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Weapons - Variable Rarity

Variable Rarity Augmentations

Arcane Conduit
Requires 2 slots
Requires attunement by an Arcane, or Pact magic spellcaster
This weapon aids the wielder in channeling the weaves of the Etherial Plane. The wielder gains a bonus to spell attack rolls and the saving throw DCs of their Arcane, or Pact magic spells, determined by the weapon's rarity. In addition, they can use the weapon as a spellcasting focus for their Arcane, or Pact magic spells.   The weapon channels the wielder's weaves into an abjurative charm called an Arcane Ward. When the wielder casts a spell of 1st-level or higher, their AC and Saving Throws increase until the start of their next turn. This effect can be triggered once per round.   Twist (Uncommon). +1 bonus to spell attack rolls, and spell save DC. The spell-level added to the wielder's AC until the start of their next turn.
Braid (Rare). +2 bonus to spell attack rolls, and spell save DC. The spell-level added to the wielder's AC and Saving Throws until the start of their next turn.
Weave (Very-rare). +3 bonus to spell attack rolls, and spell save DC. The spell-level +2 added to the wielder's AC and Saving Throws until the start of their next turn.
Tapestry (Legendary). +3 bonus to spell attack rolls, and spell save DC. The spell-level +2 added to the wielder's and one adjacent ally's AC and Saving Throws until the start of their next turn.
 
Blessed by the Wylde
Requires 2 slots
Requires attunement by a folower of the Great Spirits
The energies of the Wylderness and the Feywylde flow through this weappon. The wielder gains a bonus to spell attack rolls and the saving throw DCs of theirDivine, Primal, or Pact magic spells, determined by the weapon's rarity. In addition, they can use the weapon as a spellcasting focus for their Divine, Primal, or Pact magic spells.   The weapon can deal it's original damage type, or the damage type of the wielder's personal deity (wielder's choice).   The weapon blesses the wielder with inner strength. When the wielder casts a spell of 1st-level or higher, they may restore a set amount of hit points + the spell's level to themselves. This effect can be triggered once per round.   Untamed (Uncommon). +1 bonus to spell save DC and spell attack rolls. Wielder heals themself for 2 + spell level hit points.
Feral (Rare). +2 bonus to spell save DC and spell attack rolls. Wielder heals themself for 4 + spell level hit points.
Wylde (Very-rare). +3 bonus to spell save DC and spell attack Wielder heals themself for 6 + spell level hit points.
Primal (Legendary). +3 bonus to spell save DC and spell attack rolls. Wielder heals themself for 10 + spell level hit points.
 
Consecrated
Requires 2 slots
Requires attunement by a folower of the Chosen, or the Allfather
The weapon is imbued with the divine strength of one of the Chosen. The wielder gains a bonus to spell attack rolls and the saving throw DCs of their Divine, or Pact magic spells, determined by the weapon's rarity. In addition, they can use the weapon as a spellcasting focus for their Divine, or Pact magic spells.   The weapon can deal it's original damage type, or the damage type of the wielder's personal deity (wielder's choice). If the wielder chooses to deal this damage type, and target has the fiend or undead creature type, the wielder can roll a number of d6s and deal that number as additonal radiant damage.   Blessed (Uncommon). +1 bonus to spell save DC and spell attack rolls. Deal an additional 1d6 radiant damage.
Holy (Rare). +2 bonus to spell save DC and spell attack rolls. Deal an additional 2d6 radiant damage.
Divine (Very-rare). +3 bonus to spell save DC and spell attack rolls. Deal an additional 2d6 radiant damage, and the target is Dazed until the start of the wielder's next turn.
Ascendant (Legendary). +3 bonus to spell save DC and spell attack rolls. Deal an additional 4d6 radiant damage, and the target is Dazed until the start of the wielder's next turn.
   
Moon Touched
Requires 2 slots
Requires attunement by a folower of Cernunnos
This weapon's engravings glimmer softly with moonlight, its form blessed by Cernunnos, the Horned One. The wielder gains a bonus to spell attack rolls and the saving throw DCs of their Divine, Primal, or Pact magic spells, determined by the weapon's rarity. In addition, they can use the weapon as a spellcasting focus for their Divine, Primal, or Pact magic spells.   The weapon can deal it's original damage type, or the damage type of Cernunnos: Radiant (wielder's choice).   When the wielder heals another creature, they may heal themselves for a set amount of hit points + the spell's level + their spellcasting modifier. This effect can be triggered once per round.   Untamed (Uncommon). +1 bonus to spell save DC and spell attack rolls. Wielder heals themself for 2 + spell-level + MOD.
Feral (Rare). +2 bonus to spell save DC and spell attack rolls. Wielder heals themself for 4 + spell-level + MOD.
Wylde (Very-rare). +3 bonus to spell save DC and spell attack Wielder heals themself for 6 + spell-level + MOD.
Primal (Legendary). +3 bonus to spell save DC and spell attack rolls. Wielder heals themself for 10 + spell-level + MOD.
 
