
Returning - This weapon returns when thrown, but must be caught, or it lands 15 feet behind the wielder. In addition, once per long rest, when you hit with an attack using this weapon, you may choose for the attack to deal no damage, and instead destroy a non-magical weapon or piece of non-magical armour or equipment carried by a creature hit by this attack.įor this item, I decided that it shouldn’t affect magic items as that could lead to some really frustrating choices if a player feels as though they have to use it to destroy a magic item belonging to an enemy, preventing them from gaining that item for winning the fight.ġd6 Slashing damage, Finesse, Light, Thrown (range 30/120) You gain a +1 bonus to attack and damage rolls made with this magic weapon. I focused on a hook & drag attack as the main ability of this item, which nicely represents the card’s ability to make a creature block it, essentially “dragging” it into combat! I also decided that the item should function as a Climber’s Kit, since that’s the primary use for this item for adventurers on Zendikar, with Zendikar’s items focusing on travel utility for the plane’s weird terrain first, and combat use second. This weapon also counts as a Climber’s Kit.

If you succeed, you may drag the target up to half your Strength in feet. If the drag attack hits, it deals 1d4 piercing damage instead of 2d4 slashing damage, and you makeĪ Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). When attacking a creature with this weapon, you can choose to make a drag attack. Working this way, it allowed me to double the charge gain for a vampire wielder like on the card, and also add the bonus of being able to cast Inflict Wounds with it, which seemed the ideal spell for a bloodthirsty blade.Ģd4 slashing damage, Finesse, Reach, Two-handed

A thing I felt would be fun for this item would be for charges to last until the wielder takes a long rest, giving them a choice of whether to take a rest and lose charges, or skip the rest and gain exhaustion to continue to benefit from the item. I felt that the most ideal flavour for this weapon would be for it to drink blood, like a vampire, for it to gain charges, which are used to mirror the card’s +1/+1 counters granted to the wielder. When you hit a living target with this weapon, you may expend two charges to cast the spell Inflict Wounds. If a Vampire is attuned to this item, it gains 1 additional charge each time it is used to kill a creature. For each charge on this weapon, you gain +1 to your Strength score. When you kill a creature that has blood using this weapon, it gains 1 charge, which remains until the next time you take a long rest.

Like the vampire bloodchiefs of Guul Draz that it was forged for, this long, slender blade gains power by drinking the blood of fallen enemies. Magic Weapon (Longsword) - Legendary (Requires attunement) Nearly one year on, I haven’t started a Zendikar campaign (I’m still running Curse of Strahd), but I’ve been able to enjoy working on new homebrew for a growing audience for all this time! I’m going to be doing a few announcements next week when I reach the one-year anniversary of starting this blog, but until then, enjoy these items! As next week is the one-year anniversary of me starting this blog(!), I’m delving back into the original set of posts that I this blog with, bringing more magic and mundane items from Zendikar! When I first started this cycle, it was a project of a few evenings after work that went up on my other blog, as at the time I was planning to some day run a Zendikar campaign.
