See title. Please state the type of weapon it is and what rarity it is, then you can describe it with a summary, or simply copy and paste the description. To give an example, I am posting one of MY OP items: The Lord of the Sea.
The Lord of the Sea is one of the most powerful tridents in existence. It's handle is made with an extremely rare, magical blue gold and is decorated with aquamarine and lapis lazuli gemstones in the shape of shells, barnacles, and starfish. Patterns of tentacles made of regular gold also rime the handle. The head seems to be made of solidified flowing water (not ice) that glows a bright cyan. It is named the way it is because the person who wields it can rule the sea itself.
This trident is so well hidden, that not even the most powerful and intelligent creatures in the multiverse do not know this even exists. This is partly because the two well-known tridents Wave and Drown overshadow the Lord of the Sea's existence. The temple that once contained the trident has been eradicated from existence, and the trident is currently the prized possession of a Morkoth. The interdimensional island that the Morkoth lives on resides at the very bottom of the Darkened Depths of the Elemental Plane of Water.
The trident has the properties of both Wave and Drown, with the following changes:
Drown:
Drowns dominate monster property is cast at 9th level using the tridents spell save DC, and can be cast on any type of elemental involving water. The save made to resist this effect is also made with disadvantage. It is also cast by expending eight charges from the trident.
The trident does not have the Flaw property of Drown. It also is not connected to Olhydra.
The Lord of the Sea's power is so great, that it can preform the Tears of Endless Anguish as many times as the wielder wants each day, as long as they provide the material components for each use. Also, the time it takes and the cost of the special components is cut in half.
Wave:
Waves dominate beast property is cast at 9th level using the tridents spell save DC. The save made to resist this effect is also made with disadvantage. It is also cast by expending four charges from the trident.
Waves cube of force properties has unlimited charges.
It does not have the same personality as Wave, instead having it's own described below.
The two tridents attack and damage roll bonuses stack with each other, for a total of 4. Attacks made with The Lord of the Sea are a critical hit on attack rolls of 18-20. After the trident is used to make a ranged attack, it immediately flies back to your hand. It also has the additional following properties.
Swift Swimmer. You gain a swimming speed of 60 ft. and can breathe underwater. Also, if you are underwater, you can take the Dash action as a bonus action.
Spellcasting. The trident has 50 charges, and it regains all charges at dawn. As your action, you can expend charges to cast one of the following spells from the trident (spell save DC 19): create or destroy water (1 charge), lightning bolt (3 charges), control water (4 charges), watery sphere (4 charges), chain lightning (6 charges; cast at 9th level), maelstrom (4 charges), tidal wave (3 charges), tsunami (8 charges), black tentacles (4 charges), arcane hand (6 charges; is made of water, deals bludgeoning damage instead of force damage), wall of water (3 charges), call lightning (3 charges), storm sphere (4 charges), gust of wind (2 charges), control weather (8 charges), conjure elemental (5 charges; water elemental only), and storm of vengeance (9 charges).
If you are a spellcaster and are attuned to the trident, you can substitute your spellcasting ability if it is higher, and you can also use the trident as a spell focus. If the spell requires concentration, the trident can maintain concentration on it so you don't have to.
Raging Cyclone. As an action, you can expend 5 charges to spin the trident and unleash a whirling vortex of water. Each creature in a 60 ft. cone must make a DC 20 Strength throw. A creature takes 10d6 bludgeoning damage damage on a failed save, or half as much damage on a successful one. Also, creatures who fail the save are also pushed 20 ft. backwards and are knocked prone.
Summon Geyser. As your action, you can expend 10 charges to plant the trident prongs first into the ground and cause a geyser to appear. The geyser is 5 ft. wide and 40 ft. tall. Creatures within 5 ft. of the geyser when it erupts must succeed on a DC 19 Dexterity saving throw or take 6d8 bludgeoning damage and become knocked prone. Creatures in the geysers space make the saving throw with disadvantage. After it erupts, all the water turns the ground within 30 of the geyser into difficult terrain for 1 minute, after which the water evaporates.
