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Trick Weapon Workshop - Workshop

The document outlines a workshop system for creating weapons, detailing bonuses to hit and damage based on weapon rarity and workshop points. It includes a list of abilities that can be applied to weapons, categorized by their effects and the types of weapons they can be used with. Additionally, it describes transformed abilities that enhance weapon functionality and the associated workshop points required for each ability.

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Rakdos57
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© © All Rights Reserved
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0% found this document useful (0 votes)
240 views9 pages

Trick Weapon Workshop - Workshop

The document outlines a workshop system for creating weapons, detailing bonuses to hit and damage based on weapon rarity and workshop points. It includes a list of abilities that can be applied to weapons, categorized by their effects and the types of weapons they can be used with. Additionally, it describes transformed abilities that enhance weapon functionality and the associated workshop points required for each ability.

Uploaded by

Rakdos57
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Make a duplicate of this document to be able to make your own weapons.

Quick reminder
Workshop
Bonus to Hit & Damage Minimum Weapon Rarity Workshop Points
Weapon Rarity Points
0 Uncommon 0 Uncommon 0–8
+1
Rare or higher 5
(Permanent) Rare 9–15
+2
Very Rare or higher 11
(Permanent) Very Rare 16–24
+3
Very Rare or higher 17
(Permanent) Legendary 25+

