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Infernal Weapons

This document summarizes 7 new magic weapons for campaigns, especially Baldur's Gate: Descent into Avernus. Each weapon is very rare or rare, requires attunement, and has unique magical properties. They include Damnation (greatsword) which prevents healing and can cast Blight, Deliverance (maul) which aids allies and can cast Holy Weapon, and Godsend (shortbow) which damages fiends.

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100% found this document useful (1 vote)
536 views2 pages

Infernal Weapons

This document summarizes 7 new magic weapons for campaigns, especially Baldur's Gate: Descent into Avernus. Each weapon is very rare or rare, requires attunement, and has unique magical properties. They include Damnation (greatsword) which prevents healing and can cast Blight, Deliverance (maul) which aids allies and can cast Holy Weapon, and Godsend (shortbow) which damages fiends.

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sdfgdg
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Infernal Weapons

This supplement features seven new magic weapons


for your Baldur’s Gate: Descent into Avernus-campaign
– or any other campaign, really. The weapons are put Damnation
together using Nybor’s Tome of Enchanted Weapons,
which features 100 magic weapons in uncommon and
rare versions, and a system for crafting and combining
unique magic weapons.

Damnation
Weapon (greatsword), very rare (requires attunement)
The blade of this magic sword is fashioned from a
shadow dragon’s femur bone. Glowing infernal glyphs
have been engraved into its surface and a crimson
gemstone at its hilt flares fiendishly with each strike.
Profane. When you hit a creature with this magic
weapon, the creature can’t regain hit points until the
start of your next turn.
Inevitable End, Greater. This magic sword can hold
up to 3 charges. Once per turn, when you hit a hostile
Deliverance
Weapon (maul), very rare (requires attunement)
creature with this sword, it gains 1 charge. While
holding it, you can expend the weapon’s charges to This magic maul glows with a dim radiance that flares
cause the following effects: up with each strike. It is forged in the sacred furnaces
of Mount Celestia and given only to the most brave and
•  When another creature you can see within 30 feet
pure holy warriors.
makes an attack roll or saving throw while you are
Sacred. When you hit a fiend or undead creature with
holding this weapon, you can expend 1 or more of its
an attack using this maul, the creature takes an extra
charges to roll a die and subtract the number rolled
1d4 radiant damage.
from the creature’s roll. For 1 charge you roll a d4, for 2
Rising Sun, Greater. This magic weapon can hold
charges you roll a d6, and for 3 charges you roll a d8.
up to 3 charges. Once per turn, when you hit a hostile
•  As an action, you can expend 3 charges to cast blight
creature with this maul, it gains 1 charge. While
(save DC 15).
holding it, you can expend the weapon’s charges to
If the weapon hasn’t been used to make an attack cause the following effects:
against a hostile creature for 1 minute, it loses all its
•  When you make an attack roll or saving throw, you
charges.
can expend 1 or more of its charges to roll a die and
Devil's Night add the number rolled to your roll. For 1 charge you roll
Weapon (morningstar), very rare (requires attunement) a d4, for 2 charges you roll a d6, and for 3 charges you
roll a d8.
This magic morningstar has a spiked skull for a head
•  As a bonus action, you can expend 3 charges to cast
and a hilt crafted from dark metal.
holy weapon (save DC 15).
Devil’s, Greater. While you carry this morningstar,
you can see normally in darkness, both magical and If the weapon hasn’t been used to make an attack
nonmagical, to a distance of 60 feet. against a hostile creature for 1 minute, it loses all its
Night. While you carry this morningstar, you can use charges.
an action to cast darkness. Once used, this property
can’t be used again until the next dawn.
Godsend
Weapon (shortbow), rare
This magic bow was crafted by Lathander’s followers
for the specific purpose of hunting down fiends.
Celestial runes are etched into its surface, and it hums
in delighted harmony each time an arrow fired from it
strikes down a fiend.
Blinding. When you attack a creature with this magic
bow and roll a 20 on the attack roll, the creature must
make a DC 13 Constitution saving throw. On a failure,
it takes 2d8 radiant damage and is blinded until the
end of your next turn. On a success, it takes only half as
much damage and isn’t blinded.
Fiendslayer. When you hit a fiend with this magic
bow, the creature takes an extra 1d6 piercing damage.

