AI Generated Weapons
|
Weapon |
gp |
lbs. |
Size |
#Att |
dmg |
Critical |
Notes |
|
Broken
Bottle |
1 |
1 |
Tiny |
1 |
1d4 |
20/x2 |
Improvised
but effective in taverns. |
|
Rusty
Spoon |
1 |
0.5 |
Tiny |
1 |
1d2 |
20/x2 |
Perfect
for bar brawls and pudding fights. |
|
Brick
on a String |
2 |
6 |
Medium |
1 |
1d8 |
20/x3 |
Swings
wildly but hits like a ton of bricks. |
|
Inflatable
Hammer |
2 |
1 |
Medium |
1 |
1d4 |
20/x2 |
Collapses
hilariously when it hits. |
|
Throwing
Chair |
5 |
10 |
Medium |
1 |
1d8 |
19/x2 |
Popular
in tavern fights and wrestling. |
|
Rolling
Pin of Wrath |
8 |
2 |
Small |
1 |
1d6 |
20/x2 |
Deals
+2 damage to pastry chefs. |
|
Feather
Dagger |
10 |
0.2 |
Tiny |
1 |
1d3 |
20/x2 |
Tickles
the enemy, dealing psychic damage. |
|
Frying
Pan |
10 |
3 |
Small |
1 |
1d6 |
19/x3 |
Doubles
as cookware—clangs loudly on impact. |
|
Shovel
of Doom |
20 |
6 |
Medium |
1 |
1d8 |
19/x2 |
Great
for digging graves mid-battle. |
|
Boot
Dagger of Last Resorts |
25 |
1 |
Tiny |
1 |
1d6 |
18-20/x3 |
Can
be drawn as a free action when grappled. |
|
Sticky
Net |
25 |
5 |
Large |
1 |
Special |
20/x2 |
Entangles
enemies with a gooey mess. |
|
Boomerang
of Shame |
30 |
2 |
Small |
1 |
1d6 |
20/x2 |
Always
returns—but insults you on return. |
|
Dagger
of Overcompensation |
30 |
6 |
Medium |
2 |
1d8 |
18-20/x2 |
Dual-wielding
this negates off-hand penalties. |
|
Executioner’s
Butterknife |
50 |
4 |
Medium |
1 |
1d12 |
18-20/x3 |
Can
be thrown up to 30 ft. without disadvantage. |
|
Goblin-on-a-Stick |
50 |
8 |
Large |
1 |
2d6 |
18/x2 |
Goblin
complains loudly during battle. |
|
Throwing
Axe of Questionable Physics |
50 |
5 |
Medium |
1 |
1d10 |
19-20/x2 |
Returns
to your hand on a successful hit. |
|
Lute
of Smashing |
60 |
4 |
Small |
1 |
1d6 |
19/x2 |
Deals
bonus damage to bard egos. |
|
Polearm
of Personal Space |
60 |
8 |
Large |
1 |
1d10 |
19-20/x3 |
Has reach
and allows opportunity attacks on forced movement. |
|
Anchored
Flail |
75 |
25 |
Huge |
1 |
2d12 |
18/x2 |
Too
unwieldy for most mortals. |
|
The
Can Opener |
75 |
12 |
Medium |
1 |
2d6 |
19-20/x3 |
Ignores
AC bonuses from non-magical armor. |
|
The Passive
Aggressor (Rapier) |
75 |
3 |
Medium |
1 |
1d10 |
18-20/x2 |
On a
crit, you can whisper something so cutting the target takes 1d4 psychic
damage. |
|
Wand
of Mild Annoyance |
75 |
1 |
Tiny |
1 |
1d3 |
20/x2 |
Deals
psychic damage from insults. |
|
The Accountant (Mace) |
80 |
8 |
Medium |
1 |
2d6 |
18-20/x3 |
Critical
hits cause enemies to drop one item. |
|
The
Spinal Adjuster |
80 |
10 |
Large |
1 |
2d8 |
18-20/x3 |
Targets
hit must make a Con save (DC 15) or be stunned for 1 round. |
|
Boomeraxe |
85 |
6 |
Medium |
1 |
2d6 |
18-20/x2 |
Returns
to your hand even if it misses. |
|
The
Equalizer (Morningstar) |
90 |
12 |
Medium |
1 |
2d8 |
18-20/x3 |
Targets
with AC higher than 18 take an extra 1d6 damage. |
|
The
Negotiator (Warhammer) |
90 |
14 |
Medium |
1 |
2d6 |
19-20/x3 |
Deals
double damage against structures. |
|
Comically
Oversized Sword |
100 |
20 |
Huge |
1 |
2d10 |
19/x3 |
Requires
STR 20+ to wield without penalty. |
|
Halberd
of Poor Life Choices |
100 |
15 |
Large |
