Alchemist's Blade (5e Equipment)

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Weapon, rare (requires attunement)

Alchemist's Flame The weapon begins to glow a feint orange as a volatile liquid lightly coats the blade. On hit, a small explosion is caused on the target, going out 5 feet in radius around. All creatures, not including the attacker or target, must make a Dexterity saving throw equal to 12 + proficiency modifier or take 1d4 + intelligence modifier fire damage and be set aflame, taking 1d4 damage at the start of their turn until flame is put out. The target takes this damage regardless.

Essence of Frost The weapon begins to glow a feint light blue, as a cold mist envelops the blade. One hit, the mist surrounds the target and any adjacent creatures. All creatures, not uncluding the attacker, must make a Constitution saving throw equal to 12 + proficiency modifier or take 1d6 + intelligence modifier cold damage and be partially frozen, halving their movement speed and giving disadvantage to Dexterity saving throws

Acidic Coating The weapon begins to glow a feint light green, as a coat of acid is seeped out of the blade. On hit, the target is coated in the acid and must make a Constitution saving throw equal to 12 + proficiency modifier or take 1d4 + intelligence modifier acid damage and lose 1 AC for a minute. This effect does not stack

Electrified Blade The weapon begins to glow a bluish-purple as the blade is electrified. On hit, the target must make a Constitution saving throw equal to 12 + proficiency modifier or take 1d6 + intelligence modifier lightning damage and be paralyzed until the end of their next turn. After being paralyzed, they are immune to this paralysis effect for 2 turns.


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