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.