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