TEXT:  
   
  DRIZZT’S ARMORY: WEAPONS OF WAR 
   
  - 
   
  
   
   
  DRIZZT’S ARMORY: WEAPONS OF WAR 
  Drizzt’s Armory 
  The world of Faerun is vast and full of 
  dangers. In every realm within Faerun 
  there are heroes and villains. One such 
  hero is the drow ranger known as 
  Drizzt. 
   
  Aegis Fang 
  Weapon (warhammer), legendary, 
  requires attunement 
  This +1 warhammer has a beautiful 
  mitrhal head, an adamantite shaft, and 
  a diamond coating that makes it ignore 
  resistance to bludgeoning damage. The 
  weapon is imbued with returning (range 
  50/100). Aegis Fang is especially 
  attuned to you – at 5th level and every 5 
  levels thereafter, Aegis Fang’s bonus 
  increases by +1 (for a maximum of +5 
  at level 20). 
   
  Returning: This special ability can only 
  be placed on a weapon that can be 
  thrown. A returning weapon flies 
  through the air back to the creature 
  that threw it. It returns to the thrower 
  just before the creature’s next turn (and 
  is therefore ready to use again in that 
  turn). 
  Blood Hammer 
  Weapon (warhammer), legendary, 
  requires attunement 
  This warhammer is always found with 
  drops of dried blood which can never be 
  wiped off. As part of the attunement 
  requirements, you must place 1 drop of 
  your blood on the warhammer, which 
  permanently stains it. 
   
  Wielding this warhammer instantly 
  grants you  darkvision up to 60 feet.  
  Furthermore, the weapon is imbued 
  with additional powers, based on your 
  race. When wielding this weapon, you 
  gain one of the following: 
   
  Human: You instantly gain a +1 bonus 
  to all skill checks; this bonus is double 
  for any skill you are not normally 
  proficient in. 
   
  Dragonborn: You can use your Breath 
  Weapon twice before needing a short or 
  long rest. 
   
  Dwarf: You instantly gain a +2 bonus 
  to all Constitution checks. 
   
  Elf: You gain an awareness of your 
  surroundings and an improved 
  perception. You gain a +2 bonus to all 
  Wisdom checks. 
   
  Gnome: You instantly gain a burst of 
  speed; your base speed increases by 10 
  feet. 
    
  Half-Elf: Half-elves are unique as they 
  gain all the bonuses of the elf and 
  human when wielding Blood Hammer. 
   
  Half-Orc: You will feel at one with your 
  soul when wielding this weapon; when 
  using this weapon, you score critical 
  hits on a naturally rolled 19-20. 
   
  
   
   
  DRIZZT’S ARMORY: WEAPONS OF WAR 
   
   
  Halflings: You feel the magic of chaos 
  and order around you. Once per short 
  rest, as a bonus action you may make 
  an attack with this weapon; if you do, 
  the attack has Advantage. 
   
  Tiefling: Once per short rest, as a 
  bonus action you may make an attack 
  with this weapon; if you do, this attack 
  deals fire damage. 
   
  Other: Whenever an opponent scores a 
  critical hit against you, they must reroll 
  their attack. 
   
  Darkvision: Many creatures in fantasy 
  gaming worlds, especially those that 
  dwell underground, have darkvision. 
  Within a specified range, a creature 
  with darkvision can see in darkness as 
  if the darkness were dim light, so areas 
  of darkness are only lightly obscured as 
  far as that creature is concerned. 
  However, the creature can’t discern 
  color in darkness, only shades of gray. 
   
  Charmed Blade 
  Weapon (any slashing), very rare, 
  requires attunement 
  This +1 blade is made of wood with a 
  comfortable bronze handle. Three times 
  per long rest you may add a +1d6 to 
  your attack roll when using this 
  weapon as part of an attack.  
   
  You may choose to add this bonus dice 
  after you see the results of your d20 
  attack roll; if you do, it becomes +1d4 
  instead. 
  Death Fist 
  Wondrous Item (gauntlets), rare 
  These gauntlets are lined with copper, 
  but are mostly green. As an action, you 
  may create a large mystical hand within 
  50 feet that appears over a 15x15 foot 
  area. The hand immediately slams to 
  the ground dealing 6d6 points of 
  bludgeoning damage to anyone 
  underneath it. Those caught in the 
  slam may attempt a Constitution save 
  (DC 15) for half damage. A creature 
  that fails this save is knocked prone. 
   
  You may create this mystical hand once 
  per long rest. 
   
