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Black Market (Weapons)
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Included Tables & Entries
Black Market (Weapons) table · 25 entries
- Behir Blade- A greatsword that hates dragons and loves to kill them. This blade will compel a wielder to slay any dragon and gives them bonus damage on damage rolls. A small amount of sentience nudges wielders in the general direction of the nearest dragon regardless of color, type, or alignment.
- Randural's Finger- The finger of an ancient and evil archwizard/emperor of a lost civilization. When used as a spelcasting focus changes the damage type of the spell to necrotic
- Theophon, Bellringer of the Gods- A large mallet with brass caps on the striking ends of the head. When struck against the ground, it produces a deafening clamor and a shockwave that can knock those nearby off their feet.
- Ship's Cat- A damaged catapult washed up on shore. It looks repairable.
- Spiked Hilt Cutlass- A pirates cutlass with a handle larger than most, clearly used by something with bigger hands than a human. The hilt encases the hand with a crude shield with three barbed spikes, resembling tiny harpoons, sticking outwards.
- Bracers of Shiv- Two leather bracers, with scabbards attached holding a total of 6, small metal daggers. When an enemy is stabbed by a dagger, the user leaves the dagger in the body. For every dagger added to the victims body, the damage goes up 1 die. (d6,d8,d10,d12,d20). A victim can remove a dagger with a DC10 strength check and take 1d4 damage.
- Troll Fist Hammer - A stone Troll hand attached to a 3' wooden stave. Obeys Commands: Grabbit, Leggo, Fist.
- The Cat Came Back- A great wizards, before her death, placed her former familiar Harley's mind in a clockwork cat. Harley is aloof and lazy like most cats, but he will follow whoever holds his mouse squeaky toy. Harley looks like a black cat at a quick glance but closer inspection shows he is metallic and covered in black soot. Once, a day the owner of the squeaky mouse can send Harley at a foe, and with one squeak of the mouse, Harley will detonate as a Fireball spell dealing 1d6 . But Harley doesn't always listen; percentile die 01- 15 Harley looks at you with a disdainful expression, 16-30 Harley comes to you and rubs against your leg, 31-45 Harley wanders to a random spot , 46-60 Harley takes his time and approaches your target next round, 61-75 Harley bounds to an enemy of his choosing, 76-90 Harley goes right to your target and rubs against its leg, 91-100 Harley immediately dashes to the most tactically sound position. The next morning Harley will reappear somewhere near you, sleeping on a tree branch , batting insects near your campsite, or curled up on your chest when you wake up.
- Malcolm's Dagger- If you write an oath with blood spilled by this dagger, the person who the blood belongs to must fulfill the oath or die.
- Spiteful Spear- This wickedly sharp spear has a shaft of dark grey metal with an unpleasant oily sheen. The stuff of shadows constantly coalesces and drips from the tip of the spear. If the spear even scratches an enemy, this dark essence can be used to form a necromantic link between the wielder and the victim. Once per long rest, the wielder of this weapon may activate its special property after successfully striking a target with the spear. Until the end of the encounter, whenever the wielder of the spiteful spear takes damage the target also takes 2 points of damage. This damage is of the same damage type as the attack on the wielder.
- Metal Blade- A black gem on the back of a glove. Flicking the wrist creates a vicious-looking metal disk lined with razor-sharp teeth. When thrown, deals 1d8 damage plus strength. Blade gains +1 to hit every five levels.
- Blade of Remove Evil- This mundane-looking sword will simply pass through a being of good. A being with impure thoughts or evil ideas will have them purged from him/her for several hours. Due to its affect on free will it is considered unethical and even sinful to use this weapon.
- Blade of Reject Evil- A well made sword. It passes through all beings, it harms the impure more that the pure of heart. The flaw of this weapon is that the purity of the heart is from the perspective of the target, meaning it will not affect truly evil beings who feel justified in their actions.
- Blade of Rebuke Evil- A beautiful sword. This incredibly dangerous weapon causes the evil within one hit by it to explode outwards. This blade appears almost sentient, and does not forgive sins. The explosion caused will have a total power based on the total
- Blade of Relinquish Evil- A broken, rusted sword, one struck by this blade is absolved of all evil. This changes the personality of the target entirely, removing all impure thoughts and memories. This power comes at a cost, for the wielder takes damage equal to the amount of
- Blade of Realize Evil- A common-looking sword, indistinguishable from any other sword, seems to change appearance slightly based on its location. The wielder of this weapon gains a strong sense of how
- Scythe of a Death God- This scythe has a blade of the purest obsidian and a handle made of dark iron wood. It is a +3 weapon that deals and extra 3d6 necrotic damage.
- Overly Excited Shuriken- Sentient shuriken that when thrown scream "Wheeeee!", negating sneak attack damage
- Whipweed- A long sturdy grass that is remarkably thick, and grows in small dense patches. The plant grows to be about 5 feet long, and can be used as a whip, or as rope. Some rumors say that at night the plant will occasionally attack passers by.
- The Humble Blade- The Humble Blade appears to be a very old, rusted, pitted and nicked greatsword, with a hilt of tattered dry leather. Upon picking up the blade any equipment or clothes you have on your person will also appear ragged and old, and your appearance will also begin to slowly become more tattered. It is however a +2 Greatsword and deals 1d12 Radiant damage with every hit.
- The Truth- A +2 Longsword. Matte grey steel, plain guard and a cloudy white gem on the pommel. Can instantly dispel illusions with a melee touch attack and the pommel glows when being lied to.
- The Great Axe of the Betrayed- The axe itself is magical now and where as it was used to cause great suffering and betrayal the powers that inhabit it seek to right wrongs instead. The axe becomes a +1 weapon against any foe who has attacked a companion of its wielder. This bonus also is gained if the wielder has seen the target harm an innocent. The axe deals 2d12 instead of 1d12 if a companion is reduced to 0 hit points but only on the wielders next turn and on the target causing the damage. (once per turn) If the wielder is seeking to bring justice to a betrayer the axes power truly shines. If the wielder can recount aloud the betrayal the target has caused in combat the next hit the axe lands on the target is automatically a critical.
- The Sword of Bawking- The Sword of Bawking is best presented among many seemingly normal chickens. It begins as a simple chicken that appears nothing more than dinner. However, when it senses danger for the person who last fed it, it hops up and transforms into a powerful sword. Its head becomes the pommel, its neck the grip, its wings the guard, and its legs fuse to become the long blade. It functions as a (insert enchantment level) longsword until all the danger is dispelled, at which point it turns into a normal chicken once more and acts as if nothing ever happened. If bred with another of its species, it's chicks will transform into daggers in the same manner.
- Portable Canonball- It looks like any normal flintlock pistol, but instead of firing a small bullet, it fires a full sized cannonball.
- An unstable weapon, crafted from fusing multiple enchanted items together. The weapon is a powerful item, but has a 1d8 chance of shattering with a random spell effect cast upon the wielder (AOE spells affect wielder and all friendly/hostiles in range)