AI Generated Weapon
Flags
|
No. |
Flag Name |
Effect |
gp |
|
1 |
Fragile |
Breaks
on a critical fail. Can be repaired for half the
weapon's cost. |
-2000 |
|
2 |
Unstable |
Weapon has a 1 in 6 chance of exploding, dealing
AoE damage. Explosion affects all creatures within 10 feet. |
-1500 |
|
3 |
Clumsy |
On a
critical fail, the weapon hits the user instead.
Damage is halved if this occurs. |
-1500 |
|
4 |
Greedy |
Demands
gold or treasure after each kill. Imposes bad luck
(-2 to rolls) until fed 10 gp or equivalent. |
-1000 |
|
5 |
Sticky |
Weapon magically sticks to whatever it hits.
DC 15 Strength check to remove. |
-1000 |
|
6 |
Hungry |
Requires
a ration to be fed after every battle. Imposes -2 to attack rolls until fed. |
-1000 |
|
7 |
Haunted |
Weapon
whispers eerie noises, unsettling the wielder. Disadvantage
on Wisdom (Perception) checks. |
-1000 |
|
8 |
Loud |
Weapon makes a comically loud noise when
used. Disadvantage on stealth checks. |
-500 |
|
9 |
Echoing |
Weapon
strikes produce a lingering echo. Echo lasts 1d4 rounds,
potentially alerting enemies. |
-500 |
|
10 |
Awkwardly
Balanced |
Requires
a bonus action to adjust grip, or suffer -1 to
attack rolls. Particularly annoying for dual-wielders. |
-500 |
|
11 |
Hefty |
Doubles
its weight in combat, reducing speed by 10 feet. Great for strong characters;
terrible for weak ones. |
-500 |
|
12 |
Conflicted |
Occasionally deals non-lethal damage
instead of lethal. Roll a d4: 1 switches to
non-lethal for 1 round. |
-500 |
|
13 |
Shifty |
Changes
into a random weapon every time combat starts. Roll 1d8 to determine the new
weapon type. |
500 |
|
14 |
Boomerang |
Returns
after being thrown... unless it misses. On a miss,
the weapon hits the wielder instead. |
500 |
|
15 |
Negative
Growth |
-1 to
all rolls per day the weapon is carried, but grants vivid dreams of power |
500 |
|
16 |
Dramatic |
Weapon creates sparks, fog, or thunderous
sounds when used. Draws attention to the wielder (good or bad). |
1000 |
|
17 |
Flashy |
Creatures
within 5 feet make a DC 12 Con save or be blinded
for 1 round. |
1000 |
|
18 |
Elementally
Curious |
Rolls
a d6 to determine its damage type (fire, cold, acid, etc.). 1=Fire, 2=Cold,
3=Lightning, 4=Acid, 5=Thunder, 6=Force. |
1000 |
|
19 |
Mood-Dependent |
Damage
type shifts with the user's emotional state. DM discretion: happy (radiant),
angry (fire), sad (cold), confused (force). |
1000 |
|
20 |
Sentient |
The
weapon has a personality and talks constantly. Often gives unhelpful or
distracting advice. |
1500 |
|
21 |
Vengeful |
Grows
stronger with each kill, but weaker during peace. Adds +1 to attack rolls per
kill, but -1 per hour without combat (max +/-3). |
1500 |
|
22 |
Static
Hexblade |
+2 to
attack and damage rolls, regardless of wielder level |
1500 |
|
23 |
Soul
Drinker |
+1d6 damage
per previously defeated enemy (resets on half reset) |
2000 |
|
24 |
Vorpal |
Classic
execution weapon, deadly against most foes. On a natural 20, the weapon
severs a limb or head, instantly killing non-legendary creatures. |
2500 |
|
25 |
Unstoppable |
Ideal
for cutting through heavily protected enemies. Ignores
all resistances and immunities to non-magical or magical weapon damage. |
2500 |
|
26 |
Titan's
Reach |
Increases
combat effectiveness for larger creatures. Increases reach by 5 feet for
melee attacks. |
2500 |
|
27 |
Fiery
Touch |
Perfect
for adding damage over time. On a hit, the target takes an additional 2d6
fire damage at the start of their next turn. |
2500 |
|
28 |
Frostbite |
Deals
an additional 1d6 cold damage and reduces the target's movement speed by 10
feet for 1 minute. |
2500 |
|
29 |
Savage
Fury |
Deals
2d6 extra damage on every hit, but you take 1d6 damage after each attack. |
2500 |
|
30 |
Arcane
Blade |
Adds
+1 to spell attack rolls when wielded and converts 1d6 of damage into force
damage. |
2500 |
|
31 |
Thunderclap |
Each
time you hit, a thunderclap erupts, causing all creatures within 5 feet to
make a Constitution saving throw or be deafened for
1 round. |
2500 |
|
32 |
Linear
Executor |
+1 to
attack and damage rolls per LVL |
2500 |
|
33 |
Rapid
Strikes |
Stacks
with Extra Attack, making it extremely potent. You may make an extra attack
whenever you take the Attack action. |
3000 |
|
34 |
Vampiric
Edge |
Heal
for half the damage dealt on all attacks. |
3000 |
|
35 |
Echoing
Blade |
Attacks
create a damaging sonic wave, dealing 1d6 thunder damage to enemies within 10
feet of the target. |
3000 |
|
36 |
Unyielding |
Grants
advantage on saving throws against being knocked prone or moved. |
3000 |
|
37 |
Elemental
Wrath |
The
weapon deals an extra 2d6 damage of a random element (fire, cold, acid, etc.)
