After seeing this youtube video: I was thinking about coming up with some common magic weapons that wouldn't upset early level game balance too much, but would be technically magic weapons so that players wouldn't run into problems depicted in the video. Let me know what you think:
Dagger of Horticulture: This magical dagger glows in the presence of herbs and plants that can be used to treat wounds. When around such plants, it sheds bright light in a 15 ft. radius, and dim light a further 15 ft from that. While attuned to the dagger you have herbalism kit proficiency, and do not need to know any spells to craft a potion of healing (not greater or superior though)
Weapons of Bane: These magical weapons were designed by civilzations in the past to combat creatures that resisted non-magical weapon. Most civilizations found that even these 'lesser' items were too expensive to mass produce, but may prototypes live on. When this weapon is created, its maker chooses a type of creature that often has resistance or immunity to nonmagic weapons (Such as 'golems' or 'lycanthropes.') When attacking such a creature, this weapon's critical hits double any dice as well as any static modifiers to damage, instead of just doubling the weapon die.
Vambrace Weapon: These magic weapons were made for infiltration. This weapon appears as a vambrace. When attuned and worn, as a bonus action you can extend a blade from the vambrace (acts as a short sword) with but a thought. The weapon needs to be clear to form (meaning you can't make it appear if something is in the way, like a wall. Another bonus action retracts the blade. When retracted it requires a DC 20 perception check to notice the vambrace is something special. Many Vambrace weapons are made to infiltrate a group, and some will grant their wearer advantage on rolls about who they were intended to spy on. (For example, a vambrace weapon intended to spy on goblins might give advantage on rolls to know about goblins.) Other vambraces might grant a lanaguage based on the creature (for example, bestowing the goblin language.)
Your vambrace weapon reminds me of a short sword I made for one of my rogues. When commanded the sword magically flattens and will adhere to any surface it is touching. The sword is nearly as thin (and floppy) as paper but can be disguised as part of a painting on a wall or even worn on the body like a tattoo. It's useless as a weapon until the command word is given again. Even in normal form it is exceptionally thin and light so any creature vulnerable to slashing or piercing damage takes 3x damage instead of 2X.
A ranger had a bow that was made of a special type of wood by an unknown elven craftsman. The bow was very tensile (if that's the right word) and effortless to pull back. All it did was eliminated the disadvantage penalty for attacking creatures at long range. Didn't seem like much but the character had a lot of fun with it and used it a lot more often trying to snipe stuff.
A cleric liked to have a holy symbol that could store healing in it. During a long rest they could put 10 points of healing into their holy symbol. It can heal an ally with a touch and use as many points as you want. It can heal a creature up to 60ft away but uses all 10 points whether the target needs all of them or not. It can give temporary hit points over a characters' max HP but then spends double the amount it has, spend 10 points of healing to get 5 temp. hp, for example.
Thanks all for the feedback. I had one more I came up with recently:
Weapons of Odd Materials: These weapons have been crafted from non-standard (read non-metallic) materials and thus are less accurate and lethal than normal, but have been enchanted to fill in the gap. Essentially these weapons have -1 to hit and damage from their materials, but are technically +1 weapons, meaning mechanically they are even. Many of them have small ancillary benefits. All such weapons are immune to the spell heat metal.
For Example:
Bonefist's Cutlass: Used by the rutheless pirate 'bonefist' for many years before he found a 'proper magic weapon,' this scimitar is carved from a single femur of some megafauna. While wielding it, the owner gains advantage on intimidate checks to demand the surrender of enemies while on the high seas. It also confers proficiency in sailing vehicles.
The Training Sword: This wooden sword was rumored to have been passed down from generation to generation in a noble family until its natural magical abilities spontaneously awoke on its own. This dinged up wooden sword is meant to train young humans how to wield a longsword, but in the hands of a grown human, it is treated as a shortsword. The sword normally only knocks people out (when it reduces a foe to 0 HP) and is incapable of dealing a lethal blow, but a thought and a bonus action can turn this feature on or off. It also grants those who wield it advantage on persuasion checks when teaching someone any form of martial combat.
Clean Weapon: This weapon has been enchanted with a command word of "Clean". After battle, you can activate to clean your entire body, including the weapon, in a manner similar to prestidigitation.
