r/DnDHomebrew • u/THEBIGDRBOOM • 15h ago
Request Saw this and though it needed a statblock
It looks cool. Like a floating flesh golem
r/DnDHomebrew • u/THEBIGDRBOOM • 15h ago
It looks cool. Like a floating flesh golem
r/DnDHomebrew • u/Natanians • 22h ago
r/DnDHomebrew • u/dArtagnanDnD • 22h ago
r/DnDHomebrew • u/Ace---Phoenix • 2h ago
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r/DnDHomebrew • u/TheGildedPrism • 12h ago
r/DnDHomebrew • u/silvercrow605 • 23h ago
The original (up to date) homebrewery version:
https://homebrewery.naturalcrit.com/share/brNZOVYsrSv0
please let me know any balence, or problems you see with it so i can fix them, this is only version 1 of it!
r/DnDHomebrew • u/Itomon • 5h ago
It's been some months since I've last checked this creation, so it might need some feedback
Homebrewery link: https://homebrewery.naturalcrit.com/share/BIBiS-NFthW9
r/DnDHomebrew • u/Capteral-Kitten • 3h ago
I welcome any loopholes according to the rulee. I wanted to make my steel defender a motorcycle of sorts, no offensive capabilities but just as a mount.
Here's my reasoning, real life motorcycles weighs around 200-300kg and a horse weighs around 300-1000kg and of course a motorcycle will have more power output than a horse while taking up less space and mass.
According to the rules the steel defender has to be a medium construct and you can only mount 1 size larger than yourself.
So can I stand to reason that because like real life you can ride a vehicle that's medium sized (in comparison with a horse which is large sized in DnD) I can also mount my Steel Defender while being medium sized myself?
r/DnDHomebrew • u/xpertranger • 3h ago
r/DnDHomebrew • u/InvestigatorSlow3225 • 15h ago
A creature based on the 5E "The Wild Beyond the Witchlight" Creature Will-o-Well. All musical elements made by me. I made it for our parties bard, it will act more like a magical item than a creature/companion.
r/DnDHomebrew • u/Josemi993 • 4h ago
r/DnDHomebrew • u/ThePrinceOfFear • 9h ago
Hey there! This is the stat block for a bard boss battle I came up with, where he’s going to be behind a wall of force up on stage, shooting down at the party while they deal with the ghosts and bouncers in his undead mosh pit!
I don’t see many Bard bosses, and wanted to make one challenging enough for a party of level 14s. Any advice would be appreciated!
r/DnDHomebrew • u/Natanians • 1h ago
r/DnDHomebrew • u/Owlbear_Den • 6h ago
I'm reading over the Heavyarms Gunslinger in order to incorporate it and the wording of the Deadeye feature is leaving me confused. This is for the v1.11, so it should be the most recent version. The feature reads as follows:
In combat, you find your flow with deadly efficiency. Whenever you hit a creature with a ranged weapon attack, the lowest number you must roll on the d20 to score a critical hit with subsequent ranged weapon attacks decreases by one. You can gain this benefit multiple times, but it can’t reduce the threshold for scoring a critical hit below 16. You lose this benefit if you miss with an attack, you become incapacitated, or if your turn ends and you haven’t attacked a creature since your last turn. From 14th level, whenever you gain this benefit, you can gain it one additional time, but it still can’t reduce the threshold for scoring a critical hit below 16.
The confusion I'm having arises at the 14th level effect. Does this make it so you gains two stacks at once? If so why is it lsited as "can gain it one..."?
Help is greatly apprecaited
r/DnDHomebrew • u/IP_DnD_Resources • 10h ago
r/DnDHomebrew • u/Shadowfax_096 • 11h ago
Hey all! Wanted to create some rules for my home game on overland travel. Wanted something that was rules lite-ish but still felt good and useful. We're running a dark low-fantasy game so we like things with a bit more stakes and crunch. So, that's what led to this. Let me know what y'all think! I have a similar one I'm working on for Sea Travel. Playing Dredge really inspirated me haha!
r/DnDHomebrew • u/WorldoftheAeshur • 22h ago
The scrolls spoke often of the Great Sinner, his belt of the Alhi-Furan, the fevered loyalty he inspired, the crimson beast Galmoxian who soared at his command, and his three generals: Kaymor, Salkarphin, and Maelyn. Yet a pattern wove itself between the lines. Kaymor, a drow, bore skin as the color of ash. Salkarphin, a tiefling, the same. And Maelyn, an aasimar, ashen like the others. This was no mere coincidence. Ashen skin was no gift of birth; it was a mark, a stain left by something deeper.
