| A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | Enhancement | Melee/Ranged/spell focus | T1 (lvl 2 to 5) | T2 (lvl 5 to 10) | T3 (lvl 11 to 15) | T4 (lvl 15+) | ||||||||||||||||||||
2 | Arcane Echo | spell focus | whenever you cast a spell, roll a d20. If you roll a 20 your focus instantly casts a second copy of that spell which must be cast at a different target. This copy can not echo. | whenever you cast a spell, roll a d20. If you roll a 19+ your focus instantly casts a second copy of that spell which must be cast at a different target. This copy can not echo. | whenever you cast a spell, roll a d20. If you roll a 18+ your focus instantly casts a second copy of that spell which must be cast at a different target. This copy can not echo. | |||||||||||||||||||||
3 | Arcane Reckoning | spell focus | Whenever you critically hit with a single target cantrip or spell, or your target rolls a 1 on their save, your focus holds some of that magical energy as a charge. You can expend this charge to cast any spell up to level 1. Your focus can hold 1 charge for up to 1 minute. | Whenever you critically hit with a single target cantrip or spell, or your target rolls a 1 on their save, your focus holds some of that magical energy as a charge. You can expend this charge to cast any spell up to level 3. Your focus can hold 1 charge for up to 1 minute. | Whenever you critically hit with a single target cantrip or spell, or your target rolls a 1 on their save, your focus holds some of that magical energy as a charge. You can expend this charge to cast any spell up to level 4. Your focus can hold 1 charge for up to 1 minute. | Whenever you critically hit with a single target cantrip or spell, or your target rolls a 1 on their save, your focus holds some of that magical energy as a charge. You can expend this charge to cast any spell up to level 5. Your focus can hold 1 charge for up to 1 minute. | ||||||||||||||||||||
4 | Assassins Blade | melee (daggers, shortsword) | can hold up to 1 dose of any poison which can be used to coat the weapon as a free action | |||||||||||||||||||||||
5 | Brutal | melee/ranged | Add +1 Critical Hit Die | Add +2 Critical Hit Die | Add +3 Critical Hit Die | Add +4 Critical Hit Die | ||||||||||||||||||||
6 | Courageous | melee/ranged | The wielder gains advantage on saving throws against fear | |||||||||||||||||||||||
7 | Crushing | melee | Each time you critically hit your opponent, you reduce their AC by 2 | |||||||||||||||||||||||
8 | Empowered | spell focus | Add +1 to damage spells | Add +2 to damage spells | Add +3 to damage spells | Add +4 to damage spells | ||||||||||||||||||||
9 | Fine | Melee/Ranged/spell focus | Add +1 to Hit | Add +2 to Hit | Add +3 to Hit | Add +4 to Hit | ||||||||||||||||||||
10 | Illuminating | melee/ranged | The weapon gives off light as if light was cast upon it. | |||||||||||||||||||||||
11 | Indestructible | melee/ranged | This weapon is impervious to rust or damage, even from magical means. | |||||||||||||||||||||||
12 | Keen | melee/ranged | Add +1 to Critical Hit Range | Add +2 to Critical Hit Range | Add +3 to Critical Hit Range | Add +4 to Critical Hit Range | ||||||||||||||||||||
13 | longevity | spell focus | increase the duration of spells by +1 round | increase the duration of spells by +2 rounds | increase the duration of spells by +3 rounds | increase the duration of spells by +4 rounds | ||||||||||||||||||||
14 | Parrying | light melee | Add +1 to AC | Add +2 to AC | Add +3 to AC | Add +4 to AC | ||||||||||||||||||||
15 | Potent | spell focus | Add +1 to Spell Attacks | Add +2 to Spell Attacks | Add +3 to Spell Attacks | Add +4 to Spell Attacks | ||||||||||||||||||||
16 | xxxxx | spell focus | Add +1 to your Spell DC | Add +2 to Spell DC | Add +3 to Spell DC | Add +4 to Spell DC | ||||||||||||||||||||
17 | Serrated | melee/ranged | Any attack roll of 20+ made with this weapon inflicts a bleed upon the target. The target takes an additional 1d6 damage (physical weapons only). Damage can not crit | |||||||||||||||||||||||
18 | Shaper | Spell Focus | Increase the area of effect of a spell by 5 feet | Increase the area of effect of a spell by 10 feet | Increase the area of effect of a spell by 15 feet | Increase the area of effect of a spell by 20 feet | ||||||||||||||||||||
19 | Sharp | Melee /Ranged | Add +1 to Damage | Add +2 to Damage | Add +3 to Damage | Add +4 to Damage | ||||||||||||||||||||
20 | Silvered | melee/ranged | allows the wielder to do normal damage to creatures who are only affected by magical weapons. Can also prevent those creatures from regaining HP through natural regeneration | |||||||||||||||||||||||
21 | spell storing | spell focus | can store up to 1 level worth of spells | can store up to 2 level worth of spells | can store up to 3 level worth of spells | can store up to 5 level worth of spells | ||||||||||||||||||||
22 | Spike | melee | A spike can be attached to any 2h weapon, versatile weapon or shield. As a bonus action, you can make a melee attack with disadvantage which deals 1d4 piercing damage. | |||||||||||||||||||||||
23 | Weighted | Melee | Increase the weapons die type up one size, but makes it unwieldy to use with another weapon in your off hand (ie..no dual wielding) | |||||||||||||||||||||||
24 | Well Balanced | melee/ranged | add +1 to your initiative | add +2 to your initiative | add +3 to your initiative | add +4 to your initiative | ||||||||||||||||||||
25 | Brutal | melee/ranged | When you roll the maximum damage for an attack with this weapon, you can reroll the weapon damage dice and add the new roll to the damage of the attack. If you roll the maximum result again, you can repeat this process until you don’t. | |||||||||||||||||||||||