Blade of Pity: Attunement required. This +1 blade is enchanted to teleport itself and you when you die. The location is set by a command word, once per long rest (or you can retain the existing location). Often it is purchased by a parent, but sometimes employees are given it.
In honor of Spelljammer coming out soon I have a few 'common' spelljammer items.
Remember a +1 weapon is considered 'uncommon' so 'common' magical items need to be less powerful than a +1 weapon.
Spelljammer's Belaying pin: This club is rumored to be a belaying pin from a standard sailing ship converted into a spelljammer vessel. While attuned to this weapon, the owner gains advantage on all athletics checks maid in the coarse of rigging or operating a spelljammer ship. Attunement also confers proficiency with spelljammer vessels. It is rumored that the knowledge of spelljamming slowly copies itself into the owner's head, so that after 3-4 months of continuous attunement with this weapon, and while having ample time to practice on a spelljammer ship, an owner gains proficiency with spelljammer vehicles without needing the club, at which point they are expected to pass the club onto a newer, younger sailor to begin the process over again, like a right of passage.
The Monk's Telescope: This very long, thin, brass telescope is hard enough to actually function as a magic quarterstaff. It also, however, functions as a telescope, and (in addition to its normal properties) makes the user proficient in navigator's tools if they attune with the quarterstaff. It can be collapsed into a compact form (acting as a magic club) as an interact action (and extended again as a second interact action). When collapsed it requires a DC 20 perception check, or a DC 15 investigation check if carefully scrutinized, to realize it could function as a weapon.
There is the special features section on magic items in the DMG. They're all flavor features which are designed not to really increase the power of magic items they're put on so you could use any of them as cheap commons.
Features like
Dragon. This item is made from scales and talons shed by a dragon. Perhaps it incorporates precious metals and gems from the dragon’s hoard. It grows slightly warm when within 120 feet of a dragon.
I had one in my old campaign that I created. It was called a Clockwork [weapon] (there were different kinds, but the ranger in the campaign had a Clockwork Longbow).
A Clockwork weapon did not crit when you roll a 20 on an attack, but instead it automatically crit on every 20th use against an enemy creature.
It was a fun little tweak that had the ranger counting off shots in combat and then using the 20th shot strategically, introduced a bit more tactical play than random crits, which that player particularly enjoyed.
Yeah, I've actually been using that table. Particularly the 'Advantage on swim checks' and 'proficiency with languages' check, which I have expanded out to 'advantage on one kind of a single skill roll' and 'proficiency with a language or tool/kit/vehicle.'
Speaking of:
Weapon of keeping up apperances: Rumor has it that these magic weapons were commissioned by nobility some time back to make their bodyguards and knights look presentable at formal occasions. These weapons allow the wearer to cast disguise self with a duration of five hours instead of one, however, the illusion only makes the person look 'presentable' and doesn't change their features in any way. Their armor becomes polished, their hair (and beards if applicable) becomes neatly trimmed, and their clothes appear to be appropriate for the venue. However, their facial features, height, and race are unchanged. The DC to pierce the disguise is 13, but only through close scrutiny and an investigation check.
In addition, these weapons grant advantage on deception rolls to not appear out of place at any high-society event. Some even grant their wearer the ability to speak a high-society language, or to speak a version of the language that is considered appropriate for the nobility or court.
Iron Crow: This versatile crowbar was originally commissioned by a legendary dwarven burglar, and possessing one has since become a symbol of rank among certain guilds. It gives a +2 bonus on Strength checks when used to try and pry open a door, window, or locked container. When used in combat, it counts as a mace that also has the light and finesse properties.
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Grabbing, weapons with reach. It extends your reach when wielding which ever item to the range of the weapon for things like slight of hand or opening doors
Recharging ranged weapon: weapons with ammunition that generate a set number of ammunition a day that can only be used with that weapon. Like a bow that has say 20 arrowless shots it can fire a day before normal arrows are used
Weapons that reroll 1's on damage.It increases the average damage of a weapon by like 0.4
Special sheath weapons: Just weapons that take special forms when sheathed including : Tattoos, a bottle of water, a pet, shrinking, or a playing card.