1 |
1d12 |
18-20/x4 |
If you
roll a 1 to hit, you trip yourself. |
|
Staff
of Smug Superiority |
110 |
5 |
Medium |
1 |
1d10 |
19-20/x2 |
Grants
+1 AC if you use it as your primary weapon. |
|
Crossbow
of Excessive Force |
120 |
10 |
Medium |
1 |
2d10 |
19-20/x3 |
Ignores
half and three-quarters cover. |
|
Bow
of Implausible Accuracy |
150 |
6 |
Medium |
2 |
1d12 |
18-20/x3 |
Can
be fired with disadvantage at targets up to twice
max range. |
|
Legally
Distinct Buster Sword |
150 |
20 |
Large |
1 |
2d10 |
19-20/x3 |
Requires
Str 16+ to wield one-handed. |
|
Lightning
Fork |
150 |
3 |
Small |
1 |
1d8 |
19/x2 |
Shocks
the enemy and ruins their hair. |
|
Dual
Chains of Overcommitment |
175 |
16 |
Large |
2 |
1d10 |
19-20/x3 |
If
you hit with both attacks, you can attempt to grapple as a free action. |
|
Greatsword of Subtlety |
200 |
18 |
Large |
1 |
2d12 |
20/x3 |
Grants
advantage on Stealth checks in dim light or darker. |
|
Repeating
Crossbow of Poor Choices |
200 |
12 |
Medium |
3 |
1d8 |
18-20/x2 |
Must
fire all attacks each turn or jam. |
|
Bee-Filled
Blunderbuss |
250 |
15 |
Large |
1 |
2d8 |
20/x2 |
Fires
bees—save vs. poison on hit. |
|
Bagpipe
Bomb |
300 |
8 |
Medium |
1 |
3d6 |
19/x3 |
Explodes
in a cacophony of bagpipe noises. |
|
Sword
of Overcompensation |
500 |
10 |
Medium |
1 |
2d6 |
18/x2 |
On a
hit, you can expend a bonus action to force an enemy to make a DC 15 Strength
saving throw or be knocked prone. Once per long rest. |
|
The
Broadsword of Bruised Ego |
1,200 |
15 |
Medium |
2 |
1d8 |
19/x2 |
When you
score a critical hit, the target must succeed on a DC 13 Wisdom saving throw
or suffer disadvantage on all attack rolls for 1 round. |
|
The
Club of Arbitrary Rule |
1,500 |
20 |
Large |
2 |
2d6 |
20/x3 |
The
club's second attack is determined randomly. Roll a d6: 1-3, normal hit; 4-5,
extra 1d6 damage; 6, knockback effect (15 ft.). |
|
The
Wretched Dagger of Mild Discomfort |
800 |
2 |
Small |
2 |
1d4 |
19/x2 |
On a
hit, the target must succeed on a DC 12 Constitution saving throw or suffer disadvantage on their next attack roll. |
|
The
Axe of Existential Crisis |
2,500 |
30 |
Large |
3 |
3d6 |
20/x3 |
When
you score a critical hit, the target must make a DC 14 Intelligence saving
throw or be stunned until the start of your next turn. |
|
The
Mace of Overzealous Virtue |
3,000 |
15 |
Medium |
3 |
2d8 |
19/x2 |
The
mace deals an additional 1d6 radiant damage on each attack. If the wielder
has a good alignment, the damage increases by +1d6. |
|
The
Blade of Mildly Annoyed Gods |
3,500 |
10 |
Medium |
4 |
2d6 |
18/x2 |
After
hitting with this blade, you can use your reaction to force the target to
make a DC 16 Charisma saving throw. On a fail, they
are compelled to take one hostile action against a random ally. |
|
The Greatsword of Unresolved Trauma |
4,000 |
40 |
Large |
5 |
3d8 |
20/x3 |
The
wielder gains advantage on saving throws against fear while wielding this
sword. Each hit reduces the target's movement speed by 5 feet for 1 round. |
|
The
Spiked Morningstar of Wild Impulses |
5,000 |
25 |
Large |
6 |
2d6 |
19/x2 |
The
first attack with this weapon deals normal damage.
