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5e Magical Weapons
It only takes a minute to sign up. According to 5e designer Jeremy Crawford, " Bonuses stack, unless a feature or item tells you otherwise. The tweet exchange occurred on November 28 - December 4, and is below.
JeremyECrawford already have a question. Do the bonuses stack, or take the higher? And remember that magic ammunition loses its magic when it hits. JeremyECrawford thought so, but thanks for verifying. Sign up to join this community. The best answers are voted up and rise to the top.
Home Questions Tags Users Unanswered. Does magical ammunition stack with a magical weapon? Ask Question. Asked 5 years, 3 months ago. Active 5 years, 3 months ago.
Viewed 15k times. Miniman Miniman k 33 33 gold badges silver badges bronze badges. Active Oldest Votes. Crawford answered: rwallace Bonuses stack, unless a feature or item tells you otherwise. JeremyECrawford replied: rwallace That's correct.The Ranger is so often passed by that even after 10 years of nearly weekly play I have never built a dedicated master of the bow. Lackluster in combat in low levels, and out shined by the warlock at higher levels, the poster-class for Legolas fans could use a buff or two.
Here are 10 bows to eldritch blast that cantrip spamming, robe wearing, demon lover back to the front lines so you can do what you do best, and Let 'em FLY! No, this article is all about boosting that 1d8 piercing damage without touching your characters attributes, but more importantly it is about cool items and that sweet, sweet lore. For seven days, or until the target dies, you have Advantage on attacks made with the Oathbow against the sworn enemy. Having the chance to reroll an attack and take the highest number is an opportunity that cannot be missed.
Along with this sudden boost in effectiveness your archer will also receive the ability to see through any cover the target might try to hide behind as long as it isn't total cover. Any arrow placed in this bow is at a near can't miss hit rate. Couple these boons with the additional 3d6 piercing damage on all successful hits and what more could you want from a weapon?
In other words, spend your gold wisely. It is the Death Note of weapons! Maybe calling out your enemies isn't your style. Perhaps you'd rather your good hits require luck.
Welcome, friends, to the land of vicious weaponry. While this is a seemingly rare occurrence, the chance to score a full extra 7 damage along with the extra damage roll of a critical hit you are looking at an average of 14 damage with one bolt. Look I know the idea that you are gonna score that natural 20 more than once per session is a slim margin, but as we discussed earlier, the best way to get more from your bow is to make more of the archer.
It's an enchantment so you can buy it off just about anybody or get your artificer friend to conjure one up for you. Because it's considered an enchantment the crossbow itself can look like any old crossbow, or even your character's favorite crossbow that they've been modifying and caring for over their entire adventure. Yes, nerds, I realize that I am stepping slightly outside of definitive parameters.
This isn't a bow or a crossbow and some people might question whether a blanket term like wand can cover or count as a ranged weapon. Well, I say, if you point a stick at a goblin that is feet away and that goblin is devoured by fireballs or engulfed in lightning bolts then you have just made a ranged combat attack.
Most wands come packaged with 7 charges that can be replenished by a magic user or through gold, but if you're playing the part correctly you discard the spent wands and move on to more. This ranged weapon isn't just one weapon that you can fire off at will, reload, and fire again, awand-slinger is a full class build made for DPS. You will be spending a lot of gold and a ton of magic to pull off this mage-canon ability, but if you can do it correctly it is the most fun you can have as a magic user bar none, and if you're in a party with a ranger or other archer type character you will constantly be stepping on their toes and remain in an open rivalry against them for damage output and field control.
My favorite way to play with wands is to build an Artificer and spend some gold buying up bandoleers and bracelets that help stow items. Using these compartments to hide as many wands as you can afford will keep your hands full of ranged death for every combat the party encounters. A good starter choice would be wands of paralysis and magic missile. With magic missle you are able to hit multiple opponents within your sight or a single opponent multiple times, all within feet.
If anyone comes within 60 feet of you then paralyze them with your other wand. Of course there are a ton of other wands, so if magic missile isn't your style you have options. Want to rain fire upon your opponents? Wand of Fireball. Do a bad Emperor Palpatine impression witha wand of Lightning Bolt. Graduate to level 9 and begin experimenting with staves, the wand for the big kids.