Transforming weapons: They change into a different weapon type as an object interaction this makes changing weapons in combat slightly quicker. Staffs that turn into bows, daggers that turn into lock picks that kind of thing.
Elemental weapons: Deal elemental damage instead of the normal damage type
Cantrip weapons : Cantrips like [Tooltip Not Found] which are mainly minor utility work well as common weapons, you can even do attack cantrip's because they will almost always be weaker than a weapon attack and cantrips on items don't level
Ritual weapons: Many level 1 ritual spells work well on common weapons if they only allow the spell to be cast as a ritual for example ceremony, detect poison and disease just avoid the obvious stand out powerful ones like find familiar
Unlosable items: No matter what happens to it, it seems to just appear in your inventory again when you need it
Undroppable weapons: When you drop them they levitate and follow you so you can pick them up again with an item interaction even if you move
weapons that are also foci for half casters
Some of these you can also make into add on's to weapons like the ruby of the war mage. So for examples a sheath of serpents that causes what ever sword you put in to turn into a snake or a charm of levitation which you tie to a weapon, makes it magical and makes it float and follow you.
I like the general idea. If The Weapons of Bane are meant to only work (ie, they only overcome resistance/immunity to non-magic weapons against the chosen enemy type) against one type of creature they are way too powerful for common items, though.
Also, there is no reason for the training sword to be short enough to be counted as a short sword. Even fairly young kids can wield a longsword-sized piece of wood. It should always come with a pointy hat, btw. ;)
I like the general idea. If The Weapons of Bane are meant to only work (ie, they only overcome resistance/immunity to non-magic weapons against the chosen enemy type) against one type of creature they are way too powerful for common items, though.
Also, there is no reason for the training sword to be short enough to be counted as a short sword. Even fairly young kids can wield a longsword-sized piece of wood. It should always come with a pointy hat, btw. ;)
Well, the weapons of bane were always meant to be a 'magic item' that did a bit of extra damage to their intended target on a crit. Like I said in the OP, the entire idea of this thread is 'give your party early level magic items so that you don't accidentally goof and send the fighter up against something that they can't damage at all.' So the weapons are always magic (like the common 'moon touched sword') but always have a side benefit. If doubling the modifier is too strong, then just do something like, add 1d4 or 1d6 damage to the baned target on a crit. (basically, this is a much lesser 'wounding' weapon that only triggers on certain enemies.
As for the training sword, it is meant to be proportional to a child like a longsword is to a grown man, just a bit of flavor in there. But I mean, you could make it any type of sword you wanted for your campaign.
The basic idea behind these weapons was: Give them something small, (+1d4 damage on a crit to certain creatures, a very limited spell 1/day, that sort of thing), and then add either proficiency in a language, a tool, advantage on one specific use of a skill, or two out of the three. I got this from the DMG's list of special side properties to give to a magic weapon. One is advantage on athletics checks to swim (advantage on one specific use of a skill), proficiency in a language, and since I think language and tool/kit/vehicle proficiency are of roughly the same value, I threw in kit/vehicle/item proficiency too.
Here are two more that I thought of:
Weapons of a cultural remembrance: These magic weapons were likely never technically enchanted by a wizard, but were instead in such heat of such an intense, prolonged cultural energies that all that latent psychic energy made them magical. All are infused with the military traditions, cultures, and ceremonies of their host culture. Once per week, you can cast ceremony as a ritual while holding this weapon. The ceremony is in the language and customs of the culture the weapon was from, leading many scholars to use these weapons just to see the ceremony instead of the effect. Wielders of these weapons also gain advantage on history checks dealing with this ancient civilization and can speak the language of the civilization that the weapon came from.
Forge's Friend: These weapons can be either a dagger (in the form of a chisel), a light hammer, or a warhammer. They are always magical. When used with with smith's tools, they enhance performance. First of all, these weapons are glowing red hot, and shed light dim light in a 15 foot radius. This allows them to work metal without an active forge. Additionally, while not actually hot enough to deal fire damage, creatures that can have fire-based downsides (such as hydras or trolls) act as if they had been hit by fire when hit by this weapon (thus a troll's regeneration would stop working, and a hydra's head might cauterize.) Lastly, they grant proficiency in smith's tools, and grant advantage when using smith's tools to repair an item.