Wrath of the Ocean. By expending 30 charges as an action, you can summon a spiritual embodiment of the sea for 10 minutes, which appears within an unoccupied space within 60 ft. of you. The spirit uses the statistics of a kraken, but it is considered an elemental instead of an monstrosity, and does not have access to legendary or lair actions. It also gains a water elementals Water Body trait. The spirit is friendly to you and your companions for the duration. Roll initiative for the spirit, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the spirit, it defends itself from hostile creatures but otherwise takes no actions. Once used, this property can't be used again until 7 days have passed.
Sentience. The Lord of the Sea is a sentient chaotic neutral weapon with a Intelligence of 19, a Wisdom of 16, and a Charisma of 23. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality. The Lord of the Sea is incredibly patient, having waited for eons after eons in the Morkoth's possession. After the many years of not being wielded, it is just glad it is finally put to use again. What is most important to the trident is that knowledge of it's existence to resurface. It means to have the user make it's presence known, and it tries to have details of itself written down by distinguished scholars. It is also fond of larges bodies of water, and is most comfortable when it's wielder is on or near one.
It looks down to the magic weapons Wave and Drown, claiming them to be "inferior copies of itself." While it does respect Wave's devotion to sea gods, it constantly taunts and bickers with the weapon if they are near each other. However, it is willing to work with the two if their and it's wielders are engaged in combat against a common enemy.
I made gifts for my PC's, which just gave them each like two feats, but that isn't fun. Similar to OP items are OP Player Races and I made the Mary Sue who got huge bonuses to each stat, and a starting AC of something stupid high which was called Plot Armour. Check it out. You'll have the perfect character.
Ill whip up two right now. They're obviously too powerful to be used in a regular campaign.
Shard of Divinity
artifact (requires attunement) (dagger)
The dagger deals 4d6 force damage on a hit. A creature killed by this weapon cannot be revived by any means whatsoever, not even a wish spell. On a critical hit, this weapon deals 100 force damage. A creature killed in this way is completely erased from the timeline, and everyone, barring the wielder of this dagger, forgets about them, and life proceeds as if they were never there.
Copper Ring
artifact (requires attunement)
A creature attuned to the copper ring can cast wish once a day without expending a spell slot.
ok in my camp ther are enemys up to cr 99 (ultimate beeing) and Gott thet got an ac of 50 or higher. So i created a Madness item that is difficuld to Handel but so strong (max pc lvl 40 own epiclvl system)
Necronomicon: it evolves 10 times i only discribe 10.lvl its a unique item and can be only atuned in a place 1000soules die. its a spellbook only for full caster. it Contain 1000s of soules and u can telepatic talk to them they only know what Was wittern in this book or by a erlyer weelder.
Also it consumes other books it tuches and consulting the abilitys and effects and the writing in it.
you get folowing benefits and 1 flaw
1per day this item trys to get Controll over you( dc s lvl 1-10 is 36,34,32,30,28,26,24,22,20,16) cha int or wis wich is the lowest will be the save. if it controles you the Charakter is 1min Pressest and try kill every Living to collekt soules.
it Ends erly if u get to 0hp or get knockt out in other ways.
it givs caster +4 and again +lvl:2 in primery cast ability and goes over 20 and byond up to max of 50 (always last in calculation)
Also Expertise in all abilitys, like Performance if its charisma history by int and survival in wisdome
every dmg spell you cast gives you 50% health leach and Heal you. Also every necrotic dmg is convertet in to a heal of 50% of its total. (spells that ignor immunity over come this effect) overheal are temp hp.
it gives 2 diffrent mode wich give ac or attack boni
closed in hand gain extra 2ac +lvl:3 ac bonus (like a shield)
open all attacks ar magical +4 +lvl:2 to attacks .
you can get it in your hand as free Action once per turn it must be in 300feet reach.
if you do so u can cast a spell wich dmg is dubbeled (also crit) it cost a bonus Action to put it away.
special casts:
controle higher death: 1s per day you can revive a creature under your controle for 1 houer, max cr is lvl of character+1
controle Live and Death:
you roll a d10 once per day if you roll a 8-10 u can use this spell again. u can target x creatures (x=proficency) u can make x creatures dmg equal to 2d20 (ignores all ressistance imunitis or els abilitys) or rivive them till end of combat wich turns them to dust. (i rule it for PCs permanent) you get comands for npcs.
soule steal: you take 1d10+1 targets soules u kill every beeing below max 100hp that hit by the spell and the others act like puppets untill a long rest.
