Monster Hunter Weapons

Crushing Blade

Weapon (Greatsword), Rare (Requires Attunement)


This greatsword is extremely thick, the metalworking is fine.

This is a magic greatsword. As a bonus action, you can begin to charge this greatsword, when you do this your weapon gains 1 charge. This weapon can have up to 3 charges. As part of an attack you may expend all charges and have that attack deal an extra d6 slashing damage per charge expended. This must be done before the attack is rolled. All charges are removed once you are no longer wielding this weapon or when you take a rest.

Iron Blade

Weapon (Greatsword), Rare (Requires Attunement)


This greatsword is extremely thick, the steelwork is second to none.

This is a magic greatsword. It has 6 charges. As a bonus action, you can begin to charge this greatsword, when you do this your weapon gains 1 charge. As part of an attack, you may expend a number of charges (minimum of 1) and have that attack deal an extra d6 slashing damage per charge expended. This must be done before the attack is rolled. All charges are removed once this weapon leaves your hands or you rest.

Ravager Blade

Weapon (Greatsword), Very Rare (Requires Attunement)


This greatsword is barbaric in appearance. There are enormous spikes and curves placed throughout the blade.

This weapon functions as a Crushing Blade. Once per long rest you can use an action to enter a powerful stance. While in this stance, you are immune to the prone condition, you resist bludgeoning, slashing, and piercing damage, and your greatsword can now hold up to 9 charges. In addition to this while in the stance your speed is 0 and can't increase, you cannot take reactions, and the only actions you can take are to use your bonus action to charge your greatsword and an action to take the attack action. After you make this attack your stance ends and you suffer one point of exhaustion.

Valkyrie Blade

Weapon (Greatsword), Very Rare (Requires Attunement)


This greatsword is made from the skin of a strange wyvern creature. The blade leaks a faint purple poison.

This weapon functions as a Crushing Blade. When you hit with an attack using this magic sword, the target takes an extra 1d4 poison damage. Once per long rest you can swing this greatsword with bloodthirsty force as an action to make a melee attack against each creature within 5 feet of you, with a separate attack roll for each target. After these attacks, your greatsword gains 3 charges.

Epitaph Blade

Weapon (Greatsword), Very Rare (Requires Attunement)


This beautiful greatsword has some strange message written in a distant language.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. This weapon functions as a Crushing Blade. Once per short rest as an action you can leap into the air and perform a powerful crescent strike. You make a melee weapon attack against a creature within 10 feet of you on a hit they suffer the attacks normal effects (charges included) and are knocked prone.

"Freakin Huge Epitaph" by XerkyleReizem

Spirit Sword

Weapon (Longsword), Rare (Requires Attunement)


This steel blade is sharp and glows a faint white aura.

This longsword is a magic weapon. Once per short rest, immediately after you take the Attack action on your turn, you can use your bonus action to have your will and vigor overtake you. You make one melee weapon attack,if the strike hits a creature your weapon's damage dice changes from a d8 to a d10, and from a d10 to a d12 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.) This effect lasts for one minute.

Iron Gospel

Weapon (Longsword), Rare (Requires Attunement)


This steel blade is sharp and glows a vibrant white aura.

This longsword is a magic weapon. Once per short rest, immediately after you take the Attack action on your turn, you can use your bonus action to have your will and vigor overtake you. You make two melee weapon attacks, if the first or second strike hits a creature your weapon's damage dice changes from a d8 to a d10, and from a d10 to a d12 when wielded with two hands. If both strikes hit your damage dice changes from a d10 to a d12, and from a d12 to 2d6 when wielded with two hands.(This benefit has no effect if another feature has already improved the weapon’s die.) This effect lasts for one minute.

Wyvern Blade "Flame"

Weapon (Longsword), Very Rare (Requires Attunement)


This steel blade is sharp and glows a vibrant white aura. The grip is warm to the touch.

