Weapon (longsword), very rare (requires attunement)

You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.

Life Stealing. The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.

Weapons
Name Damage Properties Mastery
Simple Melee Weapons
Club 1d4 Bludgeoning Light Slow
Dagger 1d4 Piercing Finesse, Light, Thrown (Range 20/60) Nick
Greatclub 1d8 Bludgeoning Two-Handed Vex
Handaxe 1d6 Slashing Light, Thrown (Range 20/60) Vex
Javelin 1d6 Piercing Thrown (Range 30/120) Slow
Light Hammer 1d4 Bludgeoning Light, Thrown (Range 20/60) Nick
Mace 1d6 Bludgeoning - Sap
Quarterstaff 1d6 Bludgeoning Versatile (1d8) Topple
Sickle 1d4 Slashing Light Nick
Spear 1d6 Piercing Thrown (Range 20/60), Versatile (1d8) Sap
Simple Ranged Weapons
Dart 1d4 Piercing Finesse, Thrown (Range 20/60) Vex
Light Crossbow 1d8 Piercing Ammunition (Range 80/320; Bolt), Loading, Two-Handed Slow
Shortbow 1d6 Piercing Ammunition (Range 80/320; Arrow), Two-Handed Vex
Sling 1d4 Bludgeoning Ammunition (Range 30/120; Bullet) Slow
Martial Melee Weapons
Battleaxe 1d8 Slashing Versatile (1d10) Topple
Flail 1d8 Bludgeoning - Sap
Glaive 1d10 Slashing Heavy, Reach, Two-Handed Graze
Greataxe 1d12 Slashing Heavy, Two-Handed Cleave
Greatsword 2d6 Slashing Heavy, Two-Handed Graze
Halberd 1d10 Slashing Heavy, Reach, Two-Handed Cleave
Lance 1d10 Piercing Heavy, Reach, Two-Handed (unless mounted) Topple
Longsword 1d8 Slashing Versatile (1d10) Sap
Maul 2d6 Bludgeoning Heavy, Two-Handed Topple
Morningstar 1d8 Piercing - Sap
Pike 1d10 Piercing Heavy, Reach, Two-Handed Push
Rapier 1d8 Piercing Finesse Vex
Scimitar 1d6 Slashing Finesse, Light Nick
Shortsword 1d6 Piercing Finesse, Light Vex
Trident 1d8 Piercing Thrown (Range 20/60), Versatile (1d10) Topple
Warhammer 1d8 Bludgeoning Versatile (1d10) Push
War Pick 1d8 Piercing Versatile (1d10) Sap
Whip 1d4 Slashing Finesse, Reach Slow
Martial Ranged Weapons
Blowgun 1 Piercing Ammunition (Range 25/100; Needle), Loading Vex
Hand Crossbow 1d6 Piercing Ammunition (Range 30/120; Bolt), Light, Loading Vex
Heavy Crossbow 1d10 Piercing Ammunition (Range 100/400; Bolt), Heavy, Loading, Two-Handed Push
Longbow 1d8 Piercing Ammunition (Range 150/600; Arrow), Heavy, Two-Handed Slow
Musket 1d12 Piercing Ammunition (Range 40/120; Bullet), Loading, Two-Handed Slow
Pistol 1d10 Piercing Ammunition (Range 30/90; Bullet), Loading Vex
Automatic Rifle 2d8 Piercing Ammunition, (Range 80/240; Bullet), Burst Fire, Reload (30 shots), Two-Handed Slow
Hunting Rifle 2d10 Piercing Ammunition (Range 80/240; Bullet), Reload (5 shots), Two-Handed Slow
Revolver 2d8 Piercing Ammunition (Range 40/120; Bullet), Reload (6 shots) Sap
Semiautomatic Pistol 2d6 Piercing Ammunition (Range 50/150; Bullet), Reload (15 shots) Vex
Shotgun 2d8 Piercing Ammunition (Range 30/90; Bullet), Reload (2 shots), Two-Handed Push
Antimatter Rifle 6d8 Necrotic Ammunition (Range 120/360; Energy Cell), Reload(2 shots), Two-Handed Sap
Laser Pistol 3d6 Radiant Ammunition (Range 40/120; Energy Cell), Reload (50 shots) Vex
Laser Rifle 3d8 Radiant Ammunition (Range 100/300; Energy Cell), Reload (30 shots), Two-Handed Slow

Notes: Bonus: Magic, Damage, Combat, Versatile, Sap

Item Tags: Damage Combat

Dungeon Master’s Guide, pg. 183

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