So last ability is a secret wich turns the Holder if he Drops to 0hp in to a lich if he gets ressurectet he turn to live and the Necronomicon count as phylacrum. if the weelder die again in lich Form the Necronomicon dismiss till some one pay the price again.
my players can findi tems like this one 2up to a max of 2 of them and 1 lower (like a +10 gleve) so they can beat every beeing together: )
My player did the typical greedy Rogue for his first experience, he made a priceless purple gem part of his background equipment, with the premise that he was mesmerized by gems and couldn't let this one go. The player roleplayed the Gollum experience and tried to hide gems he looted in secret. As he was preparing to travel overseas and leave the party, I arranged for this back story item to be a soul stone with a hybrid Red/Blue Shadow Dragon Demigod trapped inside. The character was inflicted with dragon greed madness and would wake up in a hidden room full of gold and gems he'd been hoarding in Neverwinter. Two sessions before the player left, they had a terrible battle against Eldrich horrors hunting a different characters, the Rogue had to roll constantly against the possession effects of the Dragon trying to steal control and preserve himself. The player won, and sacrificed himself to stop to Starspawn horde.
Ultimately the Soul Stone caused a dragon to seize control of the Halfling body as it slid toward an Eldrich portal, no longer conscious to fight during the death saves, a wicked Large Dragon formed from the body of the Rogue and prepared to obliterate its threats. Then the character who found himself as the disembodied voice in the Shadowfell looking in on the perspective of the Dragon, rolled super high to seize control of his body back, his approximately CR12 Young Dragon body... with Fire, Lightning and Necrotic Flare Breath weapons started obliterating Hulks and mages while everyone ran away, the whole building burned down as a Dark Dragon rose from the flames.
See title. Please state the type of weapon it is and what rarity it is, then you can describe it with a summary, or simply copy and paste the description. To give an example, I am posting one of MY OP items: The Lord of the Sea.
Type: Weapon (Trident)
Rarity: Artifact
Description:
The Lord of the Sea is one of the most powerful tridents in existence. It's handle is made with an extremely rare, magical blue gold and is decorated with aquamarine and lapis lazuli gemstones in the shape of shells, barnacles, and starfish. Patterns of tentacles made of regular gold also rime the handle. The head seems to be made of solidified flowing water (not ice) that glows a bright cyan. It is named the way it is because the person who wields it can rule the sea itself.
This trident is so well hidden, that not even the most powerful and intelligent creatures in the multiverse do not know this even exists. This is partly because the two well-known tridents Wave and Drown overshadow the Lord of the Sea's existence. The temple that once contained the trident has been eradicated from existence, and the trident is currently the prized possession of a Morkoth. The interdimensional island that the Morkoth lives on resides at the very bottom of the Darkened Depths of the Elemental Plane of Water.
The trident has the properties of both Wave and Drown, with the following changes:
Drown:
Wave:
The two tridents attack and damage roll bonuses stack with each other, for a total of 4. Attacks made with The Lord of the Sea are a critical hit on attack rolls of 18-20. After the trident is used to make a ranged attack, it immediately flies back to your hand. It also has the additional following properties.
Swift Swimmer. You gain a swimming speed of 60 ft. and can breathe underwater. Also, if you are underwater, you can take the Dash action as a bonus action.