Step 2: Untransformed Abilities

Ability Name Description Workshop Points Applicable Weapon Types


Daggers, Rapiers, Shortswords,
Arcane Whisper You learn a cantrip of your choice—and you may cast it using Intelligence, Wisdom, or Charisma (your
1 Light Crossbows, Shortbows,
(Permanent) choice).
Pistols, Flintlocks
This weapon has 3 charges which it regains daily at dawn. As an action you can expend one charge to Quarterstaffs, Sickles, War Picks,
Eldritch Perception I 1
sense the direction (not distance) of the nearest active planar portal or rift within 1 mile. Heavy Crossbows, Rifles, Scythes
Maces, Warhammers, Greatclubs,
Frostbound Grasp Once per turn when you hit, you can reduce the target’s speed by 10 ft until the start of your next turn. 1
Greataxes, Halberds
Spears, Lances, Hand Crossbows,
Galvanic Momentum I While wielding the weapon, your speed increases by 15 feet. 1
Pistols, Scimitars
Longswords, Shortswords,
Oath of the Damned
Choose a creature type – you gain advantage on Survival checks to track such beings. 1 Warhammers, Light Crossbows,
(Permanent)
Longbows
Daggers, Scythes, Blowguns,
Veil of Midnight You gain darkvision 60 ft; if you already have darkvision, it extends to 120 ft. 1
Shortbows, Nets
You gain advantage on Athletics checks made to grapple and let your blood drip on the foe, which
Blood–Soaked Grip 2 Cleavers, Flails, War Picks, Nets
imposes a -X penalty on the creature's first attack roll against you on their next turn.
Flintlocks, Blunderbusses,
Cinder Zeal I When you roll a 1 on a damage die for this weapon, you may reroll it once (you must take the new roll). 2
Cannons, Pistols
As you grip the weapon, you feel a surge of unholy energy. Once per turn, you can force a creature
Twitching Sinew within 5 feet of you to make a Wisdom saving throw. On a failed save, the target is filled with an 2 Rapiers, Scimitars, Whips, Nets
overwhelming sense of dread, and their speed is halved until the start of your next turn.
You do not age while carrying this weapon and are immune to aging effects (though not to other causes
Undying Vitality Sickles, Quarterstaffs, Halberds,
of death). If you ever end attunement with this weapon, you immediately age a number of days equal to 2
(Permanent) Longbows, Cleavers
the number of days you’ve been attuned to this weapon.
Arcane Whisper II Daggers, Rapiers, Shortswords,
You learn a 1st-level spell from the same spell list as your cantrip and may cast it twice without using a
(Requires Arcane Whisper) 3 Light Crossbows, Shortbows,
spell slot.
(Permanent) Pistols, Flintlocks
Flintlocks, Blunderbusses,
Cinder Zeal II Whenever you roll a 1 or 2 on a damage die, you may reroll it once (taking the new roll). 3
Cannons, Pistols
Corrupted Vitality Your Hit Points maximum cannot be reduced while you wield this cursed weapon. If it’s already been Battleaxes, Greatswords, Cleavers,
3
(Permanent) reduced, it is immediately restored to its normal value upon attuning to the weapon. War Picks, Warhammers
As a bonus action, you bolster yourself and one ally within 10 ft, granting advantage on saving throws Scythes, Quarterstaffs, Glaives,
Dirge Rally 3
against being Frightened until the end of your next turn. Heavy Crossbows
Divine Echo You hear distant, ominous whispers of dead gods while holding the weapon. You gain proficiency in Maces, Warhammers, Mauls,
3
(Permanent) Religion, and if already proficient, your proficiency bonus is doubled for these checks. Longbows, Shields
Dread Resolve You have advantage on saving throws against the Charmed condition while wielding this weapon. 3 Daggers, Rapiers, Lances, Nets
Shortswords, Sickles, Handaxes,
Spectral Stride
Difficult terrain that isn’t magical doesn’t cost extra movement. 3 Shortbows, Hand Crossbows,
(Permanent)
Flintlocks
Choose one damage type (Acid, Cold, Fire, Lightning, Poison, or Thunder) – you gain resistance to that Shields, Warhammers, Glaives,
Bloodbound Aegis 4
type. (Cost is 2–5 points based on situational power.) Halberds, Cannons, Pistols, Rifles
Eldritch Perception II As an action, you can expend one charge. For 1 minute you know the creature type of any being within Quarterstaffs, Sickles, War Picks,
4
(Requires Eldritch Perception I) 60 ft (that isn’t behind total cover). Heavy Crossbows, Rifles, Scythes
Galvanic Momentum II Spears, Lances, Hand Crossbows,
You can take the Dash or Disengage action as a bonus action while wielding the weapon. 4
(Requires Galvanic Momentum I) Pistols, Blunderbusses, Rifles
You gain advantage on saving throws against the Charmed condition and can add X to the result of the Mauls, Pikes, Halberds,
Ironbound Resolve 4
saving throw. Greatswords, Greatclubs
Handaxes, Javelins, Blowguns,
Primal Hysteria You have advantage on initiative rolls as your senses sharpen with feral intensity. 4
Cleavers, Rapiers
When you begin your turn at or below half your Hit Point maximum, the weapon steels your resolve— Shortswords, War Picks, Tridents,
Survivor’s Resolve 4
granting you a +1 bonus to all saving throws until the start of your next turn. Light Crossbows, Slings, Maces
When you reduce a creature of CR 1 or higher to 0 HP, you regain HP equal to your proficiency bonus; Scythes, Greataxes, Greatswords,
Devouring Requiem 5
if the weapon uses charges, you regain 1 charge. Flails, Scimitars
Choose one damage type (any type that isn’t bludgeoning, piercing, slashing or force damage). When
Elemental Fury I 5 All melee weapons
you hit, add 1d6 damage of that type.
Expands Oath of the Damned:
Oath of the Damned II Longswords, Warhammers,
Your attacks against creatures of your chosen type deal extra damage equal to your proficiency bonus. 5
