stuffformygame123
stuffformygame123
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stuffformygame123 · 4 months ago
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Longsword
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An elegant weapon, the Long Sword is a well rounded offensive weapon. On top of its solid base move set, it has a unique Spirit Gauge system. Every non-Spirit attack from the Long Sword charge up a Spirit Gauge that increases attack damage and unlocks Spirit Blade attacks.
Nonmagical
25 gp, 1d10 slashing, 3 lb., two-handed.
This weapon has no special properties.
Uncommon
You gain a +1 bonus on attacks and damage rolls.
Spirit Gauge. When you hit with this weapon, you gain 1 spirit up to a maximum of 6. You may expend spirit charges on the effects below. You lose all spirit, if you are knocked unconscious or don't hit a target within 1 minute.
Spirit Blade. When you hit a creature with this weapon, you can expend any number of spirits, increase your weapons damage by +1 for each spirit expended.
Rare
You gain a +2 bonus on attacks and damage rolls.
Spirit Gauge. When you hit with this weapon, you gain 1 spirit up to a maximum of 6. You may expend spirit charges on the effects below. You lose all spirit, if you are knocked unconscious or don't hit a target within 1 minute.
Spirit Blade. When you hit a creature with this weapon, you can expend any number of spirits, increase your weapons damage by +1 for each spirit expended.
Foresight Slash (5 spirit charges). When a creature misses you with an attack, you can expend 5 spirits to make an opportunity attack against the target, this opportunity attack does not use your reaction.
Very Rare
+2 bonus on attacks and damage rolls.
Spirit Gauge. When you hit with this weapon, you gain 2 spirit up to a maximum of 6. You may expend spirit charges on the effects below. You lose all spirit, if you are knocked unconscious or don't hit a target within 1 minute.
Spirit Blade. When you hit a creature with this weapon, you can expend any number of spirits, increase your weapons damage by +1 for each spirit expended.
Foresight Slash (5 spirit charges). When a creature misses you with an attack, you can expend 5 spirits to make an opportunity attack against the target, this opportunity attack does not use your reaction.
Spirit Thrust (2 spirit charges). When you with this weapon, you can use your bonus action and expend 2 spirits to change the damage type to piercing and move 15 feet in a straight line through the creature without provoking attacks of opportunity.
Spirit Roundslash (5 spirit charges). Immediately after you take the Attack action, you can expend 5 spirits to make an attack against a creature within 5 feet of your current target.
Legendary
+3 bonus on attacks and damage rolls
Spirit Gauge. When you hit with this weapon, you gain 3 spirit up to a maximum of 6. You may expend spirit charges on the effects below. You lose all spirit, if you are knocked unconscious or don't hit a target within 1 minute.
Spirit Blade. When you hit a creature with this weapon, you can expend any number of spirits, increase your weapons damage by +1 for each spirit expended.
Foresight Slash (5 spirit charges). When a creature misses you with an attack, you can expend 5 spirits to make an opportunity attack against the target, this opportunity attack does not use your reaction.
Spirit Thrust (2 spirit charges). When you with this weapon, you can use your bonus action and expend 2 spirits to change the damage type to piercing and move 15 feet in a straight line through the creature without provoking attacks of opportunity.
Spirit Roundslash (5 spirit charges). Immediately after you take the Attack action, you can expend 5 spirits to make an attack against a creature within 5 feet of your current target.
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stuffformygame123 · 4 months ago
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Dual Blades
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Dual blades unleash a whirlwind of combo attacks on your enemy. Though they're lightweight and relatively simple to use, they cannot be used to guard.
Nonmagical
15 gp, 1d6 slashing, 2 lb., finesse, light. For each blade.
This weapon has no special properties.
Uncommon
Demon Mode (2/long rest). As a bonus action your body is enveloped in a demonic aura for 30 seconds or until you are knocked prone. While Demon mode is active, you gain +5 movement speed, and deal an extra 1d4 damage.
Rare
You gain a +1 bonus on attacks and damage rolls.
Demon Mode (3/long rest). As a bonus action your body is enveloped in a demonic aura for 30 seconds or until you are knocked prone. While Demon mode is active, you gain +10 movement speed, and deal an extra 1d4 damage.
Inflict. When you hit a creature with this weapon where they make a saving throw against a condition causing effect, the save DC is increased by 1.
Very Rare
You gain a +2 bonus on attacks and damage rolls.
Archdemon Mode (4/long rest). As a bonus action your body is enveloped in a demonic aura for 30 seconds or until you are knocked prone. While Demon mode is active, you gain +15 movement speed, and deal an extra 2d4 damage.