I think for bane something along the lines of the power of a silver sword is appropriate. Silvering a weapon is about the same cost as some common items after all and blocks the regeneration of one set of creatures. I think effects like ignoring the resistance/ immunity of one type of creature or blocking the regeneration of that creatures is appropriate. Some examples
Troll bane: Prevents trolls from regenerating until the start of your next turn
Lich slayer: ignores the damage resistances of lich and demilich
Stone cutter: Ignores resistance gained from the spell stoneskin and resistances from monsters made of stone.
Such weapons would be a good way to reveal some info too as they link to a certain type of monster.
After Rewatching the 'chatty duel' from the princess bride, I came up with this one:
"The Six-fingered sword," It is said a master craftsman labored over this sword for a year before it was done. Originally designed and balanced for a six-fingered swordfighter, as a true six-fingered master of fencing would find the balance of a five-fingered blade slightly off. It is said that a great tragedy befell the blade, and so much psychic pain and suffering awakened the spirit inside the weapon. When someone attunes to this magic rapier, they loose any penalties they might have for a weapon improperly made or sized for them. Thus a large-sized giant could wield the weapon with no penalty. Additionally, the person attuned to it gains advantage on all history checks related to knowing about fencing, fencing masters, and fencing styles.
This spoon can heat or cool water in any normal sized mug to just above freezing or just below boiling.
It can also flavor the drink in anyway the user wishes.
Its effects take one turn and will work in any normal mug(one pint). It produces nothing but flavor and temperature. The liquid still looks like water.
Been working my way through Critical Role Campaign 2 and I thought of some fun weapons based on each character from critical role to put here. THIS IS NOT THEIR WEAPONS. I am aware of this. These are weapons that are representitive of these characters, NOT THE WEAPONS THEY USED IN THE CAMPAIGN
Beau Staff: Rumored to be used by a skilled if surly and disagreeable monk, this magical staff, over time, attuned to her inner fury and anger. To gain any benefit from it, the owner must attune to it. If they do, but do not have the Ki class feature, then once per day after using an action to make any number of attacks with the staff, they can make a single unarmed strike with the staff as a free action by shouting the command word ("Pop Pop!") If they do have the Ki class feature, then once per day when shouting the command word, they can use the Flurry of Blows class ability without using a ki point. As a remnant of the first owner of the staff's spirit that still resides in the staff, the owner gains advantage on all investigation checks when reading through books for clues, but will always feel slighted and unhappy about doing so.
Staff of the Grave: This Magical staff is topped with a crystal and is covered with dozens of tiny holes, as if it once housed an insect swarm that is long gone. At will, (as an action) the user can touch a corpse and cause it to decay as if naturally by about a week. This prevents the corpse from becoming undead by any means other than a spell above level 5, or a creature ability from a creature above CR 10. Additionally, flowers and fungus begin to bloom on the body no matter the condition. If gathered, they can be made into a nutritious tea. This Tea does not satisfy the nutritional needs of all creatures, but it can provide advantage on survival checks to find enough food for a group, as the forager will need to find less food. (If you think this is to powerful, reduce the spell level to spell above level 3, and creature ability above CR 6). As a remnant of the first owner of the staff, the owner is also proficient in herbalism kits.
Dagger of Regret: This small magical dagger was said to be witness to a great tragedy, which awakened the spirit within it. Every day, the owner can choose to attune to the dagger by remembering a painful event in their past. For as long as the person is attuned, the owner gains advantage on any spell or ability that could make them feel less emotional pain or make them feel euphoric (such as the spell calm emotions or the charm of a succubus). The GM has ultimate say over what spells or creatures this dagger effects. As a remnant of the first tragedy this dagger experienced, it also grants the wearer advantage on all arcana rolls to know about or investigate arcane fire.