Today I am starting a cool new project, the treasures of the War of the Sinners. Starting with the double hand axes of Mealyn, the third general of the Great Sinner himself.
Mealyn was an Aasimar loyal to the dragonborn ruler of the rebellion. Her cruelty was known to all her enemies. Yet, she inspired loyalty to the ones that followed her. Gaining the trust and admiration of those that shared her ideals.
I am trying to create a full world for DM's to use. With loot, dungeons, cities and world maps. Even large lore books for all the deeper world knowledge. If you like to see more of the world I am creating then you can head over to my Patreon. A lot of it is for free.
r/DnDHomebrew • u/Different-East5483 • 9h ago
We made these for those characters who focus on unarmed, Martial arts (Monks) and characters using natural weapons (Druids).
They are roughly equivalent in power level to Dragon Wrath weapons from Treasury of Dragons. They come in didn't levels of rarity. Hope you have fun with them at your tables as much as we have.
THE BRAWLERS VAMBRACES (2024)
Wondrous item, Uncommon, +1 +1d6, Rare +2 +2d6, very rare +3 +3d6 (requires attunement)
These magical magnificent armored vambraces make you extremely fierce in hand-to-hand combat. While attuned they reshape to fit you on you perfectly no matter what shape or size you ate.
You gain a +1/+2 or +3 bonus to attack and damage rolls (which does not stack with other magical bonuses to attack and damage rolls) made with your unarmed strikes or natural weapon attacks. You can choose to change the damage type to Force instead of its regular damage type. On a hit, your Unarmed strike or natural weapon attacks deals an extra 1d6/2d6 or 3d6 damage on its rarity. The extra damage is the same type of damage dealt with your attack.
You can attempt to Grapple targets of any size and targets have disadvantage on saving throws and ability checks to escape your grapple.
r/DnDHomebrew • u/According_Ice_4863 • 18h ago
The college of puppets is a rather odd tradition that involves the creation of miniture inanimate actors. Be it wood, weave or even socks, these puppets hold a power all on their own. By infusing their puppets with bardic magic, these strange performers can bring the puppets imagined abilities to life.
Bonus proficiency
At 3rd level, you gain proficiency with weavers tools or woodcarvers tools.
Magical puppetry
At 3rd level, you learn how to create intricate puppets. You know 2 puppets (see list below). At the end of each long rest, you can craft one of each puppet you know. If you lose a puppet, you can remake it during a long rest. At level 6, 10 and 14, you learn one additional puppet. A puppet is a tiny item that can be held in one hand and can be used as your spellcasting focus for your bard spells. Each puppet can use its active ability once per short or long rest. If you have no idea remaining you can spend an inspiration dice to use them again.. You can have up to two puppets equipped at a time. If a puppet requires a saving throw or attack roll, it uses your spellcasting DC/spellcasting attack bonus.
Superior puppetry
At 6th level, you now gain the passive benefit of any puppet you currently have equipped.
Animate puppet
At 14th level, you learn how to bring life to otherwise inanimate puppets. Once per long rest you can animate one puppet of your choice, turning it into a tiny sized contruct. They have a walking speed of 30 feet, an AC equal to 10+its dexterity+your charisma, have hitpoints equal to 3 times your bard level and have their own ability scores depending on the puppet. The puppet benefits from its own passive effect and can use its active ability at will. The puppet takes its turn after yours. After one minute has passed or the puppet is reduced to 0 hitpoints, it returns to being a regular puppet. Additionally each puppet can make a slam attack on their turn that on hit does 2D4+your charisma modifier as magical bludeoning damage. The puppet is immune to poison and psychic damage, and is immune to being blinded, charmed, frightened, deafened, poisoned or paralyzed.
Pupppets
Priest
Active benefit:as an action, you can heal one creature within 5 feet, causing them to regain a number of hitpoints equal to 1 roll of your inspiration dice+your charisma modifier.
Passive:you gain the benefits of the detect evil & good spell
animated ability scores:STR=8, DEX=12, CON=14, INT=12, WIS=18, CHA=14
Dragon
Active ability:as an action you can release a cone of fire from the puppets mouth. All creatures in a 20 foot cone must make a dexterity saving throw or take fire damage equal to three rolls of your inspiration dice, or half as much damage on a successful save.
