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Basat's CurSED ARSENAL A small index of magical weapons with their own strengths, duirks, and drawbacks, SPARK-STEALER Weapon (Glaive) Legendary (Requires attunement) Avast cavern waits, several miles dee. Its walls glow as iit was burning, and embers spiral out into the night. They light the valley in careful droplets of gold as a horrendous and bloody battle rages. Every last corridor reflects like a perfect ‘mirror, and at the base of them all is a fountain. In the odd light, its water looks like coils of smoke. Despite the battle, everything is quiet. Trinkets float in the pool treasures lost to time, A man carefully draws them up with a net. Within the next yeas, the trinkets have been melted and forged into a legendary polearm. ‘Every ast trinket in the fountain was a wish or plea to the gods, and soit was only fitting that the weapon was named the ‘Spark Stealer’ It stole not only the divine power of the fountain, but the dreams of others. ‘The Spark: Stealer is a +3 glaive, and deals an additional 148 Radiant damage whenever it hits. This damage ignores resistance and immunity. Ithas 3 charges, and regains 144-1 after every long rest. It ccan use these charges to cause an effect similar to that of ‘weapon of slaying, When the wielder hits an attack against a Celestial, God, Demi-God, Fiend, or Titan, they can expend a charge to force the target to make a Constitution saving. throw (DC 22) On a failed save, the target takes an additional 45410 Force damage and is Stunned for 1 round. On a successful save, the target takes half of the additional force damage and is not stunned, Ifa creature of CR 8 or greater is killed by one of the ‘Spark-Stealer's charges, the wiclder gains 1 divine spark. If the wielder accumulates 200 divine sparks, they may ascend tominor god:hood A.creature killed by the Spark-Stealer cannot be revived by ‘any means short of divine intervention or a Wish spell Curse. The Spark Stealer is cursed, and attuning to it extends the curse to you. The curse cannot be removed by ‘any means, and will effect your soul in every life. The only ‘means of ending your attunement is to have your soul permanently destroyed As long as you are attuned to the ‘Spark Stealer, it cannot be removed from your person. While under the Spark Stealer's curse, everyone you care about begins to fall victim to madness. When someone you ccare about has had contact with you, they must make a DC 16 Charisma saving throw. On a failed save, they gain a form ‘of madness from the table and are immune to gaining more types for a week. On a successful save, they are immune to {Gaining more types for a week. Madness caused by the Spark: ‘Stealer is incurable, Every time you gain a type of madness, ‘you keep the previous forms, though you can have a ‘maximum of three types of madness. Additionally, you must also make these saving throws against madness, ‘Whenever you take Radiant damage, you must make a Constitution saving throw with a DC equal to 5 + half of the damage taken, On a failed savo, you take double the radiant damage. ‘SPARK MADNESS - WIELDER In the case of conflicting types of madness, please reroll 12 1 2 10 un 2 "So many people are dirty liars, andl hate it" “They only care about me because they want something that | have.” "1 avoid people whenever possible.” "{ can't stand being alone, and the thought of it makes me panic,” “It's not ‘overconfidence' if! really am the best." "The world deserves punishment for its past slights.” "Anyone who speaks of a religon that isn't my own is heretic.” “Only the best survive." "loath who I've become, but | cant stop. rust is for foots "The gods are as flawed as the rest of us, they don't : ‘deserve their power.” "IF don't change the world, ne one will” ‘SPARK MADNESS - NONWIELDER In the case of conflicting types of madness, please reroll 12 1 2 3 4 10 n 2 “hy memory tends to slip away from me." "People are inherently cruel” "! avoid people whenever possible.” "{ can't stand being alone, and the thought of it makes me panic.” "[The Wielder] is the only person | trust in this world." “(he Wieder is amonster and m disgusted that Tim Der eight of hes a good person” "Talking has only ever caused me pain, preferto be silent.” ' enjoy worldly pleasures a bit too much, "| need alcohol to stay sane." "My nightmares are horrible, | hardly sleep.” "| can't stand the waking world, and sleep most of ‘every day.” "Nothing matters.” Basat's CuRSED ARSENAL ‘A small index of magical weapons with their own strengths, quirks, and drawbacks, ‘Tue Anais Famay Jewsis Wondrous lem, Legendary Requires attunement) A fiercely guarded artifact among the Amilius house, this prized jewelery hasn't been guarded, enough. The fiendish hhouse lost the gems when they lost their heir, Faust. While the young lord has been assumed dead for years, the {gemstones have vanished to the material realm. Hired fiends, and humanoid hands search tirelessly for the coveted jewels. A.wearer attuned to the jewels is under the effects of the ‘Mind Blank spell though its duration is for as long as the ‘wearer is touching the jewels and attuned to them. ‘The wearer can cast the Crown of Madness spell (save DC 17) Darkness spel (as if from a 8th level spell slot), and Silence spell once per short rest, each, Additionally, it has 3 charges. Whenever the wearer dies, the jewols expend 1 charge to cast the Revivify spell using no ‘material components. Acreature attuned to the jewels must make a DC 20 Constitution saving throw every time it takes a long rest. Ona ssuceess, nothing happens. On a failure, the target takes 1d4 permanent cumulative reduction to its maximum hitpoints. A Greater Restoration spell can remove any reduction that has ‘occured in the past 24 hours, but any reduction that has ‘occured before then can only be removed by the means of Wish spell This effect is nearly unnoticable to the attuned creature, and feels closer to lethargy or general tiredness. Curse. The Amilius Jewels are cursed, and becoming attuned to them extends the curse to you. Remove Curse spell will not cend the attunement. The attunement only ends through one ‘of two means: the Trial ofthe Devil's Dance, or the Wish spelL ‘The Devil's Dance