Devil’s Night
INFERNAL WEAPONS
1
Imp Sting
Weapon (shortsword), very rare (requires attunement)
This weapon contains the imp Yafeek, who has been
unwillingly trapped inside it by a former master. It has
Imp Sting
a nauseatingly green blade and a red hilt shaped like an
imp’s wings.
Poisonous, greater. When you hit a creature with
this sword, the creature takes an extra 1d4 poison
damage and must succeed on a DC 15 Constitution
saving throw or become poisoned until the end of your
next turn.
Master. This sword contains a transmuted imp. You
can use an action on your turn to speak this sword’s
command word and throw it up into the air. The sword
becomes an imp, that is under your control and acts
on its own initiative count. The imp obeys any verbal
commands that you issue to it (no action required by Nycaloth Claw
you). The creature reverts back to the sword after 1 Weapon (dagger), rare (requires attunement)
hour, if it’s reduced to 0 hit points, or if you use a bonus This magic dagger is fashioned from a nycaloth’s
action to end the transformation. Once used, this fingernails and enchanted for quick, maiming attacks.
property can’t be used again until the next dawn. Warrior’s. When you hit a creature with an attack
Sentience. Yafeek’s alignment is lawful evil. It has using this dagger, you can use a bonus action to
the following properties: wound the target. At the start of each of the wounded
•  Yafeek has an Intelligence of 12, a Wisdom of 10 and creature’s turns, it takes 1d4 necrotic damage for each
a Charisma of 13, as well as hearing and darkvision out time you’ve wounded it, and it can then make a DC
to a range of 60 feet. 13 Constitution saving throw, ending the effect of all
•  Yafeek can speak, read and understand Common, such wounds on itself on a success. Alternatively, the
and infernal. It can communicate telepathically with wounded creature, or a creature within 5 feet of it, can
any creature it can sense within 60 feet of it. Its voice is use an action to make a DC 13 Wisdom (Medicine)
raspy and high-pitched. check, ending the effect of such wounds on it on a
•  Any time during your turn, Yafeek can choose to cast success.
invisibility on a creature that is holding it. Once Yafeek Ambushing. When you hit a creature that is
uses this power, it can’t use it again until the next dawn. surprised with this dagger, the creature takes an extra
Personality. Yafeek is decidedly displeased with 1d10 piercing damage.
being imprisoned – and frequently lets its wielder know
how it feels. It is utterly pessimistic and despondent,
Scourge of Phlegetos
often chiming it with disparaging comments thinly Weapon (battlehammer), rare (requires attunement)
veiled in sarcastic subservience, such as “splendid plan, This magic hammer is sheathed in flames, that though
o’ wise master, I see no way that it could possibly go harmless to its wielder will explode into furious fire
wrong” or “what fortunate creature I am to be wielded when wielded in combat.
by someone brave enough to fail so completely even Flaming. When you hit with an attack using this
when others are looking on”. hammer, the target takes an extra 1d4 fire damage.
Yafeek’s sole motivation is to be free. To that end, Hells. While you carry this hammer, you can use a
it is willing to do anything – even betray its wielder if reaction to cast hellish rebuke (spell save DC 13). Once
it believes that a new owner would be more capable used, this property can’t be used again until the next
of ensuring its freedom. It will even go as far as to dawn.
telepathically communicate its wielder’s weakenesses
to a potential, new wielder, or drop its concentration on Scourge of
invisibility at an inopportune moment to put its wielder
in mortal danger.
Phlegetos
Freeing Yafeek. Casting dispel magic on the weapon
has 5 percent chance of freeing Yafeek, or automatically
succeeds if cast using a spell slot of 7th level or
higher. When released, Yafeek appears in a random,
unoccupied space as close to the weapon as possible.

2 INFERNAL WEAPONS

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