Inflict. When you hit a creature with this weapon where they make a saving throw against a condition causing effect, the save DC is increased by 2.
Legendary
You gain a +3 bonus on attacks and damage rolls.
Archdemon Mode (5/long rest). As a bonus action your body is enveloped in a demonic aura for 30 seconds or until you are knocked prone. While Demon mode is active, you gain +20 movement speed, and deal an extra 2d4 damage.
Inflict. When you hit a creature with this weapon where they make a saving throw against a condition causing effect, the save DC is increased by 3.
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stuffformygame123 · 4 months ago
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Sword and Shield
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Lightweight and easy to use, the sword & shield also boasts outstanding attack speed. The shield can be used to guard, though it may not hold up to certain attacks.
Nonmagical
Sword: 10 gp, 1d6 slashing, 2lb., finesse, light. Shield: 10 gp, 6 lb., +2 Armor Class.
This weapon has no special properties.
Uncommon
+1 bonus on attacks and damage rolls.
Free Hands. When you take the dodge action, you can “use an object” as a bonus action.
Rare
You gain a +1 bonus on attacks and damage rolls; and +1 AC while shield is equipped.
Free Hands. When you take the dodge action, you can “use an object” as a bonus action.
Inflict. When you hit a creature with this weapon where they make a saving throw against a condition causing effect, they make the saving throw at disadvantage. Condition causing effects can include spells and abilities such as the Ranger's ensnaring strike, some of the Battlemaster's combat maneuvers, or any magical condition inflicting effect the GM may put on this weapon.
Very Rare
You gain a +2 bonus on attacks and damage rolls; and +2 AC while shield is equipped.
Free Hands. You can “use an object” as a bonus action.
Inflict. When you hit a creature with this weapon where they make a saving throw against a condition causing effect, they make the saving throw at disadvantage. Condition causing effects can include spells and abilities such as the Ranger's ensnaring strike, some of the Battlemaster's combat maneuvers, or any magical condition inflicting effect the GM may put on this weapon.
Legendary
You gain a +3 bonus on attacks and damage rolls; and +3 AC while shield is equipped.
Free Hands. You can “use an object” as a bonus action.
Inflict. When you hit a creature with this weapon where they make a saving throw against a condition causing effect, they make the saving throw at disadvantage. Condition causing effects can include spells and abilities such as the Ranger's ensnaring strike, some of the Battlemaster's combat maneuvers, or any magical condition inflicting effect the GM may put on this weapon.
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stuffformygame123 · 4 months ago
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Great Sword
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A slow, heavy weapon with massive damage potential, the Greatsword is the heavy artillery of melee weapons. While simple at first, the Greatsword requires skilled timing and spacing in order to get the most out of it. On offense, the Greatsword attacks with slow, ponderous swings that hit with precision and accuracy.
Nonmagical
50 gp, 2d6 slashing, 6 lb., heavy, two-handed.
This weapon has no special properties.
Uncommon
Charged Slash. When you hit a creature with this weapon, it gains 1 charge. Upon gaining 3 charges the next creature hit by the attack takes an extra 1d4 slashing damage. If you fail to deal damage with the great sword before the end of your next turn, your weapon loses all charges.
Rare
You gain a +1 bonus on attacks and damage rolls.
Charged Slash. When you hit a creature with this weapon, it gains 1 charge. Upon gaining 3 charges the next creature hit by the attack takes an extra 2d4 slashing damage. If you fail to deal damage with the great sword before the end of your next turn, your weapon loses all charges.
Guard. As a reaction, you add 2 AC against one melee attack that would hit you. To do so, you must see the attacker and be wielding the greatsword. You have disadvantage on attacks until the end of your next turn.
Very Rare
You gain a +2 bonus on attacks and damage rolls.
Charged Slash. When you hit a creature with this weapon, it gains 1 charge. Upon gaining 3 charges the next creature hit by the attack takes an extra 3d4 slashing damage. If you fail to deal damage with the great sword before the end of your next turn, your weapon loses all charges.
Guard. As a reaction you add 3 AC against one melee attack that would hit you. To do so, you must see the attacker and be wielding the greatsword. You have disadvantage the next attack you make.
Legendary
You gain a +3 bonus on attacks and damage rolls.
Charged Slash. When you hit a creature with this weapon, it gains 1 charge. Upon gaining 3 charges the next creature hit by the attack takes an extra 4d4 slashing damage. If you fail to deal damage with the great sword before the end of your next turn, your weapon loses all charges.
Guard. As a reaction you add 4 AC against one melee attack that would hit it. To do so, you must see the attacker and be wielding the greatsword.