This longsword is a magic weapon. When you hit with an attack using this magic sword, the target takes an extra 1d4 fire damage. Immediately after you take the Attack action on your turn, you can use your bonus action to have your will and vigor overtake you. You make a single melee weapon attack against a creature within range,if the strike hits a creature your weapon's damage dice changes from a d8 to a d10, and from a d10 to a d12 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.) This effect lasts for one minute.

Critical Juncture. As an action you can clear your mind and assume a parrying stance until the start of your next turn. While in this stance when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a single melee weapon attack against that target on a hit, the target suffers the attack's normal effects and takes an extra 3d10 slashing damage. Once this feature is used it cannot be used again until the next dawn.

Kakaru Kumo Naki

Weapon (Longsword), Very Rare (Requires Attunement)


This steel blade is sharp and glows a vibrant white aura.The grip is cold to the touch.

This weapon functions as a Spirit Sword. When you hit with an attack using this magic sword, the target takes an extra 1d4 cold damage. Once per long rest as an action you can focus and strike like the wind. You make two melee weapon attacks each hit deals an extra 2d4 slashing damage, and if the first or second strike hits a creature your weapon's damage dice changes from a d8 to a d10, and from a d10 to a d12 when wielded with two hands. If both strikes hit your damage dice changes from a d10 to a d12, and from a d12 to 2d6 when wielded with two hands.(This benefit has no effect if another feature has already improved the weapon’s die.) This effect lasts for one minute.

Usurper's Boltslicer

Weapon (Longsword), Very Rare (Requires Attunement)


This bright green longsword's blade crackles with lightning, legendes say this blade can fell Gods.

This weapon functions as a Spirit Sword. When you hit with an attack using this magic sword, the target takes an extra 1d4 lightning damage. Once per long rest as an action you can assume a physically taxing, but bloodthirsty state for one minute or until you are incapactiated. While in this state your weapon damage dice when used in one or two hands changes to 2d6 and you heal half the slashing damage you deal. In addititon to this upon activation and at the start of each of your turns while in this stance you take 2d12 necrotic damage. This damage ignores resistances and immunities.

"Monster Hunter - Rathalos Armor + Long Sword" by Vendeta1991

Demon Swords

Weapon (Shortswords), Rare (Requires Attunement)


These perfectly symmetrical blades are made of beautiful steel, they feel extremely light.

These shortswords are magic weapons and only take up one attunement slot while attuned. Once per long rest as a bonus action, you may enter a transient state of focus and fury. While in this state when you engage in two-weapon fighting you make two attacks with the second weapon instead of one. This effect lasts for one minute after the minute is up you suffer one point of exhaustion.

Matched Slicers

Weapon (Shortswords), Rare (Requires Attunement)


These blades are sharp and rugged, one sword has three sharp spikes protruding from the blade's edge.

These shortswords are magic weapons and only take up one attunement slot while attuned. Once per long rest as a bonus action, you may enter a transient state of focus and fury. While in this state you gain a +1 to AC and when you engage in two-weapon fighting you make can make two attacks with the second weapon instead of one. This effect lasts for one minute after the minute is up you suffer one point of exhaustion.

Twin Chainsaws

Weapon (Shortswords), Very Rare (Requires Attunement)


These swords have small sharp rows of teeth, similar to a saw. They are constantly in motion and make a light buzzing noise when swung.

These weapons function as Demon Swords. When you hit with an attack using these magic swords, the target takes an extra 1d4 lightning damage. Once per short rest as an action, you can leap a distance up to your movementment speed, then make two melee weapon attacks against a target within range. These strikes deal an extra 2d6 slashing damage.

Guild Sabers

Weapon (Shortswords), Very Rare (Requires Attunement)


These beautiful multicolored swords feel cold to the touch.

These weapons function as Demon Swords. When you hit with an attack using these magic swords, the target takes an extra 1d4 cold damage. Once per long rest as an action you can envolk the fury of a primal beast to enter a transient state of rage and anger. While in this state these swords deal an additional 1d4 slashing damage and when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack. This effect last for one minute after the minute is up you suffer one point of exhaustion.