Have you ever wanted to play a cool western gunslinger archetype, but can't fit it into your groups High Fantasy setting?These artifacts have been vetted through the Featured Articles or Quality Articles process and are suitable for any normal campaign. Pages with one or more improving, reviewing, or removing templates present. Please help work on the problem presented on the template. Jump to: navigationsearch. Categories : 5e List Equipment.
Views Page Discussion View source History. Personal tools Talk Contributions Create account Log in. Home of user-generated, homebrew pages! Please leave the " 5e Equipment " identifier in the page title when creating your new equipment! Charged Weapon.
Infinity Blade. Aaridytun Flail. Accruba Dagger. Acid Arrows Adamantine Meteor. Adder of Strife. Aetherius, the Dragon Slayer. Alchemist's Hilt.
Alley Cat Fangs. Amitola's Blade. Ancestral Weapon. Ancient Arrow. Ancient Weapon. Angel's Cry. Angelic Lance. Angelic Sword. Anti Magic Edge. Apollo's Wrath. Aquamarine Dagger. Areis's Second. Armor Decimator. Arrow of Frost. Arrow of Razorwind.
Arrow of Seeking. Arrow of Yondu. Arrow of the Assassin. Artifice Sword. Assassin Dagger. Astorian Arms.By duncan. On December 1, In DMs GuildResources. Now available on the the DMs Guild. I wanted to offer gamers way more variety, and to ensure that, no matter what obscure weapon a PC fights with, the owner of this book has a ready-made magic arm for them.
Of course, it was also crucial to create balanced weapons, so that DMs can confidently drop these creations into their sessions without causing headaches for themselves.
Hopefully these 10 sample weapons will prove a lot of fun at your table, and may even inspire you to go ahead and invest in the book. Battleaxe, very rare requires attunement This vicious battleaxe craves the fury of combat, filling its wielder with bloodlust as it scythes down the enemy.
Additionally, when you reduce a creature to 0 hit points with this weapon, you gain 1d6 temporary hit points and can make one melee attack with the axe as a bonus action. This axe is perfect for a mass brawl against a horde of lower level baddies.
It borrows one of the features of the Greater Weapon Fighting feat that I love, and lets someone who fights with a one-handed weapon use it as well. Shortbow, legendary requires attunement by a rogue The magic weapon has 5 charges for the following properties.
Poison Arrow. You speak a command and expend 1 charge to coat an arrow you have nocked with thick black venom. A creature hit by the arrow must make a DC 15 Constitution saving throw. On a failed save, they take an additional 4d4 poison damage and become poisoned for one minute. On a success, they take half as much damage and are not poisoned. Sleep Arrow. You speak a command and expend 1 charge to place a charm on an arrow you have nocked. Should you hit your target, roll 5d8.
They remain unconscious for one minute, awakening only if they take damage, or another creature spends their action to shake or slap them awake. Smoke Bomb. You can use an action and expend 1 charge to fire an arcane arrow, which lands at a point within range and starts to emit a cloud of smoke.
One round after it lands, the smoke creates a heavily obscured area in a foot-radius. A moderate wind disperses the smoke in 4 rounds; a strong wind disperses it in 1 round. You can use an action and expend 2 charges to fire an arcane arrow at a point within range.Hexblade Spellbow Guide D&D 5E
It explodes with a deafening crack and blinding flash of light. Each creature within 20 feet of the impact point must succeed on a DC 15 Intelligence saving throw or be stunned until the start of your next turn.
Grappling Arrow. You may expend 1 charge to transform an ordinary arrow into a slender but durable grappling hook. You may fire the grappling hook at bow range, and a thin gossamer rope will magically uncoil behind it, matching the distance of the arrow flight. If you successfully secure the grappling hook DM to determine difficultythe rope is strong enough to support lbs. After ten minutes, the grappling hook transforms back into an arrow and the magic rope dissolves into nothingness. Frag Grenade.
It explodes on impact, spraying the area with razor sharp pieces of rock. Each creature within 20 feet of the impact point must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much on a successful one. This is the ultimate utility weapon for the rogue, and gives them a nice range of abilities that perfectly complement their sneaky ways. Greatclub, legendary requires attunement, by someone with at least 15 Strength This greatclub appears to be no more than a large and gnarly piece of black and deadened wood, with nothing in the way of adornment, however, it is infused with earth-shattering power.If you are a little worried about giving an archer a magic weapon you could give out magic arrows instead.
