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To help with organization so you dont have to search the thread, I'll always repost the completed revised ones, removing them when you either add them, say they wont be added, or say they need more revising.
I'll also list new concepts when I formally concieve them so you can say "no way" or give specific opinions if you so desire before I put too much effort into designing them (the wrong way).
Guiding Blade
Weapon (rapier), Very Rare (requires attunement)
The 5 souls in the sword may be commanded to perform either of two actions, Soul Strike or Possession. The number of times the souls may be commanded is the same, whether one, some, or all of the souls are commanded to perform a particular action.
A 4th level wielder may safely command each of the 5 souls once per long rest. The wielder may command the souls one additional time per four levels beyond 4th. In addition, the wielder may command the souls beyond these limits, but takes one level of exhaustion for each additional command. The wielder dies if this results in six levels of exhaustion. Each time the wielder commands the souls, they take one of the following actions.
Soul Strike. As an action, the wielder can command a soul to shoot from the sword, striking anything the wielder can see within 10 ft., dealing 1d8 force damage. No to hit roll is required. For every four levels the wielder possesses beyond 4th, the range increases by 10 ft. and the damage increases by 1d8.
Possession. As an action, the wielder can command one or more souls to attempt to possess a creature or object. This attempt occurs just prior to the beginning of the wielder’s next turn. If the attempt fails, the target knows that it was the target of possession and who targeted it. If the attempt succeeds, the target is possessed and will act in subsequent turns just prior to the wielder in the initiative order.
Success is determined by the Hit Dice and Size of the target, the wielder’s level, and the number of souls used in the possession attempt.
Objects:
A Tiny non-magical object may be successfully possessed if the wielder is at least 4th level and one soul is commanded to possess the object. For every four levels above 4th, and/or for every additional soul commanded to possess the object, the target’s size may increase by one. Example: A Small object would require a wielder of at least 8th level and one soul, or at least 4th level and two souls. No roll is made – possession is automatic so long as the requirements are met. If the requirements are not met, the soul returns to the sword. Magical objects may not be possessed.
If possessed, the soul can drag an unattended object 5’ in any direction. If the object is attended, the soul can impose disadvantage on any use of the object, or grant a +1 to any Attack, Skill Check or other use of the object.
Non-sentient creatures:
A creature may be targeted for possession if it has less than or equal Hit Dice as the wielder has levels. For this purpose, add 2 to the target’s Hit Dice for every size category it is larger than Tiny. Subtract 2 Hit Dice for every additional soul beyond the first that is commanded to possess the creature. The target must succeed on a Wisdom saving throw or be possessed. The save DC to avoid possession is 8 + wielder’s Wis Mod + number of souls used in the possession attempt. So a wielder with a 13 Wisdom, using 3 souls would have a DC of 12.
If possessed, the creature is Incapacitated on its next turn. On the soul’s next turn, the soul can command the possessed creature to take any action it is capable of. Any action that requires a roll – Attack, Skill Check, Saving Throw – is made with disadvantage.
At the end of each of the soul’s turns, the possessed creature may attempt to break free. The save DC is the same as the original possession, and is made at disadvantage. Success means the soul(s) has been forced out and must return to the sword. The formerly possessed creature is Incapacitated on its next turn, then may act normally thereafter.
Sentient creatures:
This functions in all ways as with non-sentient creatures, except that a soul cannot successfully possess a creature of different gender than the soul.
The heads of these spears are shaped like eagle's heads. They were used by the Kassius royal guard in tandem with their magic shields. When a command word is spoken, it extends or retracts to one of its three default lengths of 2ft, 6ft, and 15ft as a bonus action. When striking a magic barrier such as a Wall of Force, the spear slides through as though the barrier is not there with a successful check against the spellcasting DC of the one who cast the barrier. If the caster of the barrier is touching or holding the spear, no check is required.
(Guards cast wall of force, then extend their spears to attack through it.)
Right Arm of Normator/ Sword of Normator Weapon (Longsword), artifact
+4 longsword. 1d8 slashing (crit 19-20), finesse, versatile (1d12), 20 charges
You gain a +4 bonus to attack and damage rolls made with this magic longsword. In addition, while you hold the sword, you can use an action to expend the specified number of the swords 20 charges to activate any of its unique abilities. The sword regains 3d6 expended charges daily at sunset up to its maximum. Lightning Quick (1 charge). On every turn for the next 3 minutes, you get an extra bonus action with the sword. You get an additional bonus action when your Dexterity is at level 14, and again at level 18. This effect ends after 3 minutes, you stop wielding the sword in any way, or if you don’t attack with the sword at least once on a turn. Reach (1 charge). One slash of the sword sends a burst of energy up to 50ft away causing 1d8 force damage. Add an extra 1d8 damage at levels 5 (2d8), 10 (3d8), 15 (4d8), and 20 (5d8). Repel (3 charges). Use an action to hit the ground causing a shockwave in a 15ft cone spreading from the sword. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8). On a failed save a creature takes 1d6 force damage, is pushed back 5ft, and is knocked prone. On a success a creature takes half as much damage and is not pushed back or prone.
Add an extra 1d6 damage at levels 5 (2d6), 10 (3d6), 15 (4d6), and 20 (5d6). Also, may expend additional charges to give an extra 1d6 per extra charge.
If there are 10 or more affected creatures, and more than half failed their saving throws (rounded down), then all affected creatures also take 1d10 bludgeoning damage from hitting each other. If less than half fail, only the failed targets take the extra damage at 1d4.)
