Abilities
AC: 14 + Dexterity modifier (max 2) + 1
Weight: 25lb.
Cold Resistance: While wearing Winter's Embrace you have resistance to cold damage form non-magic sources.
AC: 11 + Dexterity modifier +1
Weight: 10lb.
Nobel Looks: While wearing Coat Of Pride you gain a +2 bonus to charisma skill checks.
Velluvian Cut Proof Leather: While wearing Coat Of Pride you have gain resistance against slaching damage from non-magic souces.
AC: 11 + Dexterity modifier + 1
Weight: 12lb.
Bloodbind: Bloodbind armor can be bathed in the blood of any slain creature. While wearing bloodbind armor damage from any melee attack by a creature of the same type is reduced with 1d4. This armor can only be bloodbind to one type of creature at any given time. The bloodbind can be removed by cleansing the armor in light of a full moon.
AC: 11 + Dexterity modifier + 1
Weight: 10lb.
Poison Resistance: While wearing Poison Armor Of Amphibos you have resistance to poison damage from non-magic sources.
Poisonous: Bite attacks from creatures without resistance to poison damage have disadvantage against you. In adition, whenever a creature makes a melee attack against you it takes 1d2 poison damage.
AC: +2
Weight: 12lb.
Bloodbind: Bloodbind armor can be bathed in the blood of any slain creature. While wearing bloodbind armor damage from any melee attack by a creature of the same type is reduced with 1d4. This armor can only be bloodbind to one type of creature at any given time. The bloodbind can be removed by cleansing the armor in light of a full moon.
Weight: 1lb.
Teatime: The canister holds 3 potions of perfectly brewed green tea. During a short rest you can expend up to 3 portions of the tea to regain 1d4+1 hit points. During a long rest all potions replenish automatically.
Weight: 0lb.
Homesick: This compass has a small compartment under the dial which can be filled with earth, sand, dirt or small pebbles. The compass dial features two needles. The small needle always points towards the magnetic north. The larger needle always points towords the location the earth, sand, dirt or pebbles in the compartment was taken from.
If the compartment is empty or is filled with material from another plane of existence, the needle slowly spins around aimlessly.
Weight: 1lb.
Rock And Swing: These comfortable wine dark slippers give confidence in your dancing abilities. You have advantage on ability checks made to dance while wearing them.
Weight: 0lb.
Portable Shelter: When you put the Nomads Scarf on the ground and speak its command word it transforms into a tent. The tent is 10ft. by 10ft. and can confortably fit 3 medium creatures. It withstands all but extreme wether conditions and the temperature inside is alwase confortable. You can the command word again to have the tent revert into a scarf.The tent has 5 hitpoints, when reduced to 0 hitpoints it will revert into a scarf. Any creatures inside arent harmed and remain in their poisitons. When destroyed the tent can not be used within the net 24 hours.
Weight: 1lb.
Comforting: When a creature regains hit points at the end of a short rest by spending one or more of its Hit Dice, that creature can regain an additional 2d6 hit points if it spends that short rest snuggling with one of these enchanted, stuffed toys. Once this property of the snugglebeast has been used by a creature, that creature can't benefit from the snugglebeast again in this way until it finishes a long rest.
Weight: 0lb.-1000lb.
Boulderize: The Port-A-Boulder apears as a small, runestone. As an action you can whisper the command while holding the stone to your lips. Upon doing so the stone will transfor into a 10ft. Cubic runed builder.
Weight: 2lb.
Infused Arrows: Instead of drawing an normal arrow when making a ranged attack with a bow you can draw each of the following arrows once per day.
Drenching Arrow: Hitting a creature with this arrow causes a pubbel of water and mud to form under the target, limiting their movement. During its next movement the creature must use 15ft. of its movement to get out of the mud.
Searing Arrow: Hitting a creature with this arrow deals an additional 1d4 fire damage. If the target is a flammable object that isnt being worn or caried, it catches fire.
Gust Arrow: A gust of wind follows the path of this arrow. Hitting a medium or small creature with this arrow causes it to be knocked 5ft. back.
Tremor Arrow: Hitting a creature with this arrow deals an additional 1d6 bludgeoning damage. On a critical hit the target iss knocked prone.
