Showing posts with label Weapon. Show all posts
Showing posts with label Weapon. Show all posts

Wednesday, September 9, 2015

20 Cursed Weapon Qualities


I recently stumbled upon the RPG Blog Carnival and was intrigued by this month's topic: Curses! Cursed Items, Spells, Campaign Stories (hosted at Roleplaying Tips). It's a fun topic from the game master's perspective so I thought I'd take part.
 
The intrinsic value of a magic item comes down to balancing its benefits against its costs. Cursed items that hinder or, worse, try to kill a character don't have much value and it's an easy call for the party to ditch it at their earliest convenience. However, to me, the best cursed items are ones that have a beneficial aspect to them as well. Suddenly, the players need to determine if they can deal with the difficulties of carrying the item with them (at least temporarily) in order to benefit from that item's more benevolent features.
 
As part of a creative exercise, I've created a list of 20 qualities that a GM might give a magic weapon that could render it cursed. Since they come from a brainstorming session, these qualities should be functional, but some may need a little refining to achieve better game balance and clarity. Not every quality is entirely negative, but all have some sort of cost associated with them. In some cases, it may be more dramatic to withhold the malevolent effects of the curse from the players, especially in the case where the effect is not immediately evident.

Arcane Beacon. All spell attacks made against you have advantage.

 
Bloodied. While you are holding this weapon, if you do not deal damage to a living creature before the end of your turn, you use this weapon to deal damage to yourself equal to it's average damage value. Do not apply your Strength modifier or other damage dice to this damage.
 
Blinding. A blinding weapon is made of highly polished metal that is exceptional at reflecting light. Its effects can only occur in areas of bright light. When you confirm a critical hit with this weapon, you may choose to deal normal damage and blind your opponent for 1d4 rounds. However, if your attack roll is ever a natural 1, you automatically blind yourself for 1d4 rounds.
 
Booming. This weapon issues a thunderous boom when it strikes true. When you score a critical hit with an attack from this weapon, the target and all creatures adjacent to it are deafened for 1d4 rounds.
 
Clumsy. If you miss with an attack with this weapon, you must succeed at a DC 12 Dexterity (acrobatics) check or fall prone.
 
Decapitating. All attacks that threaten a critical hit against you are automatically confirmed. If you die as a result of a critical hit, the blow removes your head.
 
Dulled. This weapon only deals bludgeoning damage equal to your Strength modifier.
 
Electrified. When drawn, veins of energy begin to dance along the blade and hilt as this weapon crackles with electricity. When you hit with an attack using this magic weapon, the target takes an extra 1d6 lightning damage. In addition, while you hold the sword, you take 3 points of lightning damage each round.
 
Exhausting. This weapon requires significantly more effort to wield in battle, although its blow tend to be much more devastating. All hits with this weapon threaten critical hits, but if you miss with an attack with this weapon, you gain 1 level of exhaustion.
 
Gaseous. This weapon carries with it an aura of noxious fumes. A powerful strike causes it to expel a poisonous gas cloud. When you hit with an attack with this weapon, the target must succeed at a DC 12 Constitution saving throw or become poisoned for 1 round. If you ever roll a natural 1, you accidently inhale the fumes and are poisoned for 1d4 rounds.
 
Isolating. While you are holding this weapon, allies cannot approach within 10 feet of you. Any ally that is already within 10 feet of you when you pick up the weapon cannot move any closer.
 
Leeching. This weapon draws upon the life force of your allies to keep you safe. When you suffer hit point damage, you take no damage; instead, the closest ally within 30 feet of you takes an amount of necrotic damage equal to the damage you would have sustained. This damage cannot be reduced in any way. If there is no ally within 30 feet of you at the time you take the damage, you suffer the damage normally.
 
Lodestone. For each attack you make with any weapon other than this one, your speed is reduced by 5 feet. This reduction disappears once you make an attack with this weapon against a target that is within your reach.
 
Merciless. You have advantage on attacks made against any creature with less than one half of its maximum hit points, but attacks against you gain advantage if you have less than one half your maximum hit points.
 
Murderous. If you miss with an attack with this weapon, you strike yourself and deal damage as normal. On a roll of a natural 1, you score a critical hit against yourself.
 
Offensive. There is something about you having this weapon that other creatures find insulting or offensive. Creatures of one specific type (i.e. beast, fey, fiend, undead, etc.) chose to attack you over other targets.
 
Seppuku. At the end of any combat in which you did not adhere to the weapon’s honor, you must succeed at a DC 15 Charisma saving throw or impale yourself upon this weapon. If you fail the saving throw, you deal maximum critical damage to yourself. Roll on the table below do determine the weapon’s honor.
 
1 – Deliver the killing blow to at least one creature.
2 – Do not make an attack with advantage.
3 – All allies are alive at the end of combat (they may be unconscious).
4 – Do not attack a non-spellcaster so long as an enemy spellcaster is present.
 
Spell Loathing. When you are affected by a spell (even if you passed the saving throw), you have disadvantage on your attacks for a number of rounds equal to the level of the spell slot that was used to cast the spell.
 
Vengeful. Each time you deliver the killing blow to a living creature while attuned to it, you suffer a cumulative 1 point of psychic damage.
 
Xenophobic. You have disadvantage when attacking creatures of a specific type (i.e. beast, fey, fiend, undead, etc.). In addition, you become frightened of any creature of that type that causes damage to you.

