Brutal Arms, Vol. 1

Items

A Treatise on War

Wondrous item, rare (requires attunement by a character with proficiency in a Martial Weapon)

This simple leatherbound tome was made with a brass loop to hook onto a belt. Inside are many passages on warfare, combat, and the art of ending the lives of others.

As part of attunement, you must read a section in the book on a Fighting Style you choose. While it remains worn on your belt, you gain the benefits of that Fighting Style.

You may change this Fighting Style by reading a different passage during a short rest, but a single copy of A Treatise on War can only provide you with a single Fighting Style's benefits at a time.

Centipede Frame

Wondrous item, very rare (requires attunement)

This assembly of magically-animated rods and pistons attaches to the waist and shoulders of any armor. Attaching the frame can be done during a short rest as part of attunement. Removing it and placing it onto different armor takes another short rest.

While a Centipede Frame you are attuned to is attached to your armor, it forms two extra arms. These can be used as normal arms, and can hold a two-handed weapon or a one-handed weapon and shield. If you attack with a two-handed weapon, you may use two-weapon fighting to attack with the weapon the Centipede Frame is holding.

Arcsecond Lens

Wondrous item, uncommon

This crystalline lens is fashioned from impeccably clear material. If not for the brass frame, it would be all but invisible.

Attaching the Arcsecond Lens to a ranged weapon takes one minute. The lens adds +1 to all rolls to hit made with the weapon it is affixed to. When under a clear night sky, an engraved star in the center of the lens shines brightly, negating any impediments the user would suffer from low light conditions.

Pomme-Grenade Tree

Wondrous item, uncommon

This tree takes the appearance of a shrub no more than a foot tall. It is commonly found growing in clay pots for easy transport, and only requires regular sunlight and about half a pint of water a day to remain healthy.

The leathery oval-shaped fruit growing from a Pomme-Grenade Tree are dark red when ripe and grow to slightly smaller than a fist. A single tree produces 1d4 fruit in a week. Pomme-Grenades can be eaten and are nutritious enough to serve as a day's rations.

Pomme-Grenades can also be thrown as a weapon, up to 40 feet. When a Pomme-Grenade impacts a solid object, it explodes in a blast of seeds and concussive force. All creatures within 10 feet of the exploding fruit that fail a DC 14 Dexterity save take 2d4 thunder damage and 2d4 piercing damage.

Weapons

Ogre Club

Weapon (maul), rare

This massive weapon can only be wielded by a creature with a Strength score of 18 or higher. On a hit, it deals 2d8 bludgeoning damage.

If the creature wielding this weapon is Large or bigger, it rolls 3d8 on a hit instead.

Vierhander

Weapon (greatsword), rare

This odd multi-handled contraption appears to be a bladed weapon designed for use by Thri-Kreen. A humanoid with fewer than four arms that is proficient with Greatswords can wield the Vierhander with a combined Dexterity and Strength score of 32 or more.

On a hit, the Vierhander deals 3d4 Slashing damage. It critically hits on a roll of 19 or 20.

Lawbringer

Weapon (halberd), legendary (requires attunement by a creature of lawful alignment)

This poleaxe's shaft is fashioned from ivory and gilt with intricate patterns that never tarnish. However, its head is made of ancient-looking iron that bears centuries of rust, pits, and bloodstains. Its brilliantly gleaming edge does not dull in any circumstance.

You have +3 to hit and damage rolls with this weapon.

This weapon has 4 charges and regains 1d4 each dawn. As an action, you may spend a charge to cast one of the following spells: Sanctuary, Shield of Faith, or Remove Curse. These spells have a +5 spellcasting modifier.

Armor

Fetters of Furor

Armor (special), legendary (requires attunement by a barbarian)

These chains are forged of adamantine, and connect to shackles around the neck, wrists, and ankles. They connect to a central ring over the wearer's back, from which dangles a single partially melted link. Without the rest of the assembly, the Fetters do little to restrict the wearer's movement.

While attuned and wearing the Fetters of Furor, you gain +1 AC but are still considered unarmored. In addition, while raging, you have an additional +2 Rage Damage.

Midnight Raiment

Armor (leather), very rare (requires attunement by a rogue)

This regalia is fashioned from hundreds of pristine quasit and imp hides. It cannot turn invisible as they can, but its jet-black finish and smooth texture allow the wearer to hide from unwanted attention almost without effort.

While attuned and wearing this armor, you have Advantage on all Stealth checks. If a separate effect also grants you advantage, you may roll a third d20 while making the check.