creature takes an additional 1d4 Fire damage for 5 rounds on the start of their turn.
 * 7: Heal for 1d4+7. The creature is knocked back 10ft backwards.
 * 8: Deal 1d8 Cold damage. The creature makes a Constitution Save (DC10, repeats). On fail, the creature is restrained by ice.
 * 9: Roll a d20. On a 20, the creature takes half of their maximum health as True damage, regardless if they are resistant or immune to the initial hit.

A black hammer with nondescript details. It has a single perfectly-symmetrical cylindrical head, along with a perfectly-symmetrical cylindrical shaft, with no pommel at the end.