Orphanmaker's Path Home: This massive magical Greatsword is said to be a gift from the god of storms and weather. When attuned to this item, the storm lord always tries to subtly steer the mind back to its normal state. If the owner of this sword later comes under the effects of some long term debilitating effect, the sword can help. The owner gains advantage on all saves that would give them the insane condition (such as contact other plane), or other similar effects that would put the owner in a fuge state. If the owner is put into a days-long insane or fuge state (such as being driven insane by supreme grief), the sword instead grants a new save at the start of each day, even if one is not called for. The owner must be attuned to the sword BEFORE suffering such a state or it will have no effect. While in such a state, the owner will never 'accidentally' unattune with the item, and will strive to always keep it near. As a residual effect of the first owner of this sword, a northern barbarian, the sword also grants advantage on all survival checks to survive in northern climes, and will attempt survival checks to keep themselves alive even if insane or in some other, similar fuge state.
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After seeing this youtube video: I was thinking about coming up with some common magic weapons that wouldn't upset early level game balance too much, but would be technically magic weapons so that players wouldn't run into problems depicted in the video. Let me know what you think:
Dagger of Horticulture: This magical dagger glows in the presence of herbs and plants that can be used to treat wounds. When around such plants, it sheds bright light in a 15 ft. radius, and dim light a further 15 ft from that. While attuned to the dagger you have herbalism kit proficiency, and do not need to know any spells to craft a potion of healing (not greater or superior though)
Weapons of Bane: These magical weapons were designed by civilzations in the past to combat creatures that resisted non-magical weapon. Most civilizations found that even these 'lesser' items were too expensive to mass produce, but may prototypes live on. When this weapon is created, its maker chooses a type of creature that often has resistance or immunity to nonmagic weapons (Such as 'golems' or 'lycanthropes.') When attacking such a creature, this weapon's critical hits double any dice as well as any static modifiers to damage, instead of just doubling the weapon die.
Vambrace Weapon: These magic weapons were made for infiltration. This weapon appears as a vambrace. When attuned and worn, as a bonus action you can extend a blade from the vambrace (acts as a short sword) with but a thought. The weapon needs to be clear to form (meaning you can't make it appear if something is in the way, like a wall. Another bonus action retracts the blade. When retracted it requires a DC 20 perception check to notice the vambrace is something special. Many Vambrace weapons are made to infiltrate a group, and some will grant their wearer advantage on rolls about who they were intended to spy on. (For example, a vambrace weapon intended to spy on goblins might give advantage on rolls to know about goblins.) Other vambraces might grant a lanaguage based on the creature (for example, bestowing the goblin language.)
I like all of them
"I am Hrothgar, son of Hrothgar..." | Personal Forum Site: Main | Paladin Forum (harmoncia37.editorx.io)
I speak Norwegian (Bokmål) and some Irish (Gaeilge)
Maybe you can find a weapon of greater bane which deals additional 1d6 radiant, necrotic, lightning, or something else.
"I am Hrothgar, son of Hrothgar..." | Personal Forum Site: Main | Paladin Forum (harmoncia37.editorx.io)
I speak Norwegian (Bokmål) and some Irish (Gaeilge)
Your vambrace weapon reminds me of a short sword I made for one of my rogues. When commanded the sword magically flattens and will adhere to any surface it is touching. The sword is nearly as thin (and floppy) as paper but can be disguised as part of a painting on a wall or even worn on the body like a tattoo. It's useless as a weapon until the command word is given again. Even in normal form it is exceptionally thin and light so any creature vulnerable to slashing or piercing damage takes 3x damage instead of 2X.
A ranger had a bow that was made of a special type of wood by an unknown elven craftsman. The bow was very tensile (if that's the right word) and effortless to pull back. All it did was eliminated the disadvantage penalty for attacking creatures at long range. Didn't seem like much but the character had a lot of fun with it and used it a lot more often trying to snipe stuff.
A cleric liked to have a holy symbol that could store healing in it. During a long rest they could put 10 points of healing into their holy symbol. It can heal an ally with a touch and use as many points as you want. It can heal a creature up to 60ft away but uses all 10 points whether the target needs all of them or not. It can give temporary hit points over a characters' max HP but then spends double the amount it has, spend 10 points of healing to get 5 temp. hp, for example.
Thanks all for the feedback. I had one more I came up with recently:
Weapons of Odd Materials: These weapons have been crafted from non-standard (read non-metallic) materials and thus are less accurate and lethal than normal, but have been enchanted to fill in the gap. Essentially these weapons have -1 to hit and damage from their materials, but are technically +1 weapons, meaning mechanically they are even. Many of them have small ancillary benefits. All such weapons are immune to the spell heat metal.
