Weapon (sword hilt), very rare (requires attunement)
At first glance, it appears to be just a hilt with a hole in the pommel. However, if you slowly fill the hole with a liquid while attuning to the hilt, a blade appears.
Attunement. If you spend a short rest with this hilt, while inserting a liquid, you create an Alchemist's Blade. The kind of liquid inserted determines the appearance and damage type of the blade (see Example Blades table). If the blade is destroyed for any reason, you are no longer attuned, and must take another short rest to create and attune to a new blade.
An Alchemist's Blade deals 1d8 slashing damage, plus an additional 2d8 damage determined by the liquid used to make the blade. Some blades may also cause an additional effect.
||A pungent blade
||2d8 acid damage
||On a critical hit, this weapon burns through a creature's armor. The target must make a DC 20 Dexterity saving throw to not have their AC reduced by 1 for 24 hours if they have natural armor or forever while wearing the corroded armor.
||A disturbing blade that seems almost alive
||2d8 necrotic damage
||On a critical hit, you gain temporary hit points equal to the necrotic damage dealt.
||A slick blade that can be lit
||2d8 fire damage when lit as an action
||A foe hit by the unlit blade is covered in flammable liquid, and does not take 2d8 additional fire damage. If touched by fire, they are set on fire, and take 1d10 fire damage at the start of their turn until they use an action or some other method to quench the flames.
||A sinister, dripping blade
||2d8 poison damage
||On a critical hit, the target must succeed on a DC 16 Constitution saving throw or take 1d6 poison damage and become poisoned. The poisoned creature must repeat the saving throw at the start of their turn, taking 1d6 poison damage on a failed save. The effect of the poison and the poisoned condition end after a successful saving throw or 1 minute.
||A blade made of ice
||2d8 cold damage
||If you hit a fire elemental or another flame based creature, they take an additional 3d8 cold damage, but the blade instantly melts (this doesn't trigger the Blade Breaker feature).
||Other blades may be created, with your DM's approval
||Determined by DM
||Determined by DM
- Some blades may be destroyed without causing the Blade Breaker effect. For example, the Flammable Blade burns out after 1 hour, and the Frozen Blade melts after 1 hour, both leaving only the hilt. These blades will still trigger the Blade Breaker effect if broken in any other way, however.
After 24 hours, the blade breaks without triggering the Blade Breaker feature. You must spend a short rest creating a new blade, as described in the Attunement section.
Blade Breaker. If you roll a 1 on an attack using this weapon, or if you deliberately break the blade by succeeding a DC 15 Strength saving throw, the blade explodes. When this occurs, everyone in a 15 ft. by 15 ft. sphere centred on the weapon, including you, must make a DC 15 Dexterity saving throw. On a failed save, you take 3d6 damage, with the damage type being the one associated with the blade (e.g. if the Venomous Blade explodes, take 3d6 poison damage.) On a successful save, you take half damage. The hilt is left empty but unharmed.
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