(Requires Oath of the Damned) Crossbows, Longbows, Rifles,
Pistols
You learn the Guidance cantrip; when casting it on an ally using this weapon, the cantrip’s bonus Quarterstaffs, Daggers, Sickles,
Wraithbound Counsel 5
increases to 1d4+X. Light Crossbows, Rapiers
This weapon has 3 charges which it regains daily at dawn. When you deal damage to a creature using
Flintlocks, Pistols, Blunderbusses,
Brand of Erosion this weapon, you can expend a charge to brand it (no action required). Until the end of your next turn, 6
Cannons, Rifles
the target takes 1d6 Necrotic damage each time it makes an attack or casts a spell.
Elemental Fury II Instead of a 1d6, you deal an extra 2d6 damage of your chosen element. 6 All melee weapons
This weapon has 3 charges which it regains daily at dawn. You can expend one charge as a Bonus
Daggers, Shortswords, Cleavers,
Eyes Sewed Shut Action to gain blindsight out to 30 feet for 10 minutes. For the duration you lose any other form of 6
Nets, Hand Crossbows, Blowguns
vision you have.
Midnight Vigil You hardly require sleep. While holding the weapon, you can complete a long rest in half the usual time Shortbows, Slings, Pistols,
6
(Permanent) for your race, and you gain advantage on Perception checks made in darkness. Rapiers, Scimitars, Quarterstaffs
Maces, War Picks, Sickles,
Your eyes cloud over with a milky film. You gain advantage on Insight checks and gain darkvision out
The Pale King’s Eye 6 Lances, Heavy Crossbows,
to 120 feet.
Cannons
This weapon has 3 charges which it regains daily at dawn. As an action you can expend one charge.
You emit a shroud of dark fog which gathers in a 10-foot radius around you and moves with you. The
Scythes, Glaives, Halberds, Nets,
Veil of Mists fog spreads around corners, and its area is heavily obscured for all creature except for you. It lasts for 1 6
Blowguns
minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. You must
concentrate on this ability as you would a spell.
This weapon has 3 charges which it regains daily at dawn. When you reduce a hostile creature of CR1 Cleavers, Flails, War Picks,
Blood Rite
or higher to 0 HP, you can expend 1 charge as a reaction to invoke a blood rite. You regain a number of 7 Warhammers, Scimitars,
(Permanent)
hit points equal to 1+Xd6 (minimum of 1d6). Shortbows
You have advantage on Wisdom (Perception) checks and, when making opportunity attacks, you can Spears, Pikes, Quarterstaffs,
Dreadful Vigil 7
add 1+X to the damage. Rifles, Hand Crossbows, Shields
Unyielding Fortitude Greataxes, Greatswords, Halberds,
When rolling initiative, you gain temporary HP equal to your proficiency bonus that last for 1 minute. 7
(Permanent) Mauls, Cannons
Attacks with this weapon ignore the resistances of Humanoids and Monstrosities. Moreover, when you
Heavy martial weapons and big
slay one, all other creatures of that type within 30 feet must make a Wisdom saving throw or become
ranged: Greataxes, Greatswords,
Bane of the Scourge frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, 8
Heavy Crossbows, Longbows,
ending the effect on a success. A creature that succeeds on this saving throw becomes immune to this
Blunderbusses, Rifles
effect for 24 hours.
Haunted Vigil You gain proficiency in Investigation and Survival checks; if you are already proficient, your Flintlocks, Lances, Daggers,
8
(Permanent) proficiency bonus is doubled for those checks. Halberds, Shortbows, Nets
This weapon has 3 charges which it regains daily at dawn. As a reaction to making a saving throw
Shields, Warhammers, Glaives,
Iron Wraith against the Frightened or Charmed condition, you can expend one charge to automatically succeed on 8
Heavy Crossbows, Cannons
the save.
Rapiers, Scimitars, Blowguns,
Mindshatter Bastion You have advantage on all Intelligence saving throws and resistance to Psychic damage. 8
Nets, Flintlocks
Shadowguard Veil Daggers, Shortswords, Sickles,
Your mind is shielded. You are permanently under the effects of the nondetection spell. 8
(Permanent) Pistols, Hand Crossbows
Quarterstaffs, Scythes,
This weapon has 3 charges which it regains daily at dawn. You can expend one charge as a Bonus
Sight of the Abyss 8 Warhammers, Rifles, Heavy
Action to gain truesight out to 60 feet for 10 minutes.
Crossbows, Nets
Eldritch Perception III As an action, you can expend one charge. For 1 minute, you know the exact location of any creature that Quarterstaffs, Sickles, War Picks,
10
(Requires Eldritch Perception II) isn’t a humanoid within 120 ft of you, and they cannot be hidden from you. Heavy Crossbows, Rifles, Scythes
You gain advantage on Deception and Intimidation checks against humanoids. Additionally, once per
Unhallowed Whisper long rest, you can force a humanoid (whose CR is equal to or less than your level) to make a Wisdom Whips, Flails, Rapiers, Scimitars,
10
(Permanent) saving throw. If the creature fails its save, it is charmed for 1 minute. When the charm ends the creature Pistols, Shortbows
doesn’t realize that it’s been charmed.
Shields, Warhammers, Scythes,
Otherworldly Aegis You gain resistance to bludgeoning, piercing, or slashing damage (decide when choosing this ability). 12
Nets, Blowguns, Greataxes
This weapon has 3 charges which it regains daily at dawn. At the start of your turn you can expend one
charge (no action required) to bury the weapon in your flesh to end any number of conditions affecting Daggers, Scythes, Flails, Nets,
Self Flagellation 12
you. You take 1d10 necrotic damage, which cannot be reduced in any way, for each condition you end Shortbows, Pistols
in this way.