Otherworldly
Requires 2 slots
Requires attunement by a folower of an Outsider God
The weapon is imbued with the otherworldly power of a foreign god. The wielder gains a bonus to spell attack rolls and the saving throw DCs of their Divine, or Pact magic spells, determined by the weapon's rarity. In addition, they can use the weapon as a spellcasting focus for their Divine, or Pact magic spells.   The weapon can deal it's original damage type, or the damage type of the wielder's personal deity (wielder's choice).   The weapon allows the wielder to temporarily shift into the Etherial Plane. After the wielder casts a spell of 1st-level or higher while holding the weapon they may use a free action to teleport to an unoccupied space adjacent to a target creature the wielder can see within a certain range. The wielder can then potentially use their bonus action to make an attack with the weapon against the target creature.   Blessed (Uncommon). +1 bonus to spell save DC and spell attack rolls. Target creature can be an enemy creature the wielder can see within 20 ft. No bonus action attack.
Holy (Rare). +2 bonus to spell save DC and spell attack rolls. Target creature can be an enemy creature the wielder can see within 30 ft.
Divine (Very-rare). +3 bonus to spell save DC and spell attack rolls. Target creature can be any creature the wielder can see within 60 ft.
Ascendant (Legendary). +3 bonus to spell save DC and spell attack rolls. Can teleport to any unoccupied space the wielder can see within 200 ft.
 
Primal Bloodlust
Requires 2 slots
Requires attunement by a folower of Taranis
This weapon is blessed by the battlelust of the god Taranis, the Hunting One. The wielder gains a bonus to spell attack rolls and the saving throw DCs of their Divine, or Primal spells, determined by the weapon's rarity. In addition, they can use the weapon as a spellcasting focus for their Divine, or Primal spells.   The weapon can deal it's original damage type, or the damage type of Taranis: Necrotic (wielder's choice). If the wielder chooses to deal necrotic damage, and the target dies, the wielder gains a number of temporary hit points based on rarity.   Untamed (Uncommon). +1 bonus to spell save DC and spell attack rolls. Wielder gains 5 temporary hit points.
Feral (Rare). +2 bonus to spell save DC and spell attack rolls. Wielder gains 7 temporary hit points.
Wylde (Very-rare). +3 bonus to spell save DC and spell attack Wielder gains 10 temporary hit points.
Primal (Legendary). +3 bonus to spell save DC and spell attack rolls. Wielder gains 15 temporary hit points.
 
Wrath of the Sun
Requires 2 slots
Requires attunement by a folower of Clíodhna
This weapon's engravings shine brightly with the light of Clíodhna, the Radiant One. It sheds bright light for 30 ft. and dim light for another 30 ft. The bright light counts as sunlight.   The wielder gains a bonus to spell attack rolls and the saving throw DCs of their Divine, Primal, or Pact magic spells, determined by the augmentation's rarity. In addition, they can use the weapon as a spellcasting focus for their Divine, Primal, or Pact magic spells.   The weapon can deal it's original damage type, or the damage type of Clíodhna: Radiant (wielder's choice). If the wielder chooses to deal radiant damage, and the target has the aberration, celestial, dragon, elemental, fey, fiend, monstrosity, ooze, or undead creature type, the weapon deals an additional amount of radiant damage based on the augmentation's rarity.   Untamed (Uncommon). +1 bonus to spell save DC and spell attack rolls. Deal an additional 1d6 radiant damage.
Feral (Rare). +2 bonus to spell save DC and spell attack rolls. Deal an additional 2d6 radiant damage.
Wylde (Very-rare). +3 bonus to spell save DC and spell attack rolls. Deal an additional 2d6 radiant damage, and the target is Dazed until the start of the wielder's next turn.
Primal (Legendary). +3 bonus to spell save DC and spell attack rolls. Deal an additional 4d6 radiant damage, and the target is Dazed until the start of the wielder's next turn.

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