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Magic Weapon and Armor Table
Magic Weapon and Armor Table
81-100 Shield +2
All magical armours at this tier are +1 Armours, and in addition they have one additional
magical property.
Roll 1d100 and it has this additional Property
Roll Type Bonus whilst wearing
25-26 Of the Pirhana If you damaged an enemy during your last turn,
your next attack deals 1 bonus damage
Cursed item: you grow fur all over your body and
all food other than raw fish tastes like sewage to
29-30 Of the Otter you. You cannot remove the armour without a
Banishment spell or something more powerful,
followed by Greater Restoration to remove the fur.
The armour has one charge. Once per day you may
expend the charge to emit a wolf like howl as a
bonus action, granting one ally a fresh saving
35-36 Of the Wolf
throw against a negative effect that is affecting
them, if they would normally be allowed a saving
throw during their next turn.
39-40 Of the Dragon Whilst attuned, you can read and speak Draconic
47-48 Of Acid Resistance You suffer 1d6 less damage from acid damage
49-50 Of Thunder Resistance You suffer 1d6 less damage from thunder damage
51-52 Of Fire Resistance You suffer 1d6 less damage from fire damage
53-54 Of Cold Resistance You suffer 1d6 less damage from cold damage
55-56 Of Poison Resistance You suffer 1d6 less damage from poison damage
57-58 Of Force Resistance You suffer 1d6 less damage from force damage
75-76 Of Pepestrel Cursed item: You cannot get drunk, no matter how
much you drink. If you do not drink at least one
alcoholic drink every 12 hours you suffer
disadvantage on attack rolls and concentration
checks. You cannot remove the item without a
Wish spell.
79-80 Of Hallion Once per day you can cast the Disguise Self spell.
Slaying Table
Roll 1d10 Type Effect
Weapons
Not all weapons appear here, as wizards just don’t bother creating magical clubs, whips and the
like unless they have additional special properties
Roll Weapon
1-5 Dagger
6-7 Javelin
8-12 Mace
13-15 Quarterstaff
16-21 Spear
24 Darts (10)
25-30 Shortbow
38-42 Battleaxe
43 Flail
44-45 Glaive
46-50 Greatsword
51-52 Halberd
53-54 Lance
55-65 Longsword
66 Maul
67-68 Morningstar
69-72 Rapier
73-77 Scimitar
78-85 Shortsword
86 Trident
87-91 Warhammer
92 Hand Crossbow
93-96 Heavy Crossbow
97-100 Longbow
Cursed item: you grow fur all over your body and
all food other than raw fish tastes like sewage to
29-30 Of the Otter you. You cannot remove the weapon without a
Banishment spell or something more powerful,
followed by Greater Restoration to remove the fur.
31-32 Of the Viper The weapon deals a bonus 1d4 Poison damage
The weapon has one charge. Once per day you may
expend the charge to emit a wolf like howl as a
bonus action, granting one ally a fresh saving
throw against a negative effect that is affecting
35-36 Of the Wolf
them, if they would normally be allowed a saving
throw during their next turn. If this is ammunition,
you howl when you loose it and instead of (10) you
have (3), with no charges.
39-40 Of the Dragon Whilst attuned, you can read and speak Draconic
41-42 Of the Weasel Whilst attuned, you understand Thieves Cant
47-48 Of Acid’s Bite The weapon inflicts an additional 1d4 acid damage
53-54 Of Frozen Night The weapon inflicts an additional 1d4 Cold damage
Once per day you can cast the Disguise Self spell.
79-80 Of Hallion
(reroll for ammunition)
Slaying Table
Roll 1d10 Type Effect