This black scimitar and dagger have edges honed to a mirror finish and are connected to each other by a silver chain. You can attack while holding both weapons or, while holding only the scimitar, and swinging the dagger by the chain. While swinging the dagger in this way it is considered to have the property Reach and you attack with it as if dual wielding it with your off hand. If you attack while not holding the dagger and roll a 1 on the attack roll you are automatically hit by the dagger.
If you attack and hit with the scimitar and then on the same turn hit the same creature with the dagger the target creature takes an additional 2d8 necrotic damage. This effect does not apply if the creature is not hit by both weapons or the dagger hits before the scimitar.
This extraordinarily long whip is braided from silvery strands of wiregrass. It has a reach of 15 feet instead of 10 feet, and when you attack a target 15 feet away you deal an additional 2d4 slashing damage.
This ebony shield appears completely smooth but if you run your hand over its face you can feel a large motif of a skull. It has studs of gold around its edge and on the back is an intricate circle of runes etched in a deep purple.
When you make a saving throw against an effect or spell that deals Necrotic damage while wearing this shield you may make the save with advantage. If you succeed on this saving throw you take no damage from the effect. Additionally, if you die while attuned with this shield you can not be raised as an undead.
This warhammer is quite obviously made for a giant, although you have a suspicion they would call this a light hammer. The head of it is over 2 feet long and of substantial thickness. When stood on its head the iron knob at the end of its blue handle comes up to the shoulders of an average human. Judging by the crude markings and runes that could represent wind and sky chiseled into its face you can assume it’s the hammer of either a storm or cloud giant.
For its massive size it swings through the air with surprising ease, likely some form of magic to make it a more effective throwing hammer for someone of the intended size. It feels as if it weighs about 24 pounds although without the magic it probably weighs far more.
This hammer has the properties Heavy, Reach, and Two-handed. All creatures of size Large or Medium have disadvantage on their attack rolls with this hammer, and Small or smaller creatures can’t attack with it at all. On a hit this hammer does 3d8 bludgeoning damage, and on a critical hit it you can roll the damage dice three times instead of twice.
Hidden Property. If the magic on the hammer is dispelled or it enters the area of an anti-magic field the hammer instantly becomes 160 pounds and completely un-wieldable by a creature smaller than Huge until the magic is restored or it is removed from the anti-magic field.
You might second guess calling this weapon a flail when comparing its bulk to any other. Its spherical head is attached to a reinforced ash pole about 4 feet long. The head is made out of a material you have never felt before, it is pitch black and gives slightly to the touch. When you hit things with it it rebounds slightly as if bouncing despite its solid impact. It weighs 8 pounds, has the properties Heavy, and Two-handed, and deals 1d12 bludgeoning damage.
As an action you can make an attack with reach. If this attack is successful you may use the rebound of the strike to make another attack with reach against a different target within 5 feet of the original target as a bonus action.
This so called hammer is a nearly perfect sphere, 1 foot across, made out of red granite. It has a thick brass band around it that is heavily dented and a single heavy brass chain attached to the band at each end, forming a loop. This small boulder weighs a full 80 pounds.
Once per short rest as an action you can begin swinging the hammer around you, building up speed until it is moving fast enough and you are able to let go. When you let go it begins orbiting you of its own accord. While the hammer is orbiting you it maintains a distance of 5 feet and moves with you. Any creature that ends their turn within 5 feet of you must make a Dexterity saving throw equal to 8 + your proficiency + your Strength modifier. On a failure the creature takes 1d10 + your Strength modifier bludgeoning damage.
As an action while the hammer is orbiting you you can manipulate its speed and trajectory to make an attack against all creatures that are 5 feet away, or all creatures that are 10 feet away. Make a single melee attack roll with proficiency against all affected creatures AC. On a successful hit you deal 3d10 + your Strength modifier Bludgeoning damage. On a critical failure, or after 1 hour, the hammer falls from its orbit.
This rectangular shield of blackened iron has a maze of deep grooves in it stained a dull red. As a reaction to being hit by an attack you can activate the shield. When you activate the shield you feel a sharp pang in your hand and forearm and the grooves in the shield glow a sickly red as a dark barrier of magical force surrounds you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and are lightly obscured.
Curse. Every time you activate Bloodwraught it gains a charge, and you take 1d8 Necrotic damage for each charge Bloodwraught has. These charges reset each day at dawn.
This box contains 15 black ivory cards. The deck contains 3 cards each of Spiked Gauntlet, Hand of Death, and Stone Fist as well as 6 Strong Hand cards. You may randomly draw a card as an action or bonus action and throw it into the air, forming a floating disembodied hand depending on the card. Each hand lasts 1 hour, until dismissed as an action, or otherwise specified. When their time runs out or they are dismissed their respective card reappears in the deck. These hands move with you, slowly floating around you waiting for commands, and can move up to 30 feet from you. These hands can manipulate objects, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial, but can not activate magical items. When a hand makes an attack it does so with your proficiency modifier and if applicable, your spellcasting ability.
Army of Hands
As an action you can command up to three hands currently floating around you to do anything they are able to as long as it is within within 30 feet from you. If you are not a spellcaster your spellcasting ability for the sake of using this item is your constitution.
Strong Hand. This large hand can carry up to 30 pounds. If commanded to it can attempt to shove a creature of medium size or smaller within range. It does so using your proficiency and spellcasting modifier as it’s bonus. On a successful shove it dissipates and it’s card reappears in the deck.
Spiked Gauntlet. This armored hand has spikes on its knuckles and can carry up to 10 pounds. If commanded to it can make a melee spell attack against a creature within range. On a hit it deals 1d4 magical piercing damage and dissipates, it’s card returning to the deck. The damage dealt by this hand increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). On a hit it crumbles and it’s card reappears in the deck.
Hand of Death. This ghostly skeletal hand is too fragile to carry anything with significant weight. If commanded to it can make a melee spell attack against a creature within range. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Additionally, the hand shatters and it’s card reappears in the deck. The damage dealt by this hand increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Stone Fist. This rough stone hand can carry up to 10 pounds, and is too clumsy to manipulate tiny or fragile objects. As a reaction to any ranged, melee, or spell attack being made against a creature within range you can command one of these hands to block it. The attack is completely blocked, the fist shatters, and it’s card reappears in the deck.