Step 3: Transformed Abilities

Ability Name Description Workshop Points Applicable Weapon Types


Its strikes echo with ruinous power, crumbling walls and doors alike. Cannons, Glaives, Greataxes,
Siegebreaker 1
• This weapon deals double damage to objects and structures. Greatswords, Warhammers, Mauls
Cost scales based on rarity
The Workshop
Runes of forbidden knowledge seep into the weapon’s form. Quarterstaffs, Daggers, Scythes,
2 → Uncommon Points from this
Eldritch Amplification • If the weapon already has charges, it gains 2 additional charges. Pistols, Crossbows (any), Nets,
4 → Rare ability must be
• These charges replenish daily at dawn. Rifles
6 → Very Rare added in manually
8 → Legendary
This weapon crackles with imprisoned electricity.
Blunderbusses, Rifles, Pistols,
• The weapon has 3 charges and regains all expended charges daily at dawn.
Galvanic Surge 3 Halberds, War Picks, Spears,
• When you hit a creature with this weapon, you can expend 1 charge to deal an extra 1d12 lightning
Lances
damage. The target also can’t take reactions until the start of its next turn.
A faint distortion of time lingers around the blade, slowing foes caught in its strike.
• The weapon has 3 charges and regains all expended charges daily at dawn. Rapiers, Scimitars, Shortbows,
Stolen Seconds (I) 3
• When you hit a creature with this weapon, you can expend 1 charge to prevent that creature from Hand Crossbows, Flintlocks
taking reactions until the start of its next turn.
The Workshop
4
The blade hungers ceaselessly, rending flesh with uncanny precision. Cleavers, Scythes, Greataxes, Points from this
Insatiable Slaughter (per damage die of the
• This weapon scores a critical hit on a roll of 19–20 on the d20. Flails, Morningstars, War Picks ability must be
weapon)
added in manually
The fear inspired by this weapon tightens into a paralyzing grip.
Harrowing Terror (II) Whips, Flails, Greatswords, Heavy
• If a creature fails its saving throw against your Harrowing Terror effect and becomes frightened, it is 4
(Requires Harrowing Terror I) Crossbows, Pistols
also stunned until the end of its next turn.
Wreaths of pale mist swirl about the weapon, eager to enfold you in shadowed transit.
• The weapon has 3 charges and regains all expended charges daily at dawn. Scimitars, Daggers, Shortswords,
Mistwalker 4
• As a bonus action, you can expend 1 charge to magically teleport up to 30 feet to an unoccupied space Hand Crossbows, Pistols
you can see.
The blade drips with a toxic ichor that seeps into every wound.
• The weapon has 3 charges and regains all expended charges daily at dawn. Daggers, Shortswords, Rapiers,
Pestilent Venom (I) • When you hit a creature with this weapon, you can expend 1 charge to deal an extra 1d6 acid damage. 4 Blowguns, Hand Crossbows,
The target must make a Constitution saving throw against your Weapon Save DC or become poisoned Whips
until the end of its next turn.
The toxin’s potency intensifies, scarring flesh with a single scratch.
• (Replaces the 2nd bullet points) When you hit a creature with this weapon, you can expend 1 charge to Daggers, Shortswords, Rapiers,
Pestilent Venom (II)
deal an extra 1d6 acid damage. The target must make a Constitution saving throw against your Weapon 4 Blowguns, Hand Crossbows,
(Requires Pestilent Venom I)
Save DC or take an additional 1d6 acid damage and become poisoned until the end of its next turn. This Whips
toxin ignores immunity to the poisoned condition.
The weapon takes on a jagged, blood‑thirsty appearance.
• The weapon gains 2 charges and regains all expended charges daily at dawn. Cleavers, Flails, War Picks,
Ravenous Edge 4
• When you hit with this weapon, you may expend 1 charge to deal an extra 1d8 necrotic damage; if this Shortbows, Scimitars
reduces the target to 0 hit points, you regain 1 charge.
Your mastery of warped time now drastically hinders foes.
Stolen Seconds (II) Rapiers, Scimitars, Shortbows,
• When you expend a charge to deny a target’s reactions, that creature’s speed is also halved until the 4
(Requires Stolen Seconds I) Hand Crossbows, Flintlocks
start of your next turn.
Barbed runes sap the very essence of those struck.
• The weapon has 3 charges and regains all expended charges daily at dawn. Glaives, Scythes, Halberds, Flails,
Withering Drain 4
• When you hit a creature with this weapon, you can expend 1 charge to deal an extra 1d8 necrotic Rifles, Pistols
damage. The target’s Strength is also reduced by 2 (to a minimum of 1) until the start of your next turn.
Whispering runes spiral along the blade, granting you deeper mystical prowess.
Arcane Revelation III • You learn one 4th-level spell from the same spell list as Arcane Rite II. Quarterstaffs, Daggers, Rapiers,
5
(Requires Arcane Revelation II) • You can cast this 4th-level spell once without expending a spell slot. You regain the ability to do so Light Crossbows, Pistols
when you finish a long rest.
Each critical strike causes the foe’s defenses to buckle under the force of your blow.
Greataxes, Greatswords, Mauls,