Weight: 1lb.
Comforting: When a creature regains hit points at the end of a short rest by spending one or more of its Hit Dice, that creature can regain an additional 2d6 hit points if it spends that short rest snuggling with one of these enchanted, stuffed toys. Once this property of the snugglebeast has been used by a creature, that creature can't benefit from the snugglebeast again in this way until it finishes a long rest.
Weight: 4lb.
Charming Bloom: You van tap the cane against the ground to make flowers and grass sprout from any fertile ground in a 20ft range around you.
Velani Wisdom: While in posession of the cane you gain a natural ability for gardening and edible plants. You have gain advantage to skill checks involving gardening and determining the edibility of plants.
Weight: 1lb.
Capture Essence: The Rememberance Globe holds a memory of a situation that has occoured. By holding the globe and speaking a command word any creature can revisite the memory. The memory can be up to 30 seconds and contains all information know about the situation by the person who recorde it at that time. The globe can hold only one memory wich can be overrided by recording a new one.
Weight: 4lb.
Anti-Precipitation Incantation: You can speak a command word to make a spectral umbrella screen apear at the tip of the cane. The screen is permeable by anything other than non-viscous liquids.
Weight: 0lb.
Cat-titude: You gain a +1 bonus to charisma skill checks.
Purr-fect Landing: Whenever you take fall damage make a dexterity saving throw (DC equal to 4 + half the amount of ft. fallen rounded down). On a succesfull save damage taken is halved.
Weight: 0lb.
Quick Draw: In the first round of each combat, when making a ranged attack with a bow, you may make an additional attack.
Weight: 1lb.
Hit Points: 3
AC:8
Loyal Servant: As an action can power up the Clockwork Healbee up for 3 turns. Upon activating you can speak the name of one creature within a 90ft range. The bee will then fly towards the target with a flying speed of 30ft. . At the end of each of your turns the bee will heal the target for 1d4+2 hit points if the target is within a 5 ft. range of the bee. At the end of the third turn the bee will become inactive and fall to the ground without taking damage.
Weight: 1lb.
Hit Points: 8
AC:14
Speed: 20 ft.
Str: 4 (-3)
Perfect Fit: While inactive Animated Gauntlet can be worn as a piece of heavy armor.
Loyal Servant: As an action can power up the Clockwork Healbee up for 3 turns. Upon activating you can speak one command to the gauntlet. The gauntlet can compleat only one simple task, like twisting a lock, picking up tiny items or manipulating small, light weight objects. The gauntlet crawls towards any objective and will return once its task is compleated and deactivate. If the gauntlet does not return within 3 turns or is stopped or trapped it will deactivate on its current location and revert to its inanimate form.
Damage: (1d8+1) slashing
Properties: Versatile (1d10+1), Magic
Weight: 4lb.
Moonforged: You gain a +1 bonus to attack rolls and damage rolls made with Dusk Cleaver.
Dusk: When you hit an undead with Dusk Cleaver the target takes an additional 1d6 radiant damage.
Damage: (1d6+1) slashing
Properties: Finess, Light
Weight: 1lb.
Sunhardened: You gain a +1 bonus to attack rolls and damage rolls made with Blade Of Whispers.
Ritual Blade: This blade has previously served ritual purpose. Essence of those who wielded it before are stored within the emerald embedded in the hilt. While wielding this weapon you gain a +1 bonus to dexterity save rolls against any attack.
Damage: (1d8+1) slashing
Properties: Versatile (1d10+1), Magic
Weight: 4lb.
Bloodsteel: You gain a +1 bonus to attack rolls and damage rolls made with Sword Of Darkheart.
Bloodbind: Bloodbind weapons can be bathed in the blood of any slain creature. While wielding bloodbind weapons you gain a +2 bonus to damage rolls agains creatures of the same type. This weapon can only be bloodbind to one type of creature at any given time. The bloodbind can be removed by cleansing the weapon in light of a full moon.
Damage: (1d8+1) slashing
Properties: Versatile (1d10+1), Magic
Weight: 4lb. - 1lb.
Chimeric Steel: You gain a +1 bonus to attack rolls and damage rolls made with Morphing Blade.