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stuffformygame123 · 5 months ago
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stuffformygame123 · 5 months ago
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experimental potion
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stuffformygame123 · 5 months ago
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Armor of Thorns
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Plate Armor, very rare (requires attunement)
When any damage is dealt to you, roll 1d4. The attacker is dealt whatever damage they dealt divided by the number you rolled rounded down.
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stuffformygame123 · 5 months ago
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B.F. Sword
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Weapon (greatsword), rare
When you hit with an attack using this big sword, the target takes an extra 1d6 slashing damage.
While wielding this weapon you gain advantage on Charisma (Intimidation) checks.
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stuffformygame123 · 5 months ago
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Blade of the Ruined King
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Weapon (longsword), legendary (requires attunement)
This legendary blade was once wielded by a great king who sought to rid the land of corruption and evil, but instead fell to its grasp. He was driven mad, using the power of his blade to slay those that opposed him, only falling eventually to old age. The ruins of his kingdom stand empty and forgotten, a testament to the legacy of the ruined king.
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Once per round, this weapon deals an extra 3d6 necrotic damage, and you heal for an amount equal to the highest of the three dice.
As an action on your turn, you may summon the lingering power of the ruined king. Make an attack roll against a target within melee range. On a hit, the target suffers necrotic damage equal to 10% of their maximum health (rounded down), and you regain hit points equal to the damage dealt. Additionally, the target's movement speed is reduced by half until the end of their next turn. The blade cannot be used again in this way until the next dawn.
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stuffformygame123 · 5 months ago
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The time for stealth is over! Hark, for now the very earth shall shake with my passage!
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stuffformygame123 · 5 months ago
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Robot Sword
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A particularly light sword a bit smaller than a longsword, designed by an ancient race called the "Scifan", created to combat their own mechanical creations. They are sometimes called, "R-Swords," for short. Anyone proficient in longswords are proficient in Robot Swords.
Special Robot Swords deal double damage against constructs.
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stuffformygame123 · 5 months ago
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Power Scythe
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A Power weapon is what would happen if you stuck an electrical generator onto a weapon and refined that design until it became a pseudo-lightsaber. Seven feet long with a blade roughly four feet long, each power scythe has a integrated power generator that when activated turns a deadly weapon into a lethal one.
Special. While the weapon is "loaded", it cannot be broken by nonmagical means.
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stuffformygame123 · 5 months ago
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Power Gauntlet
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An armored gauntlet which not only provides protection, but can generate an armor-piercing energy field when you punch with it.
Special. You can roll the damage die of your unarmed strike in place of the bludgeoning damage of this weapon.
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stuffformygame123 · 5 months ago
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Plasma Claw
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A plasma claw consists of an armored gauntlet worn on the forearm which can emit one or more swordlike streams of glowing ionized gas. These blades can be used to make thrusting punches or slashing swipes, in any case causing searing electrical burns on impact.
A plasma claw runs for two hours on a single energy cell.
Special. Plasma claws, if worn on both hands, count as medium partial armor, granting you a +2 bonus to AC. Partial armor only grants its AC bonus if you are wearing light or no armor. If you are wearing only one piece of partial armor, you are still considered to be wearing your base armor type (e.g. no armor or light armor). Otherwise the heaviest type of partial armor you are wearing is considered to be the type are wearing (e.g. medium or heavy armor).
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stuffformygame123 · 5 months ago
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Lightsaber
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A hilt that, when activated, projects a short beam of plasma that effortlessly cuts things.
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stuffformygame123 · 5 months ago
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Lightning Claw
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A large gauntlet with a forcefield surrounding it, much akin to the power fist. Where they differ is the massive adamantium talons covering the front of this magical tool of destruction. Commonly utilized in pairs by the close combat focused Adeptus Astartes chapters, as well as their more chaotic counterparts.
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Attacks with weapons or ammunition with the armor piercing property are quite effective against armor. Armor Piercing always overlaps with Armor Piercing of a lesser numerical value - for example, an Armor Piercing 2 weapon is also Armor Piercing 1, and as usual when effects of the same name overlap, the more powerful one applies. Armor Piercing X always counts as an effect of the same name with itself, so values on the weapon and ammunition overlap rather than stack.
Armor Piercing (1). +1 to hit against targets with natural armor or worn armor and an AC of 14 or better.
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A glove weapon is worn on your hand or forearm, and you cannot be disarmed of it. You can hold objects, wield weapons, and cast spells with a hand fitted with a glove weapon, but you can only attack with the glove weapon if that hand is unoccupied. It takes a Use action to don or doff a glove weapon.
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stuffformygame123 · 5 months ago
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Laser Sword
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A sword hilt that, when a button on the end is pressed, creates a white beam of energy.
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