  Prone: A prone creature’s only 
  movement option is to crawl, unless it 
  stands up and thereby ends the 
  condition. The creature has 
  disadvantage on attack rolls.  An attack 
  roll against the creature has advantage 
  if the attacker is within 5 feet of the 
  creature. Otherwise, the attack roll has 
  disadvantage. 
   
  
   
   
  DRIZZT’S ARMORY: WEAPONS OF WAR 
  Elminster’s Tears 
  Weapon (any bludgeoning), rare, very 
  rare 
  This +1 weapon often has etchings of a 
  bird on its handle; 
  the etching shimmers 
  with color when held 
  in direct sunlight. 
  When found it always 
  contains 1 charge. 
   
  Whenever a spell 
  targets you, as a 
  reaction you may 
  expend 1 charge and 
  make an 
  Intelligence check 
  (DC 12). On a 
  successful 
  check, you 
  command the 
  spell to redirect 
  back to the 
  original caster. 
   
  If the spell 
  required a spell 
  attack roll, you 
  may choose to do 
  this after the 
  attack roll result. 
   
  One expended charge is regained daily 
  after a long rest. The rare version of 
  this weapon holds a maximum of 1 
  charge and the very rare version holds 
  a maximum of 3 charges. 
   
  Ember Blade 
  Weapon (any piercing or slashing), rare, 
  require attunement 
  This +2 weapon is hot to the touch, but 
  not enough to burn you. 
  Whenever you make a 
  successful attack with the 
  Ember Blade, it generates 1 
  charge. As an action you 
  may expend 5 charges to 
  create a bolt of fire which 
  targets any creature 
  within 50 feet. The bolt 
  deals 2d8 points of fire 
  damage (Dex save DC 
  15 for half damage). 
  The Ember Blade is 
  always found with 
  2d8 charges and 
  holds a maximum of 
  20 charges.  
   
  Alternatively you 
  may expend 10 
  charges to do this 
  as a bonus action. 
  The Ember blade 
  will not generate a 
  charge for self-
  inflicted wounds. 
   
  Heavenly Mace 
  Weapon (mace), very rare 
  This +1 mace is black in color, weighs 
  exactly 1 pound, and glows blue in the 
  presence of undead creatures. When 
  you use this mace to strike an undead 
  creature, there is a 25% chance it will 
  deal 4x damage; this increases to 100% 
  on a critical hit. 
   
  
   
   
  DRIZZT’S ARMORY: WEAPONS OF WAR 
  IcingDeath 
  Weapon (scimitar), legendary 
  This +3 scimitar has a black handle, its 
  blade is silver with a diamond edge, 
  and it’s always found with 20 charges. 
  The sword gives you resistance to fire. 
  As a bonus action, you may expend 1 
  or more charges for the following 
  effects: 
   
  Cold Smite* (1 charge): you imbue your 
  next attack with cold damage. 
   
  Demon Smite* (1 charge): your next 
  attack deals an extra 1d10 damage 
  against demons and devils. You may 
  expend 2 charges instead of 1 for this 
  ability; if you do, the extra damage 
  increases to 2d8. 
   
  Defending (3 charges): you gain a +2 
  bonus to AC until your next turn. 
   
  Fire Walker (10 charges): you gain 
  immunity to fire for the next 3 rounds. 
   
  *A missed attack will have used up the 
  ability. 
   
  Expended charges are regained at the 
  rate of 1 per short rest. 
   
  Impiltur's Purifyer 
  Wand, rare 
  This crude wand has nothing 
  particularly remarkable about it, except 
  for the blue tip that glows when held in 
  water. Legend says that this wand was 
  used by the ancient bakers of Impiltur, 
  who were known to make extravagant 
  confections.  When you touch this 
  wand to a decaying block of cheese, half 
  of it will disappear and become a single 
  charge, stored within the wand. The 
  other half of the food will reconstitute 
  itself so that it is perfectly edible. 
   
  As an action you may expend one 
  charge to create an explosion of cheese-
  like gas, impacting all creatures within 
  10 feet of you. Creatures caught in this 
  explosion (including you) must make a 
  successful Constitution check (DC 15) 
  or be dealt 2d6 points of poison 
  damage; you gain Advantage on this 
  check. 
   
  DM’s option: The wand holds a 
  maximum of 4 charges. 
   
  Khazid'hea 
  Weapon (longsword), legendary 
  It is said that this +1 sword glows 
  faintly red when first held and is sharp 
  enough to cut stone. The sword itself is 
  able to pass through any natural 
  armor, natural or manmade -- this 
  weapon ignores resistance to slashing 
  damage. 
   
