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Unique Wondrous Items and Firearms Guide

The document describes various wondrous items and firearms, detailing their properties, effects, and usage in gameplay. Items include the Bag of Cannonballs, Damascena, Hand of Glory, Fungic Tea, Holy Tonic, and various firearms like the Blunderbuss and Cannon, each with unique abilities and effects. Additionally, it outlines ammunition types and their specific characteristics, including explosive and scatter bullets, as well as special weapons like the Sanctified Cannon and Big Bertha, which offer enhanced damage and magical effects.

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0% found this document useful (0 votes)
14 views64 pages

Unique Wondrous Items and Firearms Guide

The document describes various wondrous items and firearms, detailing their properties, effects, and usage in gameplay. Items include the Bag of Cannonballs, Damascena, Hand of Glory, Fungic Tea, Holy Tonic, and various firearms like the Blunderbuss and Cannon, each with unique abilities and effects. Additionally, it outlines ammunition types and their specific characteristics, including explosive and scatter bullets, as well as special weapons like the Sanctified Cannon and Big Bertha, which offer enhanced damage and magical effects.

Uploaded by

vadim2000ua
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Items

Bag of Cannonballs
Wondrous item, uncommon

You can store up to 100 cannonballs in this bag. The


bag weighs 3 pounds, no matter how many
cannonballs are stored. You can store or take out up
to 3 cannonballs at a time once on each of your turns
with no actions required.

Damascena
Wondrous item, uncommon

This basic technology invented by the Scions sacrifices


lead bullets to generate powerful azure flames that
scorch the abhorrent. This device is an effort to
replicate the magical ability possessed by a select few.

As an action, you can cause the damascena to project


blue flames in a 15-foot cone in front of you. Each
creature in the cone must make a Dexterity saving
throw (DC 11 + your proficiency bonus), taking 4d4 fire
All: Roman Kuzmin

damage + a number of d4s equal to your proficiency


bonus on a failed save, or half as much damage on a
successful one. Each use of the damascena consumes 5
lead bullets.

“Immolation is a sign of purity, and in death they shall be


cleansed.”

205
Hand of Glory
Wondrous Item, very rare

A hand of glory is crafted from the hand of a hanged


scourgeborne after it was covered in corpse wax and
left to ferment in a casket.

While holding the hand of glory, you can attune to one


additional magical item. This magical item can only be
a ring, and must be worn on the hand of glory.

While holding the hand, you can use an action to set a


digit of the hand ablaze and cast the invisibility spell on
yourself. While a finger is ablaze, it casts bright light in
a 10-foot radius that is only visible to the wearer of the
hand. The spell ends early if the flame is extinguished
by the wearer (no action required). In addition, while a
finger is ablaze, you can cast the knock spell at will on
objects within the radius of the light. The hand has 5
digits and regenerates 1 burnt digit daily at dusk.

Fungic Tea
Wondrous Item (potion), rarity varies

The aroma and appearance of this tea are undeniably


repulsive, with seemingly still-living organisms squirming
within it. However, for those who can stomach it, the tea
offers impressive soothing properties.

Known for temporarily alleviating the effects of


madness, the darker the tea, the more potent and
challenging to brew. Once ingested, the afflicted
individual is relieved of the affected madness for 1 hour
or until the madness ends, whichever is shorter.
However, upon swallowing the tea, you must make a
Constitution saving throw with a DC listed in the table
below. On a failure, you can’t stomach the appalling
taste, regurgitate the tea, and don’t gain the benefits.

The tea is made in kettles that can pour up to 2d4 cups.

Tea Type Saving Throw DC Affected Madness Rarity

White 12 One short-term uncommon

Yellow 14 All short-term; one long-term rare

Blue 16 All short-term and long-term very rare

All short-term and long-term;


Black 18 legendary
one indefinite

206
Holy Tonic
Potion, uncommon

The mostly-clear tonic in this vial is slightly milky and


sparkles when light shines through. It was originally
created by a secretive branch of the Radiant Church.

When you drink this tonic, you regain 4d4 + 4 hit points
and are cured of all diseases you currently suffer from.

Side Effects
Depending on the lore your game implements, the holy
tonic can have one or more of the following side effects.
These effects are hidden from player characters and no
magic can reveal them.

● If you fall unconscious within 1d12 minutes after


drinking the holy tonic, you must succeed a DC 12
Wisdom saving throw or gain a long-term madness
when you regain consciousness.

● 1 hour after you drink the holy tonic, you hear


whispering voices urging you toward violence and
chaos. You must succeed on a DC 10 Wisdom saving
throw or have disadvantage on any Persuasion checks
for the next 1d4 hours. Additionally, for the duration,
you are compelled to act on aggressive impulses as
determined by the GM.

● 24 hours after you drink the holy tonic, you must


succeed on a DC 10 Wisdom saving throw or gain a
short-term madness.

● 24 hours after you drink the holy tonic, you must


succeed on a DC 11 Wisdom saving throw or crave more
holy tonic. For the next 1d4 hours, you desperately
search for a holy tonic and drink the first one you find. If
you do not drink one within this time, you gain 1 level of
exhaustion and the craving goes away.

● Each subsequent holy tonic you drink in a 7-day


period increases the DCs for the saving throws you
must make by 1. Each three holy tonics you drink in a 7-
day period increases any exhaustion levels the tonic
causes by 1.

● If you fail five Wisdom saving throws caused by a


holy tonic within a 7-day period, a curse fully takes
hold. You undergo a horrifying transformation into a
Roman Kuzmin

monstrous beast, losing control of your actions and


permanently becoming a beast or monstrosity of the
GM’s choice under their control.

GM Note: Alternatively the holy tonic can restore


6d4+6 or 8d4+8 hit points.

207
Firearms
Firearms. Firearms were created out of a dire need to Some firearm and ammunition properties require your
fight the scourge. They all include silver in their target to make a saving throw to avoid the effects. The
construction, and as such, the projectiles they fire are saving throw DC is calculated as follows:
considered silvered for the purposes of overcoming
resistances and immunities. Firearm save DC = 8 + your proficiency bonus +
your Dexterity modifier

WeaponS cost Damage Weight properties

Simple Ranged Weapons

Ammunition (range 20), Barrel 2 (S), Blaring,


Blunderbuss 20 gp 2d4 piercing 10 lb.
Spread Fire, Twinned Barrel, Two-Handed

Ammunition (range 100/320),


Flintlock 8 gp 1d8 piercing 3 lb.
Barrel 1 (F), Blaring, Light

Martial Ranged Weapons

Artillery (range 120/240), Booming,


Cannon 500 gp 3d10 piercing 90 lb.
Concussive, Two-Handed

Ammunition (range 120/240), Barrel 2 (S),


Rifle 25 gp 1d10 piercing 8 lb.
Blaring, Steady, Twinned Barrel, Two-Handed

Ammunition (range 40/120), Barrel 6 (S),


Pistol 10 gp 1d6 piercing 3 lb.
Blaring, Fan Fire

Ammunition

Bullets (10) 1 gp — 1 lb. —

Cannonball 3 gp — 9 lb. —

Explosive bullets (10) 40 gp — 1 lb. —

Explosive cannonball 30 gp — 12 lb. —

Scatter bullets (10) 15 gp — 1 lb. —

208
rifle

Properties
Artillery. You must use Strength instead of Dexterity
for the Firearm save DC and the attack and damage makes it impossible to go undetected; you
rolls of this weapon. Such a weapon can be fired once automatically fail Stealth checks to hide until the start
before it must be reloaded with an action. of your next turn. In addition, if a creature is within the
area of the sound blast, it automatically succeeds on
Ammunition. The ammunition of a firearm is destroyed Perception checks against you.
upon use.
Concussive. These weapons bludgeon as much as they
Barrel. The weapon can be fired a number of times pierce. When determining a creature's resistance or
equal to the number of bullets its barrel can hold immunity to damage from this weapon, use the weaker
(written as Barrel X) before it must be reloaded of the target's resistance or immunity to piercing or to
according to its fast or slow reload property (F or S, bludgeoning damage. For instance, if a creature is
respectively). immune to piercing damage and has no resistance or
immunity to bludgeoning damage, it would take full
● Fast reload. You must use an attack, an action, or damage from a concussive weapon. Resistance to all
a bonus action to reload this firearm. You must have physical damage applies as normal.
one free hand to do so.
Fan Fire. You can quickly fire this weapon by slamming
● Slow reload. You must use an attack or an action the hammer repeatedly. As an action, you fire a
to reload this firearm. You must have one free hand to number of bullets in a row equal to your Dexterity
do so. modifier (minimum of 2, up to the entirety of the
barrel). Each attack after the first suffers a cumulative
Blaring. Firing this weapon makes a thunderous crack. -3 penalty to the attack roll. You cannot add any
The sound can be heard from up to 100 feet away. modifier to the damage roll of these attacks beyond
Firing a weapon with this property makes it hard to go the first (such as the bonus from your Dexterity
undetected; you have disadvantage on Stealth checks modifier, the Sharp-shooter feat, or a magic weapon's
to hide until the start of your next turn. In addition, if a bonus to damage rolls). When you use this action, your
creature is within the area of the sound blast, it has speed becomes 0 until the end of your turn, and
advantage on Perception checks against you. attacks you make using the long range of the weapon
automatically miss.
Booming. The deflagration from firing this weapon
makes a stupendous booming sound. The sound can be If you roll a 1 on any of the attack rolls, the weapon
heard from up to 500 feet away. Firing this weapon jams and can’t be used again until it is repaired. You
can use an action to make a DC 15 Sleight of Hand
check, repairing the weapon on a success. Alternatively,
you can spend 1 hour outside of combat to mend it,
automatically succeeding on the check. If your check
Roman Kuzmin

fails, the weapon is broken and must be mended in a


specialist’s store at a quarter of the cost of the firearm.

flintlock

209
Twinned Barrel. This weapon has two barrels that can Scatter Bullet
each hold a bullet and can both be loaded as part of (requires a weapon with the spread fire property)
reloading the weapon. You can fire both barrels of a
double barrel weapon as part of an attack, instead of This bullet ignores the spread fire property and is fired
each barrel individually. Doing so empties the barrel of like a standard bullet. On a hit, the target takes your
the weapon (as per the Barrel property) but increases normal weapon damage and the bullet explodes,
the damage die of the weapon on a hit (from d4 to d6 sending shrapnel flying in a 15-foot cone behind the
to d8 to d10 to d12). target. Each creature in the area must succeed on a
Dexterity saving throw against your Firearm save DC or
Spread Fire. A weapon that has the spread fire take damage equal to your weapon damage.
property can’t make a normal attack, instead spraying a
cone in front of you with a length equal to its range (for Explosive Bullet
example, a blunderbuss with ‘range 20’ will fire in a 20- (requires a weapon without the spread fire property)
foot cone in front of you). Each creature in the area
must succeed on a Dexterity saving throw against your On a hit, each creature within 5 feet of the target must
Firearm save DC or take the weapon's normal damage. make a Dexterity saving throw against your Firearm
save DC or take 1d8 fire damage. If the weapon misses,
Steady. A weapon with this property can be stabilized the ammunition fails to detonate.
for greater accuracy. As a bonus action, you give yourself
a bonus to your next attack roll with this weapon this Cannonball (Cannon)
turn equal to your proficiency bonus, and attacking at
long range doesn’t impose disadvantage on the attack A large, spherical iron projectile, the cannonball is used
roll. You can use this bonus action only if you haven’t as ammunition for the cannon.
moved during your turn, and after you use the bonus
action, your speed is halved until the end of your turn. Explosive Cannonball (Cannon)

On a hit, each creature within 10 feet of the target


Ammunition must make a Dexterity saving throw against your
Firearm save DC or take 2d8 fire damage. If the weapon
Lead Bullet misses, the ammunition fails to detonate.

The lead bullet is the default ammunition for every


firearm, unless stated otherwise. The lead bullets of
Luyarnha are alloyed with silver; they count as
silvered for the purposes of overcoming resistances
and immunities.

blunderbuss pistol

210
Sanctified Cannon
Weapon (cannon), uncommon

Charged Shot: Once on each of your turns you can


replace one of your cannon attacks with a charged shot.
Instead of a regular attack, you let loose a ball of
destruction and death. Each creature in a 120-foot-
long, 5-foot-wide line in front of you must succeed on a
Dexterity saving throw against your Firearm save DC or
take 3d12 bludgeoning damage and be knocked prone.

You can use this property only if you haven’t moved


during this turn, and after you use the property, your
speed is 0 until the end of the current turn.

“Heed my blessing brothers! Fire the


cannons and let the sanctified lead rip
apart the flesh of beasts. In death they shall
know peace!”

—Brother Ardeal

Cannon
Roman Kuzmin

211
Big Bertha
Weapon (cannon), rare

Why bother cutting beasts when you can just blow them
to smithereens.

This moongold inlaid cannon deals an extra 1d4 damage


to any non-humanoid creatures it hits. Moongold acts as
a guiding light in the darknes; creatures holding or
wearing moongold have advantage on saving throws
against being frightened and madness.

You gain a +1 bonus to attack and damage rolls made


with this weapon.

As a bonus action, you can rotate the dials on the


cannon to infuse your loaded ammo with violent
powers. Your next attack deals magical damage and you
can choose one of the following effects.

Forceful Infusion. On a hit, the target takes an extra


1d6 bludgeoning damage and must succeed on a
Strength saving throw or be pushed 15 feet away and
knocked prone. Alternatively, if you are standing on a
solid surface and instead fire the cannon directly at
your feet, the explosion pushes you into the air and you
land in a square of your choice within 30 feet of the
explosion’s origin.

Incendiary Infusion. On a hit, the target takes an extra


3d4 fire damage.

Unstable Infusion. On a hit, the target takes an extra


1d8 cold damage and the terrain in a 10-foot radius
centered on the target is covered in arcane mist,
becoming difficult terrain for the next minute.

212
Moongold Weapons
Some monsters that have immunity or resistance to You can moongild a single weapon or ten pieces of
nonmagical or magical weapons are susceptible to ammunition for 1000 gp. This cost represents not only
moongilded weapons, so cautious adventurers invest the price of the moongold, but the time and expertise
extra coin to plate their weapons, magical or not, with needed to add moongold to the weapon without
moongold. making it less effective. Moongold loses its
effectiveness over time; if a moongilded weapon has
Moongold gives a 1d4 bonus to damage rolls against not been recoated in moongold after 3 months, the
nonhumanoid creatures. Moongold acts as a guiding coating falls off, ending its effects. Recoating a weapon
light in the darkness; creatures holding or wearing before it loses its moongilding costs 500 gp and
moongold have advantage on saving throws against refreshes the duration of the moongold.
being frightened and madness.
Carl hassler

213
Trick Weapons
Trick weapons are weapons that can be transformed For example the ‘serpent bladewhip’ (page 214) is a
into alternate forms and have different abilities whip in its untransformed state and a rapier in its
depending on said form. To be proficient with a trick transformed state. If a character is proficient with the
weapon, a character must be proficient with both whip but not the rapier, they can still access all the
states of the weapon. properties of the weapon, but when they attempt to
use the rapier for attack rolls, they do not add their
If a character isn’t proficient with one of the forms of proficiency bonus.
the weapon, they don’t add their proficiency bonus to
attack rolls made with that form of the weapon, as Due to the complexity of trick weapons, if a creature is
would be the case for not being proficient with a not proficient with any of the forms of the weapon,
‘regular’ weapon. If a character is proficient with at they cannot use it in combat at all. They have
least one form of the weapon, they can use all disadvantage on attack rolls made with the weapon, can
properties of the weapon. only transform the weapon as an action, and cannot use
any special properties the weapon might have.