Hidden Gemini

Weapon (Shortswords), Very Rare (Requires Attunement)


These swords are extreemely sharp, they are made out of beautiful black scales.

You gain a +1 bonus to attack and damage rolls made with these magic weapons. These weapons function as Demon Swords. Once per long rest as an action you can enter a state of fury and speed, upon activation you make four melee weapon attacks after the attacks are completed for the next minute your movement speed increases by 10 feet and your movement does not provoke attack of opportunity.

"Monster Hunter Black Diablos Armor (Dual Sword)" by Gegopat

Insect Glaive

Weapon (Glaive), Rare (Requires Attunement)


This glaive is made out of a strange bone, the blade is extremely sharp. There is large green beetle attached to the glaive.

This glaive is a magic weapon. As a bonus action, you can use this glaive as a pole-vault and launch yourself 10 feet into the air, or lunge yourself 10 feet in a straight line, you take no fall damage from this. While you wield this glaive you can command the small beetle to strike and extract the essence from a creature within 30 feet of you. This command replaces one of your attacks for your attack action. The beetle makes a ranged weapon attack (+5 to hit) on a hit the target takes 1d4 piercing damage, the beetle returns to you, and you roll on the essence table to determine what the beetle extracts for you. Each essence effect last for 1 minute, you can only be affected by a single instance of any given essence at a time.

Essences

d4 Essence Color Effect
1 Red You gain a +1 to attack and damage rolls, with this Glaive.
2 White Your movement speed increases by 5 feet and your pole-vault ranges increase by 5 feet.
3 Orange You gain +1 to AC and have advantage on saving throws that would knock you prone.
4 Green You regain 2d4 hit points.

Fader Rod

Weapon (Glaive), Rare (Requires Attunement)


This glaive is very light and has light very yellow feathers adorn around the blade. There is a green and yellow beetle attached to the glaive.

This glaive is a magic weapon. As a bonus action, you can use this glaive as a pole-vault and launch yourself 15 feet into the air, or lunge yourself 15 feet in a straight line, you take no fall damage from this. While you wield this glaive you can command the small beetle to strike and extract the essence from a creature within 40 feet of you. This command replaces one of your attacks for your attack action. The beetle makes a ranged weapon attack (+9 to hit) on a hit the target takes 1d4 piercing damage, the beetle returns to you, and you roll on the essence table to determine what the beetle extracts for you. Each essence effect last for 2 minutes, you can only be affected by a single instance of any given essence at a time.

Needle Vine

Weapon (Glaive), Very Rare (Requires Attunement)


This glaive is made out of strange green grasslike scales. There is a strange bright yellow beetle attached to the glaive.

This glaive functions as an Insect Glaive. When you hit with an attack using this magic weapon, the target takes an extra 1d4 poison damage. Once per short rest, as an action you can hurl your beetle with blinding speed against a creature within 30 feet, make a ranged weapon attack on a hit they take an extra 2d4 piercing damage and the beetle extracts the red, white, and orange essences and returns to you.

Bloom Royale

Weapon (Glaive), Very Rare (Requires Attunement)


This glaive is made out of a strange and cold spongy material. There is a strange yellow spongy beetle on the glaive.

This glaive functions as an Insect Glavie. When you hit with an attack using this magic weapon, the target takes an extra 1d4 cold damage. Once per short rest, as an action you can command your beetle to swarm around you furiously. This effect last for 1 minute. While in this state your beetle now deals 2d4 piercing damage and any creature that starts its turn within 10 feet of you takes 2d4 piercing damage.

Sand Anchor

Weapon (Glaive), Very Rare (Requires Attunement)


This glaive was made from very hard fangs and hides. There is a strange brown beetle attached to the glaive.

This glaive functions as an Insect Glaive. When you hit with an attack using this magic weapon, the target takes an extra 1d4 cold damage. Once per long rest, as an action you can command your beetle to strike alongside you. This effect last for 1 minute. While in this state whenever you hit a creature with your glaive your beetle attacks the same creature as a part of that action extracting essence as normal.

"MH!DL- Bnahabro In the Sky" by MoonPhyr