For each subsequent attack, the damage increases by +1d6, stacking up to +3d6
for the sixth attack. |
|
The
Warhammer of Complete Destruction |
6,000 |
35 |
Large |
6 |
4d6 |
20/x2 |
When you
hit with this weapon, you can choose to deal double damage to structures or
objects. On a critical hit, all creatures within 10 feet must make a DC 16
Dexterity saving throw or take half damage. |
|
The
Gauntlet of Eternal Agony |
12,000 |
8 |
Medium |
7 |
1d10 |
18/x3 |
Each
hit with this gauntlet triggers a lingering effect. The target must succeed
on a DC 15 Constitution saving throw or suffer 1d6 necrotic damage at the
start of their next turn. |
|
The
Cosmic Claymore of Desperate Measures |
13,500 |
30 |
Large |
7 |
3d8 |
20/x3 |
On a
critical hit, the wielder can activate a special ability: for the next 3
rounds, all attacks made with the Claymore deal an additional 1d8 force
damage. |
|
Whip
of the Boundless Fury |
14,000 |
5 |
Medium |
8 |
2d4 |
19/x2 |
The
whip attacks in an unpredictable pattern. After each hit, roll a d6 to
determine an additional effect: 1-2, deal extra 1d6 damage; 3-4, target is
disarmed; 5-6, target is stunned for 1 round. |
|
The
Staff of Relentless Repetition |
15,500 |
18 |
Medium |
8 |
2d6 |
20/x2 |
After
every third consecutive hit, the staff causes a “repetition burst,” dealing
an extra 2d6 force damage to all enemies within 10 feet of the target. |
|
The
Dual-Wielding Swordfish of Doom |
18,000 |
12 |
Large |
9 |
3d6 |
18/x3 |
The swordfish
blades deal an additional 1d6 slashing damage on every other attack. If both
blades hit in the same round, the target must make a DC 17 Dexterity saving
throw or be knocked prone. |
|
The
Scourge of Infinite Echoes |
19,000 |
22 |
Huge |
9 |
3d10 |
20/x3 |
Each
attack echoes into the future. For every 3 consecutive hits, the wielder
gains an extra attack in the following round, dealing 1d10 extra damage. |
|
The
Implosion Blade of Unfathomable Suffering |
20,500 |
25 |
Large |
10 |
2d12 |
19/x3 |
After
a hit, you can choose to trigger an implosion effect. The target must make a
DC 18 Strength saving throw or suffer 2d10 force damage and be pushed 10 feet
away. |
|
The
Bladed Helicopter of Unnecessary Aerial Assault |
25,000 |
35 |
Huge |
10 |
3d6 |
20/x4 |
After
every attack, the wielder may immediately take an additional bonus action to
fly up to 30 feet. Each attack also creates a gust of wind that forces
enemies within 10 feet to make a DC 16 Strength saving throw or be knocked
back 10 feet. |
|
The
Tesseract Hammer of Dimensional Bludgeoning |
30,000 |
40 |
Huge |
11 |
4d6 |
19/x4 |
Every
third attack has a chance to shift the target into an alternate dimension for
1 turn. During this time, they are incapacitated and cannot take actions or
reactions. |
|
The
Serpent’s Tongue of Ineffable Precision |
35,000 |
15 |
Medium |
12 |
2d8 |
18/x3 |
On a
hit, you may choose to deal extra 2d6 damage at the cost of a disadvantage on
your next attack. This effect can be triggered up to three times per long
rest. |
|
The Bankruptinator |
1,000,000 |
12 |
Large |
2 |
10d10+50 |
x4
(Decapitate on nat 20) |
Ignores
all AC below 300, bypasses resistances. |
|
Sword
of Too Many Dice |
2,500,000 |
15 |
Large |
3 |
20d6+20 |
x5
(Explodes, AOE 30ft) |
Any
overkill damage causes a chain explosion in a 30ft radius. |
|
Blunt
Force Bankruptcy |
3,000,000 |
25 |
Huge |
1 |
15d12+100 |
x2
(Concussive Knockback) |
Targets hit are thrown 1000 ft away. |
|
The
Tax Collector |
4,200,000 |
10 |
Medium |
2 |
12d8+10 |
x3
(Soul Debt) |
Each
crit permanently reduces target’s wealth by 50%. |
|
Sword
of GM Tears |
5,500,000 |
8 |
Medium |
4 |
30d4+30 |
x4 (Reality
Break) |
On a nat 20, the DM must rewrite the encounter. |
|
Arrow
of Economic Collapse |
6,000,000 |
1 |
Tiny |
1 |
10d20+200 |
x5
(Dissolves Wealth) |
Anything
worth over 1,000gp within 10ft of impact is destroyed. |
|
The
Lawsuit Hammer |
7,777,777 |
50 |
Huge |
1 |
10d10+Legal
Fees |
x3
(Litigious Smite) |
If target survives, they are sued for all their belongings. |
|
The
Checkmate Spear |
8,800,000 |
6 |
Large |
2 |
8d12+30 |
x4
(No Save) |
If
you hit, the target must make a DC 300 save or die immediately. |
|
The
Dungeon Refund |
9,999,999 |
4 |
Medium |
3 |
15d8+50 |
x4
(Reverse Looting) |
On a nat 20, instantly teleports the wielder to the treasure
room of any dungeon. |
|
The
Pay-to-Win Mace |
10,000,000 |
20 |
Huge |
∞ |
100d6+100 |
x10
(Game Over) |
Requires
1,000,000gp per attack. Can smite deities. |