WeaponS cost Damage Weight properties

Martial Melee Weapons

Scythe 5 sp 1d10 slashing 6 lb. Finesse, Heavy, Two-Handed, Reach

Roman Kuzmin
Cleaver 3 sp 1d8 slashing 4 lb. Heavy, Versatile (1d12)

214
Art by Ryan Bittner
● When transforming the shears into swords: you
can slide the longsword forward as part of dismounting
it, making a single melee weapon attack with it. You
Guillotine Shears don’t add your ability modifier to the damage of the
bonus attack, unless that modifier is negative. If you
Trick weapon (shortsword & longsword, shears), have the Two-Weapon Fighting Style, you can ignore
uncommon this limitation.

The guillotine shears are a wonder of mechanical Untransformed. While wielding both swords, the
engineering, created to tend to Carmella’s garden. Once longsword is considered light. The shortsword deals
used to cut excess foliage, it has now been repurposed your choice of slashing or piercing damage.
to sever limbs instead of greenery. This trick weapon
was given to hunters as a means of containing the Transformed. The shears are a one-handed martial
scourge—if they couldn’t kill the beasts, they could at weapon that deals 1d10 slashing damage on a hit. In
least cripple them. addition, it has the Guillotine property.

Trick Weapon. As a bonus action, you can switch Guillotine. Immediately after hitting a target with
between the transformed and untransformed states of the shears, if you have a free hand, you can use your
this weapon. In its untransformed state, the guillotine reaction to pull the lever, snapping the blades together
is two one-handed weapons—a longsword and a and dealing an extra 1d12 slashing damage to the
shortsword. In its transformed state, the weapon is a target. If the triggering attack was a critical hit, you deal
single one-handed weapon—shears. As part of this an extra 1d12 slashing damage. If this attack deals more
bonus action, you can do the following: than one-quarter of a creature’s hit point maximum,
you also chop off one the creature's limbs (anything but
● When transforming the swords into shears: you the head) at the GM’s discretion. If this attack reduces
Wes Fraser

can make a single melee weapon attack with the a creature to 0 hit points, it is decapitated.
shears. You don’t add your ability modifier to the
damage of the bonus attack, unless that modifier is
negative, and you can’t use the Guillotine property on
this attack.

215
Meat Hookshot Hookshot. As an action, you can launch the sickle
from the blunderbuss, to which it remains attached by
Trick weapon (blunderbuss & sickle), uncommon a length of sturdy chain. Make a ranged weapon attack
against a creature you can see within 30 feet of you. On
When the manikin of the Sloered abattoir gained a hit, the target takes slashing damage equal to 1d4
sentience, the Scions sent enforcers to quell this threat plus your Dexterity modifier. If the creature is of your
to Luyarnha’s delicate existence. From the abbatoir’s size or smaller, it must succeed on a DC 13 Strength
meat hooks and the blunderbusses of the slain saving throw or be pulled in a straight line to the
enforcers, The Slaughtered—as the manikins named nearest unoccupied space adjacent to you. If the
themselves—crafted these versatile weapons. creature is of a size larger than yours, you are pulled in a
Nicknamed “the meat hook”, the hookshot is a trick straight line to the nearest unoccupied space adjacent
weapon used by hunters to help close the gap to their to it. At the end of your turn, the hook detaches from
prey in a devastating whirl of blades and gunpowder. the creature and reattaches itself to the blunderbuss.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, the hookshot
is two one-handed weapons connected by a short
length of chain; a sickle and a blunderbuss. In its
transformed state, the weapon is a single two-handed
weapon; a blunderbuss with a bladed attachment that
can act as a battleaxe.

Untransformed. While untransformed, the sickle has


the finesse property, and the blunderbuss doesn't have
the two-handed property. Using this pair of weapons
together requires the sickle to be held in one hand and
the blunderbuss in the other. When you take the
Attack action with the sickle, you can make an attack
with the blunderbuss as a bonus action, ignoring the
barrel property.

Transformed. When you take the Attack action, you


can attack with either the blunderbuss or the bladed
attachment (which uses the stats of a battleaxe
wielded with two hands). In addition, this item gains
the Hookshot property.

Roman Kuzmin

216
Sanctified Partisan
Trick weapon (shield & spear, glaive), uncommon

One of the most versatile weapons of the church.


Transformed. This glaive doesn’t have the heavy
Trick Weapon. As a bonus action, you can switch property. When you hit with an attack using this
between the transformed and untransformed states of weapon, as part of the attack, you can pierce the target,
this weapon. In its untransformed state, the sanctified transform the weapon, and only pull out the spear. The
partisan is a spear and a shield. In its transformed state, shield remains in the target's body, impaling it. An
the spear is sheathed by the shield, which retracts into impaled creature takes 1d4 slashing damage at the
a massive blade; the weapon becomes a glaive. start of each of its turns, and its speed is reduced by 15
feet. To remove the shield, the impaled target can use
Untransformed. Using this pair of weapons together its action to make a DC 12 Strength check. On a
requires the spear to be held in one hand and the success, the shield is removed and falls at the target’s
shield in the other. When you are targeted by a melee feet. If you are within 5 feet of the shield, you can use a
weapon attack, you can use your reaction to deflect bonus action to retrieve and don it.
with the shield, gaining a +2 bonus to AC against that
Roman Kuzmin

attack. If the attack misses, you can immediately make


a single melee weapon attack with the spear as part of
the same reaction.

217
Stick
Trick weapon (stick), uncommon

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, it's a stick. In
its transformed state, you break it over your knee and
it’s two sticks. The stick may only return to its
untransformed state over the course of an hour as you
use glue and bandages to bind the two pieces back
together and wait for it to cure. It has the Ill Advised
Weapon property.

Untransformed. It's a stick, has the light property, and


if you hit with it, it deals 1d4 bludgeoning damage.

Transformed. It's two sticks, each held in a hand. A hit


with either stick deals 1 + your Strength modifier
bludgeoning damage (minimum of 0).

Ill Advised Weapon. When you attack with the stick, if


you roll a 1 on the d20, it is destroyed and unusable. If
this occurs during the transformed state of the stick,
the stick not used in the attack remains, but cannot be
untransformed. If the remaining stick also is destroyed
by this property, you no longer have a stick.

“In the brazen fury of the hunt, you may


lose your weapon and need to reach for
something to defend yourself. Sometimes
it's useful. Sometimes it's a stick”
—Memories of a corpse

Why?
—Evan
Roman Kuzmin

Original idea by Kasey Scott Stonebarger


218
Rifling Cleaver
Trick weapon (cleaver, rifle), uncommon

Rather than carrying separate firearms, which often


become ineffective when beasts get close, many
hunters conceal them within enormous cleavers
designed to rend flesh. Such creations of gunpowder
and metal are aptly named rifling cleavers.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, it is is a large
cleaver. In its transformed state, the weapon is a rifle.
You can reload the rifle even in its untransformed state.

Untransformed. After making a melee weapon attack


with this weapon, you can immediately use your bonus
action to make a ranged weapon attack with the rifle
against a creature within range that is behind you and
in a straight line with you and your first target. This
shot extends the weapon, transforming it.

Transformed. Though unwieldy in melee, you can use a


bonus action to make a melee attack with the opposite
end of the rifle. This attack uses your choice of your
Strength or Dexterity modifier. The damage die for this
attack is a d4, and it deals bludgeoning damage. Your
weapon then reverts to its untransformed state.

Abyss Warden’s Axeblade


Trick weapon (longsword, battleaxe), rare

Infused with otherworldly ichor, this dark blade is given


to warriors of the Abyss Warden, forged from the
remains of the monsters they’ve slain. The elegant and
virtuous design of the weapon hides its macabre
origins, mirroring the order it came from.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon by sliding the pommel up and down on
the blade. In its untransformed state, the abyss
warden's axeblade is a longsword. In its transformed
state, the weapon becomes a battleaxe. As part of this
bonus action, you can slam the weapon down, emitting
a wave of radiance centered on you. Each creature
Top: Roman Kuzmin; Bottom: Ryan Bittner

within 5 feet of you must succeed on a DC 13


Constitution saving throw or take 1d6 radiant damage.

Both forms of the weapon deal an extra 1d6 radiant


damage on a hit. This damage increases to 2d6 for the
longsword against Medium or smaller aberrations and to
2d6 for the battleaxe against Large or larger aberrations.

219
Cordyceps Sinensis
Trick weapon (special), rare

To gain the benefits of the cordyceps sinensis, you must Untransformed. The tendril is a simple melee weapon
ingest it, or graft it underneath your skin. For 24 hours, for you that deals 1d8 bludgeoning damage on a hit
the fungus will incubate within you; during that time, if and has the reach property. You can use a bonus action
you swallow liquid flames or light the grafted area to make a melee weapon attack with the weapon. In
ablaze, you will kill the parasite. After 24 hours have addition, your walking speed increases by 10 feet.
passed, the only way to remove the parasite is with a
remove curse spell cast at 6th level or higher. If you Transformed. The tendrils infiltrate your arms, turning
receive Nawre’s Blessing, nothing short of a wish spell them into massive clobbering weapons. In this form,
will remove the fungus. you cannot wield any weapon or shield in your hands.
These tendrils count as simple melee weapons for you,
While infected with the cordyceps sinensis, when you deal 1d10 bludgeoning damage on a hit, and have the
are reduced to 0 hit points but not killed outright, you reach property. When you make an attack on your turn,
can drop to 1 hit point instead. Once this property has you can choose to do so with both arms at once,
been used, it can't be used again until the next dawn. treating them as a two-handed weapon that deals 2d8
damage on a hit.
If you have Nawre’s Blessing tattooed or carved onto
your body, the parasite becomes a trick weapon for you. Curse: Evolved Parasite. If you die while infected with
You can use your choice of Intelligence, Wisdom, or the cordyceps sinensis, the parasite gains more control
Charisma, instead of Strength or Dexterity, for the over your body; if you die three times, you become an
attack and damage rolls made with this magic weapon NPC under the GM’s control, and your goals become
aligned with that of Nawre. A GM can devise a way for
Trick Weapon. As a bonus action, you can switch the host to regain control over their body.
between the transformed and untransformed states of
this magic weapon. In its untransformed state, it is a
squashy tendril that emerges from your chest. In its
transformed state, the parasite turns both your arms
into grotesque elastic appendages of flesh.

Roman Kuzmin

220
Dream Executioner
Trick weapon (scythe, maul), rare (requires attunement)

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, the
executioner is a scythe and a lantern. In its transformed
state, the weapon is a single massive maul.

You gain a +1 bonus to attack and damage rolls made


with this magic weapon.

Untransformed. When you hit a creature with the


scythe, as part of the same attack, you can choose
another creature within 5 feet of the original target and
within your reach to attack. If the original attack roll
would hit the second creature, it takes damage equal to
half your initial hit. If you do so, your speed is halved
until the end of your turn. In addition, the executioner
has the Harvest Property.

Harvest. Whenever a creature of CR 1 or higher (or


1st level or higher) dies within 15 feet of you, the
lantern harvests the creature’s soul. The soul becomes
trapped in the lantern and the creature cannot be
resurrected until the soul is freed. As an action, you can
free a soul trapped in the lantern. The lantern can hold
a maximum of one soul.

Transformed. The maul gains the Soul Explosion


property.

Soul Explosion. When you hit a creature with this


weapon, you can sacrifice one of the souls held in the
lantern to create a massive explosion of ghostflame,
permanently destroying the soul. Each creature of your
choice within 15 feet of you must make a DC 14
Dexterity saving throw, taking 2d8 radiant damage and
2d8 necrotic damage on a failed save, or half as much
damage on a successful one. Undead automatically fail
the saving throw.
Roman Kuzmin

221
Electric Sawblade
Trick weapon (longsword), rare

The electric sawblade is a viciously effective tool of war


that combines the lethality of silver and electricity. The
hilt and guard resemble those of a hunter's longsword,
often ornately adorned with the markings of the
hunter's faction, symbols of the Radiant Church, or
grim skulls that embody the dominion over death of
the Scions. From this hilt extends the true terror of the
weapon: a broad, straight blade constructed from
dozens of razor-sharp, silvered teeth arranged in a
looped chain. When wielded, these teeth whirr into a
blur of destructive motion, capable of rending flesh,
bone, and even the thick hide of beasts with horrifying
ease. A powerful generator housed within the hilt
infuses the gnashing teeth with crackling energy,
adding a galvanizing quality to each cut and rip.

Trick Weapon. This longsword has 3 charges. You can


expend 1 charge as a bonus action to pull the trigger
under the blade to transform and infuse it with
electricity for 1 minute, until you fall unconscious, or
until you use a bonus action to stop the current. This
weapon regains 1 charge for each 10 minutes that it
spends inside a miniature Galespire Coil (often found
inside hunter's workshops).

This silvered longsword deals an extra 1d6 slashing


damage on a hit, and you gain a +1 bonus to attack and
damage rolls against creatures not wearing metal armor,
as long as the sword has at least 1 charge.

Untransformed. When a melee attack that you can


see would hit you, you can use your reaction to parry
the attack, adding a bonus to your AC equal to your
proficiency bonus against that attack. If this causes
the attack to miss you and it was made with a
nonmagical weapon, the weapon is destroyed by the
teeth of the sawblade.

Transformed. The surge of electricity causes the blade


to rev faster, requiring both hands to control it. If you
use one hand to attack with this sword while it is
transformed, you have disadvantage on attack rolls
made with it. While transformed, the longsword deals
an extra 1d6 slashing and 1d6 lightning damage. In
addition, the momentum generated from it propels
you. Your walking speed increases by 10 feet.
Roman Kuzmin

222
Gravitational Partisan
Trick weapon (shield & spear, glaive), rare

A sanctified partisan that was reinforced using gravity


magic, typically given to high ranking hunters.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, the
gravitational partisan is a spear and a shield. In its
transformed state, the spear is sheathed by the shield,
which retracts into a massive blade; the weapon
becomes a glaive.

Untransformed. Using this pair of weapons


together requires the spear to be held in one hand and
the shield in the other. When you are targeted by a
melee weapon attack, you can use your reaction to
deflect with the shield, gaining a +4 bonus to AC
against that attack. If the attack misses, you can
immediately make a single melee weapon attack with
the spear as part of the same reaction. On a hit, as part
of the attack, you can transform the weapon and a
gravity barrier forms in front of you, granting you a +4
bonus to AC until the start of your next turn.