Crushing Overwhelm • When you score a critical hit with this weapon, roll 1d8 and reduce the target’s Armor Class by that 5
Halberds, Cannons
amount until the start of your next turn.
An unsettling presence coils around the blade, invoking primal fear.
• The weapon has 3 charges and regains all expended charges daily at dawn.
Flails, Whips, Rapiers, Hand
Harrowing Terror (I) • When you hit a creature with this weapon, you can expend 1 charge to force the target to make a 5
Crossbows, Pistols
Wisdom saving throw against your Weapon Save DC. On a failed save, the target takes 1d6 psychic
damage and becomes frightened until the end of its next turn
The deadly poison persists, coursing through victims long after the strike.
• If the target fails its Constitution saving throw it becomes poisoned for 1 minute instead. Additionally, Daggers, Shortswords, Rapiers,
Pestilent Venom (III)
it takes 1d6 acid damage at the start of each of its turns if it is poisoned in this way. The target can 5 Blowguns, Hand Crossbows,
(Requires Pestilent Venom II)
repeat the saving throw at the end of each of its turns, ending the effect on a success.(Requires Pestilent Whips
Venom II)
Spectral chains erupt to drag foes into your reach.
• The weapon has 3 charges and regains all expended charges daily at dawn.
• As part of making an attack you can expend 1 charge to cause shadowy chains to lash out from the Whips, Nets, Flails, Halberds,
Chains of Perdition 7
weapon toward a creature you can see within 15 feet of you. Glaives
• The target must succeed on a Strength saving throw against your Weapon Save DC or be pulled in an
empty space adjacent to you and become restrained until the start of your next turn.
A searing prism of destructive energies swirls through every strike.
• The weapon has 3 charges and regains all expended charges daily at dawn. Greatswords, Greataxes,
Chromatic Devastation • When you hit a creature with this weapon, you can expend 1 charge to deal an extra 2d8 damage. 7 Blunderbusses, Rifles,
Choose acid, cold, fire, lightning, poison, or thunder when you expend the charge. Warhammers, Scimitars
• If the target is normally immune to that damage type, it instead takes half damage from this effect.
The weapon gains 3 charges and regains all expended charges daily.
• As a bonus action, you can expend 1 charge to summon a shadow that lashes out at a creature within
Daggers, Shortswords, Hand
Hungering Shadow 90 feet. 7
Crossbows, Whips, Pistols
• The target must succeed on a Dexterity saving throw or take 2d4 necrotic damage and become
grappled by the shadow for 1 minute (Escape DC equal to your Weapon Save DC).
You unleash a vortex of suspended time, freezing those around you in temporal stasis.
Stolen Seconds III • As an action, you can expend 2 charges from this weapon to force each creature of your choice within Rapiers, Scimitars, Shortbows,
7
(Requires Stolen Seconds II) 10 feet of you to make a Wisdom saving throw. On a failed save, a creature’s speed becomes 0, it loses Hand Crossbows, Flintlocks
its reactions, and it can’t take a bonus action until the start of your next turn.
Longswords, Battleaxes, Halberds,
A dark resonance courses through you, honing both body and mind.
Unshackled Mastery 7 Shortbows, Light Crossbows,
• While wielding this weapon, you gain proficiency in one saving throw of your choice.
Pistols
While transformed, use your action to intensify a visible aura of gore and phantasms.
Cleavers, Flails, War Picks,
Bleeding Phantasm • Each hostile creature within 30 feet must make a Wisdom saving throw (Weapon DC) or become 8
Greataxes, Daggers
frightened with horror until the end of its next turn.
The weapon surges with macabre energy.
• The weapon gains 3 charges and regains all expended charges daily at dawn.
Greataxes, Greatswords, Scythes,
Bloodchurn • On a hit, you may expend up to 2 charges; for each charge expended, deal an extra 1d8 necrotic 8
Mauls, Rifles
damage.
• Fiends, undead, or aberrations take double the extra damage and cannot resist or be immune to it.
You channel a furious surge of power through the weapon, granting relentless aggression.
• The weapon has 3 charges and regains all expended charges daily at dawn. Handaxes, Shortswords, Daggers,
Fury Unleashed 8
• As a bonus action, you can expend 1 charge to gain advantage on all weapon attack rolls you make Pistols, Scimitars
with this weapon until the end of your turn.
The weapon’s aura instills profound dread, robbing foes of all control.
Harrowing Terror (III) Whips, Flails, Greatswords, Heavy
• If a creature fails its saving throw against your Harrowing Terror effect and becomes frightened, it is 8
(Requires Harrowing Terror II) Crossbows, Pistols
also paralyzed until the end of its next turn.
A grim oath is etched deep into the steel, ensuring the blade’s fury finds its sworn foes.
• Choose one creature type when you first gain the Oathbound ability (beasts, dragons, undead, Longswords, Warhammers,
Oathbound 8
humanoids, etc.). Lances, Longbows, Rifles
