Special Martial Weapons

Katana 20gp

Melee weapon, finesse, reach, special, versatile

This weapon deals 1d6 piercing damage. When wielded with two hands, this weapon loses its reach and deals 1d8 slashing damage.


Scythe 15gp

Melee weapon, heavy, reach, special, two-handed

This weapon deals 2d4 piercing damage and grants +1 AC when wielding it.


Arm Blade 15gp

Melee weapon, finesse, special

This weapon is strapped around your arm and replaces your unarmed strikes, dealing 1d6 slashing damage instead. You have your hands free while using this weapon.


Knuckles 5gp

Melee weapon, light, special

When wielding this weapon, your unarmed strikes deal 1d6 bonus bludgeoning damage.


Kunai Rope 15gp

Melee weapon, light, special, thrown (10/30), two-handed

This weapon is a rope with kunai's at both ends. A melee attack deals 1d8 slashing damage. When throwing, you can choose to throw one kunai or both. Throwing one kunai deals 1d6 piercing damage and you can return it to your hand as a bonus action. Throwing both kunai's deals 2d4 piercing damage and restrains the target on hit.













Specific Magic Weapons

Rod of Bluefire

Rod, very rare (requires attunement by a spellcaster)

This rod has 7 charges. When you cast a spell that deals fire damage while holding the rod, you can expend 1 of its charges to deal bonus damage equal to half your level. Expending 2 additional charges also ignores resistance and expending 3 additional charges also ignores immunity

The rod regains 1d6 + 1 expended charges daily at dawn. If you expend the rod's last charge, roll a d20. On a 1, the rod crumbles into ashes and is destroyed.

Dagger of Stalking

Dagger, very rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you're attuned to the dagger you also gain 30 feet truesight.

The dagger has 3 charges. While holding the dagger, you can expend 1 charge as a bonus action to cast the Darkness spell on the dagger. The dagger regains 1d4 - 1 expended charges daily at dawn.

When you're in darkness or heavily obscured your speed is doubled.

Shield of Protection

Shield, legendary (requires attunement by a cleric or paladin)

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks while you hold this shield.

The shield has 8 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell modifier: Healing Word 2nd level (1 charge), Mass Cure Wounds (3 charges), or Globe of Invulnerability (4 charges).

The shield regains 1d8 expended charges daily at dawn.

Ring of Counterspell (pale)

Ring, Legendary (requires attunement by a non-spellcaster)

The ring has 5 charges and regains 1d8 - 3 expended charges daily at dawn.

While wearing this ring, you can expend 1 of its charges to cast Counterspell as a 5th level spell. You can expend an additional charge to increase the spells slot level by one for each additional charge you expend .


Ring of Lifebound (black)

Ring, Legendary (requires attunement)

While wearing this ring, you can bind one person's soul into this ring, with that person becoming the Soulbound. The process can only be done on a full moon. The Soulbound has to drop his own fresh blood on the ring while its being worn and must concentrate for 1 hour in moonlight with you.

The ring has 3 charges for the following other properties.

Reborn. When the wearer of this ring or if the body of the Soulbound dies, the ring expands 1 charge and that person is revived on their next turn with half of their maximum hit points. If the wearer is the Soulbound, they can choose to expand 2 charges to revive with full health.

Rejuvenate. As an action the wearer can use 2 charges to fully heal the Soulbound. If the wearer is the Soulbound, it only costs 1 charge.

The ring regains 1d3 expended charges at a full moon.




























Ring of Blessed Mind (white)

Ring, Legendary (requires attunement by a spellcaster)

While wearing the ring your Intelligence score increases by 2, as does your maximum for that score. In addition, you can use magic effects inside an Antimagic Field but your spells have their duration and damage halved in the field.

This ring has 3 charges, and it regains 1d4 - 1 expended charges daily at dawn. Whenever you make an attack roll, ability check, or saving throw, you can expend 1 charge to roll an additional d20. You can also exspend one charge when an attack roll is made against you. You choose which die gets used.


Ring of Bloodflow (red)

Ring, Legendary (requires attunement)

While wearing the ring, you have resistance to necrotic damage and immunity to poison damage. In addition, once per turn when you damage a creature with blood in its body within 10 feet of you, you regain 1d10 hit points. When a creature within 30 feet of you dies, you can use your reaction to regain 3d10 hit points.

This ring has 3 charges, and it regains 1d4 - 1 expended charges daily at dawn. You can use your action to target a creature with blood in its body within 60 feet of you. It must succeed on a DC 17 Constitution saving throw or be controlled by you for one hour. The target sees you as an ally and follows your commands. Each time the target takes damage, it makes a new Constitution saving throw against the effect. If the saving throw succeeds, the effect ends.

Armor of Wind

Armor (studded leather) , very rare (requires attunement)

You gain a +1 bonus to AC while you wear this armor. In addition, your speed cannot be reduced and you're immune to the paralyzed, restrained and stunned conditions.


Flaws of the Rings

Ring of Counterspell (Aversion): Flaw: You have an aversion to magic and its effects. You want to stop magic above all else and are unwilling to any spell cast on you.

Ring of Blessed Mind (Narcissism): FLaw: You're the ultimate peak of all that exists. You save yourself first before others, as all should sacrifice themselves for you.

Ring of Lifebound (Obsession): Flaw: You want to keep things for yourself and for you alone. You want to keep and posses everything, especially the Soulbound, who you hold dearest the most.

Ring of Bloodflow (Sadism): Flaw: You want nothing more than to hurt others. Aggression is always the answer and you desire to see others suffer by your cause.