Transformed. This glaive doesn't have the heavy


property. When you hit with an attack using this
weapon, as part of the attack, you can pierce the target,
transform the weapon, and only pull out the spear. The
shield remains in the target's body, impaling it. An
impaled creature takes 2d4 slashing damage at the start
of each of its turns, and its speed is reduced to 0. To
remove the shield, the impaled target can use its action
to make a DC 14 Strength check. Medium or smaller
creatures have disadvantage on the check. On a success,
the shield is removed and falls at the target's feet. If you
are within 5 feet of the shield, you can use a bonus
action to retrieve and don it.
Roman Kuzmin

223
Improved Meat Hookshot
Trick weapon (blunderbuss & sickle), rare
Transformed. When you take the Attack action, you
You have a +1 bonus to attack and damage rolls made can attack with either the blunderbuss or the bladed
with both forms of this magic weapon. attachment (which uses the stats of a battleaxe
wielded with two hands). In addition, this
Trick Weapon. As a bonus action, you can switch item gains the Hookshot property.
between the transformed and untransformed states of
this weapon. In its untransformed state, the hookshot is Hookshot. As an action, you can launch the sickle
two one-handed weapons connected by a short length of from the blunderbuss, to which it remains attached by
chain; a sickle and a blunderbuss. In its transformed state, a length of sturdy chain. Make a ranged weapon attack
the weapon is a single two-handed weapon; a blunderbuss against a creature you can see within 60 feet of you. On
with a bladed attachment that can act as a battleaxe. a hit, the target takes slashing damage equal to 1d4
plus your Dexterity modifier. If the creature is of your
Untransformed. While untransformed, the sickle has the size or smaller, it must succeed on a DC 15 Strength
finesse property, and the blunderbuss doesn't have the saving throw or be pulled in a straight line to the
two-handed property. Using this pair of weapons together nearest unoccupied space adjacent to you. If the
requires the sickle to be held in one hand and the creature is of a size larger than yours, you are pulled in a
blunderbuss in the other. When you take the Attack action straight line to the nearest unoccupied space adjacent
with the sickle, you can make an attack with the to it. At the end of your turn, you can detach the hook
Roman Kuzmin

blunderbuss as a bonus action, ignoring the barrel from the creature and reattach it to the blunderbuss; if
property. If you hit a creature with the sickle and the you don't, the creature is grappled by you.
blunderbuss on the same turn, it has disadvantage on
Strength checks and Strength saving throws until the end
of your next turn.

224
Improved Rifling Cleaver
Trick weapon (cleaver, rifle), rare

You have a +1 to attack and damage rolls made with


both forms of this magic weapon.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, it is is a large
cleaver. In its transformed state, the weapon is a rifle.
You can reload the rifle even in its untransformed state.

Untransformed. After making a melee weapon attack


with this weapon, you can immediately use your bonus
action to make a ranged weapon attack with the rifle
against a creature within range that is behind you and
in a straight line with you and your first target. This
shot extends the weapon, transforming it.

Transformed. This rifle has the Barrel (F) property


instead of the Barrel (S) property. Though unwieldy in
melee, you can use a bonus action to make a melee
attack with the opposite end of the rifle. This attack
uses your choice of your Strength or Dexterity modifier.
The damage die for this attack is a d8, and it deals
bludgeoning damage. Your weapon then reverts to its
untransformed state.
Roman Kuzmin

225
Moongilded Tarblood
Trick weapon (longbow, longsword), rare
(requires attunement)

Tarblood is a creation of the Obitus Scholare, an amalgamation


of hundreds of species’ blood that was forcefully injected to
create enhanced hunters. The tarblood could not only be used
to push past the apex of mortal power, but could also be used
to create weapons—echoing the power of its wielder—when
fused with moongold.

This weapon, crafted with moongold, gives you a 1d4


bonus to damage rolls against nonhumanoid creatures.
Moongold acts as a guiding light in the darkness;
creatures holding or wearing moongold have advantage
on saving throws against being frightened and
madness. In addition, you gain a +1 bonus to attack and
damage rolls made with this weapon.

Special Attunement. While you are attuned to this


weapon, you know one Blood Shot option of your
choice from the Blood Archer Fighter (choose between
Bloodboil, Constraining, Shadowblood, or
Thunderblood Arrow).

You can use this option when you make an attack


with this bow. You can use this option twice, and you
regain all expended uses daily at dawn. If you are a
Blood Archer Fighter, you instead gain 2 additional uses
of your Blood Shot feature.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, the
moongilded tarblood is a longbow. In its transformed
state, it’s a longsword. By breaking the string, the
tarblood melts and flows around the ivory handle,
congealing into a longsword; if the sword handle is
forcefully shoved into the blade, the weapon reverts
into a longbow. Whenever you transform the weapon,
the tarblood becomes unstable; your next hit with this
weapon reduces the target’s speed by 10 feet until the
start of your next turn as the tar wraps around them,
before retreating to the weapon.

Untransformed. The bow can fire regular ammunition,


or it can fire lead bullets, the tarblood melting them
into arrows.
Ryan Bittner

Transformed. While this weapon is transformed, if you


inflict 25 points of damage with it in a single turn
against a creature that has blood, and you have no
more than one use of your Blood Shot remaining, you
regain one use of your Blood Shot.

226
Moongold Equalizer
Trick weapon (flintlock, rifle), rare

This weapon, crafted with moongold, gives you a 1d4


bonus to damage rolls against nonhumanoid creatures.
Moongold acts as a guiding light in the darkness;
creatures holding or wearing moongold have advantage
on saving throws against being frightened and
madness.

Trick Weapon. As a bonus action, you can magically


melt the moongold before solidifying it, switching
between the transformed and untransformed states of
this weapon. In its untransformed state, the equalizer is
a flintlock. In its transformed state, the weapon is an
ornate, two-handed weapon; a rifle.

Untransformed. This flintlock has the Barrel 2 (F)


property. In addition, being within 5 feet of a hostile
creature doesn’t impose disadvantage on your ranged
attack rolls with this flintlock.

Transformed. When you attack with this weapon, you


can choose to replace your attack with a particularly
violent shot. Make a ranged weapon attack. On a hit,
the target takes the weapon’s damage plus an extra 2d8
piercing damage. Hit or miss, this causes the weapon to
partially liquefy and turn back into its untransformed
state; it can’t be transformed again until the end of
your next turn.

You can use this attack only if you haven’t moved


during this turn, and after you use this attack, your
speed is 0 until the end of your turn.
Roman Kuzmin

227
Phantom Limb
Trick weapon (unarmed, shortsword), rare (requires
attunement)

Infusing the bones of a beast with a mixture of


quicksilver, mithral, and osteomantic magic, the Scions
created a means of returning disabled hunters to the
battlefield in full fighting form. Dark and metallic, the
crevices of a phantom limb glow with a wan, cold light
when fused with the warm body of its wielder.

Attunement. When you attune to this item, the cold,


lifeless hand merges with your flesh and either replaces
a missing arm or consumes one of your existing arms
(your choice when you attune to this weapon). An arm
consumed in this way does not reappear when you
unattune from the item.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, the phantom
limb is a metallic, articulating hand. In its transformed
state, the weapon is a shortsword.

Untransformed. Unarmed strikes you make with the


phantom limb deal magical bludgeoning damage. In
addition, the limb reacts to deflect incoming blows,
granting you a +1 bonus to AC.

Transformed. You gain a +1 bonus to attack and


damage rolls made with this shortsword, which gains
the Haunting Mark property.

Haunting Mark. Whenever you hit an undead


creature with an attack using this blade then, for the
next minute, you can see its form as a glowing outline,
even if it is invisible, and you always know the direction
and distance to the creature while it is on the same
plane as you. This effect ends early if you hit a different
undead creature with an attack using this blade, or if
the phantom limb is no longer in its transformed state.

Losing limbs is not enough to keep a hunter


down; in that sense, they are more
tenacious than the very beasts they hunt.
Roman Kuzmin

228
Ravenous Gazer
Trick weapon (glaive), rare (requires attunement)

Acquiring forbidden knowledge always comes at a cost.

Any creature that attunes to this glaive is considered


proficient with it. You gain a +1 bonus to attack and
damage rolls made with this magic weapon.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, the gazer is a
glaive. In its transformed state, the gazer is a glaive
which can be used as a spellcasting focus.

To transform this weapon, you must feed it your blood:


each time you shift this weapon into its transformed
state, or start your turn with the glaive in its
transformed state, you take 1d4 necrotic damage,
which cannot be reduced in any way. This damage
cannot break your concentration.

Transformed. While the glaive is in its transformed


state, it grants you a +2 bonus to spell attack rolls,
increases your spell save DC by 1, and gives you
truesight out to 30 feet.
Roman Kuzmin

229
Scionic Armament Ranged Weapons
Any ranged weapon, rare (requires attunement)
The Scions' weapons—whether dead or alive—are
constructed from the bones of formidable monsters You gain a +1 bonus to attack and damage rolls made
which are then tortured with strong lightning, granting with this magic weapon. When you make attacks using
twisted appearance and savage fury to the armament. this weapon, you fire electricity generated from the
The weapon’s osseous component grants it ancient armament and can ignore the ammunition, barrel, or
strength, and the electricity that dances across its reload property of the weapon, dealing lightning damage
body brutalizes all who come in contact with it. instead of the weapon’s normal damage. This weapon has
the Guiding Fury property.
Scionic weapons all require attunement. When
attuning to such a weapon, a creature takes 2d8 Guiding Fury. While holding this weapon, you can
lightning damage. unleash the rage held within its bones to make a ranged
weapon attack with advantage. On a hit, you deal the
Melee Weapons weapon’s damage and lightning streaks from the target
Any melee weapon, rare (requires attunement) to a different creature of your choice within 30 feet of it.
Make a ranged weapon attack against the new target, and
You gain a +1 bonus to attack and damage rolls made on a hit, deal the weapon’s damage and the lightning
with this magic weapon, which deals an extra 1d6 streaks again. A creature can be targeted only once by
lightning damage on a hit. This weapon has the each use of guiding fury. Once used, this property can't
Explosive Retreat property. be used again until the next dawn.
Ryan Bittner

Explosive Retreat. When you hit a creature with this


weapon, you can choose to detonate the creature. The
creature must make a DC 14 Dexterity saving throw, Reminder: Forced movement does not trigger
taking 3d8 lightning damage on a failed save, or half as opportunity Attacks
much damage on a successful one. The detonation
pushes you 10 feet away from the creature. Once used,
this property can't be used again until the next dawn.

230
Spellcasting focus Serpent Bladewhip
Any spellcasting focus, rare (requires attunement)
Trick weapon (whip, rapier), rare (requires attunement)
You gain a +1 bonus to spell attack rolls made with
this focus and can cast the shocking grasp cantrip,
Slithering silver strikes, swiftly severing sinister shadows.
using your spellcasting modifier. When you roll a 1 or 2
on a damage die for a spell that deals lightning
damage, you can reroll the die and must use the new You have a +1 to attack and damage rolls made with
roll, even if the new roll is a 1 or a 2. This weapon has both forms of this weapon.
the Ionized Conduit property.
Attunement. When you attune to this weapon, the
Ionized Conduit. As a bonus action, you can increase cold, lifeless snake wraps around your forearm and bites
the polarity of the focus. For the next minute, creatures your flesh, burying its head beneath it and inflicting
you target with spells that deal lightning damage have 1d4 piercing damage. While attuned, you cannot be
a -3 penalty to their saving throw against that spell if disarmed of this magical weapon. Ending the
they are wearing or carrying metal. Once used, this attunement causes the head to retract and the item to
property can't be used again until the next dawn. fall to the ground.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, the bladewhip
is a metallic whip. In its transformed state, the weapon
solidifies by coagulating your blood to form a rapier.

Untransformed. Attacks you make with the serpent


bladewhip add an additional 5 feet to your reach, as
well as when determining your reach for opportunity
attacks with it. In addition, if you hit a creature twice in
a turn with this weapon, the whip’s devouring hunger
awakens and tears out more of its flesh, dealing an
extra 2d4 slashing damage.

Transformed. While transformed, you take 1 piercing


damage at the start of each of your turns as the blade
drains your blood to empower itself. This rapier gains the
Fireblood Poison property and is considered silvered.

Fireblood Poison. Once on each of your turns when


you hit a creature with an attack using this blade, you
can coat the wound with poison and the target must
make a DC 14 Constitution saving throw. On a failure, it
is poisoned for the next minute as its innards start to
boil. This can affect creatures immune to the poisoned
condition. While poisoned in this way, the creature takes
1d6 fire damage at the start of each of its turns. This
damage ignores resistance to fire damage.

A creature can repeat the saving throw at the end of


each of its turns, ending the effect on itself on a
success. If a creature's saving throw is successful or the
Roman Kuzmin

effect ends for it, the creature is immune to the blade's


Fireblood Poison for the next 24 hours.

Original idea by Rebecca Verrall


231
Uncharged Claw
Trick weapon, rare (requires attunement)

While attuned to this weapon, you have resistance to


lightning damage.

Trick Weapon. As a bonus action, if you've taken


lightning damage or spent a hit die since the start of
your last turn, you can switch between the transformed
and untransformed states of this weapon. In its
untransformed state, the claw is a sinewy leather
gauntlet, made from the muscle and hide of a
galvanized prowler. In its transformed state, the claw
surges with electrical energy, merging with its wearer's
forearm and turning into a monstrous claw.

Untransformed. The bestial hide feeds off of you in


exchange for power; you have advantage on initiative
rolls. In addition, this gauntlet devours your life force.
When you hit with a melee attack, you can spend a hit
die to deal an extra 1d6 lightning damage.

The gauntlet has 2 charges and regains all expended


charges daily at dawn. When you take lighting or
thunder damage, you can use your reaction to expend 1
charge to instead take no damage and regain 1 hit die.

Transformed. The gauntlet merges with your form,


turning your hand into an aberrant claw that you
cannot be disarmed of. This claw changes the damage
of your unarmed strikes to 1d8, the damage type to
slashing, and you can use your Dexterity or Strength
modifier for the attack and damage rolls made with it.

In addition, when you hit with a melee attack using


this claw, you can spend a hit die to deal an extra 1d8
lightning damage.

The claw is too unwieldy to use for delicate handling,


such as activating intricate mechanisms (like the trigger
of a firearm) or picking locks with thieves' tools.

The uncharged claw can be turned into a


Roman Kuzmin

galvanized claw by crushing the live heart


of a galvanized prowler with it.

232
Unstable Crumbler
Trick weapon (cannon, maul), rare (requires attunement)

While holding this weapon, your attacks and spells deal


double damage to structures, and fire damage you take
is reduced by an amount equal to your Constitution
modifier (minimum of 1).

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, the crumbler
is a roaring cannon with smoke coming out of its
mouth. In its transformed state, the handle extends,
turning the cannon into a highly unstable and
destructive maul. As part of this bonus action, you can
do the following:

• When transforming the cannon into a maul, you


can shoot at your feet, even if the cannon isn't loaded,
using the deflagration to propel yourself and jump up
to 30 feet in any direction. This jump doesn't cost you
any movement.

• When transforming the maul into a cannon, you


can reload the cannon and retain its unstable force. If
you load it in this way, the next time you hit with an
attack with the cannon attack on your turn, it will push
you back 30 feet in a straight line.

Untransformed. The unstable crumbler heats up


cannonballs, transforming them into infernal
ammunition. Whenever you roll a 15 or higher on the
d20 when making an attack roll with this weapon, the
cannonball becomes overheated and explodes on
impact. When the cannonball explodes in this way, it is
considered an explosive cannonball.

Transformed. Whenever you roll a 18 or higher on the


d20 while making an attack roll with this weapon, the
maul's head detonates, causing an effect that acts as
the fireball spell (DC 15) centered on the target. If you
succeed on this saving throw, you take no damage.
Roman Kuzmin

233
Awakened Abyss Warden’s Axeblade
Trick weapon (longsword, battleaxe), very rare

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon by sliding the pommel up and down on
the blade. In its untransformed state, the abyss
warden's axeblade is a longsword. In its transformed
state, the weapon becomes a battleaxe. As part of this
bonus action, you can slam the weapon down, emitting
a wave of radiance centered on you. Each creature
within 5 feet of you must succeed on a DC 17
Constitution saving throw or take 1d6 radiant damage.

Both forms of the weapon deal an extra 1d6 radiant


damage on a hit. This damage increases to 2d6 for the
longsword against Medium or smaller aberrations and to
2d6 for the battleaxe against Large or larger aberrations.

Untransformed. When you hit a creature with an attack


using this longsword, you can cause another creature of
your choice within 5 feet of it to take radiant damage
equal to 1d6 + your Strength modifier (minimum of 1).

Transformed. When you hit a creature with an attack


using this battleaxe, it must succeed on a DC 17
Constitution saving throw or have disadvantage on
attack rolls made against creatures other than you until
the end of its next turn.

Calamitous Crumbler
Trick weapon (cannon, maul), very rare
(requires attunement)

The calamitous crumbler is a weapon reserved only for


the most disciplined of hunters, due to its incredible
potential for destruction. Some have used it to
incinerate cultist headquarters and blow gigantic
aberrations to smithereens. If turned back against its
creators, the effect would be catastrophic. ● When transforming the cannon into a maul, you
can shoot at your feet, even if the cannon isn’t loaded,
You gain a +1 bonus to attack and damage rolls made using the deflagration to propel yourself and jump up
with this magic weapon. to 30 feet in any direction. This jump doesn’t cost you
any movement.
Trick Weapon. While holding this weapon, your
attacks and spells deal double damage to structures, ● When transforming the maul into a cannon, you
Ryan Bittner

and you have resistance to fire damage. As a bonus can reload the cannon and retain its unstable force. If
action, you can switch between the transformed and you load it in this way, the next time you hit with an
untransformed states of this weapon. In its attack with the cannon on your turn will push you back
untransformed state, the crumbler is a roaring cannon 30 feet in a straight line.
with smoke coming out of its mouth. In its transformed
state, the handle extends, turning the cannon into a
highly unstable and destructive maul. As part of this
bonus action, you can do the following:

234
Untransformed. The calamitous crumbler heats up
cannonballs, transforming them into infernal
ammunition. Whenever you roll a 10 or higher on the
d20 when making an attack roll with this weapon, the
cannonball becomes overheated and explodes on
impact. When the cannonball explodes in this way, it is
considered an explosive cannonball.

Transformed. Whenever you roll a 15 or higher on the


d20 while making an attack roll with this weapon, the
maul’s head detonates, causing an effect that acts as
the fireball spell (DC 17) centered on the target. You
have a +5 bonus to this saving throw, and if you
succeed on this saving throw, you take no damage.

Caldera
Trick weapon (battleaxe, pistol), very rare
(requires attunement)

The Caldera is an intimidating weapon. In its battleaxe In its untransformed state, the Caldera is a battleaxe that
form, it is crowned with a black-hole-like orb that can devour its haft to reform into a pair of pistols, each
bubbles menacingly with molten metal. This churning holding half of the crucible. In its transformed state, the
crucible holds the devastating axe together and serves as weapon is two pistols that can be slammed together to
a searing ammunition barrel in the weapon's pistol form. reform the crucible, alongside the rest of the battleaxe.

When you attune to the Caldera, the metallic crucible When you transform this weapon into pistols, the
at its apex ignites, constantly simmering with crucible refills each of the barrels with 6 lead bullets (12
superheated lead. You have a +1 bonus to attack and total), filling up one pistol fully, then the other. When you
damage rolls made with this magic weapon. switch to the untransformed state of the weapon, any
unfired lead bullets are re-added to the boiling metal.
Trick Weapon. As a bonus action, you can switch The boiling metal can contain up to 60 lead bullets, and
between the transformed and untransformed states of the weapon can’t transform unless it contains at least 7
Roman Kuzmin

this weapon. Each time you transform the weapon, you lead bullets. As an action, you can feed the crucible in
take 1d4 fire damage as the liquid-fire reservoir that either state by throwing lead bullets in it or by adding a
serves as a material catalyst surges with thermal energy. cannonball, which counts as 30 bullets.

235
Untransformed. When you hit with this battleaxe, you
can expend 3 lead bullets from the boiling metal to
cover the target in molten lead. The target takes an
extra 1d6 fire damage, and it takes that damage again at
the start of each of its turns unless it rolls on the floor
(prone) or uses a bonus action to wipe off the lead.

Transformed. You pull out two fiery pistols from the


molten metal. When you attack with them, you can
use your Strength modifier, instead of Dexterity, for
the attack and damage rolls. These pistols are each
loaded to full capacity, if there are enough lead bullets
in the boiling metal.

When you use the Fan Fire property of these pistols,


the cumulative penalty per bullet fired is -2 instead of -
3, and the pistol deals fire damage instead of piercing
damage. In addition, if you roll a 1, the gun doesn’t jam,
and you instead take 1d6 fire damage.

Bullet Hell. As an action, if both pistols are fully


loaded, you can fire both of them in rapid succession,
emptying all 12 bullets. Make 6 ranged attacks with the
pistols, each dealing 1d6 piercing damage and 1d6 fire
damage on a hit. Each attack after the first suffers a
cumulative -2 penalty to the attack roll. You cannot add
any modifier to the damage roll of these attacks
beyond the first—such as the bonus from your
Dexterity modifier or the Sharp-Shooter feat—apart
from this weapon's bonus to damage rolls. The weapon
then reverts to its untransformed state.

Right: Ryan Bittner; Left: Roman Kuzmin

236
Trick Weapon. As a bonus action, you can switch
between the transformed and untransformed states of
this weapon. In its untransformed state, the blade is a
vile longsword glowing with echoes of blood. In its
transformed state, the weapon is a greatsword with an
even more nefarious aspect.

To transform this weapon, you must feed it blood. Each


time you deal damage with this weapon to a creature
that possesses blood, the épée gains 1 charge. The
épée can hold up to 4 charges. Each charge lasts for 1
minute or until it is consumed. If this weapon has 1 or
more charges, you can use your bonus action to
transform it.

Untransformed. You gain a 1d4 bonus to attack rolls


you make with this weapon against creatures that have
more than half their hit points.

Transformed. You gain a 1d4 bonus to attack rolls you


make with this weapon against creatures that are
bloodied (half of its hit points or fewer). In this form,
the épée sanguine consumes 1 charge at the end of
each of your turns, unless you’ve expended 1 or more
charges that turn. It reverts back to its untransformed
state if it loses all charges.

When you hit a creature with an attack using the épée,


you can expend 1 or more charges to unleash the blood
accumulated in the blade:

● 1 Charge. You heal a number of hit points equal to


the necrotic damage you dealt.
● 2 Charges. You deal an extra 1d8 necrotic damage
and heal a number of hit points equal to the necrotic
damage you dealt.
● 3 Charges. The target becomes bound in blood and
Épée Sanguine must make a DC 14 Dexterity saving throw. On a failed
save, it takes 2d6 necrotic damage and is restrained
Trick weapon (longsword, greatsword), very rare until the start of your next turn. On a successful save, it
(requires attunement) takes half as much damage and isn’t restrained.
● 4 Charges. Blood covers the creature’s face and
This sword, formed of coagulated blood, is a dark red, chokes it. The creature must make a DC 14 Dexterity
nearly black color. It is warm to the touch and emits a saving throw. On a failed save, it takes 2d10 necrotic
vigorous pulse. According to legend, the blade has a will damage and is stunned until the start of your next
of its own and grows stronger by consuming the blood turn. On a successful save, it takes half as much
of its victims. The sword may even make its master damage and isn’t stunned.
immortal, but at a heavy cost.

You gain a +1 bonus to attack and damage rolls made


Ryan Bittner

with this magic weapon, which deals an extra 1d8


necrotic damage on a hit.

237
Épée Solaire
Trick weapon (greatsword, shortsword), very rare
(requires attunement)

The splendor of the Radiant One is akin to the radiance of a


thousand suns bursting in the sky all at once.

While attuned to this weapon, you gain the following


benefits:

● You are proficient with greatswords and


shortswords.
● You gain a +1 bonus to attack and damage rolls
made with this magic weapon, which deals an extra
1d4 radiant damage on a hit. When you hit an
aberration or undead with it, the extra radiant damage
increases to 2d4.

The weapon's blade emits bright light in a 10-foot


radius and dim light for an additional 10 feet. You can
summon or extinguish the light at will (no action
required). This weapon has the Deflective Light
property.

Deflective Light. When you are attacked by a creature


within 30 feet of you that you can see, you can use
your reaction to cause a burst of sunlight to flare
before the attacker, imposing disadvantage on the
attack roll and transforming the weapon. An attacker
that can't be blinded is immune to this property. This
property can be used three times, regaining all
expended uses daily at dawn.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, the blade is a
metallic greatsword glowing with light. In its
transformed state, the weapon is two shortswords
emitting the same glow.

Untransformed. While wielding this greatsword, your


reflexes are enhanced. You gain a +1 bonus to Strength,
Dexterity, and Constitution saving throws.

Transformed. When you engage in two-weapon


fighting with these shortswords, you can add your
ability modifier to the damage of the second attack. In
addition, this weapon gains the Brightburn property.
Ryan Bittner

Brightburn. Once on each of your turns when you


hit a creature two times with these shortswords, the
accumulated solar energy singes them. The target must
make a DC 13 Constitution saving throw, taking 2d8
radiant damage on a failed save, or half as much
damage on a successful one.

238
Ethereal Moongold Equalizer
Trick weapon (flintlock, rifle), very rare (requires
attunement)

This weapon, crafted with moongold, gives you a 1d4


bonus to damage rolls against nonhumanoid creatures.
Moongold acts as a guiding light in the darkness;
creatures holding or wearing moongold have advantage
on saving throws against being frightened and
madness.

Attunement. This weapon has 5 charges and regains


them daily at midnight. While attuned to this weapon,
you can expend a charge to turn ephemeral, granting
you the ability to walk through objects and creatures
as if they were difficult terrain until the end of your
turn. If you end your turn inside an object or creature,
you are immediately shunted to the nearest
unoccupied space and take force damage equal to
twice the number of feet you are moved.

Trick Weapon. As a bonus action, you can magically


melt the moongold before solidifying it, switching
between the transformed and untransformed states of
this weapon. In its untransformed state, the equalizer
is a flintlock. In its transformed state, the weapon is an
ornate, two-handed weapon; a rifle.

Untransformed. This flintlock has the Barrel 2 (F)


property. In addition, being within 5 feet of a hostile
creature or targeting a prone creature doesn't impose
disadvantage on your ranged attack rolls with this
flintlock.

Transformed. When you attack with this weapon, you


can choose to replace your attack with a particularly
violent shot. Make a ranged weapon attack and expend
up to 5 charges. On a hit, the target takes the weapon's
damage plus an extra 2d8 piercing damage + an extra
1d8 radiant damage for each charge expended. If you
expended more than 2 charges for the attack, the
target is also blinded until the end of its next turn. Hit
or miss, this causes the weapon to partially liquefy and
turn back into its untransformed state; it can’t be
transformed again until the end of your next turn.

You can use this attack only if you haven't moved


during this turn, and after you use this attack, your
speed is 0 until the end of your turn.
Roman Kuzmin

239
Faux Lunaire
Trick weapon (scythe, longbow), very rare
(requires attunement)

The Faux Lunaire is a weapon of mystery and celestial majesty,


echoing the moon in its transformations. The creators of this
weapon are the lunar wardens, who have to fight creatures that
are far beyond mere beasts.

If you cast the light cantrip targeting this weapon, the


carved runes activate. For the duration of the spell, as
long as you hold the weapon, your Wisdom score
increases by 2, to a maximum of 20, and you can see
normally in darkness, both magical and nonmagical, to
a distance of 60 feet.

Trick weapon. The Faux Lunaire is a wickedly curved


scythe crafted from an arcane alloy and engraved with
lunar imagery and celestial runes. With a swift,
spinning motion, the limbs of the blade and shaft of
the scythe fold in and rotate around the grip, locking
into place to form an ornate longbow. As a bonus
action, you can switch between the transformed and
untransformed states of this weapon. As part of the
bonus action, you can also magically teleport up to 10
feet to an unoccupied space that you can see. In its
untransformed state, this weapon is a scythe. In its
transformed state, it’s a longbow.

Untransformed. Once on each of your turns when you


damage a creature with this weapon, you can force it to
make a DC 17 Dexterity saving throw, becoming
affected by the faerie fire spell on a failure. You do not
need to concentrate on this spell, but it ends early if
you put another creature under the effect of the spell,
or if you fall unconscious.

Transformed. In its transformed state, the Faux


Lunaire has 2 charges. When you attack a creature with
this bow, you can expend 1 charge to cast one of the
following spells (save DC 17) from it (no action
required): moonbeam or darkness. The spell is centered
on the creature’s space and lasts until the end of your
next turn. You do not need to concentrate on it, and
you can only have one of these spells active at a time. If
your attack misses, you expend the charge but the
effect fails. The Faux Lunaire regains 1 expended charge
each time it is targeted by the light cantrip.
Ryan Bittner

240
Galvanized Claw
Trick weapon, very rare (requires attunement)

Ripping the flesh of the beasts they slay to fashion


ferocious weapons is something hunters have gotten
remarkably good at over the course of their hunts.

While attuned to this weapon, you have resistance to


lightning and thunder damage.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, the claw is a
sinewy leather gauntlet, made from the muscle and
hide of a galvanized prowler. In its transformed state,
the claw surges with electrical energy, merging with its
wearer’s forearm and turning into a monstrous claw.

Untransformed. The bestial hide invigorates you,


giving you the lightning fast reflexes of the galvanized
prowler slaughtered to make this gauntlet; you have
advantage on initiative rolls. In addition, this gauntlet
feeds off of your power. If you have temporary hit
points when you hit with a melee attack, you deal an
extra 1d6 lightning damage.

The gauntlet has 3 charges and regains all expended


charges daily at dawn. When you take lighting or
thunder damage, you can use your reaction to expend 1
charge to instead take no damage and gain a number of
temporary hit points equal to the damage you would
have taken.

Transformed. The gauntlet merges with your form,


turning your hand into an aberrant claw that you cannot
be disarmed of. This claw changes the damage of your
unarmed strikes to 1d8, the damage type to slashing,
and you can use your Dexterity or Strength modifier for
the attack and damage rolls made with it. Further, you
gain a +1 bonus to attack and damage rolls made with it.

When you use the Attack action with this claw, you
can make one attack with it as a bonus action. In
addition, if you have temporary hit points, when you hit
with a melee attack using this claw, you deal an extra
1d8 lightning damage.

The claw is too unwieldy to use for delicate handling,


such as activating intricate mechanisms (like the trigger
Roman Kuzmin

of a firearm) or picking locks with thieves’ tools.

Original idea by Hayden A. Deatherage


241
Improved Guillotine Shears
Trick weapon (shortsword & longsword, shears), very rare

You have a +2 to attack and damage rolls made with


both forms of this weapon.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, the guillotine
is two one-handed weapons—a longsword and a
shortsword. In its transformed state, the weapon is a
single one-handed weapon—shears. As part of this
bonus action, you can do the following:

• When transforming the swords into shears: you


can make a single melee weapon attack with the
shears. You don't add your ability modifier to the
damage of the bonus attack, unless that modifier is
negative, and you can't use the Guillotine property on
this attack.

• When transforming the shears into swords: you


can slide the longsword forward as part of dismounting
it, making a single melee weapon attack with it. You
don't add your ability modifier to the damage of the
bonus attack, unless that modifier is negative. If you
have the Two-Weapon Fighting Style, you can ignore
this limitation.

Untransformed. While wielding both swords, the


longsword is considered light. The shortsword deals
your choice of slashing or piercing damage. Whenever
you damage a creature with both swords on the same
turn, it takes extra slashing damage equal to your
choice of either your Strength or Dexterity modifier
(minimum of 1).

Transformed. The shears are a one-handed martial


weapon that deals 1d12 slashing damage on a hit and
scores a critical hit on a 19 or 20. In addition, it has the
Guillotine property.

Guillotine. Immediately after hitting a target with


the shears, if you have a free hand, you can use your
reaction to pull the lever, snapping the blades together
and dealing an extra 1d12 slashing damage to the
target. If the triggering attack was a critical hit, you deal
an extra 3d12 slashing damage. If this attack deals more
than one quarter of a creature's hit point maximum,
Roman Kuzmin

you also chop off one the creature's limbs (anything but
the head) at the GM's discretion. If this attack reduces
a creature to 0 hit points, it is decapitated.

242
Improved Phantom Limb
Trick weapon (unarmed, shortsword), very rare
(requires attunement)

Attunement. When you attune to this item, the cold,


lifeless hand merges with your flesh and either replaces
a missing arm or consumes one of your existing arms
(your choice when you attune to this weapon). An arm
consumed in this way does not reappear when you
unattune from the item.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, the phantom
limb is a metallic, articulating hand. In its transformed
state, the weapon is a shortsword.

Untransformed. Unarmed strikes you make with the


phantom limb deal magical bludgeoning damage. If a
creature damaged by your unarmed strikes has an
ability that would allow it to walk through objects and
creatures (such as a ghost’s incorporeal movement), it
loses that ability until the start of your next turn. In
addition, the limb reacts to deflect incoming blows,
granting you a +2 bonus to AC.

Transformed. You gain a +2 bonus to attack and


damage rolls made with this shortsword, which gains
the Haunting Mark property. While the weapon is in
this form, you can’t be possessed.

Haunting Mark. Whenever you hit an undead


creature with an attack using this blade then, for the
next minute, you can see its form as a glowing outline,
even if it is invisible, and you always know the direction
and distance to the creature while it is on the same
plane as you. This effect ends early if you hit a different
undead creature with an attack using this blade, or if
the phantom limb is no longer in its transformed state.
Roman Kuzmin

243
Improved Ravenous Gazer
Trick weapon (glaive), very rare (requires attunement)

Any creature that attunes to this glaive is considered


proficient with it. You gain a +2 bonus to attack and
damage rolls made with this magic weapon.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, the gazer is a
glaive. In its transformed state, the gazer is a glaive
which can be used as a spellcasting focus.

To transform this weapon, you must feed it your blood:


each time you shift this weapon into its transformed
state, or start your turn with the glaive in its
transformed state, you take 1d4 necrotic damage,
which cannot be reduced in any way. This damage
cannot break your concentration.

Untransformed. While the glaive is in its


untransformed state, you can use your spellcasting
ability modifier in place of your Strength modifier
when making attack rolls using the glaive.

Transformed. While the glaive is in its transformed


state, it grants you a +2 bonus to spell attack rolls,
increases your spell save DC by 1, and gives you
truesight out to 30 feet. Further, while you aren't
incapacitated, you have advantage on Strength and
Dexterity saving throws against effects that you can see.

The ravenous gazer can be turned into its


improved version by feeding it enough
blood from aberrations.

Roman Kuzmin

244
Maiden's Osteosymbiosis Untransformed. Your unarmed attacks deal an extra
1d8 piercing damage. Once on each of your turns when
Trick weapon (special), very rare (requires attunement) you hit a target with an unarmed strike, you can
rupture the bone spikes that grow from your hands,
Head and spine severed from a Cloistered Maiden, the leaving them embedded in your prey. You deal an extra
first wielder of this accursed weapon was considered 1d4 piercing damage to your target and it gains 1 bone
insane, even amongst madmen—after all, the shard. Your bone protrusions regrow immediately.
difference between genius and stupidity is that genius
has its limits. To control the osteosymbiosis, one must Transformed. Your attacks with this weapon deal an
fuse their arm to the bony corpse of an abomination of extra 1d4 slashing damage and score critical hits on a
nature and pray that the gods won’t punish this crime roll of 19 or 20. Further, the osseous nature of this
against creation. armament renders it frail. If you score a critical hit
against a creature, the weapon breaks upon the target's
Attunement. When you attune to this item, the warm, flesh, dealing an extra 4d4 piercing damage, and the
still moving spine merges with the bones in your arm target gains 4 bone shards. The weapon then reverts to
and replaces them. Bones consumed in this way do not its untransformed state.
reappear when you unattune from the item.
Bone Explosion. As a bonus action, you can detonate
You gain a +2 bonus to attack rolls and damage rolls all the bone shards embedded in one of your prey. If the
made with this magic weapon, and it has the Bone target is dead, the shards fail to detonate. Each creature
Explosion property. other than you within 15 feet of the target must make a
DC 15 Dexterity saving throw. On a failure, a creature
Trick Weapon. As a bonus action, you can switch takes 1d4 piercing damage for each bone shard that
between the transformed and untransformed states of detonated. On a success, it takes half as much damage.
this weapon. In its untransformed state, the The bone shards shatter into dust and disappear. A
osteosymbiosis is embedded in your flesh, with spikes creature with more than 2 bone shards embedded in its
protruding from your knuckles, changing your unarmed body has disadvantage on this saving throw.
strikes. In its transformed state, it generates a weapon
made of bones. When it transforms, roll a d8 to Maiden’s Curse: While attuned to this weapon,
determine the weapon’s type, according to the table when a Blood Moon of Rebirth rises, the maiden’s curse
below. You are proficient with all the forms of this awakens and spreads to its owner. You must make a
weapon. Wisdom saving throw against the Madness DC of the
moon. If your character has a
womb—or has ever had a womb in
D8 Weapon their body—on a failure, the
weapon merges with you
1 Battleaxe completely and you turn into a
2 Maul Cloistered Maiden under the GM’s
3 Lance control. If you never had a womb,
4 Longsword on a failure, instead of transforming,
you die.
5 Rapier
6 Flail
7 Whip
8 Pike
Caio Santos

Original idea by Samuel Price


245
Orphan’s Cradle condition. A poisoned creature can repeat the saving
throw at the end of each of its turns, ending the effect
Trick weapon (morning star), very rare on a success. If a creature's saving throw is successful or
(requires attunement) the effect ends for it, the creature is immune to Vile
Miasma for the next 24 hours.

‘The Orphan's Tear is a flower that holds sway in Carmella’s Cleansing Miasma. As an action, you can cleanse
heart. Engaging in a symbiotic rapport with the sanctified metal
one humanoid you can see within 10 feet of you. It
that surrounds it, the noxious bloom possesses near-flawless
gains 1d12 temporary hit points and can end one of
regenerative abilities. Moreover, the flowers exude a cloying
fragrance, simultaneously repelling ravenous beasts and the the following conditions: charmed, frightened, or
cold touch of death. When set alight, the Orphan's Tear can poisoned. Once a creature has benefited from this
serve as a very durable fuel, only to restore itself in a cycle of property, it can't benefit from it again for 1 hour.
rebirth once the flames have been extinguished. Some say that
this very capacity to elude the grasp of death is the force that Transformed. When transformed, the cradle's plants
set Carmella upon her unique destiny.’ ignite, and it deals an extra 2d6 fire damage on a hit. In
addition, the weapon gains the Fanned Flames and
Withering Flames properties.
You gain a +1 bonus to attack and damage rolls made
with this magic weapon.
Fanned Flames. As an action you can rotate the
cradle wildly around you, fanning the flames. Each
Trick Weapon. As a bonus action, you can switch
creature in a 20-foot cone in front of you must make a
between the transformed and untransformed states of
DC 16 Dexterity saving throw, taking 3d6 fire damage
this weapon. In both states, the weapon is a
and 3d6 poison damage on a failed save, or half as
morningstar with the reach property.
much damage on a successful one. Beasts and undead
have disadvantage on this saving throw. After using this
Untransformed. The flowers growing in the cradle
property, orphan's cradle reverts to its untransformed
exude a sickly sweet scent that calms the mind of men
state and can't be transformed again for 1d4-1 rounds.
and chases away nightmares. Humanoids within 10
feet of the cradle have advantage on saving throws
Withering Flames. When you hit a beast or an
against the charmed and frightened condition. In
undead with orphan's cradle, you can force the target
Wes Fraser

addition, the cradle has the Vile Miasma and Cleansing


to make a DC 16 Constitution saving throw. On a
Miasma properties.
failure, the target becomes vulnerable to your choice of
one of the following damage types until the start of its
Vile Miasma. When you hit a beast or an undead
next turn: acid, cold, fire, lightning, poison, or radiant.
with orphan's cradle, the target must succeed on a DC
If a creature's saving throw is successful or the effect
16 Constitution saving throw or become poisoned for 1
ends for it, the creature is immune to the cradle's
minute, even if the target is immune to the poisoned
Withering Flames for the next 24 hours.

246
Phantasmal Executioner Harvest. Whenever a creature of CR 1 or higher (or
1st level or higher) dies within 15 feet of you, the
Trick weapon (scythe, maul), very rare lantern harvests the creature’s soul. The soul becomes
(requires attunement) trapped in the lantern and the creature cannot be
resurrected until the soul is freed. As an action, you can
free a soul trapped in the lantern. The lantern can hold
‘The blade harvests the souls of the depraved and the a maximum of three souls.
blasphemous.

The lantern collects and gives them purpose anew. Transformed. The maul gains the Soul Explosion and
Undying Light properties.
Let the screams of these accursed spirits rend the flesh of the
unholy.’ Soul Explosion. When you hit a creature with this
weapon, you can sacrifice one of the souls held in the
Trick Weapon. As a bonus action, you can switch lantern to create a massive explosion of ghostflame,
between the transformed and untransformed states of permanently destroying the soul. Each creature of your
this weapon. In its untransformed state, the choice within 15 feet of you must make a DC 16
executioner is a scythe and a lantern. In its transformed Dexterity saving throw, taking 3d8 radiant damage and
state, weapon is a single massive maul. 3d8 necrotic damage on a failed save, or half as much
damage on a successful one. Undead automatically fail
You gain a +1 bonus to attack and damage rolls made the saving throw.
with this magic weapon.
Undying Light. If the lantern is holding at least one
Untransformed. When you hit a creature with the soul, the maul sheds bright light in a 10-foot radius and
scythe, as part of the same attack, you can choose dim light for an additional 20 feet. Each creature of
another creature within 5 feet of the original target and your choice that enters the bright light for the first
within your reach to attack. If the original attack roll time on a turn or start its turn there must make a DC
would hit the second creature, it takes damage equal to 16 Wisdom saving throw. On a failed save, it has
your initial hit. If you do so, your speed is halved until disadvantage on any attack roll that isn't against you
the end of your turn. In addition, the executioner has until the start of its next turn. Undead automatically
Roman Kuzmin

the Harvest property. fail the saving throw.

247
Revelations Curse: Devour Sight. While attuned to this
weapon, your sight deteriorates rapidly. For
Trick weapon (cleaver, whip), very rare (requires each five days that pass, you gain a
attunement by a creature with a Strength of 15 or higher) permanent -1 penalty to all Perception checks
made using your sight. When this penalty
Made of an unknown metal that mixes blood and steel, reaches -5, your eyes rot and melt out, leaving you
this ghastly sword is studded with dozens of eyes from permanently blinded as two new eyes appear
various creatures that stare hungrily at all who are on the blade.
confronted with it. Only a competent hunter can wield
a weapon of such weight, but armed with it, they will The sword’s curse is insidious: while you
never lose sight of their prey and will never be caught remain attuned to the weapon, you do not
in an ambush. Such a dangerous weapon should only be suffer the penalty to your Perception checks,
used with the utmost caution. and you do not realize that your sight is
worsening. The blade’s influence makes
You gain a +1 bonus to attack and damage rolls made you perceive the world in a clearer
with this magic weapon. While attuned to it, your sight light. Demidritches are immune
improves as your vision starts echoing with that of the to this curse.
blade. While holding revelations, you gain the following
benefits:

● You can’t be surprised


● Other creatures don’t gain advantage on attack
rolls against you as a result of being unseen by you.
● You are immune to being blinded, as the sword
absorbs the effect and closes two of its eyes instead,
before regrowing them.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, the weapon is
a cleaver studded with eyeballs. In its transformed
state, the weapon is a whip composed of metal shards
held together by a sinew of blood and flesh.

Untransformed. When you hit a creature with this


cleaver, you curse them for the next hour. For the
duration, you gain a +1 bonus to damage rolls made
with the weapon against the target, any attack roll you
make with the weapon against the cursed target is a
critical hit on a roll of 19 or 20 on the d20, and you
have advantage on any Perception or Survival check
you make to find the target. The curse ends early if you
transform the weapon or if you fall unconscious.

Transformed. This whip deals 1d6 slashing damage on a


hit, has the versatile (1d6/1d8) property, but does not
have the finesse property. Once on each of your turns
when you hit a creature with this weapon, you can
attempt to crush them under the weight of the whip.
The target must succeed on a Strength saving throw (DC
Roman Kuzmin

= 8 + your proficiency bonus + your Strength modifier) or


take 1d6 slashing damage and be knocked prone.

