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Weapons - Uncommon

Arcane Conduit (Twist)
Requires 2 slots
Requires attunement by an Arcane spellcaster
The wielder gains a +1 bonus to spell attack rolls, and spell save DC. Grants a bonus to AC when casting spells.   See Weapons - Variable Rarity.  
Blessed by the Wylde (Untamed)
Requires 2 slots
Requires attunement by a folower of the Great Beasts, or Isha
The wielder gains a +1 bonus to spell attack rolls, and spell save DC. Heals wielder for 2 + spell level hit points when casting a spell of 1st-level or higher. Changes damage type of the weapon.   See Weapons - Variable Rarity.  
Consecrated (Blessed)
Requires 2 slots
Requires attunement by a folower of the Chosen, or the Allfather
The wielder gains a +1 bonus to spell attack rolls, and spell save DC.   Allows the wielder to change the damage type of the weapon to that of the wielder's deity. If the weapon deals this damage type to a fiend or undead, they take an additional 1d6 of that damage type.   See Weapons - Variable Rarity.  
Dagger of Darkness
Requires 1 slot
Requires a dagger
The dagger has 3 charges (replenish on long rest). The wielder can spend a charge to cast the spell Darkvision at 2nd-level (no concentration required).  
Dagger of Invisibility
Requires 1 slot
Requires a dagger
The dagger has 3 charges (replenish on long rest). The wielder can spend a charge to cast the spell Invisibility at 2nd-level (no concentration required).  
Elemental Wrath
Requires 1 slot
The weapon deals damage of a chosen element. During augmentation, choose one of the following damage types: Cold, fire, lightning, or thunder.   The wielder can choose to deal any bludeoning/slashing/piercing damage as the original damage type of the weapon, or the damage type of the chosen element.   Additionally, whenever the wielder rolls a crittial hit on the attack roll with this weapon, the target creature and each creature of the wielder's choice within 5 feet of the target takes 5 damage of the chosen damage type.  
Forceful Recall
Requires 1 slot
Requires melee weapon
The wielder can recall the weapon as a bonus action. As long as the weapon is within 1000 ft., it will make its way to the wielder's outstreched hand at a rate of 100 ft. per round. The weapon will travel in a straight line directly to the wielder. Any creature or loose object in the line of the weapon's travel must make a DC 14 Dexterity saving throw, or take 1d10 damage of the weapon's damage type. Any object or creature that cannot move of it's own accord automatically fails this saving throw.   If the weapon's path is blocked it will attempt to break through the obstruction, dealing 10 damage of the weapon's damage type to it. If this damage destoys the obstruction, the weapon will continue to travel unobstructed. If it does not, the weapon bounces of the obstruction and lands 5 ft. in front of it.  
Harrier
Requires 1 slot
Requires shortbow, or one-handed ranged weapon
When the wielder hits a ranged attack with this weapon while mounted, the attack deals an additonal 1d6 piercing damage.  
Longshot
Requires 1 slot
Requires ranged weapon
This weapon is designed for use at long range. Attacking a target at far range does not impose disadvantage on the attack roll, and the target takes an additional 1d6 piercing damage.  
Moon Touched (Untamed)
Requires 2 slots
Requires attunement by a folower of Cernunnos
The wielder gains a +1 bonus to spell attack rolls, and spell save DC. Heals wielder for 2 + spell level + MOD hit points when healing others. Can change the damage type of the weapon to radiant.   See Weapons - Variable Rarity.  
Monster Hunter
Requires 1 slot
The weapon's attacks have advantage against any creature with the monstrosity creature type.  
Ocean's Command
Requires 2 slots
This weapon is decorated with engravings of oceanic creatures. It has 3 charges. The wielder can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The weapon regains it's charges after the wielder completes a long rest.  
Otherworldly (Blessed)
Requires 2 slots
Requires attunement by a folower of an Outsider God
The wielder gains a +1 bonus to spell attack rolls, and spell save DC. Allows for shortrange teleportation. Can change the damage type of the weapon.   See Weapons - Variable Rarity.  
Precision Shot
Requires 1 slot
Requires ranged weapon
Attacks made by this weapon ignore the target's AC bonuses from half cover, 3/4 cover and shields.  
Primal Bloodlust (Untamed)
Requires 2 slots
Requires attunement by a folower of Taranis
The wielder gains a +1 bonus to spell attack rolls, and spell save DC.   Allows the wielder to change the damage type of the weapon to necrotic. If the weapon deals this necrotic damage to a creature and that creature is killed, the wielder gains 5 temporary hit points.   See Weapons - Variable Rarity.  
Seeker
Requires 1 slot
Requires thrown property
This weapon is decorated with designs of windy spirals. When the wielder whispers the word “seek” and hurls this weapon, it seeks out a target of the wielder's choice within 120 feet of them. They must have seen the target before, but they don’t need to see it when they throw the weapon. If the target isn’t within range or if there is no clear path to it, the weapon falls to the ground. Otherwise, elemental winds guide the weapon instantly through the air to the target. The weapon can pass though openings as long as it can fit through that space in any orientation, and can change direction to fly around corners.   When the weapon reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take the damage of the weapon's hit and any other effects that trigger on a hit.  
Weapon of Warning
Requires 2 slots
This weapon warns the wielder of danger by emitting a bright light for 30 ft., and dim light for another 30 ft. It automatically lights up when hostile creatures are within 100 ft. of the weapon. The wielder has advantage on initiative rolls. In addition, they and any of their companions within 30 feet of them can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon's light magically awakens the wielder and their companions within range if any of them are sleeping naturally.   The wielder can use an action to dim, or reignite the weapon. They can also choose to temporarily dissable the warning feature for a specified amount of time.  
Witchbreaker
Requires 1 slots
Attacks made by this weapon have advantage against targets that are concentrating on spells.  
Wrath of the Sun (Untamed)
Requires 2 slots
Requires attunement by a folower of Clíodhna
The wielder gains a +1 bonus to spell attack rolls, and spell save DC. Produces sunlight.   Allows the wielder to change the damage type of the weapon to radiant. If the weapon deals radiant damage to an aberration, celestial, dragon, elemental, fey, fiend, monstrosity, ooze, or undead, the target takes and additonal 1d6 radiant damage.   See Weapons - Variable Rarity.  

Specialized Materials - Soulstones

Manticore Stinger
Requires 2 slots
Requires a Manticore Soulstone as material
Requires piercing, or slashing damage
This weapon drips a dark coloured venom from the tip of it's blade. If the weapon hits and the attack deals an amount of piercing or slashing damage, the target takes an aditional 1d6 poison damage and must succeed on a DC 14 Constitution saving throw or be poisoned (save ends at end of turn).

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