Left Arm of Normator/ Shield of Normator Armor (shield), artifact
You gain a +2 bonus to AC while you wield this studded shield. In addition, while you hold the shield, you can use an action to expend the specified number of the shields 20 charges to activate any of its unique abilities. The shield regains 3d6 expended charges daily at sunset up to its maximum. Negate Magic (1 charge). Choose one creature, object, or magical effect within 50ft. Any spell of 6th level or lower ends, including spells not yet fully cast. May negate higher leveled spells by expending 1 additional charge per level (2 for 7th level, 3 for 8th level, 4 for 9th level). Shine (1 charge). For 1 hour or until dispelled, the shield shines bright light in a 30ft. Cone and dim light for an additional 30ft.. The brightness can be adjusted at will to be 30ft., 20ft., 10ft., or dark anytime until the spell ends (dim light is always an extra distance equal to the bright light). When activating this spell or as an action at any time during the spell, you may make the shield flash extra bright blanketing the 30ft. area in white light, then immediately go out ending the spell. Every creature in that area during the flash must make a saving throw against your Constitution DC (Con modifier +8), and are blinded for 2 minutes on a failed save. Gong (1 charge). The shield makes a loud gong like sound which can be heard up to 1 mile away. Additionally, it is excruciatingly loud to all creatures within a 30ft. cone in front of the shield. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8), and are stunned and deaf for 1 minute on a failed save. Wall of Force (1 charge). Can cast Wall of Force. May expend extra charges to increase the size of the Wall of Force by the number of charges expended. Alternately, expending 1 charge can end an existing Wall of Force cast by a Shield of Kassius as if a Disintegrate spell had been cast on the existing Wall. May also be used on any shielding spell as if a Disintegrate spell had been cast on it (regardless of its level).
May also be conjoined with Shields of Kassius to make a larger Wall of Force (see Shields of Kassius for more details)
Originally not a weapon, but a ceremonial tool used in rituals involving transferring souls. A silver greatsword with 100 runes covering the blade. Every time the sword is used for a finishing blow on a living creature, it absorbs the soul of the creature. It can hold up to 100 souls, and when a command word is whispered into the hilt, the runes on the blade glow black telling how many souls it currently has. As an action you may use any one of the swords abilities as long as you have the souls for it to devour. A creature cannot be resurrected or otherwise raised from the dead while its soul is claimed by Soul Ripper.
Disadvantage when attacking undead creatures with the Soul-Ripper, and it cannot drop them below 1 hit point. If at least one soul isn't absorbed each day, the attuned wielder gains 2 levels of exhaustion. If the wielder dies in this way, the Soul-Ripper absorbs their soul (+1 to its store of souls).
- Consume (3 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a short rest.
- Devour (15 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a long rest (you may not change any prepared spells, you simply renew the ones you had prepared after your last long rest).
- Animate (4 souls)(+3). You can use the Soul-Ripper to cast the Animate Dead spell (3rd level spell). You may treat the spell as being used with a 4th level spell slot or higher by expending 3 additional souls for each spell slot above 3rd.
- Frenzy (11 souls). The Soul-Ripper fills you with vigor. On each of your next 5 turns (including this one), you get an extra attack, the Soul-Ripper has +3 to all attack and damage rolls, and every attack done by the Soul-Ripper does critical damage (roll critical twice if you roll a natural critical).
At Higher Levels. When you reach level 11, if your attack gets the creature down to 1 hit point, the Soul-Ripper kills the creature anyways and claims the soul. The additional hit points it removes for its finishing blow goes up by one every level thereafter (2 hit points at level 12, 3 hit points at level 13, etc).
Quiver of Holding
Wondrous item, rare
This appears to be a typical quiver with a capacity of twenty arrows. The quiver opens into a nondimensional space capable of holding many more arrows than it would normally be able to. Each size of quiver of holding has room for a given number of arrows or objects of similar size and shape. Once it's been filled, the owner of the quiver can draw any item desired as though drawing from a regular quiver. The quiver of holding has the same weight no matter how much stuff is placed inside of it. (See the bag of holding for additional rules regarding nondimensional spaces.)
There are three quiver sizes: 300 arrows (900 sp), 400 arrows (1200 sp), and 500 arrows (1500 sp). All quivers weight 3 lbs at any given time.
Feather Fall Staff
Wondrous item (quarterstaff), rare
A nobly staff with a cluster of 10 large feathers on top. Can use the staff for a guaranteed successful feather fall spell on any chosen object (though a creature may try resisting it, DC 18 Dex). Each use sheds a feather, once all the feathers are gone, it is out of feather fall charges. The staff grows 1d8 new feathers up to its normal total each morning. If a feather is plucked from the staff, anything within a 5 foot cone in front of the staff's club is thrown 50 feet up, and then gently fall again (directions can be changed by creatures affected by the fling). The wielder may choose to cast a group feather fall spell, shedding 2 feathers to affect everything in a 5 foot cube, 4 feathers for a 10 foot cube, or 7 feathers for a 20 foot cube. Counts as a quarterstaff in combat.
Great Feather Fall Staff
Wondrous item (quarterstaff), very rare
The same as the standard feather fall staff, except it has 25 feathers, and it gives +1 to combat as a quarterstaff.
Guiding Blade
Weapon (rapier), Very Rare (requires attunement)
The 5 souls in the sword may be commanded to perform either of two actions, Soul Strike or Possession. The number of times the souls may be commanded is the same, whether one, some, or all of the souls are commanded to perform a particular action.
A 4th level wielder may safely command each of the 5 souls once per long rest. The wielder may command the souls one additional time per four levels beyond 4th. In addition, the wielder may command the souls beyond these limits, but takes one level of exhaustion for each additional command. The wielder dies if this results in six levels of exhaustion. Each time the wielder commands the souls, they take one of the following actions.
Soul Strike. As an action, the wielder can command a soul to shoot from the sword, striking anything the wielder can see within 10 ft., dealing 1d8 force damage. No to hit roll is required. For every four levels the wielder possesses beyond 4th, the range increases by 10 ft. and the damage increases by 1d8.
Possession. As an action, the wielder can command one or more souls to attempt to possess a creature or object. This attempt occurs just prior to the beginning of the wielder’s next turn. If the attempt fails, the target knows that it was the target of possession and who targeted it. If the attempt succeeds, the target is possessed and will act in subsequent turns just prior to the wielder in the initiative order.
Success is determined by the Hit Dice and Size of the target, the wielder’s level, and the number of souls used in the possession attempt. Objects:
A Tiny non-magical object may be successfully possessed if the wielder is at least 4th level and one soul is commanded to possess the object. For every four levels above 4th, and/or for every additional soul commanded to possess the object, the target’s size may increase by one. Example: A Small object would require a wielder of at least 8th level and one soul, or at least 4th level and two souls. No roll is made – possession is automatic so long as the requirements are met. If the requirements are not met, the soul returns to the sword. Magical objects may not be possessed.
If possessed, the soul can drag an unattended object 5’ in any direction. If the object is attended, the soul can impose disadvantage on any use of the object, or grant a +1 to any Attack, Skill Check or other use of the object. Non-sentient creatures:
A creature may be targeted for possession if it has less than or equal Hit Dice as the wielder has levels. For this purpose, add 2 to the target’s Hit Dice for every size category it is larger than Tiny. Subtract 2 Hit Dice for every additional soul beyond the first that is commanded to possess the creature. The target must succeed on a Wisdom saving throw or be possessed. The save DC to avoid possession is 8 + wielder’s Wis Mod + number of souls used in the possession attempt. So a wielder with a 13 Wisdom, using 3 souls would have a DC of 12.
If possessed, the creature is Incapacitated on its next turn. On the soul’s next turn, the soul can command the possessed creature to take any action it is capable of. Any action that requires a roll – Attack, Skill Check, Saving Throw – is made with disadvantage.
At the end of each of the soul’s turns, the possessed creature may attempt to break free. The save DC is the same as the original possession, and is made at disadvantage. Success means the soul(s) has been forced out and must return to the sword. The formerly possessed creature is Incapacitated on its next turn, then may act normally thereafter. Sentient creatures:
This functions in all ways as with non-sentient creatures, except that a soul cannot successfully possess a creature of different gender than the soul.
These weapons were specifically created for Gorgos, the monsterous 6th Commander Minotaur.
At rest, it is a 2ft. long rod topped with a 1ft. silvered blade designed to look like a bull horn. While holding it, the wielder can at will extend or retract the spear to any length between 2ft. and 25ft.. It's weight is not affected by its length, but the wielder can only change the length after attuning to it.
This Skewer was modeled after the Spears of Kassius, but they were unable to replicate the ability to go through protective spells.
It is too heavy for a medium creature to lift unless attuned to it, and even then is unwieldy unless they are strong enough (disadvantage and cannot use one handed if under 16 Str). It is 7ft. long
(Silvered) Throwing Sword
Weapon (Short Sword), very rare
+1 Silvered Short Sword. 1d6 slashing, thrown (1d8 piercing, range 15/30, requires 12 Str)
I think I've finished all the unique Commander Weapons.
Spears of Kassius
Weapon (spear), very rare
The heads of these spears are shaped like eagle's heads. They were used by the Kassius royal guard in tandem with their magic shields. When a command word is spoken, it extends or retracts to one of its three default lengths of 2ft, 6ft, and 15ft as a bonus action. When striking a magic barrier such as a Wall of Force, the spear slides through as though the barrier is not there with a successful check against the spellcasting DC of the one who cast the barrier. If the caster of the barrier is touching or holding the spear, no check is required.
(Guards cast wall of force, then extend their spears to attack through it.)
Right Arm of Normator/ Sword of Normator Weapon (Longsword), artifact
+4 longsword. 1d8 slashing (crit 19-20), finesse, versatile (1d12), 20 charges
You gain a +4 bonus to attack and damage rolls made with this magic longsword. In addition, while you hold the sword, you can use an action to expend the specified number of the swords 20 charges to activate any of its unique abilities. The sword regains 3d6 expended charges daily at sunset up to its maximum. Lightning Quick (1 charge). On every turn for the next 3 minutes, you get an extra bonus action with the sword. You get an additional bonus action when your Dexterity is at level 14, and again at level 18. This effect ends after 3 minutes, you stop wielding the sword in any way, or if you don’t attack with the sword at least once on a turn. Reach (1 charge). One slash of the sword sends a burst of energy up to 50ft away causing 1d8 force damage. Add an extra 1d8 damage at levels 5 (2d8), 10 (3d8), 15 (4d8), and 20 (5d8). Repel (3 charges). Use an action to hit the ground causing a shockwave in a 15ft cone spreading from the sword. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8). On a failed save a creature takes 1d6 force damage, is pushed back 5ft, and is knocked prone. On a success a creature takes half as much damage and is not pushed back or prone.
Add an extra 1d6 damage at levels 5 (2d6), 10 (3d6), 15 (4d6), and 20 (5d6). Also, may expend additional charges to give an extra 1d6 per extra charge.
If there are 10 or more affected creatures, and more than half failed their saving throws (rounded down), then all affected creatures also take 1d10 bludgeoning damage from hitting each other. If less than half fail, only the failed targets take the extra damage at 1d4.)
Left Arm of Normator/ Shield of Normator Armor (shield), artifact
You gain a +2 bonus to AC while you wield this studded shield. In addition, while you hold the shield, you can use an action to expend the specified number of the shields 20 charges to activate any of its unique abilities. The shield regains 3d6 expended charges daily at sunset up to its maximum. Negate Magic (1 charge). Choose one creature, object, or magical effect within 50ft. Any spell of 6th level or lower ends, including spells not yet fully cast. May negate higher leveled spells by expending 1 additional charge per level (2 for 7th level, 3 for 8th level, 4 for 9th level). Shine (1 charge). For 1 hour or until dispelled, the shield shines bright light in a 30ft. Cone and dim light for an additional 30ft.. The brightness can be adjusted at will to be 30ft., 20ft., 10ft., or dark anytime until the spell ends (dim light is always an extra distance equal to the bright light). When activating this spell or as an action at any time during the spell, you may make the shield flash extra bright blanketing the 30ft. area in white light, then immediately go out ending the spell. Every creature in that area during the flash must make a saving throw against your Constitution DC (Con modifier +8), and are blinded for 2 minutes on a failed save. Gong (1 charge). The shield makes a loud gong like sound which can be heard up to 1 mile away. Additionally, it is excruciatingly loud to all creatures within a 30ft. cone in front of the shield. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8), and are stunned and deaf for 1 minute on a failed save. Wall of Force (1 charge). Can cast Wall of Force. May expend extra charges to increase the size of the Wall of Force by the number of charges expended. Alternately, expending 1 charge can end an existing Wall of Force cast by a Shield of Kassius as if a Disintegrate spell had been cast on the existing Wall. May also be used on any shielding spell as if a Disintegrate spell had been cast on it (regardless of its level).
May also be conjoined with Shields of Kassius to make a larger Wall of Force (see Shields of Kassius for more details)
Originally not a weapon, but a ceremonial tool used in rituals involving transferring souls. A silver greatsword with 100 runes covering the blade. Every time the sword is used for a finishing blow on a living creature, it absorbs the soul of the creature. It can hold up to 100 souls, and when a command word is whispered into the hilt, the runes on the blade glow black telling how many souls it currently has. As an action you may use any one of the swords abilities as long as you have the souls for it to devour. A creature cannot be resurrected or otherwise raised from the dead while its soul is claimed by Soul Ripper.
Disadvantage when attacking undead creatures with the Soul-Ripper, and it cannot drop them below 1 hit point. If at least one soul isn't absorbed each day, the attuned wielder gains 2 levels of exhaustion. If the wielder dies in this way, the Soul-Ripper absorbs their soul (+1 to its store of souls).
- Consume (3 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a short rest.
- Devour (15 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a long rest (you may not change any prepared spells, you simply renew the ones you had prepared after your last long rest).
- Animate (4 souls)(+3). You can use the Soul-Ripper to cast the Animate Dead spell (3rd level spell). You may treat the spell as being used with a 4th level spell slot or higher by expending 3 additional souls for each spell slot above 3rd.
- Frenzy (11 souls). The Soul-Ripper fills you with vigor. On each of your next 5 turns (including this one), you get an extra attack, the Soul-Ripper has +3 to all attack and damage rolls, and every attack done by the Soul-Ripper does critical damage (roll critical twice if you roll a natural critical).
At Higher Levels. When you reach level 11, if your attack gets the creature down to 1 hit point, the Soul-Ripper kills the creature anyways and claims the soul. The additional hit points it removes for its finishing blow goes up by one every level thereafter (2 hit points at level 12, 3 hit points at level 13, etc).
Quiver of Holding
Wondrous item, rare
This appears to be a typical quiver with a capacity of twenty arrows. The quiver opens into a nondimensional space capable of holding many more arrows than it would normally be able to. Each size of quiver of holding has room for a given number of arrows or objects of similar size and shape. Once it's been filled, the owner of the quiver can draw any item desired as though drawing from a regular quiver. The quiver of holding has the same weight no matter how much stuff is placed inside of it. (See the bag of holding for additional rules regarding nondimensional spaces.)
There are three quiver sizes: 300 arrows (900 sp), 400 arrows (1200 sp), and 500 arrows (1500 sp). All quivers weight 3 lbs at any given time.
Feather Fall Staff
Wondrous item (quarterstaff), rare
A nobly staff with a cluster of 10 large feathers on top. Can use the staff for a guaranteed successful feather fall spell on any chosen object (though a creature may try resisting it, DC 18 Dex). Each use sheds a feather, once all the feathers are gone, it is out of feather fall charges. The staff grows 1d8 new feathers up to its normal total each morning. If a feather is plucked from the staff, anything within a 5 foot cone in front of the staff's club is thrown 50 feet up, and then gently fall again (directions can be changed by creatures affected by the fling). The wielder may choose to cast a group feather fall spell, shedding 2 feathers to affect everything in a 5 foot cube, 4 feathers for a 10 foot cube, or 7 feathers for a 20 foot cube. Counts as a quarterstaff in combat.
Great Feather Fall Staff
Wondrous item (quarterstaff), very rare
The same as the standard feather fall staff, except it has 25 feathers, and it gives +1 to combat as a quarterstaff.