248
Prophecy days that pass, you gain a permanent -1
penalty to all Perception checks
Trick weapon (cleaver, whip), artifact (requires attunement made using your sight. When this
by a creature with a Strength of 15 or higher) penalty reaches -5, your eyes rot and
melt out, leaving you permanently
You gain a +2 bonus to attack and damage rolls made blinded as two new eyes appear on
with this magic weapon. While attuned to it, your the blade. However when you kill a
sight improves as your vision starts echoing with that creature of a CR equal to your level or
of the blade. While holding prophecy, you gain the greater, if the creature had eyes, your
following benefits: curse’s penalty regresses by 1 (e.g.,
from -2 penalty to -1) to a minimum
• You can't be surprised. of 0.
• Other creatures don't gain advantage on attack
rolls against you as a result of being unseen by you. The sword's curse is insidious:
• You are immune to being blinded, as the sword while you remain attuned to the
absorbs the effect and closes two of its eyes instead, weapon, you do not suffer the penalty
before regrowing them. to your Perception checks, and you do
• You have truesight out to 30 feet. not realize that your sight is
• You can cast the arcane eye spell at will, requiring worsening. The blade's influence
no material components and using prophecy as your makes you perceive the world in a
spellcasting focus. When cast in this way, the magical clearer light. Demidritches are
eye also has truesight out to 30 feet. immune to this curse.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, the weapon is
a cleaver studded with eyeballs. In its transformed
state, the weapon is a whip composed of metal shards
held together by a sinew of blood and flesh.

Untransformed. When you hit a creature with this


cleaver, you curse them for the next hour. For the
duration, you gain a +2 bonus to damage rolls made
with the weapon against the target, any attack roll you
make with the weapon against the cursed target is a
critical hit on a roll of 18, 19, or 20 on the d20, and you
have advantage on any Perception or Survival check you
make to find the target. The curse ends early if you
transform the weapon or if you fall unconscious.

Transformed. This whip deals 1d6 slashing damage on


a hit, has the versatile (1d6/1d8) property, but does
not have the finesse property. Once on each of your
turns when you hit a creature with this weapon, you
can attempt
to crush them under the weight of the whip. The
target must succeed on a Strength saving throw (DC =
8 + your proficiency bonus + your Strength modifier)
or take 3d6 slashing damage and be knocked prone
and restrained.
Roman Kuzmin

Curse: All Devouring Sight. While attuned to this


weapon, your sight deteriorates rapidly. For each five

249
Python Bladewhip
Trick weapon (whip, rapier), very rare
(requires attunement)

You have a +2 to attack and damage rolls made with


both forms of this weapon.

Attunement. When you attune to this weapon, the


cold, lifeless snake wraps around your forearm and bites
your flesh, burying its head beneath it and inflicting
1d4 piercing damage. While attuned, you cannot be
disarmed of this magical weapon. Ending the
attunement causes the head to retract and the item to
fall to the ground.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, the bladewhip
is a metallic whip. In its transformed state, the weapon
solidifies by coagulating your blood to form a rapier.

Untransformed. Attacks you make with the python


bladewhip add an additional 5 feet to your reach, as well
as when determining your reach for opportunity attacks
with it. In addition, if you hit a creature twice in a turn
with this weapon, the whip's devouring hunger awakens
and tears out more of its flesh, dealing an extra 4d4
slashing damage, and at the start of the target’s next
turn, it takes an extra 2d4 slashing damage.

Transformed. While transformed, you take 1 piercing


damage at the start of each of your turns as the blade
drains your blood to empower itself. In addition, you
gain immunity to the poisoned condition and to curses
from spells (such as from bestow curse). This rapier
gains the Fireblood Poison property and is considered
silvered.

Fireblood Poison. Once on each of your turns when


you hit a creature with an attack using this blade, you
can coat the wound with poison and the target must
make a DC 16 Constitution saving throw. On a failure, it
is poisoned for the next minute as its innards start to
boil. This can affect creatures immune to the poisoned
condition. While poisoned in this way, the creature
takes 3d6 fire damage at the start of each of its turns.
This damage ignores resistance to fire damage.

A creature can repeat the saving throw at the end of


Roman Kuzmin

each of its turns, ending the effect on itself on a


success. If a creature's saving throw is successful or the
effect ends for it, the creature is immune to the blade's
Fireblood Poison for the next 24 hours.

250
Roaring Scionic Armament Ranged Weapons
Any ranged weapon, very rare (requires attunement)
Roaring scionic weapons are the pinnacle of scionic
technology, requiring hefty ressources to produce even You gain a +2 bonus to attack and damage rolls made
one of them. They all require attunement. When with this magic weapon. When you make attacks using
attuning to such a weapon, a creature takes 5d8 this weapon, you fire electricity generated from the
lightning damage. armament and can ignore the ammunition, barrel, or
reload property of the weapon, dealing lightning damage
Melee Weapons instead of the weapon's normal damage. This weapon has
Any melee weapon, very rare (requires attunement) the Guiding Fury and Lightning Surge properties.

You gain a +2 bonus to attack and damage rolls made Guiding Fury. While holding this weapon, you can
with this magic weapon, which deals an extra 2d6 unleash the rage held within its bones to make a ranged
lightning damage on a hit. This weapon has the weapon attack with advantage. On a hit, you deal the
Explosive Retreat and Galvanic Engage properties. weapon's damage and lightning streaks from the target
to a different creature of your choice within 30 feet of
Explosive Retreat. When you hit a creature with this it. Make a ranged weapon attack against the new target,
weapon, you can choose to detonate the creature. The and on a hit, deal the weapon's damage and the
creature must make a DC 16 Dexterity saving throw, lightning streaks again. A creature can be targeted only
taking 4d8 lightning damage on a failed save, or half as once by each use of guiding fury. Once used, this
much damage on a successful one. The detonation property can't be used again until the next dawn.
pushes you 10 feet away from the creature. Once used,
this property can't be used again until the next dawn. Lightning Surge. When you hit a creature with this
weapon, your speed increases by 5 feet until the end of
Galvanic Engage. On your first turn in combat, you your next turn, increasing with each subsequent hit.
can use your bonus action to move up to half your
speed towards an enemy creature. If you end this Spellcasting Focus
movement within 5 feet of an enemy, your next weapon Any spellcasting focus, very rare (requires attunement)
attack releases explosive energy, dealing an extra 4d8
lightning damage. Once used, this property can't be You gain a +2 bonus to spell attack rolls made with this
used again until the next dawn. focus and can cast the shocking grasp cantrip, using
your spellcasting modifier. When you roll a 1 or 2 on a
damage die for a spell that deals lightning damage, you
can reroll the die and must use the new roll, even if the
new roll is a 1 or a 2. This weapon has the Ionized
Conduit and Lighting Harness properties.
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251
Ionized Conduit. As a bonus action, you can increase
the polarity of the focus. For the next minute, creatures
you target with spells that deal lightning damage have a
-5 penalty to their saving throw against that spell if they
are wearing or carrying metal. Once used, this property
can't be used again until the next dawn.

Lightning Harness. As a reaction to taking lightning


damage, you can harness the energy, granting yourself a
30-foot flying speed for the next minute. You must
concentrate on this effect as you would a spell. When
the effect ends, you fall if you are still aloft at a rate of
30 feet per round, unless you can stop the fall.

Shard of Moonlight
Trick weapon (longsword, greatsword), artifact
(requires attunement)

This weapon is the flesh of a Great One carved away in


pain and fashioned into a blade. The Shard of
Moonlight is the reason the Shattered Moon exists and
the Devouring Moon is no more. He who wields the
blade is overwhelmed by hope, however misguided it
might be…

While attuned to this weapon, you gain the following


benefits:

● You are proficient with greatswords and longswords.


● You gain a +3 bonus to attack and damage rolls
made with this magic weapon, and the blade deals an
extra 1d6 radiant damage on a hit.
● You have advantage on Wisdom saving throws,
except those made to resist madness.
● You can use this shard as a spellcasting focus.

Sentience. The Shard of Moonlight is a sentient


weapon, with the same personality as the Great One
whose flesh it was carved from. The weapon
sporadically communicates telepathically with its
wielder through images and sounds, though it doesn’t
speak.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, the blade is a
metallic longsword that absorbs light. In its
transformed state, the weapon is a greatsword that
Roman Kuzmin

pulses with lunar energy. In both states, this weapon


has the light property.

Untransformed. The blade seems to guide your


strikes. Once on each of your turns when you make an
attack with the shard, you can immediately make a
second attack (no action required). It has the Void
Absorption property.

252
Void Absorption. The void that fills the blade is Sword of the Radiant Watcher
capable of absorbing magic. While holding the
untransformed shard, you can use your reaction to Trick weapon (longsword), artifact (requires attunement)
absorb a spell that is targeting you, including spells
with an area of effect. The absorbed spell's effect is The Sword of the Radiant Watcher is an ancient
canceled, and the spell's energy—not the spell itself— weapon, meant to contain two entities bound into
is stored in the shard in the form of charges. The eternal hatred. One was a hunter and one was a beast,
number of charges gained is equivalent to the level of though no one knows which aspect of the blade they
the spell when it was cast (minimum of 1 for cantrips). were bound to.
The shard can absorb and store up to 10 charges. If the
shard doesn’t have enough empty charges for a spell, it Sentience. This sentient weapon has two distinct
fails to absorb it. The blade regains all charges each personalities, each linked to its corresponding
time the moon changes. transformed state. The Angelic personality (alignment:
lawful good) is protective and nurturing, while the
Transformed. To transform this blade, you must use a Hateful personality (alignment: chaotic evil) is cunning
bonus action while under direct moonlight. The and ruthless. The weapon has an Intelligence of 14, a
transformation lasts for 1 minute, or until you end it Wisdom of 12, and a Charisma of 17. It has hearing
early as a bonus action. When it transforms, you can and darkvision out to a range of 120 feet. The
expend the charges stored within the blade, and when dominant personality may attempt to influence the
the blade loses all charges, the transformation ends. wielder's actions, particularly when it comes to
While the blade is transformed, the extra radiant matters of morality or strategy. However, the sword
damage it deals on a hit increases from 1d6 to 2d6. cannot force its wielder to act against their will. The
sword communicates telepathically with its wielder
Each time you make an attack in the transformed and can speak, read, and understand Common and
state, you can expend a number of charges to create Deep Speech.
special effects:

● Revealing Glow. As part of making an attack, you


can expend 1 charge to empower the shard. On a hit, it
deals an extra 1d12 radiant damage, and until the start
of your next turn, the target sheds dim light in a 10-foot
radius. While affected by the light, attack rolls against
the target have advantage if the attacker can see them,
and the affected target can't turn invisible.

● Transient Moonlight. As part of making an attack,


you can expend 2 charges to release a wave of moonlight
where the shard slashes, creating a 5-foot-wide, 60-foot-
long line of moonlight in front of you. A creature in the
path of the moonlight must make a DC 18 Constitution
saving throw, taking 2d12 radiant damage on a failed
save, or half as much damage on a successful one.

● Lunar Explosion. Instead of making an attack, you


can expend 3 charges to raise the shard upward and
release a burst of moonlight energy. Each creature
within 30 feet of you must make a DC 18 Dexterity
saving throw, taking 3d12 radiant damage and is
knocked prone on a failed save, or half as much damage
and isn’t knocked prone on a successful one. If a
creature falls prone within 5 feet of you, you can use
your reaction to immediately make a melee weapon
attack against them with the shard.

253
As a bonus action, you can switch between the Retribution of Light. When a target is under the
transformed and untransformed states of this weapon effect of the Curse of Light, as a bonus action, you can
by letting hatred or hope overwhelm you. In both bolster up to four creatures of your choice that can
states, the weapon is a longsword. When the weapon's hear you within 30 feet for the duration of the curse.
form changes, so too does its dominant personality. While bolstered, they have advantage on their first
attack roll against the target each turn, and if the
The two personalities within the Sword of the Radiant attack hits, it deals extra damage equal to their
Watcher are in constant struggle for dominance. When proficiency bonus of the damage type they dealt. This
the wielder attempts to switch the weapon’s forms, property of the weapon can be used three times,
they must exert their force of will to do so, making a regaining all expended uses daily at dawn.
DC 16 Charisma saving throw. On a success, the sword
changes form, and on a failure, it stubbornly refuses to Transformed: Shadow Form. The Hateful personality
do so until the start of your next turn, at which point is dominant and the sword deals an extra 1d8 necrotic
you can attempt to switch the weapon’s forms again. damage on a hit.

Untransformed: Light Form. The Angelic personality Shadow Chain. When you hit a creature with this
is dominant and the sword deals an extra 1d8 radiant sword, you can tether the target to you with a chain of
damage on a hit. shadowy energy (no action required). While tethered,
the creature's speed is reduced by 10 feet, and neither
Curse of Light. When you hit a creature with this you nor the creature can willingly move or teleport more
sword, you can bind the target to your light (no action than 30 feet away from each other. The tether lasts for 1
required). For the next minute, you are under the effect minute, until you use this property on another creature,
of the sanctuary spell, but only the bound target must if you start your turn more than 30 feet away from the
make the saving throw. This effect ends as normal if target, or end the tether as a bonus action.
you take an action that would break it but returns at
the start of your next turn. Shadow Consumption. While tethered to a
creature with your Shadow Chain, once on each of your
turns when you hit the target with this weapon, you can
inflict an extra 3d6 necrotic damage and gain temporary
hit points equal to the necrotic damage dealt. This
property of the weapon can be used three times,
regaining all expended uses daily at dawn.

Aborrhant Existence. The sentient entities within the


sword are antithetical to each other, and no creature
can withstand their presence at once, which is why the
blade was sealed in such a way. Once on each of your
turns, if both forms of the sword damage the same
creature in a single turn, it must succeed on a DC 16
Wisdom saving throw or gain a short-term madness.

In addition, if you deal necrotic damage with the


shadow form of sword while the Curse of Light is in
effect; or oppositely, if you deal radiant damage with
the light form of the sword while the Shadow Chain is
in effect, the effect ends and detonates. Each creature
within a 10-foot radius of the target must succeed on a
DC 16 Constitution saving throw or take 2d6 radiant
damage and 2d6 necrotic damage as the antithetical
energies resonate and self-destruct. You have advantage
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on this saving throw.

254
Thirsting Épée Sanguine Until the end of your next turn, whenever you deal
damage using this weapon, you regain hit points equal to
Trick weapon (longsword, greatsword), artifact the damage dealt. Once this property of the weapon has
(requires attunement) been used, it can't be used again until the next dawn.

While attuned to this weapon, you gain the following Trick Weapon. As a bonus action, you can switch
benefits: between the transformed and untransformed states of
this weapon. In its untransformed state, the blade is a
• You gain a +3 bonus to attack and damage rolls vile longsword glowing with echoes of blood. In its
made with this magic weapon, which deals an extra transformed state, the weapon is a greatsword with an
1d8 necrotic damage on a hit. When you hit a creature even more nefarious aspect.
with blood with this weapon, the target takes an extra
1d8 necrotic damage. To transform this weapon, you must feed it blood. Each
• You are immune to poison and necrotic damage time you deal damage with this weapon to a creature
and the poisoned condition. that possesses blood, the épée gains 1 charge. The
• You know the exact location of any creature with épée can hold up to 6 charges. Each charge lasts for 1
blood within a 30-foot radius, even if they are invisible minute or until it is consumed. If this weapon has 1 or
or on the Ethereal plane. more charges, you can use your bonus action to
transform it.
The weapon has the Lifestealing property.
Untransformed. You gain a 1d12 bonus to attack rolls
Lifestealing. In dire situations, the épée grants you you make with this weapon against creatures that are
the power to take the life of others. If you are reduced at their hit point maximum. In addition, the weapon
to one-quarter of your hit points or fewer, you can has the Blood Shield property.
immediately use this property (no action required).
Blood Shield. The épée forms a barrier of blood
around you with the blood it has absorbed. You gain a
+1 bonus to AC for each 2 charges within the épée.