Conceal: The Morphing Blade appear as a small teaspoon. As a bonus action you can transform the teaspoon into a longsword.
Damage: (1d6+1) slashing
Properties: Finess, Light
Weight: 3lb.
Craftsmanship: You gain a +1 bonus to attack rolls and damage rolls made with Mutineer's Cutlass.
Cutthroat: You gain a +2 to intimidation skill checks while wielding Mutineer's Cutlass.
Damage: (1d4+1) piercing
Properties: Finess, Light
Weight: 1lb.
Exquisite Alloy: You gain a +1 bonus to attack rolls and damage rolls made with Distinguished Tessen.
Expressive Appearance: While wielding Distinguished Tessen you gain a +2 bonus to charisma skill checks
AC: 14 + Dexterity modifier (max 2) + 2
Weight: 40lb.
Adaptive Alloy: Whenever you lose hit points from an attack, note the damage type from that attack. The next time you would take damage from an attack with the same damage type, halve that damage. The armor can only adapt to one damage type at the same time, whenever you take damage you may choose to adapt to the damage type from that attack or to keep adapted to the previous type.
AC: +2
Weight: 12lb.
Guardian Of Faith:
Weight: 0lb.
Enhance Spell: As a bonus action while casting a spell you can disband the arcane potential in the feather to enhance your spell. A spell enhanced this way is treated as being cash at a spell slot of two levels higher. Afther using this ability the feather vanishes.
Weight: 0lb.
Ludere Mortis: As an action you can adjust the a time any number of minutes past midnight up to half an hour. When you do you become unconscious for the duration, your breathing and heartbeat stops making you apear dead. You gain invulnerability to psychic damage. Your condition can be detected through magical means. The watch holds 1 charge and has a 1/2 chance of regaining a charge every night.
Weight: 1lb.
Comforting: When a creature regains hit points at the end of a short rest by spending one or more of its Hit Dice, that creature can regain an additional 4d6 hit points if it spends that short rest snuggling with one of these enchanted, stuffed toys. Once this property of the snugglebeast has been used by a creature, that creature can't benefit from the snugglebeast again in this way until it finishes a long rest.
Weight: 1lb.
Cosmic Horror's: The Eerie Idolon holds 1 charge and regains 1 charge during a long rest. You can speak the command word to activate the idolon and hurl it up to the range to call forth extraplanar monstrosities. They swarm an area around the idolon up to a distance of 15 feet for the duration. An affected creatures speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 3d8 Bludgeoning. On a successful save, the creature takes half as much damage.
Weight: 0lb.
Tender Care: While rolling hit dice during a short rest you may roll an additional d12+2, you may distribute these extra hitpoint among any number of creatures as you choose.
Gift Of Healing: You gain a +2 bonus while making a medicine check while stabilizing a creature.
Weight: 2lb.
Sleep: The Hourglass Of Slumber holds 1 charge and regains 1 charge during a long rest. Flipping the Hourglass of Slumber over causes creatures to fall asleep. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of the hourglass are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creatures hit points from the total before moving on to the creature with the next lowest hit points. A creatures hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed arent affected by this spell.
Weight: 3lb.
Fireweaver: You gain resistance to fire damage from non-magic sources.
Fire Artisan: While wearing the Pyromancers Cloak you gain an additional 3th level spell slot. This spell sloth can only be used to cast spells with a fire characteristic.
Wrap In Flames (1/day): As an action you can make a full spin around your axis to cause flames to erupt from your cloak. All creatures in a 10ft. radius make a dexterity saving throw (DC 14). A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that arent being worn or carried.
Requirement: You have acces to at least one 3th level spell slot.
Weight: 2lb.
Frolic Movement: Your movement speed is increased by 5 ft.
Dash (3/day): While taking a move action you can move an additional distance equal to your movement speed in a straight line. If you attempt a jump during this movement you gain a +5 bonus to your strength while doing so.
Weight: 1lb.
Comforting: When a creature regains hit points at the end of a short rest by spending one or more of its Hit Dice, that creature can regain an additional 4d6 hit points if it spends that short rest snuggling with one of these enchanted, stuffed toys. Once this property of the snugglebeast has been used by a creature, that creature can't benefit from the snugglebeast again in this way until it finishes a long rest.