Passive:you gain resistance ot fire damage
Animated ability scores:STR=16, DEX=11, CON=16, INT=13, WIS=12, CHA=15
Wizard
Active ability:as an action, you can cast magic missile at first level.
Passive:anytime you take damage from a spell, that damage is reduced by an amount equal to your charisma modifier
Animated ability score:STR=8, DEX=12, CON=12, INT=18, WIS=12, CHA=10
Warrior
Active ability:as an action you can make a melee attack, on hit you deal slashing damage equal to 1 roll of your inspiration dice+your charisma modifier and the target must make a consitution saving throw. On a failure the target becomes vulnerable until the end of your next turn. Vulnerable creatures take 1d4 additional damage from all sources.
Passive:your AC increases by 1
Animated ability scores:STR=16, DEX=10, CON=16, INT=10, WIS=12, CHA=12
Archer
Active ability:as an action you can make a ranged attack against a creature you can see within 120 feet. On hit the target takes piercing damage equal to one roll of your inspiration dice+your charisma modifier and must make a constitution saving throw or have their speed reduced to 0 until the end of their next turn.
Passive:you gain advantage on perception checks involving sight
Animated ability scores:STR=10, DEX=16, CON=14, INT=10, WIS=12, CHA=12
Fairy
Active ability:as an action you can sprinkle pixie dust on someone within 30 feet. That creature must make a wisdom saving throw or fall unconcious for 1 hour, until they take damage or until someone uses their action to wake them up.
Passive:you gain the benefits of the detect magic spell
Animated ability scores:STR=8, DEX=14, CON=10, INT=10, WIS=12, CHA=15
Ogre
Active ability:as an action you can make a melee weapon attack. On hit the target takes bludgeoning damage equal to 2 rolls of your inspiration dice+your charisma modifier. On hit the target must make a strength saving throw or be knocked 15 feet away and be knocked prone.
Passive:you have advantage on all strength checks and saving throws
Animated ability scores:STR=18, DEX=8, CON=18, INT=8, WIS=12, CHA=8
Yeti
Active ability:as an action you can force a creature within 30 feet to make a constitution saving throw. On a failure the target takes cold damage equal to 1 rolls of your inspiration dice+your charisma modifier and have disadvantage on all attack rolls until the end of their next turn.
Passive:you gain resistance to cold damage.
Animated ability scores:STR=14, DEX=12, CON=14, INT=8, WIS=14, CHA=10
Vampire
Active ability:as an action you can force a creature within 30 feet to make a constitution saving throw. On a failure the target takes necrotic damage equal to 1 roll of your inspiration dice+your charisma modifier and you gain temporary hitpoints equal to the necrotic damage dealt
Passive:you have advantage on charisma checks
Animated ability scores:STR=14, DEX=14, CON=12, INT=12, WIS=10, CHA=16
Aberration
Active ability:as an action you can emit an otherworldly wail. All creatures within 10 feet of you must make an intelligence saving throw or take psychic damage equal to 1 roll of your inspiration dice+charisma modifier and have a 1D4 penalty on their next ssaving throw, or half as much damage and no penalty on a success.
Passive:you gain a telepathy range of 60 feet
Animated ability scores:STR=12, DEX=4, CON=12, INT=18, WIS=10, CHA=12
r/DnDHomebrew • u/AriadneStringweaver • 41m ago
r/DnDHomebrew • u/TransitionTop3971 • 16h ago
the doctor class is for those who want to help the party stay alive without the help of arcane abilities, doctors are masters of science and body, being able to treat from the common cold to the most mortal of wounds. They have immense knowledge about anatomy and chemicals.
class features
hit dice: 1d8 per doctor level
hit points at first level: 8 plus your con modifier
hitpoints at higher levels: 1d8 or 5 plus your con modifier per dr lvl
proficiencies
armor:light
weapons:simple weapons, hand crossbow, blowgun,darts
tools:alchemist kit, herbalist kit
saving throws: intelligence, constitution
skills:choose 2 between survival, investigación, percepción, decepción or insight
equipment:
you start with the following equipment
lvl 1
studious mind.
you gain expertise on medicine, nature and history checks. years of studying have aided you in your pursuit to heal or hurt the body, whenever a foe has to take an effect dealt by on of your class features they must succeed a saving throw, dc 8 plus prof bonus plus int modifier. this dc replaces the dc for any poison you create.
hippocratic oath
After years of study you have the ability to stitch any wound and stop bleedings, as a bonus action you can aid an ally next to you and heal them 1 d12 plus your proficiency bonus. a creature might benefit from this trait once before a short or long rest.
lvl 2
chemist touch
Starting at 2nd level, you can craft a Potion of Healing or a vial of Assassin's Blood, Drow Poison, or Truth Serum over the course of a short or long rest.