Transformed. You gain a 1d6 bonus to attack rolls you


make with this weapon against creatures that are
below their hit point maximum. In this form, the épée
sanguine consumes 1 charge at the end of
each of your turns, unless you've expended 1 or more
charges that turn. It reverts back to its untransformed
state if it loses all charges.

When you hit a creature with an attack using the épée,


you can expend 1 or more charges to unleash the blood
accumulated in the blade:

• 1 Charge. You heal a number of hit points equal to


the necrotic damage you dealt.
• 2 Charges. You deal an extra 2d8 necrotic damage
and heal a number of hit points equal to the necrotic
damage you dealt.
• 3 Charges. The target becomes bound in blood and
must make a DC 18 Dexterity saving throw. On a failed
save, it takes 4d6 necrotic damage and is restrained until
the start of your next turn. On a successful save, it takes
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half as much damage and isn't restrained.


• 4 Charges. Blood covers the creature’s face and
chokes it. The creature must make a DC 18 Dexterity
saving throw. On a failed save, it takes 4d10 necrotic
damage and is stunned until the start of your next
turn. On a successful save, it takes half as much
damage and isn’t stunned.

255
Unbound Épée Solaire unconscious or transform the weapon. You and all hostile
creatures within the bright light immediately take 2d8
Trick weapon (greatsword, shortsword), artifact radiant damage. In addition, for the duration, you deal an
(requires attunement) extra 2d8 radiant damage whenever you damage a
creature with the épée, and radiant damage you deal
The method to create the Épée Solaire is a tight-lipped ignores resistance to radiant damage.
secret, involving harnessing the power of the sun, a
method that only devout followers of the Radiant One Transformed. When you engage in two-weapon
can grasp. As time went on, the sun faded from the skies fighting with these shortswords, you can add your
of Luyarnha, replaced by a never ending night, and so, ability modifier to the damage of the second attack. In
the creation of this weapon became impossible. This addition, this weapon gains the Sunscorch property.
Épée Solaire was bathed in the blood of the sun,
unleashing its potential. Sunscorch. Whenever you hit a creature two times
in a turn with these shortswords, the accumulated
While attuned to this weapon, you gain the following solar energy detonates. Each creature in a 15-foot
benefits: radius must make a DC 17 Constitution saving throw,
● You are proficient with greatswords and taking 3d10 radiant damage on a failed save, or half as
shortswords. much damage on a successful one.
● You gain a +3 bonus to attack and damage rolls
made with this magic weapon, which deals an extra
1d8 radiant damage on a hit. When you hit an
aberration or undead with it, the extra radiant damage
increases to 2d8.
● You have advantage on saving throws against
madness.

The weapon’s blade emits bright light in a 30-foot


radius and dim light for an additional 30 feet. The light
is sunlight. You can summon or extinguish the light at
will (no action required). Each creature of your choice
in the light has resistance to radiant damage. This
weapon has the Deflective Light property.

Deflective Light. When you are attacked by a creature


within 30 feet of you that you can see, you can use your
reaction to cause a burst of sunlight to flare before the
attacker, imposing disadvantage on the attack roll and
transforming the weapon. An attacker that can't be
blinded is immune to this property.

Trick Weapon. As a bonus action, you can switch


between the transformed and untransformed states of
this weapon. In its untransformed state, the blade is a
metallic greatsword glowing with light. In its
transformed state, the weapon is two shortswords
emitting the same glow.

Untransformed. While wielding this greatsword, your


senses are pushed to their limit. You gain a +1 bonus to
AC and saving throws. In addition, the weapon has the
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Light of Judgment property.

Light of Judgment. As a bonus action, you can


unleash judgment upon the heretics. The blade’s light is
summoned for the next minute or until you fall

256
Eldritch Carvings
“She is the barren desolation of a fallen
and failed creation. He is the light of a
thousand dying suns. Your existence is
nothing but an echo lost in a dying god's
howling scream. The unseen converges,
surrounds you. And it crushes you like the
hand of an oppressive light.”
—Account of a survivor of the first seance

The first eldritch rune was gifted upon the believers


when their leader bowed before the God Shaped Hole.
The apostle’s flesh and bones were mangled and
twisted, before being buried in the ground in the shape
of a word of power. The ritual site has long since been
lost and buried, and of the ones that witnessed the
miracle, few are alive, and fewer still are sane.

Eldritch carvings, “words of power” as they used to be


called, are the transcribed inhuman utterances of the
Great Ones. Drawn. A creature that has a carving drawn on its flesh
must succeed on a DC 13 Constitution saving throw.
To be able to inscribe an eldritch carving upon flesh, On a failure, it gains a short-term madness, takes 2d10
one must possess a deep understanding of the word, force damage, and the carving isn’t drawn.
and be able to perfectly replicate it in one’s mind. The
deeper the understanding, the less destructive the Tattooed. A creature that has a carving tattooed on its
carving for the host. flesh must succeed on a DC 20 Constitution saving
throw. On a failure, it gains a long-term madness, takes
Due to the high fatality rate of the practice, new 10d10 force damage, and the carving isn’t tattooed.
methods were devised to extract the power of the
carvings, and although less efficient, they are far safer. Scarified. A creature that has a carving scarred on its
Carvings can be drawn, for their weakest form and flesh must succeed on a DC 29 Constitution saving
lowest power, tattooed, or scarified—a form that throw. On a failure, it gains an indefinite madness, takes
unleashes their full might but presents the highest risk. 25d10 force damage, and the carving isn’t scarified.

Success on the saving throw completes the carving. If


Eldritch Carving Limitations the carving procedure is interrupted at any moment
before the end, the saving throw automatically fails,
To apply a carving, one must be proficient with inflicting the appropriate damage and madness to the
leatherworker’s tools. Unlike most art, where the artist canvas. If the damage of failing an eldritch carving
determines the quality of the art, with eldritch reduces a creature to 0 hit points, its body is instantly
carvings, the canvas—the person getting carved— disintegrated into a puddle of blood and gore. After the
determines the quality of the work. The canvas must carving is complete, a creature is attuned to it (if
Roman Kuzmin

envision the rune in their mind as best they can, required) and gains both the effects of the carving and
causing their body to distort under the eldritch the effects of its lesser carvings. For example, if an
pressure. The carver can then simply apply the eldritch carving is Tattooed on your flesh, you gain the
necessary tool against the skin and let the eldritch benefits of it being Tattooed and also those from it
powers move the brush, needle, or knife, depending on being Drawn. To remove a carving, the flesh where the
whether the eldritch carving is drawn, tattooed or carving is located needs to be thoroughly burnt.
scarified, respectively. This procedure takes 3 hours, Burning a carving also removes attunement to it.
and the canvas must make a saving throw at the end.

257
Some eldritch carvings, denoted as ‘requires special Curse of Moon-Blood
attunement’, do not count against your maximum
number of attuned items. Eldritch Carving (drawn: rare, tattooed: very rare, carved:
legendary), requires attunement
The DC of the Constitution saving throw can be
increased or decreased, depending on the factors below During the initial days of the scourge, not all the
(to a minimum of 0). Only one of the following can be afflicted turned to beasts. Most of them went mad,
applied at a time. some unlucky few were devoured, but the hunger of
those blood-thirsty enough to consume the flesh of
● A creature that has seen the original carving and both man and beast irreversibly twisted their soul and
studied it for 8 hours can lower the DC of the saving body. These cannibals did what they had to in order to
throw by 15. survive, but became cursed, turning into the first of the
crimson beasts, also known as the Moon-Blooded. The
● A creature that has seen a perfect copy of original fate of a Moon-Blooded was to die an atrocious death,
carving and studied it for 8 hours can understand most worthy of the weight of their sins.
of the eldritch essence, lowering the DC by 8.
Such atrocities wouldn’t go unnoticed, and one day all
● A creature that has seen a near-perfect copy of the those who contracted this curse were found dead, their
original carving and studied it for 8 hours can lower the mangled corpses half buried within the ground. Who
DC of the saving throw by 4. committed such an act? No one knows. In the ensuing
days, those privy to the powers of eldritch carvings
● A creature that has seen an imperfect copy of the were quick to notice the pattern amidst the corpses,
carving and studied it for 8 hours is misguided in their Martyr Tulio first among them.
approach, and the DC of the saving throw is increased
by 5. This eldritch rune engraved upon one's flesh allows the
control of the curse it was created from. The host can
shape their blood into weapons and use it to deflect
deadly blows. Though powerful, if too much blood is
spilled, the ancient curse awakens anew, devouring life
and unleashing the terrifying crimson beast of old.
Caio Santos

Original idea by Jake Stone


258
Drawn Scarified
As a bonus action, you unleash the powers held within When you choose to transform into a crimson beast,
the carving, transforming into a crimson beast. You the powers you gain access to are enhanced, replacing
take necrotic damage equal to one roll of your hit die, the Drawn powers. Choose one of the following:
which cannot be reduced in any way, and suffer this
damage again for each minute you remain transformed. ● Blood Wings. You sprout wings from your back,
This transformation ends early if you fall unconscious giving you a flying speed equal to your walking speed.
or end it as a bonus action. The blood you lose shapes
itself into one of the following powers: ● Barbed Tail. A bloody tail erupts from your lower
spine. As part of transforming and on subsequent
● Barbed Tail. A bloody tail erupts from your lower turns as a bonus action, you can make a melee weapon
spine. As part of transforming and on subsequent attack with it. The tail is considered a simple melee
turns as a bonus action, you can make a melee weapon weapon you are proficient with, it has the finesse and
attack with it. The tail is considered a simple melee reach properties, and deals 3d8 magical piercing
weapon you are proficient with, has the finesse and damage on a hit.
reach properties, and deals 1d8 magical piercing
damage on a hit. ● Razor Claws. Your hands grow sharp claws that
you can climb and kill with. You gain a climbing speed
● Razor Claws. Your hands grow sharp claws that equal to your movement speed, and your unarmed
you can climb and kill with. You gain a climbing speed strikes deal an extra 2d6 magical slashing damage.
equal to your walking speed, and your unarmed strikes
deal an extra 1d6 magical slashing damage. In addition, when you are reduced to 0 hit points, you
lose control of yourself as your blood takes a life of its
Tattooed own and you go berserk. You regain 1 hit point and gain
a number of temporary hit points equal to your hit
The carving’s power protects your body when the point maximum. While berserk, you gain all the abilities
situation is most dire. While attuned to this item, your of your crimson beast transformation and on each of
AC increases by 2 while you are below half your hit your turns, you attack the nearest creature you can see.
point maximum. If no creature is near enough to move to and attack,
you attack an object, with preference for an object
smaller than yourself. Once you go berserk, you stay in
that state for 1 minute or until you fall unconscious.
When it ends, you immediately drop to 0 hit points, are
dying, and have 2 failed death saving throws. After
you’ve gone berserk, you lose all
the abilities from the eldritch
carving for 1 week.
Leaded Blood Scarified
Eldritch Carving, (drawn: uncommon, tattooed: rare, You can convert your blood into bullets. As a bonus
carved: very rare), requires special attunement action, you can sacrifice 3 hit points to generate 10
blood bullets or a blood cannonball. These function as
Though the original carving has been lost to time, the their regular counterparts. You can only ever have 10
Scions have manufactured enough perfect replicas to blood bullets or a blood cannonball present at once;
make this one of the most widely distributed eldritch any additional bullets or cannonballs you create
carvings, having shared them with the Church and the immediately liquefy. The bullets last until they're used
hunters in an apparent selfless effort to aid against the or until you finish a short or long rest.
Scourge. The most recent manikins of the Scions all
come with this carving drawn on their porcelain skin,
as most cannot handle a deeper eldritch knowledge.
Sacrificial Brand
Drawn Eldritch Carving, (drawn: common, tattooed:
uncommon, scarified: rare), requires special attunement
You can convert your blood into bullets. As a bonus
action, you can sacrifice 3 hit points to generate 3 The carving, notorious among hunters and commonly
blood bullets. These bullets function as regular lead dubbed the "Brand of Death," is a harbinger of an early
bullets. You can only ever have 3 blood bullets present demise for those burdened with its curse. Nevertheless,
at once; any additional bullets you create immediately Steinhardt and Martyr Tulio—valiant souls undaunted
liquefy. The bullets last until they're used or until you by fear—etched the eldritch sigil into their own skin
finish a short or long rest. willingly. By bearing the ominous symbol, they sought
to lure the beasts closer to them during the Hunt,
granting their beleaguered brethren moments of
Tattooed respite amidst the chaos.

You can convert your blood into bullets. As a bonus


action, you can sacrifice 3 hit points to generate 5
blood bullets. These bullets function as regular lead
bullets. You can only ever have 5 blood bullets present What kind of monster would bring people
back to life, only to send carnage their
Left & Right: Caio Santos

at once; any additional bullets you create immediately


liquefy. The bullets last until they're used or until you way? I have seen my son resurrected
finish a short or long rest. amidst the beasts, barely able to take a
step before being slaughtered.

260
261
Drawn Lightning Scion
During the three days of the Blood Moon, all evil- Eldritch Carving (drawn: uncommon, tattooed: rare,
aligned creatures within Luyarnha gain advantage on scarified: very rare), requires attunement
Perception or Survival checks to locate creatures with
this carving. The Lightning Scion carving was unearthed by a group
of arcanists delving into the mysteries of forlorn
artifacts. The profound connection between electrical
Tattooed energy and life was unveiled before them, propelling a
surge of never-before-seen technological advancements.
Thus began the magnificence of the once humble
During the three days of the Blood Moon, all evil-aligned
faction that would come to be known as the Scions.
creatures within Luyarnha gain advantage on Perception
The carving embodies the raw power that serves as the
or Survival checks to locate creatures with this carving. If
bedrock of the Scions, infusing its possessor with the
they are within 120 feet of a creature bearing the
force of lightning. This allows them to traverse and
carving, they know their exact location and receive a +1
assail with speed beyond mortal perception, or
bonus to attack and damage rolls against them.
alternatively, employ the electricity to reanimate
corpses through careful stimulation of the marrow.

Scarified
During the three days of the Blood Moon, all evil-aligned
Drawn
creatures within Luyarnha gain advantage on Perception
You gain resistance to lightning damage.
or Survival checks to locate creatures with this carving. If
they are within 300 feet of a creature bearing the
In addition, as a bonus action, you can teleport up to
carving, they know their exact location and receive a 1d4
20 feet to an unoccupied space you can see. This
bonus to attack and damage rolls against them.
carving can be used a number of times equal to your
proficiency bonus, and you regain all expended uses
In addition, creatures bearing this carving begin to
when you finish a long rest.
painfully bleed from it when hostile monsters within 300
feet of them are aware of their position. They cannot be
surprised for the duration of the Blood Moon. Tattooed
The distance you can teleport with this carving
increases to 30 feet. After you teleport, your body
becomes overcharged with electricity, and the next
attack you make before the end of your next turn deals
an extra 1d12 lightning damage on a hit.