For Example:
Bonefist's Cutlass: Used by the rutheless pirate 'bonefist' for many years before he found a 'proper magic weapon,' this scimitar is carved from a single femur of some megafauna. While wielding it, the owner gains advantage on intimidate checks to demand the surrender of enemies while on the high seas. It also confers proficiency in sailing vehicles.
The Training Sword: This wooden sword was rumored to have been passed down from generation to generation in a noble family until its natural magical abilities spontaneously awoke on its own. This dinged up wooden sword is meant to train young humans how to wield a longsword, but in the hands of a grown human, it is treated as a shortsword. The sword normally only knocks people out (when it reduces a foe to 0 HP) and is incapable of dealing a lethal blow, but a thought and a bonus action can turn this feature on or off. It also grants those who wield it advantage on persuasion checks when teaching someone any form of martial combat.
Here are a few more you could consider:
Clean Weapon: This weapon has been enchanted with a command word of "Clean". After battle, you can activate to clean your entire body, including the weapon, in a manner similar to prestidigitation.
Blade of Pity: Attunement required. This +1 blade is enchanted to teleport itself and you when you die. The location is set by a command word, once per long rest (or you can retain the existing location). Often it is purchased by a parent, but sometimes employees are given it.
In honor of Spelljammer coming out soon I have a few 'common' spelljammer items.
Remember a +1 weapon is considered 'uncommon' so 'common' magical items need to be less powerful than a +1 weapon.
Spelljammer's Belaying pin: This club is rumored to be a belaying pin from a standard sailing ship converted into a spelljammer vessel. While attuned to this weapon, the owner gains advantage on all athletics checks maid in the coarse of rigging or operating a spelljammer ship. Attunement also confers proficiency with spelljammer vessels. It is rumored that the knowledge of spelljamming slowly copies itself into the owner's head, so that after 3-4 months of continuous attunement with this weapon, and while having ample time to practice on a spelljammer ship, an owner gains proficiency with spelljammer vehicles without needing the club, at which point they are expected to pass the club onto a newer, younger sailor to begin the process over again, like a right of passage.
The Monk's Telescope: This very long, thin, brass telescope is hard enough to actually function as a magic quarterstaff. It also, however, functions as a telescope, and (in addition to its normal properties) makes the user proficient in navigator's tools if they attune with the quarterstaff. It can be collapsed into a compact form (acting as a magic club) as an interact action (and extended again as a second interact action). When collapsed it requires a DC 20 perception check, or a DC 15 investigation check if carefully scrutinized, to realize it could function as a weapon.
There is the special features section on magic items in the DMG. They're all flavor features which are designed not to really increase the power of magic items they're put on so you could use any of them as cheap commons.
Features like
I had one in my old campaign that I created. It was called a Clockwork [weapon] (there were different kinds, but the ranger in the campaign had a Clockwork Longbow).
A Clockwork weapon did not crit when you roll a 20 on an attack, but instead it automatically crit on every 20th use against an enemy creature.
It was a fun little tweak that had the ranger counting off shots in combat and then using the 20th shot strategically, introduced a bit more tactical play than random crits, which that player particularly enjoyed.
Maybe a multi-tool? A dagger that is enchanted to transform into thief/thinker tools and cast the Light cantrip on itself.
Or a whip made from a mimic's pseudopod. It sticks to whatever it hits and can be used to climb, try to drag the enemy closer or grapple.
Or a collapsable/periscopic weapon. It can give reach to something like a quarterstaff.
Alternatively, a weapon the transforms. Need reach? It turns into a lance. Need close distance? It turns into a war hammer.
Yeah, I've actually been using that table. Particularly the 'Advantage on swim checks' and 'proficiency with languages' check, which I have expanded out to 'advantage on one kind of a single skill roll' and 'proficiency with a language or tool/kit/vehicle.'
