Discount Magic Weapons

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Misty Dagger

Weapon (dagger), uncommon (requires attunement)

While this dagger's hilt and handle are not very noteworthy, its blade appears spectral and transparent. When thrown or swung, the blade trails wisps of vapor that rapidly dissapate.

While attuned to this weapon, you can use a bonus action to make it vanish in a burst of mist, after which there is no trace of it and it is impossible to find. You may cause it to rematerialize with another bonus action.

Hammer of Smiting

Weapon (any bludgeon), rarity varies (requires attunement)

This hammer's eye is fitted with a bright gemstone. So long as the gem is lit, you can use the hammer to cast one of the Smite spells at its lowest possible level. Casting a spell with the hamer causes the gem to darken until the next dawn.

Which spell the hammer can cast depends on its gemstone, and also determines its rarity.

Gem Spell Rarity Ruby Searing Smite Uncommon Topaz Thunderous Smite Uncommon Amethyst Wrathful Smite Uncommon Jasper Branding Smite Rare Onyx Blinding Smite Very Rare

Yin-Yang Staff

Weapon (quarterstaff), uncommon (requires attunement)

This staff's wood is half dark ebony and half pale white spruce, coming to a clean divide in the exact center. Each half has a single spiralling stripe of the other color up its length.

The staff has 10 charges and regains all expended charges at dawn. As an action, you may expend a charge to touch a creature with one end of the staff.

The white end of the staff subjects the target to the Bless spell. The black end of the staff subjects the target to the Bane spell with a DC of 12.

Neither of these effects require concentration; however, you may only use the staff to maintain one Bless and one Bane at a time. The effect must end before you may use it again.

Mining Pick

Weapon (war pick), uncommon (requires attunement)

This heavy iron pickaxe is chipped and pitted, though it parts earth and stone as if it were brand new.

Attacks made with this weapon have advantage to hit creatures made of earthen or metallic material, such as Golems, Constructs, or Modrons. In addition, you have a burrow speed of 5 feet while wielding the pick. Stone and earth you burrow through with the pick is reduced to dust and rubble, leaving a clear tunnel behind you.

Image Credit: Dark Souls

Sling of Giant Slaying

Weapon (sling), uncommon (requires attunement)

This sling is made of supple leather and cannot be torn, punctured, or deformed in any way.

Attacks made with this sling deal 1d6 damage and deal double damage to Giants and any creature two sizes larger than you or more.

Levinrod

Rod, uncommon (requires attunement)

This weighty metal rod is tipped with a blunt prong with two tines that occasionally arc electricity.

A Levinrod can be used as a weapon, functioning like a mace. On a hit, the rod deals 1d6 Lightning damage.

The Levinrod has 4 charges and regains 1d4 expended charges at dawn. When you hit with the rod, you may expend a charge to send a pulse of electricity through the prongs. The creature you hit must make a DC 12 Constitution check or be Incapacitated until the start of your next turn.

Merciful Weapon

Weapon (any), rare (requires attunement)

This weapon's hilt is gilded and etched with patterns reminiscent of olive branches. Holding it seems to calm your temper, and you feel hesitant to use it on your fellow man.

When you make an attack with this weapon against a creature that would bring it to 0 hit points, you may instead bring it to 1 hit point.

You have advantage on Charisma checks made to intimidate or persuade the creature, as it knows you have willingly spared its life.

Flaming Missile

Weapon (dart or ammunition), uncommon

This projectile's tip is formed of red crystal that occasionally sparks and cracks ominously. When fired or thrown, the missile bursts into flame.

When you make an attack with this weapon, treat it as though you were casting Fire Bolt, using Dexterity as your spellcasting ability. Hit or miss, the projectile burns up after igniting, turning to ash.