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.
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 quarterstaff is made from a pale wood and a segmented serpent is carved along its length with its head at the top of the staff. Its eyes are set with large turquoise and several smaller stones stud its back.
This item can hold 10 charges and regains 1d10 expended charges each day at dawn if you are not underground when the sun rises.
As a bonus action you tap the staff on the ground and the eyes shine a cold blue as if the cantrip
Prince of Lightning
While the serpent’s eyes are glowing you can choose to expend a charge as an action. When you do so the whole staff crackles with energy and the turquoise stones shine brightly before a searing blue beam erupts in a 1-foot-wide 60-foot-long line from the snake’s mouth. Each creature in the line must make a Constitution saving throw DC 17. On a failed save, the creature takes 3d8 Fire damage, 3d8 Lightning damage, and is Blinded until your next turn. On a successful save it takes half as much damage and is not Blinded. Additionally, this effect dispels any magical darkness in its area.
Lord of Flame
As an action you can expend all remaining charges to create a massive mote of brilliant blue light. All the stones on the staff suddenly pulse and a 10 foot sphere of light coalesces 50 feet above your head. This mote sheds bright light in a 250-foot-radius, and dim light out for an additional 100 feet. It lasts for the next 10 minutes before disappearing with a roar.
This light is considered sunlight and dispels any magical darkness in its area. Additionally, any creature in the radius that looks at the mote of light must make a Constitution saving throw (DC 17) or be Blinded for the next minute. A creature blinded by this effect may make another Constitution saving throw at the end of each of its turns, and on a success is no longer Blinded.
After using this feature you can’t use it again for the next 2d6 days.
Curse. If the snake has not has blood dripped in its mouth in the last month each time you expend one or more charges you take 1d8 Lightning damage.
The head of this club is made from polished metal and its handle is carved from green granite. When you swing it the metal crackles with energy.
This club deals Lightning damage instead of Bludgeoning damage. Additionally, on a successful attack the target creature is Stunned until the beginning of their next turn.
This singed oaken staff has a forked tongue of metal on each end and a hand grip made of padded leather. This staff holds 5 charges and regains 1d4 expended charges each dawn.
As an action you can activate the staff, and sparks can be seen flickering between the forks. As you activate the staff a panel of electricity crackles into existence at a point within 60 feet of your choosing. The writhing section of living lightning appears in any orientation you choose. It can be free floating or resting on a solid surface. It is 5-foot by 5-foot and seems to have almost no thickness. When you activate the staff you can choose to expend a number of charges. The first charge you expend changes the original panel of lightning to a 10-foot square panel, and each additional charge creates an additional 10-foot panel. You can place these panels as you wish but each panel must be contiguous with another panel.
If any creature attempts to move through or make a melee attack through any of these panels, or if any of these panels cuts through a creature’s space when it appears, the creature must make a Strength saving throw or be pushed 15 feet away from the panel and take 1d6 Lightning and 2d6 Force damage. On a successful saving throw they are not pushed and only take 1d6 Lightning damage. If you are not a caster you use your Constitution modifier as your casting ability for these saving throws.
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 rod stands about 5 feet tall and is aptly named. It appears to be a young sparse tree that had all its leaves shaken off before being cast in metal.
While you are holding this rod if you take lightning damage the damage is reduced by 1d12 once per round.
As an action you can drive this rod into the ground. Once per round while the rod is in the ground if a creature within 120 feet of the Ironwood Sapling takes lightning damage that damage is reduced by 2d12 as the lightning arcs to the tree, sapping some of it’s power. When this happens all creatures within 10 feet of the rod take 1d8 thunder damage as a small concussive wave emits from the sapling.
When you find this weapon it has lightning coming off it in tendrils, arcing to almost any object or surface within 5 feet of it. When you get closer you notice that it’s made of a bright blue metal with white streaks running through it. It has a gold handle with a sapphire embed in the hilt.
Until it is attuned with a creature every time you attempt to pick it up you must succeed on a DC 12 Constitution saving throw or take 1d4 lightning damage.
Water Affinity.
As an attack action you can stab this sword into a body of water and target a creature you can see within 10 feet of the body of water. That creature must make a Dexterity saving throw or take 2d10 lightning damage. If you are not a spellcaster this uses your Constitution modifier as your spellcasting ability.
If this sword has not touched water in over a week it must be fully submerged in water for at least a long rest to regain this property. While it is doing so it sparks slightly and the water tingles with electricity.
Curse. Every time you stab this sword into a body of water you must make a DC 12 Constitution saving throw or take 1d10 lightning damage. Additionally, you have disadvantage to saving throws against other effects that deal lightning damage.
If this weapon is fully submerged for a day or more the water surrounding begins actively arcing with electricity and any creature that attempts to take it out of the water must make a DC 12 Constitution saving throw or take 1d10 lightning damage for each day it has been submerged.
Curse Purge. There is a way to purge this item of its curse.
If a creature is attuned to this weapon and takes more than 30 damage in one hit while taking it out of the water or the weapon has been fully submerged for over a week without being disturbed the electricity constantly arcing off of it is now contained to the sword, and the arcs of electricity run up and down the length of the blade instead. The curse is now completely gone and additionally the weapon gains a new ability that the player learns about.
Once per day as an action you can activate the sword and a dark roiling fog coalesces around your feet out to a radius of 30 feet. For the next minute this fog follows you and sparks crackle through it. Once per turn you can choose a point within the fog as a bonus action. A surge of lightning erupts from that point and all creatures within 5 feet of that point except yourself must make a Dexterity saving throw. If you are not a spellcaster this uses your Constitution modifier as your spellcasting ability. The affected creatures take 3d10 lightning damage on a failed save or half as much damage on a successful one.
This leather whip has a long metal handle that crackles with electricity when you aren’t holding it. It can be used like any other whip, but deals Lightning damage instead of Slashing. If you are proficient with whips as an action you can cause one of the following effects.
- The tip of the whip begins to pulse with a bright light. You flick it at a point in the air with a loud pop and all creatures within 5 feet of a point you choose within 10 feet must make a DC 15 Constitution saving throw. On a failure they are Blinded for 1 minute. They can repeat this save at the end of their turn.
- The metal handle crackles and the air around you tingles. You target one Large or smaller creature within 30 feet as the now electrified whip lashes out with surprising range. The targeted creature must succeed a Strength saving throw with a DC equal to 10 + your proficiency or be pulled up to 15 feet in a straight line towards you. The targeted creature takes 1d4 Lightning damage for every 5 feet it is pulled.
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 padded armor is covered in mottled blue cracked carapace. While wearing this armor you have resistance to lightning damage.
As an action you can plant your feet and begin channeling electrical energy as if concentrating on a spell. For the next minute electricity crackles from your head to your feet. You can stop channeling early as a bonus action, however, if you lose concentration before you stop channeling you take 4d8 lightning damage. Once you have used this feature you can’t use it again until you have finished a long rest.
While channeling, as an action, you can fire a 1 foot wide 20 foot long line of searing lightning from your mouth. When you fire a beam of lightning each creature in the line must make a Constitution saving throw DC 15. On a failed save, a creature takes 4d8 Lightning damage and on a successful save, it takes half as much damage.
Additionally, any creature that grapples you or makes a melee attack targeting you while you are channeling this energy takes 1d8 Lightning damage.