Weapons of Onomancy
These weapons gained magic though their names and the actions done with the weapons.
I have placed them to rest at locations in the world based on their names and flavor text.
These weapons gained magic though their names and the actions done with the weapons.
I have placed them to rest at locations in the world based on their names and flavor text.
Oh such a lord died to a jagged sword...
This magical sword has a +1 to hit. Deals 2d6 upon piercing a target and another 2d6 slashing upon exiting the target.
If you strike a target you may leave this weapon in the wound.
Dawn is coming, dear dark.
This silvered blade has a +3 to hit and no additional damage but will automatically land a critical against targets weak to radiant damage. It deals 4d6 radiant damage.
Language is a flawed technology. The blade is not.
This blade gains advantage in combat if the wielder has not spoke since this dawn. It deals 2d10 slashing and has a +15 to hit.
The Sign of Annihilation. The Release of Draw.
*Requires attunement
This bow has a +10 to hit and deals an additional 3d20 thunder damage to the target struck by its arrow.
What once was old shall be new again, and history will have its revenge. No sin left.
*Requires attunement
This gold sword is a vorpal blade with the cleaving trait. This mean it strikes targets to the left and right of the one you hit as well.
Vorpal means on natural 20s to hit it will decapitate the target.
It deals 3d10 slashing on all other strikes. No to hit bonus.
Could you... repeat the question?
This dagger gains 12d12 on the opening strike (first strike) the blade was not seen. Otherwise its strikes deal 2d12 piercing. It has no to hit bonus.
Turn your hunger outward, never inward.
*Requires attunement
This blade deals an additional 8d8 on attack after killing for 1 round but makes the wielder weak to fire. It normally has no to hit bonus and deals 3d8 piercing and has a +4 to hit.
Fate will hear your warcry.
This ultragreatsword deals 12d12 slashing damage and has a +10 to hit. It requires a 28 or higher in strength to hold.
The blade is 10 feet long and weighs 360 pounds made of a hyper refined metal of hill giants.
My bite will turn your sweet flesh to vile rot.
*Requires attunement
This bastard sword (functionally a short sword) deals 3d4 slashing damage on a hit (with a +5 to hit) and its magical traits allows the wielder to attack 3 times on each attack.
If all 3 hits land, the target is poisoned taking 3d4 poison damage on their next 2 turns. (The poison can not stack).
After poisoning a target, its next attack will have advantage and if it hits the attack will be a critical hit. If you critically strike a poisoned target, then the poison is removed and consumed by the blade.
Spread, Harm, Overtake, Replicate, Hurt, Consume, Spread, Harm, Overtake, Replicate, Hurt, Overtake, Repli... Hurt, Consu ...arm, ...take...
This longsword can be ignited or turned off on a bonus action. Its magical trait is that upon killing a target brings them back to life harboring the last plague this weapon had touched with only one purpose, to spread the plague....
It has a +5 to hit and deals 3d10 necrotic damage.
Call me Ozymandias
This short-sword was once nothing, but with each life it takes in an honorable duel (what this is, is up to the GM) it gains +1 to hit and +1 slashing damage. It originally dealt 1d6 slashing.
The bonuses on this weapon are removed if the wielder is changed.
This weapon may also send forth a strike of energy to those who interfere with duels after a duel has been declared. Those strikes deal 8d8 force and has a +10 to hit.
Find the beauty in the flame.
This scythe / crossbow (loaded property and can be loaded with 5 bolts before being needed to reload) deals 4d6 piercing damage. After a kill it increases by 2d6 dice on the next attack. If you reload after a kill it will increase by 5d6. It has a +4 to hit.
Its scythe mode deals slashing and has the same properties as the crossbow mode.
The Future Narrows Narrows narrows narrows... All door are open before you.
*Unlike most of the other weapons... This one has 2 copies for each time line in your campaign (so as many as you want). This weapon also requires attunement.
This greatsword 3d12 + 5 slashing with a +6 to hit has the special trait many become few.
Many Become Few: This weapon gain +2 to hit for every creature within 20 ft. of the wielder. With each kill within a single combat this weapon makes it gains +1 to hit and +1 damage. Benefits from this feature are reset after there are no targets within 20 ft. or after combat is over.