on each hit. |
3000 |
|
38 |
Blessed
Edge |
Deals
an additional 2d6 radiant damage to undead and fiends. |
3000 |
|
39 |
Explosive
Strike |
The
weapon creates an explosion, dealing 2d6 fire damage in a 10-foot radius. |
3000 |
|
40 |
Glacial
Fury |
On a
critical hit, the target is frozen in place for 1 round. |
3000 |
|
41 |
Piercing
Focus |
Ignores
resistance to piercing damage and reduces enemy AC by 2. |
3000 |
|
42 |
Entropic
Decay |
Target
takes x1.5 damage from all sources until the end of the wielder's next turn |
3000 |
|
43 |
Reality
Anchor |
Target
cannot teleport, plane shift, or use any movement ability for LVL rounds |
3000 |
|
44 |
Holy
Avenger |
A
potent weapon for clerics and paladins. Deals 3d6 radiant damage to fiends
and undead, and grants advantage on saving throws against necrotic damage. |
3500 |
|
45 |
Assassin's
Edge |
Deals
an extra 4d6 damage on a surprised target or from stealth. |
3500 |
|
46 |
Lifebane |
Deals
an additional 3d6 necrotic damage, healing you for half the damage dealt. |
3500 |
|
47 |
Paradox
Edge |
Deals
damage equal to the highest possible damage roll on all attacks without
rolling |
5000 |
|
48 |
Exponential
Vengeance |
When
taking damage, next successful attack deals
additional damage equal to 2^X where X is the number of times hit since last
attack |
35,000 |
|
49 |
Quantum
Uncertainty |
Damage
equals LVLČ + target's AC |
35,000 |
|
50 |
Limiter
Release |
1S,
1/reset: Make a number of additional attacks equal
to your LVL during your turn, but suffer one level of exhaustion afterward |
40,000 |
|
51 |
Infinite
Edge |
Damage
doubles for each consecutive hit on the same target (e.g., x1, x2, x4, x8) |
45,000 |
|
52 |
Quantum
Superposition |
Weapon
can be any weapon type as needed, changing each round, with damage equal to
LVLČ |
45,000 |
|
53 |
Recursive
Amplifier |
All
other magical item effects on the wielder are doubled in potency |
50,000 |
|
54 |
Void
Hunger |
On
hit, target loses one random ability permanently until restored by wish or
similar magic |
50,000 |
|
55 |
Universe
Splinter |
Target
must save or be split into two separate entities, each with half the
original's hit points; both take full damage from area effects |
55000 |
|
56 |
Temporal
Blade |
Each attack
made creates LVL echo attacks that resolve over the next LVL rounds |
350,000 |
|
57 |
Divine
Negation |
Target's
damage resistances, immunities, and damage reduction abilities are ignored
completely |
350,000 |
|
58 |
Recursive
Slash |
Each
attack generates LVL phantom attacks, each phantom attack has a 50% chance to generate another phantom attack |
450,000 |
|
59 |
Causal
Severance |
Target
must succeed on a save or be removed from the timeline entirely, erasing all
actions they've taken in the current encounter |
550,000 |
|
60 |
Probability
Collapse |
All
attacks are treated as critical hits, and all saving throws forced by the
wielder automatically fail |
600,000 |