Dragon Edge Weapons
Weapon (any slashing or piercing simple weapon), uncommon, rare (+1), or very rare (+2)
This weapon is made from the harvested remains of a fallen dragon. With a properly reclaimed claw or…
This weapon is made from the harvested remains of a fallen dragon. With a properly reclaimed claw or tooth, the resource can be forged into a simple piercing or slashing weapon whose latent draconic powers can appear in battle. The first time you hit a creature on your turn with this weapon with an attack that you had advantage on, its draconic magic comes forth to deal an extra 1d6 damage of the original dragon’s elemental type. Weapons made from the claws or teeth of dragons change in rarity and power depending on the original dragon’s age. Young dragons’ bones aren’t as powerful as older ones, and create uncommon weapons. Adult dragons can produce rare weapons with a +1 bonus to attack and damage rolls made with them, and ancient dragons can create very rare weapons that have a +2 bonus instead.
And with a final blow, the great beast collapsed and lay still. After a moment's pause, the band erupted in cheers and howls of elation, hugging and congratulating one another for the heroic efforts. And while there was a dragon's hoard to be had, the real prize lay in its remains. Even in death as newly fashioned swords and sickles, this powerful beast would live on to serve the men and women who defeated it.
Wondrous item, rare
This cold, iron anvil weighs 50 pounds and is 1 and a half feet long. It has three magic runes on it…
This cold, iron anvil weighs 50 pounds and is 1 and a half feet long. It has three magic runes on its side from the Everglacier that magically enchant any item sharpened, forged, or otherwise smithed using this anvil. Over the course of a full workday, or half as long if you're proficient with smith's tools, you can use the anvil to turn a nonmagical metal weapon into a coldfire one. A coldfire weapon is magical and deals an extra 1d6 cold damage to any target it hits, but is made fragile like ice. When you make an attack roll using a coldfire weapon and roll a 1, roll a d20. On a 9 or lower, the weapon shatters and destroys the weapon, releasing a biting burst of cold that deals 2d6 cold damage to all creatures within 10 feet of the weapon. After 7 days, a coldfire weapon loses the enchantment and becomes nonmagical again. Once the anvil has been used to enchant a weapon in this way, it can't do so again for 1d6 + 1 days.
Born from metal and fire, but at home in the ice and cold. Some chills burn worse than fire.
Horn of the Wild Hunt
Wondrous item, very rare
This large, spiraling warhorn has 3 charges and regains 1d3 expended charges daily at dawn. You can …
This large, spiraling warhorn has 3 charges and regains 1d3 expended charges daily at dawn. You can use an action to expend 1 charge and blow the horn, summoning a war elk as if you had cast the find steed spell. A war elk uses the same statistics as a giant elk with the following changes: its size is Large, it has AC 14 (hide barding), and has 37 hit points. The steed disappears if your attunement to the horn ends. Alternatively, you can use an action to expend 1 of the horn's charges to speak its command word and then blow the horn. When you do, a spectral stampede of elk trample the area in a line 60 feet long and 15 feet wide that extends from you in a direction you choose. Each creature in the line must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 4d10 force damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. When you blow the horn, it emits a deep, rumbling tone that is audible 300 feet away.
Oh, that awful, terrifying sound. It vibrates through the air and the ground: a primal force unlike any other. It is the sound of death, the thunder of a raging stampede, the roar of nature incarnate. Pray that you never hear it in your lifetime, for no one escapes the wrath of the Wild Hunt.
Bow of the Eldritch Archer
Weapon (shortbow), rare
This unearthly bow is disjointed and gruesome. It's made of an ashen, twisted wood that acts as a co…
This unearthly bow is disjointed and gruesome. It's made of an ashen, twisted wood that acts as a conduit for eldritch energy and has a series of fleshy tendril-like growths that bulge through the wood's grain. Arrows shot from this bow are destroyed once they're fired, turning into a projectile of pure energy instead. This projectile deals 1d10 force damage, instead of the arrow's normal damage, and retains any magical properties of the destroyed arrow. Hit or miss, a projectile is lost after the attack. These energy projectiles can sometimes pierce enemies. Once on each of your turns when you make an attack using this weapon, you can force another creature 5 feet directly behind the original target to make a DC 15 Dexterity saving throw. On a failed save, a creature takes 1d10 force damage.
As the murderous mage held out his hand, Kelrin felt the air around her growing hot. As if in slow motion, she could see the tongues of flame begin to form and curl around her. Despite the inferno, she knew she'd been in worse situations than this.