  When making a melee attack with 
  Khazid’hea, you gain a +3 bonus to 
  your attack roll if the target creature is 
  wearing any armor (even natural 
  armor). 
   
  
   
   
  DRIZZT’S ARMORY: WEAPONS OF WAR 
  Mirabar Mace 
  Weapon (any piercing), rare, requires 
  attunement 
  This green +1 mace is scaly, and feels 
  alive when held. Once attuned, the 
  mace immediately deals 3d4 points of 
  damage to you, it turns your blood 
  green, and it makes your skin scaly; 
  you gain a +1 bonus to AC and a -4 to 
  Charisma.  
   
  As a bonus action you may spit acid on 
  an adjacent creature, dealing it an 
  amount of acid damage equal to 2d4 + 
  half your level (Dex save DC 18 to 
  avoid). You may do this once per short 
  rest. 
   
  You remained attuned to the Mirabar 
  Mace until the curse can be lifted. Once 
  lifted, you will no longer be attuned, 
  your scaly skin returns to normal, your 
  bonus to AC will fade, and your normal 
  Charisma score will return at the rate 
  of 1 per day. 
  Neverwinter Bow 
  Weapon (bow), very rare, requires 
  attunement 
  This +1 bow has faint red color on the 
  surface, and feels like it could break in 
  your hands. It is always found with 3 
  charges; each spent charge is regained 
  daily at dawn. 
   
  As a bonus action you may expend one 
  charge to imbue your next nocked 
  arrow magical aura. If the arrow hits its 
  target, deal the damage and roll a d20 
  for an additional effect: 
   
  1d20 Effect 
  1-10 Dazed: target’s next attack is  
  with Disadvantage. 
  11-15 Boom: deals additional 2d6  
  thunder damage 
  16-19 Marked: for the next 3 rounds,  
  its AC is decreased by 1. 
  20 
  Whittled: death magic flows  
  through the creature’s body. The 
  creature loses exactly half of its  
  current hit points (Constitution  
  Save DC 20 for half the effect).  
   
  Quiver of Anariel 
  Wondrous Item (quiver), legendary 
  This magical arrow quiver is made of 
  leather laced with elven hair. It always 
  contains 20 arrows that have a +1 
  bonus to attack and damage rolls, 
  immediately replenishing itself after 
  each one is pulled out. The arrow must 
  be used within 1 minute or it turns to 
  dust. 
   
  The Quiver of Anariel has a distinct 
  synergy with the legendary bow, 
  Taulmaril. If an arrow from this quiver 
  is nocked in Taulmaril, the arrow 
  becomes sharper – it deals a critical hit 
  when a natural 18-20 is rolled. 
   
  
   
   
  DRIZZT’S ARMORY: WEAPONS OF WAR 
  Spear of Myth Drannor 
  Weapon (spear), rare 
  This sturdy +1 spear is made of ancient 
  elm and is smooth to the touch. Any 
  creature hit with this weapon must 
  make a successful Constitution save 
  (DC 16) or it begins to bleed. The 
  creature may attempt a new save at the 
  end of each of its turns to end the 
  effect. Once it makes a successful save, 
  it cannot Bleed this way again for the 
  rest of the encounter. 
   
  Bleed: At the beginning of its turn, this 
  creature takes 1d4 points of poison 
  damage. 
  Taulmaril the Heartseeker 
  Weapon (bow), legendary 
  Once belonging to the human Catti-
  brie, this +3 bow is made of dark 
  polished wood. Whenever you strike an 
  opponent with this weapon, it must 
  make a successful Constitution save 
  (DC 16) or it becomes staggered on its 
  next turn. 
   
  Furthermore, the bow deals double 
  damage against constructs. 
   
  DM’s option: for lower level players, 
  reduce Taulmaril’s bonus to +1 and 
  reduce the DC to 10. 
   
  Staggered: The creature can only move 
  half its normal speed. 
   
  Torm Ring 
  Ring, rare (requires attunement) 
  This mundane copper ring shimmers 
  with gold and silver when in direct 
  sunlight, and can only be worn by 
  those of lawful alignment. If you are not 
  lawful, the ring deals 1d4 points of 
  radiant damage each minute it is worn. 
   
  As long as you have a free hand, as a 
  bonus action, you may generate a 
  mystical shield, which you will 
  immediately wield.  
   