• You have advantage on attack rolls made against creatures of that chosen type.
A shimmering cord of arcane power binds you to your foe.
• The weapon has 3 charges and regains all expended charges daily at dawn.
Quarterstaffs, Daggers, Rapiers,
Eldritch Tether • When you hit a creature with this weapon, you can expend 1 charge to create a tether between you and 9
Light Crossbows, Pistols
the target that lasts until the start of your next turn. While tethered, whenever you take damage, you can
halve that damage (rounded down), and the target takes the same amount as force damage.
Your weapon seethes with holy fervor, glowing red-hot with your spilled blood. While transformed, you
Mauls, Warhammers, Greataxes,
Molten Blood take 1d4 necrotic damage at the start of each of your turns (this damage cannot be reduced). Whenever 9
Greatswords, Cleavers
you deal damage with this weapon, you deal additionnal fire damage equal to your proficiency bonus.
The weapon gains a cursed, decaying aura.
• The weapon gains 3 charges and regains all expended charges daily at dawn.
• When you hit with this weapon, you may expend 1 charge to curse the target with rotting soul energy.
Battleaxes, Flails, Pistols, Rifles,
Soul‑Binding Rot The target must succeed on a Constitution saving throw. On a successful save, the target has 9
Rapiers, Shortbows
Disadvantage on the next attack roll it makes until the start of your next turn. On a failed save, the target
has Disadvantage on Strength-based Attack Rolls, Ability Checks and Saving Throws until the start of
your next turn. During that time, it also subtracts 1d8 from all its damage rolls.
• The weapon gains 3 charges and regains all expended charges daily at dawn.
• As an action, you can cut your arm, taking 1d6 slashing damage, which cannot be reduced in any way.
Two‐handed or big arcs: Halberds,
If you do so, all creatures in a 15-foot sphere centered on you, except you become engulfed in a
Crimson Storm 10 Glaives, Greatswords, Greataxes,
whirlwind of blood. They must succeed on a Dexterity saving throw or take 2d8 necrotic damage plus
Blunderbusses
2d8 thunder damage and be blinded by swirling blood until the end of its next turn. On a successful
save, a creature takes half damage and is not blinded.
Reality warps around the weapon, locking the world in place.
• While the weapon is in its transformed state, it creates a 15-foot-radius aura of stabilizing force.
Shields, Pikes, Halberds, Heavy
Dread Anchor Creatures of your choice within the aura can’t be teleported or forcibly moved by any effect unless they 10
Crossbows, Cannon
are willing.
This effect ends when the weapon reverts to its non-transformed state or leaves your possession.
Once per day when you transform this weapon, it unleashes horrifying shadows which rip your body.
Suits “dark” or “flying” vibe:
• As part of this transformation, you gain a 30‑foot flying speed for 1 minute.
Abyssal Ascension 13 Scythes, Rapiers, Shortswords,
• While grasped by the shadows, your attacks with this weapon deal an extra 1d6 psychic damage, and
Hand Crossbows, Pistols
you have advantage on Stealth checks made in Dim Light or Darkness.
The blade hungers for corruption, raising the fallen to fight once more.
• The weapon has 3 charges and regains all expended charges daily at dawn.
Greataxes, Greatswords, Flails,
Defiled Onslaught • When you hit a creature with this weapon, you can expend 1 charge to deal an extra 3d8 necrotic 15
Scythes, Mauls
damage. If this damage reduces the target to 0 hit points, it rises at the start of its next turn as a zombie
under your control for 1 minute. It follows your verbal commands (no action required).
While transformed, you emit an eerie dirge.
• Every Undead or Beast with a CR equal to half your level or less that starts its turn within 20 feet of
you must succeed on a Charisma saving throw (Weapon DC) or be charmed by you for 1 minute.
Quarterstaffs, Lances, Longbows,
Dirge of Undeath • Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on a 15
Warhammers, Scimitars
success.
• If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dirge
for the next 24 hours.
A solemn ward of old blood surrounds you, thwarting hostile spells.
Shields, Warhammers, Scythes,
Grave Guardian • While wielding this weapon, you have advantage on saving throws against spells and other magical 15
Halberds, Greatswords
effects.
The weapon emits zealous power.
• The weapon gains 3 charges and regains all expended charges daily at dawn.
• When you hit a beast, monstrosity, or aberration with this weapon, you may expend 1 charge to force
Flails, Whips, Nets, Scimitars,
Shackles of the Radiant One the target to make a Strength saving throw (Weapon DC). On a failed save, radiant chains bind the 15
Lances
target and it becomes restrained for 1 minute. While bound in this way the target is Incapacitated,
Restrained and it becomes immune to all damage, but it takes 1d4 radiant damage at the start of each of
its turns, which ignores this immunity.