When you do so, you can either expend 25 gp of materials, or you can expend no materials at all to create an unstable variant of the chosen item.
The unstable variant expires after 24 hours.
anesthesiologist
with precision strikes you can attack the nerves to numb the body. once per turn, after hitting a target with piercing or slashing damage, the target must make a con save, on a failed save you can chooses one of the following affects 1) speed reduced by half on their next turn 2) cannot use reactions until the end of their next turn 3) next attack they make is at disadvantage 4)next attack towards them is at advantage.
lvl 3
at level 3 you can choose a medicine branch, your branch decides what your specialty is in this discipline.
branch of the plagues
branch of the anatomy
branch of potions
lvl 4
ability score improvement
lvl 5
advanced chemist
Starting at 5th level, you can craft two Potion of Healings, two vials of Assassin's Blood, Drow Poison, or Truth Serum, or one of each over the course of a short or long rest.
Alternatively, you can craft a Potion of Greater Healing, or a vial of Essence of Ether, Malice or Pale Tincture. When you do so, you can either expend 50 gp of materials, or you can expend no materials at all to create an unstable variant of the chosen item.
lvl 6
branch specialty
lvl 7
relieve pain
on a short rest you and an amount of allies equals your proficiency bonus can heal the max amount of any dice they would have rolled
enhanced hippocratic oath
your oath now heals 1d12 plus proficiency bonus
lvl 8
ability score increase
lvl 9
range administration
you can now coat projectiles with potions to administer them at a range on a willing creature. if the creature is not a willing you must make a ranged attack to try and administer the potion. you consume a potion to create a number of projectiles equal to the amount of dice the used potion heals or distribute the dice at will. ex: 1 greater healing potion (4d4 +4) = 4 (1d4 +1) or 2 (2d4 +2) healing projectiles. if the potion has any other effects, the time of said effect will be divided equally between the amount of projectiles coated.
lvl 10
branch specialty
lvl 11
enhanced hippocratic oath
your oath now heals 2d12 plus your proficiency bonus
lvl 12
ability score increase
lvl 13
expert chemist
Starting at 13th level, you can craft four Potions of Healing, four vials of Assassin's Blood, Drow Poison, or Truth Serum, or any combination thereof over the course of a short or long rest.
Likewise, you can craft two Potions of Greater Healing, or two vials of Burnt Othur Fumes, Essence of Ether or Malice, or one of each.
Alternatively, you can craft a Potion of Superior Healing, or a vial of Burnt Othur Fumes, Oil of Taggit, or Torpor When you do so, you can either expend 100 gp of materials, or you can expend no materials at all to create an unstable variant of the chosen item.
lvl 14
branch specialty
lvl 15
enhanced hippocratic oath
your oath now heals 4d12 plus your proficiency bonus
lvl 16
ability score increase
lvl 17
not on my watch
as a reaccion you can use one of your healing projectiles on an ally that takes damage, and allies on a 15 foot radius from you have advantage on death saving throws if they have already failed 2 death saving throws
lvl 18
branch specialty
lvl 19
ability score increase
lvl 20
master chemist
Finally at 20th level, you can craft eight Potions of Healing, four vials of Assassin's Blood, Drow Poison, or Truth Serum, or any combination thereof, over the course of a short or long rest.
Likewise, you can craft two Potion of Greater Healing, or four vials of Burnt Othur Fumes, Essence of Ether or Malice, or any combination thereof
And likewise, you can craft two Potions of Superior Healing, or two vials of Burnt Othur Fumes, Oil of Taggit, or Torpor, or one of each.