The Cipher: Each time someone who is attuned to this weapon encounters a version of it (this applies to the first encounter), you gain a wish. This wish can be used at any time but you are only aware that "If I need, my blade will make it so, there are no closed doors to me". (This can only be granted once for each weapon).
I can show you how we were in our prime. You only need ask, o student mine.
*Requires attunement
This small mystical dagger is fashioned from the bones of the beast king. An amalgam of the strong beings before the time of the humanoids.
It deals 30d6 piercing damage, but only has a to hit bonus of 19 on the first round of combat. In addition all natural armor can be treated as if it was an AC of 10.
If only you could see yourself. But you have no eyes. Not the dimmest sense survives...
*Requires attunement
This short sword takes the users eyes from them upon attuning to it and leaves them appearing grey and hollow. It in turn grants them blindsight of 90 ft. and the ability to never be surprised. You also gain advantage on all rolls as if you could see into the future to an extent.
Unfortunately, you all lose half of all your resources whether that be spell points, slots, bright points, or something else.
This blade has a +12 to hit and deals 6d6 + 6 necrotic damage.
If you become unattuned from this weapon, you do not gain your eyes and can not re attune to it.
To Attune To This Weapon One Must look at the cross guard while holding it and be willing. The wielder must have eyes.
No such word as extinction.
*Requires attunement
This is a common dagger that always seems to have blood on it and can not be cleaned. It has a +2 to hit. It deals 3d4 piercing damage.
If you are the last living party member in a combat, you gain the benefits of a long rest.
Don't Tell ME the Odds
*Requires attunement
This greatsword has a -7 to hit, if you are not proficient. If you are proficient, the to hit is -13 instead. It deals 4d8 + 7 slashing damage.
If the blade scores a 0 or a negative number besides a natural 1 on a to hit roll. It will deal an additional 8d8 force damage.
Rolls that score 0 or lower (excluding natural 1) will bypass any AC.
Why not use these gifts we've been blessed with, o unbeliever?
*Requires attunement
This collection of whips bound together (simple weapon) has no reach. It has a +8 to hit and deals 4d4 + 4 slashing.
Whenever you hurt yourself with this weapon for the sake of the gods, you gain "Zealot's Power".
Zealot's Power: Your needs for sleep and food are satisfied for the day. You also gain access to all radiant and necrotic spells for 24 hours. Lastly, you gain the ability to cast hellish rebuke at will as a reaction to being struck with a melee weapon or after striking a target with this weapon.
I am the perfect loving god, and all will tremble to know me.
*Requires attunement
This golden heavy cross bow has a +1 to hit and has the loading property. It must also be tightened as a bonus action or action before firing.
It deals 20d20 force damage but can only hurt creatures that are not mono-theists.
"Hesitation Kills" - The Court of the Fundament.
*Requires attunement
This weapon will deal no damage if you have hesitated or questioned the target of an attack.
Otherwise it will have a +13 to hit and deal 2d20 + 6 necrotic damage.
Life offers few greater pleasures than to humiliate the venal aristocracy before a crowd. I am father to the people, and they shall adore me above all others.
*Requires attunement
It has a +3 to hit and deals 4d4 +7 piercing damage. It has the loaded property but can hold 10 bullets at a time.
This gold pistol is constantly dripping with ink loves to humiliate targets. When hitting a critical or total to hit roll of 20 or higher, If a creature has allies within sight when they are hit by this weapon they suffer an additional 4d4 + 7 psychic damage and cry for a short moment.
Duality is not a curse, but a gift, my twin.
This legendary long sword has 3d8 slashing damage and a to hit bonus of 8.
When killing a target it gains a charge up to 20 charges.
It may consume a pair of charges on an action and cast magic missile at 5th level.
So make your own, o traveler
*requires attunement
This strange energy blade can be ignited and turned off on a bonus action or action. It can change to all elemental damage types and at will change to the element the wielder chooses. It has a +8 to hit and deals 4d8 of the element it is on.
The solaris took my sight; thus, the solaris became my eyes.
My eyes took my might; thus, my might became my eyes.
*Requires attunement
This blade is actually the blade Solaris. While attuned to the blade you can only see through the eye of the blade and the blade has true sight of 120 ft. The eye can not be blinded.
Your strength score becomes a 20. The blade has a +9 to hit. It deals 4d6 + 11 radiant damage and critically hits on a 19 or 20.