Agency Weapons (Duality&Dice 5e Homebrew)

From D&D Wiki

Jump to: navigation, search
Missing.png One or more images on this page are unattributed. Please include on this page the name of the artist or copyright holder, in addition to a link to the artist's website if available and appropriate.

"Google" isn't a source; it shows web search results. "Pinterest" isn't a source; it's an aggregate of images copied or linked to from other websites.

If you own this image, or it is covered by public domain, consider uploading the image to D&D Wiki. If the source of the image cannot be located or the copyright holder wishes for the image to not be on this page, then remove the image. For more information on copyright law, see D&D Wiki:Copyrights.

Edit this Page | All pages with an unattributed image

A part of the Duality&Dice 5e Homebrew, powerful new weapons that can dish out immense damage.


Agency Weapons List[edit]

Tier E Weapons[edit]

Standard Sword[edit]

Duality Katana.jpg

A very simple weapon, fast, swift, and able to deal with many foes.

  • 2d8 Slashing damage, 5ft range, Finesse, Versatile (2d10), Does triple damage on a critical hit, instead of double.

Standard Spear[edit]

Long ranged melee weapon with great versatility.

  • 3d10 Piercing damage, 10ft range, Versatile (3d12), Finesse (2d10).

Standard Bow[edit]

A simple ranged weapon to take enemies out from a distance.

  • 2d12 Piercing damage, 120/600ft range.

Standard Claymore[edit]

A heavy weapon with great power behind every swing.

  • 4d8 Bludgeoning damage, 5ft range, Heavy, inflicts Staggered Debuff on a Critical Hit.

Tier D Weapons[edit]

Ashen Scinder[edit]

Ashen Scinder.jpg

A strange two for one weapon, doubling as a Scythe and a Lance. There appears to be a small little "A" just above the handle. Strange.

  • Scythe Form: 6d8+2 Slashing, 5ft range, +2 to hit.
  • Lance Form: 4d10+2 Piercing, 10ft range, +2 to hit.
Dual Form[edit]
  • As a free action on your turn, you can manually switch the Ashen Scinder between its Scythe and Lance forms.

Magic Microphone[edit]

Magic Microphone.jpg

I don't think anyone expects a microphone to be a weapon, and what's with this strange "A" on it. Odd.

  • Standard damage 4d8+2 Bludgeoning + 1d4 Necrotic, Versatile (4d10+1d6), 5ft range, +2 to hit.
Voodoo Magic[edit]
  • As a bonus action for 4 Zenire, you can make a grapple check against a creature at advantage, if you succeed you can throw them up to 25ft away and dealing 3d8 Force damage and additional damage based on what they impact.
  • As an action for Zenire up to your proficiency bonus, summon tendrils up to your proficiency bonus costing 1 Zenire each doing 2d6 Necrotic damage on a successful hit, these have 20 hp each and 15 AC and attack using your Zenire ability modifier.
Mic Break[edit]
  • If enemies pass a DC30 Perception Check, they can notice That the microphone stores the user’s Power. The Mic, if noticed, has the same AC as the wielder and half as much hit points(rounded down). If broken you lose half your total hit point pool and your AC is halved until it’s repaired during a Long rest.

Rocket Hammer[edit]

Rocket Hammer.png

A huge hammer with some form of rocket propeller on the end of it, a strange "A" is engraved on the center of the hammer. Peculiar.

  • 4d12+2 Bludgeoning damage, 5ft range, Two-Handed, Heavy, inflicts Staggered Debuff on a critical hit, +2 to hit.
And Stay Down.[edit]
  • As a bonus action with the Rocket Hammer, the user can drive their opponent into the ground. The opponent must make a Strength Saving throw against the attack roll or take 4d10 Bludgeoning and be knocked prone. Half damage is taken on a failure.

Gun-Gladius[edit]

A short sword, with a powerful revolver design baked into it. The loading mechanism and chamber of the gun is built into the back of the blade, making cutting from the backside terribly inconvenient. Strangely, there's an "A" on the stock of the gun

  • Blade: 6d6+2 Slashing damage, 5ft range, +2 to hit.
  • Revolver: 2d10 Piercing damage, 90/300ft range, (Not a Firearm, does not benefit from one shot kill).
Kiss of Steel[edit]
  • When successfully landing an attack with the blade, you may fire the revolver as a bonus action.

Marvelous Mary Jane's[edit]

Marvelous Mary Jane's.jpg

It's strange really, they're just shoes and yet, they have a blade when you kick. Not to mention the "A" on the heel. Bizarre.

  • 2d4+2 Piercing damage, 5ft range, Finesse, +2 to hit.
The First Prototype[edit]
  • You gain a +20ft movement speed.
  • When taking the dash action, your movement speed increases by an additional 10ft.
  • You gain a +3 to AC.

Hacha Del Muertes[edit]

Hacha Del Muertes.png

A multi use axe that's a hunter's wet dream. Also there's a strange "A" on the hilt. Wacky.

  • Axe Form: 4d8+2 Slashing damage, 5ft range, Finesse, Light, applies Bleeding on hit, +2 to hit.
  • Dagger Form: 4d8+2 Piercing damage, 5ft range, Finesse, Light, applies Bleeding on hit, +2 to hit.
  • Throwing Form: 2d6+2 Piercing damage + 2d6+2 Slashing damage, 30/60ft range, Finesse, Light, applies 2 stacks of Bleeding on hit, +2 to hit.
Multitool of the Hunter[edit]
  • As a free action, you can switch the weapon between it's three forms to best suit the combat sutuation.