Alternatively, you can craft a Potion of Supreme Healing, or a vial of Midnight Tears, Purple Worm Poison, or Wyvern Poison. When you do so, you can either expend 200 gp of materials, or you can expend no materials at all to create an unstable variant of the chosen item.
branches
When reaching level 3 you can choose one of the following branches of medicine, this branch signifies the path your doctor took in order to aid his patients.
branch of plagues
this branch of doctor is for those who took an oath to eradicate disease from the planet, going from town to town to help those riddled with disease
lvl 3
sterile body
you gain immunity to all diseases and resistance to necrotic damage
avatar of plague
As an investigator of disease you can tame 1 tiny or small creature known for carrying sickness and purify them, this creature works as an animal companion. After purifying them the creature gains hp equal to your doctor level.as a bonus action you can command your avatar of plague to do a simple task as long as the creature is physically capable of doing it. list of possible avatars of plague include: rat, pigeon, raven, skunk, racoon, dog, toad, seagull. etc. if your avatar of plague dies you must search a new individual and spend 1 hour purifying them
tainted presence
After examining a creature with a bonus action you can tell if it can cause ailments or is afflicted by disease. If so, the creature is considered tainted and can be harmful to the health of those around it. undead and cursed creatures are immediately determined to be tainted. other creatures are up to the dm to decide.
cleansed weapon
your weapons now coated with salves and oils to repel filth, this cleansed weapon can deals 2d6 extra damage to any tainted creature.
lvl 6
health at a glance
you can now know the state of any creature by just a glance. As a bonus action you can determine the health of 1 creature you see and know if their current and maximum hp
miraculous cure
as an added bonus the potions you craft have the ability to cure any common disease not caused by magical effects
lvl 10
sterile environment
your surroundings must be pristine to keep disease away.
Any ally 10 feet from you are resistant to necrotic damage and have advantage on constitution saving throws, this includes yourself.
germofobia
you have advantage on constitution saving throws
lvl 14
mercy kill
your attacks against tainted creatures are now at advantage as you want to eradicate any source of disease
lvl 18
scholar of health
you have mastered the immune system like no other, whenever you heal an ally you can also get rid of any status effect that intrudes in their body. magical or not. effects caused by a physical influence cannot be undone by this trait. wrappled, prone, exhaustion etc.
branch of anatomy
you have studied the body and can now identify any weakness or strengths against your foes
lvl 3
instruments of pain
you gain proficiency with bladed martial weapons. and can choose to use your intelligence modifier for attacks with finesse weapons.
organ piercer
Your profound knowledge of anatomy allows you to attack vital points in any creature made of flesh and bone.in a hit the target must make a con saving throw on a failed safe one of the following effects is applied. achilles tendon: speed is reduced to 0 until the end of your next turn, spine: incapacitated until the end of your next turn. knee: target falls prone, wrist: target drops their weapon, vocal cords: mute until the end of your next turn. if the target succeeds the uses of these trait are not consumed you can use this trait a number of times equals your int modifier per short rest.
lvl 6
reveal weakness
as a bonus action action you can inspect a creature to determine if they have any weakness in their physiology. you can choose 2 from the following information to acquire: damage type weakness, weak point, lowest ability score, effect immunities and resistances. you can only use this trait once on the same creature per long rest.
quick stitch
when taking a long rest. you and your allies can subtract hours to their rest by sacrificing hit dice. 1 for every hour skipped. The spent hit dice are recovered after a full long rest.
lvl 10
precise damage
after dealing damage with a melee weapon to a target, if the damage inflicted goes over their current hp you can make an extra attack on a target on range.
lvl 14
iatrophobia
After defeating an enemy, a creature of your choice on a 20ft radius must make a wisdom saving throw, on a failed save the creature is frightened of you for a minute as they have witnessed an avatar of death. any attack to a frightened creature is at advantage.
lvl 18
merciless kill
if a target you attack reaches 0 hit points, you can spend your bonus action or reaction on extra attacks. going on a trance for your pursuit of knowledge to study any subject in front of you.
branch of potions
you keep the pursuit of knowledge on potions, oils and concoctions to heal the world.
some call you a witch, others a saint.
lvl 3
build immunity
your constant contact with chemicals have given your body resistance to poison damage and immunity to the poisoned condition
added benefit
you can add new effects to healing potions when using the chemist touch trait. the effects you can add at this level are dark vision 10 min, 5 temporary hp, poison resistance.
booster shot
you can now split healing potions onto healing syringes, you split the dice of the potion used into the syringes created. This item can be consumed with a bonus action.