 

Friday, September 4, 2015

Talon

To me, Talon represents how a little bit of backstory and an interesting quirk can add a whole lot of flavor to an otherwise mechanically bland item. I can already imagine the awkward social situations that could arise when the PCs dine with a noble or at the royal court. And I don't think I need to mentioned that there are a minimum of three solid plot hooks that jump out at you.

 

Description

A carved ivory handle contrasts with the obsidian color of the dagger’s talon-like blade. Four figures, their likenesses worn beyond recognition, and a series of indecipherable hieroglyphs, encircle the handle.

History

This dagger started out as a ceremonial blade for a long-dead desert cult. Scholars know little about the cult aside from the fact that they venerated an individual known as the Prophet of the Red Sky. It is believed that the cult’s demise came when the congregation was buried alive in their temple by a powerful sandstorm. This dagger was discovered when the temple was unearthed and bought by a wealthy collector. It disappeared, however, when the collector’s manor was robbed.

Quirk

The wielder develops a habit of using Talon as a dining utensil.

TALON (5e)

Weapon (dagger), uncommon (requires attunement)
You gain a +1 bonus on attack and damage rolls made with this magic weapon.

TALON (Pathfinder)

Aura faint evocation; CL 3rd
Slot none; Price 2,302 gp; Weight 1 lb.  

description

This magical dagger has a +1 enhancement bonus on attack and damage rolls.

construction

Requirements Craft Magic Arms and Armor, Craft (weapons) or Spellcraft; Cost 1,302 gp

Shitstorm

I'm not a fan of vulgarity in a game just for the sake of it, so it's rather ironic that this magic weapon holds a special place in my gamer soul. It was originally introduced in the Expedition to Castle Ravenloft campaign I was running for my players some years ago as a plain old +1 longsword. It wasn't even something I added; just a basic magic weapon presented as part of a treasure horde from the book. Now, that group of players wasn't know for getting overly invested with the world in which their characters were busy hacking and slashing through. They tend to lean towards the "if it has hit points we can kill it" mentality. So it was with a great deal of surprise and pleasure as I watched this otherwise vanilla blade come to life over the course of a couple sessions.
 
Sure, they decided there was a constant swarm of flies buzzing about it and the cross guard was actually a pair of spigots that constantly dripped excrement, but they were getting into it! In fact, they were so invested in what they had created that nobody actually wanted their character to be wielding the odorous thing and they eventually they traded it to the local shop keep in exchange for a masterwork mace. All the while, it mechanically remained nothing more than a +1 longsword.
 
To honor that spontaneous and amazing feat of role playing, I decided I needed to provide this memorable weapon with some specific abilities that compliment it's story. So, here it is, updated for the newest edition.

 

Description

This longsword appears to have been poorly maintained through the years. The blade is pitted and tarnished while the metal hilt is dirty and rusted. The noticeable stench of excrement seems to cling to it. No amount of cleaning, magical or otherwise, seems to be able to abolish the longsword’s flaws. Despite the weapon’s depreciated mien, the blade is still razor-sharp.

History

The sword known as Shitstorm spent untold years in the basement laboratory of an evil necromancer, collecting dust until it was discovered by a band of adventurers. Many sages theorize that prolonged exposure to the refuse of magical experimentations may have infused the sword with its current powers. After the adventurers quickly rid themselves of the unsanitary weapon, it found its way into the hands of a city urchin who used it to carve out a name for himself in the back streets of Kaldia. Eventually the urchin drew the attention of the city guard and was eventual hunted down. Shortly afterwards, Shitstorm disappeared back into the dark alleys of the city.

Quirk

The wielder avoids bathing.

Shitstorm (5e)

Weapon (longsword), very rare (requires attunement)
You gain a +1 bonus on attack and damage rolls made with this magic weapon.

The sword has 3 charges. When you hit a target with this weapon, you can use a bonus action to expend 1 charge in order for the weapon to expel a viscous pool of liquid excrement in a 5-foot radius around the target. Any creature that fails a DC 10 Dexterity saving throw falls prone. Those that fall prone must then make a DC 11 Constitution saving throw or spend their next action retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this second saving throw. The sword regains 1d3 expended charges daily at dawn.

Curse. Once you are attuned to this weapon, you can't end the attunement unless you are targeted by the remove curse spell or similar magic. While attuned, you have disadvantage when attempting any Charisma checks or saving throws.

Tuesday, September 1, 2015

Fist of the Fomorian

Description

A long steel handle, terminated with a simple steel ring, comprises one half of this bludgeoning weapon. The femur of a large humanoid comprises the other, promising to crush limbs and break bones with ease.
 

History

[CULTURE] folklore tells of a degenerate man of unnatural size who terrorized villagers with his bulk and strength. After months of brutal rampages, the giant was seriously wounded. Refusing to let the injured brute flee, a single warrior tracked him through the jungle to a deep cave. Individual tales vary as to what transpired in the cave, but all agree that in the end the warrior emerged with the giant's severed leg slung over his shoulder. As the stories tell it, it is from this leg that the fist of the fomorian was crafted.

Quirk

You walk with a distinctive limp, even when not suffering from any sort of impediment.

Fist of the Fomorian (5e)

Weapon (mace), rare (requires attunement)
The fist of the fomorian has the Versatile (1d8) property, even when it is not attuned.

When you hit with an attack using this magic weapon, the target must succeed at a DC 14 Constitution saving throw or have disadvantage on ability checks, saving throws, and attacks based on Strength and Dexterity until the target finishes a short rest, or a long rest if the weapon was used two-handed.