Tier C Weapons[edit]


Tier B Weapons[edit]


Tier A Weapons[edit]

Atmos Blade[edit]

A katana, looking no different from a regular katana. This blade however, is sharp enough to split atoms, if done right.

  • 70d10+40 Slashing damage, 5ft range, Finesse, +12 to hit.
Pinpoint Slash[edit]
  • As an action, you can attempt a Pinpoint Slash, making an attack roll as normal, however losing advantage if you have it. If the attack is a critical hit, there will be a massive explosion on the target dealing 90d12 Force damage to all creatures within 15ft of the target (excluding yourself).

Tier S Weapons[edit]

Ballistic Balisong[edit]

A midnight black butterfly knife, it doesn't seem like much of a threat. When used in the right hands however, it can devastate even gods.

  • 90d4+70 Piercing damage + 60d4+20 Bludgeoning damage, 5ft range, Finesse, Light, +20 to hit.
Hidden Mechanism[edit]
  • As a reaction to missing an attack or being hit by an attack, you can press a small button on the knife and launch the blade directly at the target. The creature must make a Dexterity Saving throw DC 100 or take 200d4+20 Piercing damage and be inflicted with the Bleeding Debuff.

Fyodor[edit]

The second weapon ever forged by the Forsaken Blade. Inspired by his time in Russia. A little sloppy compared to the first forge but nothing to scoff at.

  • 160d10+160 Slashing damage, 10ft range, +20 to hit.
Unsettling Speed[edit]

Firearms[edit]

All firearms can instantly kill upon landing a critical hit, therefore none of the following weapons can benefit from Advantage, the Deadeye Buff, or any reroll ability. Additionally no auto crit conditions or debuffs affect the instant kill effect.

Glock 17[edit]

A simple firearm that can deal devastating damage.

  • 4d8 Piercing damage, 250/600ft range, loading (12 rounds).

.22 Module Reform Ver. 226[edit]

A modified version of a basic .22 revolver.

  • 10d6 Piercing damage, 600/5000ft range, loading (6 rounds).

Divine Weapons[edit]

Muramasa[edit]

An Odachi unlike any other, spanning a massive 8 feet and 4 inch length, it would take a god among men to wield this blade.

  • 700d8+440 Slashing damage + 530d12+130 Force damage, 10ft range, inflicts Bleeding Debuff on a successful hit, +50 to hit.
Faster Than Light[edit]
  • You gain +900ft movement speed.
  • You gain a +16 to AC.
  • You gain a +50 to Stealth when you move more than 200ft in a round.
  • You deal an additional 15 damage for every 5ft you've moved this round.
  • You gain 5 additional actions.

Kuroina[edit]

The first of the Twin Kusanagi. The shorter sister variant of the blade that holds within the Frost Dragon's Fangs.

  • 260d10+260 Slashing damage + 100d10+100 Force damage, 5ft range, Finesse, Light, +26 to hit.
Defensive Stature[edit]
  • You gain a +30 to AC.
  • When using this blade in Dual Wielding, it does not use your bonus action and instead you can take an additional attack after every attack action/extra attack.
  • You gain 3 additional reactions.
Frost Fangs[edit]

A hidden power lays within this blade. The might of the Frost Dragon Kuroina.

  • As a bonus action for 50 Zenire, you can summon forth Kuroina, sprouting from the hilt of the sword. Kuroina will change the range of the blade to 120ft and adds 1000d4+400 Cold damage to each attack. However, while Kuroina is active, you lose the Defensive Stature feature.

Mizenata[edit]

The second of the Twin Kusanagi. The slightly longer brother wielding the Sea Serpent's Wrath.

  • 260d10+260 Slashing damage + 100d10+100 Force damage, 5ft range, Finesse, Light, +26 to hit.
Offensive Nature[edit]
  • You gain a +40 to hit to anything while wielding this weapon.
  • When using this blade in Dual Wielding, you gain 3 additional actions.
  • You gain 3 additional bonus actions.
Wrath of Water[edit]

A terrifying power lays withing this blade. The wrath of the Sea Serpent Mizenata.

  • As a bonus action for 50 Zenire, you can summon forth Mizenata, sprouting from the hilt of the blade. Mizenata will change the range of the blade to 120 ft and adds 1000d4+400 Force damage to each attack. However while Mizenata is active, you lose the Offensive Nature feature.

Renkitsubasa[edit]

The famed "Alchemical Winged Spear". Almost nobody has seen this majestic weapon and lived to tell the tale.

  • 260d6+260 Piercing damage + 260d10+260 Slashing damage + 300d10+300 Force damage, 10ft range, Finesse, +52 to hit.
Fusion[edit]

To even wield this weapon requires the work of two other Divine Weapons, Kuroina and Mizenata.

  • As a bonus action, you can fuse Kuroina and Mizenata, combining sheath, blade, and all. This allows you to use Renkitsubasa. Otherwise it is impossible to wield this weapon.
Spirit of the Wind[edit]

The Alchemical Wind Spirit lives within this spear. Capable of many things beyond our wildest dreams.

  • As a reaction, you can absorb any Zenire based attacks that have hit you. Reducing the damage to 0 and regaining an amount of Zenire equal to what was used.
  • When using the attack action, you can replace up to 6 attacks with Seeking Wings. These Seeking Wings will deal 200d4+70 Piercing damage with 150ft range and will hit their target no matter what.

Back to Main Page5e HomebrewCampaign SettingsDuality&Dice (5e Campaign Setting)

Home of user-generated,
homebrew pages!


Advertisements: