Item Property



Name Description Edit
Silvered Item is coated in silver to overcome certain Resistances/Immunities.
Magic +1 +1 to hit and damage
Magic +2 +1 to hit and damage
Magic +3 +3 to hit and damage
To Hit: Saplite Coated Wrapping +1 to hit
To Hit: Devilstrand Wrapping +1 to hit, requires Saplite Coated Wrapping
To Hit: Adamantine Grip +1 to hit, requires Devilstrand Wrapping
Damage: Sharpening Stone +1 damage
Damage: Sharpening Stone Soaked in Dragon Blood +1 damage, requires Sharpening Stone
Damage: Sharpening Stone Soaked in Ethereal Liquid +1 damage, requires Sharpening stone soaked in dragon blood
Elemental Slot: Acid Leaves a corrosive residue behind.
Elemental Slot: Cold A chill envelopes the item.
Elemental Slot: Fire Item leaves a trail of flame in its wake.
Elemental Slot: Force Pure magical energy focused into a damaging form.
Elemental Slot: Lightning Item transfers a sparking energy.
Elemental Slot: Necrotic Withers matter and even the soul.
Elemental Slot: Poison Toxic chemical concoction coats this item.
Elemental Slot: Psychic Mentally blasts unwary targets.
Elemental Slot: Radiant Divine energy sears the flesh and overloads the spirit.
Elemental Slot: Thunder The item echoes a concussive blast.
Spell Storing Lvl 2 Weapon can hold one spell of spell level 2 or lower. You may use your bonus action to cast the spell held in the weapon which uses the held spell. It takes 10 minutes to store and the spell slot of the appropriate level hold the spell in the weapon.
Spell Storing Lvl 3 Weapon can hold one spell of spell level 3 or lower. You may use your bonus action to cast the spell held in the weapon which uses the held spell. It takes 10 minutes to store and the spell slot of the appropriate level hold the spell in the weapon.
Spell Storing Lvl 4 Weapon can hold one spell of spell level 4 or lower. You may use your bonus action to cast the spell held in the weapon which uses the held spell. It takes 10 minutes to store and the spell slot of the appropriate level hold the spell in the weapon.
Warning Gain advantage on initiative when held or worn.
Selective User Unauthorized users take d6 piericing damage per round if they hold your weapon.
Defender -1 to hit and damage, +1 AC
Returning When thrown, you can you use your bonus action to call the weapon back to your hand.
Glowing Bonus action to speak command word and cause 40 foot radius of dim light.
Thunderblast Once per day, when the weapon is thrown and hits, the weapon can unleash a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn.
Absorber Once per short rest, this weapon can absorb 1d6 damage dealt to its wielder.
Luck Once per day, when you roll to hit, but before the outcome is determined, you may choose to roll the die again and take the second result.
Terror Once per day, you may speak the command word to emanate black smoke around your weapon. Each creature you choose in a 30 foot radius must succeed on a DC 15 WIS Saving throw or become frightened for 1 minute.
Redirection Once per day, when you are the creature targeted by the spell, you may redirect that spell to another creature of your choice
Speedy Attacker You may use your bonus action to make one an additional weapon attack.
Sender Once per day, you may cast a sending spell targeted at the paired object of your item.
Life Stealing When you critically hit, the target takes an extra 3d6 necrotic dmg (except for undead or constructs). You gain temporary hit points equal to the extra dmg dealt.
Locked - Spring Single The item cannot be opened without the key, a successful DC 10 Thieves' Tools check, or a DC 7 Athletics check to break the lock.
Locked - Spring Double The item cannot be opened without the key, a successful DC 13 Thieves' Tools check, or a DC 10 Athletics check to break the lock.
Locked - Spring Tripple The item cannot be opened without the key, a successful DC 16 Thieves' Tools check, or a DC 13 Athletics check to break the lock.
Locked - Pin Double The item cannot be opened without the key, a successful DC 12 Thieves' Tools check, or a DC 15 Athletics check to break the lock.
Locked - Pin Triple The item cannot be opened without the key, a successful DC 15 Thieves' Tools check, or a DC 18 Athletics check to break the lock.
Locked - Pin Five The item cannot be opened without the key, a successful DC 18 Thieves' Tools check, or a DC 21 Athletics check to break the lock.
Locked - Pin Masterwork The item cannot be opened without the key, a successful DC 22 Thieves' Tools check, or a DC 25 Athletics check to break the lock.
Bronzed Bronze is a simple softer metal than can be worked with little training. Mainly used by Goliath Tribes.
Adamantine This jet-black ultrahard metal is incredibly rare and incredibly durable. These weapon are unusually effective when used to break objects. Whenever an adamantine weapon or ammunition hits an object, the hit is a critical.
Caladium Steel This steel contains an intricate wavy pattern due to the way it was made (Damascus steel in our world). These weapons maintain their edge far longer than standard weapons and such have a +1 to damage. This metal is a signature part of the Dalenrike Empire.
Cobalt Wild magic condensed down into material form. Items made from this metal are unpredictable.
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