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WEAPON
WAKIZASHI
Martial weapon, melee weapon
20 gp, 1.6 lb. 1d6 slashing - finesse, quick
Quick. A creature can draw or stow this weapon once per turn
without needing to use their free action to do so.
WEAPON
SHOGUN’S NOBLE WAKIZASHI
Weapon (wakizashi), rare (requires attunement)
Shogun’s Noble Wakizashi is a short but deadly blade built from
the scraps of weapons once used in opposition to its wielder. The
hilt and pommel are sculpted with intricate gold designs that
nearly demands attention in admiration of the craftsmanship.
While attuned to the sheathed wakizashi, your Charisma score
changes to 21. If unsheathed, your Charisma score is instead
reduced by 6 as the weapon generates a sinister aura, appalled
by the need for battle or its wielder’s failure in diplomacy. Once
unsheathed, the wakizashi can be used with a +2 bonus to attack
and damage rolls, and cannot be used to change your Charisma
score again for 1 minute.
SPELL
WAKIZASHI RAIN
7th-level conjuration
Casting Time: 1 action
Range: 120ft.
Components: V, S, M (A wakizashi you’re proficient in)
Duration: Concentration, up to 1 minute
You summon a powerful storm of razor-sharp wakizashi blades
from the sky. Each creature in a 15-foot-radius, 100-foot-high
cylinder centered on a point within range must make a Dexterity
saving throw. A creature takes 9d6 slashing damage on a failed
save, or half as much damage on a successful one.
The blades dig into surfaces they impale, transforming the
area into difficult terrain. For every 5 feet a creature moves while
affected by this difficult terrain, they take 3 slashing damage.
Additionally, wakizashis in the area can be pulled from the ground
and used as +2 weapons for the duration.
At Higher Levels. When you cast this spell using a 9th-level
spell slot, the damage increases by 2d6, and each wakizashi is
considered a +3 weapon.
Classes: Bard, Sorcerer, Warlock, Wizard
WEAPON
SHURIKEN
Martial weapon, ranged weapon
1 sp, 0.3 lb. 1d4 piercing - distract, finesse, thrown (20/60 ft.)
Distract. A creature damaged by an attack from this weapon
loses their reaction.
WEAPON
HEAT SEEKING SHURIKEN
Weapon (shuriken), common
Heat seeking shurikens can detect when they’ve struck a target
and begin to emit infrared radiation from the runic ring in its cen-
ter. The cold blue of other runic bands are magnetized towards
this heat as they chase down targets through the air.
After damaging a creature with a thrown attack using this weap-
on, the shuriken’s runic band turns a heated red and sticks to
the target’s body. Additional heat seeking shurikens thrown gain
an attack bonus equal to the amount of heat seeking shurikens
sticking from their target. A creature can remove as many heat
seeking shurikens from their body as they’d like an action, taking
1d4 piercing damage for each shuriken removed in this way.
WEAPON
MULTI-SHOT SHURIKEN
Weapon (shuriken), common
Small launchers are built into the center of this heavy-handed
projectile. When a multi-shot shuriken damages a creature or
object, two smaller shurikens are launched from its sides in a
15-foot-cone in the direction of the shuriken’s travel path. Up to
two different creatures or objects in this area of your choice take
1 piercing damage.
A creature both proficient and in possession of tinkerer’s tools
can easily reset multi-shot shurikens during a short or long rest if
they expend 1sp worth of materials for each shuriken.
WEAPON
KANABŌ
Martial weapon, melee weapon
10 gp, 2 lb. 1d6 bludgeoning - versatile (1d8)
Crush. Once per turn when you hit with an attack using this
weapon, you can roll one of the weapon’s damage dice an addi-
tional time and add it as extra damage of the weapon’s damage
type.
WEAPON
RED ONI’S KANABŌ
Weapon (kanabō), very rare (requires attunement)
A weapon composed of bonsai dryad wood doused in molten
iron, the Red Oni’s Kanabō once belonged to a demon with a per-
verted enjoyment for hunting humans for sport. The vile energy of
its previous wielder would surge through the weapon and distort
the wooden core, warping the head with jagged spikes as the fey
residue within impels for freedom.
While attuning to the weapon, the wielder must press their
hand onto the spikes to coat the grip with their blood. Whenever a
creature grips onto the weapon, they take 1d8 piercing damage.
While attuned, whenever you hit a creature with the Red Oni’s
Kanabō, they’re affected by a blood curse until they receive heal-
ing. While cursed in this way, the target’s blood becomes bright
red and floats in the air as it drips from their wounds.
Red Curse. While holding this weapon while three non-friend-
ly creatures within 60 feet of you are cursed, you can cast the
Vampiric Touch spell using it. Instead of melee spell attacks, use
this weapon’s attack bonus. Hit points regained through Vampiric
Touch cast in this way are also changed to temporary hit points.
WEAPON
WARDEN’S KANABŌ
Weapon (kanabō), rare (requires attunement)
Giants and constructs tasked to guard the gravesights of his-
torically significant creatures wield these massive adamantine
Kanabōs to ward off would-be-graverobbers. Although intimida-
tion alone was usually enough to keep the weapon in pristine
condition, years of clutching the grip has deformed the metal to
the curvature of its previous wielder’s fingers.
Anger warden. After attuning to this weapon, you anger a
warden who can track your location while you’re attuned. The GM
chooses between a Fire Giant or Stone Golem to represent the
warden, having them randomly arrive sometime in the future with
the goal of killing you.
If the warden is killed while you’re attuned to the weapon, you
become a warden. A Warden’s Kanabō deals one extra die of its
damage when a warden hits with it.