Kelrin's hands danced along the bow she held before her and felt her blood and body turn cold. From the bow's string a single missile took shape: dark, twilit, and mysterious. She could feel its cold vacuum begging for release, eager to find magic worth consuming.
She released the string and watched as the arrow devoured the impending fireball, sinking deep into the mage's chest and tearing through the hateful magic that he wove.
Ring of Healer's Heroism
When you use an action to restore hit points to a creature other than yourself while wearing this wi…
When you use an action to restore hit points to a creature other than yourself while wearing this winged ring, you become infused with heroism. You gain temporary hit points equal to your spellcasting modifier, and until the end of your next turn, you are immune to being frightened.
Frinella smirked as the encroaching bandits jeered, pointing at her empty quiver and mocking her for her misfortune. What they didn't know was that the quiver was always empty.
The bandits' wretched grins turned agape as dozens of arrows magically appeared in her drawn bow, one after another.
As she stepped over the bandits' bodies, she collected their valuables and dropped them into the arrow-less quiver.
Weapon (rapier), very rare
This item appears to be a sword hilt that has a small hole on either end of it. The hilt is made of …
This item appears to be a sword hilt that has a small hole on either end of it. The hilt is made of clear quartz and contains an hourglass with sand inside it. Despite the holes on the hilt, the sand never seems to flow out of the hourglass. You can speak the hilt’s command word as a bonus action to cause it to form a thin blade of sand. The hourglass spills sand from the bottom of the hilt that circulates up and around to form the blade and guard of the rapier before returning to the hourglass again through the hole at the top. You can speak the hilt’s command word again as a bonus action to cause all the sand to return to the hourglass. While the blade is formed, you gain a +2 bonus to attack and damage rolls made with this magic weapon. While holding the hilt, you can use an action to cast either the haste or slow spell (save DC 16) from it. You have advantage on Constitution saving throws you make in order to maintain concentration on a spell cast in this way. Once a spell has been cast using the hilt, it can’t be used to cast that spell again until the next dawn. The sands in the hourglass move quickly while you concentrate on a haste spell cast in this way, or more slowly when you concentrate on a slow spell.
Time's up. For you, at least.
Armor (half plate), rare
This half plate armor seems to grow lighter when you inhale. You can hold your breath at any point t…
This half plate armor seems to grow lighter when you inhale. You can hold your breath at any point to both lighten the armor and quiet its clattering, negating the normal disadvantage on Dexterity (Stealth) checks imposed by half plate armor. In addition, if you fall while wearing this armor, you can hold your breath as a reaction to cast the feather fall spell, targeting only yourself, at will.
Blue in the face, but falling with style.
Weapon (flail), rare
This flail has 3 charges and regains 1d3 expended charges each day at dawn. You can expend 1 charge …
This flail has 3 charges and regains 1d3 expended charges each day at dawn. You can expend 1 charge to cast the thunderwave spell (save DC 15). The ball of the flail is the origin of the spell. As long as the flail has at least 1 charge, you deal an extra 1d6 lightning damage to the first target you hit with it on each of your turns. If you make a melee attack using the flail, you can immediately expend 1 charge to cast thunderwave as a bonus action in the direction of your last attacked target. The ball of the flail is attached to the chain with a powerful magnetic connection that can be released at will. You can make a ranged attack using the flail by releasing the ball mid-swing. This attack has a normal range of 20 feet and long range of 60. Strength is your ability modifier for this attack. While the ball is within 60 feet of you, you can magnetically pull it back up to 20 feet towards you as a bonus action. It magically reattaches itself to the chain when it enters the same space as you. While the ball is detached, you can still use the flail to cast thunderwave. When you do, the spell’s area of effect becomes a 10-foot radius sphere centered on the ball.
Time's up. For you, at least.
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Weapon (whip), uncommon
This whip is made using the shrunken tentacle of a great sea creature. It still writhes slightly on …
This whip is made using the shrunken tentacle of a great sea creature. It still writhes slightly on its own. As an action, you can force a creature you can see within 10 feet of you to make a DC 13 Strength or Dexterity saving throw (their choice). On a failure, the creature is grappled by the whip’s tentacle and takes 1d4+2 bludgeoning damage. The affected target or another creature can use an action to reattempt the saving throw, escaping the grapple upon a success. While grappled, the creature takes 1d4+2 bludgeoning damage at the end of each of its subsequent turns. You can’t use the whip to attack while grappling a creature with it in this way. While holding the whip, you can end the grapple at any time (no action required), and your movement speed is halved when you move more than 10 feet away from the grappled creature as you drag it along behind you.
Now everyone can stroke their beard while deep in thought.
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