This rotund hammer is made from a gray granite flecked with gold and black. It weighs 6 pounds, has the heavy property, and a short chain attached to its metal handle.
While wielding this hammer you can begin swinging it by the chain to build up momentum as an action. While this hammer is swinging it does an additional 1d8 bludgeoning damage. On a critical failure the hammer loses its momentum and you must begin swinging again.
This granite door is roughly carved with triangular art deco patterns on one side, and intricately overlapping circles on the other, its doorknob and frame are a well oiled and sturdy oak. When looking at this door it is painfully obvious that unlike every other door you have seen, this one is not set within a wall, but you can also notice that the frame has many holes and grips carved along each edge.
The door and frame weigh 135 pounds, and is large enough for a human to pass through comfortably. If you place the door flush against a wooden or stone wall, after 1 minute the doorknob will flash a pale amber if the wall is 1 foot thick or less, and a deep red if it is greater than 1 foot thick. After the knob flashes amber, as long as the door remains flush to the wall, you can open the door and pass through the wall as if there has always been an opening where it was set. When it is removed the opening immediately disappears as if there was never a door there.
The silvered blade’s cutting edge is polished to a mirror finish, and does not tarnish. The pommel is just as plain as the hilt and guard, and uniquely squared off rather than rounded. It was made to fly in the face of magic and all of its pomp and glamour and its design reflects that.
Morian Silver
Magic can not destroy this sword and it is uniquely reactive to spells. If you are proficient with this weapon, while holding it if you are hit by a spell, or touch a spell with this sword, you innately know its name. Additionally, if you fail a spell saving throw for the next minute you have advantage on any further saving throws against that spell so long as you continue to hold the sword.
Magic Eater
If a creature that can cast magic spells is hit by this blade it does an additional die of Force damage. Additionally, any creature knocked unconscious by this weapon can not cast spells or use magic features until their next long rest.
Curse. Any creature who holds this weapon and is able to cast spells or is weak to silver takes 1 damage per turn, plus 1 damage per level of spellcasting class(es) they have taken. This damage can not be reduced or resisted in any way.
This ornamental dagger is made from stone and edged in gold. Embedded along its spine there are three polished obsidian beads. When you hit a creature with this weapon you can cast
Once used, this property of the dagger can’t be used again until the next dawn. After all three beads are shattered this weapon becomes a nonmagical dagger.
This javelin is heavily weathered and is carved out of a single piece of what seems to be solid stone but is strangely light to be made of such a dense material.
It has 3 charges and regains all expended charges each day at dawn.
While you are on solid ground as a bonus action you can reach a free hand to the floor and speak its command word. When you do so if the javelin is on the same plane as you it disintegrates and rises out of the ground to meet your hand.
Additionally, if you hit a creature with this weapon you can choose to expend a charge. When you do so the creature must make a DC 16 Constitution saving throw or be Restrained for the next minute as a coating of stone creeps up from the ground and covers their legs. The creature may, as an action, attempt a DC 16 Strength saving throw to break free.
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 overly large shield weighs 15 pounds and is covered in dozens of overlapping sheets of metal across its face. While you have this shield equipped you can activate the shield as a bonus action by uttering the command word. Until the beginning of your next turn you are Restrained as metal plates begin flying off the shield and forcefully forming around your body. Starting at the beginning of your next turn while the shield is activated your AC is 17 + your Dexterity modifier (max 3), including the shield. This counts as wearing medium armor. If you are already wearing armor when you activate the shield the plates begin flying off but are unable to form around your body and return to the shield. The shield deactivates in the same way it activates, and all the plates return to the face of the shield.
This shield is made from a thin sheet of solid stone, and is etched with radiating lines. While you are touching solid ground you may activate or deactivate the shield as an action by speaking the command word. When activated the shield expands, spiking along the radiating lines to a width of 15 feet, a height of 10 feet, and rooting itself and you into the ground. This provides full cover to all creatures behind the shield (including yourself) and while the shield is active you are not able to be shoved, or moved magically, but you are Restrained until you deactivate the shield.
These bracers have a layer of angularly carved stone fastened over a pair of leather gloves. While wearing them and touching stone or earth with the gloves you gain several effects. If you are not a spellcaster these effects use your constitution modifier as your spellcasting modifier.
- As a ranged spell attack you can form a small disk of stone or compacted earth and send it flying at a creature you can see within 60 feet. This does bludgeoning damage equal to 1d8 + your spellcasting ability modifier. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them.
- You can cast
Mold Earth as an action. - As an action you can cast either
Earth Tremor orEarth Bind . Once you use this feature you must finish a long rest before you can use it again.