Guiding Blade
Weapon (rapier), Very Rare (requires attunement)
The 5 souls in the sword may be commanded to perform either of two actions, Soul Strike or Possession. The number of times the souls may be commanded is the same, whether one, some, or all of the souls are commanded to perform a particular action.
A 4th level wielder may safely command each of the 5 souls once per long rest. The wielder may command the souls one additional time per four levels beyond 4th. In addition, the wielder may command the souls beyond these limits, but takes one level of exhaustion for each additional command. The wielder dies if this results in six levels of exhaustion. Each time the wielder commands the souls, they take one of the following actions.
Soul Strike. As an action, the wielder can command a soul to shoot from the sword, striking anything the wielder can see within 10 ft., dealing 1d8 force damage. No to hit roll is required. For every four levels the wielder possesses beyond 4th, the range increases by 10 ft. and the damage increases by 1d8.
Possession. As an action, the wielder can command one or more souls to attempt to possess a creature or object. This attempt occurs just prior to the beginning of the wielder’s next turn. If the attempt fails, the target knows that it was the target of possession and who targeted it. If the attempt succeeds, the target is possessed and will act in subsequent turns just prior to the wielder in the initiative order.
Success is determined by the Hit Dice and Size of the target, the wielder’s level, and the number of souls used in the possession attempt. Objects:
A Tiny non-magical object may be successfully possessed if the wielder is at least 4th level and one soul is commanded to possess the object. For every four levels above 4th, and/or for every additional soul commanded to possess the object, the target’s size may increase by one. Example: A Small object would require a wielder of at least 8th level and one soul, or at least 4th level and two souls. No roll is made – possession is automatic so long as the requirements are met. If the requirements are not met, the soul returns to the sword. Magical objects may not be possessed.
If possessed, the soul can drag an unattended object 5’ in any direction. If the object is attended, the soul can impose disadvantage on any use of the object, or grant a +1 to any Attack, Skill Check or other use of the object. Non-sentient creatures:
A creature may be targeted for possession if it has less than or equal Hit Dice as the wielder has levels. For this purpose, add 2 to the target’s Hit Dice for every size category it is larger than Tiny. Subtract 2 Hit Dice for every additional soul beyond the first that is commanded to possess the creature. The target must succeed on a Wisdom saving throw or be possessed. The save DC to avoid possession is 8 + wielder’s Wis Mod + number of souls used in the possession attempt. So a wielder with a 13 Wisdom, using 3 souls would have a DC of 12.
If possessed, the creature is Incapacitated on its next turn. On the soul’s next turn, the soul can command the possessed creature to take any action it is capable of. Any action that requires a roll – Attack, Skill Check, Saving Throw – is made with disadvantage.
At the end of each of the soul’s turns, the possessed creature may attempt to break free. The save DC is the same as the original possession, and is made at disadvantage. Success means the soul(s) has been forced out and must return to the sword. The formerly possessed creature is Incapacitated on its next turn, then may act normally thereafter. Sentient creatures:
This functions in all ways as with non-sentient creatures, except that a soul cannot successfully possess a creature of different gender than the soul.
At rest, it is a 2ft. long rod topped with a 1ft. silvered blade designed to look like a bull horn. While holding it, the wielder can at will extend or retract the spear to any length between 2ft. and 25ft.. It's weight is not affected by its length, but the wielder can only change the length after attuning to it.
This Skewer was modeled after the Spears of Kassius, but they were unable to replicate the ability to go through protective spells.
It is too heavy for a medium creature to lift unless attuned to it, and even then is unwieldy unless they are strong enough (disadvantage and cannot use one handed if under 16 Str). It is 7ft. long
(Silvered) Throwing Sword
Weapon (Short Sword), very rare
+1 Silvered Short Sword. 1d6 slashing, thrown (1d8 piercing, range 15/30, requires 12 Str)
Warm to the touch, this acts as a magic focus. When attuned to it, if it is within 60 ft. it can be summoned to an outstretched hand as an action by saying or thinking its name. It flashes faintly as it teleports to the hand when summoned.
Net Bag
Wondrous Item (bag of holding), unique
A cloth pouch just big enough to fit a medium creature’s hand. It opens to an extradimensional space large enough to hold 20 nets. You instantly touch a net when you place your hand into the pouch, and can use an action throwing a net directly from the pouch. If anything other than a net is placed in the pouch, it becomes a normal pouch until everything non-net is removed.
Gleaming perpetually, an inscription can be seen at the base of each blade. “Shor byr shi sajael”, “Thaedys os paer”. “Will not be taken”, “Freedom or death”. Causes 1d4 psychic damage to anyone who tries taking it and each time they try using it without the owner’s consent. Attuning to the weapon has a chance of 1d10 psychic damage, but once attuned the new owner has full control.
When a lycanthrope transforms into their animal, the axe melds into it rather than being dropped. If it was being held, it melds into the arm causing that claw to to be silvered and grants +1 to the results of the damage rolls (may hold it in the mouth to give tusks or teeth the bonus).
Lycanthrope Clothing
Animal skins, common
Clothing made from the skins of the animal a lycanthrope transforms into meld into the form instead of ripping/falling off.
Spell Clock
Wondrous Item, Relic
Stumbled upon by a group of children in Kale gallivanting around in some caves. They crashed through a thin wall in the cave near the source of a small cave pool and discovered the little box. The observed that every hour is created water near where it was. It changed several sets of hands, eventually being brought to the king of Kale. Closer inspection revealed that it was casting a create water spell every hour. While mages are still working on revers engineering the clock as a whole, this is how they learned to make spell gems.
