Harvey Wright's Writing Site

Adventures, quests, and homebrew content for TTRPGs.

Dagger of the Blue Priestess

Weapon (dagger), uncommon (requires attunement)

Attacks made with this weapon deal an additional 1d4 cold damage on a hit. Additionally, this weapon’s base damage is psychic instead of piercing.

Curse. This weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. You can only unattune to this weapon by having remove curse or similar magic cast on you. When you reduce a creature to 0 hit points with an attack using this weapon, you must immediately make another attack with this weapon against the closest creature in range, targeting yourself if there are no creatures in range. If there are multiple creatures in range, determine which one is targeted randomly. This attack does not use one of your attacks if you can make multiple attacks.

virit crimur (Green Evil)

Weapon (longbow), uncommon (requires attunement)

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

This weapon’s weight is reduced to 0 lbs and does not impose disadvantage on attack rolls when used by a small or smaller creature.

When you are within 120 feet of a Fey, you smell a faint scent of smoke.

shaeon sehil (Black Silver)

Weapon (rapier), rare (requires attunement)

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

When you miss an attack roll made using this weapon, you can reroll the attack and use either result. This effect has 1 charge which recharges at dawn.

When you attack a creature with this weapon and score a critical hit, you heal hit points equal to half of the damage you dealt unless the target creature is a construct or undead.

“thae scral av noctrul velopgan thae cuttir – wict et sefedir nusplessagan – ts et esnarregan thae lunenglim nor avgan usbrictyndiranc, cinta shaeon sehil. (The ink of night shrouded the blade – which its vanity protested – so it caught the moonlight and shone sublimely, like black silver.)”

Rotshot Weapon

Weapon (any ranged weapon with the ammunition property), uncommon (requires attunement)

Attacks made with this weapon deal an additional 2d4 necrotic damage on a hit.

Whilst this weapon is drawn, you can use your bonus action to extinguish all non-magical lights in a 30-foot radius around you.

“Hey, who turned out the lights?”

racos vilotar (Loud Intrusion)

Weapon (mace), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, attacks made with this weapon deal an additional 1d4 thunder damage on a hit.

When you hit a creature with this magic weapon, you can force it to succeed a DC 15 Constitution saving throw or be incapacitated for 1 minute. The afflicted creature can remake this saving throw at the end of each of its turns. This effect has 1 charge which recharges at dawn.

Hydrolash

Weapon (whip), rare (requires attunement)

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

When you make a melee attack, you can spend your bonus action to extend this weapon’s range by 5 feet. This effect lasts until the start of your next turn.

You can use your bonus action to speak this weapon’s command word to cause the weapon to slide in or out of its handle. Whilst retracted, you gain advantage on checks to conceal the object on your person and it does not appear to be obviously dangerous.

Whilst fighting underwater, this weapon is not used at disadvantage.

The lash of this whip appears to be made of a tendril of water that ripples on the surface, but it’s solid and dry to the touch.

Gosshammer

Weapon (warhammer), uncommon (requires attunement)

Attacks made with this weapon deal an additional 1d4 force damage on a hit.

This weapon has the finesse and light weapon properties, and is weightless in the wielder’s hands.

“Float like a butterfly, sting like a sledgehammer.”

Falchion of Mendax

Weapon (scimitar), rare (requires attunement)

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

When you make a melee attack, you can spend your bonus action to extend this weapon’s range by 5 feet. This effect lasts until the start of your next turn.

When you miss an attack roll made using this weapon, you can reroll the attack and use either result. This effect has 2 charges which recharges at dawn.

Curse. This weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attacks with this weapon score a critical hit on a 1 and a critical fumble on a 20. All other rolls are as normal.

The best lies are the ones which present a reality more boring than the truth because it makes the truth seem absurd in comparison.

Azul’s Talon

Weapon (shortsword), uncommon (requires attunement)

Attacks made with this weapon deal an additional 1d4 lightning damage on a hit. Additionally, this weapon can be used as a spellcasting focus.

This wave-bladed shortsword features two snarling dragon heads on the crossguard.