Spellcasting. The trident has 50 charges, and it regains all charges at dawn. As your action, you can expend charges to cast one of the following spells from the trident (spell save DC 19): create or destroy water (1 charge), lightning bolt (3 charges), control water (4 charges), watery sphere (4 charges), chain lightning (6 charges; cast at 9th level), maelstrom (4 charges), tidal wave (3 charges), tsunami (8 charges), black tentacles (4 charges), arcane hand (6 charges; is made of water, deals bludgeoning damage instead of force damage), wall of water (3 charges), call lightning (3 charges), storm sphere (4 charges), gust of wind (2 charges), control weather (8 charges), conjure elemental (5 charges; water elemental only), and storm of vengeance (9 charges).
If you are a spellcaster and are attuned to the trident, you can substitute your spellcasting ability if it is higher, and you can also use the trident as a spell focus. If the spell requires concentration, the trident can maintain concentration on it so you don't have to.
Raging Cyclone. As an action, you can expend 5 charges to spin the trident and unleash a whirling vortex of water. Each creature in a 60 ft. cone must make a DC 20 Strength throw. A creature takes 10d6 bludgeoning damage damage on a failed save, or half as much damage on a successful one. Also, creatures who fail the save are also pushed 20 ft. backwards and are knocked prone.
Summon Geyser. As your action, you can expend 10 charges to plant the trident prongs first into the ground and cause a geyser to appear. The geyser is 5 ft. wide and 40 ft. tall. Creatures within 5 ft. of the geyser when it erupts must succeed on a DC 19 Dexterity saving throw or take 6d8 bludgeoning damage and become knocked prone. Creatures in the geysers space make the saving throw with disadvantage. After it erupts, all the water turns the ground within 30 of the geyser into difficult terrain for 1 minute, after which the water evaporates.
Wrath of the Ocean. By expending 30 charges as an action, you can summon a spiritual embodiment of the sea for 10 minutes, which appears within an unoccupied space within 60 ft. of you. The spirit uses the statistics of a kraken, but it is considered an elemental instead of an monstrosity, and does not have access to legendary or lair actions. It also gains a water elementals Water Body trait. The spirit is friendly to you and your companions for the duration. Roll initiative for the spirit, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the spirit, it defends itself from hostile creatures but otherwise takes no actions. Once used, this property can't be used again until 7 days have passed.
Sentience. The Lord of the Sea is a sentient chaotic neutral weapon with a Intelligence of 19, a Wisdom of 16, and a Charisma of 23. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common and Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality. The Lord of the Sea is incredibly patient, having waited for eons after eons in the Morkoth's possession. After the many years of not being wielded, it is just glad it is finally put to use again. What is most important to the trident is that knowledge of it's existence to resurface. It means to have the user make it's presence known, and it tries to have details of itself written down by distinguished scholars. It is also fond of larges bodies of water, and is most comfortable when it's wielder is on or near one.
It looks down to the magic weapons Wave and Drown, claiming them to be "inferior copies of itself." While it does respect Wave's devotion to sea gods, it constantly taunts and bickers with the weapon if they are near each other. However, it is willing to work with the two if their and it's wielders are engaged in combat against a common enemy.
That is... OP.
I made gifts for my PC's, which just gave them each like two feats, but that isn't fun. Similar to OP items are OP Player Races and I made the Mary Sue who got huge bonuses to each stat, and a starting AC of something stupid high which was called Plot Armour. Check it out. You'll have the perfect character.
Ill whip up two right now. They're obviously too powerful to be used in a regular campaign.
Shard of Divinity
artifact (requires attunement) (dagger)
The dagger deals 4d6 force damage on a hit. A creature killed by this weapon cannot be revived by any means whatsoever, not even a wish spell. On a critical hit, this weapon deals 100 force damage. A creature killed in this way is completely erased from the timeline, and everyone, barring the wielder of this dagger, forgets about them, and life proceeds as if they were never there.
Copper Ring
artifact (requires attunement)
A creature attuned to the copper ring can cast wish once a day without expending a spell slot.