Scarified
You gain immunity to lightning damage.

The distance you can teleport with this carving


increases to 60 feet and the lightning damage increases
to 2d12. This carving can be used in this way a number
of times equal to 2 + your proficiency bonus, and you
regain all expended uses when you finish a long rest.
Left: Dark Lord Studios; Right: Adrian Prado

Additionally, you can use the rampaging electricity that


courses through you to cast the create undead spell
without expending a spell slot or material components.
Once you use this carving to cast this spell, you can’t do
so again until you finish a long rest.

262
Nawre’s Blessing Drawn
Eldritch Carving, (drawn: rare, tattooed: very rare, You start grasping the depth of the eldritch truth. If
scarified: legendary), requires attunement your body is not infected with the cordyceps sinensis,
you gain a 1d4 bonus to any Arcana, Insight, or Religion
checks you make.
Na’e or some say nawre, do you hear our prayers?

If your body is infected with the cordyceps sinensis,


Carmella's Greenhouse was frequently referred to as a your symbiotic relationship with the fungus begins. You
morgue because only individuals on the verge of death learn 2 warlock cantrips of your choice, using
were accepted in its walls . Through her studies, she Intelligence, Charisma, or Wisdom (choose one when
discovered that implanting cordyceps sinensis would you first receive this carving) as your spellcasting ability
artificially prolong her patients’ lives, despite the fact for these spells.
that the fungus would consume the host's soul, leaving
them an empty husk. It wasn't until she granted her Tattooed
favors to an enigmatic being that she was able to grasp a
true solution—something that would bring the dead Your mind gazes deep into the revelations of the void.
back to life. Despite their unearthly appearance, they are If your body is not infected with the cordyceps
totally in control of their bodies, or so she claims. sinensis, you gain a 1d8 bonus to any Intelligence
(Arcana), Wisdom (Insight), or Intelligence (Religion)
checks you make. In addition, you gain a 1d4 bonus to
all Wisdom, Intelligence and Charisma saving throws
you make. This bonus increases to 1d8 on saving
throws against madness.

If your body is infected with the cordyceps sinensis, your


symbiotic relationship with the fungus begins. You learn
2 warlock cantrips of your choice, using Intelligence,
Charisma, or Wisdom (choose one when you first
receive this carving) as your spellcasting ability for these
spells. In addition, you learn a warlock invocation of
your choice for which you meet the prerequisites (you
can treat invocations that require a certain warlock level
as if they instead require a certain character level).
When you gain a level, you can replace this invocation
Top: Roman Kuzmin; Bottom: Wes Fraser

with another that you meet the prerequisites for.

Right: Carl Hassler

263
Scarified Mephitic Seal
You become one with the eldritch truth. You die. If Eldritch Carving (drawn: uncommon, tattooed: rare,
your body is infected with the cordyceps sinensis, it scarified: very rare), requires attunement
wipes this understanding away from your brain, and if
you were not dead for longer than 100 years, you come This intricate carving is a rotten word, nauseating to
back to life over the course of an hour. The carving those who hear it and causing plagues upon the world, or
closes all wounds, neutralizes any poison, cures all so the story goes. A rogue faction of manikins has
diseases, and lifts any curses that were affecting you managed to locate the original carving and have been
when you died. The fungus replaces damaged or using it to further their own goals, much to the dismay of
missing organs or limbs. The more tissue you were beings of flesh—yet such power could so easily be turned
missing, the more fungic your appearance. In addition, against them.
you gain the following benefits:
Drawn
You learn 2 warlock cantrips of your choice, using
Intelligence, Charisma, or Wisdom (choose one when Miasma of Death. As an action, you can conjure a toxic
you first receive this carving) as your spellcasting ability miasma in a 15-foot-radius sphere at a point you can see
for these spells. In addition, you learn a warlock within 30 feet of you. The sphere spreads around
invocation of your choice for which you meet the corners. The miasma remains there until the end of your
prerequisites (you can treat invocations that require a next turn. Each creature that is completely within the
certain warlock level as if they instead require a certain miasma at the start of its turn must make a DC 18
character level). When you gain a level, you can replace Constitution saving throw, taking a number of d6s of
this invocation with another that you meet the poison damage equal to your proficiency bonus and
prerequisites for. becoming poisoned for the duration of the miasma on a
failed save. A poisoned creature can repeat the saving
If you are reduced to 0 hit points, you do not fall throw at the end of each of its turns, ending the effect
unconscious. You still make death saving throws and on itself on a success. You can use this carving twice, and
can be stabilized as normal. If you are stable for 1 you regain all expended uses when you finish a long rest.
minute, you regain 1 hit point.
When you summon the miasma, it gains your choice of
If you die and haven’t taken fire or radiant damage 1 property from the following list of options:
within the last minute, you come back to life with 1 hit
point after an hour. If you are exposed to fire or radiant ● Obfuscation: The area becomes heavily obscured.
damage during that period, you do not resurrect. ● Immunity: You are immune to and ignore the
effects of the miasma.
● Duration: The miasma lasts for 1 minute or until a
wind of moderate or greater speed (at least 10 miles per
hour) disperses it. You can move the miasma up to 10
feet as a bonus action on each of your turns. If this
carving is scarified, you can move it up to 30 feet instead.
● Radius: The radius increases to 25 feet.
● Virulent: The damage dice become d12s instead
of d6s.
● Lingering: On a successful save, a creature takes
half as much damage and isn't poisoned.

264
Tattooed Third Carving
You can use this carving a number of times equal to Eldritch Carving (drawn: rare, tattooed: very rare,
your proficiency bonus, and you regain all expended scarified: legendary), requires attunement
uses when you finish a long rest.
The Third Carving is Mikha'el—The Left Hand of
When you summon the miasma, it instead gains your Creation, the herald of punishment.
choice of 2 properties. Add the following properties to
the list of options:
War broke out in heaven. From the throne came flashes of
lightning, and rumblings and peals of thunder, and before the
● Corrosion: The miasma deals an extra number of throne were burning seven torches of fire. Mikhaʾel and his
d4s of acid damage equal to your proficiency bonus on angels fought against the dragon, and the dragon and his angels
a failed save. Creatures that fail the saving throw by 5 fought back. But he was not strong enough, and they lost their
or more are blinded until the end of your next turn. place in heaven. The great dragon was hurled down—that
ancient serpent called the devil, who leads the whole world
● Destruction: You can cause the miasma to exude astray. He was hurled to the earth, and his angels with him.
a corrosive substance that can eat through 1-inch- —Tome of Revelations
thick nonmagical wood, metal, or stone each round. If
you do so, the miasma ignores resistance and
immunity to poison damage and the poisoned Drawn
condition, and constructs have disadvantage on the
saving throw. When you roll initiative, you can choose to let the
carving consume you for 1 minute (no action required).
Scarified You gain the following benefits:

When you summon the miasma, it instead gains your ● Wings of Judgement. Wings sprout on your back,
choice of 4 properties. Add the following properties to granting you a flying speed of 30 feet. You can only use
the list of options: this speed to move towards a hostile creature that you
can see.
● Protection: When you summon the miasma, you
can choose a number of creatures other than yourself ● Seraphic Blade. A blade of eldritch—or perhaps
equal to your proficiency bonus; they are immune to divine—energy appears in your hand. This blade is a
the effects of the miasma. You must concentrate on magic weapon that has the finesse property and deals
this carving as you would concentrate on a spell. 1d6 fire and 1d6 psychic damage on a hit.
Dark Lord Studios

● Hallucinatory Toxins: You turn your miasma into Once you use this carving, you can’t do so again until
powerful hallucinogens, changing its damage type from you finish a long rest.
poison to psychic. The saving throw becomes an
Intelligence saving throw instead. Any other property of
the miasma that inflicts poison damage instead inflicts
psychic damage. You cannot use the Destruction
property alongside this one.
Right: Roman Kuzmin

265
Tattooed Second Carving
When you let the carving consume you, you instead Eldritch Carving (drawn: rare, tattooed: very rare,
gain the following improved benefits for the duration: scarified: legendary), requires attunement

● Wings of Judgement. Wings sprout on your The Second Carving—the Voice of Creation, said to
back, granting you a flying speed of 60 feet. You can originate from the ancient scriptures of a lost
only use this speed to move towards a hostile creature civilization—manifests the omnipotence of He who
that you can see. spoke it into being. A power that reflects the terror of
what lies beyond, as this single word holds the
● Righteous Punishment. Creatures that raise potential to unravel reality in a myriad of ways.
their hand against you—a chosen one—must be
punished. When you take damage from a creature you No mortal should be given this power of creation, their
can see within 120 feet, you can use your reaction to hubris begetting suffering and tyranny. The last
emit a psychic shockwave in its direction. The possessor of this carving, the Godless King, proclaimed
attacking creature must make an Intelligence saving himself divine, turning the world into hell, for it meant
throw (DC = 8 + your proficiency bonus + your that he could rule over its ashes as a god.
Constitution modifier). On a failed save, it takes
psychic damage equal to your character level. On a Drawn
success, it takes half as much damage.
As part of the same reaction, you can cause a creature You understand Celestial and Deep Speech. Further,
that failed its saving throw to be stunned until the you are imbued with righteous power and gain the
end of your next turn. Once you stun a creature in this ability to cast spells. Constitution or Wisdom is your
way, you can’t do so again until you finish a long rest. spellcasting modifier for these spells, whichever is
higher. You can use each of the following decrees once,
● Seraphic Blade. A blade of eldritch—or perhaps and you regain all expended uses when you finish a long
divine—energy appears in your hand. This blade is a rest. Each decree only requires the verbal component
magic weapon that has the finesse and thrown (range of the spell.
60/120) properties, and it deals 1d8 fire and 1d8
psychic damage on a hit. Each time you throw the King’s Decrees:
blade, it flies back to your hand after the attack.
● Decree of Obedience. You force the heretic to
Alternatively, you can cause the blade to fuse with a kneel and worship. You can cast the command spell,
nonmagical weapon you are holding. If you do so, for using only the grovel command.
the duration, you gain a +1 bonus to attack and
damage rolls made with it, and you deal an extra 1d6 ● Decree of Power. You unleash destructive might.
fire and 1d6 psychic damage on a hit. You can cast the bless spell on willing creatures. When a
creature rolls a 1 on the d4 as part of this spell, it can
Scarified reroll the die and must use the new roll, even if the new
roll is a 1. Creatures under the effect of the spell also
The carving imbues you, permanently granting you the take 1d4 necrotic damage (which cannot be reduced)
benefits of the Tattooed carving. When you use your at the start of each of their turns.
Righteous Punishment to stun a creature, you can do so
again after 1 minute. Finally, your Seraphic Blade can
fuse with a magical weapon that you are holding.

266
● Decree of Blood. You harangue your soldiers to ● Improved Decree of Power. When you cast bless
endure. You can cast the healing word spell on a willing with this decree, creatures under the effect of the spell
creature. Until the end of the target’s next turn, it gains gain an additional action on each of their turns. That
a +1 bonus to attack and damage rolls, but each time it action can be used only to take the Attack (one weapon
takes damage, it takes an extra 1d4 damage of the attack only), Dash, Disengage, Hide, or Use an Object
same type. action. The damage they take at the start of their turn
increases to 2d4.
Tattooed
● Improved Decree of Blood. When you cast
You can speak Celestial and Deep Speech. healing word with this decree, it is cast at 7th level.
Until the end of the target’s next turn, it gains a +3
Aegis of the Almighty. You gain resistance to radiant bonus to attack and damage rolls, but each time it takes
damage. Each day at dawn, you can choose one damage, it takes an extra 2d4 damage of the same type.
creature that you can see. For the next 24 hours, it has
resistance to radiant damage as long as it remains
within 10 feet of you and you are conscious. First Carving
In addition, you can now use each of your decrees a Eldritch Carving (drawn: rare, tattooed: very rare,
number of times equal to your Constitution or scarified: legendary), requires attunement
Wisdom modifier, whichever is higher, and you regain
all expended uses when you finish a long rest. The original carving, The Right Hand of Creation, is the
first sign the Old Ones left behind when devoted
worshipers implored for divine help against the Scourge.
Scarified The price for such power is still being paid to this day.
Aegis of the Almighty. You gain resistance to radiant None have seen the full power of this carving, as the
damage. Friendly creatures of your choice within 15 original is sealed deep within the earth, guarded by a
feet of you have resistance to radiant damage while you sin left behind by the Radiant Church.
are conscious.

In addition, you can amplify the effect of your decrees. When you give a person something to die for, you conversely
When you do so, you expend two uses instead of one. give them something to live for.

● Improved Decree of Obedience. When you cast


command with this decree, you can target a number
Roman Kuzmin

of creatures of your choice you can see within range


equal to your Constitution or Wisdom modifier,
whichever is higher.

267
Drawn Regulating Eldritch Carvings
At the end of a long rest, you gain the effect of a Given the unique nature of Eldritch Carvings and their
sanctuary spell that lasts until the start of your next ability to propagate easily amongst an adventuring
long rest (the spell can end early as normal). The saving party, simply through visual replication or the crafting
throw DC for the spell equals 8 + your Constitution or of copies, it is essential to put certain boundaries in
Wisdom modifier (whichever is higher) + your place to curb the possibility of an unchecked escalation
proficiency bonus. of power. Here are some rules GMs can implement:

Wings of Salvation. In addition, when a willing When a player learns from a copy of an Eldritch
creature you can see within 60 feet of you is targeted by Carving, the copy then disappears. The player can
an attack roll or forced to make a saving throw, you can attempt to create a duplicate of the carving, which
use your reaction to give them wings to fly out of necessitates a successful Sleight of Hand check rolled
danger. A pair of angelic wings sprout on their back, secretly by the GM. For the player to craft an perfect
which carries them in a straight line to you, where they copy of the carving, they must obtain a 25 or above. A
land in an unoccupied space next to you. result of 20 or above results in a near perfect copy.
This can potentially cause the harmful effect to miss if However, anything below this number results in an
the creature leaves the range of the effect. The wings unsuccessful copy, unbeknownst to the character.
then vanish. Once you use this property, you can’t do so
again until you finish a long rest. In contrast, original Eldritch Carvings scarified onto
flesh, can only be on a single individual at any given
Tattooed time. In order for another person to gain the powers
granted by the original carving, the current bearer
must willingly burn it away or be killed.
At the end of a long rest, you gain the effect of the
death ward spell cast on yourself.

In addition, you can use Wings of Salvation twice,


regaining all expended uses when you finish a long rest.
Further, when you use Wings of Salvation, as part of the
reaction, you can cast warding bond on the target. You
do not need to provide the spell slot or material
components for the spell, but you need to concentrate
on this spell to maintain it.

Scarified
You can use Wings of Salvation a number of times
equal to Constitution or Wisdom modifier, whichever is
higher, and you regain all expended uses when you
finish a long rest.

Devour Sin. Upon death, your body is immediately


struck by the true resurrection spell. Alternatively, if a
creature dies while under the effect of warding bond
cast through your Wings of Salvation, the creature is
affected by true resurrection. Once Devour Sin grants its
effects, the carving loses all power for 3 days.

268

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