Speaking of:
Weapon of keeping up apperances: Rumor has it that these magic weapons were commissioned by nobility some time back to make their bodyguards and knights look presentable at formal occasions. These weapons allow the wearer to cast disguise self with a duration of five hours instead of one, however, the illusion only makes the person look 'presentable' and doesn't change their features in any way. Their armor becomes polished, their hair (and beards if applicable) becomes neatly trimmed, and their clothes appear to be appropriate for the venue. However, their facial features, height, and race are unchanged. The DC to pierce the disguise is 13, but only through close scrutiny and an investigation check.
In addition, these weapons grant advantage on deception rolls to not appear out of place at any high-society event. Some even grant their wearer the ability to speak a high-society language, or to speak a version of the language that is considered appropriate for the nobility or court.
Iron Crow: This versatile crowbar was originally commissioned by a legendary dwarven burglar, and possessing one has since become a symbol of rank among certain guilds. It gives a +2 bonus on Strength checks when used to try and pry open a door, window, or locked container. When used in combat, it counts as a mace that also has the light and finesse properties.
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I can come up with more
Some of these you can also make into add on's to weapons like the ruby of the war mage. So for examples a sheath of serpents that causes what ever sword you put in to turn into a snake or a charm of levitation which you tie to a weapon, makes it magical and makes it float and follow you.
I like the idea of a weapon giving you a ritual, I could do something with that.
I like the general idea. If The Weapons of Bane are meant to only work (ie, they only overcome resistance/immunity to non-magic weapons against the chosen enemy type) against one type of creature they are way too powerful for common items, though.
Also, there is no reason for the training sword to be short enough to be counted as a short sword. Even fairly young kids can wield a longsword-sized piece of wood. It should always come with a pointy hat, btw. ;)
Well, the weapons of bane were always meant to be a 'magic item' that did a bit of extra damage to their intended target on a crit. Like I said in the OP, the entire idea of this thread is 'give your party early level magic items so that you don't accidentally goof and send the fighter up against something that they can't damage at all.' So the weapons are always magic (like the common 'moon touched sword') but always have a side benefit. If doubling the modifier is too strong, then just do something like, add 1d4 or 1d6 damage to the baned target on a crit. (basically, this is a much lesser 'wounding' weapon that only triggers on certain enemies.
As for the training sword, it is meant to be proportional to a child like a longsword is to a grown man, just a bit of flavor in there. But I mean, you could make it any type of sword you wanted for your campaign.
The basic idea behind these weapons was: Give them something small, (+1d4 damage on a crit to certain creatures, a very limited spell 1/day, that sort of thing), and then add either proficiency in a language, a tool, advantage on one specific use of a skill, or two out of the three. I got this from the DMG's list of special side properties to give to a magic weapon. One is advantage on athletics checks to swim (advantage on one specific use of a skill), proficiency in a language, and since I think language and tool/kit/vehicle proficiency are of roughly the same value, I threw in kit/vehicle/item proficiency too.
Here are two more that I thought of:
Weapons of a cultural remembrance: These magic weapons were likely never technically enchanted by a wizard, but were instead in such heat of such an intense, prolonged cultural energies that all that latent psychic energy made them magical. All are infused with the military traditions, cultures, and ceremonies of their host culture. Once per week, you can cast ceremony as a ritual while holding this weapon. The ceremony is in the language and customs of the culture the weapon was from, leading many scholars to use these weapons just to see the ceremony instead of the effect. Wielders of these weapons also gain advantage on history checks dealing with this ancient civilization and can speak the language of the civilization that the weapon came from.
Forge's Friend: These weapons can be either a dagger (in the form of a chisel), a light hammer, or a warhammer. They are always magical. When used with with smith's tools, they enhance performance. First of all, these weapons are glowing red hot, and shed light dim light in a 15 foot radius. This allows them to work metal without an active forge. Additionally, while not actually hot enough to deal fire damage, creatures that can have fire-based downsides (such as hydras or trolls) act as if they had been hit by fire when hit by this weapon (thus a troll's regeneration would stop working, and a hydra's head might cauterize.) Lastly, they grant proficiency in smith's tools, and grant advantage when using smith's tools to repair an item.
I think for bane something along the lines of the power of a silver sword is appropriate. Silvering a weapon is about the same cost as some common items after all and blocks the regeneration of one set of creatures. I think effects like ignoring the resistance/ immunity of one type of creature or blocking the regeneration of that creatures is appropriate. Some examples
Such weapons would be a good way to reveal some info too as they link to a certain type of monster.