2/4
I've modified the 5th Commanders axe, as well as revised the other four Kassius items.
Spears of Kassius
Weapon (spear), very rare
The heads of these spears are shaped like eagle's heads. They were used by the Kassius royal guard in tandem with their magic shields. When a command word is spoken, it extends or retracts to one of its three default lengths of 2ft, 6ft, and 15ft as a bonus action. When striking a magic barrier such as a Wall of Force, the spear slides through as though the barrier is not there with a successful check against the spellcasting DC of the one who cast the barrier. If the caster of the barrier is touching or holding the spear, no check is required.
(Guards cast wall of force, then extend their spears to attack through it.)
Right Arm of Normator/ Sword of Normator Weapon (Longsword), artifact
+4 longsword. 1d8 slashing (crit 19-20), finesse, versatile (1d12), 20 charges
You gain a +4 bonus to attack and damage rolls made with this magic longsword. In addition, while you hold the sword, you can use an action to expend the specified number of the swords 20 charges to activate any of its unique abilities. The sword regains 3d6 expended charges daily at sunset up to its maximum. Lightning Quick (1 charge). On every turn for the next 3 minutes, you get an extra bonus action with the sword. You get an additional bonus action when your Dexterity is at level 14, and again at level 18. This effect ends after 3 minutes, you stop wielding the sword in any way, or if you don’t attack with the sword at least once on a turn. Reach (1 charge). One slash of the sword sends a burst of energy up to 50ft away causing 1d8 force damage. Add an extra 1d8 damage at levels 5 (2d8), 10 (3d8), 15 (4d8), and 20 (5d8). Repel (3 charges). Use an action to hit the ground causing a shockwave in a 15ft cone spreading from the sword. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8). On a failed save a creature takes 1d6 force damage, is pushed back 5ft, and is knocked prone. On a success a creature takes half as much damage and is not pushed back or prone.
Add an extra 1d6 damage at levels 5 (2d6), 10 (3d6), 15 (4d6), and 20 (5d6). Also, may expend additional charges to give an extra 1d6 per extra charge.
If there are 10 or more affected creatures, and more than half failed their saving throws (rounded down), then all affected creatures also take 1d10 bludgeoning damage from hitting each other. If less than half fail, only the failed targets take the extra damage at 1d4.)
Left Arm of Normator/ Shield of Normator Armor (shield), artifact
You gain a +2 bonus to AC while you wield this studded shield. In addition, while you hold the shield, you can use an action to expend the specified number of the shields 20 charges to activate any of its unique abilities. The shield regains 3d6 expended charges daily at sunset up to its maximum. Negate Magic (1 charge). Choose one creature, object, or magical effect within 50ft. Any spell of 6th level or lower ends, including spells not yet fully cast. May negate higher leveled spells by expending 1 additional charge per level (2 for 7th level, 3 for 8th level, 4 for 9th level). Shine (1 charge). For 1 hour or until dispelled, the shield shines bright light in a 30ft. Cone and dim light for an additional 30ft.. The brightness can be adjusted at will to be 30ft., 20ft., 10ft., or dark anytime until the spell ends (dim light is always an extra distance equal to the bright light). When activating this spell or as an action at any time during the spell, you may make the shield flash extra bright blanketing the 30ft. area in white light, then immediately go out ending the spell. Every creature in that area during the flash must make a saving throw against your Constitution DC (Con modifier +8), and are blinded for 2 minutes on a failed save. Gong (1 charge). The shield makes a loud gong like sound which can be heard up to 1 mile away. Additionally, it is excruciatingly loud to all creatures within a 30ft. cone in front of the shield. Every creature in that area must make a saving throw against your Constitution DC (Con modifier +8), and are stunned and deaf for 1 minute on a failed save. Wall of Force (1 charge). Can cast Wall of Force. May expend extra charges to increase the size of the Wall of Force by the number of charges expended. Alternately, expending 1 charge can end an existing Wall of Force cast by a Shield of Kassius as if a Disintegrate spell had been cast on the existing Wall. May also be used on any shielding spell as if a Disintegrate spell had been cast on it (regardless of its level).
May also be conjoined with Shields of Kassius to make a larger Wall of Force (see Shields of Kassius for more details)
Spell Clock
Wondrous Item, Relic
Stumbled upon by a group of children in Kale gallivanting around in some caves. They crashed through a thin wall in the cave near the source of a small cave pool and discovered the little box. The observed that every hour is created water near where it was. It changed several sets of hands, eventually being brought to the king of Kale. Closer inspection revealed that it was casting a create water spell every hour. While mages are still working on revers engineering the clock as a whole, this is how they learned to make spell gems.
Originally not a weapon, but a ceremonial tool used in rituals involving transferring souls. A silver greatsword with 100 runes covering the blade. Every time the sword is used for a finishing blow on a living creature, it absorbs the soul of the creature. It can hold up to 100 souls, and when a command word is whispered into the hilt, the runes on the blade glow black telling how many souls it currently has. As an action you may use any one of the swords abilities as long as you have the souls for it to devour. A creature cannot be resurrected or otherwise raised from the dead while its soul is claimed by Soul Ripper.
Disadvantage when attacking undead creatures with the Soul-Ripper, and it cannot drop them below 1 hit point. If at least one soul isn't absorbed each day, the attuned wielder gains 2 levels of exhaustion. If the wielder dies in this way, the Soul-Ripper absorbs their soul (+1 to its store of souls).