  As a bonus action you can create an 
  explosion of light in a 30 foot radius. 
  Chaotic creatures bathed in this light 
  are dealt 2d6 points of radiant damage 
  (Intelligence save DC 15 for half 
  damage). If the creature is undead, it is 
  dealt an additional 1d6 points of 
  radiant damage. You create this 
  explosion of light this once per short 
  rest. 
  
   
   
  DRIZZT’S ARMORY: WEAPONS OF WAR 
  Twinkle 
  Weapon (scimitar), legendary, requires 
  attunement 
  This +3 scimitar has a silver blade with 
  a star-cut azure sapphire on its 
  pommel and always contains 3 charges 
  when found. Whenever an opponent 
  makes a successful attack against you, 
  as a reaction you may expend 1 charge 
  to force them to reroll. If the attack was 
  a critical hit, it costs 0 charges to do 
  this. 
   
  One expended charge is regained daily 
  at dawn or if you strike a critical hit 
  with this weapon.  
   
  Wand of Delzoun 
  Wand, uncommon, rare 
  This wand is crude to the touch, and 
  always worn down from decades of use. 
  Three times per day you can use the 
  wand to touch a container that holds 
  up to one pint of water, which will 
  instantly turn it into Dwarven Ale.  
   
  When creating Ale this way, the DM 
  secretly makes a Wisdom check to 
  determine the quality of the spirits (the 
  player never knows the results unless it 
  is Superior Ale): 
   
  Wisdom  
  Roll 
  Result 
  01-04 Bad Ale, but tastes like good  
  quality ale. One hour after  
  consuming, make a Con Save  
  (DC 20) or vomit and take 1d6  
  damage. 
  05-16 Good Quality Ale. 
  17-19 Excellent Ale. Advantage on first  
  save vs Fear for next 12 hours. 
  20+  Superior Ale. Advantage on all  
  saves vs Fear for 12 hours. 
   
  DM’s option: the player may attempt to 
  turn water to Ale three times per day. 
   
  Rare version: Each time the wand 
  creates Superior Ale, one charge is 
  generated and stored within the wand. 
   
  As an action you may expend one 
  charge to fire a bolt of water from the 
  wand and target a creature within 60 
  feet. You must make a spell attack roll* 
  to hit the target, which deals 3d4 points 
  of force damage. 
   
  *You may use your INT, WIS, or CHA 
  bonus, whichever is higher. 
   
   
  
   
   
  DRIZZT’S ARMORY: WEAPONS OF WAR 
   
   
  DUNGEONS & DRAGONS, D&D, 
  Wizards of the Coast, Forgotten Realms, 
  the dragon ampersand, and all other 
  Wizards of the Coast product names, 
  and their respective logos are 
  trademarks of Wizards of the Coast in 
  the USA and other countries.  
   
  This work contains material that is 
  copyright Wizards of the Coast and/or 
  other authors. Such material is used 
  with permission under the Community 
  Content Agreement for Dungeon 
  Masters Guild.  
   
  All other original material in this work 
  is copyright [2016] by The Le Games 
  and published under the Community 
  Content Agreement for Dungeon 
  Masters Guild. 
   
   
   
   
  Drizzt’s Armory: Weapons of War was written 
  by The’ Le 
   
  Enchanted Armory: Weapons of War 
  © 2016 The Le 
   
  TheLeGames@yahoo.com 
   
  Images used with permission: 
   
  © 2003 VShane 
   
  Image Portfolio, © Louis Porter, Jr. Design 
   
  © Clipart.com 
   
  The Character Clip Art & Color Customizing 
  Studio™ and the Elmore Signature are 
  trademarks of Elmore Productions, Inc. 
  ©2002 Elmore Productions, Inc. All Rights 
  Reserved. 
   
  Some artwork © Octavirate Entertainment, 
  used with permission. 
   
  Character Portraits: Fantasy Heroes copyright 
  2003, Mongoose Publishing 
   
  About the Cover Art: 
  Storn A. Cook is an alum of Columbus College of 
  Art and Design and an professional illustrator 
  over two decades. Storn's website is 
  www.stornart.com 
   
  
   
   
  DRIZZT’S ARMORY: WEAPONS OF WAR 
   
   
  Stop by the The Le Game Facebook page now! We talk about the 5e publishing 
  business (a great way to get advice if you want to start your own company), 
  future The Le Games books, and more. Oh, and did we mention that we’re 
  always looking to hire writes? Join us now on Facebook! 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Le Games/The Le - Drizzts Armory Weapons Of War (rev4).pdf