Step 4: Transformation

Basic Transmutation

Ability Name Description Workshop Points Applicable Weapon Types


Basic Trick As a bonus action, you may shift your weapon between its untransformed and transformed states. 0 All
Timed Trick After 1d4 rounds, the weapon reverts back to its untransformed state. 0 All
Perfectly Timed Trick After (choose a number between 1 and 10) rounds, the weapon reverts back to its untransformed state. 1 All

Strike Transmutation
(Activate immediately after a successful attack roll)

Ability Name Description Workshop Points Applicable Weapon Types


When you hit a target, you momentarily abandon the mortal coil. Immediately after your attack, you
Phantom Lunge may surge up to 15 feet in any direction without provoking opportunity attacks, as if propelled by 3 Bows, Crossbows, Firearms
spectral winds.
When you hit a target with this weapon, you invoke the weapon’s grasping design. The target must
Entwined Strike succeed on a Strength saving throw (Weapon DC + X) or become restrained until the end of its next 3 Flails, Nets, Whips
turn.
You assume a defensive stance. You gain a bonus to AC equal to 2 + X until the start of your next turn,
Wraith’s Bulwark 4 Quarterstaffs, Shields
as additional plates of metal interpose themselves between you and your foes.
You redistribute the weight of the weapon. When you hit, the target must succeed on a Constitution
Greataxes, Greatswords, Mauls,
Daze of the Damned saving throw (Weapon DC + X) or be disoriented, struck by the strength of the blow. The target can 5 Halberds, Glaives
either use one of its action, bonus action or reaction until the end of its next turn.
Your attack rends the very essence of life. When you hit, the target must succeed on a Constitution
saving throw (Weapon DC + X) or begin to bleed—taking 1d4 necrotic damage at the start of each of its
Bloodletting Strike 6 Rapiers, Shortswords
turns. A bleeding creature can repeat the saving throw at the end of each of its turns, ending the effect
on a success. Any magical healing automatically stops the bleeding.
Your blow carves a grievous wound. When you hit with this weapon, the target must subtract 1d6 from
Crimson Rend its attack and damage rolls until the start of your next turn, as crimson ichor flows from the wound in a 7 Longswords, Battleaxes
macabre display of ruin.
The will of the reaper courses through the blade. You may make one additional attack with this weapon
Reaper’s Flash 7 Daggers, Handaxes, Shortswords
as part of the same attack Action.
With a sweeping blow, you extend the terror of your strike to those nearby. Each creature within 5 feet
Reaping Arc of your target must succeed on a Dexterity saving throw (Weapon DC + X) or suffer half the weapon’s 7 Scythes, Sickles
damage, as if caught in the relentless scythe of fate.
In a frenzy of bloodshed, you make one attack roll with the untransformed weapon and immediately
Sanguine Rending make another with the transformed weapon. If both attacks hit, the target has its speed halved until the 8 Any Melee Weapon
start of your next turn.

Reactive Transformation
(Activate as a reaction when you take damage)

Ability Name Description Workshop Points Applicable Weapon Types


You vanish in a haze of ethereal energy released by the weapon. Move up to your speed in any direction Longbow, Shortbow, Light/Hand
Spectral Evasion 2 Crossbow Pistol Flintlock
without provoking opportunity attacks.
You bait your foe to trap them. If the attacker is within range they must succeed on a Strength saving
Cursed Snare 3 Flails, Nets, Whips, Shields
throw (Weapon DC + X) or be ensnared—restrained until the start of its next turn.
With a defiant display of gunpowder, you brandish your weapon as a warning. The attacker must
Intimidating Reprisal succeed on a Wisdom saving throw or have disadvantage on attack rolls against you until the start of 5 Any Firearm
your next turn.
When you are struck, you swiftly counterattack with lethal precision. If your melee attack hits, the
Bloody Riposte 5 Rapiers, Spears
target’s speed is reduced by 10 feet until the start of your next turn.
Channeling holy wrath, you retaliate immediately when struck. If the attacker is within range, you
Zealous Retort 6 Daggers, Handaxes, Shortswords
immediately transform your weapon and make an attack against the target.
You assume a defensive stance. You gain a bonus to AC equal to 1 + X until the start of your next turn
Wraith’s Ward (including against the triggering attack), as additional plates of metal interpose themselves between you 6 Quarterstaffs, Shields
and your foes.
Upon being hit, you counter with a swift, punishing blow aimed at your foe’s weapon. The attacker
Bone–Rattling Disarm 7 Longswords, Battleaxes
must succeed on a Strength saving throw (Weapon DC + X) or drop their weapon.
You retaliate with grim resolve. The attacker must succeed on a Wisdom saving throw (Weapon DC +
Harvest Requital X) or take 1d6 necrotic damage and suffer disadvantage on its next saving throw, as you reap the 7 Scythes, Sickles
essence of their wretched soul.