- Consume (3 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a short rest.
- Devour (15 souls). The sword grants you energy from the souls it consumed. It is as though you have completed a long rest (you may not change any prepared spells, you simply renew the ones you had prepared after your last long rest).
- Animate (4 souls)(+3). You can use the Soul-Ripper to cast the Animate Dead spell (3rd level spell). You may treat the spell as being used with a 4th level spell slot or higher by expending 3 additional souls for each spell slot above 3rd.
- Frenzy (11 souls). The Soul-Ripper fills you with vigor. On each of your next 5 turns (including this one), you get an extra attack, the Soul-Ripper has +3 to all attack and damage rolls, and every attack done by the Soul-Ripper does critical damage (roll critical twice if you roll a natural critical).
At Higher Levels. When you reach level 11, if your attack gets the creature down to 1 hit point, the Soul-Ripper kills the creature anyways and claims the soul. The additional hit points it removes for its finishing blow goes up by one every level thereafter (2 hit points at level 12, 3 hit points at level 13, etc).
Quiver of Holding
Wondrous item, rare
This appears to be a typical quiver with a capacity of twenty arrows. The quiver opens into a nondimensional space capable of holding many more arrows than it would normally be able to. Each size of quiver of holding has room for a given number of arrows or objects of similar size and shape. Once it's been filled, the owner of the quiver can draw any item desired as though drawing from a regular quiver. The quiver of holding has the same weight no matter how much stuff is placed inside of it. (See the bag of holding for additional rules regarding nondimensional spaces.)
There are three quiver sizes: 300 arrows (900 sp), 400 arrows (1200 sp), and 500 arrows (1500 sp). All quivers weight 3 lbs at any given time.
Feather Fall Staff
Wondrous item (quarterstaff), rare
A nobly staff with a cluster of 10 large feathers on top. Can use the staff for a guaranteed successful feather fall spell on any chosen object (though a creature may try resisting it, DC 18 Dex). Each use sheds a feather, once all the feathers are gone, it is out of feather fall charges. The staff grows 1d8 new feathers up to its normal total each morning. If a feather is plucked from the staff, anything within a 5 foot cone in front of the staff's club is thrown 50 feet up, and then gently fall again (directions can be changed by creatures affected by the fling). The wielder may choose to cast a group feather fall spell, shedding 2 feathers to affect everything in a 5 foot cube, 4 feathers for a 10 foot cube, or 7 feathers for a 20 foot cube. Counts as a quarterstaff in combat.
Great Feather Fall Staff
Wondrous item (quarterstaff), very rare
The same as the standard feather fall staff, except it has 25 feathers, and it gives +1 to combat as a quarterstaff.
Guiding Blade
Weapon (rapier), Very Rare (requires attunement)
The 5 souls in the sword may be commanded to perform either of two actions, Soul Strike or Possession. The number of times the souls may be commanded is the same, whether one, some, or all of the souls are commanded to perform a particular action.
A 4th level wielder may safely command each of the 5 souls once per long rest. The wielder may command the souls one additional time per four levels beyond 4th. In addition, the wielder may command the souls beyond these limits, but takes one level of exhaustion for each additional command. The wielder dies if this results in six levels of exhaustion. Each time the wielder commands the souls, they take one of the following actions.
Soul Strike. As an action, the wielder can command a soul to shoot from the sword, striking anything the wielder can see within 10 ft., dealing 1d8 force damage. No to hit roll is required. For every four levels the wielder possesses beyond 4th, the range increases by 10 ft. and the damage increases by 1d8.
Possession. As an action, the wielder can command one or more souls to attempt to possess a creature or object. This attempt occurs just prior to the beginning of the wielder’s next turn. If the attempt fails, the target knows that it was the target of possession and who targeted it. If the attempt succeeds, the target is possessed and will act in subsequent turns just prior to the wielder in the initiative order.
Success is determined by the Hit Dice and Size of the target, the wielder’s level, and the number of souls used in the possession attempt. Objects:
A Tiny non-magical object may be successfully possessed if the wielder is at least 4th level and one soul is commanded to possess the object. For every four levels above 4th, and/or for every additional soul commanded to possess the object, the target’s size may increase by one. Example: A Small object would require a wielder of at least 8th level and one soul, or at least 4th level and two souls. No roll is made – possession is automatic so long as the requirements are met. If the requirements are not met, the soul returns to the sword. Magical objects may not be possessed.
If possessed, the soul can drag an unattended object 5’ in any direction. If the object is attended, the soul can impose disadvantage on any use of the object, or grant a +1 to any Attack, Skill Check or other use of the object. Non-sentient creatures:
A creature may be targeted for possession if it has less than or equal Hit Dice as the wielder has levels. For this purpose, add 2 to the target’s Hit Dice for every size category it is larger than Tiny. Subtract 2 Hit Dice for every additional soul beyond the first that is commanded to possess the creature. The target must succeed on a Wisdom saving throw or be possessed. The save DC to avoid possession is 8 + wielder’s Wis Mod + number of souls used in the possession attempt. So a wielder with a 13 Wisdom, using 3 souls would have a DC of 12.
If possessed, the creature is Incapacitated on its next turn. On the soul’s next turn, the soul can command the possessed creature to take any action it is capable of. Any action that requires a roll – Attack, Skill Check, Saving Throw – is made with disadvantage.