is an illustrious duel, watched over by shundreds to thousands of devils, When the wielder of the Recourse and the wearer of the Amilius Jewels eross paths, the dance has already begun. The first to kill the other wins, though the wearer of the Jewels has the edge in that they do, {in fact, get to use all three of their Revivify spells granted by the Jewels. The winner escapes their attunement, and the loser’s soul belongs to the Amilius House thereafter, and they ‘cannot be revived by any means unless the soul is somehow freed BasAtt's CuRSED ARSENAL ‘A smmall index of magical weapons with their own strengths, quirks, and drawbacks. Awatus's RECOURSE Weapon (Rapier), Legendary (Requires attunement) A glittering rapier sought after by the most power-hungry devils in the hells, the Amilius's Recourse is far more than ‘meets the eye. At first glance, i's merely a silvered rapier with, a beautifully decorated guard, set with 7 bloodstones. Those ‘who ean read Infernal will realize that the patterns on its guard are not decorative, but words, They read: "Strike down my enemies and do it well ‘Draw my soul with which to sell {Use my blood to rend the pages, ‘Turn their futures to dark ages, There itis, the funeral bell Tolling to make me halfborn of hell” ‘The Recourse is a +X rapier. Whenever the wielder makes an attack with the Recourse, they must roll 1d4+ 1, The rapier recieves a bonus to attack and damage rolls equal to that ‘number, for that attack. The wielder also takes damage equal to triple the bonus that ignores resistance and immunity as the Recourse drains their blood and soul to power itself. For ‘example, ifa fighter swings with the Recourse and rolls a 2+ 1, the Recourse isa #3 rapier for that attack, and the fighter takes 9 damage. ‘Additionally, the Recourse has 10 charges. Itean can expend 1 charge to cast Bane ata first level spell slot, 2 charges to cast Hellish Rebuke ata fist level spell slot, 3 charges to cast Wrathfil Smite at a fourth level spell slot, and 6 charges to cast Wall of Fire at a 4th level spel slot It regains 1410 + 1 expended charges at dusk, every day. (Curse. The Recourse is cursed, and becoming attuned to it extends the curse to you. A Remove Curse spell will not end the attunement. The attunement only ends through one of two means: the Trial ofthe Devil's Dance, or the Wish spel. ‘The Devil's Dance isan illustrious duel, watched over by hundreds to thousands of devils, When the wielder of the Recourse and the wearer of the Amilius Jewels eross paths, the dance has already begun. The first to kill the other wins, though the wearer of the Jewels has the edge in that they do, {in fact, get to use all three of their Revivify spells granted by the Jewels. The winner escapes their attunement, and the laser's soul belongs to the Amilius House thereafter, and they ‘cannot be revived by any means unless the soul is somehow freed. BASALT's CURSED ARSENAL Assmail index of magical weapons with their own strengths, quirks, and drawbacks. Tue Lover's BLapE Weapon (shortsword) Rare (requires attunement) ‘This slender blade: is engraved with a quote written in Sylvan, "Drown in tears for your enemies, and then you will know the pain af love". You gain a #1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this ‘Weapon, you can choose to use your Charisma modifer instead of Strength or Dexterity for your attack and damage rolls. Curse. This blade is cursed, and becoming attuned to it extends the curse to you. AS long-as you are cursed, you are unwilling to part with the sword, keeping it within reach at all times. You also have disadvantage om attack rolls made with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the sword is in your possession, you must succeed ona DC 15 Wisdom saving throw or fall Ineapacitated. While Incapacitated in this way, your mind swims with sadness for the creatures you've slain and you feel theie dying pain. If the applicable, you feel the grief of those close Lo the killed creatures. At the start of your next turn, you may repeat the saving throw, ending the effect ona success. T's CURSED ARSENAL |index of magical weapons with their own strengths, ‘uirks, and drawbacks. ‘Tureves' BANE Weapon (dagger), Uncommon (requires attunement) A sharp, thormlike dagger that seems to be hollow, but isnt. Its metal is dark silver and always appears to be badly scratched. You gain a+1 to attack and damage rolls made with this ‘magic weapon. (Curse. This dagger is cursed, and becoming attuned to ‘extends the curse to you. While attuned to a creature, the dagger creates a horrible ringing noise akin toa cracked chime. The creature attuned to the dagger cannot hear the ringing, This curse imposes a “5 penalty to Stealth and Sleight of Hand checks and wakes » all sleeping creatures within 20 feet. Creatures that cannot hear do not impose the penalty, and do not wake from: curse. Y BASALT'S CURSED ARSENAL A small index of magical weapons with their own strengths, quirks, and drawbacks. VITREOUS Weapon (longsword), Very rare (requires attunement) A two-handed longsword made of pale, blue glass. It is known for its beauty, and exceptionally painful strike. You gain a +2 to attack and damage rolls made with this magic weapon, The sword has 1d8+1 charges. If you score a critical hit against a creature, it must succeed on a DC 15 Constitution saving throw or take an additional 6d8 slashing damage, taking half damage on a successful save. If this damage reduces a creature to 0 hit points, its body turns to fine glass powder. The sword loses one charge when this damage is dealt. When the sword has no charges remaining, it loses this property. Curse. This sword is cursed, and becoming attuned to it extends the curse to you. The curse of Vitreous is said to make its victims as fragile as crystal and as unstable as ocean waves, When you roll a critical failure on an attack roll made with this weapon, you must make a DC 15 Wisdom saving throw or attack your nearest ally. If no allies are nearby, you attack yourself, This attack is treated as a critical hit, and uses Vitreous's critical hit property. It does not expend a charge, and occurs even if the sword has no charges remaining.

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