"h"
ok in my camp ther are enemys up to cr 99 (ultimate beeing) and Gott thet got an ac of 50 or higher. So i created a Madness item that is difficuld to Handel but so strong (max pc lvl 40 own epiclvl system)
Necronomicon: it evolves 10 times i only discribe 10.lvl its a unique item and can be only atuned in a place 1000soules die. its a spellbook only for full caster. it Contain 1000s of soules and u can telepatic talk to them they only know what Was wittern in this book or by a erlyer weelder.
Also it consumes other books it tuches and consulting the abilitys and effects and the writing in it.
you get folowing benefits and 1 flaw
1per day this item trys to get Controll over you( dc s lvl 1-10 is 36,34,32,30,28,26,24,22,20,16) cha int or wis wich is the lowest will be the save. if it controles you the Charakter is 1min Pressest and try kill every Living to collekt soules.
it Ends erly if u get to 0hp or get knockt out in other ways.
it givs caster +4 and again +lvl:2 in primery cast ability and goes over 20 and byond up to max of 50 (always last in calculation)
Also Expertise in all abilitys, like Performance if its charisma history by int and survival in wisdome
every dmg spell you cast gives you 50% health leach and Heal you. Also every necrotic dmg is convertet in to a heal of 50% of its total. (spells that ignor immunity over come this effect) overheal are temp hp.
it gives 2 diffrent mode wich give ac or attack boni
closed in hand gain extra 2ac +lvl:3 ac bonus (like a shield)
open all attacks ar magical +4 +lvl:2 to attacks .
you can get it in your hand as free Action once per turn it must be in 300feet reach.
if you do so u can cast a spell wich dmg is dubbeled (also crit) it cost a bonus Action to put it away.
special casts:
controle higher death: 1s per day you can revive a creature under your controle for 1 houer, max cr is lvl of character+1
controle Live and Death:
you roll a d10 once per day if you roll a 8-10 u can use this spell again. u can target x creatures (x=proficency) u can make x creatures dmg equal to 2d20 (ignores all ressistance imunitis or els abilitys) or rivive them till end of combat wich turns them to dust. (i rule it for PCs permanent) you get comands for npcs.
soule steal: you take 1d10+1 targets soules u kill every beeing below max 100hp that hit by the spell and the others act like puppets untill a long rest.
So last ability is a secret wich turns the Holder if he Drops to 0hp in to a lich if he gets ressurectet he turn to live and the Necronomicon count as phylacrum. if the weelder die again in lich Form the Necronomicon dismiss till some one pay the price again.
my players can findi tems like this one 2up to a max of 2 of them and 1 lower (like a +10 gleve) so they can beat every beeing together: )
My player did the typical greedy Rogue for his first experience, he made a priceless purple gem part of his background equipment, with the premise that he was mesmerized by gems and couldn't let this one go. The player roleplayed the Gollum experience and tried to hide gems he looted in secret. As he was preparing to travel overseas and leave the party, I arranged for this back story item to be a soul stone with a hybrid Red/Blue Shadow Dragon Demigod trapped inside. The character was inflicted with dragon greed madness and would wake up in a hidden room full of gold and gems he'd been hoarding in Neverwinter. Two sessions before the player left, they had a terrible battle against Eldrich horrors hunting a different characters, the Rogue had to roll constantly against the possession effects of the Dragon trying to steal control and preserve himself. The player won, and sacrificed himself to stop to Starspawn horde.
Ultimately the Soul Stone caused a dragon to seize control of the Halfling body as it slid toward an Eldrich portal, no longer conscious to fight during the death saves, a wicked Large Dragon formed from the body of the Rogue and prepared to obliterate its threats. Then the character who found himself as the disembodied voice in the Shadowfell looking in on the perspective of the Dragon, rolled super high to seize control of his body back, his approximately CR12 Young Dragon body... with Fire, Lightning and Necrotic Flare Breath weapons started obliterating Hulks and mages while everyone ran away, the whole building burned down as a Dark Dragon rose from the flames.
Oh, the homebrew is still here. https://www.dndbeyond.com/monsters/526060-shadow-dragon-spirit