Magic Items

Borresaine

Crafted from the bones of a slain wolf, the mere existance of this bow infuriates wolves and werewolves a like.
+1 Longbow
Benefit. Critical hits stun target for 1 round.

Conqueror's Spear

The tip of this spear is hardened obsidian, it radiates an intense heat at all times. Its touch scorches all.
+1 Spear
Benefit. Deals an additional 1d4 fire damage.

Drawn in Spring

Named for the spring time cool breeze, this silver dagger is as sharp as it is cool to the touch.
+1 Dagger
Benefit. Deals an additional 1d4 cold damage.

Edge of Reason

A dark iron greataxe that weighs twice that of other greataxes. Distortions appear around the wielder when drawn.
+1 Greataxe
Benefit. Critical hits cast Disguise Self on you (automatically).
Additional. You can cast Color Spray once per day (+4 bonus).

Flame Tongue

A silver longsword that radiates a dull, comforting heat. It errupts into flames when drawn.
+1 Longsword
Benefit. Deals an additional 1d4 fire damage.
Additional. You can cast Burning Hands once per day (+4 bonus).

Frost Brand

This dark iron bastard sword is cool to the touch. It freezes the surrounding air when drawn.
+1 Bastard Sword
Benefit. Deals an additional 1d4 cold damage.
Additional. You can cast Chilling Touch once per day (+4 bonus).

Frostfall

The frosted-over steel contains a small portion of a linnorm's soul, imparting upon the weapon a cold, aching hunger that can never be sated.
+1 Mace
Benefit. Deals an additional 1d4 cold damage.
Additional. Deals 1 cold damage each round to all enemies within close.

Good Friend

This crossbow was the prized possession of a pair of thieves that tormented the nobility throughout eastern Ustlav.
+1 Crossbow
Benefit. Attack rolls increased by 1 if attacking the same creature as an ally.

Gorum's Labor

Cruedly spiked and covered in blood, this ironwood club was the weapon of a heroic barbarian whos name was lost to time.
+1 Club
Benefit. Dealing damage restores 1 hit point.

Hearth Harvest

This silver greataxe feel warm to the tough, weilding it grants the warmth of a blazing hearth.
+1 Greataxe
Benefit. Deals an additional 1d4 fire damage.

Hell's Beckoning

This sword produces a sharp, acrid odor when drawn and cuts through both flesh and incorporeal creatures alike.
+1 Longsword
Benefit. Deals an additional 1d4 acid damage.
Additional. Deals an additional 1d6 damage to incorporeal creatures.

Hold-Wall

A masterwork of dwarven craftsmanship, this sturdy crossbow earned its name during countless battles with ogres.
+1 Crossbow
Benefit. Critical hits push target close distance.
Additional. When wielded by a Dwarf the crossbow increases armor by 1.

Last Word

It's said this warhammer could unhorse an armored rider with a single blow to the breastplate, breaking steel and bone.
+1 Warhammer
Benefit. Critical hits stun target for 1 round.

Lost Reach

The wicked, hooked blade of this javelin causes severe pain. It said the pain is so intense that you can loose your vision briefly.
+2 Javelin
Benefit. Critical hits blind target for 3 rounds.

Measured Restraint

This blade was not often seen in use, for its bearer was much more concerned with restraint and felt weapons should be the final resort.
+1 Shortsword
Benefit. Uses Dexterity instead of Strength for attack rolls.

Misery's End

It's said this blade could slip so easily and effectively into a sleeping man's spine that he would stumble into a new life none the wiser.
+1 Dagger
Benefit. Attack rolls against prone and stunned creatures gain advantage.

Oathbreaker's End

This axe forged to ward against any who would undermine authority. It brings a swift end to beings of chaos.
+1 Greataxe
Benefit. Deals an additional 1d6 damage to chaotic creatures.

Persistance

Arrows fired from the bow, it's said, would find their way unfailingly to a vulnerable point and fell their target.
+1 Shortbow
Benefit. Deals an additional 1 point of damage on the creatures turn for 5 rounds.

Prey Maker

Fangs, claws, teeth and bones can be seen interlocking throughout the weapon's blood stained structure.
+1 Shortbow
Benefit. Attack rolls increased by 2.

Ravenwing

The mace is finely wrought and lightweight, making it maneuverable as if it where a raven in flight when swung.
+1 Mace
Benefit. Increased damage dice.

Reaping Dagger

There is an uneasy energy about the Reaping Dagger, many claim they feel something tugging at their soul while hold it.
+1 Dagger
Benefit. Uses Charisma instead of Dexterity for attack rolls.

Resolution

This adamantine blade was forged into a weapon that struck hard and true, woe to those who seek to supress the masses.
+2 Shortsword
Benefit. Attack rolls crit on a 19 or better.

Saint's Cudgel

Saint's Cudgel is a simple spiked club with a leather-wrapped handle. The wood itself is irreversibly stained reddish brown from blood.
+1 Club
Benefit. Armor increased by 1.
Additional. Target's armor reduced by 1 when hit.