Weight: 1lb.
Draw: As an action you can draw a random card from the Deck Of Beasts. Roll a d10, you gain the corresponding effect for one day or until dispelled:
1) Pangolin: You gain a +1 bonus to your AC.
2) Panter: Your movement speed is increased by 10ft. and you gain a +2 bonus to stealth.
3) Wolf: You gain a +5 bonus to perception rolls relying on smell.
4) Snake: You gain resistance to magic damage.
5) Bear: You gain a +2 bonus to strength.
6) Frog: Your strength modifier is doubled when determining jumping heights or distances.
7) Peacock: You gain a +2 bonus to persuasion checks.
8) Raven: You gain a flying speed equal to your walking speed.
9) Eagle: You gain a +5 bonus to perception checks relying on sight.
10) Shark: You gain a swimming speed equal to your walking speed and can breathe water.
Weight: 0,5lb.
Hold In Place: The Amulet Of Stasis holds 1 charge and regains 1 charge during a long rest. As an action you can hold any item or creature you touch, not greater than 10 ft in any dimension, in place until the beginning of your next turn or until dispelled. No force can make the creature or object move, no form of damage can cause damage to the creature or object and no other spells for magical effects can affect the creature or object.
Weight: 2lb.
Melodies Of The Damned: You play a discordant melody that all creatures within a 30 ft. range can hear, wracking them with terrible pain. The target must make a Wisdom saving throw (DC10 + charisma modifier). On a failed save, a target takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. Creatures dont move into obviously dangerous ground, such as a fire or a pit. On a successful save, a target takes half as much damage and doesnt have to move away. A deafened creature automatically succeeds on the save. This spell has no effect on fiends or undead creatures.
Requirement: You are proficient with a violin. You have acces to at least one 2nd level spell slot. You have a charisma modifire of at least +2.
Weight: 2lb.
Slicing Refrain (1/day): As an action you fill the air with spinning daggers in up to three cubes, 5 feet on each side, centered on up to three points you choose within range. A creature takes 4d4 slashing damage when it enters the spells area for the first time on a turn or starts its turn there. This effect requires concentration.
Requirement: You are proficient with a lute. You have acces to at least one 2nd level spell slot. You have a charisma modifire of at least +2.
Weight: 8lb.
Quaking Rhythm: Whenever you cast a spell while whileding the Tectonic Drum you may cause a tremor in the ground within a 10ft. radius centered on yourself. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
Requirement: You are proficient with a drum. You have acces to at least one 1nd level spell slot. You have a charisma modifire of at least +1.
Weight: 0lb.
Mazemind: You are immune to effects that would allow people to manipulate or read your mind.
Psychic Barrier:Whenever you take psycic damage, make a wisdom saving throw (DC 8 + amount of damage taken) on a succesfull save the amount of damage is halved.
Weight: 0lb.
Arcane Lock (2/day): You touch a closed door, window, gate, chest, or other entryway, and it becomes locked until dispelled, until you use this ability again or for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
Weight: 1lb.
Hit Points: 3
AC: 8
Crystal Charged: The Clockwork firefly holds a maximum of 8 charges and regains 1d6+2 charges when kept in the sun during a sunny day.
Keep Watch: During a long rest you can command the Clockwork Firefly to patrol a room, tent, building or campsite. The Firefly has a passive preception of 12 while keeping watch and can patrol for 1 hour per charge expended. The firefly has two modes. In alarm mode it will sound a loud alarm upon spotting any threats. This alarm can be heard up to 500 ft. . In silent mode the firefly will alert its owner silently upon perceiving danger.
Clockwork Servant: You can activate the Clockwork Firefly during the day. While active the firefly uses 1 charge per hour. While active you gain a +2 bonus to passive perception.
Weight: 1lb.
Hit Points: 4
AC:12<
Speed: 35 ft. flying
Str: 2 (-4)
Loyal Servant: This servo, when inactive, appears as a pocket watch. As an action you can wind up the watch to power up the Clockwork Wyrmling up for 3 turns. Upon activating you can speak one command to the wyrmling. The wyrmling can compleat only one simple task, like twisting a lock, picking up tiny items or manipulating small, light weight objects. The wyrmling soars through the air towards any objective and will return once its task is compleated and deactivate. If the wyrmling does not return within 3 turns or is stopped or trapped it will deactivate on its current location and revert to its watch form.