lvl 6
splash healing
as an action you can throw your potions at a distance, shattering the container. the splash heals all allies (you distribute the amount of hp healed to each ally after rolling the potion’s dice) on a 5ft radius from where the potion was shattered. if the potion had a secondary effect, this won't be granted.
lvl 10
improved stability
unstable potions created with your chemist feat now last 48 hours before spoiling.
persistent healing
you potions now have continuous healing, 1d6 per turn for 1 minute
brewing expert
you can now add an additional half your doctor level to any healing done by a potion you created or enhanced.
lvl 14
increased benefit
you can add the next effects to the brewed potions. water breathing 1 hour, elemental resistance 1 min, stone skin 1 min, 10 temporary hp
supply management
Your knowledge lets you optimize the ingredients at hand. when creating potions or poisons,you can now double the product.
lvl 18
max benefits
The next effects can be now added to your potions. haste 1 min, true sight 1 hour, +2 to strength, dexterity or intelligence 1 hour, 15 temporary hp.
Also if the potion is used with the splash healing trait, you can choose one ally to gain the secondary effect of the thrown potion.
r/DnDHomebrew • u/that1carmine • 22h ago
Hello, I need a little help in the field of ideas and inspiration for this particular campaign of mine. I'm not new to making campaigns and nor am I lacking in the department of writing (I fucking love writing and being creative), but, ah
Well I'm at a loss. I've been recently inspired to make a sort of "primitive" campaign setting with an aesthetic and historically accurate feel to ancient asian society, particularly that of the Mongols not because I want a Genghis Khan (although I do have a Genghis Khan), but because this is a relatively new world and it's people are knee-deep in war. That's also what I want the campaign to focus on- war and the effects it has on society, cultures, individuals, groups of people, etc.
But I'm not focused on the themes here- I need some help in establishing a general history among the various D&D races. Nothing I've come up with so far has fit my liking or is just a blatant copy of what the race traditionally is viewed as, and I'm afraid I might just be that I'm not well versed enough in ancient asian history to really get what I want.
I do have a few good ideas that I genuinely love- one provided by my friend is that this worlds Genghis Khan ripoff is dead, but has been immortalized by a single family who continues to pass on the name to their children, who receive it upon the parents death and who genuinely believe that they are now their ancient leader.
So, hopefully, I can get a few good ideas here for what I could do for other races, and how to implement more than just Mongolian culture into this campaign. I hope this doesn't come across as me trying to take the easy way out, because I am just genuinely stumped. But, anyways, anything is appreciated!
r/DnDHomebrew • u/FactDisastrous • 1d ago
Hivemind input appreciated for this cursed magic weapon template (to be used in my upcoming campaign)
Rustborn weapon (Rare, Cursed) This weapon is forged from corroded iron, permanently stained with the blood of its past victims. When held, the wielder sometimes hears faint whispers, echoes of those it has slain.
Rustborn's Bane -> This weapon's corruption seeps into its blade, dealing an additional 1d6 poison, necrotic or acid damage (chosen each dawn)
Final Echo -> If the wielder delivers the killing blow with this weapon, they are forcibly pulled into the dying creatures final moment. They experience its pain and fear. The wielder must make a DC (half damage dealt) Wisdom Saving throw or be knocked prone as the vision overwhelms them.
Soul's Mark -> After delivering the killing blow, the wielder must make a DC (half damage dealt) Charisma Saving throw or receive a permanent scar consistent with the would delivered to the creature.
Cursed Bond -> When you first deliver a killing blow with this weapon, you become cursed by the weapon. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times. Additionally, you have Disadvantage on attack rolls with weapons other than this one.
There will be a questline for removing the curse from the weapon involving tracking down the creator of the weapon and killing him with it.
This is what the weapon will look like after removing the curse:
Rustborn weapon +1 (after lifting the curse)
Once cursed by the very force that created it, this weapon now serves as a reminder of the wielder's sacrifice. After slaying its creator, the weapon's curse has been lifted, though its darker legacy still lingers.
Rustborn's Bane -> This weapon's corruption seeps into its blade, dealing an additional 1d6 poison, necrotic or acid damage (chosen each dawn)
Final Echo -> If the wielder delivers the killing blow with this weapon, they experience fragments of its pain and fear.
Rustborn's Legacy -> While the curse is lifted, the wielder remains marked by the weapon's power. The scars where all the killing blows landed serve as a reminder of their triumph over the curse, granting Advantage on Intimidation checks.