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Arsenal of the Barons

T
he nine powerful and useful weapons and
items developed and used by the Barons of the Hunter's Pistols
small island nation of Atuul. Only by defeating
them can a warrior be deemed worthy of Wonderous item, Very Rare
wielding them. Warriors that wield these A pair of oddly detailed forest green revolvers.
weapons are worthy enough to conquer their
lands becoming the new Barons. As Bonus action you draw both pistols firing a hail of
bullets in 60ft cone, creatures inside have to make a
Sanguine Slicer Dexterity saving taking 3d8 piercing damage on a fail half
as much on a success.
Wonderous item, Very Rare As a Bonus action you can expended a charge fusing the
revolvers to make a sniper rifle with a range of
A longsword with a plain grey hilt and a seemingly blood (120/500)ft, as an Action you can make a single range
stained blade. weapon attack dealing 5d10 + your Dexterity Modifier in
As a Bonus Action you can expend a charge to use one of piercing damage.
three amplified Blood Curses by sacrificing an amount of The pistols has 1d4 + 3 charges, regaining expended
hit points equal to one of your hit dice. charges every dawn.
The DC being 8 + your Proficiency Bonus + your The revolvers has a (50/130)ft range dealing 2d8 piercing
Constitution Modifier. damage and is a +1 weapon.
The longsword has 1d4 + 3 charges, regaining expended The DC being 8 + your Proficiency Bonus + your Dexterity
charges every dawn. Modifier.
During a long rest you can change which Blood Curses is
with in the sword. Nephilim's Blade
A +1 weapon that deals 1d12 slashing damage when
wielded with both hands. Wonderous item, Very Rare
A greatsword with a black and white swirling blade and blue
Bracelet of Divinity hilt.
Wonderous item, Very Rare As a Bonus action you can expended a charge to send out
a wave of magical energy. Creatures in a 30ft cone have to
A purple charm bracelet adorned with the symbols of several make a Dexterity saving throw taking 2d8 necrotic or
deities. radiant and 1d8 slashing damage on a fail half as much on
You can expend a charge to use one of the following success.
Channel Divinity: Path to the Grave, Touch of Death, As a Reaction your can expended a charge to summon a
Invoke Duplicity, War God's Blessing, Destructive Wrath, veil of psychic energy reducing incoming damage by 1d12
Radiance of the Dawn. + your Intelligence Modifier.
The DC being 8 + your Proficiency Bonus + your Wisdom The DC being 8 + your Proficiency Bonus + your
Modifier. Intelligence Modifier.
The bracelet has 1d4 + 3 charges, regaining expended The greatsword has 1d4 + 3 charges, regaining expended
charges every dawn. charges every dawn.
The bracelet gives a +1 to Wisdom saving throws. The greatsword is a +1 weapon.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Assassin's Cloak Giant Mage's Ring
Wonderous item, Very Rare Wonderous item, Very Rare
A black cloak made of the finest cloth and leather. A rose gold ring adorned with a pink opal.
As a Bonus action you can expend a charge to manifest a As a Bonus action you can expended a charge to use the
Psychic Blades, expend one Psionic Energy die (1d6) and Manifest Echo and Unleash Incarnation features.
roll it, and throw the blade at an unoccupied space you As a Bonus action you can expend a charge to use the
can see, up to a number of feet away equal to 10 times the Rune Carver feature, you gain the Hill, Fire, and Storm
number rolled. You then teleport to that space, and the runes.
blade vanishes. You gain an amount of Sorcery points equal to your
As a Bonus action you can expend a charge to make a Constitution Modifier + your Charisma Modifier.
Wisdom (Insight) check against a creature you can see You gain the Quicken Spell and Transmute Spell
that isn’t incapacitated, contested by the target’s Charisma metamagic option.
(Deception) check. If you succeed, you can use Sneak The DC being 8 + your Proficiency Bonus + your
Attack (3d6) against that target even if you don't have Charisma Modifier.
advantage on the attack roll, but not if you have The ring has 1d4 + 3 charges, regaining expended
disadvantage on it. This benefit lasts for 1 minute or until charges every dawn.
you successfully use this feature against a different target. The ring gives a +1 to Charisma saving throws.
The cloak has 1d4 + 3 charges, regaining expended
charges every dawn Mantle of the Raging
The cloak give +1 to Dexterity saving throws.
Beast
Draconic Monk's Sash Wonderous item, Very Rare
Wonderous item, Very Rare A blood stunk mantle of matte crimson fur.
A immaculate and extremely durable white silk and scale You gain the Rage feature, expended a charge to activate
sash.
it.
You gain an amount of Ki points equal to your Dexterity While raging creatures within 10ft of you taking 1d8 fire,
Modifier + your Wisdom Modifier. cold, or lightning damage, you can change the damage
You gain the Patient Defense, Step of the Wind, and Flurry type as a Bonus action.
of Blows features the unarmed strikes dealing 1d8 When you activate your Rage you can expend a charge to
bludgeoning damage. become resistant to all damage types except psychic.
You can expend a charge to use stunning strike. When you activate your Rage you can expended a charge
As a Bonus action you can expend a charge releasing a to infuse your weapon with either acid, cold, fire, thunder,
blast of draconic energy in a 30ft cone, creatures inside or lightning damage dealing an additional 1d6 of that type.
have to make a Dexterity saving throw taking 3d8 force The mantle has 1d4 + 3 charges, regaining expended
damage on a fail half as much on a success. charges every dawn.
The DC being for both being 8 + your Proficiency Bonus + The mantle give +1 to Strength saving throws.
your Wisdom Modifier.
The sash has 1d4 +3 charges, regaining expended
charges every dawn.
The sash gives +1 to Death saving throws and increases
movement speed by 30ft.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Scientist's Slaughterer
Wonderous item, Very Rare
A golden Thunder Cannon inscribed with a leopard and
ammo pouch.
The Thunder Cannon has a (100/400)ft range, deals 1d12
piercing damage, has the two handed property, and uses
Intelligence for attack and damage rolls.
As a Bonus action you can expend a charge releasing a
blast of magical energy in 60 ft long 30ft wide cone.
Creatures inside have to make a Dexteiry saving throw
taking 2d10 thunder damage on a fail, half as much on a
success.
As Action you can expend a charge firing a swath of
bullets. Creatures in a 60ft cone have to make a Dexterity
saving throw taking 1d10 piercing and 2d8 slashing
damage on a fail half as much on a success.
As a Bonus action you can expend a charge to change the
damage type to fire and force dealing 1d6 fire and 1d6
force.
As an Action you expend 3 charges to summon Knight
Magnus.
The DC being 8 + your Proficiency Bonus + your
Intelligence Modifier.
The thunder cannon has 1d4 + 3 charges, regaining
expended charges every dawn.
The Thunder Cannon is a +1 weapon.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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