Damage: (1d4+2) piercing
Properties: Finess, Light, Thrown (20/60), Magic
Weight: 1lb.
Nightsteel: You gain a +2 bonus to attack rolls and damage rolls made with Blade Of Whispers.
Silence: Blade Of Whispers holds 2 charges and regains 1d2 charges during a long rest. When making an attack with Blade Of Whispers you can use your bonus attack to cast silence centered on yourself. For the duration (10min), no sound can be created within or pass through a 20-foot-radius. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. The spell does not require concentration and lasts for the duration, until dispelled or until you leave the affected area.
Damage: (1d4+2) piercing
Properties: Finess, Light, Thrown (20/60), Magic
Weight: 1lb.
Element Alloy: You gain a +2 bonus to attack rolls and damage rolls made with Moon Shard.
Chilling Glow: Whenever you hit a creature with Moon Shard, as a bonus action, you can evoke a mark of shivering onto the target of your attack. That creature makes a constitution saving throw (DC8 + amount of damage dealt with this attack). On a failed save the target takes 1d4 cold damage and becomes marked for 1 minute. While marked the creatures movement speed is halved.
Eclips: Whenever you deal damage to a creature marked with a mark of burning you deal an additional 1d4 cold damage.
Damage: (1d8+1) piercing
Properties: (150/600), Heavy, Two-handed, Magic
Weight: 2lb.
Uncanny Oakwood: You gain a +1 bonus to attack rolls and damage rolls made with Weirdwood Bow.
Mindculling (4/day): The next attack you make with Weirdwood Longbow charges your arrow with petrifying horrors. If a charged arrow deals damage to creature it must make a wisdom saving throw (DC 12) or drop whatever it is holding and become frightened for the duration.
While frightened, a creature must take the dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. At the end of its turn the creature can make a wisdom saving throw. On a successful save, the effect ends for that creature.
Damage: (1d6+2) piercing
Properties: Finess, Light, Magic
Weight: 1lb.
Element Alloy: You gain a +2 bonus to attack rolls and damage rolls made with Sun Shard.
Burning Glow: Whenever you hit a creature with Sun Shard, as a bonus action, you can evoke a mark of burning onto the target of your attack. That creature makes a constitution saving throw (DC8 + amount of damage dealt with this attack). On a failed save the target takes 1d4 fire damage and becomes marked for 1 minute. While marked, whenever the target takes damage, it takes an additional 1d4 fire damage.
Eclips: Whenever you deal damage to a creature marked with a mark of shivering you deal an additional 1d4 fire damage.
Damage: (1d4+1) slashing
Properties: Finess, Reach, Magic
Weight: 3lb.
Demonsteel: You gain a +1 bonus to attack rolls and damage rolls made with Mutineer's Cutlass.
Infernal Grasp:Whenever you hit a creature whith Devil's Leash you may attempt to grapple the target of your attack. The target makes a dexterity savig throw (DC 12 + your deterity modifier). On a faild save the target becomes grappled and takes 1d6 fire damage on the start of each of it's turns. The target can use it's action to attempt to break free from your grapple by making a dexterity saving throw (DC 12 + your dexterity modifier) or making an opposed streight check whil in 5 ft. of you. While grappled you have advantage on attacks againt the target and the target can not move away from you.
AC: 18 + 2
Weight: 40lb.
Darksteel: You have resistance against slashing, piercing and bludgeoning damage. Whenever you are dealt damage by a slashing, piercing or bludgeoning attack, if the attack would deal 6 damage or less it deals no damage instead.
AC: +2
Weight: 16lb.
Solar Aura (1/day): As an action you can activate a radiant aura in a 10ft. radius around you. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes a radiant damage as indicated below. On a successful save, the creature takes half as much damage. This ability lasts for 1 minute. Whenever you take damage make a constitution saving throw (DC = half the amount of damage taken) on a failed save the aura fades.