Special Transformation
The weapon’s transformation varies in action cost (action or bonus action), with additional effects.

Ability Name Description Workshop Points Applicable Weapon Types


With a single, fluid motion, you cause chains to lash out from your weapon. The weapon’s range
Lashing Chains increases by 10 feet for this attack and the target must succeed on a Dexterity saving throw (Weapon 4 Flails, Nets, Whips
DC + X) or be pulled 15 feet in a straight line towards you.
As a bonus action, you slam your weapon into the ground with cataclysmic force. Each creature in a 10- Heavy Melee Weapons (Mauls,
Earthshatter Smash foot radius centered on you must succeed on a Strength saving throw (Weapon DC + X) or be knocked 5 Greataxes, Greatswords,
prone. The area becomes difficult terrain until the start of your next turn. Halberds, Glaives)
You unleash a ghostly volley. As a bonus action you fire a spectral shot at your foe; make a ranged
Haunted Shot 6 Bows, Crossbows, Firearms
attack roll. Hit or miss, the power of the blast transforms your weapon.
As an action the weapon lets forth a mournful dirge that grants each ally within 15 feet temporary hit
Dirge of the Fallen points equal to X + your proficiency bonus. A creature can benefit from these temporary Hit Points only 8 Longswords, Battleaxes
twice per day.
As darkness swallows you, your weapon dissolves into shadows alongside you. As a bonus action you
Whispering Void vanish into darkness and reappear in another area in darkness that you can see up to 60 feet away, your 8 Daggers, Handaxes, Shortswords
weapon transformed.
As an action, you raise your weapon in grim defiance. For a fleeting moment, you bolster your defenses
and that of your allies. You and every creature of your choice within 10 feet of you is considered behind
Fortress of the Damned 9 Quarterstaffs, Shields
half-cover and has an X bonus to their saving throws until the start of your next turn, at which point
your weapon transforms.
As a bonus action you transform your weapon, unleashing the shard of divinity held within. Each
Angelic Choir creature in a 10-foot radius which can hear the angels’ voices must succeed on a Wisdom saving throw 9 Any
(Weapon DC + X) or become stunned until the end of your turn.
As an action, you release the lunar shard embedded in your weapon and transform it. A sanguine haze
Crimson Moon Veil descends in a 20‑foot radius centered on you until the end of your next turn, at which point the weapon
12 Any
(Unique) transforms back. Creatures inside the haze awaken their bloodlust, and have advantage on attack rolls
against other creatures within the haze.
In a moment of grim sacrifice, as an action, you can expend up to a number of Hit Die equal to your
Osteomantic Surge level, taking damage equal to the amount rolled. You cast Osseous Impalement (DC equal to the
16 Any
(Unique) Weapon’s DC), targeting a number of creatures equal to the number of Hit Die expended (minimum of
1). Your weapon transforms back when your concentration on the spell ends.

STEP 1: Transformation Matrix Cost in Worshop Points

Martial
Untransformed \ Transformed Simple Melee Simple Ranged Martial Melee Ranged
Simple Melee 0 2 2 2
Simple Ranged 2 0 2 2
Martial Melee 2 2 0 2
Martial Ranged 2 2 2 0
Shield: Transformations involving any weapon and a shield cost 2 Workshop Points.

Final Result

Weapon Rarity DC X Bonus Workshop Points


Uncommon 13 1 0–8
Rare 15 2 9–15
Very Rare 17 3 16–24
Legendary 19 3 25+

Overall Total 30 ← Don't forget to add the cost from step 1 (see transformation matrix above).
Untransformed Abilities (Excluding “Permanent”) 0
Transformed Abilities Total
This total must be equal or higher than the untransformed total 30
Daily
Maximum
Number of Charge-Using Abilities 2 Number of Charge-Using Abilities Regeneration at
Charges
Dawn
See the next sheet for the cost of your Full replenishment
1 3
weapon :) (3 charges)
2 4 1d3 + 1 charges
3 6 1d4 + 2 charges
4 or more 8 1d6 + 2 charges

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