Specific Magic Weapons
They are consumable and you can give just enough for an upcoming tough encounter. Its tip is filled with a magical explosive. You get a bonus to attack and damage rolls made by this piece of magic ammunition.
The bonus, additional fire damage and any other effects are determined by the rarity of the ammunition. Once fired the arrow is destroyed and can not be recovered. This arrow feels cold when touched and covered it frost. This arrow is painted white and has white fletching. You get a bonus to attack and damage rolls made by this piece of magic ammunition determined by its rarity.
If the arrow hits a creature it bursts into magical energy and deals only nonlethal damage equal to the amount of damage rolled. If you want to know the prices in my world too for reference, I sell the above magic arrows at 30gp each for uncommon and gp each for rare. Rambo likes arrows that explode things. I might create some non-magical explosive arrows in the future. Shawn is an author and co-founder of Tribality.
Years later, he can be found running games in the Nentir Vale and his own Seas of Vodari campaign setting. Shawn Ellsworth. August 21, Want More? Tags ammunition arrows homebrew magic items. Previous Article Psionics, Part Eight. Shawn Ellsworth Shawn is an author and co-founder of Tribality.
Related Posts. March 1, December 8, Copyright Tribality. All rights reserved.Anyway, on with the show. This dreaded bow has erased its own history, concealing whatever malicious hands created it. It is, nonetheless, famed for the control that it exerts over its wielder, and its willingness to annihilate any bearer it finds unsuitable. When at last Aethershred subsumed her will entirely, she wreaked terrible slaughter and persisted through every dire incantation that was cast against her, until at last her body had been reduced to ashes for the third time.
The soul within Aethershred has not deigned to reveal its name to any save its wielders, and none have survived wielding it to share that name with scholars. Until the coming of the Houses of the Nether, only Aethershred could slay one of the genius loci known as Falar. Yet that Falar, being dead and not devoured by Nether, could be known and replaced by the Auvet, so the land did not fall into Forgetting and wasteland.
The soul within Aethershred has not the least care for the preservation of its wielder in the longer term. It seeks to cause as much destruction as possible, and spends its power only to compel the wielder and preserve their fighting ability.
The guiding theory of its nature is that it was ill-made upon the Sacrificial Forge. Magic Weapon. Random Properties. The bow has the following randomly-determined properties.
Arcane Projectiles. When you expend an arrow to attack with Aethershred, it deals an additional 1d8 force damage on a hit. To the Slaughter. Aethershred has 11 charges. When you hit with a ranged weapon attack using Aethershred, you can deal 1d10 additional poison damage for every charge expended. Aethershred regains its full complement of charges at midnight, and regains 1 charge whenever a target that you damaged in your current or most recent turn is reduced to 0 hit points.
Preserve the Archer. If its wielder would be killed, it instead suffers a failed death saving throw that persists until it finishes a long rest, and regains hit points equal to half its normal maximum hit points.
When the wielder has 3 failed death saves, they are dead and cannot be resurrected by any spell short of true resurrection. Destroying Aethershred. The only sure way to destroy Aethershred is to sunder it upon the Sacrificial Forge. This requires a way to transport it to the Sacrificial Forge against the will of its bearer.
The soul within Aethershred can manifest and wield Aethershred while in the presence of the Sacrificial Forge, and it attempts to kill those who would destroy it.
When you fire a necromantic Arcane Shot from this bow, you deal an additional 1d6 necrotic damage. You can cast the chill touch cantrip while you are attuned to this weapon, using Dexterity as your spellcasting ability. If you have the Extra Attack feature, you can make one ranged weapon attack with your bone bow when you cast chill touch. When you deal damage with this weapon with an attack or spell, you regain hit points equal to half the damage you deal. You can use this feature once, and regain use of it at midnight.
Lore : Bone bows are the signature weapons of the Bone Archers, a fearsome order of archers who wield the forces of necromancy.
They are locked in a deadly rivalry with the Storm Archers, and their conflict frequently spills over to affect others all across the Wildlands. When you fire a necromantic Arcane Shot from this bow, you deal an additional 2d6 necrotic damage.
When you deal damage with this weapon with an attack or spell, you gain temporary hit points equal to half the damage you deal.
These temporary hit points last up to 1 minute.