Level 1: 2d8 radiant damage
Level 5: 3d8 radiant damage
Level 10: 4d8 radiant damage
Level 15: 5d8 radiant damage
Level 20: 7d8 radiant damage
Guardian Of Fate: If, during your turn, an ally within 60ft. is at 0 hit points you can use your bonus action to take a dash action towards that ally. You gain an additional +2 bonus to your AC while within 5ft. of an unconscious ally. Unconscious allies within 5ft. of you gain a +5 bonus to their AC and attacks against them dont have advantage.
Requirement: You have a strength modifier of +3.
Weight: 1lb.
Ethereal Visions (6 charges): Describe or name a creature that is familiar to you. The candle will project a visual image of the creature and its direct surroundings if the creature is on any material plane. The projection lasts for the duration. The ability can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close, within 30 feet, at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesnt locate the creature.
Damage: (1d10+3) slashing
Properties: Heavy, Two-handed, Magic
Weight: 8lb.
Demonsteel: You gain a +3 bonus to attack rolls and damage rolls made with Shadow Scythe.
Soul Banish (1/day): Whenever you hit a creature with this weapon you may attempt to reap the soul of your target. If the target has 50 or fewer hit points left it is destroyed, otherwise it takes 9d10 necrotic damage. Roll roll a d100, if you failed to reap a soul substract 10 from the result:0: You die.1-25: You deal 5d10 necrotic damage to yourself, you are knocked unconcious for 1 minute.26-50: You deal 3d10 necrotic damage to yourself, you are knocked prone.51-75: You deal 1d10 necrotic damage to yourself.76-99: You regain 2d10 hitpoints.76-99: You regain 3d10 hitpoints.100: You regain 3d10 hitpoints, if these hitpoints exceed your hit points maximum you gain the remainder as temporary hitpoints. Your hitpoint maximum is permanently increaces by 1d8.
Requirement: You have a wisdom modifier of at least +2. You are not a a cleric (except for domain of death or grave).
Damage: (1d6+4) bludgeoning
Properties: Versatile (1d8+4), Magic
Weight: 5lb.
Crystalmended: You gain a +4 bonus to attack rolls and damage rolls made with Beacon Of Thunderlight.
Stormcharged: Stormbrewer Bracers hold 4 charges and regain 1d4 charges during a long rest.
Electropotence (2 charges): While making a spell attack with an lightning or thunder damage caracteristic you can unleash electric potential from the Beacon Of Thunderlight to enhance your spell. A spell enhanced this way is treated as being cash at a spell slot of two levels higher.
Stormcallers Boon (3 charges): For 1 minute you gain 3 temporary spell slots of the higest spell level available to you. Use these spell slots only to cast spells with a lighting or thunder caracteristic.
Warstorm Surge (4 charges): Crackling lightning streaks toward 4 targets within 100ft. . Make a ranged spell attack against the target. On a hit, the target takes 4d10 lightning damage.
Requirement: You have acces to at least one 4th level spell slot.
Damage: (2d6+2) slashing
Properties: Two-handed, Magic
Weight: 6lb.
Slithersteel: You gain a +2 bonus to attack rolls and damage rolls made with Venomous Flameberge.
Poisoned Edge: Whenever a creature is dealt damage with this weapon it makes a DC10 constitution saving throw on a failed save it takes 1d6 poison damage and becomes poisoned for 1 minute. On a succesfull save it takes half as much damage and isn't poisoned.
Damage: (1d8+1) slashing
Properties: Versatile (1d10+1)
Weight: 4lb.
Hardsteel: You gain a +1 bonus to attack rolls and damage rolls made with Halfthorn Heirloom Blade.
Halfthorn Devotion (3/day): Whenever you make an attack you may roll an additional 1d4 and add the result to the roll. If the attack hits you may add the result to the damage roll.
Weight: 2lb.
Shackled Fiend (1/day): Roll roll a d100:0-2:You cast Incendiary Cloud centered on yourself. Every creature affected by this spell is hurled out of the afected area and knocked prone. The Chained Fiendhaert is destroyed. 3-50: You cast Flame Strike on a creature of your choice within range.51-98: You cast Flame Strike twice on any two creature of your choice within range.98-100: The Chained Fiendhart is destroyed.