26 | Luck | Melee/Ranged/spell focus | Allows you to reroll your damage dice (once per round) | Allows you to reroll your attack & damage dice (once per round) | Allows you to reroll your attack & damage dice twice per round) | |||||||||||||||||||||
27 | Aquatic | Melee | the wielder does not have disadvantage on attack rolls, Dexterity checks and saving throws while underwater | |||||||||||||||||||||||
28 | Bane | melee/ranged | Grants the wielder advantage on attacks against a chosen creature type and deals an extra 2d6 against them | |||||||||||||||||||||||
29 | Bound | melee/ranged | weapon can be recalled via teleportaion to the wielders hand. Max range of 100 feet. | |||||||||||||||||||||||
30 | Spell Eater | melee | As an action, the wielder can choose a creature, object or spell effect within the weapons range. Any spell of 3rd lvl or lower on the target ends | |||||||||||||||||||||||
31 | Heroic | melee/ranged | deals an extra 1d6 damage to creatures of Evil alignment | deals an extra 2d6 damage to creatures of Evil alignment | deals an extra 3d6 damage to creatures of Evil alignment | |||||||||||||||||||||
32 | Huntsman | melee/ranged | grants advantage on survival checks to track any creature damage with the weapon in the past 24hrs. It also deals an extra 1d6 damage to any creature tracked with survival in the past 24 hrs. | grants advantage on survival checks to track any creature damage with the weapon in the past 24hrs. It also deals an extra 1d8 damage to any creature tracked with survival in the past 24 hrs. | grants advantage on survival checks to track any creature damage with the weapon in the past 24hrs. It also deals an extra 2d8 damage to any creature tracked with survival in the past 24 hrs. | |||||||||||||||||||||
33 | Ominous | melee | creatures struck by this weapon are Frightened for 1d4 rounds unless they succeed on a DC15 CON save. Once passed, they are immune. | |||||||||||||||||||||||
34 | Quenching | melee | deals an extra 1d6 damage to creatures of fire. Extinguishes any non magical fire of medium size or smaller the weapon is thrust into | |||||||||||||||||||||||
35 | Returning | melee | if thrown, the weapon flies back ot the wielder, returning at the beginning of their next turn. If a hostile creature is in direct path between the weapon and the wielder, they take the weapons damage unless they succeed on a DC 15 Dex save | |||||||||||||||||||||||
36 | Thawing | melee | deals an extra 1d6 damage to creatures of cold and ice. Thaws any non-magical ice of medium or smaller size the weapon is thrust into | |||||||||||||||||||||||
37 | Villainous | melee/ranged | deals an extra 1d6 damage to creatures of Good alignment | deals an extra 2d6 damage to creatures of Good alignment | deals an extra 3d6 damage to creatures of Good alignment | |||||||||||||||||||||
38 | Life Stealing | Melee | deals an extra 1d4 necrotic damage. If your to hit roll is 20+, you gain that damage as temp HP | 2d4 | 3d4 | |||||||||||||||||||||
39 | Elemental | melee/ranged | deals an additional 1d6 acid/cold/fire/lightning/necrotic/radiant/thunder | deals an additional 2d6 acid/cold/fire/lightning/necrotic/radiant/thunder | deals an additional 3d6 acid/cold/fire/lightning/necrotic/radiant/thunder | |||||||||||||||||||||
40 | Endless | ranged | Whenever this weapon is readied to fire, a magical projectile is loaded. If another piece of ammunition is loaded, the magical piece disappears | |||||||||||||||||||||||
41 | Elemental Manipulation | spell focus | allows you to change the elemental damage type of spells | |||||||||||||||||||||||
42 | Death | Melee/Ranged/spell focus | Whenever you land the killing blow on a Medium or smaller humanoid with an attack using this weapon, it rises as a zombie under your control for 1 minute as per the animate dead spell. After 1 minute, the zombie collapses and becomes inanimate once more. | wight? | something else?? | |||||||||||||||||||||
43 | Bloodlust | Melee | When you hit a creature with this weapon, you can expend a number of Hit Dice up to half you character level (rounded down). For each Hit Die spent this way, roll the die and add it to the damage of the attack. You take an amount of damage equal to the half the damage dealt in this way, including any extra damage from a critical hit. This damage can’t be reduced or prevented in any way. | |||||||||||||||||||||||
44 | Burst | melee/ranged | Deals and extra 1d10 fire/acid/cold/lightning to the target and two creatures adjacent to them | |||||||||||||||||||||||
45 | Channeling | spell focus | If the wielder casts a spell that requires a melee spell attack, they can channel through the weapon dealing the weapons damage along with the effects/damage of the spell | |||||||||||||||||||||||
46 | Distance | ranged | Doubles the rage of the weapon. Only works for bows & crossbows | |||||||||||||||||||||||
47 | Phase Locking | melee/ranged | creatures struck by this weapon are prevented from teleporing (or similar spells) or leaving the current plane until the start of their next turn. | |||||||||||||||||||||||
48 | Quickening | melee/ranged | Whe the wielder lands their first successful attack of the round with this weapon, they deal the weapons damage twice (no modifers). | |||||||||||||||||||||||
49 | Revealing | melee/ranged | Creatures hit with this weapon are outlined in blue & purple flames as if they failed a saving throw against the spell Faerie Fire | |||||||||||||||||||||||
50 | Vampiric | melee | Once per round, the wielder is healed for half of the total damage dealt on a single hit. | |||||||||||||||||||||||
51 | Slayer | When you hit a specific type of creature (dragons, goblins etc), deal an extra 3d6 damage. In addition, they must must a STR saving throw vs DC xx of fall prone. | ||||||||||||||||||||||||
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