Saint's Mercy

This bow represents both life and death, predator and prey, and culling and healing with one notched arrow.
+1 Longbow
Benefit. Critical hits heal allies within near 1d6 hit points.

Seeker's Fang

Sleek yet thorned, jagged and impossibly sharp, it's difficult to tell whether this blade is forged of some exotic metal or a dragon's tooth.
+1 Shortsword
Benefit. Dealing damage restores 1 hit point.

Shame or Glory

This guilded sword, when held aloft, rallies allies to victory. When fait wanes, it bolsters the weilder giving more focus and tenacity.
+1 Bastard Sword
Benefit. Enhancement increased by 1 when below 50% life.
Additional. Attack rolls increased by 1 if attacking the same creature as an ally.

Shattered Vengence

Rumored to have been crafted in Andoran, the club is stained from the blood of the ruling elite.
+2 Club
Benefit. Deals an additional 1d6 damage to humans and elves.

Shatterstar

This awe inspiring weapon was fashioned from stones that fall from the heavens.
+1 Warhammer
Benefit. Deals an additional 1d4 cold and electical damage.

Stalker's Patience

The barbed spearhead grants prey a swift end, fitting as it's likly they won't hear or see the wielder coming.
+2 Spear
Benefit. Gains advantage on stealth checks.

Starcaller

Starcaller, a mace of such quality that it was said to have fallen from the heavens themselves.
+1 Mace
Benefit. Uses Charisma instead of Strength for attack rolls.
Additional. Critical hits cast Magic Missile on the target.

Steadfast

This single-edged blade has a recurved guard in the shape of opposing waves, the guard and base of the blade are stained a brillant blue.
+1 Bastard Sword
Benefit. Armor increased by 1.
Additional. You have advantage on saving throws against mental affects.

Stormcaller

This pearl white wooden bow radiates energy. The air crackles with electricity when drawn.
+1 Shortbow
Benefit. Deals an additional 1d4 electical damage.
Additional. You can cast Shocking Grasp once per day (+4 bonus).

Strike Hard

Made from solid skymetal, this hammer is capable of dealing massive concussive damage to foes.
+2 Warhammer
Benefit. Critical hits deal 3x damage.

Tall Grass

Named for its strange shape and color, Tall Grass is a powerful tool for those who defend nature.
+1 Javelin
Benefit. Critical hits entangle target for 3 rounds.
Additional. When wielded by a neutral character it returns when thrown.

The Grey Sleeper

The groans of a dozen tortured souls ring from the metal, this blade's gives off an unsettling presense.
+1 Greatsword
Benefit. Critical hits slow target for 3 rounds.

The Spine of Thicket Green

This gnarled staff is heavy, owed to an entwined length of amber running down its core.
+1 Staff
Benefit. Armor increased by 1.
Additional. You can cast Thorn Whip, Barkskin, and Burst of Nettles once per day (+4 bonus).

The Temaperacl

The edges of this blade are constantly coated in acid, this not only deals additional damage but keeps the blade extremely sharp.
+1 Greatsword
Benefit. Deals an additional 1d4 acid damage.
Additional. Attack rolls crit on a 19 or better.

The Vile Loner's Lance

This weapon inspire awe on the battlefield, while it appears to be simple spear it has devastating power at its tip.
+1 Spear
Benefit. Critical hits reduce target's AC by 3 for 3 rounds.

Tidefall

Commissioned by a master dwarven smith, the Tidefall continually is a formitable blade. Once its edge has been felt, the pain lingers.
+1 Greatsword
Benefit. Deals an additional 1 point of damage on the creatures turn for 5 rounds.

Twin Sting

An unusually designed crossbow, full of complex mechanisms allowing the wielder to shoot twice.
+1 Crossbow
Benefit. Shoots two bolts, can target two different creatures or the same.

Veilpiercer

This weapon is suffused with energies enabling the wielder to stand his ground against incorporeal creatures of all kinds.
+2 Longbow
Benefit. Deals an additional 1d6 damage to incorporeal creatures.

Warding Staff

Deceptively simple, this staff is an extremely powerful defensive bastion for those who know how to wield it.
+1 Staff
Benefit. Hit points increased by 3.
Additional. You can cast Mage Armor, Mirror Image, and Magic Circle once per day (+4 bonus).

Whispers of Shutterwood

This black blade is covered in ancient runes, all who've wielded it report hearing eerie whispers when alone.
+2 Longsword
Benefit. Misses still deal the enhancement bonus in damage.
Additional. Deals an additional 1d6 damage to incorporeal creatures.

Wicked Beast

The soul of a rampaging werewolf is said to inhabit this wickedly spiked javelin, when thrown it's said you can hear howls if you listen carefully.
+1 Javelin
Benefit. Critical hits deal 3x damage.

Wind-Walker

This white iron wood staff embodies the death-cold gales of the Crown of the World.
+1 Staff
Benefit. Deals an additional 1d4 cold damage.
Additional. You can cast Chilling Touch, Ice Slick, and Witness once per day (+4 bonus).