At the end of each of the soul’s turns, the possessed creature may attempt to break free. The save DC is the same as the original possession, and is made at disadvantage. Success means the soul(s) has been forced out and must return to the sword. The formerly possessed creature is Incapacitated on its next turn, then may act normally thereafter. Sentient creatures:
This functions in all ways as with non-sentient creatures, except that a soul cannot successfully possess a creature of different gender than the soul.
Rravaki has a huge cash of knives hidden away in a secret location which he can summon at any time. He can only summon them from this room to him, or from him to the room, he can't summon knives he just tossed into someone's chest. He has regular knives, magic knives, silvered knives... though no knife of his has more than 1 magical property (acid, poison, lightning, cold, fire).
Warm to the touch, this acts as a magic focus. When attuned to it, if it is within 60 ft. it can be summoned to an outstretched hand as an action by saying or thinking its name. It flashes faintly as it teleports to the hand when summoned.
Net Bag
Wondrous Item (bag of holding), unique
A cloth pouch just big enough to fit a medium creature’s hand. It opens to an extradimensional space large enough to hold 20 nets. You instantly touch a net when you place your hand into the pouch, and can use an action throwing a net directly from the pouch. If anything other than a net is placed in the pouch, it becomes a normal pouch until everything non-net is removed.
Gleaming perpetually, an inscription can be seen at the base of each blade. “Shor byr shi sajael”, “Thaedys os paer”. “Will not be taken”, “Freedom or death”. Causes 1d4 psychic damage to anyone who tries taking it and each time they try using it without the owner’s consent. Attuning to the weapon has a chance of 1d10 psychic damage, but once attuned the new owner has full control.
Lycanthrope Clothing
Animal skins, common
Clothing made from the skins of the animal a lycanthrope transforms into meld into the form instead of ripping/falling off.
At rest, it is a 2ft. long rod topped with a 1ft. silvered blade designed to look like a bull horn. While holding it, the wielder can at will extend or retract the spear to any length between 2ft. and 25ft.. It's weight is not affected by its length, but the wielder can only change the length after attuning to it.
This Skewer was modeled after the Spears of Kassius, but they were unable to replicate the ability to go through protective spells.
It is too heavy for a medium creature to lift unless attuned to it, and even then is unwieldy unless they are strong enough (disadvantage and cannot use one handed if under 16 Str). It is 7ft. long
(Silvered) Throwing Sword
Weapon (Short Sword), very rare
+1 Silvered Short Sword. 1d6 slashing, thrown (1d8 piercing, range 15/30, requires 12 Str)
They have developed a way to have multiple coven eyes. While the method is less convenient than normal as it requires the original owner of the eye remain alive, it allows them to create an elaborate and highly efficient spy network.
When a lycanthrope polymorph while holding the axe, they can chose to have it meld into them rather than being dropped. It becomes a part of a single natural weapon causing a claw, tusk, teeth (the whole maw), etc, to to be silvered and grant +1 combat bonus. If it melds/stays melded when turning to human form, it makes the whites of the eyes silver and grants truesight for 60ft. Melding or unmelding the axe can only occur while polymorphing.
The Dark Cadre made the Moonclaw, but are unaware of its ability to grant truesight while melded in humanoid form. It was not an intended effect, and there was nothing around during the testing to point out it existed.
Battle Crown of Kassius
Wondrous item, legendary (requires attunement)
This royal battle helmet with a crown-like design on top was worn by King Normator and then by his son. Upon entering combat, up to 5 allies in a 10 ft. radius get advantage on their next attack. It’s current whereabouts are unknown.
Armor of the Free King
+1 Armor (Scale Mail), legendary
This enchanted mithril armor was worn by King Normator and then by his son. It was weightless and caused no disadvantage to movement or stealth. Additionally, when worn with a crown or helmet with magic, it doubles the effects of that item’s magic (DM’s discretion for items effects that can’t be doubled). It’s current whereabouts are unknown.
Power Gauntlets
Wondrous item, legendary (requires attunement)
Thick leather with with intricate weaves of gold and silver, the gauntlets have no power in themselves. However, each glove has 3 charges which can be used by any magic item they are holding or otherwise touching. Each glove regains 1 charge at sunrise. They were used by King Normator to boost the effectiveness of his sword and shield.
A flowing dark blue robe with the golden eagle of Kassius depicted on it that reaches the ankles of anyone who wears it. Advantage on all Charisma skill checks. When in combat, anyone who targets you must succeed a Charisma check, a failure causes the enemy to hesitate (lose 1 turn). If you are facing the enemy who is targeting you and within 10 feet, their check is at disadvantage. After that first check, they don't need to check again, even if they switch targets.
It was made for Normator, and it was inherited by his son. It’s current whereabouts are unknown.
Nice! As far as the moonclaw goes, is there a need to be magic and silvered? I'm not aware of a situation where magic doesn't do what silvered does, but I could be wrong.
Nothing in the core ruleset, so you're looking at a leftover from earlier editions or the necessity of a setting-specific rule. Maybe silvered weapons provide advantage on confirming critical hits against creatures weak to it, rather than overcoming damage resistance?
Or a type of Prime Lycanthrope deal which requires magical silver weapons, not just one or the other, to slay. Could work with warlocks using Fiendish Resistance too. I dunno, it's just a thought.
I was originally going for making all the weapons silvered, not realizing that being magic would do the trick. Once I realized that, I started shifting away from them being both. But it seems to fit that the weapon used by the werebear is MADE from silver. Silver seems to be a pretty big magic conductor, so it seems like with a creature that has a lot to do with silver (even if it is a vulnerability), it being silver would help with the process of making the magic work.