After Rewatching the 'chatty duel' from the princess bride, I came up with this one:
"The Six-fingered sword," It is said a master craftsman labored over this sword for a year before it was done. Originally designed and balanced for a six-fingered swordfighter, as a true six-fingered master of fencing would find the balance of a five-fingered blade slightly off. It is said that a great tragedy befell the blade, and so much psychic pain and suffering awakened the spirit inside the weapon. When someone attunes to this magic rapier, they loose any penalties they might have for a weapon improperly made or sized for them. Thus a large-sized giant could wield the weapon with no penalty. Additionally, the person attuned to it gains advantage on all history checks related to knowing about fencing, fencing masters, and fencing styles.
Spoon of flavor.
A typical looking spoon with a slight magic.
This spoon can heat or cool water in any normal sized mug to just above freezing or just below boiling.
It can also flavor the drink in anyway the user wishes.
Its effects take one turn and will work in any normal mug(one pint). It produces nothing but flavor and temperature. The liquid still looks like water.
Been working my way through Critical Role Campaign 2 and I thought of some fun weapons based on each character from critical role to put here. THIS IS NOT THEIR WEAPONS. I am aware of this. These are weapons that are representitive of these characters, NOT THE WEAPONS THEY USED IN THE CAMPAIGN
Beau Staff: Rumored to be used by a skilled if surly and disagreeable monk, this magical staff, over time, attuned to her inner fury and anger. To gain any benefit from it, the owner must attune to it. If they do, but do not have the Ki class feature, then once per day after using an action to make any number of attacks with the staff, they can make a single unarmed strike with the staff as a free action by shouting the command word ("Pop Pop!") If they do have the Ki class feature, then once per day when shouting the command word, they can use the Flurry of Blows class ability without using a ki point. As a remnant of the first owner of the staff's spirit that still resides in the staff, the owner gains advantage on all investigation checks when reading through books for clues, but will always feel slighted and unhappy about doing so.
Staff of the Grave: This Magical staff is topped with a crystal and is covered with dozens of tiny holes, as if it once housed an insect swarm that is long gone. At will, (as an action) the user can touch a corpse and cause it to decay as if naturally by about a week. This prevents the corpse from becoming undead by any means other than a spell above level 5, or a creature ability from a creature above CR 10. Additionally, flowers and fungus begin to bloom on the body no matter the condition. If gathered, they can be made into a nutritious tea. This Tea does not satisfy the nutritional needs of all creatures, but it can provide advantage on survival checks to find enough food for a group, as the forager will need to find less food.
(If you think this is to powerful, reduce the spell level to spell above level 3, and creature ability above CR 6). As a remnant of the first owner of the staff, the owner is also proficient in herbalism kits.
Dagger of Regret: This small magical dagger was said to be witness to a great tragedy, which awakened the spirit within it. Every day, the owner can choose to attune to the dagger by remembering a painful event in their past. For as long as the person is attuned, the owner gains advantage on any spell or ability that could make them feel less emotional pain or make them feel euphoric (such as the spell calm emotions or the charm of a succubus). The GM has ultimate say over what spells or creatures this dagger effects. As a remnant of the first tragedy this dagger experienced, it also grants the wearer advantage on all arcana rolls to know about or investigate arcane fire.
Orphanmaker's Path Home: This massive magical Greatsword is said to be a gift from the god of storms and weather. When attuned to this item, the storm lord always tries to subtly steer the mind back to its normal state. If the owner of this sword later comes under the effects of some long term debilitating effect, the sword can help. The owner gains advantage on all saves that would give them the insane condition (such as contact other plane), or other similar effects that would put the owner in a fuge state. If the owner is put into a days-long insane or fuge state (such as being driven insane by supreme grief), the sword instead grants a new save at the start of each day, even if one is not called for. The owner must be attuned to the sword BEFORE suffering such a state or it will have no effect. While in such a state, the owner will never 'accidentally' unattune with the item, and will strive to always keep it near. As a residual effect of the first owner of this sword, a northern barbarian, the sword also grants advantage on all survival checks to survive in northern climes, and will attempt survival checks to keep themselves alive even if insane or in some other, similar fuge state.